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Anya Ohaya
School of Applied Knowledge Caldari State
179
|
Posted - 2012.12.07 09:18:00 -
[151] - Quote
Passive damage control wouldn't make much difference to most AFK haulers. Expect the Orca. It would be a huge, huge buff to AFK orcas. |

Hannott Thanos
Notorious Legion
186
|
Posted - 2012.12.07 09:31:00 -
[152] - 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. Except jumping. And undocking. Quite rare situations yeah? It's a module you either have or don't. When you roam you always activate the DC because you never know when you are jumped. Maybe we should have to "raise shields" every time we drop out of warp too, it's only one click that needs to be done when you suspect danger. |

Remiel Pollard
Devlin Security Devlin Alliance
275
|
Posted - 2012.12.07 10:01:00 -
[153] - Quote
Hannott Thanos wrote: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. Except jumping. And undocking. Quite rare situations yeah? It's a module you either have or don't. When you roam you always activate the DC because you never know when you are jumped. Maybe we should have to "raise shields" every time we drop out of warp too, it's only one click that needs to be done when you suspect danger.
See, this is why gamers get called "fat and lazy". Are you really complaining about having to click the mouse too much?
Come on, give it a rest. You don't scare me. I've been to Jita. |

Doddy
Excidium. Executive Outcomes
410
|
Posted - 2012.12.07 10:02:00 -
[154] - Quote
Eliza Naskingar wrote:[quote=Doddy][quote=Marlona Sky] 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
The t2 damage control is much newer, they were introduced after the change at the same time as t2 expanders etc. Don't think they ever had a bpo tbh, could be wrong.
They removed the module damage thing at the same time as the damage control change, apparently it was so buggy that it was creating ships that couldn't die but had allmodules destroyed. (i don't remember any of this).
|

Doddy
Excidium. Executive Outcomes
410
|
Posted - 2012.12.07 10:03:00 -
[155] - Quote
Hannott Thanos wrote: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. Except jumping. And undocking. Quite rare situations yeah? It's a module you either have or don't. When you roam you always activate the DC because you never know when you are jumped. Maybe we should have to "raise shields" every time we drop out of warp too, it's only one click that needs to be done when you suspect danger.
So how is it any different from any other mods? If you are that paranoid surely you have to turn on all your hardeners every jump as well?
|

Nevyn Auscent
Broke Sauce
25
|
Posted - 2012.12.07 10:04:00 -
[156] - Quote
Slash Harnet wrote:I don't really see why it matters one way or another. It would be nice if we could set modules to retain their activation status after a jump, but its really a non-issue. This is probably the far more relevant point. If I turn a module on, it's sheer bad interface to assume that as soon as I jump, It turns off and I have to turn it on 'again'. This is true for all modules, and would be a much better overall solution. This benefits roaming null & low sec gangs especially, since their modules are on when they get jumped on the other side of a gate (Blah blah, Scouts, Blah blah Fail gang etc, but it happens fairly regularly for one reason or another). But on the whole simply removes tedium. Docking should still turn modules off for obvious reasons, as should logging off. It's a simple quality of life improvement, nothing to do with lazyness, just updating Eve to the 21st century with regards to persistance.
(And for everyone whining this request is Lazy, Every jump you should have to reset your safety settings, yes, every jump, it's only a couple of clicks, where is the problem, it's not like people are complaining they have to reset them ONCE PER LOGIN currently or anything like that.) |

Hannott Thanos
Notorious Legion
186
|
Posted - 2012.12.07 10:11:00 -
[157] - Quote
Nevyn Auscent wrote: (And for everyone whining this request is Lazy, Every jump you should have to reset your safety settings, yes, every jump, it's only a couple of clicks, where is the problem, it's not like people are complaining they have to reset them ONCE PER LOGIN currently or anything like that.)
Lol, yeah the shitstorm this has generated is astounding. Lets just remove consistency all across the board. It's ony a click to open inventory, and only a click-drag to resize it. Suddenly, 500 "only one click"s |

