Topic: Remote Armor Repair Extension
It doesn't affect Med RR-modules or at least doesn't shows it's effect in info.
R.I.P. Chenoa, you'll never be forgotten.
DEV Zoom: Line, sorry, I was away for christmas.
http://perp-kill.net/?m=view&id=252086
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It doesn't affect Med RR-modules or at least doesn't shows it's effect in info.
Ha, i have a character with lvl 10 in that, and i never noticed... i too would like this fixed.
As a side note, because of the change to armor tunings it may be nice to decrease the base cycle time of remote reppers to make them a bit more appealing.
I just spent EP on this extension today and then noticed the same problem, it is a very big issue as 350ap per cycle really adds up.
Please Fix!
Thanks!
I believe there should be two types or repairs or repair tunings.
Burst repairs where you get high speed repairs, high AP costs and avg. repair amounts each cycle.
Or power repairs. Huge amounts repairs for less AP cost over a longer cycle time.
Currently it's very easy to get more energy than you use repairing (Assisted by ERP) and the idea of turning damage into power and then into repairs is a little stupid.
HOWEVER this extension is broken and no longer apply its bonus which is bad!
it would be very nice if this bug could get fixed.
its kind of 'not optimal' to have skills that don't apply at all
This will be fixed in the patch tomorrow.
O.O Patches!
thanks for the update Dev Zoom
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