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Author |
Thread Statistics | Show CCP posts - 69 post(s) |
Bloodpetal
Mimidae Risk Solutions
670
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Posted - 2012.06.13 02:59:00 -
[571] - Quote
@Punkturis.
I have a serious issue with 1.1 War Dec UI.
You need to make all EVE UI awesome like it.
Mimidae Risk Solutions Recruiting |
Sa'ra Krat
Isk
0
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Posted - 2012.06.13 03:27:00 -
[572] - Quote
Ignoring the buildup of mostly useless back and forth...
I wanted to pitch in what few cents I have with my experiences. It was mentioned that having unlimited allies was not desirable, and yet now we have a lot of back and forth about Isk formulas and...other bits and bobs. Instead of all of those, why not set it so that a defending group can only have allies until they come close to matching half, or a fourth of the other side? In theory, the active pilots on each side would reflect this ratio to some degree - it can be difficult to get so many people together at once - and instead of bringing a full balance to things (which would go with what CCP Soundwave said in an earlier post), there would still be a difficult fight for the defender that chose to Mutual. After all, mutual-ing against stronger groups is just asking to have your hulls taken, and hiring a couple merc groups to bring in some additional firepower could work to tip the tides of war without it being a pushover (read: blob) fight on either side. (It may also bring some better focus to the point of a "Mercenary Marketplace", but that is not something in my experiences.)
In the end though, this isn't the only thing I'd like to pitch in a few pennies to. Though I wasn't around for pre-Inferno FW, I've noticed a couple key points about the current state from a bit of skinny dipping. Removal of Ewar effects from FW NPCs doesn't matter much in the context of the larger fleet battles, but when you're a soloist or a duo/trio (in friendly territory), those target dampeners can be a life saver; in addition, that is taking into effect the lack of incentive for defending a controlled system, yielding little or no LP for time spent. To contrast my own complaint though, I do understand one possible benefit, being that it's more likely to get an enemy to engage when there's damage being taken sans Ewar fx and that the LP rewards for killing enemies are likely being encouraged.
Though, in effect, one (or a fleet) may as well work to plex down enemy systems while not saving more than a couple key systems of their own. An issue for another precursor patch or expansion, but still a thought to be had.
*Throws half-isks...because it is amusing that GÇÿcentsGÇÖ are still around.* |
Hench Tenet
The Suicide Kings Test Alliance Please Ignore
14
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Posted - 2012.06.13 03:29:00 -
[573] - Quote
Can you find a way of not spamming us with messages about the wardecs? Before, it was spam from empire elite pvp corps wardeccing us cheaply. Now it's "xxxx has joined the war". Coming back from a weeked with 40 mails and 3/4 of them concord is a bit of a pain. |
Amdor Renevat
Federal Navy Academy Gallente Federation
4
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Posted - 2012.06.13 03:38:00 -
[574] - Quote
CCP Soundwave wrote:
I think the biggest issue here is that we're trying to solve different issues. I'm trying to bring the merc trade back into EVE and you're trying to add some measure of fairness into wars, which Isn't really a design philosophy in EVE.
Why would I want to balance a fight? That's never really been the goal in EVE and the war dec system wasn't built for that either. I understand that it's annoying when a big alliance war decs you, but that's hardly new to EVE. Big alliances get annoyed with bigger coalitions outnumber them and so on. That's a fact of life in EVE and we're not likely to change that direction anytime soon. The other thing is that war dec prices are determined by the value you get from them. If you want to go to war with someone, a higher number of potential targets should be more expensive. If you're a smaller alliance, this makes you a less attractive target, unless you've made someone angry in which case you're responsible for any social repercussions you've created.
Letting attackers add allies conflicts with the notion that attacking someone is risky. If you decide you want to go to war with someone, the consequence is that he could punch harder than you anticipated. If this is just about stacking up allies, the power of that choice fades away a little bit.
Wow, game mechanics changed because the Goons can't handle a fair fight. Since Eve isn't supposed to have fair fights apparently.
My question is, if fights are supposed to be one sided then what compulsion is there for new subscribers to give the game a chance? Play for a bit, get completely dominated, go to another game where they actually stand a chance of having fun.
Great marketing strategy there.