Doddy
Excidium. Executive Outcomes
410
|
Posted - 2012.12.07 10:12:00 -
[158] - Quote
The entire mechanics (and backstory) of eve jump gates are based on you being cloaked while jumping. You can't have activate mods while cloaked. You don't necessarily want mods on one side of a gate that you do on the other side in any case (your mwd for example). So really all this "i want my mods to be persistant" stuff is ill thought out laziness. Imagine you got back to gate in a camp and jumped but either had your mwd stuck on so took ages to warp off (and you have a massive sig) on the other side or worse, were not cloaked on jump in an died before even loading. |

Hannott Thanos
Notorious Legion
186
|
Posted - 2012.12.07 10:13:00 -
[159] - Quote
Doddy wrote: So how is it any different from any other mods? If you are that paranoid surely you have to turn on all your hardeners every jump as well?
Hardeners are situational. You don't activate explosive hardeners when fighting Amarr lazorz. Damage Control is however NOT situational. It behaves like a passive module that has to be turned on to circumvent a code issue. |

Doddy
Excidium. Executive Outcomes
410
|
Posted - 2012.12.07 10:21:00 -
[160] - Quote
Hannott Thanos wrote:Doddy wrote: So how is it any different from any other mods? If you are that paranoid surely you have to turn on all your hardeners every jump as well?
Hardeners are situational. You don't activate explosive hardeners when fighting Amarr lazorz. Damage Control is however NOT situational. It behaves like a passive module that has to be turned on to circumvent a code issue.
Seriously? If I am in combat i generally activate all hardeners, especially since any amarr boats tend to have explosive drones, and several have turrets that can put out any damage type. Sure you can save a few cap against a solo zealot, but you want your hardeners on if his friend turns up in a munin anyway. And harping on about what a dev said about a mod 6 years ago when eve was a completely different game doesn't win you any arguments.
|

Michael1995
Lead Farmers Kill It With Fire
43
|
Posted - 2012.12.07 11:38:00 -
[161] - Quote
Cycle down all modules as you enter warp for logoff or while midwarp, get over it and adapt. One does not simply buy their way into Goonswarm. |

Tippia
Sunshine and Lollipops
10598
|
Posted - 2012.12.07 12:07:00 -
[162] - Quote
Hannott Thanos wrote:You don't leave your guns on and forget about them until the fight is over. That all depends on what kind of target you're engaging and how paranoid you are about the lag monster.
The point remains: you do not have to Ctrl-F1 your DCs anywhere near as constantly as some seem to suggest. The OP tries to paint it as something have to keep doing over and over again every time you do anything, when the fact of the matter is that you usually need to do it somewhere between once and never per outing.
Quote:Except jumping. And undocking. Neither of those mean you absolutely must push a button activate your DC, and yes, the situations that require you to do so are rare indeed and are completely decoupled from gate and station usage.
Quote:Hardeners are situational. ...exactly like the DC. If the situation doesn't call for it, it's pointless to turn it on, and complaining about your decision to repeatedly do something that is pointless only provides an argument for not doing those pointless things. Your inability to keep your fingers off the module is not a reason to change that module. 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
187
|
Posted - 2012.12.07 12:17:00 -
[163] - Quote
Tippia wrote:Quote:Hardeners are situational. ...exactly like the DC. If the situation doesn't call for it, it's pointless to turn it on, and complaining about your decision to repeatedly do something that is pointless only provides an argument for not doing those pointless things. Your inability to keep your fingers off the module is not a reason to change that module. You think the DC is situational in a fight? I surely don't. As others have mentioned, it should have a meaning and a purpose to turn it off or on when it is an active module. The fact remains, there are no situation where you explicitly do not want your DC to be on. Reasons are obvious but I'll state them; it uses basically no cap and it gives a great boost to your ship. Why would you want to turn it off? To die faster? Well then, don't fit a tank!
I don't know how you play eve, but the way I play it, it is really annoying to have to activate it all the time, and yes, it is all the damn time when you camp two sides of a gate and chase people back and forth and get fights on both sides all the time. |

