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General Discussion => General Non-RP EVE Discussion => Topic started by: kalaratiri on 01 Aug 2013, 11:17

Title: Dev Post: [Odyssey 1.1] Local Armour and Shield Repair Module Changes
Post by: kalaratiri on 01 Aug 2013, 11:17
I am so late with these ._. (https://forums.eveonline.com/default.aspx?g=posts&m=3426047#post3426047)

Quote from: CCP Fozzie
This is one of a few threads discussing issues surrounding our changes to Command Ships, warfare links, and local repair modules for Odyssey 1.1 and beyond.

The other threads are :
Warfare Links, Mindlinks, Gang Bonuses (https://forums.eveonline.com/default.aspx?g=posts&m=3426016)
Command Ship Balancing (https://forums.eveonline.com/default.aspx?g=posts&m=3426027)
Command Ship model changes (https://forums.eveonline.com/default.aspx?g=posts&m=3124398#post3124398)

Since we are reducing the power level of defensive gang links in Odyssey 1.1, we are planning to take the opportunity to also tweak local repairing some more. We will be boosting the rep amount of most local repair modules, such that someone with gang links after the patch will still rep less, but someone without gang links will rep more than they do now.

This will be a fairly short OP but I wanted to keep the feedback thread separate.

Increase the rep amount for all armor repairers (including AARs) by 15%
Increase the shield bonus of all shield boosters (except for deadspace/officer reps and ASBs) by 15%


Let us know what you think!
Title: Re: Dev Post: [Odyssey 1.1] Local Armour and Shield Repair Module Changes
Post by: Alain Colcer on 01 Aug 2013, 13:46
i don't quite know what to think here.....it means local boosting/repping is now more useful against burst DPS....but why not touch Faction/Deadspace repping (unless they were already overpowered) is a bit odd.
Title: Re: Dev Post: [Odyssey 1.1] Local Armour and Shield Repair Module Changes
Post by: orange on 01 Aug 2013, 20:16
I am pretty sure it was the perception that they are overpowered.