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Swethren
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Posted - 2006.03.30 09:08:00 -
[1]
How about a skill to reduce the CPU by 2% on Weapons that, where the prereq's could be like, electronics V, CPU Upgrades IV, Adv Weapon Upgrades IV
i realise Weapon Upgrades reduces CPU, but I thinking some of us need a little more CPU reduction?
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Hamatitio
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Posted - 2006.03.30 09:11:00 -
[2]
I have to fit a cpu on my raven ffs!
But I dont think its needed. ---
 I Post on the forums for Fate. Im cool. Industrialists wanted |

Swethren
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Posted - 2006.03.30 09:17:00 -
[3]
Originally by: Hamatitio I have to fit a cpu on my raven ffs!
But I dont think its needed.
I don't mind fitting a CPU upgrade on a ship to fit T2 eq, but to fit it with T1 eq is pushing it a bit.
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PriceCheckMax
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Posted - 2006.03.30 18:06:00 -
[4]
Minimum: CPU upgrades V and AWU 5
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Caldorous
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Posted - 2006.03.30 19:27:00 -
[5]
-3% / -5% to turrets / launchers cpu use implant? ----------------------------- I know where is the ISD naughty secret 

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Idara
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Posted - 2006.03.30 20:24:00 -
[6]
Okay, do Advanced CPU upgrades if you do a Super Advanced Weapon Upgrades, like you said, there is already a 25% reduction to CPU through Weapon Upgrades, and 1 skill for powergrid. No need for another CPU.
-------------------------------------------------------- Lieutenant Commander BSC Military
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Jim Steele
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Posted - 2006.03.30 20:56:00 -
[7]
Edited by: Jim Steele on 30/03/2006 20:57:02
Originally by: Swethren i realise Weapon Upgrades reduces CPU, but I thinking some of us need a little more CPU reduction?
CPU is fine imho... it balances what modules you can and cannot fit if your still a little short buy a -3 or 5% implant, they are cheep these days.
 Author of "The Apoc Guide" |

4 LOM
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Posted - 2006.03.31 04:42:00 -
[8]
I think thats a bad idea, there has to be some limiting factors, i myself am short on cpu all the freakin time but thats the cost of fitting high cpu mods. you need the limitations its what makes finding a creative and neet fitting fun.
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Jernau Gurgeh
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Posted - 2006.03.31 08:55:00 -
[9]
Fit a co-pro, or smaller guns.
There are 10 sorts of people in the world - those who understand binary, and those who do not. |

New Soi
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Posted - 2006.03.31 09:54:00 -
[10]
You get a -25% CPU need for weapons from Weapon Upgrades V, and a +25% CPU output from Electronics V. There are also skills that reduce CPU need for other types of modules. Said this, I dont really see where the problem is. You will have to play around with your setup to make things work, that's what makes fitting fun.
______________________________
Time flows where it wants to flow |
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Astrum Ludus
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Posted - 2006.03.31 10:02:00 -
[11]
Fit better named guns or rejig if you're using T2?
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Nymos
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Posted - 2006.03.31 10:13:00 -
[12]
slightly off topic, but why does weapon upgrades have memory as the 2nd attribute while the rest of gunnery skills seems to use willpower? is that a bug?
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Waut
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Posted - 2006.03.31 10:15:00 -
[13]
Edited by: Waut on 31/03/2006 10:14:14 nm
 In Soviet EVE, roids pop YOU |

Rodge
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Posted - 2006.03.31 10:31:00 -
[14]
Originally by: Nymos slightly off topic, but why does weapon upgrades have memory as the 2nd attribute while the rest of gunnery skills seems to use willpower? is that a bug?
Weapons Upgrades is more of an electronics skill, in my consideration. It's reducing CPU need, so I've never understood why it needed perc as a primary. Likewise, AWU seems more like an engineering skill. I'd have thought that both would have been more sensible to be INT/MEM skills tbh.
In any case, it's not a bug, it's just the way it is......