Tippia
Sunshine and Lollipops
10604
|
Posted - 2012.12.07 12:38:00 -
[164] - Quote
Hannott Thanos wrote:You think the DC is situational in a fight? No. I think it's situational, period. Therefore, this whole idea that you have to turn it on after every jump or undock is bunk.
This entire thread hinges on the notion that you have to keep turning it on. The fact of the matter is that you don't. Thus the complaint becomes one of people being annoyed that they keep doing pointless things. The solution to this problem is not to alter the module they are obsessing over - it's to stop doing those pointless things.
Quote:The fact remains, there are no situation where you explicitly do not want your DC to be on. And the other fact also remains: there is a point to it being on (and having to remember to do it) and to being able to turn it off (just because someone else makes the decision doesn't mean the ability becomes pointless). 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
187
|
Posted - 2012.12.07 12:45:00 -
[165] - Quote
Quite clearly you have never camped two gates in nullsec with several characters at once before. Try understanding the situation of others before stating opinions as facts. |

Tippia
Sunshine and Lollipops
10604
|
Posted - 2012.12.07 12:49:00 -
[166] - Quote
Hannott Thanos wrote:Quite clearly you have never camped two gates in nullsec with several characters at once before. Sure I have. That was one situation. Setting aside for a moment that there is no need to turn the DC on after every jump even in that case, it's still just that: a situation -- one among many. It doesn't change the fact that the DC is situational. If anything, it just further illustrates it.
Quote:Try understanding the situation of others before stating opinions as facts. Try understanding what "situational" means before ignoring facts just because they clash with your opinion. 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
187
|
Posted - 2012.12.07 12:55:00 -
[167] - Quote
Tippia wrote:Sure I have. That was one situation. Setting aside for a moment that there is no need to turn the DC on after every jump even in that case, it's still just that: a situation -- one among many. It doesn't change the fact that the DC is situational. If anything, it just further illustrates it. You mean other than the need to activate it every jump because the only reason you jump is to fight? Again, try to understand the situation.
Tippia wrote:Try understanding what "situational" means before ignoring facts just because they clash with your opinion. "Position or status with regard to conditions and circumstances." "of, relating to, or appropriate to a situation"
Appropriate to a situation. By definition, there needs to be a situation where it is inappropriate. Tell me a situation where it is appropriate to not have the DC active. |

Gizznitt Malikite
Agony Unleashed Agony Empire
787
|
Posted - 2012.12.07 12:56:00 -
[168] - Quote
Hannott Thanos wrote:Tippia wrote:Quote:Hardeners are situational. ...exactly like the DC. If the situation doesn't call for it, it's pointless to turn it on, and complaining about your decision to repeatedly do something that is pointless only provides an argument for not doing those pointless things. Your inability to keep your fingers off the module is not a reason to change that module. You think the DC is situational in a fight? I surely don't. As others have mentioned, it should have a meaning and a purpose to turn it off or on when it is an active module. The fact remains, there are no situation where you explicitly do not want your DC to be on. Reasons are obvious but I'll state them; it uses basically no cap and it gives a great boost to your ship. Why would you want to turn it off? To die faster? Well then, don't fit a tank! I don't know how you play eve, but the way I play it, it is really annoying to have to activate it all the time, and yes, it is all the damn time when you camp two sides of a gate and chase people back and forth and get fights on both sides all the time.
You know.... I think we need to look at the Damage Control too:
It effectively Doubles (or more) your effective structure HP. This basically adds a few hundred to a 1+m HP to your ship. It increases your armor resists by 10-15%, and importantly, doesn't STACK with other resist modifier effects. It increases your Shield Resists by 7.5-12.5%, and importantly, doesn't STACK with other resist modifier effects.
It costs 1 PG, 15-40 CPU, requires 1 Cap Pt to activate, and has a 30 second activation cycle.
The activation cycle is "soo long" that it inhibits you from logging off, so your solution is to make this module Passive? Really????
No... This module is extremely potent and of significant benefit to your ship.... It should NOT be made passive...
Instead, reduce its cycle time to 5 seconds or less. Now it won't hinder you logging off, it is more susceptible to being turned off by Energy Neutralizers.
But wait... there's more:
The opinion, "it should have a meaning and a purpose to turn it off or on when it is an active module" has some validity. As such, the cap usage of the DCU should be increased too. It should have it's activation increased to match it's duration, such that the DCU uses 1 cap / s (as opposed to 0.03333 cap / s). This way, just like an armor hardener, there is a meaning and purpose to "turning it on or keeping it off"; i.e. to save capacitor.
Is this not fair? It means an awesome module that provides awesome benefits actually has a reasonable cost and it allows you to log off quickly!!! |

