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GsyBoy
Hooded Underworld Guys Northern Associates.
9
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Posted - 2012.07.31 15:50:00 -
[1] - Quote
Quick question for those with an opinionGǪ.
Just wondering on whether you need damage control on a ship of BC size or lower. Surely an additional mod specific to armour or a damage mod if shield would be more beneficial.
When in small skirmishes, cap is always at a premium and in larger fleets, you are going to get alphaGÇÖd if you are primaried. Maybe argument for high resist ships such as logiGÇÖs but anything else?
Comments?
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Liang Nuren
Heretic Army Heretic Nation
1697
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Posted - 2012.07.31 15:52:00 -
[2] - Quote
I'd say you should have a really good reason for foregoing a DC II on any ship at all.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
Twitter: http://twitter.com/LiangNuren
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Kahega Amielden
Rifterlings Ushra'Khan
456
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Posted - 2012.07.31 15:55:00 -
[3] - Quote
Quote:Just wondering on whether you need damage control on a ship of BC size or lower. Surely an additional mod specific to armour or a damage mod if shield would be more beneficial.
You'd think so, but usually no. The non-stacking-penalized shield/armor resist is pretty nice for your dedicated tank, and the structure resist boost is always going to give you a ton of extra buffer. Damage controls are also the only tank module that requires no PG (or, well, 1 PG). |

Nicaragua
Dark-Rising
13
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Posted - 2012.07.31 15:59:00 -
[4] - Quote
I have them fitted on some of my AFGÇÖs and cruisers, but it really does depend on the ship and purpose.
I think they are worth fitting on any ship where you spare the slot simply because of the 60% resists they give to hull GÇô which can be the difference between winning a fight or popping, the additional armour/sheild resists that it gives are just a bonus.
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mxzf
Blackened Skies
2003
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Posted - 2012.07.31 16:05:00 -
[5] - Quote
I agree with the previous posters. Unless you have a very good reason (min/maxed PvE fit is all that comes to mind), it's hard to justify dropping the DC2. Between the non-stacking-penalized resists and the negligible cap use (0.03 cap/sec), it's just such a good module for any PvP ship if you can make the room for it and most PvE ships too.
Edit: Also, you mention trading them for another armor tanking module or a damage mod, but another armor module would either be stacking penalized (resists), suck up grid (plate), or suck up grid and cap (repper). And adding another damage mod at that point is usually less beneficial too, especially on shield tanks, due to their stacking penalty. |

Sovai Elaaren
KABS Deep Recon Unit
37
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Posted - 2012.07.31 16:08:00 -
[6] - Quote
I think the most common places you'd see a DC left off would be on kiting frigates or destroyers or on tech 3s with large buffer tanks. Otherwise, as mentioned above, it's a pretty damn awesome module. |

RavenPaine
RaVeN Alliance
133
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Posted - 2012.07.31 16:10:00 -
[7] - Quote
I have always considered the DC II to be one of the BEST mods in the game.
I would think frigates/cruisers are where they are MORE valuable, as an all around 1 slot resist module.
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GreenSeed
79
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Posted - 2012.07.31 16:55:00 -
[8] - Quote
Considering the stupid amount of carebear mission ships i see with NO buffer and 2 bill worth of modules, IGÇÖd say itGÇÖs only a matter of time until someone sees the money making opportunities in camping high sec gates on mission systems.
IGÇÖd say that fitting that DCUII will eventually become a requirement. If you are fitting it already, no reason in stopping now.
Also, like many people pointed out, itGÇÖs by far the best module in game when it comes down to how much it does, and how much it asks from the ship in terms of fitting, or you, in ISK.
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Solomar Espersei
Interstellar eXodus BricK sQuAD.
198
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Posted - 2012.07.31 17:02:00 -
[9] - Quote
@ Greenseed,
There's already been a long-running harvest of Mission Tengus on undocks and gate jumps.
To the OP, the Suitcase should go on just about any PVP ship really, notable exceptions being lightly tanked nano/kiting ships which go by the logic that your speed is more important since, you're dead if you're caught & tackled. BricK sQuAD best squad. |

Kahega Amielden
Rifterlings Ushra'Khan
456
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Posted - 2012.07.31 17:14:00 -
[10] - Quote
Quote:To the OP, the Suitcase should go on just about any PVP ship really, notable exceptions being lightly tanked nano/kiting ships which go by the logic that your speed is more important since, you're dead if you're caught & tackled.
Very few ships fit this description. In fact, the only nano ship that I can think of that can get away with not fitting a DCII is the slicer, only because the things it engages aren't likely to have a pack of Warrior IIs. |

