| Pages: 1 2 :: [one page] |
| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

X'Alor
|
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. 
|

X'Alor
|
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. 
|

Riddari
|
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
|
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
|
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
|
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
|
Posted - 2004.12.21 15:54:00 -
[7]
Correct so why not make it a third option.
|

X'Alor
|
Posted - 2004.12.21 15:54:00 -
[8]
Correct so why not make it a third option.
|

Frank Horrigan
|
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
|
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
|
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 
|

X'Alor
|
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 
|

Pottsey
|
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
|
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
|
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.
|

X'Alor
|
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.
|

StinkFinger
|
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. --
|

StinkFinger
|
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. --
|

Pottsey
|
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
|
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
|
Posted - 2004.12.21 19:57:00 -
[21]
Is passive shield tanking viable for amarrian ships? --
|

StinkFinger
|
Posted - 2004.12.21 19:57:00 -
[22]
Is passive shield tanking viable for amarrian ships? --
|

Aegis Osiris
|
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'.
|

Aegis Osiris
|
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'.
|

DigitalCommunist
|
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
|
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.
|

X'Alor
|
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.
|

Meridius
|
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.
________________________________________________________
|

Meridius
|
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.
________________________________________________________
|

Aegis Osiris
|
Posted - 2004.12.21 21:19:00 -
[31]
X'Alor, i think its you thats missing the point.
True defense ends when your armor is gone. Its the equivalent of a boxer's arms being to tired to punch or cover with. At that piont, you're just waiting for the shot to the jaw that knocks you cold, so it'll all be over.
Would a hull repair module used in combat regrow lost crew members, repair damaged weapons, and replaced destroyed ammo?
Also, what advantage would you possibly see in hull over armor tanking? It's been clear for some time that, for armor tanking, its much better to use repairs and hardners then to fit 1600mm armor plating (old duramallers and such not withstanding). So more HP isn't the issue.
Should there be a 4th set of slots for repairs? Or do you WANT to waste mid slots on hull repair modules? they'd essentially be the same as mounting shield boosters.
Hull repair modules are to patch up your dinged, dented, and otherwise abused ships with.....AFTER combat is over (to avoid paying the repair fee...bloodsucking mechanics!).
|

Aegis Osiris
|
Posted - 2004.12.21 21:19:00 -
[32]
X'Alor, i think its you thats missing the point.
True defense ends when your armor is gone. Its the equivalent of a boxer's arms being to tired to punch or cover with. At that piont, you're just waiting for the shot to the jaw that knocks you cold, so it'll all be over.
Would a hull repair module used in combat regrow lost crew members, repair damaged weapons, and replaced destroyed ammo?
Also, what advantage would you possibly see in hull over armor tanking? It's been clear for some time that, for armor tanking, its much better to use repairs and hardners then to fit 1600mm armor plating (old duramallers and such not withstanding). So more HP isn't the issue.
Should there be a 4th set of slots for repairs? Or do you WANT to waste mid slots on hull repair modules? they'd essentially be the same as mounting shield boosters.
Hull repair modules are to patch up your dinged, dented, and otherwise abused ships with.....AFTER combat is over (to avoid paying the repair fee...bloodsucking mechanics!).
|

Pottsey
|
Posted - 2004.12.21 21:20:00 -
[33]
ôIs passive shield tanking viable for amarrian ships?ö I donÆt know never tried it and I donÆt recall anyone else trying it. It should be viable but not as good as the other passive tanked ships due to the slot layout.
_________________________________________________ Gallente defensive innovation comes from unexpected source. |

Pottsey
|
Posted - 2004.12.21 21:20:00 -
[34]
ôIs passive shield tanking viable for amarrian ships?ö I donÆt know never tried it and I donÆt recall anyone else trying it. It should be viable but not as good as the other passive tanked ships due to the slot layout.
_________________________________________________ Gallente defensive innovation comes from unexpected source. |

X'Alor
|
Posted - 2004.12.21 21:56:00 -
[35]
I'm not confused at all, I've had plenty of my hulls melted.
the repair mods are there so why not make them a valid usefull fitting?
I didn't make it an option to repair hull so don't give me greif about that. the mods are there and don't work to fit.
plus if someone did hull tank or try to, you have to get through all shields and all armor before they'd have to use any real cap. up to that point all they using is guns.
your cap would stay extremely high on non laser users in most cases until you had to activate your stacked hull repair mods and basically you'd have to blow your wad of cap all at once at the end of your ship's life.
I'm not all saying it's smart by any means and yes it would be very risky set up but feasibly might work.
all any tank is, a way to sustain and repair damage faster than it's being dished. if you can save your cap to that point, fit 4 hull rippers, your all set.
be neat for some you mega pilots to go try that on sisi. I don't have the skills or the ship.
admittedly do or die set up.
Not it!
|