Hannott Thanos
Notorious Legion
187
|
Posted - 2012.12.07 12:58:00 -
[169] - Quote
Every module I can think of in this game has an advantage to being either off or on. On, it does it's job, off it will save you cap, or in speed terms, let you align faster. The damage Control has no advantage to being off. Ever |

Doddy
Excidium. Executive Outcomes
411
|
Posted - 2012.12.07 13:00:00 -
[170] - Quote
Hannott Thanos wrote:Tippia wrote:Quote:Hardeners are situational. ...exactly like the DC. If the situation doesn't call for it, it's pointless to turn it on, and complaining about your decision to repeatedly do something that is pointless only provides an argument for not doing those pointless things. Your inability to keep your fingers off the module is not a reason to change that module. You think the DC is situational in a fight? I surely don't. As others have mentioned, it should have a meaning and a purpose to turn it off or on when it is an active module. The fact remains, there are no situation where you explicitly do not want your DC to be on. Reasons are obvious but I'll state them; it uses basically no cap and it gives a great boost to your ship. Why would you want to turn it off? To die faster? Well then, don't fit a tank! I don't know how you play eve, but the way I play it, it is really annoying to have to activate it all the time, and yes, it is all the damn time when you camp two sides of a gate and chase people back and forth and get fights on both sides all the time.
Just how much combat are you in that you need to turn on your dc "all teh time" cos i want to be there.
|

Doddy
Excidium. Executive Outcomes
411
|
Posted - 2012.12.07 13:01:00 -
[171] - Quote
Hannott Thanos wrote:Tippia wrote:Sure I have. That was one situation. Setting aside for a moment that there is no need to turn the DC on after every jump even in that case, it's still just that: a situation -- one among many. It doesn't change the fact that the DC is situational. If anything, it just further illustrates it. You mean other than the need to activate it every jump because the only reason you jump is to fight? Again, try to understand the situation. Tippia wrote:Try understanding what "situational" means before ignoring facts just because they clash with your opinion. "Position or status with regard to conditions and circumstances." "of, relating to, or appropriate to a situation" Appropriate to a situation. By definition, there needs to be a situation where it is inappropriate. Tell me a situation where it is appropriate to not have the DC active.
any time you are not taking damage ..... |

Hannott Thanos
Notorious Legion
187
|
Posted - 2012.12.07 13:02:00 -
[172] - Quote
Doddy wrote: Just how much combat are you in that you need to turn on your dc "all teh time" cos i want to be there.
Find a nice pipe in nullsec and throw up some dragbubbles on both sides of one or two gates. Up around J-C for instance. Lot of people going home from a fleet, or haulers and ratters. |

