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Andski
GoonWaffe Goonswarm Federation
5723
|
Posted - 2012.12.06 17:01:00 -
[31] - 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 |

Hannott Thanos
Notorious Legion
169
|
Posted - 2012.12.06 17:02:00 -
[32] - Quote
Ranger 1 wrote: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. And yet your sole reason for making them passive is because you either can't remember or are too lazy to turn it off (along with any other modules you may be running) before you log off. Really?!?  read my post 4 post up maybe? |

Hannott Thanos
Notorious Legion
169
|
Posted - 2012.12.06 17:03:00 -
[33] - Quote
Andski wrote: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 Yes. So does every other passive hardener, and even active ones with skills too. Your point being? |

Andski
GoonWaffe Goonswarm Federation
5723
|
Posted - 2012.12.06 17:04:00 -
[34] - 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 |

March rabbit
Aliastra
281
|
Posted - 2012.12.06 17:06:00 -
[35] - Quote
Weaselior wrote:everyone wanting it passive is an empire afker, basically are you ready to put on your shield extenders every time? Is it ok to them to be passive? what about armor plates, signal amplifiers, overdrive injectors?
DIRTY 0.0 AFKER!  |

Ranger 1
Ranger Corp
2808
|
Posted - 2012.12.06 17:06:00 -
[36] - Quote
Hannott Thanos wrote:Ranger 1 wrote: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. And yet your sole reason for making them passive is because you either can't remember or are too lazy to turn it off (along with any other modules you may be running) before you log off. Really?!?  read my post 4 post up maybe? I read them, so did everyone else. "Most" of your reasons could be applied equally well to most active defensive modules in the game.
Look we are trying to be polite here (for a change) but this is more than a little ridiculous ... not to mention trivial. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Andski
GoonWaffe Goonswarm Federation
5724
|
Posted - 2012.12.06 17:06:00 -
[37] - 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 |

Hannott Thanos
Notorious Legion
169
|
Posted - 2012.12.06 17:08:00 -
[38] - Quote
Ranger 1 wrote: I read them, so did everyone else. "Most" of your reasons could be applied equally well to most active defensive modules in the game.
Look we are trying to be polite here (for a change) but this is more than a little ridiculous ... not to mention trivial.
I guess it's a matter of opinion. But by your definition of my definition(?), DC should have some resist applied to the ship when it is inactive?
Edit, many things are trivial. They are usually posted in the little things thread, and those things make eve oh so much better :) |

Andski
GoonWaffe Goonswarm Federation
5724
|
Posted - 2012.12.06 17:09:00 -
[39] - 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 |

Ranger 1
Ranger Corp
2808
|
Posted - 2012.12.06 17:11:00 -
[40] - Quote
Hannott Thanos wrote:Ranger 1 wrote: I read them, so did everyone else. "Most" of your reasons could be applied equally well to most active defensive modules in the game.
Look we are trying to be polite here (for a change) but this is more than a little ridiculous ... not to mention trivial.
I guess it's a matter of opinion. But by your definition of my definition(?), DC should have some resist applied to the ship when it is inactive? I think it works perfectly well just as it is.
I think the simplist solution is simply to start remembering to turn it off when you plan to log off, instead of trying to make the game compensate for your forgetfulness.  To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Andski
GoonWaffe Goonswarm Federation
5724
|
Posted - 2012.12.06 17:12:00 -
[41] - 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 |

MisterNick
The Sagan Clan Pax Romana Alliance
136
|
Posted - 2012.12.06 17:13:00 -
[42] - Quote
Don't log off in space?
If you're in wh space, this is far from the biggest difficulty in your life. "Human beings make life so interesting. Do you know that in a universe so full of wonders, they have managed to invent boredom." |

