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X'Alor
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Posted - 2004.12.21 15:43:00 -
[1]
Edited by: X'Alor on 21/12/2004 19:35:24
Well real simple. Not saying right wrong blanced or inbalanced but.........
Shield tankers have active and passive shield mods to adjust shield resistances as well as repairers.
Armor tankers have active and passive armor mods to adjust armor resistances as well as repairers.
Hull/Structure has only Hitpoint increase/decrease mods and one repair mod that repairs at twice the length of time compared to an armor repairer. Not one single resistance adjusting mod.
Basically out of fairness I would think with such an increase in hitpoints and making structure an obvious strength for one race that the corresponding components to play that strength would be available. But they are not and I have not seen anything posted on such items. Is there anything planned for them?
All these newer ships starting to be released and with slots constantly increasing as well as resistances. And now increased hitpoints.
well it will get to the point where a player may be able to NOT be exclussively shield or armor tanker but possibly a combination of shield/structure tanker or armor/structure tanker via using a passive module or two outside there standard defense realm in those "extra" slots.
What would work better. Bullet proof in one strength or quite bullet broof in two.
Sheild tankers shields get busted, he/she has time to possibly still flee.
Armor tankers get *****ed and they still have time to flee.
If a hull tanker gets *****ed, well se la vi. do or die baby.
and why is c-r-a-c-k being ***** out, you c-r-a-c-k armor and hull. you penetrate shields......ut oh i said penetrate. 
In the same respect. Shield tankers are idealy mid slot related, armor tankers are ideally low slot related, I would think the possibility of hull tanking be a combination of both mid and low slots.
Low slot hull items working in conjunction with mid slot shield tankers and mid slot hull working in conjunction with low slot armor tankers.
Might be early for the idea, might be way to late, and the balncing of it with the already existing shield/armor tanking relationship.
Again I hadn't seen anything like this posted but in light of this pending hitpoint change that is going to happen, I would think the corresponding mods to rightfully play that strength would be introduce WITH or first patch after that implementation.
Be carefull though, it just make make the gallente inbalanced enough to make them the flavor of the inbalance for a while. 
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X'Alor
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Posted - 2004.12.21 15:43:00 -
[2]
Edited by: X'Alor on 21/12/2004 19:35:24
Well real simple. Not saying right wrong blanced or inbalanced but.........
Shield tankers have active and passive shield mods to adjust shield resistances as well as repairers.
Armor tankers have active and passive armor mods to adjust armor resistances as well as repairers.
Hull/Structure has only Hitpoint increase/decrease mods and one repair mod that repairs at twice the length of time compared to an armor repairer. Not one single resistance adjusting mod.
Basically out of fairness I would think with such an increase in hitpoints and making structure an obvious strength for one race that the corresponding components to play that strength would be available. But they are not and I have not seen anything posted on such items. Is there anything planned for them?
All these newer ships starting to be released and with slots constantly increasing as well as resistances. And now increased hitpoints.
well it will get to the point where a player may be able to NOT be exclussively shield or armor tanker but possibly a combination of shield/structure tanker or armor/structure tanker via using a passive module or two outside there standard defense realm in those "extra" slots.
What would work better. Bullet proof in one strength or quite bullet broof in two.
Sheild tankers shields get busted, he/she has time to possibly still flee.
Armor tankers get *****ed and they still have time to flee.
If a hull tanker gets *****ed, well se la vi. do or die baby.
and why is c-r-a-c-k being ***** out, you c-r-a-c-k armor and hull. you penetrate shields......ut oh i said penetrate. 
In the same respect. Shield tankers are idealy mid slot related, armor tankers are ideally low slot related, I would think the possibility of hull tanking be a combination of both mid and low slots.
Low slot hull items working in conjunction with mid slot shield tankers and mid slot hull working in conjunction with low slot armor tankers.
Might be early for the idea, might be way to late, and the balncing of it with the already existing shield/armor tanking relationship.
Again I hadn't seen anything like this posted but in light of this pending hitpoint change that is going to happen, I would think the corresponding mods to rightfully play that strength would be introduce WITH or first patch after that implementation.
Be carefull though, it just make make the gallente inbalanced enough to make them the flavor of the inbalance for a while. 
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Riddari
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Posted - 2004.12.21 15:45:00 -
[3]
Hull have 0% resistance against any damage type.
The increase just means a small buffer for the armor repairer to finish another cycle.
¼©¼ a history |