Doddy
Excidium. Executive Outcomes
411
|
Posted - 2012.12.07 13:02:00 -
[173] - Quote
Gizznitt Malikite wrote:Hannott Thanos wrote:Tippia wrote:Quote:Hardeners are situational. ...exactly like the DC. If the situation doesn't call for it, it's pointless to turn it on, and complaining about your decision to repeatedly do something that is pointless only provides an argument for not doing those pointless things. Your inability to keep your fingers off the module is not a reason to change that module. You think the DC is situational in a fight? I surely don't. As others have mentioned, it should have a meaning and a purpose to turn it off or on when it is an active module. The fact remains, there are no situation where you explicitly do not want your DC to be on. Reasons are obvious but I'll state them; it uses basically no cap and it gives a great boost to your ship. Why would you want to turn it off? To die faster? Well then, don't fit a tank! I don't know how you play eve, but the way I play it, it is really annoying to have to activate it all the time, and yes, it is all the damn time when you camp two sides of a gate and chase people back and forth and get fights on both sides all the time. You know.... I think we need to look at the Damage Control too: It effectively Doubles (or more) your effective structure HP. This basically adds a few hundred to a 1+m HP to your ship. It increases your armor resists by 10-15%, and importantly, doesn't STACK with other resist modifier effects. It increases your Shield Resists by 7.5-12.5%, and importantly, doesn't STACK with other resist modifier effects. It costs 1 PG, 15-40 CPU, requires 1 Cap Pt to activate, and has a 30 second activation cycle. The activation cycle is "soo long" that it inhibits you from logging off, so your solution is to make this module Passive? Really???? No... This module is extremely potent and of significant benefit to your ship.... It should NOT be made passive... Instead, reduce its cycle time to 5 seconds or less. Now it won't hinder you logging off, it is more susceptible to being turned off by Energy Neutralizers. But wait... there's more: The opinion, "it should have a meaning and a purpose to turn it off or on when it is an active module" has some validity. As such, the cap usage of the DCU should be increased too. It should have it's activation increased to match it's duration, such that the DCU uses 1 cap / s (as opposed to 0.03333 cap / s). This way, just like an armor hardener, there is a meaning and purpose to "turning it on or keeping it off"; i.e. to save capacitor. Is this not fair? It means an awesome module that provides awesome benefits actually has a reasonable cost and it allows you to log off quickly!!!
Don't be daft, clearly the damage control is the one mod in eve needing a major buff, otherwise why this thread? |

Remiel Pollard
Devlin Security Devlin Alliance
285
|
Posted - 2012.12.07 13:02:00 -
[174] - Quote
Hannott Thanos wrote:Tippia wrote:Sure I have. That was one situation. Setting aside for a moment that there is no need to turn the DC on after every jump even in that case, it's still just that: a situation -- one among many. It doesn't change the fact that the DC is situational. If anything, it just further illustrates it. You mean other than the need to activate it every jump because the only reason you jump is to fight? Again, try to understand the situation. Tippia wrote:Try understanding what "situational" means before ignoring facts just because they clash with your opinion. "Position or status with regard to conditions and circumstances." "of, relating to, or appropriate to a situation" Appropriate to a situation. By definition, there needs to be a situation where it is inappropriate. Tell me a situation where it is appropriate to not have the DC active.
How about... when you're not being shot at?
Running it otherwise is like running your car's headlights in broad daylight. Sure, it accomplishes nothing, it doesn't waste battery because it's being recharged by the alternator, but in the end, the situation doesn't call for them to be on. Headlights are situational, appropriate to the situation of night time. But it doesn't mean you can't run them during daylight - some people do it just to look awesome cuz they have xenons or something fancy.
Just like DC is appropriate to the situation of combat. It takes nought but a fraction of a second to get it activated when someone starts targeting you, and so you'll have it well and truly running by the time they start shooting.
Unless, of course, you're not paying attention, in which case DC won't save you anyway and you probably deserve to explode. You don't scare me. I've been to Jita. |

Hannott Thanos
Notorious Legion
187
|
Posted - 2012.12.07 13:03:00 -
[175] - Quote
Doddy wrote: any time you are not taking damage .....
It's still more appropriate to keep it on in case you will take damage. This is Eve you know.... |