Also, why is it mercs are supposed to have a functional role in Eve but high sec miners are expected to get roflstomped by anyone flying around in cheap, throw away ships. Oh wait... Eve isn't supposed to be fair so miners just have to suck it up and be willing to get owned by anyone in a destroyer or bigger.
I wonder what the plan is going to be when Dust 514 fails to pull enough interest and Eve is the only viable resource but so many players have been driven away that there's no hope of getting a decent subscriber base.
Anyway, to make sure I follow the rules and provide some discussion.
I don't like the proposed changes to the war dec system. Allies should choose their own time frame for being allied, not have it artificially determined for them. When an ally signs up there should be one week, two week, one month, duration of war options and then they can negotiate the cost based on length of contract.
I think larger entities should have to pay more, a lot more, for declaring against someone smaller. Wars are a mechanic but they should be something that offers some interest in the game for both parties. Forcing smaller groups to suck it up and not log on or pay through the nose to get enough support is stupid.
All the current changes due is promote bullying, but since Eve isn't about fair fights I reckon bullying is actually what the Dev's want the players to participate in. Obviously the stronger/bigger group should have all the fun and everyone else is just there to provide targets. Oops, I'm not being very fair to the Devs opinion. My bad.
Lets see what else...
I think allies should be allowed in mutual wars, again with the time limit established at the start of the contract.
As for mercs, seems to me the best way to revive the merc profession is to design a simple way for them to offer their services, have some form of accountability if the mercs fail to live up to the contract, and to allow the players to dictate times, fees, and what not. Building rigid stipulations on hiring mercs just makes it less likely to fool with hiring someone that may or may not be useful and will be gone if things turn bad.
Oops, there I go again trying to make fights a little bit more fair in Eve. Bad player, bad. |
Dovinian
Dreddit Test Alliance Please Ignore
1075
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Posted - 2012.06.13 03:44:00 -
[575] - Quote
CCP Goliath is sleeping right now and is not aware of this post.
Heh.
Also, something about the wardec system, something about this thread. Lets fix the wardec system.
(See it has content now) |
Nicolo da'Vicenza
Divine Power. Cascade Imminent
1145
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Posted - 2012.06.13 04:22:00 -
[576] - Quote
Amdor Renevat wrote: Wow, game mechanics changed because the Goons can't handle a fair fight.
npc corp poster yelling about how other people "can't handle a fair fight"
lmao
(ban npc corps) |
Powers Sa
GoonWaffe Goonswarm Federation
194
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Posted - 2012.06.13 04:29:00 -
[577] - Quote
Jade Constantine wrote:michael boltonIII wrote:Jade Constantine wrote:michael boltonIII wrote: You forgot to mention the part where none of those people are your actual friends I'll let you into a secret. I know those people in the allied wardec coalition as well as you know most of the mooks who are registered with TEST alliance. Oh you mean the guys in test who would show up by the hundreds to get in fleet with me if it needed to be done? How often do the people in that allied wardec coalition work together as a team I wonder? Oh right, never. Well you are a big hat space dictator. Your followers are supposed to follow you like some cult leader. I on the other hand am a space anarchist and I prefer distributed asymetrical warfare and psychological traps. The heroic cells of freedom-loving anti-goon partizans may well never meet or share a cup of tea or indeed have to gather and listen to some speech by a "great leader" but that doesn't stop them being comrades-at-arms in the great struggle against eve imperialism encroaching on the capsuleer trade hubs. Your big mistake is to assume everyone fights their wars the way you do. (your second mistake is to overestimate the number of jaegerbombs you can sustain before critical balance failure) MichaelBoltonIII is Lord of the *******. Montolio rules test. The only psychological trap you have ever sprung was tricking people into thinking you are a space girl and that your space brothel was not all alts that you ran.
Goons do not hate freedoms. Goonswarm aren't the only entities in eve that would like you to lose ships repeatedly.
Amdor Renevat wrote: more :words: than jade constantine |
Mara Rinn
Cosmic Industrial Complex Cosmic Consortium
1501
|
Posted - 2012.06.13 04:57:00 -
[578] - Quote
michael boltonIII wrote:IJade have you ever thought that if you are making enemies out of 5000 man alliances, then it would logically be reasonable that in order to fight them maybe you should be good enough at making friends to have another large alliance ally you. Or you could have friends who are close enough to help split the costs with you. Eve is a social game bro, looks like you just need to work on your play style.
