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Thread Statistics | Show CCP posts - 2 post(s) |
Silc'n
Mythos Corp RAZOR Alliance
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Posted - 2009.04.12 10:01:00 -
[1]
They only have a minimal cap activation cost, they don't consume cap, so why force the player to click on the module every time they jump into a system? Make them "passsive", just like an EANM or a plate and give an absolute penalty to the ships capacitor which would account for the activation cap cost. I'm pretty sure lots of other stuff would change in a positive way (I'm guessing less net traffic, less of a need to calculate hitpoints after the activation of every ship etc) but just the fact that you won't be making the pilot click on something that works passively would make the argument self-evident.
Do it please. -------------------------------- Goons in Blackbirds are awesome. |
Akura kawanaka
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Posted - 2009.04.12 10:26:00 -
[2]
as it is, they will de-activate if the pilot runs out of cap - a good incentive to use Nos's.
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Grez
Minmatar Core Contingency
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Posted - 2009.04.12 10:34:00 -
[3]
Originally by: Akura kawanaka as it is, they will de-activate if the pilot runs out of cap - a good incentive to use Nos's.
Even with 12 neuts and some nos on me yesterday, my DCU stayed active the entire time. I too think it should be passive - it has CPU requirements to match an EANM. --- Grez: I shot the sheriff Kalazar: But I could not lock the Deputy BECAUSE OF FALCON |
Aneroi
Amarr VIRTUAL LIFE VANGUARD Intrepid Crossing
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Posted - 2009.04.12 11:32:00 -
[4]
/signed
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el Sabor
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Posted - 2009.04.12 11:47:00 -
[5]
People forget to turn on their damage control and those people lose fights! I quite like it as an active module.
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Lindsay Logan
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Posted - 2009.04.12 12:34:00 -
[6]
Originally by: Silc'n They only have a minimal cap activation cost, they don't consume cap, so why force the player to click on the module every time they jump into a system? Make them "passsive", just like an EANM or a plate and give an absolute penalty to the ships capacitor which would account for the activation cap cost. I'm pretty sure lots of other stuff would change in a positive way (I'm guessing less net traffic, less of a need to calculate hitpoints after the activation of every ship etc) but just the fact that you won't be making the pilot click on something that works passively would make the argument self-evident.
Do it please.
Forgot to activate your DCII?
But serioulsy, they can be neuted, but if they are 100% passive they can not be neuted.
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IceAero
Amarr Shadow Company
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Posted - 2009.04.12 13:44:00 -
[7]
On any larger ship you have to get Really lucky with your nos/neut cycle to get the cap to 0 right when the DCUII tries to activate. Cap is always recharging and the first second after it hits 0 is always enough for the damage control to stay active.
Solution? (if you actually want to call this a 'problem,' and I don't)
Make it passive
or,
Give it an even Longer cycle time, 3x lets says, and make it use 3x the cap.
And can we PLEASE get some faction DCUs?
or, I'd like to be able to overheat my damage control, but maybe give it a like a 40 heat damage, so that it lasts one cycle and then Always dies after wards.
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Mashie Saldana
Sharks With Frickin' Laser Beams
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Posted - 2009.04.12 14:13:00 -
[8]
Since it is an active module we should be allowed to overload it.
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5pinDizzy
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Posted - 2009.04.12 14:14:00 -
[9]
lol, I've never had a damage control go offline for me no matter how much I've been attacked with neut/nos.
/signed.
if you disagree with me then you should probably post a response and stop reading my signature. |
isAzmodeus
Low Security Military Excursions
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Posted - 2009.04.12 14:35:00 -
[10]
This makes sense, and actually cuts 1 more module activation/re-activation from having to be communicated between client and server.
/signed. --------------------------------- The Seven- Blowing up someone near you. |
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Abrazzar
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Posted - 2009.04.12 14:48:00 -
[11]
Originally by: Mashie Saldana Since it is an active module we should be allowed to overload it.
It should cause structure damage instead of module heat damage though. -------- Ideas for: Mining
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Gordan 23
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Posted - 2009.04.12 17:44:00 -
[12]
/signed
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Hiroshima Jita
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Posted - 2009.04.12 19:33:00 -
[13]
I suspect this would make the server load very slightly easier. Its not common to get nueted down to zero cap at the exact time the damage control trys to go off so the gameplay effect would be minor. Other than that, its a little strange you cant overload the thing if its an active module.
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Max Hardcase
Art of War Cult of War
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Posted - 2009.04.12 20:06:00 -
[14]
Originally by: Hiroshima Jita I suspect this would make the server load very slightly easier. Its not common to get nueted down to zero cap at the exact time the damage control trys to go off so the gameplay effect would be minor. Other than that, its a little strange you cant overload the thing if its an active module.