Wuxi Wuxilla
The Tuskers
42
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Posted - 2012.07.31 17:25:00 -
[11] - Quote
Kahega Amielden wrote:Quote:To the OP, the Suitcase should go on just about any PVP ship really, notable exceptions being lightly tanked nano/kiting ships which go by the logic that your speed is more important since, you're dead if you're caught & tackled. Very few ships fit this description. In fact, the only nano ship that I can think of that can get away with not fitting a DCII is the slicer, only because the things it engages aren't likely to have a pack of Warrior IIs.
There are a few more than that, Arti Wolf, dual web Hawk, dual Magstab Harpy/Merlin, podla Drakes, some of the 100mn Tengu fits, Tornados, Nagas and I'm sure I forgot some. It's among the best modules in the game, but for a Shield-tank (and honour-tanks like Slicer or Arti Wolf) it's not always necessary. |

Liang Nuren
Heretic Army Heretic Nation
1699
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Posted - 2012.07.31 17:27:00 -
[12] - Quote
Kahega Amielden wrote:Quote:To the OP, the Suitcase should go on just about any PVP ship really, notable exceptions being lightly tanked nano/kiting ships which go by the logic that your speed is more important since, you're dead if you're caught & tackled. Very few ships fit this description. In fact, the only nano ship that I can think of that can get away with not fitting a DCII is the slicer, only because the things it engages aren't likely to have a pack of Warrior IIs.
The classic Naxias Nano Drake fits 2 nanos / 2 BCUs in the lows. Really, think about it: if you're hitting structure you did it wrong.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
Twitter: http://twitter.com/LiangNuren
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Zicon Shak'ra
Vacuo Anomalia
14
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Posted - 2012.07.31 19:23:00 -
[13] - Quote
On some ships, DCII is absolutely essential. Taranis comes to mind. In general, all around resists for minimal fitting/cap costs are nice. |

Sarik Olecar
Royal Amarr Institute Amarr Empire
13
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Posted - 2012.07.31 19:29:00 -
[14] - Quote
GsyBoy wrote:EDIT - To expand, came from 'PVE' background where DC II was the first thing you put on your lvl 4-5 ship but in pvp, just seems like almost 'fake' hp on eft, cap runs out in skirmish, last thing you are thinking about it reactiving your damage control...
DCII in PVE? Do you often hull tank your mission ships?
I always thought DC's were mandatory in PVP, where death was inevitable and the longer your alive the more damage the better. PVE however - MOAR CNBCU's!!!11! |

Zicon Shak'ra
Vacuo Anomalia
14
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Posted - 2012.07.31 19:38:00 -
[15] - Quote
Sarik Olecar wrote:GsyBoy wrote:EDIT - To expand, came from 'PVE' background where DC II was the first thing you put on your lvl 4-5 ship but in pvp, just seems like almost 'fake' hp on eft, cap runs out in skirmish, last thing you are thinking about it reactiving your damage control... DCII in PVE? Do you often hull tank your mission ships? I always thought DC's were mandatory in PVP, where death was inevitable and the longer your alive the more damage the better. PVE however - MOAR CNBCU's!!!11!
I put a DCII on a PVE Tengu once because I needed more shield resists, but all my mids and rigs were full. 
Note: It was for Sleepers, so I DID need an insane tank. |

Tor Gungnir
Agenda Industries
358
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Posted - 2012.07.31 19:45:00 -
[16] - Quote
Free resistances on ALL layers of protection that is essentially free in terms of cap usage and doesn't stack with anything?*
Hell yes!
*except the Reactive Armour Hardener... lol Space. It seems to go on and on forever. But then you get to the end and a gorilla starts throwing barrels at you. |

Traejun DiSanctis
School of Applied Knowledge Caldari State
34
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Posted - 2012.07.31 20:22:00 -
[17] - Quote
Liang Nuren wrote:Kahega Amielden wrote:Quote:To the OP, the Suitcase should go on just about any PVP ship really, notable exceptions being lightly tanked nano/kiting ships which go by the logic that your speed is more important since, you're dead if you're caught & tackled. Very few ships fit this description. In fact, the only nano ship that I can think of that can get away with not fitting a DCII is the slicer, only because the things it engages aren't likely to have a pack of Warrior IIs. The classic Naxias Nano Drake fits 2 nanos / 2 BCUs in the lows. Really, think about it: if you're hitting structure you did it wrong. -Liang
^This. |

Bommel McMurdoc
East Khanid Trading Khanid Trade Syndicate
9
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Posted - 2012.07.31 21:59:00 -
[18] - Quote
When I first started this game, I was always turned off by having a DCU in my lows... I mean big deal right? why put a DCU in the lows when you can have an extra tracking computer or a damage mod or cargo expander or Mining upgrade?
Now with the cost of ships and for the sake of survival, I've decided that I will almost NEVER leave the station without one. DCU's are diamonds in the rough, they seem nonsensical and unnecessary, but mind you, they will prove to be invaluable. DCU's practically double your EHP.
Without one, it's like going to a demolition derby in a moped. |

