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Jim Steele
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Posted - 2004.11.30 16:23:00 -
[1]
Edited by: Jim Steele on 30/11/2004 16:39:49 I was just having a discussion with a corp mate as we were trying to decide the most pointless and overnerfed modules and i thought id ask the eve community their views and reasons for them.
Here are my views
1) The MWD 500% to the sig radius, 25% cap penalty and 25% shield penalty, makes interceptors bonus kind of pointless and its too easy to counter with a oversised ab.
posible solution remove the shield penalty (this currently benifits armour tanking) and give the ceptors back there 10% sig reduction but nerf oversised AB's
2) Cloaking Devices really nice but they slow you to a crawl, stop you locking so quickly by decreasing sig resolution and add a time befor you can lock, thus a double nerf to your target lock time
Solution id rather just the time befor your lock could be achieved as this is a double nerf, the speed issue seems fair to make covert ops frigs worthwhile
3) Projectile turrets The highest range turrets with the lowest tracking, thus cant hit a moon if they tried
dont know what to do about these and dont really care as i cant fly minnie bs and probibly never will
what are you, the great eve communtitys thoughts on pointless modules?
Death to the Galante |
Jim Steele
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Posted - 2004.11.30 16:23:00 -
[2]
Edited by: Jim Steele on 30/11/2004 16:39:49 I was just having a discussion with a corp mate as we were trying to decide the most pointless and overnerfed modules and i thought id ask the eve community their views and reasons for them.
Here are my views
1) The MWD 500% to the sig radius, 25% cap penalty and 25% shield penalty, makes interceptors bonus kind of pointless and its too easy to counter with a oversised ab.
posible solution remove the shield penalty (this currently benifits armour tanking) and give the ceptors back there 10% sig reduction but nerf oversised AB's
2) Cloaking Devices really nice but they slow you to a crawl, stop you locking so quickly by decreasing sig resolution and add a time befor you can lock, thus a double nerf to your target lock time
Solution id rather just the time befor your lock could be achieved as this is a double nerf, the speed issue seems fair to make covert ops frigs worthwhile
3) Projectile turrets The highest range turrets with the lowest tracking, thus cant hit a moon if they tried
dont know what to do about these and dont really care as i cant fly minnie bs and probibly never will
what are you, the great eve communtitys thoughts on pointless modules?
Death to the Galante |
Abomination
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Posted - 2004.11.30 16:36:00 -
[3]
damage control module is the most useless, that and cap/shield flux |
Abomination
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Posted - 2004.11.30 16:36:00 -
[4]
damage control module is the most useless, that and cap/shield flux |
Bad'Boy
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Posted - 2004.11.30 17:05:00 -
[5]
the longer range turrets have, the less tracking they need...
B.A.D.B.O.Y.: Biomechanical Android Designed for Battle and Online Yelling
"Bad Boys,Bad Boys, what you gonna do, what you gonna do when WE come for yoU"
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Bad'Boy
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Posted - 2004.11.30 17:05:00 -
[6]
the longer range turrets have, the less tracking they need...
