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Emu Meo
Tribal Liberation Force Minmatar Republic
11
|
Posted - 2012.12.06 21:38:00 -
[121] - Quote
Vandango Audene wrote:If you can not take the effort to push a simple key then you lazy as hell. Yes the DCU is kind of annoying when you are trying to "Safe Logoff" but personally if you are THAT PARANOID you have to safe log off then you can wait 60 seconds so your **** can stay in 1 piece then being blown up to clarify btw When you safe log off this will happen
- A 30 Second Timer will show up, your ship will not move during this time.
- Once this timer reaches 0 , your client will disconnect.
- Your ship will THEN INITIATE EMERGENCY WARP (If anything was stopping you from warping you would not be able to safe log off)
- After your ship EXITS EMERGENCY WARP it will disappear immediately
When you log off normally
- Your Client disconnects Regardless what is happening in the game world ( Modules, PVP Timers , Warp scramblers)
- Your Ship will attempt to initiate emergency warp if anything stops it , it wont do anything for 15 minutes (Because somthings prolly warp scraming you.)
- After your ship exits emergency warp it will SIT IN SPACE FOR 30 SECONDS 1 MILLION KM FROM WHERE YOU LOGGED OFF IN A RANDOM DIRECTION, ANYTHING DURING THE 30 SECONDS MEANS YOU CAN BE PROBED THEN KILLED , ROBBED , RAPED and PILLAGED
- After 30 seconds have passed and someone hasnt probed you down And Attacked you your ship disspears from space =)
if you really cant be bothered to push your DCU Every time you jump a gate, then your prolly to lazy to cloak your ship every time you jump a gate in a viator with 2 billion isk worth of ****
Another idiot who thinks they are really clever and not lazy because they can press buttons. ^^ Try reading the thread again and maybe you will understand what people are actually saying. Then again, you probably wont. ;) |

Emu Meo
Tribal Liberation Force Minmatar Republic
11
|
Posted - 2012.12.06 21:41:00 -
[122] - Quote
Tippia wrote:Hannott Thanos wrote:It's about as properly active as a passive module that draines 1 cap every 30 seconds is properly passive, lol. Since those two are each other's opposites, nope. Emu Meo wrote:Are you just trying to troll now or what? Nope. Why would I be? Quote:Adding a noticeable amount of cap use to the DC and giving it a small cycle time should make you happy if and alleviate the problems of AFKing and not being able to nuet it off you were complaining about above? You're confusing me with someone else. I haven't complained about AFKing or about not being able to neut it off, so I have no idea what you're on about. I just see no reason why it should be made passive, much less a reason that outweighs the problems with such a change. At the same time, I see no reason why it should be nerfed GÇö it's not like it's horribly overpowered in its current state or causing any real issues.
The reason it should be changed to one or the other is to improve gameplay. The reasons it would improve gameplay come quite obviously to the mind of anyone who thinks it through a little. But then again I also agree that it is not a glaring change that needs to be fixed immediately, or any time soon in fact. But I agree with the OP's notion that it would benefit from a change in the future if CCP get that chance.
|

Lubomir Penev
Prey Drive
16
|
Posted - 2012.12.06 21:42:00 -
[123] - Quote
Hannott Thanos wrote:People don't see the problem with DC being an active module? Really?
Off course not, how could you neut it off if it wasn't the case? |

Tippia
Sunshine and Lollipops
10595
|
Posted - 2012.12.06 21:43:00 -
[124] - Quote
Emu Meo wrote:The reason it should be changed to one or the other is to improve gameplay. In what way?
Quote:But I agree with the OP's notion that it would benefit from a change in the future if CCP get that chance. How so? Why does it need either a buff or a nerf? What's wrong with its current state?
GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan. |

James Amril-Kesh
RAZOR Alliance
1428
|
Posted - 2012.12.06 21:43:00 -
[125] - Quote
I don't know why people are complaining about it not being neutable. I've had my DC turn off before because I was being neuted. -áObjects in mirror are redder than they appear. |

Doddy
Excidium. Executive Outcomes
404
|
Posted - 2012.12.06 21:46:00 -
[126] - Quote
tbh most important thing about dc being active is it stops cloaked ships using it. |