Hannott Thanos
Notorious Legion
169
|
Posted - 2012.12.06 17:14:00 -
[43] - Quote
Ranger 1 wrote:I think it works perfectly well just as it is. I think the simplist solution is simply to start remembering to turn it off when you plan to log off, instead of trying to make the game compensate for your forgetfulness.  It's not so much that I forget it, it's more of an annoyance that I have to turn it on every time I jump. It's not like I want it to be off, ever. And it's not like it's gonna come off before I explicitly tell it to. So I see no reason it's not passive |

Hannott Thanos
Notorious Legion
169
|
Posted - 2012.12.06 17:15:00 -
[44] - Quote
MisterNick wrote:Don't log off in space?
If you're in wh space, this is far from the biggest difficulty in your life. I camp/roam nullsec/lowsec. Activating it all the time is a nuisance. |

Andski
GoonWaffe Goonswarm Federation
5724
|
Posted - 2012.12.06 17:17:00 -
[45] - 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 |

Hannott Thanos
Notorious Legion
171
|
Posted - 2012.12.06 17:19:00 -
[46] - Quote
Andski wrote:then don't activate it until it's necessary? Or better yet, just make it passive? ^^ |

Altrue
Exploration Frontier inc
69
|
Posted - 2012.12.06 17:20:00 -
[47] - Quote
I laugh about the guys saying that it is important to have this module active... Or others saying that pros are empire afkers...
I don't know about you, but for my part I have plenty of other interesting things to do in EVE rather than having to activate my DCU each time I jump through a wormhole / decloak / log. Seriously.
If you're considering that clicking on your DCU is an amazing activity that is a major contribution to the fun you have in EVE... Well.. You should consider choosing another career.
*Yelling "Manticooore !" on teamspeak* |

Andski
GoonWaffe Goonswarm Federation
5724
|
Posted - 2012.12.06 17:25:00 -
[48] - 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 |

Hannott Thanos
Notorious Legion
171
|
Posted - 2012.12.06 17:26:00 -
[49] - Quote
Updated OP with pros/cons. Feel free to comment on additions to either list |

Ranger 1
Ranger Corp
2808
|
Posted - 2012.12.06 17:28:00 -
[50] - Quote
You should have to take "some" steps to make your ship ready for a battle. Considering how important the module is to your ships survivability I would say it is a prime example of a module that SHOULD need to be activated. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Hannott Thanos
Notorious Legion
171
|
Posted - 2012.12.06 17:31:00 -
[51] - Quote
Ranger 1 wrote:You should have to take "some" steps to make your ship ready for a battle. Considering how important the module is to your ships survivability I would say it is a prime example of a module that SHOULD need to be activated. You mean, like fitting the ship before undocking? |

Andski
GoonWaffe Goonswarm Federation
5724
|
Posted - 2012.12.06 17:36:00 -
[52] - 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 |

NEONOVUS
Saablast Followers
55
|
Posted - 2012.12.06 17:41:00 -
[53] - Quote
Andski wrote: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 I dont have a falcon alt, should I quit EVE or just go show it isnt needed? |

Marlona Sky
D00M. Northern Coalition.
2205
|
Posted - 2012.12.06 17:55:00 -
[54] - Quote
Andski wrote:If the module was meant to be passive, it'd be passive. But it's not. I take it reading was never your forte? See the following quote:
CCP Tuxford wrote:At that point we didn't really have the luxury of programming time and we did not have any tools to create a module where only one could be fitted. We did however have a functionality where we could only activate x module at a time so we decided that the damage control would have to be activated but have really low cap need. 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.
Now in no way am I for making the DC passive for the sake of logging purposes, but for the sanity of less clicking. The DC was never intended to be an active module so maybe now they can make it so. Also make the drone control unit passive. Now before you climb on top of our soap box and proclaim a passive DC will make supers impossible to kill consider the idea of passive DC not being allowed to be fit on capitals, but instead required to use a a different sized DC that uses as much cap as an active shield/armor hardener. Or maybe all damage controls functions as a passive module and when fit to capitals it is an active one. Magic! Lets also not forget about the opportunity to introduce faction, dead space and officer DCs.
So here is the opportunity to add a vast amount of flavor when it comes to the DC hull tanking department. Lets explore that I say.
Remove local, structure mails and revamp the directional scanner! |