B.A.D.B.O.Y.: Biomechanical Android Designed for Battle and Online Yelling
"Bad Boys,Bad Boys, what you gonna do, what you gonna do when WE come for yoU"
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Minyon
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Posted - 2004.11.30 17:29:00 -
[7]
Originally by: Jim Steele
3) Projectile turrets The highest range turrets with the lowest tracking, thus cant hit a moon if they tried
Its funny how they made the longest range guns with the lowest tracking to go on the fastest ships with the lowest targeting ranges and also gave the worst tankable ships the lowest damaging guns with the lowest damaging ammo
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Minyon
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Posted - 2004.11.30 17:29:00 -
[8]
Originally by: Jim Steele
3) Projectile turrets The highest range turrets with the lowest tracking, thus cant hit a moon if they tried
Its funny how they made the longest range guns with the lowest tracking to go on the fastest ships with the lowest targeting ranges and also gave the worst tankable ships the lowest damaging guns with the lowest damaging ammo
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Anjerrai Meloanis
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Posted - 2004.11.30 17:42:00 -
[9]
lol
uh. |
Anjerrai Meloanis
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Posted - 2004.11.30 17:42:00 -
[10]
lol
uh. |
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Vigilant
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Posted - 2004.11.30 17:53:00 -
[11]
MWD .. I would take the sig penality...if they got rid of shield/cap penality.... Those hurt setups worse on Ceptors...IMHO
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Vigilant
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Posted - 2004.11.30 17:53:00 -
[12]
MWD .. I would take the sig penality...if they got rid of shield/cap penality.... Those hurt setups worse on Ceptors...IMHO
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Nomen Nescio
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Posted - 2004.11.30 19:20:00 -
[13]
3 modules should be usable while cloaked:
- passive targeter - ship scaner - cargo scaner
And this wil be scouting, now its like "visual inspection" that costs a fortune
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Nomen Nescio
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Posted - 2004.11.30 19:20:00 -
[14]
3 modules should be usable while cloaked:
- passive targeter - ship scaner - cargo scaner
And this wil be scouting, now its like "visual inspection" that costs a fortune
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RedClaws
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Posted - 2004.11.30 19:26:00 -
[15]
Damage control mods indeed.
+ all very lowrange modules (less than 10k) are useless for larger ships that use range (amarr bs). Like the ECM and the auto targetting arrays.
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RedClaws
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Posted - 2004.11.30 19:26:00 -
[16]
Damage control mods indeed.
+ all very lowrange modules (less than 10k) are useless for larger ships that use range (amarr bs). Like the ECM and the auto targetting arrays.
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Sc0rpion
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Posted - 2004.11.30 20:20:00 -
[17]
Originally by: Abomination damage control module is the most useless, that and cap/shield flux
Nah, NAMED damage control modules are the King!
"The true secret to enjoying life is to live it dangerously."
-Freidrich Nietzche |
Sc0rpion
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Posted - 2004.11.30 20:20:00 -
[18]
Originally by: Abomination damage control module is the most useless, that and cap/shield flux
Nah, NAMED damage control modules are the King!
"The true secret to enjoying life is to live it dangerously."
-Freidrich Nietzche |
Kunming
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Posted - 2004.11.30 23:23:00 -
[19]
Damage Control Mods actually make sure more of your modules survive after you ship blows up, benefiting your enemy more than yourself, deserves to be removed out of game IMO.
Removing the shield penalty on MWDs would mean caldari ships could go fast, launch missiles (with no cap needed) AND shield tank at the same time, but I also agree MWDs need some loving without making ABs useless again. A suggestion would be: remove or halve the sig penalty, make ABs give 1/3 speed boost of an MWD, and if all works nerf oversizing (if you want, since it wont really be needed)
Cloaking device, hmmm I think the proto is k but the improved one is really not worth its price and skill req., I'd say remove either the speed or signal res. penalty, tending more for the sig res as personal opinion
Projectiles, never used them, probably will stay like that, so no comment sorry
Cap Flux, there are several rare occasions where this modules is useful, although only useful for BC and BS, favoring mostly the amarr and caldari (Amarr has nice cap already and caldari could use it for fast shield tanking, since missiles dont use any cap)
Also all named versions of basic modules are totally useless IMO (expanders maybe)
Don't wanna go off topic now but Jim you should also start a useless ship topic. Auguror f.ex., who needs more armor when you have more armor resi with the maller, better make it a beam laser ship with long range bonus. Raptor also needs some lovin'
Intercepting since BETA |
Kunming
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Posted - 2004.11.30 23:23:00 -
[20]
Damage Control Mods actually make sure more of your modules survive after you ship blows up, benefiting your enemy more than yourself, deserves to be removed out of game IMO.