X'Alor
|
Posted - 2004.12.21 21:56:00 -
[36]
I'm not confused at all, I've had plenty of my hulls melted.
the repair mods are there so why not make them a valid usefull fitting?
I didn't make it an option to repair hull so don't give me greif about that. the mods are there and don't work to fit.
plus if someone did hull tank or try to, you have to get through all shields and all armor before they'd have to use any real cap. up to that point all they using is guns.
your cap would stay extremely high on non laser users in most cases until you had to activate your stacked hull repair mods and basically you'd have to blow your wad of cap all at once at the end of your ship's life.
I'm not all saying it's smart by any means and yes it would be very risky set up but feasibly might work.
all any tank is, a way to sustain and repair damage faster than it's being dished. if you can save your cap to that point, fit 4 hull rippers, your all set.
be neat for some you mega pilots to go try that on sisi. I don't have the skills or the ship.
admittedly do or die set up.
Not it!
|

DigitalCommunist
|
Posted - 2004.12.21 22:28:00 -
[37]
You are missing the point still, the increased structure HP gives you some flexibility. Just because they increased it, doesn't mean they want you to start considering it viable in combat. Armor and Shields have base resistances.. even if you put in hull hardeners into the game and good hull repairers you'd be a fool to even consider it. _____________________________________ Perpetually driven, your end is our beginning. "Can I be a consultant for EVE II?" - WhiteDwarf |

DigitalCommunist
|
Posted - 2004.12.21 22:28:00 -
[38]
You are missing the point still, the increased structure HP gives you some flexibility. Just because they increased it, doesn't mean they want you to start considering it viable in combat. Armor and Shields have base resistances.. even if you put in hull hardeners into the game and good hull repairers you'd be a fool to even consider it. _____________________________________ Perpetually driven, your end is our beginning. "Can I be a consultant for EVE II?" - WhiteDwarf |

Face Lifter
|
Posted - 2004.12.21 22:28:00 -
[39]
I can imagine hull tanking as a possibility, given there's a major boost to Damage Controls. If a Damage Control module increase hull by 30%, then even tho hull has no resistance and poor repairers, it's sheer massiveness could help survive against armor tanker.
|

Face Lifter
|
Posted - 2004.12.21 22:28:00 -
[40]
I can imagine hull tanking as a possibility, given there's a major boost to Damage Controls. If a Damage Control module increase hull by 30%, then even tho hull has no resistance and poor repairers, it's sheer massiveness could help survive against armor tanker.
|

Noriath
|
Posted - 2004.12.21 23:55:00 -
[41]
Edited by: Noriath on 21/12/2004 23:57:10 Somehow this entire extra HP deal seems weird to me, won't that just give giant advantages to passive shield tanks and other then that not do a whole lot?
Hull tanking is just a silly idea, when your hull is getting hit the enemy is hitting internal structure of the ship, warp reactors, weapons systems, sensor clusters, crew quarters, why would anyone want to continually sustain that kind of damage?
|

Noriath
|
Posted - 2004.12.21 23:55:00 -
[42]
Edited by: Noriath on 21/12/2004 23:57:10 Somehow this entire extra HP deal seems weird to me, won't that just give giant advantages to passive shield tanks and other then that not do a whole lot?
Hull tanking is just a silly idea, when your hull is getting hit the enemy is hitting internal structure of the ship, warp reactors, weapons systems, sensor clusters, crew quarters, why would anyone want to continually sustain that kind of damage?
|

Cal Drago
|
Posted - 2004.12.22 00:09:00 -
[43]
Originally by: Noriath Edited by: Noriath on 21/12/2004 23:57:10 Hull tanking is just a silly idea, when your hull is getting hit the enemy is hitting internal structure of the ship, warp reactors, weapons systems, sensor clusters, crew quarters, why would anyone want to continually sustain that kind of damage?
Ha! Good point, I hadn't considered that. Maybe if you have a crewmen regeneration system on board? Or you just like blowing up your crew quarters over and over again? LOL! 
|

