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Author |
Thread Statistics | Show CCP posts - 45 post(s) |
Hakan MacTrew
Caledonian Heavy Industries Sick N' Twisted
260
|
Posted - 2013.01.28 13:44:00 -
[991] - Quote
Edward Olmops wrote:An idea about the AAR:
What if the AAR would only use up charges (and provide the 225% burst tank) WHEN OVERHEATED? (if not overheated, any remaining charges just sit in the repper forever)
1. This would emphasize the use of overheating and the emergency/burst nature of the module. Either I am in URGENT need for more armor or I am not. So most likely I will want to use heat and burst at the same time (as long as the module won't melt way faster than it has spent all Nanite Repair Paste). 2. The specialty of the AAR as opposed to the ASB should be sustained tanking. Lets say I run a complex/mission whatever PvE thing that requires sustained tanking. I am in a dangerous environment like lowsec and expect to be ambushed all the time. So basically, I need a ship that is BOTH capable of PvE and PvP (at least to a certain degree). It would be a nice thing if I now could trade my required active tank for a weaker one (75%) with the option of burst tanking in an emergency. Now, if the thing works like the ASB, I can't do that with an AAR. if I go in with the repper full of Nanite Paste, I cannot activate it without wasting the precious Paste to the NPCs. And if I have no charges in it, I simply have a crappy armor repairer with 75% efficiency - I won't have the 1 min time to reload when ambushed! So I would need an extra button "use with charges/without charges". => Solution: couple it to overheat. 3. Since Nanite Repair Paste will both be used for loading the repper and repairing heat damage, there would be a synergy. I just have to keep track of ONE pile of ammo. Plus one can repair & reload at the same time. At least that works with ASBs. I pretty much overheat them all the time, the minute reload time is more than enough to repair the heat damage and the overheat bonus adds nicely to the burst tank. Using an AAR without using up its charges is actually a very valid point. Splitting the button in half, one side for charges, the other for without, should do the job. I'm not sure about forcing the tie in with heat though. It means that unless you have trained in the heat skill, this mod would be useless. It gets a healthty benefit from heat already, as you pointed out about ASBs.
A module similar to the shield boost amp, but for armour could be helpful. At preset, a triple rep fit is totally dependant on cap boosters, normaly being forced to use at least 2 at a time. With a module that grants 30% - 35% more per rep, that triple rep fit, especially combined with an AAR, could be viable with only two repping modules and probably only one cap booster. This would be workable on more hulls. MODULAR DRONES
MORE ORE SHIPS |
Mag's
the united Negative Ten.
13850
|
Posted - 2013.01.28 14:11:00 -
[992] - Quote
Hakan MacTrew wrote:Edward Olmops wrote:An idea about the AAR:
What if the AAR would only use up charges (and provide the 225% burst tank) WHEN OVERHEATED? (if not overheated, any remaining charges just sit in the repper forever)
1. This would emphasize the use of overheating and the emergency/burst nature of the module. Either I am in URGENT need for more armor or I am not. So most likely I will want to use heat and burst at the same time (as long as the module won't melt way faster than it has spent all Nanite Repair Paste). 2. The specialty of the AAR as opposed to the ASB should be sustained tanking. Lets say I run a complex/mission whatever PvE thing that requires sustained tanking. I am in a dangerous environment like lowsec and expect to be ambushed all the time. So basically, I need a ship that is BOTH capable of PvE and PvP (at least to a certain degree). It would be a nice thing if I now could trade my required active tank for a weaker one (75%) with the option of burst tanking in an emergency. Now, if the thing works like the ASB, I can't do that with an AAR. if I go in with the repper full of Nanite Paste, I cannot activate it without wasting the precious Paste to the NPCs. And if I have no charges in it, I simply have a crappy armor repairer with 75% efficiency - I won't have the 1 min time to reload when ambushed! So I would need an extra button "use with charges/without charges". => Solution: couple it to overheat. 3. Since Nanite Repair Paste will both be used for loading the repper and repairing heat damage, there would be a synergy. I just have to keep track of ONE pile of ammo. Plus one can repair & reload at the same time. At least that works with ASBs. I pretty much overheat them all the time, the minute reload time is more than enough to repair the heat damage and the overheat bonus adds nicely to the burst tank. Using an AAR without using up its charges is actually a very valid point. Splitting the button in half, one side for charges, the other for without, should do the job. I'm not sure about forcing the tie in with heat though. It means that unless you have trained in the heat skill, this mod would be useless. It gets a healthty benefit from heat already, as you pointed out about ASBs. A module similar to the shield boost amp, but for armour could be helpful. At preset, a triple rep fit is totally dependant on cap boosters, normaly being forced to use at least 2 at a time. With a module that grants 30% - 35% more per rep, that triple rep fit, especially combined with an AAR, could be viable with only two repping modules and probably only one cap booster. This would be workable on more hulls. Agreed. I'm not keen on this module being reliant upon overheat. That mechanic is clunky enough and I don't need more reasons to need use of it.
