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Pottsey
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Posted - 2005.01.14 19:59:00 -
[1]
Edited by: Pottsey on 14/01/2005 20:01:30 I just realised there are better hardeners then the T2 versions. Not to sure if itÆs worth getting them due to the price but whatÆs the best EM and Thermal passive hardeners? The best I have seen are 40% but it was 14million which seems a lot for 2.5% better then my T2 version. But if there are 50% passive hardeners I would be tempted to get them.
Same for shield extender can you get better versions then the T2 versions and what sort of price?
_________________________________________________ Gallente defensive innovation comes from unexpected source. |
Face Lifter
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Posted - 2005.01.14 20:06:00 -
[2]
Estamel's Modified Magnetic Scattering Amplifier 49.6% EM resist 41 CPU
why don't you just use active hardener? it uses so little cap that it's as good as passive
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Pottsey
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Posted - 2005.01.14 20:12:00 -
[3]
Thanks for that, any idea on price range?
I use passive hardeners as I use a full passive shield tank setup. My cap recharge is over 6000 seconds so I cannot really afford to use cap on active hardners. The idea behind my setup is for a full passive module layout apart from weapons but even those are half drones. I fly a Domi. _________________________________________________ Gallente defensive innovation comes from unexpected source. |
Face Lifter
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Posted - 2005.01.14 20:55:00 -
[4]
that's rare officer loot, since it's so rare, prices aren't stable. You can expect prices to be over 50 mil
anyway, why would people use passive tank? there's only 1 answer - to save cap. But if your passive tank setup is gimping your cap to stone age.. then what's the point? that's CCP's way of balancing things for you, have some good effect with a bad side effect that completely cancels out any net advantage
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RollinDutchMasters
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Posted - 2005.01.14 20:57:00 -
[5]
Originally by: Face Lifter anyway, why would people use passive tank? there's only 1 answer - to save cap. But if your passive tank setup is gimping your cap to stone age.. then what's the point? that's CCP's way of balancing things for you, have some good effect with a bad side effect that completely cancels out any net advantage
Its convienent for NPCing against unthreatening NPCs because you dont really have to bother with activating any modules I guess.
Putting a passive tank in a PvP situation would be kind of funny, although you'd be better off just self-destructing somewhere since you'd at least get half your loot back.
Originally by: Sochin CCP has provided you with the tools you need to avoid crime. You're just too lazy/stupid to use them.
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Pottsey
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Posted - 2005.01.14 21:14:00 -
[6]
Edited by: Pottsey on 14/01/2005 21:15:04 ôPutting a passive tank in a PvP situation would be kind of funny, although you'd be better off just self-destructing somewhere since you'd at least get half your loot back.ö Passive tanks work well in PvP and fleet actions. Useless at chasing people down or even holding someone in a spot with active modules but they work well as the first ship in taking damage or to provide backup. More so as being in a group boosts your hitpoitns per second. I donÆt see whatÆs so bad about it. You have hardeners and get more shield points per second then an average T1 shield tank setup without having to worry about cap running dry. Useless for solo PvP as the other person can just warp out. But its not bad in teams.
ôBut if your passive tank setup is gimping your cap to stone age.. then what's the point? that's CCP's way of balancing things for you, have some good effect with a bad side effect that completely cancels out any net advantage ö ThatÆs what I like about passive tanking is has a completely different set of advantages and problems. Without passive hardeners I can shoot for 20+mins more then enough with active hardener my shoot time goes down to 6mins. If I lose 10% resistance and switch to passive hardeners I can shoot for 20+ mins again which seems a good trade off to me. It also makes me immune to certain combat methods. You cannot warp in drain my cap and knock down my defence with boosters and active hardeners thatÆs instant death. With a passive setup your defence holds up sometimes long enough for friends to help even if your out of cap
Passive tanking is not useful for everything or even on all ships but it works some times.
Anyway thanks for the price think I will stick to T2 for now. But will keep an eye out for named loot incase a good price pops up. _________________________________________________ Gallente defensive innovation comes from unexpected source. |
Synaig0
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Posted - 2005.01.14 23:01:00 -
[7]
While Im really looking forward to try out a passive shield tank on my new (when those accomods sell :P ) scorpion, Im really stuck with one question
What is your action radius?