Cal Drago
|
Posted - 2004.12.22 00:09:00 -
[44]
Originally by: Noriath Edited by: Noriath on 21/12/2004 23:57:10 Hull tanking is just a silly idea, when your hull is getting hit the enemy is hitting internal structure of the ship, warp reactors, weapons systems, sensor clusters, crew quarters, why would anyone want to continually sustain that kind of damage?
Ha! Good point, I hadn't considered that. Maybe if you have a crewmen regeneration system on board? Or you just like blowing up your crew quarters over and over again? LOL! 
|

Heero Yuy
|
Posted - 2004.12.22 00:31:00 -
[45]
Originally by: Frank Horrigan
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....
Lol
* Heero Yuy looks round his pod and wonderers where he can fit a hull repairer..... He removes the large fluffy dice and nodding dog to make room.
|

Heero Yuy
|
Posted - 2004.12.22 00:31:00 -
[46]
Originally by: Frank Horrigan
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....
Lol
* Heero Yuy looks round his pod and wonderers where he can fit a hull repairer..... He removes the large fluffy dice and nodding dog to make room.
|

Anjerrai Meloanis
|
Posted - 2004.12.22 11:36:00 -
[47]
has anyone noticed amongst the whines that having a taranis with 2500 hull hp is absolutely awesome!! and try a mega with 25,000 hull :p it may have no resistances but it sure is tough to get through...
i see people will be getting very nice wreckings against gallente structure hehe
uh. |

Anjerrai Meloanis
|
Posted - 2004.12.22 11:36:00 -
[48]
has anyone noticed amongst the whines that having a taranis with 2500 hull hp is absolutely awesome!! and try a mega with 25,000 hull :p it may have no resistances but it sure is tough to get through...
i see people will be getting very nice wreckings against gallente structure hehe
uh. |

Datja
|
Posted - 2004.12.22 13:43:00 -
[49]
a great plus to hull tanking is that your enemy may retreat because the sound the hull repair makes is so annoying. =)
|

Datja
|
Posted - 2004.12.22 13:43:00 -
[50]
a great plus to hull tanking is that your enemy may retreat because the sound the hull repair makes is so annoying. =)
|

X'Alor
|
Posted - 2004.12.22 15:25:00 -
[51]
Edited by: X'Alor on 22/12/2004 15:30:21 HAHAHAHA and think with 4 of them going off on cycles.
fake EW attack, people will think you got some crazy named EW weapon. 
Atleast some of you are looking a bit outside the box and down the road. Can atually discuss it. nice.
And for those of you explaining about it still being hull. YES that is the topic HULL, PENDING HULL BONUS, HULL REPAIRERS, POSSIBLE HULL TANKING and it's AFFECT for those of you who can test it on test server.
Get passed that and bring something we have not seen posted yet.
Due to it's sheer massiveness on the Megatron BS and size makes it a defensive system no matter if it's got resistances or not or if it was intended. No matter if bleed through to components or not. It will take a while to get through even with 0 resistances and attackers doing full wrecking shots on something that big. Flat out no if's and's or but's there.
I can see all the megatron blasts in bios already.
Again for obvious reasons it is NOT SMART currently to think of trying to hull tank with current ships and mods. It's not cost effective for power vs amount repaired to keep it viable. it's about the most inefficient possible thing to do if not the most. CURRENTLY with current ships.
However.
Current trend of progression and advancement.
we keep progressing in module capabilities and ship technologies(keep in mind we are only at tech 2 and tech 5 is projected)and soem of the fancy officer and really fancy named stuff is starting to come out. This is just the tip of the iceberge to come.
Current trend of progression is modules are getting stronger and use less power compared to fitting two of the weaker to have the same affect. Ships are getting higher resistances, more power, more energy, more recharge.
Case in point the heavy assaults. Probably our most advanced combatty ship so far.
Example: Sacraledge. 4 heavy beam 2's and 2 arbelest heavies, tanked up to 80 to 90 % resistances and running 1 med t2 repairer can eat more damage than most BS ingame as well as deal some equivalent BS damage with good specialization skills.
and with a straight up division of cap per second gets a figure of 28 with current setup and never even comes close to running out.
drop one recharge mod it still gets over 23 cap a sec and can run TWO t2 med rippers endlessly without cap issues. with two it laughs at damage.
It's got extra power and slots available when you tank with current tanking systems with crazy resistances. It never runs out of cap so why not fit a hull ripper as well. Granted it never gets past it's armor so no need and a passive shield resistance would probably do it better off but regardless.
And that's only with our first slightly heavy slightly sized slightly advanced ship.
basics hull mods can't do it but as we get more advanced and better hull repairers it will open up the possibility of it with more advanced ships and mods as they come.
What's a tech 3 or tech 4 hull repairer gonna be like???
Down the road making a good tank will possibly entail the fitting of one fancy named medium repairer and that's it. the ships that are yet to come and be release will have awesome capabilities and fitting will be like ..... I need ONE of these, ONE of them, and THIS. Stacking won't be needed.
We're all pretty much in agreement that hull damage = mod damage.
that could be part of the risk vs reward of using a hull tank, the blead thru kills your mods. as mods get damaged to a cetain point, they go offline till repaired in repair station. I'm pretty sure that's how it is currently anyways.
ALL you people that have 6 million points or more in your engineering are very very happy about this coming change. It will be a game of energy management and cap.
|