Removing the shield penalty on MWDs would mean caldari ships could go fast, launch missiles (with no cap needed) AND shield tank at the same time, but I also agree MWDs need some loving without making ABs useless again. A suggestion would be: remove or halve the sig penalty, make ABs give 1/3 speed boost of an MWD, and if all works nerf oversizing (if you want, since it wont really be needed)
Cloaking device, hmmm I think the proto is k but the improved one is really not worth its price and skill req., I'd say remove either the speed or signal res. penalty, tending more for the sig res as personal opinion
Projectiles, never used them, probably will stay like that, so no comment sorry
Cap Flux, there are several rare occasions where this modules is useful, although only useful for BC and BS, favoring mostly the amarr and caldari (Amarr has nice cap already and caldari could use it for fast shield tanking, since missiles dont use any cap)
Also all named versions of basic modules are totally useless IMO (expanders maybe)
Don't wanna go off topic now but Jim you should also start a useless ship topic. Auguror f.ex., who needs more armor when you have more armor resi with the maller, better make it a beam laser ship with long range bonus. Raptor also needs some lovin'
Intercepting since BETA |
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Jim Steele
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Posted - 2004.12.01 10:25:00 -
[21]
Originally by: Kunming Raptor also needs some lovin'
Cant agree more there, id take an extra midslot on the raptor, might make it useful for ew.
Death to the Galante |
Jim Steele
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Posted - 2004.12.01 10:25:00 -
[22]
Originally by: Kunming Raptor also needs some lovin'
Cant agree more there, id take an extra midslot on the raptor, might make it useful for ew.
Death to the Galante |
Seto Mazzarotto
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Posted - 2004.12.01 10:44:00 -
[23]
Invulnerability Field -- who uses this thing for the amount of cap it eats? ----------- Fighting for the ideals of freespace, posthuman ethics, and rock & roll. |
Seto Mazzarotto
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Posted - 2004.12.01 10:44:00 -
[24]
Invulnerability Field -- who uses this thing for the amount of cap it eats? ----------- Fighting for the ideals of freespace, posthuman ethics, and rock & roll. |
NINE BALL
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Posted - 2004.12.01 11:58:00 -
[25]
The Passive Targeter is broken.
I wish they'd fix the damned thing so when you set it to Auto-Repeat, it actually continues working! >_< тттттттттттттттттттттттттт ROFLBURGERS тттттттттттттттттттттттттт
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NINE BALL
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Posted - 2004.12.01 11:58:00 -
[26]
The Passive Targeter is broken.
I wish they'd fix the damned thing so when you set it to Auto-Repeat, it actually continues working! >_< тттттттттттттттттттттттттт ROFLBURGERS тттттттттттттттттттттттттт
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Kalfu
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Posted - 2004.12.01 12:37:00 -
[27]
Inertial stabilizers. I'm not convinced they do anything.
Mines. I have a python mine BPO, it was given to me when I was labslot hunting to put into any slot I found untill a real BPO could be provided. I know they aren;t modules, but their certainly useless.
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Kalfu
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Posted - 2004.12.01 12:37:00 -
[28]
Inertial stabilizers. I'm not convinced they do anything.
Mines. I have a python mine BPO, it was given to me when I was labslot hunting to put into any slot I found untill a real BPO could be provided. I know they aren;t modules, but their certainly useless.
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Gungankllr
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Posted - 2004.12.01 12:47:00 -
[29]
1. The autotargeter is kind of pointless with the auto-target back feature, plus its range limitation.
2. The MWD is kinda pointless for anything other than scooping loot or making trips faster, I haven't put a MWD on any of my ships unless I was running missions or something and I wanted to scoop loot faster.
3. The Damage control modules are just recycled, just a waste of a slot since if you are into structure, you're pretty much dead anyway.
4. The 345 different kinds of energy adjusters: I wish we could get CCP to weed through all of the different "Alpha reactor control" type modules, there are like 600 of these types that all have (basically) the same stats.
www.hadean.org
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Gungankllr
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Posted - 2004.12.01 12:47:00 -
[30]
1. The autotargeter is kind of pointless with the auto-target back feature, plus its range limitation.
2. The MWD is kinda pointless for anything other than scooping loot or making trips faster, I haven't put a MWD on any of my ships unless I was running missions or something and I wanted to scoop loot faster.
3. The Damage control modules are just recycled, just a waste of a slot since if you are into structure, you're pretty much dead anyway.
4. The 345 different kinds of energy adjusters: I wish we could get CCP to weed through all of the different "Alpha reactor control" type modules, there are like 600 of these types that all have (basically) the same stats.
www.hadean.org
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