Gizznitt Malikite
Agony Unleashed Agony Empire
787
|
Posted - 2012.12.07 13:04:00 -
[176] - Quote
Doddy wrote:Hannott Thanos wrote:Tippia wrote:Quote:Hardeners are situational. ...exactly like the DC. If the situation doesn't call for it, it's pointless to turn it on, and complaining about your decision to repeatedly do something that is pointless only provides an argument for not doing those pointless things. Your inability to keep your fingers off the module is not a reason to change that module. You think the DC is situational in a fight? I surely don't. As others have mentioned, it should have a meaning and a purpose to turn it off or on when it is an active module. The fact remains, there are no situation where you explicitly do not want your DC to be on. Reasons are obvious but I'll state them; it uses basically no cap and it gives a great boost to your ship. Why would you want to turn it off? To die faster? Well then, don't fit a tank! I don't know how you play eve, but the way I play it, it is really annoying to have to activate it all the time, and yes, it is all the damn time when you camp two sides of a gate and chase people back and forth and get fights on both sides all the time. Just how much combat are you in that you need to turn on your dc "all teh time" cos i want to be there.
You have to turn the DCU on every time you uncloak to enter combat. You have to turn the DCU on every time you jump through a gate or portal or cyno and enter combat.... There are many times you have to turn this module on when "entering" combat. |

Remiel Pollard
Devlin Security Devlin Alliance
285
|
Posted - 2012.12.07 13:05:00 -
[177] - Quote
Hannott Thanos wrote:Doddy wrote: any time you are not taking damage .....
It's still more appropriate to keep it on in case you will take damage. This is Eve you know....
If you start taking damage before you can get your DC on, then you fail at EVE. You don't scare me. I've been to Jita. |

Hannott Thanos
Notorious Legion
187
|
Posted - 2012.12.07 13:06:00 -
[178] - Quote
Remiel Pollard wrote: How about... when you're not being shot at?
Running it otherwise is like running your car's headlights in broad daylight. Sure, it accomplishes nothing, it doesn't waste battery because it's being recharged by the alternator, but in the end, the situation doesn't call for them to be on. Headlights are situational, appropriate to the situation of night time. Just like DC is appropriate to the situation of combat. It takes nought but a fraction of a second to get it activated when someone starts targeting you, and so you'll have it well and truly running by the time they start shooting.
Unless, of course, you're not paying attention, in which case DC won't save you anyway and you probably deserve to explode.
I don't know where you are from, but in my country it's illegal to drive without headlights, ever. So I'll twist your words and say you think that a passive DC should be mandatory. Peace yo! |

Remiel Pollard
Devlin Security Devlin Alliance
285
|
Posted - 2012.12.07 13:08:00 -
[179] - Quote
Hannott Thanos wrote:Remiel Pollard wrote: How about... when you're not being shot at?
Running it otherwise is like running your car's headlights in broad daylight. Sure, it accomplishes nothing, it doesn't waste battery because it's being recharged by the alternator, but in the end, the situation doesn't call for them to be on. Headlights are situational, appropriate to the situation of night time. Just like DC is appropriate to the situation of combat. It takes nought but a fraction of a second to get it activated when someone starts targeting you, and so you'll have it well and truly running by the time they start shooting.
Unless, of course, you're not paying attention, in which case DC won't save you anyway and you probably deserve to explode.
I don't know where you are from, but in my country it's illegal to drive without headlights, ever. So I'll twist your words and say you think that a passive DC should be mandatory. Peace yo!
That's your problem, twisting words. You're twisting a lot of words in this thread, and inventing facts. I live in Australia, where we have this thing called the Sun, and when the Sun is up, everyone can see just fine, so headlights aren't necessary, nor are they mandatory. So my analogy is still relevant. Just because your laws are different, doesn't mean they are smart. You don't scare me. I've been to Jita. |

Rordan D'Kherr
Imperial Academy Amarr Empire
236
|
Posted - 2012.12.07 13:10:00 -
[180] - Quote
Ok, page 10 and I still cannot see the problem.
DC takes too much cap? Activating it is too hard? What's the issue? _______________________________________ Don't be scared, because being afk is not a crime. |
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