Riddari
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Posted - 2004.12.21 15:45:00 -
[4]
Hull have 0% resistance against any damage type.
The increase just means a small buffer for the armor repairer to finish another cycle.
¼©¼ a history |

Ilior
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Posted - 2004.12.21 15:51:00 -
[5]
Originally by: Riddari Hull have 0% resistance against any damage type.
The increase just means a small buffer for the armor repairer to finish another cycle.
Exactly. there is absolutely no point in structure tanking - dont try it mate.
_______________________________________________ The above may be profound wisdom: or misguided rubbish. Either way dont take it too seriously :) |

Ilior
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Posted - 2004.12.21 15:51:00 -
[6]
Originally by: Riddari Hull have 0% resistance against any damage type.
The increase just means a small buffer for the armor repairer to finish another cycle.
Exactly. there is absolutely no point in structure tanking - dont try it mate.
_______________________________________________ The above may be profound wisdom: or misguided rubbish. Either way dont take it too seriously :) |

X'Alor
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Posted - 2004.12.21 15:54:00 -
[7]
Correct so why not make it a third option.
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X'Alor
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Posted - 2004.12.21 15:54:00 -
[8]
Correct so why not make it a third option.
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Frank Horrigan
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Posted - 2004.12.21 18:28:00 -
[9]
Originally by: X'Alor Correct so why not make it a third option.
its hull dude thats why, its your pod holder, your mini bar, your tracking system, your sensor cluster, your night lite.
and uhh its HULL....
Originally by: Oveur
Originally by: Bhaal What has turned out better than expected?
Everything. Remember, we're from Iceland.
(\_/) (O.o) (> <) This i |

Frank Horrigan
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Posted - 2004.12.21 18:28:00 -
[10]
Originally by: X'Alor Correct so why not make it a third option.
its hull dude thats why, its your pod holder, your mini bar, your tracking system, your sensor cluster, your night lite.
and uhh its HULL....
Originally by: Oveur
Originally by: Bhaal What has turned out better than expected?
Everything. Remember, we're from Iceland.
(\_/) (O.o) (> <) This i |

X'Alor
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Posted - 2004.12.21 18:56:00 -
[11]
Ok I'm glad to see we got through to atleast one person here that YES we are talking about HULL and possibly tanking of HULL. That's exactly what were talking about. good boy you've earned a gold star 
Now that we've squared away that yes we are talking about hull, lets expand onto hull TANKING and how it might be or should be a valid bonus and capability especially with them adding hitpoints to all ships.
Lesson two: how to tank hull being hugh hull hitpoints should be a hugh advantage after all it's your HULL, it is the main structure of the ship.
And why am I arguing for it anyways as it would have the best asset in the gallente realm of ships of which don't have one single skill.
I would have thought the whole gallente race would be on this one.
Atleast look into the value and figures of hull repair mods. their activation time for amount of hull repaired is silly and makes them only god for recycling into something usefull.
I'm really surprised how one the only comments is that yes we're talking about HULL 
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X'Alor
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Posted - 2004.12.21 18:56:00 -
[12]
Ok I'm glad to see we got through to atleast one person here that YES we are talking about HULL and possibly tanking of HULL. That's exactly what were talking about. good boy you've earned a gold star 
Now that we've squared away that yes we are talking about hull, lets expand onto hull TANKING and how it might be or should be a valid bonus and capability especially with them adding hitpoints to all ships.
Lesson two: how to tank hull being hugh hull hitpoints should be a hugh advantage after all it's your HULL, it is the main structure of the ship.
And why am I arguing for it anyways as it would have the best asset in the gallente realm of ships of which don't have one single skill.
I would have thought the whole gallente race would be on this one.
Atleast look into the value and figures of hull repair mods. their activation time for amount of hull repaired is silly and makes them only god for recycling into something usefull.
I'm really surprised how one the only comments is that yes we're talking about HULL 
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Pottsey
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Posted - 2004.12.21 19:04:00 -
[13]
öLesson two: how to tank hull being hugh hull hitpoints should be a hugh advantage after all it's your HULL, it is the main structure of the ship.ö ItÆs the hull as in the hallways you craw walk down, the rooms you store your ammo and equipment in along with cables that transfer power though your ship. Taken hull damage should be a serious matter which is why you take module damage. You should never be tanking hull as in fixing it in battle as the main way to survive. Once your down to hull someone is hitting the inside of you ship and doing series damage to the internal workings of the ship. ThatÆs the same reason you donÆt have resistanceÆs on hull as your talking about the internal equipment and hallways.
Hull tanking should never be the main form of tanking for a ship. Its a fall back to give you time to warp out.
_________________________________________________ Gallente defensive innovation comes from unexpected source. |