What's wrong with having 100 50-member alliances as friends? Why does everyone have to be in a 5000 member alliance in order to join a fight against a 9000 member alliance?
Do you understand the lack of social cohesion in hisec?
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Nicolo da'Vicenza
Divine Power. Cascade Imminent
1146
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Posted - 2012.06.13 05:12:00 -
[579] - Quote
Mara Rinn wrote:michael boltonIII wrote:IJade have you ever thought that if you are making enemies out of 5000 man alliances, then it would logically be reasonable that in order to fight them maybe you should be good enough at making friends to have another large alliance ally you. Or you could have friends who are close enough to help split the costs with you. Eve is a social game bro, looks like you just need to work on your play style. What's wrong with having 100 50-member alliances as friends? Why does everyone have to be in a 5000 member alliance in order to join a fight against a 9000 member alliance? Do you understand the lack of social cohesion in hisec? lack of social cohesion in highsec is largely based around any highsec corp that reached above 100 people was endlessly wardec'd due to highsec PVP corps practicing cost-effectiveness hth |
Mara Rinn
Cosmic Industrial Complex Cosmic Consortium
1504
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Posted - 2012.06.13 05:42:00 -
[580] - Quote
Nicolo da'Vicenza wrote:lack of social cohesion in highsec is largely based around any highsec corp that reached above 100 people was endlessly wardec'd due to highsec PVP corps practicing cost-effectiveness hth
Most of the wardecs I've been witness to were 3-member (plus 12 NPC alt) corps picking fights with industrial corps (i.e.: three command ships or T3s versus a hulk here or an orca there).
Nicolo da'Vicenza wrote:Inferno wardec system was meant to GǪ
[citation needed]
Nocolo da'Vicenza wrote:GǪ despite the fact Goonswarm's home region has zero CONCORD protection and they do all their logistics through alt corps anyway as an adaptation after years of managing highsec supply chains under the old, non-scaling wardec system.
Yet there are folks from Goonswarm littering hisec like bees in a garden. It was Goonswarm that picked that fight, so I don't see why you bring "zero CONCORD protection [in nullsec]" into the argument.
You need to stop drinking so deeply from the corporate Kool Aid bucket.
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Spyker Slater
Bliksem Bende
18
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Posted - 2012.06.13 05:46:00 -
[581] - Quote
CCP SoniClover wrote:Kashe Kadeshe wrote:Spyker Slater wrote:CCP Goliath wrote:Decreases the time between modification of resistances. It will also eat my cap faster, except if you decreased that as well? Is the incoming damage detection cycle separate from the cap consumption cycle? If so, it sounds like a nice thing, but further clarification would be helpful. No, this WILL increase the consumption on the whole. The cap need is 42, meaning you will now use 84 every 10 second (assuming skill at level 5).
This must be the only skill in eve that will have a negative effect. This is not good. I can train any other skill, even if I never use it, it will still be something positive. |
Mara Rinn
Cosmic Industrial Complex Cosmic Consortium
1505
|
Posted - 2012.06.13 06:01:00 -
[582] - Quote
Spyker Slater wrote:This must be the only skill in eve that will have a negative effect. This is not good. I can train any other skill, even if I never use it, it will still be something positive.
You've been given a shiny new module which adjusts the tank depending on the incoming damage. The adjustment simply means that the penalty of this one module is higher. You have options such as running a traditional tank, or running with logistics who can transfer cap.
Focus on the positives
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Gerrick Palivorn
Caldari Provisions Caldari State
279
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Posted - 2012.06.13 06:03:00 -
[583] - Quote
Reguarding the wardec situation
-Concords 'you have too many allies fee' be a one time charge -Mutual wars can have allies (this is essential to making the people doing the wardeccing feel the same dread as the wardecced) causing a reversal and repercussions. No one should be able to get out of something they started so easily. -At the end of each merc contract it can be negotiated and continued if the war hasn't ended -Once the merc's drop out of a mutual war, they cannot re-enter it
This would let me have my cake and eat it too, and the only ones who get boned are grief-deccers. cough cough |
Spyker Slater
Bliksem Bende
18
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Posted - 2012.06.13 06:09:00 -
[584] - Quote
Mara Rinn wrote:Spyker Slater wrote:This must be the only skill in eve that will have a negative effect. This is not good. I can train any other skill, even if I never use it, it will still be something positive. You've been given a shiny new module which adjusts the tank depending on the incoming damage. The adjustment simply means that the penalty of this one module is higher. You have options such as running a traditional tank, or running with logistics who can transfer cap. Focus on the positives
There are always options, as you say, but no skill should have a negative effect. Because I cannot un-train the skill. |
Mara Rinn
Cosmic Industrial Complex Cosmic Consortium
1505
|
Posted - 2012.06.13 06:24:00 -
[585] - Quote
Spyker Slater wrote:There are always options, as you say, but no skill should have a negative effect. Because I cannot un-train the skill.