Emu Meo
Tribal Liberation Force Minmatar Republic
11
|
Posted - 2012.12.06 21:46:00 -
[127] - Quote
Tippia wrote:Emu Meo wrote:The reason it should be changed to one or the other is to improve gameplay. In what way? Quote:But I agree with the OP's notion that it would benefit from a change in the future if CCP get that chance. How so? Why does it need either a buff or a nerf? What's wrong with its current state?
The reasons are obvious if you think them through. If you are having difficulty then re read this thread as I and some of the other posters have explained the reasons there.
I do not mean this in a rude way, but just don't feel like typing out all the reasons again. |

Petrus Blackshell
Rifterlings Damu'Khonde
2053
|
Posted - 2012.12.06 21:46:00 -
[128] - Quote
Doddy wrote:tbh most important thing about dc being active is it stops cloaked ships using it. Cloaked ships wouldn't be taking damage anyway? Rifterlings - small gang frigate PvP - low/nullsec operations, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |

James Amril-Kesh
RAZOR Alliance
1428
|
Posted - 2012.12.06 21:47:00 -
[129] - Quote
Petrus Blackshell wrote:Doddy wrote:tbh most important thing about dc being active is it stops cloaked ships using it. Cloaked ships wouldn't be taking damage anyway? Bombs and smartbombs would disagree with you. -áObjects in mirror are redder than they appear. |

Tippia
Sunshine and Lollipops
10596
|
Posted - 2012.12.06 21:51:00 -
[130] - Quote
Emu Meo wrote:The reasons are obvious if you think them through. Ok, so what are they? What's wrong with its current state? How would changing it improve gameplay? GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan. |
|

Doddy
Excidium. Executive Outcomes
404
|
Posted - 2012.12.06 21:55:00 -
[131] - Quote
Petrus Blackshell wrote:Doddy wrote:tbh most important thing about dc being active is it stops cloaked ships using it. Cloaked ships wouldn't be taking damage anyway?
Somone should tell all those cov ops that get bombed in bubbles the should petition then ......
Bombs (and smartbombs to an extent) are a handy counter to cloaked scouts |

Marlona Sky
D00M. Northern Coalition.
2207
|
Posted - 2012.12.06 22:00:00 -
[132] - Quote
Hull tanking part of this game could do with some massive iteration. It would a lot more diversity in fitting and combat situations.
Remove local, structure mails and revamp the directional scanner! |

Hannott Thanos
Notorious Legion
181
|
Posted - 2012.12.06 22:03:00 -
[133] - Quote
Vandango Audene wrote:If you can not take the effort to push a simple key then you lazy as hell. Yes the DCU is kind of annoying when you are trying to "Safe Logoff" but personally if you are THAT PARANOID you have to safe log off then you can wait 60 seconds so your **** can stay in 1 piece then being blown up to clarify btw When you safe log off this will happen
- A 30 Second Timer will show up, your ship will not move during this time.
- Once this timer reaches 0 , your client will disconnect.
- Your ship will THEN INITIATE EMERGENCY WARP (If anything was stopping you from warping you would not be able to safe log off)
- After your ship EXITS EMERGENCY WARP it will disappear immediately
When you log off normally
- Your Client disconnects Regardless what is happening in the game world ( Modules, PVP Timers , Warp scramblers)
- Your Ship will attempt to initiate emergency warp if anything stops it , it wont do anything for 15 minutes (Because somthings prolly warp scraming you.)
- After your ship exits emergency warp it will SIT IN SPACE FOR 30 SECONDS 1 MILLION KM FROM WHERE YOU LOGGED OFF IN A RANDOM DIRECTION, ANYTHING DURING THE 30 SECONDS MEANS YOU CAN BE PROBED THEN KILLED , ROBBED , RAPED and PILLAGED
- After 30 seconds have passed and someone hasnt probed you down And Attacked you your ship disspears from space =)
if you really cant be bothered to push your DCU Every time you jump a gate, then your prolly to lazy to cloak your ship every time you jump a gate in a viator with 2 billion isk worth of **** Except you are wrong. When the timer hits zero the client even tells you your ship has been removed from space. Obviously you have not used this feature. |