I mean, suppose u have like a battle goin on 3 jumps away, can u even get there without using friends for cap boost support? I could imagine that since your cap recharge is soooo slow, if u dont get NRG transfered, u need like 40 min to go 5 jumps or something..
Thats really the only problem I have with passive setups, that they seem to rely on others/having a base in system. ---------------------
I'm the guy with the sleepy look...
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Pottsey
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Posted - 2005.01.15 08:21:00 -
[8]
öI mean, suppose u have like a battle goin on 3 jumps away, can u even get there without using friends for cap boost support? I could imagine that since your cap recharge is soooo slow, if u dont get NRG transfered, u need like 40 min to go 5 jumps or something..ö ShouldnÆt be a problem my Domi does agent missions and often goes 3 jumps then 3 jump back with a battle inbetween. Just make sure you have the ûwarp energy needed skill at high level. The scorpion might be able to rely on the passive reactor cap recharge as its got less shield relays and no weapons draining cap. A scorpion could easily jump 4 or 6+ jumps. On my cruiser my reactor chargeÆs up faster then my weapons and warp drive drain it. Only the ships with 6 to 7 shield relays have long warp drive problems. Not having weapons that drain cap might even mean you can fit an afterburner.
Worse case spend a few mins docking then undock and you have a full reactor.
_________________________________________________ Gallente defensive innovation comes from unexpected source. |
Synaig0
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Posted - 2005.01.16 00:35:00 -
[9]
Im looking forward to try it out
Thnx a bunch ---------------------
I'm the guy with the sleepy look...
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RollinDutchMasters
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Posted - 2005.01.16 00:48:00 -
[10]
Edited by: RollinDutchMasters on 16/01/2005 00:49:03
Originally by: Pottsey Passive tanks work well in PvP and fleet actions. Useless at chasing people down or even holding someone in a spot with active modules but they work well as the first ship in taking damage or to provide backup. More so as being in a group boosts your hitpoitns per second. I don’t see what’s so bad about it. You have hardeners and get more shield points per second then an average T1 shield tank setup without having to worry about cap running dry. Useless for solo PvP as the other person can just warp out. But its not bad in teams.
If I was ever about to go into a combat situation with someone in my gang in a passively tanked battleship, I would kill them. Better I get the killmail and loot then whoever we're fighting. The resistances arent anywhere approaching decent, the HP/s is (very) inferior to most good shield and armor tanks, and theres no room for damage mods, EW, or cap to fire weapons with damaging ammo.
Originally by: Sochin CCP has provided you with the tools you need to avoid crime. You're just too lazy/stupid to use them.
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Pottsey
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Posted - 2005.01.16 10:03:00 -
[11]
Edited by: Pottsey on 16/01/2005 10:06:31 ôIf I was ever about to go into a combat situation with someone in my gang in a passively tanked battleship, I would kill them. Better I get the killmail and loot then whoever we're fighting. The resistances arent anywhere approaching decent, the HP/s is (very) inferior to most good shield and armor tanks, and theres no room for damage mods, EW, or cap to fire weapons with damaging ammo.ö
Why does everyone keep going on about cap itÆs not a problem. Most weapons use up less cap then the passive setup rechargeÆs per second even with cap damaging ammo. My cruiser can shoot antimatter and tank for hours and never run out of cap. My Battleship has a problem but thatÆs because of my skills but it can shoot for 20+mins and once I train up the skills even longer perhaps hours.
As for hitpoints per second your getting more hitpoints per second then an extra large shield booster and you can keep it running without a problem in fact in a gang you get the same amout of hitpoints at a T2 extra large shield booster. With hardners its the same as a T1 extra large shield booster not T2 due to the loss in hitpoints but thats still good. ResistanceÆs are decent with the right items you can hit 50% EM. With cheaper items 37.5% EM. You can fit more hardners but I perfew raw shield points per second over lots of hardners.
I have never seen some keep an extra large shield booster run for over 10 minuets and fit in damage mods. How do you do that?
