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Kudikai
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Posted - 2004.03.22 18:41:00 -
[1]
I was fooling around with my battleship and wanted to see what would happen if I loaded on 5 inertial stabilizers. I expected it to become more nimble -- able to turn around and set a new course more quickly.
DOES NOT HAPPEN
My test was to take my BS at full speed and double-click (set a new course) for a point directly behind it. I wanted to see how long it would take to turn 180 degrees and get back up to 100 m/s. The time was exactly the same with or without 5 inertial stabilizers.
So I must ask:
1) Do Inertial Stabilizers even work?
and/or
2) Does added inertia even do anything for you?
Something seems a bit wrong here. Any comments welcomed.
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Jim Raynor
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Posted - 2004.03.22 18:43:00 -
[2]
I dont think they work, I mean look at the stats of them, the local hull interial is 9% agility, nanofibers seem to give more agility than that + speed.. ------
ROBBLE ROBBLE |
Jarjar
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Posted - 2004.03.22 18:47:00 -
[3]
Some time ago, the agility modifier was bugged. Without anything modifying it, it was fine. If you added a few nanofibers, though, you could get a battleship to go 0 to top speed in a few seconds and orbit frigates.
Agility got nerfed. VERY hard.
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Kudikai
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Posted - 2004.03.22 18:54:00 -
[4]
Edited by: Kudikai on 22/03/2004 18:55:52 Thanks. I can see why CCP may have wanted to nerf them a little bit but they don't seem to work at all now.
I want to use Inertial Stabilizers since I don't want to impact my structure at all (like nanos would do). Basically I want to exit a jump and be able to turn toward my new target ASAP (whether it's a jumpgate, or station, or whatever) and get moving. So it's one of two things going on:
1) Stabilizer ARE NOT giving me the inertia they are supposed to.
or
2) Stabilizers ARE giving me 10% inertia per unit like they say they are, but inertia doesn't do anything.
sigh.......
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Hllaxiu
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Posted - 2004.03.22 19:37:00 -
[5]
Quote:
2) Stabilizers ARE giving me 10% inertia per unit like they say they are, but inertia doesn't do anything.
See heres the problem, 5 stabilizers for a 50% reduction in inetria would take a battleship class vessel down to around 50 million Kg, from the 100 million Kg by default. This is a massive problem because of the way newtonian physics work, your acceleration doesn't go up by 2, its squared. If you had 8 low slots, you could almost start behaving like a cruiser from a physics standpoint. That is, a cruiser with battleship class engines. (Think thorax with 100MN Afterburner going all the time )
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Raeff
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Posted - 2004.03.22 20:53:00 -
[6]
if you read the description, the larger the ship the less effect it has .. a frigate is going to get a bigger effect than a battleship .. i believe they do work, but i do not believe they stack correctly .. i have tested them on frigates and battleships(waste of a low slot on a BS) wouldnt reccomend putting more than 1 on any ship cause from what ive seen only 1 seems to effect it .. just my experiences
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SlaMD
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Posted - 2004.03.23 05:08:00 -
[7]
They not actualy changing you Mass. They changing exactly like it said - inertia modifier. So it means you want turn any faster, you would just loose less speed. |
Kudikai
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Posted - 2004.03.23 05:13:00 -
[8]
Edited by: Kudikai on 23/03/2004 05:14:46
Quote: They not actualy changing you Mass. They changing exactly like it said - inertia modifier. So it means you want turn any faster, you would just loose less speed.
That's what I thought. They don't change your effective mass and change your inertia as a result... they are supposed to change your inertia at the bottom line. As a result, I thought I would be twice at least twice as agile if I used 5 of them (at 10% per unit) but I dont see anything at all.
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Ruffles
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Posted - 2004.03.23 12:22:00 -
[9]
A few patches back it got mentioned (I think one before castor) that the agility modifiers seemed to do nothing now.
I haven't seen something saying it was fixed, but my memory is bad anyway .
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