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |
Edward Olmops
Sirius Fleet
41
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Posted - 2013.01.28 14:26:00 -
[993] - Quote
Hakan MacTrew wrote: Using an AAR without using up its charges is actually a very valid point. Splitting the button in half, one side for charges, the other for without, should do the job. I'm not sure about forcing the tie in with heat though. It means that unless you have trained in the heat skill, this mod would be useless. It gets a healthty benefit from heat already, as you pointed out about ASBs.
In hindsight, I should have put this problem on top of my posting since this is what my proposal is about. A split button may technically solve it, but I don't think the UI needs more tiny buttons. Also, I would bet that the "split button" idea would be way more complicated for the developers than connecting the charges to overheating (that's why I proposed it). Currently there is 2 mechanisms that allows us to operate modules in different ways - and these are heat and charges (with scripts as a specialized version of charges that never get spent). The AAR will already be using charges and for balancing reasons, the reload time will be 1 min.
The AAR (as announced in OP) will have four modes of operation:
1) vanilla: no charges, no heat - base efficiency, runs forever if cap-stable 2) overheated: heat, but no charges - +30% efficiency, but the module will melt after a while 3) loaded: charges will be spent - +200% efficiency, runs only 8 cycles, 1 min reload 4) loaded & overheated - +260% efficiency, the real burst tank! (yeah, melts & runs out of charges, but we aren't cowards, are we?)
I will happily forget modes 2 & 3 if that allows me to instantly switch from 1 to 4. One minute reload totally ruins this.
P.S.: and give the thing Thermodynamics I as Prerequisite - then no one can complain about not being able to overheat it. |
Freighdee Katt
Center for Advanced Studies Gallente Federation
113
|
Posted - 2013.01.28 15:24:00 -
[994] - Quote
Edward Olmops wrote:[quote=Hakan MacTrew] Using an AAR without using up its charges is actually a very valid point. Splitting the button in half, one side for charges, the other for without, should do the job. I suggested several pages ago they should just add another tab, 180 degrees opposite from the heat tab, that means "burn charges." Call it the "blue tab," as opposed to the current green tab. If the blue tab is lit, then the module consumes charges when it is activated. You can light it when the module is on or off, same as heat works now. You can also un-light it at any time, with or without turning the module on or off. Without knowing all the black magic behind the current UI, it appears that a second tab would be a simpler and more conventional update to the UI than "split buttons."
The blue tab would apply to any module that has charges which you can selectively use or not use; both the ASB and AAR fall into this category now, although anyone running an ASB will probably have the blue tab lit at all times, since you never want to run it empty anyway, due to the heinous cap use. With the AAR though, the blue tab is a must have feature in order for the "normal" mode to make any sense at all. Without this control, you can never run the module except in burst mode, which defeats the entire point of its design.
Another thing the AAR needs to do is run in 3/4 rep gimp mode while reloading; otherwise, again, the point of it always burning cap and having a "normal" mode is defeated. Since they want this to work in a "different" way than the ASB, it needs to actually work in a different way, and that way needs to make sense. If not, then it's just some sort of gimp armor ASB with all the downsides and none of the advantages. |
Nikuno
Atomic Heroes The G0dfathers
90
|
Posted - 2013.01.28 15:26:00 -
[995] - Quote
Edward Olmops wrote:Hakan MacTrew wrote: Using an AAR without using up its charges is actually a very valid point. Splitting the button in half, one side for charges, the other for without, should do the job. I'm not sure about forcing the tie in with heat though. It means that unless you have trained in the heat skill, this mod would be useless. It gets a healthty benefit from heat already, as you pointed out about ASBs.