Training that skill higher means the module adjusts its resistance balance quicker. Yet you choose to complain about capacitor cost?
You are not forced to use that module. This is the future that the EVE developers are considering: everything has a drawback, and the things that give you even better bonuses give you even worse drawbacks. So you really need to get used to looking at the positives.
Day 0 advice for new players: https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=77176 |
Spyker Slater
Bliksem Bende
18
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Posted - 2012.06.13 06:38:00 -
[586] - Quote
Mara Rinn wrote:Spyker Slater wrote:There are always options, as you say, but no skill should have a negative effect. Because I cannot un-train the skill. Training that skill higher means the module adjusts its resistance balance quicker. Yet you choose to complain about capacitor cost? You are not forced to use that module. This is the future that the EVE developers are considering: everything has a drawback, and the things that give you even better bonuses give you even worse drawbacks. So you really need to get used to looking at the positives.
I disagree.
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Sp1p3 O'brien
The Monkeys of space Li3 Federation
0
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Posted - 2012.06.13 07:00:00 -
[587] - Quote
I'm sorry, i'm off-topic but, with my poor english skill and my carebear eyes, i have some comments :
1) In the first part of the Topic, there is about Mercenarie's market. Can someone explain me how can it (will) work, with this wardec system ?
2) I'm new here , so i'm my mind, High is for the casu-peacefull player who want to enjoyed a low reward- low risk gameplay, and allow Null sec big alliance ( which choose high reward -not so risky gameplay ) to eternally wardec any high structure ( alliance or corpo ) to "deny" it grown and become a threat or simply for fun. I want to know what is the long term goal planned by ccp with the wardec tool : make a block tool, to change empire to a kind of low sec with everyone in npc corp or in powerblock one ( to avoid wardec ) or simply a new way to make pvp without low/null sec specificity.
3) It's strange but this topic remind me primary school, a lot of fighting , a lot of taunting, nobody listen , everybody shout and cry In one hand jade who want to defend her position which is honorable, in another hand the goon lobby and stuck in the middle the CCP dev who try to do their job. In not here to say something , but we all love EVE and to keep it as great game it's important to stay focus to the topic , i think we are all great people, and CCP are always listening to his userbase. In few word , i think it's not a place for personal or lobbying warfare.
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CCP Punkturis
C C P C C P Alliance
2476
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Posted - 2012.06.13 07:26:00 -
[588] - Quote
Klann Schreck wrote:CCP Punkturis wrote:I'm reading the same post over and over and over again while trying to find some issues people are having with Inferno 1.1 it's a bit tiring here, have this You are my favorite CCP. EVER!
:brofist:
Bloodpetal wrote:@Punkturis. I have a serious issue with 1.1 War Dec UI.You need to make all EVE UI awesome like it.
first I was like then I was like
thanks! @CCP Punkturis | EVE User Interface Programmer | Team Super Friends |
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Amdor Renevat
Federal Navy Academy Gallente Federation
8
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Posted - 2012.06.13 07:42:00 -
[589] - Quote
Spyker Slater wrote:Mara Rinn wrote:Spyker Slater wrote:This must be the only skill in eve that will have a negative effect. This is not good. I can train any other skill, even if I never use it, it will still be something positive. You've been given a shiny new module which adjusts the tank depending on the incoming damage. The adjustment simply means that the penalty of this one module is higher. You have options such as running a traditional tank, or running with logistics who can transfer cap. Focus on the positives There are always options, as you say, but no skill should have a negative effect. Because I cannot un-train the skill.
So the skill makes your module cycle faster which in turn makes it shift resistance to block incoming damage more frequently.
It sounds like you are trying to compare the resist % vs. the cap cost to determine effectiveness of the module, but in this case wouldn't you have to compare the incoming damage reduction vs. cap cost to get a true gauge of the effectiveness?
