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Perihelion Olenard
Federal Navy Academy Gallente Federation
22
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Posted - 2012.05.03 03:12:00 -
[31] - Quote
This armor adaptive hardener does need quite a bit of cap, though. More than an invulnerability field does and nearly 3x as much as a single resist armor hardener. It may be too much for cruisers and below.
One interesting thing to note is that the overload bonus is -15% to duration allowing the module to adapt to incoming damage faster at the expense of heat and cap. |

Baneken
Hyvat Pahat ja Eric The Polaris Syndicate
118
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Posted - 2012.05.03 03:57:00 -
[32] - Quote
Perihelion Olenard wrote: I don't know if armor compensation skills will work on this hardener as they don't work on the other hardeners.
It's active hardener so obviously compensation skill kick in only when it's not active, juts like with normal active hardeners. |

Fenri1
Dirt And Other Commodities Corp
1
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Posted - 2012.05.03 09:19:00 -
[33] - Quote
Perihelion Olenard wrote:Here is the Armor Adaptive Hardener I: "An advanced nano membrane that can react to damage received to shift resistances over time to better resist prevalent incoming damage.
Only one of this module type can be fitted at a time."
There is only the tech 1 and it begins with blanket resists at 15%. It needs 24 CPU and 42 GJ every 10 sec.
I'll bet it's most effective when taking 1-2 damage types and least effective when taking 4 damage types.
So, assuming I have the cap to spare, it sounds like a viable replacement for a Damage Control II module on an Armor tanking battleship running most lvl 4 missions. |

Meditril
T.R.I.A.D Defiant Legacy
62
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Posted - 2012.05.03 15:20:00 -
[34] - Quote
With regard to this:
Resistance shifting armor hardener (Armor Adaptive Hardener) : a dynamic hardener that shifts resistances to the last damage type you were hit with. Get hit with thermal for example, your thermal resistances go up until you get shot with something else.
How does it work in practice. Will it shift the resistances when I am hit and apply them prior the hit damages me or will it shift them after the hit?
How often will it shift resistances?
What if I hit with 75% EXP and 25% Kin (e.g. projectile ammo). Will it shift to EXP then.
What does "shift resistance" mean? If I am hit by EXP will it simply swap my EMP resistance with EXP resistance? |

Verity Sovereign
Pator Tech School Minmatar Republic
179
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Posted - 2012.05.03 15:56:00 -
[35] - Quote
I would much rather have an armor hardener that uses scripts.
Something like: unscripted: 20 omni
Kin Script: 40 kin, 20 therm, 20 Exp, 0 EM Therm script: 40 therm, 20 kin, 20 EM, 0 Exp
EM script: 40 EM, 25 Therm, 15 Kin, 0 Exp Exp scripts: 40 exp resists, 25 kin, 15 therm, 0 EM
"a dynamic hardener that shifts resistances to the last damage type you were hit with. Get hit with thermal for example, your thermal resistances go up until you get shot with something else."
I see this being exploited, you have one dude firing a high rof weapon with ungrouped guns, to get lots of hits in to shift resistance away, while the rest of your fleet volleys in another damage type.
It seems vastly inferior to Invuln fields (unless they change adaptive invuln fields to work like this too.
Fueled shield booster, but no fueled armor repper? Winmatar boost, caldari secondary boost - this adaptive armor hardener doesn't make up for it.
Which ships have bonuses to shield boosting? Winmatar, Golem Oh... they also use capless weapon systems.... great, now you can neut them, and you won't do much to their tank. Meanwhile the ships with weapons systems that use cap must also use a tank that requires cap.
Neut a gallente ship and it cant fire and it can't tank (they are making gallente even more focuses to active tanking now with the latest frig change, fail) At least the Amarr are better set up to buffer tank, so they just won't be able to fire.
This is fail balance |

Griznatch
Xicron Syndicate Tus Network
107
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Posted - 2012.05.03 16:15:00 -
[36] - Quote
the reload time (60 seconds) and ammo capacity (3x cap booster 200) of the new shield booster (large) is a joke
the other stuff looks pretty boss though I used to have a clever sig but I lost it. |

GreenSeed
35
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Posted - 2012.05.03 16:53:00 -
[37] - Quote
any confirmation on where those drone mods go?
having them on low slots sucks really, since they will compete with weapon mods and tank... most drone boats have utility highs that could use the mod.
anyway, i have the feeling i will stay with omni tracking instead of drone mods :/
i can think of the gila fitting those on lows, or the nvex... but mostly the gila. |

Aralieus
Shadowbane Syndicate
18
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Posted - 2012.05.03 18:12:00 -
[38] - Quote
With drone damage mods and TD's affecting missile boats soon(hopefully) pilgrim and curse will be even more sexah! Oderint Dum Metuant |

Gorki Andropov
Kerensky Initiatives
339
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Posted - 2012.05.03 18:19:00 -
[39] - Quote
Daniel Plain wrote:Mia Restolo wrote:Amarr V3 : Amarr ships will look prettier! except the apoc because you cannot retexture away a *******.
/me puts down his drawing tablet and abandons his attempt to retexture Daniel Plain |

