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Player Features and Ideas Discussion

 
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Making (Remote) Hull Repair Systems more viable and useable

Author
Rivr Luzade
Coreli Corporation
Pandemic Legion
#1 - 2013-12-06 14:51:40 UTC
This was mostly already suggested in this topic, but I feel that we need to think about it again.

With the current fitting requirements, it is almost impossible to use the Remote Hull Repair Systems on any ship. Even Small versions take up so much PG on a BC, for instance, that there is hardly any PG and CPU left for something else. This should be changed. And the cap requirements for them are excruciating. Even one a Guardian with 2 large Energy Transfers on it, the cap goes dry.

Also, Hull Repair bots aka Hull Repair Drones are overdue.

And ships with a Remote Hull Repair Bonus are needed. Yes, the Remote Hull Repair is not used often, but when it is, it is a major pain in the back, because you have practically no range, no cap, no repair amount and no fitting left for other things.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Pure Ebil
The Ebil Empire
#2 - 2013-12-06 17:01:43 UTC
Where are the ancillary hull repairers as well?

Also hull rigs?
Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#3 - 2013-12-06 17:08:41 UTC  |  Edited by: Kirimeena D'Zbrkesbris
I think that hull repair modules were made inefficient intentionally: hull represents critical damage that is dealt to the structure of the ship through armor and thus should be very hard to fix (some may say that duct tape and hammer are enough for minmatar ships). But with Rubicon hull (and armor for shield tankers) repairing was made much easier with mobile depots. Use them to fit local reppers and stop whining.

Opinions are like assholes. Everybody got one and everyone thinks everyone else's stinks.

Batelle
Federal Navy Academy
#4 - 2013-12-06 17:09:55 UTC
Kirimeena D'Zbrkesbris wrote:
I think that hull repair modules were made inefficient intentionally: hull represents critical damage that is dealt to the superstructure of the ship through armor and thus should be very hard to fix (some may say that duct tape and hammer are enough for minmatar ships). But with Rubicon hull (and armor for shield tankers) repairing was made much easier with mobile depots. Use them to fit local reppers and stop whining.


This. Hull reppers are supposed to take a long time and use tons of cap.

"**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

Never forget.

Rivr Luzade
Coreli Corporation
Pandemic Legion
#5 - 2013-12-06 17:34:03 UTC  |  Edited by: Rivr Luzade
Kirimeena D'Zbrkesbris wrote:
I think that hull repair modules were made inefficient intentionally: hull represents critical damage that is dealt to the structure of the ship through armor and thus should be very hard to fix (some may say that duct tape and hammer are enough for minmatar ships). But with Rubicon hull (and armor for shield tankers) repairing was made much easier with mobile depots. Use them to fit local reppers and stop whining.


Can you show me how I can fit a Hull Repairer on my True Sansha Energy Neutralizing battery and how I can board the battery so that I can activate the module and rep the structure? I'm totally unaware of that this was possible.Shocked

That left aside, I didn't say that the cycle time should be reduced or the repair amount increased: it just needs to be put in line with the rest of the repairing system. At the moment, it's more like a double punishment if you receive hull damage to your POS modules (and the RHRS isn't really used for something else) or your fighter bombers or Scaps: You have to repair the tiny bits of structure on your mods in order to get them back online and it makes the ship completely vulnerable because you can hardly fit any defense on it, let alone offense.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#6 - 2013-12-06 19:06:16 UTC
Rivr Luzade wrote:
Can you show me how I can fit a Hull Repairer on my True Sansha Energy Neutralizing battery and how I can board the battery so that I can activate the module and rep the structure? I'm totally unaware of that this was possible.Shocked

That left aside, I didn't say that the cycle time should be reduced or the repair amount increased: it just needs to be put in line with the rest of the repairing system. At the moment, it's more like a double punishment if you receive hull damage to your POS modules (and the RHRS isn't really used for something else) or your fighter bombers or Scaps: You have to repair the tiny bits of structure on your mods in order to get them back online and it makes the ship completely vulnerable because you can hardly fit any defense on it, let alone offense.

for pos reps (if you dont own a cap): http://clip2net.com/clip/m214363/1386356605-clip-75kb.png
have fun

Opinions are like assholes. Everybody got one and everyone thinks everyone else's stinks.

Rivr Luzade
Coreli Corporation
Pandemic Legion
#7 - 2013-12-06 20:34:50 UTC
Nice fitting, and it proves my point completely: you are nothing but a flying clay pigeon.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Rivr Luzade
Coreli Corporation
Pandemic Legion
#8 - 2013-12-10 15:05:14 UTC
Hull repaired, now back to the front with you!

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Batelle
Federal Navy Academy
#9 - 2013-12-10 15:21:00 UTC  |  Edited by: Batelle
Rivr Luzade wrote:

That left aside, I didn't say that the cycle time should be reduced or the repair amount increased: it just needs to be put in line with the rest of the repairing system. At the moment, it's more like a double punishment if you receive hull damage to your POS modules (and the RHRS isn't really used for something else) or your fighter bombers or Scaps: You have to repair the tiny bits of structure on your mods in order to get them back online and it makes the ship completely vulnerable because you can hardly fit any defense on it, let alone offense.



How is this a problem? The hull you have to repair is tiny. Unless someone with fighterbombers trolled you and punched your 99% resistant mods into half-hull, the amount of time to fix the hull on a single pos mod should be pretty insignificant next to all armor repping you'll be doing (even though its bonused). As for defending your hull-repping ship, you can anchor and online additional mods to cover you, you can fit buffer and some WCS, you can do whatever and use any t1 ship. Even if your pos is reinforced it you can rep the armor by shield hugging and then its only a minute or two max to repair and online a few gun turrets. If hostiles are watching your RF'ed pos so closely that you can't rep a few guns, then those guns don't deserve to be repped unless you get some friends to cover you. You can also fit capital hull reps on a carrier and shield hug if its so hard.

When you first posted about making hull reps more viable, it sounded alot like you wanted it to be a viable active tanking system.

"**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

Never forget.

Rivr Luzade
Coreli Corporation
Pandemic Legion
#10 - 2013-12-10 16:40:03 UTC
That can come along with changes to them, but my major problem was indeed repairing structures and/or other things that cannot be repaired in a station. I'm already busy enough with armor tanking, hull tanking is out of question. ^^

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Paul Panala
School of Applied Knowledge
Caldari State
#11 - 2013-12-10 18:27:32 UTC
Rivr Luzade wrote:
This was mostly already suggested in this topic, but I feel that we need to think about it again.

With the current fitting requirements, it is almost impossible to use the Remote Hull Repair Systems on any ship. Even Small versions take up so much PG on a BC, for instance, that there is hardly any PG and CPU left for something else. This should be changed. And the cap requirements for them are excruciating. Even one a Guardian with 2 large Energy Transfers on it, the cap goes dry.

Also, Hull Repair bots aka Hull Repair Drones are overdue.

And ships with a Remote Hull Repair Bonus are needed. Yes, the Remote Hull Repair is not used often, but when it is, it is a major pain in the back, because you have practically no range, no cap, no repair amount and no fitting left for other things.


It is that way by design, so that logi can't keep things like the new mobile cyno jammer alive. Devs even said so in the recent blog.
Kane Fenris
NWP
#12 - 2013-12-10 21:37:31 UTC
hull repair modules were already buffed by the mobile depos giving you the possibility to fix your ship in null wo a station and paying any npc ****....