In hindsight, I should have put this problem on top of my posting since this is what my proposal is about. A split button may technically solve it, but I don't think the UI needs more tiny buttons. Also, I would bet that the "split button" idea would be way more complicated for the developers than connecting the charges to overheating (that's why I proposed it). Currently there is 2 mechanisms that allows us to operate modules in different ways - and these are heat and charges (with scripts as a specialized version of charges that never get spent). The AAR will already be using charges and for balancing reasons, the reload time will be 1 min. The AAR (as announced in OP) will have four modes of operation: 1) vanilla: no charges, no heat - base efficiency, runs forever if cap-stable 2) overheated: heat, but no charges - +30% efficiency, but the module will melt after a while 3) loaded: charges will be spent - +200% efficiency, runs only 8 cycles, 1 min reload 4) loaded & overheated - +260% efficiency, the real burst tank! (yeah, melts & runs out of charges, but we aren't cowards, are we?) I will happily forget modes 2 & 3 if that allows me to instantly switch from 1 to 4. One minute reload totally ruins this. P.S.: and give the thing Thermodynamics I as Prerequisite - then no one can complain about not being able to overheat it.
Split buttons are unlikely as it'd be a new function added solely for this module, but a script might be more realistic.
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Sergeant Acht Scultz
School of Applied Knowledge Caldari State
516
|
Posted - 2013.01.28 15:39:00 -
[996] - Quote
I'm still stuck at this "new skills" thing, soon enough you need to play eve off line for 2 years before you can fit a ship decently.
This makes the game more and more unattractive for newer players, I know already new players are not welcome no need to remind me, but the more skills like this are added the more this game will look like a nice lady on a picture you'll run from if she ever starts getting undressed in front of you...what a nightmare !
Gò¡Gê¬Gò«n+ên+¦n++n+¦n+ëGò¡Gê¬Gò«-á don't haten++ |
Jerick Ludhowe
Crimson HellHounds Drunk3n H00ligans
396
|
Posted - 2013.01.28 15:45:00 -
[997] - Quote
Nikuno wrote:
Split buttons are unlikely as it'd be a new function added solely for this module, but a script might be more realistic.
CCP does not even know how to add a timer to their module UI, I highly doubt the suggested script will ever come to fruition.
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Mike Voidstar
Voidstar Free Flight Foundation
64
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Posted - 2013.01.28 15:54:00 -
[998] - Quote
The easiest solution is just not to make it a repairer in its own right, but a repair amplifier, perhaps an "Ancillary Nano Pump". When active it cuts the cap use of the repaired to a fraction of normal, and increases the speed and repair amount by enough to achieve the desired burst tanking effect. Divorcing the paste from the reps allows you to set the consumption rate to the desired time frame, allows the use of the rep at its full normal value without having to worry about extra fiddly buttons that don't exist yet, and allows the benefit to scale with whatever repairer you are using from t1 to officer mods.
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Zyella Stormborn
Green Seekers
621
|
Posted - 2013.01.28 16:07:00 -
[999] - Quote
Takeshi Yamato wrote:Armor repairers are meant to be more sustainable, whereas shield bosters are meant to have a stronger peak tank.
If we compare the cap efficiency though, a T2 shield booster + boost amp combo has 13% higher cap efficiency compared to double reps of the equivalent size, while also having a 14.75% stronger tank.
The only thing that makes armor repairs "more sustainable" are cap recharge mods, which don't apply in PvP except on capitals.
The capacitor usage of of small, medium and large armor repairers should be reduced. That will give active armor tanking in PvP the edge in sustainability it is supposed to have. Active armor tanks in PvE could use the buff as well, since they are clearly less popular than shield tanks.