You say passive tanking has a very inferior HP/s. Why donÆt you prove it? Tell me what your T1 extra large shield booster gets and how long can it run for. Keep it simple as use T1 or T2 modules. Its just easier to compare T1 to T1 and T2 to T2 then using named this and named that as that would mean we are here all day. Its also easier er to test none named items.
If you use cap relays donÆt forgot to let us know. It wouldnÆt surprise me to find on some ships passive tank is a but worse and other ships a bit better but its certainly not very inferior HP/s.
_________________________________________________ Gallente defensive innovation comes from unexpected source. |
Rod Blaine
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Posted - 2005.01.16 11:15:00 -
[12]
Edited by: Rod Blaine on 16/01/2005 11:15:57 It's inferior in that it has the versatility of a brick.
Suppose you come with us in our gang for some pvp action in your passively tanked domi. You firepower relies on drones and probably medium or the crapest large weapons (no a domi cant use decent large ones for long without running out of cap).
So what are your drawbacks for our gang:
- we are limited to 40ish km range, and effectively even shorter. Your drones need more time to cross 40km then our guns need to kill the target no matter what it is. So, in small gangkstyle fights: drones is useless.
- We move fast, using instas and getting into warp fast with MWD. We go to places we dont have instas for, using MWD. Your domi will need 3 minutes to crawl to a gate, by that time we are 5 jumps ahead already and the fight will be over once you reach us.
- on longer incursions into hostile space that domi will run out of cap by pure warping alone.
- you do ****ty damage (discounting drones cause those are useless in 50% of our fights.)
- you get nossed = your guns shut down. Your recharge wont cover it.
Now, this is why a passive pure tank is kinda useless for pvp. Maybe try gatecamping with it or something. _______________________________________________
Yes yes, blogging is passÚ I know. Rod's Ramblingz on Eve-Online Solutions to your issues. |
Pottsey
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Posted - 2005.01.16 11:57:00 -
[13]
ôYou firepower relies on drones and probably medium or the crapest large weaponsö 6 of the most powerful railguns 425mm should fit (not tested) and even with my crap skills with reactor cap and recharge at level 2 I should be able to fire for 10 minuets or longer if I use the -50% cap ammo but I like the long range ammo. Combat rarely lasts longer then 10mins and that was not taking into account the passive reactor recharge. There are lots of way of extending that 10mininet number training up skills, switch down to the 2nd most powerful railguns. E.c.t. None Domi ships with a passive setup donÆt have the weapon problem. Large blasters and lasers on the other hand would be tricky to run on a Domi perhaps impossible without losing some of the passive charge.
"- we are limited to 40ish km range, and effectively even shorter. " Last time I checked 425mm railguns could hit up to 100km. A passive tank with missiles are also not limited to 40km. This isnÆt about my ship this is about passive tanks as a hole. Just because I suck at PvP due to all my combat skills being at level 1 and lack of experience does not mean passive tanking is 100% useless. Limited perhaps, but not useless.
Less versatile I agree with but it has a few advantages. I also agree you cannot passive tank and do EW. But thatÆs does not make it 100% useless. Just limited to its roles. No setup can do everything.
öYour drones need more time to cross 40km then our guns need to kill the target no matter what it is. So, in small gangkstyle fights: drones is useless.ö No argument there, I use drones to take down frigate orbiting at point blank that my rails cannot hit. Drones are not useful for long range combat.
ö- We move fast, using instas and getting into warp fast with MWD. We go to places we dont have instas for, using MWD. Your domi will need 3 minutes to crawl to a gate, by that time we are 5 jumps ahead already and the fight will be over once you reach us.ö Granted MWD is out of the question but its not 3 minuets if you use an afterburner. I agree passive tank setups are useless at chasing people down over long distances.
"- on longer incursions into hostile space that domi will run out of cap by pure warping alone." The Domi might do after 8 to 10 jumps. Other passive tank ships like a Raven or Scorpion would not run out of cap. I often make 15+ jumps in my passive tanked crusier and its reactor recarge is faster then the cap useage.
ö- you do ****ty damage (discounting drones cause those are useless in 50% of our fights.)ö Cannot argue against that, my combat skills are all at level 1 but thatÆs nothing to do with my passive setup. Passive setups have the powergrid and CPU to fit most weapons apart form lasers. Missiles work fine.