Hannott Thanos
Notorious Legion
181
|
Posted - 2012.12.06 22:08:00 -
[134] - Quote
Tippia wrote:Emu Meo wrote:The reasons are obvious if you think them through. Ok, so what are they? What's wrong with its current state? How would changing it improve gameplay? For one, you don't have to push a button every time you sneeze. |

Tippia
Sunshine and Lollipops
10596
|
Posted - 2012.12.06 22:12:00 -
[135] - Quote
Hannott Thanos wrote:For one, you don't have to push a button every time you sneeze. GǪa problem that doesn't exist to begin with.
GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan. |

Doddy
Excidium. Executive Outcomes
404
|
Posted - 2012.12.06 22:13:00 -
[136] - Quote
Hannott Thanos wrote:Vandango Audene wrote:If you can not take the effort to push a simple key then you lazy as hell. Yes the DCU is kind of annoying when you are trying to "Safe Logoff" but personally if you are THAT PARANOID you have to safe log off then you can wait 60 seconds so your **** can stay in 1 piece then being blown up to clarify btw When you safe log off this will happen
- A 30 Second Timer will show up, your ship will not move during this time.
- Once this timer reaches 0 , your client will disconnect.
- Your ship will THEN INITIATE EMERGENCY WARP (If anything was stopping you from warping you would not be able to safe log off)
- After your ship EXITS EMERGENCY WARP it will disappear immediately
When you log off normally
- Your Client disconnects Regardless what is happening in the game world ( Modules, PVP Timers , Warp scramblers)
- Your Ship will attempt to initiate emergency warp if anything stops it , it wont do anything for 15 minutes (Because somthings prolly warp scraming you.)
- After your ship exits emergency warp it will SIT IN SPACE FOR 30 SECONDS 1 MILLION KM FROM WHERE YOU LOGGED OFF IN A RANDOM DIRECTION, ANYTHING DURING THE 30 SECONDS MEANS YOU CAN BE PROBED THEN KILLED , ROBBED , RAPED and PILLAGED
- After 30 seconds have passed and someone hasnt probed you down And Attacked you your ship disspears from space =)
if you really cant be bothered to push your DCU Every time you jump a gate, then your prolly to lazy to cloak your ship every time you jump a gate in a viator with 2 billion isk worth of **** Except you are wrong. When the timer hits zero the client even tells you your ship has been removed from space. Obviously you have not used this feature.
While you are right it makes fundamentally no difference (as nothing can effect you in the ewarp anyway), you are sitting still/inactive for 30 secs then logging out with a confirmation instead of logging out with no confirmation and having your ship sit 30 secs in a safe.
The safe logoff will only save you if you have a (not exactly hidden) timer you somehow missed (as it won't allow the safe log off) or some practically impossible scenario of cov ops with probes on grid where you log off timing his scan for your ship landing in safe and then probing, entering warp, warping, leaving warp, locking ship in 30 secs (is it even possible? answers on a post card). |

Marlona Sky
D00M. Northern Coalition.
2207
|
Posted - 2012.12.06 22:14:00 -
[137] - Quote
The Jove race lineup could focus on different aspects of hull tanking and ways to bypass shields and armor to inflict straight hull damage with scripted guns. They would not have great staying power on the battlefield, but would be more focused on hit and run warfare...
***dragged away by CCP devs***
Remove local, structure mails and revamp the directional scanner! |

Katran Luftschreck
Royal Ammatar Engineering Corps
155
|
Posted - 2012.12.06 22:19:00 -
[138] - Quote
In favor of passive DC only because of OP pointing out it being active is an oversight from CCP.
The First Commandment of game development should be "Fix all of the old buggy stuff before adding any new buggy stuff." EvE Forum Bingo |

Spectre Wraith
Darwin Inc.
49
|
Posted - 2012.12.06 22:26:00 -
[139] - Quote
Afk haulers who wish to use blockade runners complaining they can't use DCU while inactive ITT. |