Depending on the amount of incoming damage the higher cap cost could actually end up being more efficient then the slower cap burn with slower resist change. The efficiency of this module will only be seen when engaging foes with multiple damage types while fighting a homogeneous opponent isn't the most effective use. Then again you don't pix this module because you know what you're going against, you pick it because you want the advantage of having on the fly resist changes while using fewer slots to cover the resist holes. The added cap cost is basically the same as running a Neut on someone who's already capped out. You're not getting maximum return on each cycle of your neut but the cap cost is worth the benefit you receive. |
Marlona Sky
Massive PVPness Psychotic Tendencies.
1130
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Posted - 2012.06.13 07:44:00 -
[590] - Quote
Nicolo da'Vicenza wrote:Inferno wardec system was meant to counter this by giving highsec communities a respite from being wardec-spammed but the attempt got hijacked by mental invalids who complained that "goonswarm is protected now" despite the fact Goonswarm's home region has zero CONCORD protection and they do all their logistics through alt corps anyway as an adaptation after years of managing highsec supply chains under the old, non-scaling wardec system.
fas-+ci-+nat-+ing
Remove local, structure mails and revamp the directional scanner! |
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Spyker Slater
Bliksem Bende
18
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Posted - 2012.06.13 07:48:00 -
[591] - Quote
CCP Punkturis wrote:first I was like then I was like thanks!
Why you no pink no more?
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Xorv
Questionable Acquisitions
376
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Posted - 2012.06.13 08:01:00 -
[592] - Quote
CCP Goliath wrote:Five-0
GÇó Rollback of lowering the reward for vanguard sites by 10%
I hope that's only for Low and Null sec Incursions. CCP should be aware that High Sec Incursions represent a serious flaw in EVE's risk vs reward balance and as such should be at the receiving end of further nerfs not rollbacks on old ones.
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Klann Schreck
Amok. Goonswarm Federation
25
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Posted - 2012.06.13 08:05:00 -
[593] - Quote
Spyker Slater wrote:CCP SoniClover wrote:Kashe Kadeshe wrote:Spyker Slater wrote:CCP Goliath wrote:Decreases the time between modification of resistances. It will also eat my cap faster, except if you decreased that as well? Is the incoming damage detection cycle separate from the cap consumption cycle? If so, it sounds like a nice thing, but further clarification would be helpful. No, this WILL increase the consumption on the whole. The cap need is 42, meaning you will now use 84 every 10 second (assuming skill at level 5). This must be the only skill in eve that will have a negative effect. This is not good. I can train any other skill, even if I never use it, it will still be something positive.
Let me tell you about the repair systems skill or energy pulse weapons skill. |
Rikanin
Wargasm Inc
19
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Posted - 2012.06.13 08:14:00 -
[594] - Quote
im mrmessy wrote:How about something that fixes the wardec pile ons. Goonswarm has 37 corps allied with one war target. I have no idea on how to fix this or make it less annoying
Aww...are the big bad goons getting piled on? QQ some more...goon tears are best tears.
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Marlona Sky
Massive PVPness Psychotic Tendencies.
1131
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Posted - 2012.06.13 08:26:00 -
[595] - Quote
Klann Schreck wrote:Let me tell you about the repair systems skill or energy pulse weapons skill. This isnt a negative effect, it lets the RAH adjust to incoming damage quicker. thats a positive.
This thread needs one of those bad.
Remove local, structure mails and revamp the directional scanner! |
Khanh'rhh
Sudden Buggery
1326
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Posted - 2012.06.13 08:26:00 -
[596] - Quote
Jade Constantine wrote:Weaselior wrote:Also I wish to interject that large alliances beating up on small alliances is fun. While a few wet blankets may complain that all the fun is at their expense, the fun the large alliances have easily counteracts the quiet sobbing of the small minority. Not nearly as fun as large alliances getting beaten up by small alliances and their heroic allies - now that really is FUN, and frankly the large alliances create a far more impressive stream of tears. You know, this is the root of your issue here.
You seem to think all the people who joined your mutual war are "heroic allies" - when in reality they're just random scrubs who want 9000 players to be flashy red to them.