ö- you get nossed = your guns shut down. Your recharge wont cover it.ö To counter take 1 nos you only need enough cap to fire weapons and warp not like you need cap for boosters. Recharge does cover it on just about every other ship apart from the Domi. Missiles and projectiles work fine. Railguns also work on most ships. Only the Domi has that problem.
At lest if my gun shut down my defence stay up. With an active tank not only do you guns shut down but your booster turns off. I have never seen anyone shoot weapons, run an extra large shield booster while being nossed.
There is more to Eve then PvP and my setup works for limited type of PvP, just about all PvE and fleet battles. It might not be as good as an active setups for PvP but its useable and perfect for PvE.
_________________________________________________ Gallente defensive innovation comes from unexpected source. |
RollinDutchMasters
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Posted - 2005.01.17 06:52:00 -
[14]
Edited by: RollinDutchMasters on 17/01/2005 06:57:06
Originally by: Pottsey You say passive tanking has a very inferior HP/s. Why don’t you prove it? Tell me what your T1 extra large shield booster gets and how long can it run for. Keep it simple as use T1 or T2 modules. Its just easier to compare T1 to T1 and T2 to T2 then using named this and named that as that would mean we are here all day. Its also easier er to test none named items.
Theres one thing youre forgetting.
The peak of your passive shield recharge is in the 25-45% total capacity range. When you are outside that range, you will regenerate much less. When your shields go down, thats it, game over. The recharge at 0 is so low as to be basically non-existant. Passive setups are only useful if the peak recharge rate can tank all incoming fire, otherwise they crumble. With poor hardening and 90hp/s, you will not out-regenerate much of anything.
In PvP (I think you said you had 90hp/s), 95% of all battleships that you meet will tear through your poorly hardened shields like tissue paper. The only thing I can really see you tanking is a scorp, and then hes got you jammed and without lowslots to play with for backup arrays, there is nothing you can do about it.
Lets compare your dominix to my dominix. I do roughly 550 damage per second. Your shields are down in under 30 seconds, and once theyre gone they arent coming back. Your ship will be dead in roughly 45 seconds, perhaps a minute. I wont even have to use my XL shield booster - it turns out dead ships do very little damage. It doesnt matter that you can keep your weapons running for 10 minutes. You wouldnt last a tenth that time. You cant even escape because you have no lowslots for WCS. Quote: At lest if my gun shut down my defence stay up. With an active tank not only do you guns shut down but your booster turns off. I have never seen anyone shoot weapons, run an extra large shield booster while being nossed.
Cap charges > Nosferatu, so long as you have the damage to take the draining ship out before you run short of charges.
Originally by: Sochin CCP has provided you with the tools you need to avoid crime. You're just too lazy/stupid to use them.
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Pottsey
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Posted - 2005.01.17 07:58:00 -
[15]
Edited by: Pottsey on 17/01/2005 08:12:28 Edited by: Pottsey on 17/01/2005 08:10:28 ôWith poor hardening and 90hp/s, you will not out-regenerate much of anything.ö Most passive setups have 2 to 3 hardeners like active setups. HowÆs that poor hardening? ThereÆs not normally more then a 10 to 15% difference.
ôLets compare your dominix to my dominix. I do roughly 550 damage per second. Your shields are down in under 30 seconds, and once theyre gone they arent coming back. Your ship will be dead in roughly 45 seconds, perhaps a minute. I wont even have to use my XL shield booster - it turns out dead ships do very little damage.ö What makes you think your ship wouldnÆt die in under 30 seconds? You have not answered any of my questions yet. We can sit here all day saying my ship is better, your ship is better but we need numbers to compare. Please post your ship specs. If it so much better prove it. Tell me what your shield cap is, how many resistanceÆs, how many power relays. How long can it keep up shooting with activating hardeners and a extra large shield booster? How many hitpoints a second do you get back. Do you use a shield amp? I am just trying to understand why you say passive tanking is so much worse with very inferior HP/s yet the number I have seen show both methods are around about the same HP/s.