Its not that strange, RSD and Target painters you cant overload either.
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Omara Otawan
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Posted - 2009.04.12 20:09:00 -
[15]
Edited by: Omara Otawan on 12/04/2009 20:14:35 Edited by: Omara Otawan on 12/04/2009 20:12:05
Originally by: Lindsay Logan
But serioulsy, they can be neuted, but if they are 100% passive they can not be neuted.
Not really. Unless we are talking about like 24 heavy neuts perfectly cycled to keep you at 0 cap all the time.
Actually, I've never ever seen my DC deactivate due to neuting, not due to me draining my cap to 0 myself, or any influence on my cap whatsoever.
Seriously, the need 1 cap for 30 seconds, hell will freeze over before you neut someones DC away really.
Supporting the idea though, as 0.03 cap usage per second is not gonna make any difference regardless how tight your cap is, may aswell save up some server cpu cycles there.
Besides it would be good when you are lagged out after jumping into a huge blob in fleet combat.
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SkyWARN
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Posted - 2009.04.12 22:51:00 -
[16]
CCP dooo it! signed.
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Roemy Schneider
BINFORD
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Posted - 2009.04.13 02:39:00 -
[17]
i'm with the overloaders. anything to nerf titans -.- - putting the gist back into logistics |
Verlokiraptor
All Around Research Inc Onslaught.
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Posted - 2009.04.13 06:11:00 -
[18]
If it's made passive it will be significantly more powerful once you consider it will gain from all 8 resist module compensation skills.
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Wet Ferret
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Posted - 2009.04.13 06:19:00 -
[19]
Originally by: Verlokiraptor If it's made passive it will be significantly more powerful once you consider it will gain from all 8 resist module compensation skills.
It doesn't benefit from them now as it's not considered a hardener. Doubt that much would change.
But, yeah. These forums seriously need some indicator that the post has ended and the sig has started. |
Zhal V
Caldari RAZOR Alliance
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Posted - 2009.04.13 06:29:00 -
[20]
/signed "Knowledge talks, wisdom listens."
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Verlokiraptor
All Around Research Inc Onslaught.
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Posted - 2009.04.13 06:49:00 -
[21]
Originally by: Wet Ferret
Originally by: Verlokiraptor If it's made passive it will be significantly more powerful once you consider it will gain from all 8 resist module compensation skills.
It doesn't benefit from them now as it's not considered a hardener. Doubt that much would change.
To me it looks like thats because hardeners have the "1% resist when inactive" bonus, whereas the DC doesn't, but if it was changed to a passive module its stats would be identical in format to an EANM or similar. So they might have to change how it's implemented, not sure.
Although I admit I didn't notice the skills specified hardeners >.<
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Venkul Mul
Gallente
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Posted - 2009.04.13 07:07:00 -
[22]
Originally by: Verlokiraptor
Originally by: Wet Ferret
Originally by: Verlokiraptor If it's made passive it will be significantly more powerful once you consider it will gain from all 8 resist module compensation skills.
It doesn't benefit from them now as it's not considered a hardener. Doubt that much would change.
To me it looks like thats because hardeners have the "1% resist when inactive" bonus, whereas the DC doesn't, but if it was changed to a passive module its stats would be identical in format to an EANM or similar. So they might have to change how it's implemented, not sure.
Although I admit I didn't notice the skills specified hardeners >.<
Not only that, it is the only module giving resistances that is not stack nerfed with other modules that affect resists and the only one that will not accept another module of the same kind.
I.e. DC are in another category from all the other resists modules.
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McEivalley
Fallen Angel's Blade.
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Posted - 2009.04.13 07:51:00 -
[23]
Overload? Yes. But what I believe overloading should do is increase the duration of the cycle time - not the resists. Although it requires cap, the resists you gain are already very high (on the t2 version). This would make the module overpowered.
The neut (and not NOS, as NOS cannot suck out your very last point of cap) is exactly what ccp meant you to use to counter the DCU, as an active module. There is no other way, and you can still counter it using cap boosters. But if you're out, and you want to keep the DCU on while being neuted, you will be more happy with it lasting longer rather than gaining 10%-15% in the few seconds it has left.
I do not agree with the OP at all - just to make it clear. Under no circumstance should ccp make it a passive module. If the OP forgot to turn it on in a fight and died because of that, it's not the module's fault. And ccp would be an even a greater failure if they would accept such a reasoning, regarding any active module in the game... I mean, what would they do when he'll forget to activate his guns? Do - don't die trying. |
Stitcher
Caldari ForgeTech Industries
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Posted - 2009.04.13 08:25:00 -
[24]
it's there to punish you for forgetting to turn it on.
