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Thread Statistics | Show CCP posts - 45 post(s) |
Edward Olmops
Sirius Fleet
35
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Posted - 2013.01.22 13:59:00 -
[1] - Quote
Concerning math....
If I combine 3 Rigs that each give 100% bonus to the overheat bonus, what is going to happen?
Stacking: 1. 100% 2. 88% 3. 57% (roughly)
which means the combined bonus is: 2 x 1,88 x 1,57 = 5,9
multiply the 10% rep amount by 5,9 => 59% bonus to rep amount. Nice.
multiply the 15% ROF bonus by 5,9 => 88,5% bonus to ROF. OmgwtfBBQop....wh000t?
Does that mean 8,7times as many cycles or am I somehow completely wrong?
Would mean: AAR loaded, overheated, 3 Rigs: like 2.25 x 1.59 x 8.7 = 31times the rep amount of a T1 repper (8.7times the cap usage plus the cap boosters). or in other news: push that button to instantly trade aall your cap, a molten repper and half a cargohold full of cap boosters a for a fully restored armor... |
Edward Olmops
Sirius Fleet
36
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Posted - 2013.01.22 14:22:00 -
[2] - Quote
Unkind Omen wrote: I guess it is 100%+100%+88%+57% = 345% here.
Why? That would be the only place in EVE where a combined bonus would be calculated in this way... |
Edward Olmops
Sirius Fleet
36
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Posted - 2013.01.22 15:35:00 -
[3] - Quote
CCP Fozzie wrote:Larger reply is still coming but I just want to quickly note that we're pulling the Overheating rig from this proposal until further notice.
As always thanks for all your comments on it. I started off with an early mistake with this rig and we're not going to re-add it unless it's properly balanced.
Too bad. I just calculated that with 3 of these T2 rigs, an overheated Repper would actually have had a NEGATIVE cycle time. And I believe THAT would have caused a severe disruption in time-space that might have been used to create wormholes to Jove space... :-(
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Edward Olmops
Sirius Fleet
36
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Posted - 2013.01.22 15:46:00 -
[4] - Quote
Another comment on speeding up reppers:
1) as long as there is a fixed maximum conversion rate between cap and armor points, there will be a limit to how powerful these things become (measured in cap). In general that is an interesting mechanism. Making active Armor Tanking viable for PVP. Maybe Energy Transfer will play a greater role. Neuts aswell as they effectively kill armor.
2) I am a bit worried about the addition of more and more Skills that do not come cheap. While it's a good thing to have more things to train for veterans and it emphasizes specialization, I feel like recently added skills are a bit too narrow and expensive. Compare things like Armor Upgrades, Target Spectrum Breaker Amplification and Radar Sensor Compensation to Skills like Engineering and Navigation regarding usefulness. Ok, the Sensor Compensation skills could be healed by turning Sensor Strength into general E-War resists. Anyway. Off topic.
3) Heat. I believe the effect of heat in overheating a tremendously accelerated repper decreases. Cycles become so short that cap will always run out or become the critical issue long before heat even starts building up.
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Edward Olmops
Sirius Fleet
36
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Posted - 2013.01.22 15:48:00 -
[5] - Quote
Shpenat wrote: No other issues people have are being addressed. The high PG requirements of medium and large repair fits (as you need dual rep at lest to be able to fight). Quite large capacitor usage on medium and large armour repair modules. And relatively weak amount repaired per second eve on bonused ships.
Not entirely correct. If some effect like the proposed rigs allow to GREATLY accelerate reppers, you might find a single repper sufficient. This also affects slots and PG usage. The only remaining issue is cap. But there is always a catch, isn't it? |
Edward Olmops
Sirius Fleet
41
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Posted - 2013.01.28 12:39:00 -
[6] - Quote
An idea about the AAR:
What if the AAR would only use up charges (and provide the 225% burst tank) WHEN OVERHEATED? (if not overheated, any remaining charges just sit in the repper forever)
1. This would emphasize the use of overheating and the emergency/burst nature of the module. Either I am in URGENT need for more armor or I am not. So most likely I will want to use heat and burst at the same time (as long as the module won't melt way faster than it has spent all Nanite Repair Paste). 2. The specialty of the AAR as opposed to the ASB should be sustained tanking. Lets say I run a complex/mission whatever PvE thing that requires sustained tanking. I am in a dangerous environment like lowsec and expect to be ambushed all the time. So basically, I need a ship that is BOTH capable of PvE and PvP (at least to a certain degree). It would be a nice thing if I now could trade my required active tank for a weaker one (75%) with the option of burst tanking in an emergency. Now, if the thing works like the ASB, I can't do that with an AAR. if I go in with the repper full of Nanite Paste, I cannot activate it without wasting the precious Paste to the NPCs. And if I have no charges in it, I simply have a crappy armor repairer with 75% efficiency - I won't have the 1 min time to reload when ambushed! So I would need an extra button "use with charges/without charges". => Solution: couple it to overheat. 3. Since Nanite Repair Paste will both be used for loading the repper and repairing heat damage, there would be a synergy. I just have to keep track of ONE pile of ammo. Plus one can repair & reload at the same time. At least that works with ASBs. I pretty much overheat them all the time, the minute reload time is more than enough to repair the heat damage and the overheat bonus adds nicely to the burst tank. |
Edward Olmops
Sirius Fleet
41
|
Posted - 2013.01.28 14:26:00 -
[7] - Quote
Hakan MacTrew wrote: Using an AAR without using up its charges is actually a very valid point. Splitting the button in half, one side for charges, the other for without, should do the job. I'm not sure about forcing the tie in with heat though. It means that unless you have trained in the heat skill, this mod would be useless. It gets a healthty benefit from heat already, as you pointed out about ASBs.
In hindsight, I should have put this problem on top of my posting since this is what my proposal is about. A split button may technically solve it, but I don't think the UI needs more tiny buttons. Also, I would bet that the "split button" idea would be way more complicated for the developers than connecting the charges to overheating (that's why I proposed it). Currently there is 2 mechanisms that allows us to operate modules in different ways - and these are heat and charges (with scripts as a specialized version of charges that never get spent). The AAR will already be using charges and for balancing reasons, the reload time will be 1 min.
The AAR (as announced in OP) will have four modes of operation:
1) vanilla: no charges, no heat - base efficiency, runs forever if cap-stable 2) overheated: heat, but no charges - +30% efficiency, but the module will melt after a while 3) loaded: charges will be spent - +200% efficiency, runs only 8 cycles, 1 min reload 4) loaded & overheated - +260% efficiency, the real burst tank! (yeah, melts & runs out of charges, but we aren't cowards, are we?)
I will happily forget modes 2 & 3 if that allows me to instantly switch from 1 to 4. One minute reload totally ruins this.
P.S.: and give the thing Thermodynamics I as Prerequisite - then no one can complain about not being able to overheat it. |
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