Pottsey
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Posted - 2004.12.21 19:04:00 -
[14]
öLesson two: how to tank hull being hugh hull hitpoints should be a hugh advantage after all it's your HULL, it is the main structure of the ship.ö ItÆs the hull as in the hallways you craw walk down, the rooms you store your ammo and equipment in along with cables that transfer power though your ship. Taken hull damage should be a serious matter which is why you take module damage. You should never be tanking hull as in fixing it in battle as the main way to survive. Once your down to hull someone is hitting the inside of you ship and doing series damage to the internal workings of the ship. ThatÆs the same reason you donÆt have resistanceÆs on hull as your talking about the internal equipment and hallways.
Hull tanking should never be the main form of tanking for a ship. Its a fall back to give you time to warp out.
_________________________________________________ Gallente defensive innovation comes from unexpected source. |

X'Alor
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Posted - 2004.12.21 19:32:00 -
[15]
Sweet Jesus finally a real post. that's one real nay out of over 200 views, nice.
well all it's gonna come to later is WTFHULLBONUSISCRAPWORTHLESSANDYOUSCREWEDTHEGALLENTEAGAINTHREADS
so get it out now before they have to "fix" it.
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X'Alor
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Posted - 2004.12.21 19:32:00 -
[16]
Sweet Jesus finally a real post. that's one real nay out of over 200 views, nice.
well all it's gonna come to later is WTFHULLBONUSISCRAPWORTHLESSANDYOUSCREWEDTHEGALLENTEAGAINTHREADS
so get it out now before they have to "fix" it.
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StinkFinger
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Posted - 2004.12.21 19:53:00 -
[17]
Having 2 tanking methods is more then enough. Adding another for ccp to balance is asking for too much. --
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StinkFinger
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Posted - 2004.12.21 19:53:00 -
[18]
Having 2 tanking methods is more then enough. Adding another for ccp to balance is asking for too much. --
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Pottsey
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Posted - 2004.12.21 19:55:00 -
[19]
Edited by: Pottsey on 21/12/2004 19:55:13 "Having 2 tanking methods is more then enough. Adding another for ccp to balance is asking for too much." I dont meant to be picky but we have 3 useable tanking methods now this hull tanking would be a 4th method. _________________________________________________ Gallente defensive innovation comes from unexpected source. |

Pottsey
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Posted - 2004.12.21 19:55:00 -
[20]
Edited by: Pottsey on 21/12/2004 19:55:13 "Having 2 tanking methods is more then enough. Adding another for ccp to balance is asking for too much." I dont meant to be picky but we have 3 useable tanking methods now this hull tanking would be a 4th method. _________________________________________________ Gallente defensive innovation comes from unexpected source. |