Daniel Plain
Science and Trade Institute Caldari State
83
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Posted - 2012.05.03 18:50:00 -
[40] - Quote
Gorki Andropov wrote:Daniel Plain wrote:Mia Restolo wrote:Amarr V3 : Amarr ships will look prettier! except the apoc because you cannot retexture away a *******. /me puts down his drawing tablet and abandons his attempt to retexture Daniel Plain you must be very lonely |
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Perihelion Olenard
Federal Navy Academy Gallente Federation
22
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Posted - 2012.05.03 20:35:00 -
[41] - Quote
Aralieus wrote:With drone damage mods and TD's affecting missile boats soon(hopefully) pilgrim and curse will be even more sexah! The way it is now you'd get more damage with ballistic controls instead even though the launchers are unbonused. |

nahjustwarpin
Imperial Academy Amarr Empire
14
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Posted - 2012.05.03 21:10:00 -
[42] - Quote
while single damage mod (gyro, magstab, heatsink, bcs) provide over 20% increase (before stacking) this new drone dmg mod only gives 12. what a joke |

Anya Ohaya
School of Applied Knowledge Caldari State
111
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Posted - 2012.05.03 23:19:00 -
[43] - Quote
I'm thinking a shield tanked navy dominix with 2-3 of these new damage mods, and maybe one of the new shield boosters is going to be a kick-ass mission ship. |

Sunviking
The Shining Knights
46
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Posted - 2012.05.04 08:19:00 -
[44] - Quote
CPU rigs are going to be very interesting.
Especially on Caldari ships, especially on the Rokh, Scorpion Navy Issue and Raven Navy Issue.
RNI has CPU issues currently, so using a Rig slot for CPU purposes will enable cheaper Tech2 fits to be used for Tanking purposes.
On the Rokh, it means you can rig a mining Rokh with CPU rigs to enable you possibly fit 5 x Mining Upgrades in the lows rather than 3 (4 if you use Caldari Navy Co-Processor). |

Roime
Shiva Furnace
645
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Posted - 2012.05.04 09:42:00 -
[45] - Quote
I'm a bit disappointed about the Drone dmg mod. Fitting it on Ishtar will be hard and it gimps the tank seriously in any high-end PVE use and is out of question on a dual-rep PVP fit, Myrmidon has the CPU but relies even more on the low rack tank due to it's slow speed, making this essentially a Dominix/Rattler mod.
And Dominix doesn't exactly need more dps, not that I mind getting it but anyways.
Should be med or hi slot. ~ Elite forum PvP ~ |

Sup B1tches
Quovis CORE Alliance
3
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Posted - 2012.05.04 09:45:00 -
[46] - Quote
Good job CCP? I don't think so...
CCP is merley coving such a glaring and massive ommission akin to some massive movie plot holes. |

Executus Primus
Black Phoenix Legion The Fourth District
0
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Posted - 2012.05.04 11:31:00 -
[47] - Quote
The worm is starting to look real good now. Drone dmg bonus + medium cap-shield booster looks interesting. |

Darius Brinn
Iberians Iberians.
12
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Posted - 2012.05.04 12:03:00 -
[48] - Quote
Robert Caldera wrote:this drone damage thing is pure bullshit, it was hard enough to fit tank on frigates against drones so you could survive just for long enough. Drone damage mods negate this.
Not necessarily. No ship will be able to fit these modules without compromising other things: tackle, tanking, or turret/launcher DPS (depends on where those drone mods are fitted).
So, if you're tackling a ship with drones, you die faster...and it does, too, as it compromised some tank. Or you can disengage, as it is not as agile as before these mods, or has worse tackle.
Also, I don't think these mods would be worth it for ships with unbonused drones.
And using a frigate to tackle Dominixes was QUITE SCARY to begin with, so nothing changes.
Do you expect many Ravens, Rokhs, Harbingers or Vagabonds with drone damage mods instead of their BCUs, Magstabs, Heatsinks or nanos? I don't. |

Grimpak
Midnight Elites Echelon Rising
438
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Posted - 2012.05.04 12:59:00 -
[49] - Quote
Darius Brinn wrote:And using a frigate to tackle Dominixes was QUITE SCARY to begin with, so nothing change
understatement of the year FYI.
[img]http://eve-files.com/sig/grimpak[/img]
[quote]The more I know about humans, the more I love animals.[/quote] ain't that right |

Jerick Ludhowe
Wraiths of Abaddon
65
|
Posted - 2012.05.04 17:02:00 -
[50] - Quote
Robert Caldera wrote:this drone damage thing is pure bullshit, it was hard enough to fit tank on frigates against drones so you could survive just for long enough. Drone damage mods negate this.
If you actually shoot at the drones attacking you... pretty much any frigate with frigate guns can kill drones in very short order. If my 90 dps Ares can blow apart a wave of warrior IIs then I think pretty much anything can
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