I agree with this There is a special Hell for people like that, Right next to child molestors, and people that talk in the theater. ~Firefly |
Gitanmaxx
Viziam Amarr Empire
80
|
Posted - 2013.01.28 16:10:00 -
[1000] - Quote
fozzie, if you fix armor tanking I will let you sleep with my girlfriend.
Please just make sure that after the changes amarr ships still have the PG to fit a tank and guns. The cruiser line finally is able to not have to fit undersized guns so a double check that the change to rigs won't restrict them back to using undersized guns is all I ask. |
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Irya Boone
The Scope
161
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Posted - 2013.01.28 16:27:00 -
[1001] - Quote
And no more skill to train to balance something obvious. make the changes affected By current skills in Game because it's unfair to be at the same level than shield tanking we have to learn more ?
Improve C2 class WH More anos more signs ...RENAME null sec system With the name Of REAL Universe Stellar Name like KOI-730 etc etc It xill be awesome-á |
Captain Semper
The xDEATHx Squadron Legion of xXDEATHXx
22
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Posted - 2013.01.28 17:08:00 -
[1002] - Quote
Irya Boone wrote:And no more skill to train to balance something obvious. make the changes affected By current skills in Game because it's unfair to be at the same level than shield tanking we have to learn more ?
Agree. Its ridiculous to add new skill if you just can reduce mass of 1600 by 25% and mass of other plates by 45%. Btw i talk much with my FC about "let's use 800mm plates on HAC, they would faster!" And know what? It not an option. You need 2 800mm plates for getting similar EHP. And it doesn't cost that. You get few m\s amd lose tonn EHP for HAC. I will never fit thorax in armor tank becuase it is totaly uneffective for now. Thorax was created for roam and in roam you need speed, burst damage and lit tank. So... Where i should use "new" 800mm plates? |
Jerick Ludhowe
Crimson HellHounds Drunk3n H00ligans
397
|
Posted - 2013.01.28 17:33:00 -
[1003] - Quote
Captain Semper wrote: I will never fit thorax in armor tank becuase it is totaly uneffective for now. Thorax was created for roam and in roam you need speed, burst damage and lit tank. So... Where i should use "new" 800mm plates?
Dual web rax is bar none the best rax for solo/small scale pvp.
The increase in speed and dps of the shield ship means jack **** when you can be easily killed by a t1 frig, just saying...
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Captain Semper
The xDEATHx Squadron Legion of xXDEATHXx
22
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Posted - 2013.01.28 18:28:00 -
[1004] - Quote
Jerick Ludhowe wrote:Captain Semper wrote: I will never fit thorax in armor tank becuase it is totaly uneffective for now. Thorax was created for roam and in roam you need speed, burst damage and lit tank. So... Where i should use "new" 800mm plates?
Dual web rax is bar none the best rax for solo/small scale pvp. The increase in speed and dps of the shield ship means jack **** when you can be easily killed by a t1 frig, just saying... Well 2 LSE, i invul, EM rig and 2 core ext rigs - and you have pretty nice shield pool with not bad resists. |
Sergeant Acht Scultz
School of Applied Knowledge Caldari State
517
|
Posted - 2013.01.28 19:07:00 -
[1005] - Quote
Jerick Ludhowe wrote:Captain Semper wrote: I will never fit thorax in armor tank becuase it is totaly uneffective for now. Thorax was created for roam and in roam you need speed, burst damage and lit tank. So... Where i should use "new" 800mm plates?
Dual web rax is bar none the best rax for solo/small scale pvp. The increase in speed and dps of the shield ship means jack **** when you can be easily killed by a t1 frig, just saying...
Well i'd agree if 1v1 was what Eve is about but it's not. Why would you pick the highest damaging weapon system in the game and make it as slow as an orca (can warp mine in less than 10sec without rigs/implants/nanos TBH), limit your dmg+range application and fit webs when you should have rapiers to pin stuff down for you and logistics in your gang?
I agree with you about the frig stuff in 1v1 scenario but in gangs and roams whatever is dead can't hit you and can't harm you: TANK WITH GANK and let tackle job to tacklers.