MisterNick
The Sagan Clan Pax Romana Alliance
136
|
Posted - 2012.12.06 22:28:00 -
[140] - Quote
Boils down to: Having to turn it on is a tiny cost compared to the bonuses it gives, especially for gallente ships "Human beings make life so interesting. Do you know that in a universe so full of wonders, they have managed to invent boredom." |
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Marlona Sky
D00M. Northern Coalition.
2207
|
Posted - 2012.12.06 22:32:00 -
[141] - Quote
Spectre Wraith wrote:Afk haulers who wish to use blockade runners complaining they can't use DCU while active ITT. So because it could be used on afk haulers in high sec the rest of the players actively playing the game have to endure pointless extra clicking?
So many of you have no imagination. At all.
Remove local, structure mails and revamp the directional scanner! |

Spectre Wraith
Darwin Inc.
49
|
Posted - 2012.12.06 22:35:00 -
[142] - Quote
Marlona Sky wrote:Spectre Wraith wrote:Afk haulers who wish to use blockade runners complaining they can't use DCU while active ITT. So because it could be used on afk haulers in high sec the rest of the players actively playing the game have to endure pointless extra clicking? So many of you have no imagination. At all.
For the amount of utility it has, it should be active. Passive mods generally tend to have lower given bonuses then actives. |

Eliza Naskingar
Republic University Minmatar Republic
0
|
Posted - 2012.12.06 23:00:00 -
[143] - Quote
Doddy wrote:Marlona Sky wrote:CCP Tomb wrote:we changed the functionality of damage controls Anyone remember the exact specifics of what the previous version was? It appears that multiple damage controls were being used and it was deemed over powered. Thus they decided to limit it to only allow one to be fit and were forced to make it an active module to achieve that goal. But in order to function as close as possible to a passive module they gave it the long cycle time and using 1 unit of capacitor. Or maybe I'm seeing what I want to see. Anyone have any previous stats and functionality? TUXFOOOOOOOOOORD! Wondering that myself since i have been playing since 2003 and can't remember it ever being different, but then maybe i just wasn't using them cos they were crap. oh boy story time!
I don't have any hard stats on hand but I do remember the old DC
They increased the hitpoints of modules fitted to your ship by a percentage
Yes, you read that right, they increased the structure hitpoints of modules. Not your ship. The modules fitted to your ship. This was the only thing they did.
This was before the ability to overload your modules, where something like that might have been useful, and the only situation where your modules started taking random damage was when your ship was deep in hull. They were basically the single most useless category of items in the game, fitting a full rack of civilian guns would have done your ship more good than fitting any number of damage controls to your lows.
The only productive thing people did with them is stuff them in a reprocessing plant after looting them from NPCs, and the poor bastards who "won" a T2 bpo for that piece of garbage probably sold them for peanuts before the changes that made them worth something
I hope you all enjoyed that mostly irrelevant history lesson as much as I did writing it |

Ludi Burek
Blue Republic RvB - BLUE Republic
200
|
Posted - 2012.12.07 00:07:00 -
[144] - Quote
Posting in a stealth buff freighters thread.
Think about it 
It would be too brazen to ask for passive DC after freighters get fitting slots. Very clever.  |

Zedik
Fury of the Fyrd
0
|
Posted - 2012.12.07 05:53:00 -
[145] - Quote
Eliza Naskingar wrote:Doddy wrote:Marlona Sky wrote:CCP Tomb wrote:we changed the functionality of damage controls Anyone remember the exact specifics of what the previous version was? It appears that multiple damage controls were being used and it was deemed over powered. Thus they decided to limit it to only allow one to be fit and were forced to make it an active module to achieve that goal. But in order to function as close as possible to a passive module they gave it the long cycle time and using 1 unit of capacitor. Or maybe I'm seeing what I want to see. Anyone have any previous stats and functionality? TUXFOOOOOOOOOORD! Wondering that myself since i have been playing since 2003 and can't remember it ever being different, but then maybe i just wasn't using them cos they were crap. oh boy story time! I don't have any hard stats on hand but I do remember the old DC They increased the hitpoints of modules fitted to your ship by a percentage Yes, you read that right, they increased the structure hitpoints of modules. Not your ship. The modules fitted to your ship. This was the only thing they did. This was before the ability to overload your modules, where something like that might have been useful, and the only situation where your modules started taking random damage was when your ship was deep in hull. They were basically the single most useless category of items in the game, fitting a full rack of civilian guns would have done your ship more good than fitting any number of damage controls to your lows. The only productive thing people did with them is stuff them in a reprocessing plant after looting them from NPCs, and the poor bastards who "won" a T2 bpo for that piece of garbage probably sold them for peanuts before the changes that made them worth something I hope you all enjoyed that mostly irrelevant history lesson as much as I did writing it Thank you, I did enjoy it. Got a good laugh. I remember those day (main is inactive atm). When I would get some good spawn out in 0.0, I would joke with my corpmates that I either got a damage control II or a auto-targeting array II BPO as a drop. Would usually get the response "Oh, nice! Hold on, what did you say? You got what? That's freaking useless!"
Ah, good times, good times. |

