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CommmanderInChief
Comply Or Die
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Posted - 2009.06.12 09:39:00 -
[1]
There are now hundreds of ships and thousands of mods CCP have created.. However only a fraction of them are really used.. Same type of ships are used by everyone and pretty much the same fittings. So is there any need for all the hundreds that are obsolete and dont get used? I bet there are hundreds..Should CCP just do a clean up maybe? |

Dirk Magnum
Royal Hiigaran Navy SCUM.
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Posted - 2009.06.12 09:42:00 -
[2]
What ships and modules are obsolete exactly? |

Cypherous
Minmatar Liberty Rogues Rally Against Evil
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Posted - 2009.06.12 09:43:00 -
[3]
Just because you don't use them doesn't mean they are unused, i've seen lots of people flying ships i don't bother with, besides there would be no benifit to removing them anyway so why bother upsetting people over nothing. |

Dirk Magnum
Royal Hiigaran Navy SCUM.
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Posted - 2009.06.12 09:47:00 -
[4]
Even when CCP does rule something to be obsolete they just remove the prints from the open market. Take anything with the word "micro", for example. People still own existing prints, and the modules themselves can still be put up for sale. They aren't just removed wholesale from the game itself by CCP. |
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Chribba
Otherworld Enterprises Otherworld Empire
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Posted - 2009.06.12 09:48:00 -
[5]
Yes let's remove everything but the basic mining laser fitted ibis and let's see how much fun the game becomes.
Stuff can stay, someone always uses any of the ships and modules created. |
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CommmanderInChief
Comply Or Die
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Posted - 2009.06.12 09:48:00 -
[6]
just a question guys keep your hair on! |

LordSwift
Caldari
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Posted - 2009.06.12 11:04:00 -
[7]
Originally by: CommmanderInChief just a question guys keep your hair on!
to be honest the people who have posted dont have much hair at all. So they are allowed to be moody  |

Cypherous
Minmatar Liberty Rogues Rally Against Evil
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Posted - 2009.06.12 11:06:00 -
[8]
Edited by: Cypherous on 12/06/2009 11:06:55
Originally by: LordSwift
Originally by: CommmanderInChief just a question guys keep your hair on!
to be honest the people who have posted dont have much hair at all. So they are allowed to be moody 
Are you picking fights with balding people? :P |

Abrazzar
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Posted - 2009.06.12 11:07:00 -
[9]
Throwing them out? No.
Balancing all mods and ships and ammo to be viable for specific individual purposes? Yes. |

LordSwift
Caldari
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Posted - 2009.06.12 11:13:00 -
[10]
Originally by: Cypherous Edited by: Cypherous on 12/06/2009 11:06:55
Originally by: LordSwift
Originally by: CommmanderInChief just a question guys keep your hair on!
to be honest the people who have posted dont have much hair at all. So they are allowed to be moody 
Are you picking fights with balding people? :P
Nope just pointing out your hairs receding. and its funny |

Raekone
Ministry of War
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Posted - 2009.06.12 11:14:00 -
[11]
Edited by: Raekone on 12/06/2009 11:15:24
Originally by: Abrazzar Throwing them out? No.
Balancing all mods and ships and ammo to be viable for specific individual purposes? Yes.
I sense this is more in line with what the OP was having a dig at  |

Pearre Dash
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Posted - 2009.06.12 12:24:00 -
[12]
People actually build, sell and buy gleam of all things; there is nothing more useless than Gleam, so if it stays, everything else stays.
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MooKids
Caldari The Graduates Morsus Mihi
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Posted - 2009.06.12 12:27:00 -
[13]
I think Entity would want to have a word with you. He likes his collection of at least one of everything in game (nearly). -------------------------------- CCP can patch away bugs, but they can't patch away stupidity. |