[ 2005.04.17 00:34:30 ] Nagilam > u better leave Rodge, u will not gank any1 else 2nite......
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dalman
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Posted - 2006.03.31 16:17:00 -
[15]
Originally by: Rodge
Originally by: Nymos slightly off topic, but why does weapon upgrades have memory as the 2nd attribute while the rest of gunnery skills seems to use willpower? is that a bug?
Weapons Upgrades is more of an electronics skill, in my consideration. It's reducing CPU need, so I've never understood why it needed perc as a primary. Likewise, AWU seems more like an engineering skill. I'd have thought that both would have been more sensible to be INT/MEM skills tbh.
In any case, it's not a bug, it's just the way it is......
Actually, back in the days many of the gunnery skills had int/mem as secondary attribute (and some had perc and some will as primary). Skills like surgical strike and trajectory analysis (which obviously is kinda science oriented) for example. And weapon upgrades actually had mem or int as primary I think.
On topic... WU reduce CPU by 25% AWU reduce grid by 10% ... I really don't see how one can whine about some lack of CPU skill :s
Am I forced to have any regret? I've become the lie, beautiful and free In my righteous own mind I adore and preach the insanity you gave to me |

Lirt
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Posted - 2006.03.31 17:33:00 -
[16]
Maybe make a module like PDU that will increase cpu a little but give something else too like shield hp, or cap just like the PDU. Lets say: CPU Enchancer Takes power form the ships power core to further more power the cpu and the capacitor of the ship Cpu bonus:3% Cap bonus:1,5%
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Emeline Cabernet
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Posted - 2006.04.01 10:08:00 -
[17]
nah not needed ;) btw i sell -5% implants...
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Lefia
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Posted - 2006.04.02 08:45:00 -
[18]
No, all we need is another skill that allows us to fit on way more than, by any rights, we should be able to fit. There has to be something preventing the "I win" ship.. and if it's gotta be CPU, then it's CPU. For me though, it's usually grid.
Originally by: hired goon I agree with every point and counter point that has been brought up in this and every other argument ever had.
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4 LOM
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Posted - 2006.04.03 16:22:00 -
[19]
Originally by: Lefia No, all we need is another skill that allows us to fit on way more than, by any rights, we should be able to fit. There has to be something preventing the "I win" ship.. and if it's gotta be CPU, then it's CPU. For me though, it's usually grid.
Yep, i am caldari and everyone wines to me, and on the forums that caldari are overpowerd. well add another CPU reduction skill and i will start to agree with them, 95% of the time my limiting factor is CPU, although i tend to have a nack at fitting ships to 98-99% of both cpu and powergrid.
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Ricdic
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Posted - 2006.04.08 10:59:00 -
[20]
Cap power relay = nerf on shield tankers cap recharger II = nerf on shield tankers power diag II = benefit to BOTH shield and armor tankers, not so much armor tankers because they need low slots to tank, however this gives multiple bonuses, so benefits to all co-processor II= bad for caldari ( very limited module, and not even needed for non caldari players)
A caldari setup using a t2 complement = low slots consisting of 2-3 power diag II, 1 coprocessor
An amarr setup using a t2 complement = mid slots consisting of 2-4 cap recharger II's, and possibly a single power diag II in low.
The main factor is that those 2-4 cap rechargers are completely optional for the armor tanking pilot. They can use EW, sniping gear, etc to their hearts content, without affecting their grid/cpu outputs.
Caldari on the other hand, need to use majority of their mid slots to run their shield tanks (just as amarr use their lows for armor), however have extremely few options in regards to their low slots. Low slots dont allow for cap recharge (exception of power diag II), EW, good sniping gear, or anything of real worth.
Low slots for shield tankers have always been for Cap / damage / Medium slots for armor tankers have always been for cap / accuracy / painting / EW / sniping / scrambling gear / webbing gear , and everything else.
Or to put it another way, to fit a t2 setup on a caldari ship (all t2): 4 power diag II , 1 coprocessor II >> Cap recharge of maybe 450?
To fit a t2 setup on an amarr ship (all t2): 1 power diag II, 4 cap rechargers >> Cap recharge of maybe 280?