Hannott Thanos
Notorious Legion
182
|
Posted - 2012.12.07 07:01:00 -
[146] - Quote
Tippia wrote:Hannott Thanos wrote:For one, you don't have to push a button every time you sneeze. GǪa problem that doesn't exist to begin with. Well, if you say it, then it must be true. This is not a fact, it's your opinion, and it brings nothing to this discussion really. |

Tippia
Sunshine and Lollipops
10597
|
Posted - 2012.12.07 07:07:00 -
[147] - Quote
Hannott Thanos wrote:This is not a fact, it's your opinion, and it brings nothing to this discussion really. GǪexcept that it is indeed a fact. You do not have to push a button every time you sneeze. Not only because the EVE UI isn't sneeze-sensitive, but also because nothing in the game requires you to keep pushing that button.
You need to turn your DC on at one point and one point only: when it's about to get ugly. This is not the same as GÇ£alwaysGÇ¥. Thus, you don't need to push any buttons at every opportunity. You don't have to activate your DC any more often than you do, say, a missile launcher. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan. |

Hannott Thanos
Notorious Legion
183
|
Posted - 2012.12.07 07:17:00 -
[148] - Quote
Tippia wrote:Hannott Thanos wrote:This is not a fact, it's your opinion, and it brings nothing to this discussion really. GǪexcept that it is indeed a fact. You do not have to push a button every time you sneeze. Not only because the EVE UI isn't sneeze-sensitive, but also because nothing in the game requires you to keep pushing that button. You need to turn your DC on at one point and one point only: when it's about to get ugly. This is not the same as GǣalwaysGǥ. Thus, you don't need to push any buttons at every opportunity. You don't have to activate your DC any more often than you do, say, a missile launcher. You don't leave your guns on and forget about them until the fight is over. I'm going to assume you don't ONLY do 1v1? I don't think I ever forgot to activate it before a fight, but I remember a lot of times thinking "why do I need to push this button?". It's not like it gives the game any depth or meaning. Have you seen the Lost series. They had this kind of button they had to push every now and then to keep **** from hitting the fan. I bet they loved it. |

Jori McKie
Friends Of Harassment
41
|
Posted - 2012.12.07 08:13:00 -
[149] - Quote
Let me point it out for you all: The pity is most of you have no clue how important a DC is on small ships like FR and DE and most of you have no clue what heated dual small neuts can cause.
Hard Fact (from an unbonused ship) is a small heated neut cycles every 5.1s, with 2 shifted neuts that means every 2.55s you will be drained of cap that effectively shuts an active DC down on most FR or DE sooner or later. Combat in small ships is very often a game of cap. Cap managment in small ships is very important and the decision you make is a do or die because many FR have only cap for about ~1:30min with all mods active, very few have more.
A passive DC is a very bad idea for small ship combat where it matters the most. |

Hannott Thanos
Notorious Legion
184
|
Posted - 2012.12.07 09:08:00 -
[150] - Quote
Jori McKie wrote:Let me point it out for you all: The pity is most of you have no clue how important a DC is on small ships like FR and DE and most of you have no clue what heated dual small neuts can cause.
Hard Fact is a small heated neut cycles every 5.1s, with 2 shifted neuts that means every 2.55s you will be drained of cap that effectively shuts an active DC down on most FR or DE sooner or later. Combat in small ships is very often a game of cap. Cap managment in small ships is very important and the decision you make is a do or die because many FR have only cap for about ~1:30min with all mods active, very few have more.
A passive DC is a very bad idea for small ship combat where it matters the most. If you don't have cap to activate your dc, you also don't have speed, tackle, active tank and probably no guns either. So it makes little difference to be honest. |
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