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Foraven
Gallente
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Posted - 2009.12.02 11:50:00 -
[31]
Edited by: Foraven on 02/12/2009 11:51:43 Edited by: Foraven on 02/12/2009 11:50:22
Originally by: darius mclever
*facepalms* you really dont understand it ... you want to squeeze even more type of charges into the cargo bays? seriously those cargo bays are crowded enough already. if you tie mwd/ab to cap you can reuse the existing charges (cap booster) for longer usages.
At least you could read it correctly. It would not affect cargo hold at all! Whatever they would contain would never leave it.
Quote:
we really dont need yet another charge. *shakes head* please stop making suggestions. i have all of your suggestions and none of them had been good. you play that game longer than 3 months already?
You have no right to tell me what i can suggest or not. You have no need to be concerned about what i post, if it's not good the CSM/CCP won't even consider it (like most of what is suggested).
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darius mclever
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Posted - 2009.12.02 13:33:00 -
[32]
Originally by: Foraven Edited by: Foraven on 02/12/2009 11:51:43 Edited by: Foraven on 02/12/2009 11:50:22
Originally by: darius mclever
*facepalms* you really dont understand it ... you want to squeeze even more type of charges into the cargo bays? seriously those cargo bays are crowded enough already. if you tie mwd/ab to cap you can reuse the existing charges (cap booster) for longer usages.
At least you could read it correctly. It would not affect cargo hold at all! Whatever they would contain would never leave it.
so i load my AB/MWD once and then only decharge it until i can dock again and put more charges in?
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Foraven
Gallente
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Posted - 2009.12.03 14:15:00 -
[33]
Originally by: darius mclever
so i load my AB/MWD once and then only decharge it until i can dock again and put more charges in?
No, it would start recharging (at a slower rate than it takes to deplete it) as soon as you stop using it (but recharge instantly if you dock at a station or inside a ship).
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Dav Varan
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Posted - 2009.12.03 18:27:00 -
[34]
I think the issue is there too good at what they do.
Mwd's come with a penalty for sig radius, which means its not good to leave it switched on esp when fighting ships of a larger class size than your own vessel.
mwd's and ab's of course use up a slot and grid and cpu which is of course a drawback every module suffers from.
You raise a good point though The fact that people consider them compulsary for PvP does show that they are overpowered.
Mwd to +100% speed increase absolute max with small sig pen and ab at around +60% max might be more balanced than what we have atm.
But ships would need larger buffers than what they have today. |
Vinsurith Morteth
Minmatar
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Posted - 2009.12.03 18:51:00 -
[35]
Besides the drawback of increased sig radius, reduced manuverablility, cap usage, the know how to fly and hit what you're shooting at...there is also the fact that you are losing a mid slot that could be used for something else. You may be sacrificing tracking speed, shield tank, ewar, etc.
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Pan Dora
Caldari Perkone
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Posted - 2009.12.03 20:37:00 -
[36]
Originally by: Dav Varan
You raise a good point though The fact that people consider them compulsary for PvP does show that they are overpowered.
Mwd to +100% speed increase absolute max with small sig pen and ab at around +60% max might be more balanced than what we have atm.
But ships would need larger buffers than what they have today.
Except for the numbers* I agree with this. Also wold be nescessary to change some base speeds to acount for the AB/mwd nerf.
400% on MWD and 110% on ab(T2) wold be enough for now.
_
I like to play this game because it make my in-game actions and archievments to mean something in-game. |
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