StinkFinger
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Posted - 2004.12.21 19:57:00 -
[21]
Is passive shield tanking viable for amarrian ships? --
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StinkFinger
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Posted - 2004.12.21 19:57:00 -
[22]
Is passive shield tanking viable for amarrian ships? --
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Aegis Osiris
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Posted - 2004.12.21 20:27:00 -
[23]
Hulls can be tanked....
it's called ARMOR, and its what you use to PROTECT (tank) your HULL with....
Gallente having more structure just means they have an extra second to try and warp out just before they go 'Foom'.
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Aegis Osiris
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Posted - 2004.12.21 20:27:00 -
[24]
Hulls can be tanked....
it's called ARMOR, and its what you use to PROTECT (tank) your HULL with....
Gallente having more structure just means they have an extra second to try and warp out just before they go 'Foom'.
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DigitalCommunist
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Posted - 2004.12.21 20:59:00 -
[25]
Hull is not defense, hence it has not, nor will it ever be tankable.
Hull is all your internal systems like computers, bulkheads, and warp core. Hitpoints is just the amount of damage those will take before going boom. Pretend gallente have really really durable construction techniques.. which isn't that hard to believe, they look like they're die-cast. _____________________________________ Perpetually driven, your end is our beginning. "Can I be a consultant for EVE II?" - WhiteDwarf |

DigitalCommunist
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Posted - 2004.12.21 20:59:00 -
[26]
Hull is not defense, hence it has not, nor will it ever be tankable.
Hull is all your internal systems like computers, bulkheads, and warp core. Hitpoints is just the amount of damage those will take before going boom. Pretend gallente have really really durable construction techniques.. which isn't that hard to believe, they look like they're die-cast. _____________________________________ Perpetually driven, your end is our beginning. "Can I be a consultant for EVE II?" - WhiteDwarf |

X'Alor
|
Posted - 2004.12.21 21:04:00 -
[27]
People keep reverting back to the HULL thing and what it does. I thought we got past that.
this is more about being able to possibly hull tank a bit. or possibly stacking hull repaires to a point of protection.
not if systems fail, not if your crew gets bashed, not if the hallway fails from taking a hit at hull lvl.
So I guess a hull repairer mod that actually repaired enough hull fast enough would make it a feasible option to buy more time and give you a bit bigger window. that almost like just adding hull hitpoints.
as opposed to adding hull HP why not just make the mod work? Or heck both.
Granted not the smartest of options to limit yourself to repairing structure damage but a 300% increase on the megatrons hull is a decent window and being able to extend or use that window as an advantage seems like common sense to me.
People stack armor repairers why not hull repairers.
As it stands now ALL hull repair mods are next to worthless to fit and use for real. Best used in the recycling plants.
It's on Sisi now so get your rants out so they can code any possible changes before it's done and final.
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X'Alor
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Posted - 2004.12.21 21:04:00 -
[28]
People keep reverting back to the HULL thing and what it does. I thought we got past that.
this is more about being able to possibly hull tank a bit. or possibly stacking hull repaires to a point of protection.
not if systems fail, not if your crew gets bashed, not if the hallway fails from taking a hit at hull lvl.
So I guess a hull repairer mod that actually repaired enough hull fast enough would make it a feasible option to buy more time and give you a bit bigger window. that almost like just adding hull hitpoints.
as opposed to adding hull HP why not just make the mod work? Or heck both.
Granted not the smartest of options to limit yourself to repairing structure damage but a 300% increase on the megatrons hull is a decent window and being able to extend or use that window as an advantage seems like common sense to me.
People stack armor repairers why not hull repairers.
As it stands now ALL hull repair mods are next to worthless to fit and use for real. Best used in the recycling plants.
It's on Sisi now so get your rants out so they can code any possible changes before it's done and final.
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Meridius
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Posted - 2004.12.21 21:18:00 -
[29]
Do you realize how complex it is to some how 'tank' every conduit, corridor, computer, deck plate, ect ect in a ship vs just maintaining a single shield array/armor plate?
The idea of hull tanking is just plain stupid.
________________________________________________________
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Meridius
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Posted - 2004.12.21 21:18:00 -
[30]
Do you realize how complex it is to some how 'tank' every conduit, corridor, computer, deck plate, ect ect in a ship vs just maintaining a single shield array/armor plate?
The idea of hull tanking is just plain stupid.
________________________________________________________
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