If we did PvP I would lose due to lack of experience and skills both player skill and in game skills. But assuming we both had the same skills why would I die first? I have more shield cap and the same damage output unless you did have more hardeners and damage mods in the low slot and no shield relays, but then I would have more HP/s. How do you get enough cap to run 3 active hardners, extra large shield booster and weapons? Will extra hardeners really make up for having half the amount of shield cap as me?
The only reason I donÆt have a extra hardeners is I worked out it lowered my overall damage I can take. There is also no reason for me not to fit 1 or 2 low slot modules like damage mods.
Anyway I never clamed or said passive tanking is the best PvP setup I just said its useful and works. I use it mostly for PvE and group work. Other have used it and said it works. Thats all that matters Eveyone has setups thay like or dislike. Does it really matter if one method is 10% worse or better? I also know there are certain times when passive setups are useless like trying to chase people down over lots of jumps or for EW.
_________________________________________________ Gallente defensive innovation comes from unexpected source. |
RollinDutchMasters
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Posted - 2005.01.17 08:33:00 -
[16]
Edited by: RollinDutchMasters on 17/01/2005 08:38:50
Originally by: Pottsey What makes you think your ship wouldn’t die in under 30 seconds? You have not answered any of my questions yet. We can sit here all day saying my ship is better, your ship is better but we need numbers to compare. Please post your ship specs. If it so much better prove it. Tell me what your shield cap is, how many resistance’s, how many power relays. How long can it keep up shooting with activating hardeners and a extra large shield booster? How many hitpoints a second do you get back. Do you use a shield amp? I am just trying to understand why you say passive tanking is so much worse with very inferior HP/s yet the number I have seen show both methods are around about the same HP/s.
If we did PvP I would lose due to lack of experience and skills both player skill and in game skills. But assuming we both had the same skills why would I die first? I have more shield cap and the same damage output unless you did have more hardeners and damage mods in the low slot and no shield relays, but then I would have more HP/s. How do you get enough cap to run 3 active hardners, extra large shield booster and weapons? Will extra hardeners really make up for having half the amount of shield cap as me?
The only reason I don’t have a extra hardeners is I worked out it lowered my overall damage I can take. There is also no reason for me not to fit 1 or 2 low slot modules like damage mods.
Anyway I never clamed or said passive tanking is the best PvP setup I just said its useful and works. I use it mostly for PvE and group work. Other have used it and said it works. Thats all that matters Eveyone has setups thay like or dislike. Does it really matter if one method is 10% worse or better? I also know there are certain times when passive setups are useless like trying to chase people down over lots of jumps or for EW.
The current setup I use is:
6x Dual 250mm Protos
1x XL Clarity 2x Hardeners 1x Warp Scrambler 1x Heavy Electrochemical w/800s
7x Damage mods
It will do somewhere in the area of 4 times the damage of your passively tanked setup (conservatively), it can regenerate 115 hp/s, and it can do it as long as it has cap charges - a normal loadout will last 2-3 minutes in combat. Nothing can tank that much damage for 2-3 minutes. Your passively tanked setup will be dead before you hit my armor even if I dont turn on the shield booster.
A passive tank will regenerate 90 hp/s during the ~10 seconds that it is in the peak recharge. Over the course of the fight, the average will end up being somewhere around 30hp/s. Thats not even as good as a large shield booster 1.
Because you have no available lowslots, you have no damage mods, backup arrays, or WCS. You have no midslots, so no scramblers, no EW, and no propulsion mods. That means that you are useless for everything except doing damage, and you arent doing as much damage as most cruisers. There is not one single redeeming characteristic of passive tanking in PvP.
If you ignore 1v1 for group, you move from useless to hinderence, given the problems Rod mentioned. You will also be even worse in comparison to active tanks, because the increased incoming damage will leave your tank in the sweet spot for regeneration for even less time.
Originally by: Sochin CCP has provided you with the tools you need to avoid crime. You're just too lazy/stupid to use them.
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Pottsey
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Posted - 2005.01.17 18:11:00 -
[17]
Edited by: Pottsey on 17/01/2005 18:15:00 ô6x Dual 250mm 7...x Damage modsö How would that compare against 4, 425mm Railguns? or if you got hold of Shield relays IIÆs 6, 425 railguns?