Leave it as is, tbh. - Verin "Stitcher" Hakatain. |
Silc'n
Mythos Corp RAZOR Alliance
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Posted - 2009.04.13 22:29:00 -
[25]
Originally by: Akura kawanaka as it is, they will de-activate if the pilot runs out of cap - a good incentive to use Nos's.
Have you ever managed to do it?
Let me tell you it never happens. Basically, with every cycle your ship will ALWAYS have at least 1 Energy and the DCU will never deactivate, even if you have a gazillion of neuts (NOSes dude? =/) on you. And look at it practically. It's not an active hardener that uses 30 Energy every 20 seconds. It's an omni hull hardener that uses 1 Energy every 30 seconds - the cap cost is practically 0. It's like an EANM, but for the hull. I have no idea why CCP made its mechanics that way in the first place, but does it surprise you they made a wrong choice at the time?
Anyway, CCP dudes, do this, it will help. -------------------------------- Goons in Blackbirds are awesome. |
Roemy Schneider
BINFORD
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Posted - 2009.04.13 22:51:00 -
[26]
Originally by: Roemy Schneider i'm with the overloaders. anything to nerf titans -.-
oh and 50 heat damage/cycle - putting the gist back into logistics |
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CCP Tuxford
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Posted - 2009.04.13 23:18:00 -
[27]
Back in the day before I became a programmer with cynical outlook on live I used to be game designer and was actually involved when we changed the functionality of damage controls. This was back in the day when TomB and Hammerhead were mostly doing the balancing and I was their intern math *****.
Now we decided that we'd want the damage control to be a really powerful defensive module but we didn't want people to just fill up their lows with it making all other defensive mods obsolete so we also decided that you could only fit one at a time. At that point we didn't really have the luxury of programming time and we did not have any tools to create a module where only one could be fitted. We did however have a functionality where we could only activate x module at a time so we decided that the damage control would have to be activated but have really low cap need.
So there you have it, the reason dc's use cap in an overly long story _______________ |
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Zarthanon
Random Acts of Violence
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Posted - 2009.04.13 23:22:00 -
[28]
Originally by: CCP Tuxford Back in the day before I became a programmer with cynical outlook on live I used to be game designer and was actually involved when we changed the functionality of damage controls. This was back in the day when TomB and Hammerhead were mostly doing the balancing and I was their intern math *****.
Now we decided that we'd want the damage control to be a really powerful defensive module but we didn't want people to just fill up their lows with it making all other defensive mods obsolete so we also decided that you could only fit one at a time. At that point we didn't really have the luxury of programming time and we did not have any tools to create a module where only one could be fitted. We did however have a functionality where we could only activate x module at a time so we decided that the damage control would have to be activated but have really low cap need.
So there you have it, the reason dc's use cap in an overly long story
So, what I take from this is, you're still the resident math *****?
I like pie. |
Sirani
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Posted - 2009.04.13 23:32:00 -
[29]
Edited by: Sirani on 13/04/2009 23:33:38
Originally by: CCP Tuxford Back in the day before I became a programmer with cynical outlook on live I used to be game designer and was actually involved when we changed the functionality of damage controls. This was back in the day when TomB and Hammerhead were mostly doing the balancing and I was their intern math *****.
Now we decided that we'd want the damage control to be a really powerful defensive module but we didn't want people to just fill up their lows with it making all other defensive mods obsolete so we also decided that you could only fit one at a time. At that point we didn't really have the luxury of programming time and we did not have any tools to create a module where only one could be fitted. We did however have a functionality where we could only activate x module at a time so we decided that the damage control would have to be activated but have really low cap need.
So there you have it, the reason dc's use cap in an overly long story
reinforcing my theory that EVE is based on code from some guys basement and to this day the devs still struggle to actually make additions and improvements to the game. it's like if it wasn't "in the code" to begin with, you can't "add" any new functionality..
say, you don't even have the source code do you? you're using some kind of "RPG Maker" but for space games, aren't you? because that's what it seems like.
with regard to the damage control, so since you said "back then", does this mean now you do have a way of assigning an item a property of only being able to equip one so you can fix it? or what? ------------------- |
Jogvan
Neo Spartans
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Posted - 2009.04.13 23:50:00 -
[30]
Originally by: Sirani with regard to the damage control, so since you said "back then", does this mean now you do have a way of assigning an item a property of only being able to equip one so you can fix it? or what?
They do have that, but the way it's done is a bit strange. If you try fitting 2 probe launchers on a ship you get this message "To bring Core Probe Launcher I online requires 15000.0 cpu units, but only 270.0 of the 375.0 units that your computer produces are still available."
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