Gò¡Gê¬Gò«n+ên+¦n++n+¦n+ëGò¡Gê¬Gò«-á don't haten++ |
Luc Chastot
Moira. Villore Accords
190
|
Posted - 2013.01.28 22:08:00 -
[1006] - Quote
CCP Fozzie, now that you're at it (fixing armor tanking), is there something you could do with Layered Platings? They are so terribly bad, that not even fail-fitters use them.
The only things I can think of that could find them useful are caps, but even then, EANMs could prove to be a better option. Make it idiot-proof and someone will make a better idiot. |
Weasel Leblanc
Center for Advanced Studies Gallente Federation
11
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Posted - 2013.01.29 06:11:00 -
[1007] - Quote
Luc Chastot wrote:CCP Fozzie, now that you're at it (fixing armor tanking), is there something you could do with Layered Platings? They are so terribly bad, that not even fail-fitters use them.
The only things I can think of that could find them useful are caps, but even then, EANMs could prove to be a better option. As long as we're on the subject of Armor Modules That Don't Get Used, is there any way we can get non-energized resist plates to have more of a reason to be fit than "I ran out of CPU"? Not a buff to the resists themselves - that would just be trading one "Outright Better Than" for another - but some other benefit. Maybe a small percent HP bonus or an improvement to repper efficiency or something. |
Akturous
Immortalis Inc. Shadow Cartel
69
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Posted - 2013.01.29 06:24:00 -
[1008] - Quote
Idea, I think no one would object to:
Turn the Energized Regenerative Membrane mod (called armour layering membrane now) into one that's equivalent to a shield boost amp. Since everyone who did previously use that mod (aeon, avatar, maybe archon) now uses the reactive armour hardener, this would simultaneously make a **** mod useful and buff all active armour tanking. Oh and change it's name back to regen, since that would fit with the rep amp theme.
Thoughts? |
Vladimir Norkoff
Income Redistribution Service
90
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Posted - 2013.01.29 06:26:00 -
[1009] - Quote
Weasel Leblanc wrote:...is there any way we can get non-energized resist plates to have.... an improvement to repper efficiency .... That would actually be an interesting bonus to put on modules.
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Sinzor Aumer
Atlas Research Group Aerodyne Collective
80
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Posted - 2013.01.29 07:46:00 -
[1010] - Quote
Looks like we're not getting any extra bonuses on existing mudules, reposting from the other thread:
CCP Greyscale wrote:We're not, in general and with exceptions, fans of multi-function modules. EVE fitting is about trade-offs, not about having your cake and eating it.
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Hun Jakuza
Underworld Protection Agency Fatal Ascension
8
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Posted - 2013.01.29 08:30:00 -
[1011] - Quote
Captain Semper wrote:Irya Boone wrote:And no more skill to train to balance something obvious. make the changes affected By current skills in Game because it's unfair to be at the same level than shield tanking we have to learn more ?
Agree. Its ridiculous to add new skill if you just can reduce mass of 1600 by 25% and mass of other plates by 45%. Btw i talk much with my FC about "let's use 800mm plates on HAC, they would faster!" And know what? It not an option. You need 2 800mm plates for getting similar EHP. And it doesn't cost that. You get few m\s amd lose tonn EHP for HAC. I will never fit thorax in armor tank becuase it is totaly uneffective for now. Thorax was created for roam and in roam you need speed, burst damage and lit tank. So... Where i should use "new" 800mm plates?
+1 |
Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
508
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Posted - 2013.01.29 09:10:00 -
[1012] - Quote
Captain Semper wrote:Irya Boone wrote:And no more skill to train to balance something obvious. make the changes affected By current skills in Game because it's unfair to be at the same level than shield tanking we have to learn more ?
Agree. Its ridiculous to add new skill if you just can reduce mass of 1600 by 25% and mass of other plates by 45%. Btw i talk much with my FC about "let's use 800mm plates on HAC, they would faster!" And know what? It not an option. You need 2 800mm plates for getting similar EHP. And it doesn't cost that. You get few m\s amd lose tonn EHP for HAC. I will never fit thorax in armor tank becuase it is totaly uneffective for now. Thorax was created for roam and in roam you need speed, burst damage and lit tank. So... Where i should use "new" 800mm plates?
Because having 2 ewar mids is totally overrated and all that..
