| Author |
Thread Statistics | Show CCP posts - 1 post(s) |

Andski
GoonWaffe Goonswarm Federation
5723
|
Posted - 2012.12.06 15:32:00 -
[1] - Quote
If the module was meant to be passive, it'd be passive. But it's not. ~*a proud belligerent undesirable*~ TheMittani.com: The premier source for news, commentary and discussion of EVE Online and other games of interest. An idea for improving corp management |

Andski
GoonWaffe Goonswarm Federation
5723
|
Posted - 2012.12.06 17:01:00 -
[2] - Quote
Hannott Thanos wrote:Weaselior wrote:it is far better that the DC is active rather than passive for a vast number of reasons, its an immensely powerful defensive module and being required to actually turn it on is a tiny price to pay Vast numbers he says. List them, he does not.
the fact that it boosts resistances across the board, for instance ~*a proud belligerent undesirable*~ TheMittani.com: The premier source for news, commentary and discussion of EVE Online and other games of interest. An idea for improving corp management |

Andski
GoonWaffe Goonswarm Federation
5723
|
Posted - 2012.12.06 17:04:00 -
[3] - Quote
Hannott Thanos wrote:Except that it's a module you literally never want to turn off, you have to turn it on every damn time you jump, it's more or less impossible to shut if off with neuts because of 1 cap use and like I quoted, it was supposed to be passive to begin with. Oh and it makes it possible to see EHP in station
gee based on your convincing arguments here let's make all hardeners passive ~*a proud belligerent undesirable*~ TheMittani.com: The premier source for news, commentary and discussion of EVE Online and other games of interest. An idea for improving corp management |

Andski
GoonWaffe Goonswarm Federation
5724
|
Posted - 2012.12.06 17:06:00 -
[4] - Quote
Hannott Thanos wrote:Yes. So does every other passive hardener, and even active ones with skills too. Your point being?
no they don't
all the passive hardeners are amplified by compensation skills and they only boost a single resistance, or in the case of EANMs, only armor resistances
unlike passive hardeners, the DC does not require compensation skills or literally anything other than the skill required to use it to be at its peak effectiveness, and it boosts /all/ resistances, not just hull ~*a proud belligerent undesirable*~ TheMittani.com: The premier source for news, commentary and discussion of EVE Online and other games of interest. An idea for improving corp management |

Andski
GoonWaffe Goonswarm Federation
5724
|
Posted - 2012.12.06 17:09:00 -
[5] - Quote
oh and training a category of compensation skills to 5 takes as long as training a battleship 5 so don't compare damage controls to max-skilled EANMs ~*a proud belligerent undesirable*~ TheMittani.com: The premier source for news, commentary and discussion of EVE Online and other games of interest. An idea for improving corp management |

Andski
GoonWaffe Goonswarm Federation
5724
|
Posted - 2012.12.06 17:12:00 -
[6] - Quote
the only "change" I'd like to see made to damage controls is the addition of faction variants with the same bonuses but requiring less CPU
beyond that they're fine ~*a proud belligerent undesirable*~ TheMittani.com: The premier source for news, commentary and discussion of EVE Online and other games of interest. An idea for improving corp management |

Andski
GoonWaffe Goonswarm Federation
5724
|
Posted - 2012.12.06 17:17:00 -
[7] - Quote
then don't activate it until it's necessary? ~*a proud belligerent undesirable*~ TheMittani.com: The premier source for news, commentary and discussion of EVE Online and other games of interest. An idea for improving corp management |

Andski
GoonWaffe Goonswarm Federation
5724
|
Posted - 2012.12.06 17:25:00 -
[8] - Quote
yeah having to activate my damage control is such a chore that holds me back from truly enjoying eve online ~*a proud belligerent undesirable*~ TheMittani.com: The premier source for news, commentary and discussion of EVE Online and other games of interest. An idea for improving corp management |

Andski
GoonWaffe Goonswarm Federation
5724
|
Posted - 2012.12.06 17:36:00 -
[9] - Quote
Hannott Thanos wrote:You mean, like fitting the ship before undocking?
let's see
- ensuring that guns are loaded with ammo suitable for the range of the engagement - turning hardeners on - ensuring that any active tc/sebo/ewar are loaded with scripts suitable for the engagement - making sure your falcon alt is nearby - getting your boosting loki alt in place ~*a proud belligerent undesirable*~ TheMittani.com: The premier source for news, commentary and discussion of EVE Online and other games of interest. An idea for improving corp management |

Andski
GoonWaffe Goonswarm Federation
5724
|
Posted - 2012.12.06 19:49:00 -
[10] - Quote
Marlona Sky wrote:Now I'm sure Andski is scrambling trying to find a way to convince us Tuxford and the other programmers meant they wanted the DC to be an active module the whole time, but there is no way that is implied at all in what he said. It is implied they wanted it to be passive, but was impossible to program it that way at the time.
and yet despite the fact that they surely have the means available to make it a passive mod in 2012, they have not done so and nobody involved with game development has brought it up in discussions ~*a proud belligerent undesirable*~ TheMittani.com: The premier source for news, commentary and discussion of EVE Online and other games of interest. An idea for improving corp management |

Andski
GoonWaffe Goonswarm Federation
5729
|
Posted - 2012.12.06 20:54:00 -
[11] - Quote
Hannott Thanos wrote:Do you really find it that much of a reward, having to activate this module so much? Or maybe you only stay in one system ever, and never jump? It's an extra click, and it's unnecessary. If a pilot forgets to activate it, he would have lost the fight none the less imo.
Yes, let's make all hardeners, sensor boosters, tracking computers and ECCM passive. Why not? ~*a proud belligerent undesirable*~ TheMittani.com: The premier source for news, commentary and discussion of EVE Online and other games of interest. An idea for improving corp management |

Andski
GoonWaffe Goonswarm Federation
5729
|
Posted - 2012.12.06 21:00:00 -
[12] - Quote
Emu Meo wrote:Andski wrote:Hannott Thanos wrote:Do you really find it that much of a reward, having to activate this module so much? Or maybe you only stay in one system ever, and never jump? It's an extra click, and it's unnecessary. If a pilot forgets to activate it, he would have lost the fight none the less imo. Yes, let's make all hardeners, sensor boosters, tracking computers and ECCM passive. Why not? Hardeners and other such modules use quite a bit of capacitor and so there is a good reason to allow the pilot to choose to activate them or not. So a bit of a stupid suggestion there to be honest.
But turning them on is obviously such a chore given the complaints in this thread so why not have them automatically turn on when they're needed? Clearly we need to reward the dumbs and/or AFK. ~*a proud belligerent undesirable*~ TheMittani.com: The premier source for news, commentary and discussion of EVE Online and other games of interest. An idea for improving corp management |
| |
|