ôThere is not one single redeeming characteristic of passive tanking in PvP.ö Well itÆs more of a PvE setup but its redeeming feature is most of the modules use up 0 CPU and 0 powergrid when you use the named modules and dont drain cap. As the modules are so unpopular you can setup a full ship for under 10 million excluding weapons and the name low slot modules sell for under 50k each. Not only does that leave you with lots of CPU and powergrid for the best weapons but when we get shield relays IIÆs we get 10% boost to powergrid per module meaning we can easily fit max of the best weapons without using a reactor T2 in the low slots. Right now we just use 1 or 2 PDUÆs or 1 or 2 reactor modules.
Would 6 of the 425mm railguns be able to match the damage output of 6 dual 250Æs with damage mods? I know the range would be better which is one advantage as I could knock down you shields before you even got into a firing range assuming we warped in at a distance. Of course you could scarp some damage mods and swap to 425mm as well.
ôA passive tank will regenerate 90 hp/s during the ~10 seconds that it is in the peak recharge. Over the course of the fight, the average will end up being somewhere around 30hp/s.ö It doesnÆt work like that. I have 10k ish shields and you have 4k at last I assume its 4k. I spend about 3k worth of my shields at my peak 70 per second on average. I spend another 3k at 50 per second on average and about 4k at under 20 per second on average. I could be a off but its along those lines.
So damage wise if someone does 550 per second to both of us your shields are going to go down before mine.
I assume you have 3500 base or around 4000 with shield skills? So 550 per second with 50% EM resistance is 275 a second. û 115 hp/s per second form your booster means 160 damage leaks though to your shields per second. So itÆs going take 25 seconds for your shields to drop. I assume you use 1 EM hardener and 1 thermal hardener?
Now me. At 550 -37.5% = 343.75 damage per second
343.75 - 70 passive charge = 273.75 damage leaks though = 10.95 seconds for that 3k shield to drop. 343.75 û 50 passive charge = 293 damage leaks though= 10.2 seconds for that 3k shield to drop 343.75 û 20 passive charge= 323.75 damage leaks though = 12.3 seconds for that 4k shield to drop.
Total time for my shield 10.95 + 10.2 + 12.3 = 33.45 seconds for my shields to drop compared to your 25 seconds.
No where near 100% accurate that would takes hours to work out I also hope I got the maths right. You also used expensive named loot while I used standard items. I could bump up my shield cap and hitpoints per second by using named loot like you did.
The key to who would die first is due to damage output. Right now thatÆs you as my skills are low. But if my skill are the same and I used 4 to 6 , 425mm Railguns how would my damage output compare to you?
Your setup is clearly more flexible my point was my hitpoints per second is not vastly inferior like you said, my hardeners are not very inferior, my range is not worse. My fire time for my weapons is longer then your ship takes to run out of cap so thatÆs not a problem.
Of course you can do all the stuff I cannot like chase people down over lots of jumps, use EW e.c.t. I just donÆt think passive tanking is as bad as you make it out to be. It limited but works perfectly fine for PvE which is what I do. I donÆt need EW or to chase people over long jumps for PvE. If we ever meet up you would kill me without breaking a sweat but that does not mean my setup is useless.
_________________________________________________ Gallente defensive innovation comes from unexpected source. |
RollinDutchMasters
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Posted - 2005.01.17 18:28:00 -
[18]
Edited by: RollinDutchMasters on 17/01/2005 18:31:32
Originally by: Pottsey How would that compare against 4, 425mm Railguns? or if you got hold of Shield relays II’s 6, 425 railguns?
The chances of the shield relays being released with that powergrid bonus is very, very slim.
As for comparison, if we're both stationary I'll be doing ~2-3 times the damage. In a combat situation under 20k, I will simply orbit you and the low tracking on your larger rails will eliminate 80% of your damage.
Youre right in that it will take slightly more time to burn through your shields then mine assuming we are taking the same damage. However, when your shields are down, your recharge rate will be miserable. Mine will be the same.
Reguarding named loot, the only thing I'm using is an XL Clarity, which are cheap. The protos will soon be replaced by Dual 250mm IIs, which are extremely cheap. My whole setup also costs about 10m with the Dual 250 IIs.