Badness. |
Roime
Shiva Furnace
1895
|
Posted - 2013.01.29 09:50:00 -
[1013] - Quote
Captain Semper wrote: Well 2 LSE, i invul, EM rig and 2 core ext rigs - and you have pretty nice shield pool with not bad resists.
Cool if that works for you, I personally wouldn't even let that in the fleet because you don't have any kind of tackle, can't fit Neutrons and it has the sig of a battleruiser.
800mm Rax looks awesome after the mass reductions.
-á- All I really wanted was to build a castle among the stars - |
evXetwvi
FSPalm
1
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Posted - 2013.01.29 09:59:00 -
[1014] - Quote
Well, if armortank vs shieldtank giving so many troubles, make armor modules for medium slots, and with some tweaks of pg/cpu, +- medium and low solts, it will eliminate that problem once and forever. What you think? Its just a ideia. |
Weasel Leblanc
Center for Advanced Studies Gallente Federation
11
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Posted - 2013.01.29 10:18:00 -
[1015] - Quote
Sinzor Aumer wrote:Looks like we're not getting any extra bonuses on existing mudules, reposting from the other thread: CCP Greyscale wrote:We're not, in general and with exceptions, fans of multi-function modules. EVE fitting is about trade-offs, not about having your cake and eating it. ...He says that, and yet the ASB is a thing. |
Lebaneur
Tribal Core Defiant Legacy
11
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Posted - 2013.01.29 10:37:00 -
[1016] - Quote
As far as I could tell nothing to test yet on Sisi after todays patch... No new mods, skills or changes apparent. Any ETA on geting these into testing?
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Roime
Shiva Furnace
1895
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Posted - 2013.01.29 10:55:00 -
[1017] - Quote
Fozzie,
could you fix the error in the Armor Resistance Phasing skill as well? Currently lvl V skill causes you to consume more cap than lower levels (10% cycle time reduction, 5% cap usage). It should be 10% both.
-á- All I really wanted was to build a castle among the stars - |
Hakan MacTrew
Caledonian Heavy Industries Sick N' Twisted
264
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Posted - 2013.01.29 11:05:00 -
[1018] - Quote
Lebaneur wrote:As far as I could tell nothing to test yet on Sisi after todays patch... No new mods, skills or changes apparent. Any ETA on geting these into testing?
The news bulletin on the character screen says 31st is mass test day. That's when is my guess. MODULAR DRONES
MORE ORE SHIPS |
Jerick Ludhowe
Crimson HellHounds Drunk3n H00ligans
399
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Posted - 2013.01.29 12:57:00 -
[1019] - Quote
Lebaneur wrote:As far as I could tell nothing to test yet on Sisi after todays patch... No new mods, skills or changes apparent. Any ETA on geting these into testing?
As far as I can tell the power grid changes to medium and large armor reppers have gone through however the pen change on active armor rigs is still speed instead of grid pen. This seems a bit counter productive to me...
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Mund Richard
304
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Posted - 2013.01.29 13:08:00 -
[1020] - Quote
Mike Voidstar wrote:The easiest solution is just not to make it a repairer in its own right, but a repair amplifier, perhaps an "Ancillary Nano Pump". When active it cuts the cap use of the repaired to a fraction of normal, and increases the speed and repair amount by enough to achieve the desired burst tanking effect. Divorcing the paste from the reps allows you to set the consumption rate to the desired time frame, allows the use of the rep at its full normal value without having to worry about extra fiddly buttons that don't exist yet, and allows the benefit to scale with whatever repairer you are using from t1 to officer mods So basically, a shield boost amplifier, that is an active module, consumes charges, and messes with multiple stats of the repair modules?
How good would it have to be, to fit in one of the 6 lows of the Hyperion? How good would it have to be, for the pilot of the Hyper feel it justified for that long minute when he has only 5 lows having any effect? Plus it would have to be non-OP on several repper fits, nor too bad on single rep ones. I think this is where the problem really is. Wish there was a Rogue Drone Faction Battleship... Infested Domi! Including all the wiggly bits to tend to your swarm, droneboat role bonus, and ofc with turrets. |
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