Same amount of modules, both used to prevent gimping of setups, except that the caldari ship has no option whatsoever for damage mods.
When it comes to things like faction mods vs faction mods, it is a different story, I think things balance out quite nicely (if not in favour of caldari a little, ie crystal implants). However, for the normal player using a t1 or t2 complement, any shield tanker has to agree that CPU is a huge problem.
In my case, in order to fit 6 T2 siege, I require 4 power diag II and have one balistic. The sacrifice for having that ballistic fitted is that one of my high slots doesnt recieve a named nos, it gets a small tractor beam. My setup is heavily faction oriented, with large cpu saving mods on it, and worth well into the billions.
This argument has been going on since the day t2 siege have been released. I am not so much complaining on my behalf, but I feel for the other caldari players out there who have been forced to resort to armor tanking their ravens and frigs due to CPU issues, and the huge restrictions imposed on shield tankers (read: propulsion/sensor boosting/EW/cap recharge, etc etc etc).
And no, I dont want an IWIN ship, or all of the above changed. Even something simple like the t2 siege cpu being dropped by 5 units each or something simple would do. ------------------------------------------ Dreadnought Production INC is recruiting Join DPI Channel Or Visit (IGB) http://www.mmorpg-online.net/intro.html |
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MercedesBenz
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Posted - 2006.04.08 11:02:00 -
[21]
Originally by: Hamatitio I have to fit a cpu on my raven ffs!
But I dont think its needed.
??? Are you Fitting 6 Seige launchers on your bird? What's your setup, if you don't mind me asking.
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Ashelth
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Posted - 2006.04.09 22:52:00 -
[22]
Originally by: dalman
Originally by: Rodge
Originally by: Nymos slightly off topic, but why does weapon upgrades have memory as the 2nd attribute while the rest of gunnery skills seems to use willpower? is that a bug?
Weapons Upgrades is more of an electronics skill, in my consideration. It's reducing CPU need, so I've never understood why it needed perc as a primary. Likewise, AWU seems more like an engineering skill. I'd have thought that both would have been more sensible to be INT/MEM skills tbh.
In any case, it's not a bug, it's just the way it is......
Actually, back in the days many of the gunnery skills had int/mem as secondary attribute (and some had perc and some will as primary). Skills like surgical strike and trajectory analysis (which obviously is kinda science oriented) for example. And weapon upgrades actually had mem or int as primary I think.
On topic... WU reduce CPU by 25% AWU reduce grid by 10% ... I really don't see how one can whine about some lack of CPU skill :s
because even with all those skills trained up I run out of cpu on every caldari ship I fly? But every other ship I fly doesn't have the same problems?
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severed
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Posted - 2006.04.09 23:41:00 -
[23]
Originally by: Ricdic Or to put it another way, to fit a t2 setup on a caldari ship (all t2): 4 power diag II , 1 coprocessor II >> Cap recharge of maybe 450?
To fit a t2 setup on an amarr ship (all t2): 1 power diag II, 4 cap rechargers >> Cap recharge of maybe 280?
so you can fit 7 T2 tachyons on geddon with 1 power diag? HaxPloitz!!
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Mike Yagon
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Posted - 2006.04.10 07:11:00 -
[24]
Every time this thread pops up, I keep having to think "But dude, what is Weapon Upgrades about, if not for CPU?". If anything, go make CCP increase the CPU reduction on Weapon Upgrades, though I think it's fine as it is currently. But asking for a skill that already exists seems odd. o.O
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dalman
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Posted - 2006.04.10 08:52:00 -
[25]
Originally by: Ashelth
Originally by: dalman On topic... WU reduce CPU by 25% AWU reduce grid by 10% ... I really don't see how one can whine about some lack of CPU skill :s
because even with all those skills trained up I run out of cpu on every caldari ship I fly? But every other ship I fly doesn't have the same problems?
Heh. You know, fitting a raven is easy compared to a blasterthron which really is impossible due to CPU...
That doesn't call for any skill though. What's needed is balancing of the mods, and tbh autocannons and lasers needs to have their reqs upped.
Am I forced to have any regret? I've become the lie, beautiful and free In my righteous own mind I adore and preach the insanity you gave to me |
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