I never said passive tanking was useless. I just said it was useless for PvP.
Originally by: Sochin CCP has provided you with the tools you need to avoid crime. You're just too lazy/stupid to use them.
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Pottsey
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Posted - 2005.01.17 19:28:00 -
[19]
ôThe chances of the shield relays being released with that powergrid bonus is very, very slim.ö Why is it very slim? ItÆs been typed in to many placesÆ to be an 1 off typing error. ItÆs listed in game on the market and on the website equipment list.
I donÆt recall any other items on the market changing like that between first appearing out of stock and in stock. I also donÆt recall the equipment on the list being wrong before. I know some items got a small boost or changed a little but has there been any missive changeÆs like a full stat being taken out or added?
_________________________________________________ Gallente defensive innovation comes from unexpected source. |
RollinDutchMasters
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Posted - 2005.01.18 01:24:00 -
[20]
Originally by: Pottsey Why is it very slim? It’s been typed in to many places’ to be an 1 off typing error. It’s listed in game on the market and on the website equipment list.
I don’t recall any other items on the market changing like that between first appearing out of stock and in stock. I also don’t recall the equipment on the list being wrong before. I know some items got a small boost or changed a little but has there been any missive change’s like a full stat being taken out or added?
All of those different places its listed are drawn out of the same thing - the EVE stuff files, where most of the unreleased tech2 stuff has placeholder values. If those were the final attributes for the module, the BPOs would have probably been released already.
Placeholder attributes get changed rather often, but few people notice unless its a popular module that many people are looking foward to.
Originally by: Sochin CCP has provided you with the tools you need to avoid crime. You're just too lazy/stupid to use them.
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jamesw
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Posted - 2005.01.18 02:36:00 -
[21]
Its a bit o/t, but have you taken a gankgeddon on with that setup Rollin?
If so, what was the result? -- jamesw Rubra Libertas Militia
Originally by: RollinDutchMasters I fly a dominix, its like a portable blob in a can
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RollinDutchMasters
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Posted - 2005.01.18 02:38:00 -
[22]
Edited by: RollinDutchMasters on 18/01/2005 02:40:31
Originally by: jamesw Its a bit o/t, but have you taken a gankgeddon on with that setup Rollin?
If so, what was the result?
Tech1 megapulse gankageddons tend to lose (although its always close). Tech2 megapulse gankageddons tend to slaughter it.
Originally by: Sochin CCP has provided you with the tools you need to avoid crime. You're just too lazy/stupid to use them.
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jamesw
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Posted - 2005.01.18 02:41:00 -
[23]
They are the only thing that worry me atm and I havent met one as yet...
I quite enjoyed ripping up a corpmate's raven shield tank in testing though -- jamesw Rubra Libertas Militia
Originally by: RollinDutchMasters I fly a dominix, its like a portable blob in a can
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RollinDutchMasters
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Posted - 2005.01.18 02:45:00 -
[24]
It depends a lot on the range of the engagement. If hes farther out, your drones take longer to arrive, which makes it a lot closer. They're definately the biggest threat though.
Originally by: Sochin CCP has provided you with the tools you need to avoid crime. You're just too lazy/stupid to use them.
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jamesw
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Posted - 2005.01.18 02:51:00 -
[25]
Speaking of drones... Which ones do you go for?? I quite like Berserkers atm for their armour ripping ability, with Wasps a close second. -- jamesw Rubra Libertas Militia
Originally by: RollinDutchMasters I fly a dominix, its like a portable blob in a can
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RollinDutchMasters
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Posted - 2005.01.18 02:55:00 -
[26]
Originally by: jamesw Speaking of drones... Which ones do you go for?? I quite like Berserkers atm for their armour ripping ability, with Wasps a close second.
Yeah, I almost always have beserkers. Explosive resistance on armor tends to be the lowest, and usually by the time they get to the target its in armor, or very very low on shields, if shield tanked. Everyone tanks kinetic more then explosive, so I'm not a huge fan of wasps.
Originally by: Sochin CCP has provided you with the tools you need to avoid crime. You're just too lazy/stupid to use them.
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