This, right here, is why the system as it stands is completely broken. - "Do not touch anything unnecessarily. Beware of pretty girls in dance halls and parks who may be spies, as well as bicycles, revolvers, uniforms, arms, dead horses, and men lying on roads -- they are not there accidentally." -Soviet infantry manual, issued in the 1930's |
Alticus C Bear
University of Caille Gallente Federation
51
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Posted - 2012.06.13 08:35:00 -
[597] - Quote
Amdor Renevat wrote:Spyker Slater wrote:Mara Rinn wrote:Spyker Slater wrote:This must be the only skill in eve that will have a negative effect. This is not good. I can train any other skill, even if I never use it, it will still be something positive. You've been given a shiny new module which adjusts the tank depending on the incoming damage. The adjustment simply means that the penalty of this one module is higher. You have options such as running a traditional tank, or running with logistics who can transfer cap. Focus on the positives There are always options, as you say, but no skill should have a negative effect. Because I cannot un-train the skill. So the skill makes your module cycle faster which in turn makes it shift resistance to block incoming damage more frequently. It sounds like you are trying to compare the resist % vs. the cap cost to determine effectiveness of the module, but in this case wouldn't you have to compare the incoming damage reduction vs. cap cost to get a true gauge of the effectiveness? Depending on the amount of incoming damage the higher cap cost could actually end up being more efficient then the slower cap burn with slower resist change. The efficiency of this module will only be seen when engaging foes with multiple damage types while fighting a homogeneous opponent isn't the most effective use. Then again you don't pick this module because you know what you're going against, you pick it because you want the advantage of having on the fly resist changes while using fewer slots to cover the resist holes. The added cap cost is basically the same as running a Neut on someone who's already capped out. You're not getting maximum return on each cycle of your neut but the cap cost is worth the benefit you receive.
It is a positive; the 5 second cycle makes the mod much more useful, the cap cost perhaps needs to be adjusted though, whether that is through base stat mod or through another skill I am unsure.
I like the neut analogy, itGÇÖs not the same but perhaps it should be noted that running the existing mod is almost the same as being under small neut pressure and that training the new skill to level 5 will take itGÇÖs cap level close to the level of a medium neut. On a mod that is already really only useful to ships that are having prolonged engagements i.e. massive buffer or active tank this to me restricts the mod to battleship level and up ships (perhaps T3).
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ISD Stensson
ISD Community Communications Liaisons
4
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Posted - 2012.06.13 08:42:00 -
[598] - Quote
Please keep in mind rules about pyramid quoting, personal attacks, trolling, and off-topic. This kind of messages is prohibited on our forums. ISD Stensson Ensign Community Communication Liaisons (CCLs) Interstellar Services Department |
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Khanh'rhh
Sudden Buggery
1326
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Posted - 2012.06.13 09:07:00 -
[599] - Quote
Spyker Slater wrote:CCP SoniClover wrote:No, this WILL increase the consumption on the whole. The cap need is 42, meaning you will now use 84 every 10 second (assuming skill at level 5). This must be the only skill in eve that will have a negative effect. This is not good. I can train any other skill, even if I never use it, it will still be something positive. Edit: Pyramid quoting removed - ISD Stensson
All skills that give a negative duration bonus to an active module have the side effect that they use more cap, this isn't new like you suggest. - "Do not touch anything unnecessarily. Beware of pretty girls in dance halls and parks who may be spies, as well as bicycles, revolvers, uniforms, arms, dead horses, and men lying on roads -- they are not there accidentally." -Soviet infantry manual, issued in the 1930's |
Lallante
Blue Republic RvB - BLUE Republic
47
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Posted - 2012.06.13 09:15:00 -
[600] - Quote
Khanh'rhh wrote:Spyker Slater wrote:CCP SoniClover wrote:No, this WILL increase the consumption on the whole. The cap need is 42, meaning you will now use 84 every 10 second (assuming skill at level 5). This must be the only skill in eve that will have a negative effect. This is not good. I can train any other skill, even if I never use it, it will still be something positive. Edit: Pyramid quoting removed - ISD Stensson All skills that give a negative duration bonus to an active module have the side effect that they use more cap, this isn't new like you suggest.
Yep - there a quite a few other skills that reduce duration that are actually better left at the lowest level possible.
Another interesting one is Tactical Shield Manipulation - If you are an armor tanker you get more out of your tank by allowing "bleed" from low shields. |
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