Blane Xero
Amarr The Firestorm Cartel
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Posted - 2009.06.12 12:30:00 -
[14]
Considering Mitnals disappearing act and very little info pertaining to it, i'd say CCP is cleaning up the Mods already. ___________________________________________ Haruhiist since December 2008
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Abrazzar
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Posted - 2009.06.12 12:34:00 -
[15]
Originally by: Blane Xero Considering Mitnals disappearing act and very little info pertaining to it, i'd say CCP is cleaning up the Mods already.
Now I get it. They removed the MITNAL AI from the database to free up resources for other game fluff.
Way to go outsourcing virtual jobs to meatslabs, CCP.    -------- Ideas for: Mining
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Clara Mismer
Minmatar Gulfonodi Industries
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Posted - 2009.06.12 13:39:00 -
[16]
Originally by: CommmanderInChief There are now hundreds of ships and thousands of mods CCP have created.. However only a fraction of them are really used.. Same type of ships are used by everyone and pretty much the same fittings. So is there any need for all the hundreds that are obsolete and dont get used? I bet there are hundreds..Should CCP just do a clean up maybe?
Please contract your worthless ships and mods to this character I will take them all off your hands.
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Mukuro Gravedigger
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Posted - 2009.06.12 13:45:00 -
[17]
Originally by: CommmanderInChief just a question guys keep your hair on!







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Frug
Repo Industries
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Posted - 2009.06.12 13:51:00 -
[18]
Edited by: Frug on 12/06/2009 13:52:08
Originally by: Dirk Magnum What ships and modules are obsolete exactly?
what modules? Are you really asking this? I look forward to your micro shield extended, micro smartbombing, small energy transferring frigate setup.
edit: oh you mention everything with 'micro' in your next post. FINE THEN. I've got nothin'. |

Robot Robot
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Posted - 2009.06.12 13:55:00 -
[19]
as has been said before, they absolutely should not remove these things from the game. I mean, why should they when, by just juggling a couple of numbers on an unused ship or module, they can essentially introduce a whole new item into the game without having to do any graphics or modeling work.
a little application of the buff-bat wouldn't go amiss.
a short list of things that i think would be non-controversial to boost:
Breacher non-ECM Electronic Warfare Drones ECCM Sensor Backup Arrays Rockets Destroyers Non-Caldari T1 Electronic Warfare frigates and cruisers
well... maybe that's about it. there are other things I think need buffing, but even by the end of that list I might have been venturing out of non-controversial territory. |

Playing Eve
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Posted - 2009.06.12 14:18:00 -
[20]
I think OP is talking about capital ships, as only a small percentage of Eve players actually fly them.
I don't think they should be removed. Variety is good for playing eve. |

5pinDizzy
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Posted - 2009.06.12 14:19:00 -
[21]
Originally by: Dirk Magnum What ships and modules are obsolete exactly?
Well, maybe not obsolete, but damn near useless, generally stuff you'd never use if you didn't have an alternative. Maybe junk modules have a place in Eve, I don't like black and white portable tv's, but if my plasma fell over and smashed. 
Module : Shield Flux Coil
Why is it useless?
Well let's look at the Shield Flux Coil II
Shield Recharge Rate Bonus : 30% Shield HP Bonus : - 15%
Which is just a silly way of saying what this module actually does, which is;
15% shield recharge over the shield status before the module was fitted due to the minus 15% shield hitpoints penalty.
The description somehow implies this module could be better then a shield power relay ii with it's 24% recharge rate when in fact it's a lot worse.
So the only reason left to fit a shield flux coil for me is that it doesn't gimp the capacitor so maybe it pairs well with active modules for pve purposes even though an active tank pve ship with barely no backup buffer is very alarming to play with if you've ever tried it, watching the red and white jump back and forth so far on the meter.
But if you add these modules onto an active tank, you're effectively mixing tanks as the recharge modifiers only work when stacked together as they work exponentially, adding only one or two recharge modules to an otherwise active tank fulled ship will only change a godawful default ship recharge to become slightly less godawful, meaning in reality the modules would only make about 5% difference to the overall tank in this situation.
That's why I would never use shield flux coils.
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Zedrik Cayne
Gallente Standards and Practices
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Posted - 2009.06.12 14:33:00 -
[22]
Originally by: 5pinDizzy
Originally by: Dirk Magnum What ships and modules are obsolete exactly?
Well, maybe not obsolete, but damn near useless, generally stuff you'd never use if you didn't have an alternative. Maybe junk modules have a place in Eve, I don't like black and white portable tv's, but if my plasma fell over and smashed. 
Module : Shield Flux Coil
Why is it useless?
Well let's look at the Shield Flux Coil II
Shield Recharge Rate Bonus : 30% Shield HP Bonus : - 15%
Which is just a silly way of saying what this module actually does, which is;
15% shield recharge over the shield status before the module was fitted due to the minus 15% shield hitpoints penalty.
The description somehow implies this module could be better then a shield power relay ii with it's 24% recharge rate when in fact it's a lot worse.
So the only reason left to fit a shield flux coil for me is that it doesn't gimp the capacitor so maybe it pairs well with active modules for pve purposes even though an active tank pve ship with barely no backup buffer is very alarming to play with if you've ever tried it, watching the red and white jump back and forth so far on the meter.
But if you add these modules onto an active tank, you're effectively mixing tanks as the recharge modifiers only work when stacked together as they work exponentially, adding only one or two recharge modules to an otherwise active tank fulled ship will only change a godawful default ship recharge to become slightly less godawful, meaning in reality the modules would only make about 5% difference to the overall tank in this situation.
That's why I would never use shield flux coils.
Its not actually useless, if you actually require cap for something in your fit. Stacking shield power relays nerfs your capacitor recharge something fierce. While this usually isn't a problem for a Drake (for example) a passively tanked iteron suffers badly because of it. |