X'Alor
|
Posted - 2004.12.22 15:25:00 -
[52]
Edited by: X'Alor on 22/12/2004 15:30:21 HAHAHAHA and think with 4 of them going off on cycles.
fake EW attack, people will think you got some crazy named EW weapon. 
Atleast some of you are looking a bit outside the box and down the road. Can atually discuss it. nice.
And for those of you explaining about it still being hull. YES that is the topic HULL, PENDING HULL BONUS, HULL REPAIRERS, POSSIBLE HULL TANKING and it's AFFECT for those of you who can test it on test server.
Get passed that and bring something we have not seen posted yet.
Due to it's sheer massiveness on the Megatron BS and size makes it a defensive system no matter if it's got resistances or not or if it was intended. No matter if bleed through to components or not. It will take a while to get through even with 0 resistances and attackers doing full wrecking shots on something that big. Flat out no if's and's or but's there.
I can see all the megatron blasts in bios already.
Again for obvious reasons it is NOT SMART currently to think of trying to hull tank with current ships and mods. It's not cost effective for power vs amount repaired to keep it viable. it's about the most inefficient possible thing to do if not the most. CURRENTLY with current ships.
However.
Current trend of progression and advancement.
we keep progressing in module capabilities and ship technologies(keep in mind we are only at tech 2 and tech 5 is projected)and soem of the fancy officer and really fancy named stuff is starting to come out. This is just the tip of the iceberge to come.
Current trend of progression is modules are getting stronger and use less power compared to fitting two of the weaker to have the same affect. Ships are getting higher resistances, more power, more energy, more recharge.
Case in point the heavy assaults. Probably our most advanced combatty ship so far.
Example: Sacraledge. 4 heavy beam 2's and 2 arbelest heavies, tanked up to 80 to 90 % resistances and running 1 med t2 repairer can eat more damage than most BS ingame as well as deal some equivalent BS damage with good specialization skills.
and with a straight up division of cap per second gets a figure of 28 with current setup and never even comes close to running out.
drop one recharge mod it still gets over 23 cap a sec and can run TWO t2 med rippers endlessly without cap issues. with two it laughs at damage.
It's got extra power and slots available when you tank with current tanking systems with crazy resistances. It never runs out of cap so why not fit a hull ripper as well. Granted it never gets past it's armor so no need and a passive shield resistance would probably do it better off but regardless.
And that's only with our first slightly heavy slightly sized slightly advanced ship.
basics hull mods can't do it but as we get more advanced and better hull repairers it will open up the possibility of it with more advanced ships and mods as they come.
What's a tech 3 or tech 4 hull repairer gonna be like???
Down the road making a good tank will possibly entail the fitting of one fancy named medium repairer and that's it. the ships that are yet to come and be release will have awesome capabilities and fitting will be like ..... I need ONE of these, ONE of them, and THIS. Stacking won't be needed.
We're all pretty much in agreement that hull damage = mod damage.
that could be part of the risk vs reward of using a hull tank, the blead thru kills your mods. as mods get damaged to a cetain point, they go offline till repaired in repair station. I'm pretty sure that's how it is currently anyways.
ALL you people that have 6 million points or more in your engineering are very very happy about this coming change. It will be a game of energy management and cap.
|
| |
|
| Pages: 1 2 :: [one page] |