The VC's
Spack Force 5
8
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Posted - 2012.07.31 22:12:00 -
[19] - Quote
Mandatory if you want a chance of getting out when your arse is on fire. On say, a Retribution, the humble damage control alone bumps you up to over 8k ehp. |

Salpad
Carebears with Attitude
40
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Posted - 2012.07.31 23:02:00 -
[20] - Quote
Liang Nuren wrote:I'd say you should have a really good reason for foregoing a DC II on any ship at all.
It seems to me that a DC or DC2 makes a lot of sense on an armour tanked hull, and a fair amount of sense even on a shield ship.
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Lili Lu
321
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Posted - 2012.07.31 23:41:00 -
[21] - Quote
DCU II is something I put on my pve ships as well. Unexpected disconnect or distraction or inattention to triggers can get you in trouble for which you may have stupidly thought you were immune. That suitcase can keep you in structure just long enough for the warp out sometimes.
And to those that say but my internet connection has never failed me, there's always a first time 
A dc is an internet spaceship condom. This time could be the one time you regret as you impulsively decide to thrust into those juicy red pixel boxes without one, and end up with space herpes or space aids turning your shiney modules and ship into a sad and sickly mess on the screen. |

Luba Cibre
Global Song Setup
178
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Posted - 2012.08.01 00:06:00 -
[22] - Quote
Also the DC2 is nearly neut proof. "Nothing essential happens in the absence of noise."-á |

DR BiCarbonate
Basgerin Pirate
9
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Posted - 2012.08.01 02:25:00 -
[23] - Quote
Anything but Tech 3s i fit a damage control. |

Katalci
SniggWaffe YOUR VOTES DON'T COUNT
108
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Posted - 2012.08.01 03:36:00 -
[24] - Quote
It's situational. A Vagabond with a suitcase is probably a horrible failfit, while a Taranis (and some other Gallente ships) without one is definitely not something you should ever undock. On 1600mm plated Recons, and other ships with low base HP levels, an EANM is often better both for total HP and armor EHP. The DCII really shines because its resistances are not stacking penalized with other hardeners, except for the Reactive Armor Hardener. |

Hrett
Justified Chaos
127
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Posted - 2012.08.01 04:50:00 -
[25] - Quote
Damage control is kinda like clean underwear. No one ever knows if you have them on until you crash and burn, and then, for some insane reason, it one of the first thing people look for when inspecting your corpse.
Don't get caught with dirty underwear. Equip a damage control. Otherwise people will point and laugh. And your mother - think of your mother. |

Abyssum Invocat
Justified Chaos
22
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Posted - 2012.08.01 05:57:00 -
[26] - Quote
Kahega Amielden wrote:Quote:Just wondering on whether you need damage control on a ship of BC size or lower. Surely an additional mod specific to armour or a damage mod if shield would be more beneficial. You'd think so, but usually no. The non-stacking-penalized shield/armor resist is pretty nice for your dedicated tank, and the structure resist boost is always going to give you a ton of extra buffer. Damage controls are also the only tank module that requires no PG (or, well, 1 PG). Only 1 PG tank module aside from: all energized resistance modules, all non-energized resistance modules, all active armor hardeners, all active shield hardeners, and all passive shield hardeners. Sorry but it's not terrifically unique in it's PG requirements bud. |

Solomar Espersei
Interstellar eXodus BricK sQuAD.
199
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Posted - 2012.08.01 06:34:00 -
[27] - Quote
PODLA/Nano drake is the classic example as well as the Arty 'Nado and other sniping T3s. If you're caught you're dead, so the Suitcase is just not quite as useful as the speed you'd get from another nano. BricK sQuAD best squad. |

Mike Whiite
Keystone Industrial
64
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Posted - 2012.08.01 06:48:00 -
[28] - Quote
First thing someone told me about Steath bombers was only use your lows for damage mods.
So I guess that is a big exception.
I can think of several fit's I don't fit BCII, but most of those serve a very specific role. |

GsyBoy
Hooded Underworld Guys Northern Associates.
9
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Posted - 2012.08.01 08:27:00 -
[29] - Quote
Sarik Olecar wrote:GsyBoy wrote:EDIT - To expand, came from 'PVE' background where DC II was the first thing you put on your lvl 4-5 ship but in pvp, just seems like almost 'fake' hp on eft, cap runs out in skirmish, last thing you are thinking about it reactiving your damage control... DCII in PVE? Do you often hull tank your mission ships? I always thought DC's were mandatory in PVP, where death was inevitable and the longer your alive the more damage the better. PVE however - MOAR CNBCU's!!!11!
When I started was always told it would give me a bit more 'escape' time if pushed it a little too much. But now?? |

Sigras
Conglomo IMPERIAL LEGI0N
139
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Posted - 2012.08.03 10:48:00 -
[30] - Quote
Just an FYI, the math says that a DCU2 is more effective than a third EANM for the armor resists alone, and thats including perfect compensation skills.
The non stacking penalty thing is crazy. |
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