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Trevor Warps
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Posted - 2008.08.19 14:47:00 -
[31]
I like the regen idea about the regen to the armor.
I dislike it to be efficient repping option 'during' combat tho. Shields are made for that, and armor for massive hp. The regen on armor should be really slow, too slow to make it a viable pvp tanking setup.
It would be quite useful for passive fits who roams away from home tho. |

P'uck
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Posted - 2008.08.19 14:53:00 -
[32]
Somebody stick it in the Features and Ideas forum. (for probably the 100th time )
How about it would start to slowly regenerate armor (maybe at the speed of a small hull rep? or a little less?) but only after you stopped taking damage for x seconds.
or make it use up nanite paste? better plating = better ratio
whatcha think? |

Ghaylenty
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Posted - 2008.08.19 14:55:00 -
[33]
Personally, I feel its a silly idea to continue dividing setups by "active/passive"...
The game has changed significantly and I think its time to re-evaluate how ships are setup. I like the idea of armor being able to passively regenerate itself, but problems have been addressed.
Personally, I think it would be a good idea to boost regenerative plating to the point where it is a GOOD (read: not weak) SUPPLEMENT to your current active armor tanking setups. This will throw a "hybrid" type of tanking into the mix- The problem is balancing it so a hybrid setup is on par with the two ends of the tanking spectrum. |

Phil Viral
Gallente Aegis Evolution Blade.
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Posted - 2008.08.19 15:05:00 -
[34]
Originally by: Abrazzar Give Regenerative Plating the ability to boost armor repair amount, slightly, by 5-10%. Probably would need a reduction of the armor amount bonus to balance the effect, or maybe add a penalty to something else, like a 2-5% reduction in cap recharge, though penalties on modules are always a issue.
This. Shield tankers have the Shield Boost Amplifier, armour tankers have no equivalent module. |

Dr Sheepbringer
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Posted - 2008.08.19 15:31:00 -
[35]
I've always thought that the Armor Repairer itself is a rather odd piece of machinery. With all reasoning...it should have some welding/metal charge. Last time I checker space weapons melt stuff away, not just "move it" around. |

Baron Primus
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Posted - 2008.08.19 17:02:00 -
[36]
That's a TERRIFIC idea! /signed! With the introduction of dual and triple-slotted rigs, the passive regeneration of armor could be increased 1.35 and 1.4 times, respectively!
However, one's cooldown timer would have to expire first, in the name of fairness! One could camp out in their SS and let their armor regenerate! Nanobots are marvelous things, aren't they? With 1-2% armor regenerating per-second, ships could effectively repair fully within 50-100 seconds!
AWESOME! |

Derek Sigres
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Posted - 2008.08.19 17:27:00 -
[37]
Originally by: Phil Viral
Originally by: Abrazzar Give Regenerative Plating the ability to boost armor repair amount, slightly, by 5-10%. Probably would need a reduction of the armor amount bonus to balance the effect, or maybe add a penalty to something else, like a 2-5% reduction in cap recharge, though penalties on modules are always a issue.
This. Shield tankers have the Shield Boost Amplifier, armour tankers have no equivalent module.
XL booster + amp is roughly equivalent to 2 LAR. The Caveat is it's often easier to get a strong active tank that runs for a very long time tanking armor if you're so inclined. The best cap charging mods in the game are a mid slot (Cap injector) which reduces the slots available for other tank purposes and a low slot (Cap Power Relay) which reduces your shield booster effeciency.
This of course assumes you didn't dump gobs of cash into one of those VERY fancy deadspce boosters of course.
That being said, Crystals tilt the balance of active tanking power clearly in favor of shield tankers. In actual PVP slaves are far more useful and common. |

Srioghal moDhream
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Posted - 2008.08.19 20:13:00 -
[38]
So you want these huge hunks of metal to magically put themselves back together, replacing the chunks of metal that were blown off in battle and now floating in space magically out of the air. This is some special metal I see.
As for regenerative plates, as said early it is essentially for capital ships. In which adding a 1600mm (4200 armor) to your current 300,000+ armor is pretty useless. But 15% would add 45,000 which is somewhat significant (about 13.5% more then the 4200) |

Angelic Eviaran
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Posted - 2008.08.19 20:15:00 -
[39]
Originally by: Raymond Sterns I'd honestly like to see them give a passive armor-regen bonus. Not enough to make it significant in battle, but handy if you are short cap/lacking a repper and no way to heal.
YES! GIVE THIS MAN A MEDAL. EXCELLENT IDEA. |

Liang Nuren
Perkone
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Posted - 2008.08.19 20:15:00 -
[40]
Originally by: Srioghal moDhream So you want these huge hunks of metal to magically put themselves back together, replacing the chunks of metal that were blown off in battle and now floating in space magically out of the air. This is some special metal I see.
As for regenerative plates, as said early it is essentially for capital ships. In which adding a 1600mm (4200 armor) to your current 300,000+ armor is pretty useless. But 15% would add 45,000 which is somewhat significant (about 13.5% more then the 4200)
You're better off with a hardener or EANM.
-Liang |

P'uck
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Posted - 2008.08.19 20:28:00 -
[41]
No exceptions? not even on the aeon? |

Liang Nuren
Perkone
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Posted - 2008.08.19 20:29:00 -
[42]
Originally by: P'uck No exceptions? not even on the aeon?
Pretty sure... especially after you start taking faction EANM's into account.
-Liang |

Red Thunder
Most Wanted INC G00DFELLAS
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Posted - 2008.08.19 22:40:00 -
[43]
only useful on caps rly....and then it sucks |

Gamesguy
Amarr Black Nova Corp Band of Brothers
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Posted - 2008.08.20 04:11:00 -
[44]
Originally by: P'uck No exceptions? not even on the aeon?
I have an aeon, and no, its not. Resists are always better than a regenerative plating. |

Srioghal moDhream
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Posted - 2008.08.20 22:01:00 -
[45]
After 3 EANM it is better, but then thats about it. |
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