A few module fixes needed

thought we have plans to address modules in the near future, i want to gather feedback a head of time on the following

 

 

Regenerative armor - To weak

Shield/hull expanders - bonus not sufficient to be used as an equal valued option instead of resistance mods

resistance mods - no “all resistance” modules, as well as values being to low. 

 

 

I would like to see the following changes

 

Regenerative armor changes to regenerate X Base amount + 2.5% Of total hull every 3 seconds.

Example: 125 + 2.5% (15000 hull = 375 hp per 3 seconds) Total 500 hp per 3 seconds. ( at current max is 35, this will buff it to 165 per second)

 

Hull/Shield Expander The idea of using this verse resistance is kind of strange. in this area hull is not as bad as shield, because shield acts as a sort of damage mitigation for armor tanks, but shielding is bad in regards to this. I think the expands need to go up to 22.5-25% Per passive module. this will give around 3500 shields to someone using two of them. at this rate, i think they will be viable. this will also benefit shield passive tanking to be more stable. The rate may be nerfed to 17.5%-19.5% if needed.

 

Resistance modules in my mind should be as follows

 

Armor - Resistance specific (Em/Thr/Ken) 75

Armor - All resistance 45

 

Shield - Resistance specific 55

Shield - all resistance 25

Regenerative armor - To weak

Which ones you mean? The instant reg ones or the longer ones? Or just all of them?

Well, actually it doesn´t matter that much, since most of them are indeed pretty weak and having huge cooldown on top of that.

 

 

Shield/hull expanders - bonus not sufficient to be used as an equal valued option instead of resistance mods

Really? I actually prefer them. Numbers alone make them more valueable imho.

There is eg hull expander 25%. The resistance mod on the same tier was something like 30-40 points (would need to look it up to write exact numbers) against only 1(!) kind of damage permanently OR 60-70 resist for 8 seconds. Especially the first option is way worse than having 25% extra armor. In addition, the second one only seems legit for fast hit and run tactics against chosen targets since it´s only 1 kind of resist anyway so it won´t be of any use against something else.

 

 

resistance mods - no “all resistance” modules, as well as values being to low.

Agree here. As stated above, having just more shield/armor seems way better than having only a few points resistance.

 

 

Resistance modules in my mind should be as follows

 

Armor - Resistance specific (Em/Thr/Ken) 75

Armor - All resistance 45

 

Shield - Resistance specific 55

Shield - all resistance 25

Points or percent?

 

If points: It´s still too low.

Just take the last example: shield all 25 points versus the ingame thingy that´s somewhere around shield 14%.

 

Random sort of damage: 200+ at about any tier.

Shield takes away 25 points, leaves 175+ damage done.

Having 14% shield however is (except interceptors) at least (taking a maxed t2 as example) 6000 x 1.14 = 6840  -> 840 more damage i can take.

Now 840 damage would be (840 / 25) 33 hits. So against anything that doesn´t shoot fast as hell with low damage, it´s more viable. And since mainly only interceptors are doing so, i´d say having more shield in general is better.

 

However: i agree on higher values!

Especially on Frigs, so they could be more infight, instead of just camping @ far range like most people do now.

before i start i was talking about the armor “ship mod” regenerative armor  i would like to see the following for it

 

Regenerates 3.5% (to 5.5%) of Max hull every 3 seconds. (Passive). Reduces hull strength by 5-15%. This will be ideally stacked with HP Expanders, giving the armor tanks a passive build. these builds will be fairly strong, like passive shield builds, but not over powered. the benefit of any passive tank build should be the freeing of all active slots to increase electronic warfare fitting frequency.

 

 

First Off, In regards to the self-regen effects for armor, it should be X amount ever 3 seconds, for 12 seconds (so 4 ticks of healing) this should have a longer cooldown then shield regen. If shield regen modules (As i like it) is 25-35 seconds (based on quality) Then armor will be 35-45 seconds.

 

Lets take these numbers for example, if i have 3200 regen in 1 second mod (Atkship self repair) It will change to

 

Regenerates 800 armor every 3 seconds for 12 seconds. Costs 155 energy. 45 second cooldown.

Regenerates 850 armor every 3 seconds for 12 seconds. Costs 145 energy. 35 second cooldown.

Regenerates 900 armor every 3 seconds for 12 seconds. Costs 135 energy. 30 second cooldown.

Regenerates 1100 armor every 3 seconds for 12 seconds. Costs 115 energy. 30 second cooldown.

 

something like this with a combination of armor regeneration will put tanking into its proper area. I also feel That Recovery mods need a change. I’d like to change their concept of burst healing the self or a person, To an aoe burst interval heal. this will give this mod a lot of viability for use, but its cooldown will be high. It will be a sort of “oh my group is all low, lets heal them all” sort of aoe heal.

 

How it will work is as follows (Below is a frigate variant)

 

Heals you, and all allies in 3500 meters, for 950 hull, every 3 seconds, for 15 seconds. 120 second cool down.

 

in regards to the resistances, 75 single and 55 all resistance is A LOT. In fact after doing the math i learn its to much, so i want to revise this to 55 single, 35 all resistance. Typically speaking, all though its not exactly the case, 1 resist is 1% Dr. 75% will work out to be probably like 20% Dr. Stacked with other mods, tanking will be broken.

 

Next, I am Looking at shield passive tanking, Vs active tanking. I feel in general they should be each unique. Passive should offer stable income of regeneration (At a cap of say 450 HPS) Where i feel an active tank should be more a burst, at 900 hps cap, but for lower durations. 

 

This requires basically 1 person with good weapons, and missiles to bring down a passive tank equickly, and it requires two to bring down an active tank DURING its regeneration time.

 

Active tanks should have an interval of burst healing of about 25-35 seconds.

 

their should healing shoul dbe something like, Ever 2 seconds you heal for X amount, for X duration.

 

 

Passive regeneration i would like to see however, removed from being applied with active tanking. I feel this breaks the game. Im not really sure what the best way to do this is, but i was thinking something a long the following lines

 

Add a new “passive module” that increases shield regeneration by 25-35%. 

Add a mechanic where passive regeneration modules (Any of them) cannot be used in conjuction to active modules

 

this way a player chooses between passive skills with more Electronic war, or a active tank with less.