Jenn aSide
STK Scientific Initiative Mercenaries
519
|
Posted - 2012.12.06 18:00:00 -
[55] - Quote
Marlona Sky wrote:Andski wrote:If the module was meant to be passive, it'd be passive. But it's not. I take it reading was never your forte? See the following quote: CCP Tuxford wrote:At that point we didn't really have the luxury of programming time and we did not have any tools to create a module where only one could be fitted. We did however have a functionality where we could only activate x module at a time so we decided that the damage control would have to be activated but have really low cap need. 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. Now in no way am I for making the DC passive for the sake of logging purposes, but for the sanity of less clicking. The DC was never intended to be an active module so maybe now they can make it so. Also make the drone control unit passive. Now before you climb on top of our soap box and proclaim a passive DC will make supers impossible to kill consider the idea of passive DC not being allowed to be fit on capitals, but instead required to use a a different sized DC that uses as much cap as an active shield/armor hardener. Or maybe all damage controls functions as a passive module and when fit to capitals it is an active one. Magic! Lets also not forget about the opportunity to introduce faction, dead space and officer DCs. So here is the opportunity to add a vast amount of flavor when it comes to the DC hull tanking department. Lets explore that I say.
Damn that marlona and using actual facts.
I don't care one way or another, but a DC being passive would make sense. CCP Gargant:-á this game requires a certain amount of simply going out there and chatting with people. You will get scammed, destroyed, cheated, trolled, and blown up but that is just a part of the essence of this game. -á |

Pyre leFay
The Scope Gallente Federation
62
|
Posted - 2012.12.06 18:06:00 -
[56] - Quote
Or turn it into a new skill for passive effectiveness Like passive ability of inactive shield hardeners. Its Hull ability can be passive and starts out at 15% effectiveness at level 1 to 75% effective hull passive at lvl5 Keep its extra shield and armor resistance as active only. |

Hannott Thanos
Notorious Legion
171
|
Posted - 2012.12.06 18:29:00 -
[57] - Quote
Pyre leFay wrote:Or turn it into a new skill for passive effectiveness Like passive ability of inactive shield hardeners. Its Hull ability can be passive and starts out at 15% effectiveness at level 1 to 75% effective hull passive at lvl5 Keep its extra shield and armor resistance as active only. What about making the entire hull resist passive, and let the other resists only be on when it is active? |

Spurty
V0LTA Verge of Collapse
597
|
Posted - 2012.12.06 18:53:00 -
[58] - Quote
Your issue is you DC Your solution is you want your tank to remain on
Can I have this problem solved as well
My guns run out of ammo My solution is to allow me to keep firing without ammo
Thanks!
--- I used to be indecisive but now I am not quite sure. |

Hannott Thanos
Notorious Legion
177
|
Posted - 2012.12.06 18:57:00 -
[59] - Quote
Spurty wrote:Your issue is you DC Your solution is you want your tank to remain on
Can I have this problem solved as well
My guns run out of ammo My solution is to allow me to keep firing without ammo
Thanks!
Amarr. You're welcome
Edit, if I may be so bold...
Not told [ ] Told [ ] ******* told [ ] Toldasaurus rex [ ] No country for told men [ ] Knights of the told republic [X] |

Marlona Sky
D00M. Northern Coalition.
2205
|
Posted - 2012.12.06 18:59:00 -
[60] - Quote
Spurty wrote:Your issue is you DC Your solution is you want your tank to remain on
Can I have this problem solved as well
My guns run out of ammo My solution is to allow me to keep firing without ammo
Thanks! Lasers? 
Remove local, structure mails and revamp the directional scanner! |
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