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anciliary armour repairer

Author
Bastion Arzi
Ministry of War
Amarr Empire
#1 - 2013-10-06 01:40:28 UTC
Why does this module use cap when its filled with nanite paste? is this working as intended?

The asb doesnt use cap when it has cap booster charges...
Yabba Addict
Perkone
Caldari State
#2 - 2013-10-06 02:20:36 UTC  |  Edited by: Yabba Addict
ASB gives huge boosts without using cap when loaded and destroys you cap when empty. AAR gives huge boosts when loaded while using cap then reps the same as a T1 rep when empty.
To mare
Advanced Technology
#3 - 2013-10-06 07:05:25 UTC
ASB rep the same as a normal shield booster but for no cap
AAR rep more than a normal armor rep but still using cap

the only problem i have with the two of them is why the AAR is limited to 1 per ship while the AB isn't?
ACE McFACE
Federal Navy Academy
Gallente Federation
#4 - 2013-10-06 11:19:29 UTC
To mare wrote:
ASB rep the same as a normal shield booster but for no cap
AAR rep more than a normal armor rep but still using cap

the only problem i have with the two of them is why the AAR is limited to 1 per ship while the AB isn't?

Probably thought it would be OP with more than one.

Now, more than ever, we need a dislike button.

God's Apples
Wilderness
IIIIIIIIIIIIIIIIIIIIIIIII
#5 - 2013-10-06 12:34:24 UTC
To mare wrote:
ASB rep the same as a normal shield booster but for no cap
AAR rep more than a normal armor rep but still using cap

the only problem i have with the two of them is why the AAR is limited to 1 per ship while the AB isn't?


ASBs rep more than any normal shield booster...

"Hydra Reloaded are just jealous / butthurt on me / us because we can get tons of PVP action in empire while they aren't good enough to get that." - NightmareX

Dato Koppla
Balls Deep Inc.
Minmatar Fleet Alliance
#6 - 2013-10-06 12:47:45 UTC
There's really no reason to limit AARs to one per ship in my opinion. It turning into a regular T1 rep when out of paste is crippling enough that 2 reps wouldn't be OP.
Derath Ellecon
University of Caille
Gallente Federation
#7 - 2013-10-06 14:59:19 UTC
Crazy thought. You could just read the devs explanation directly

https://forums.eveonline.com/default.aspx?g=posts&m=2496241#post2496241
Berendas
Ascendant Operations
#8 - 2013-10-06 17:05:53 UTC
Yabba Addict wrote:
AAR gives huge boosts when loaded while using cap then reps the same as a T1 rep when empty.



When empty, AAR's rep 2/3 the amount of the same sized standard rep.
Bugsy VanHalen
Society of lost Souls
#9 - 2013-10-07 14:42:05 UTC  |  Edited by: Bugsy VanHalen
ASB's have a rep amount a little higher than the same size standard booster. When loaded with charges they give that rep without using cap. When they run out of charges the rep amount stays the same but they burn a crippling amount of cap. Also the charges are huge, you generally do not have more than 2-3 reloads in your cargo.

AAR's have a rep amount slightly lower than a normal armor repairer, but when loaded with Nanite Paste they rep for 3 times that amount, But still use a normal amount of cap compared to an equal sized armor repairer. This makes it roughly equal to running two faction armor repairers, at the cap cost of one. The nanite paste is very small, and a large stack can be carried without gimping cargo space.

Considering the cap and fitting requirements of AAR's, and the fact that fitting two large armor reps was already common on some battleships, allowing players to fit two would be OP as it would effectively give you four large armor reps with the cap cost of two for the duration the charges last.

These modules were meant to work differently.

The ASB reps the same with or without charges, loading it removes the cap use.

The AAR uses the same cap with or without charges, but reps for 3 times as much when loaded.
Caleb Seremshur
Commando Guri
Guristas Pirates
#10 - 2013-10-09 01:36:41 UTC
Dato Koppla wrote:
There's really no reason to limit AARs to one per ship in my opinion. It turning into a regular T1 rep when out of paste is crippling enough that 2 reps wouldn't be OP.



Yeah because paying a couple of million to make your anc booster perform the same as an x type isn't hilariously imbalanced at all. You're comparing apples to oranges here. Anc boosters function the same as a t1 when not loaded at no additional costs on the ship.

asb on the hand rapes your cap. There's more to the story than that but for your totally misinformed purposes I've said enough