5pinDizzy
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Posted - 2009.06.12 16:13:00 -
[23]
Edited by: 5pinDizzy on 12/06/2009 16:15:22
Yeah but I'm power diagnostic systems all the way when it comes to that, also let's not forget damage control units which are tons better too, despite only fitting one.
I've had power diagnostic systems actually make more of a difference than specialised capacitor modules in some setups plus they're almost as good as a shield flux coil in tank difference, the fact that it adds a hitpoint percentage as well as a recharge percentage too really makes a difference on the bigger ships you want to tank. |

Abrazzar
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Posted - 2009.06.12 16:27:00 -
[24]
If you want near to obsolete modules, check the loyality stores. Then take a look at storyline mods and to round it up, check with deadspace resistance plating. -------- Ideas for: Mining
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Tenely
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Posted - 2009.06.12 16:31:00 -
[25]
Bellicose...
I win thread. What is my prize?
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Sir Muffoon
Backdoor Enterprises
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Posted - 2009.06.12 16:41:00 -
[26]
Originally by: Abrazzar Throwing them out? No.
Balancing all mods and ships and ammo to be viable for specific individual purposes? Yes.
Hey, I heard CCP was good at balancing and will never use a sledgehammer approach. Is this true?
I think they can stay the way they are.  |

Abrazzar
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Posted - 2009.06.12 16:47:00 -
[27]
Originally by: Sir Muffoon
Originally by: Abrazzar Throwing them out? No.
Balancing all mods and ships and ammo to be viable for specific individual purposes? Yes.
Hey, I heard CCP was good at balancing and will never use a sledgehammer approach. Is this true?
I think they can stay the way they are. 
In this case I'd actually prefer the sledgehammer. |

GBlair
Caldari State Protectorate
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Posted - 2009.06.12 18:47:00 -
[28]
BALDIES UNITE TO FIGHT OPPRESSION! Bleep bloop, I have achevables. |

Iria Ahrens
Amarr 101st Space Marine Force Libertas Fidelitas
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Posted - 2009.06.12 19:47:00 -
[29]
well, capacitor batteries are a good example. I think a long time ago that you could only use 2 cap rechargers before it became more advantageous to stick on a cap battery. But now, a third or fourth cap recharger is still a better option than a cap battery for improving recharge rate. --
Nobody expects the Amarr Inquisition!
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Agent Known
Apotheosis of Virtue
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Posted - 2009.06.12 20:22:00 -
[30]
Originally by: Iria Ahrens well, capacitor batteries are a good example. I think a long time ago that you could only use 2 cap rechargers before it became more advantageous to stick on a cap battery. But now, a third or fourth cap recharger is still a better option than a cap battery for improving recharge rate.
Cap batteries actually help if you have mods that eat a lot of cap in a short period. I tested this with my salvage cormorant. 5 salvagers, 3 tractors. I'd more than once run out of cap on rechargers when trying to salvage a room as quick as possible. 2 batteries though (one medium and one small T2) kept its cap at an acceptable level.
See? I found a use for it. 
Also, confirming that relays do in fact gimp the cap so badly that even one invul field on a Drake would almost make it cap unstable (the ONLY active mod on the damn thing).
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