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Reaver Glitterstim
Dromedaworks inc Tribal Band
458
|
Posted - 2013.04.26 22:18:00 -
[1] - Quote
This module would be similar in practice to a damage control module but would fit in a medium power slot. It would have a long cycle time and low capacitor cost. Rather than grant resistances across the board, it would instead tally up all damage received during its cycle, and at the end of the cycle some of that would be repaired. The percentage amount would be greater than the resist bonus of a Damage Control, because this module offers less immediate protection and does not assist other repair effects. Obviously, it would be mutually exclusive with the low-slot Damage Control.
tech 1: Shield regen: 12.5% of damage taken Armor regen: 17.5% of damage taken Hull regen: 60% of damage taken
tech 2: Shield regen: 17.5% of damage taken Armor regen: 22.5% of damage taken Hull regen: 70% of damage taken
Once again, this would be exclusive with the Damage Control module. You could not fit both to a ship, you have to pick one of the two. The Damage Auto-regenerator would potentially offer a greater benefit to a strong buffer tank than would a Damage Control. This can be useful to armor tanks which tend to have a stronger buffer than shield tanks. But the biggest reason people would use this module is because many fits don't have room in the low slots for a Damage Control. Malcanis for CSM 8 |

Reaver Glitterstim
Dromedaworks inc Tribal Band
461
|
Posted - 2013.04.27 20:50:00 -
[2] - Quote
bump because armor tanks need love (and damage control in a mid slot) Malcanis for CSM 8 |

Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
74
|
Posted - 2013.04.27 20:59:00 -
[3] - Quote
DC still will be better for the same reason that +resistance% bonus on hulls is better than active repair bonus: it increases buffer and affects remote and local repairs. |

Reaver Glitterstim
Dromedaworks inc Tribal Band
462
|
Posted - 2013.04.27 23:19:00 -
[4] - Quote
That's why repair bonuses should be higher. The whole problem is that they aren't. Malcanis for CSM 8 |

Tsobai Hashimoto
Mayhem and Ruin
136
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Posted - 2013.04.27 23:29:00 -
[5] - Quote
useless for shield tanks....i'm not replacing my prop, tackle or invuln for this
i'd rather see it as a rig, but weaker
honestly the dc2 should have been a rig and saved the low for normal fittings
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sabre906
Old Spice Syndicate Sailors of the Sacred Spice
1024
|
Posted - 2013.04.28 00:23:00 -
[6] - Quote
Titans will never die again. Standings Improvement Service https://forums.eveonline.com/default.aspx?g=posts&t=19454 |

Reaver Glitterstim
Dromedaworks inc Tribal Band
465
|
Posted - 2013.05.01 08:57:00 -
[7] - Quote
sabre906 wrote:Titans will never die again.  Titans should already have to fit only capital modules. There should be capital hardeners and all that stuff. Malcanis for CSM 8 |

Siobhan MacLeary
BRG Corp Ocularis Inferno
92
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Posted - 2013.05.01 10:16:00 -
[8] - Quote
Reaver Glitterstim wrote:This module would be similar in practice to a damage control module but would fit in a medium power slot. It would have a long cycle time and low capacitor cost. Rather than grant resistances across the board, it would instead tally up all damage received during its cycle, and at the end of the cycle some of that would be repaired. The percentage amount would be greater than the resist bonus of a Damage Control, because this module offers less immediate protection and does not assist other repair effects. Obviously, it would be mutually exclusive with the low-slot Damage Control.
tech 1: Shield regen: 12.5% of damage taken Armor regen: 17.5% of damage taken Hull regen: 60% of damage taken
tech 2: Shield regen: 17.5% of damage taken Armor regen: 22.5% of damage taken Hull regen: 70% of damage taken
Once again, this would be exclusive with the Damage Control module. You could not fit both to a ship, you have to pick one of the two. The Damage Auto-regenerator would potentially offer a greater benefit to a strong buffer tank than would a Damage Control. This can be useful to armor tanks which tend to have a stronger buffer than shield tanks. But the biggest reason people would use this module is because many fits don't have room in the low slots for a Damage Control.
Soooo...a fancy mid-slot armor repairer?
I don't see what purpose this module serves. GÇ£Point out to me a person who has been harmed by an AFK cloaker and I will point out a person who has no business playing this game.GÇ¥ - CCP Soundwave |

Lloyd Roses
Risk-Averse PLEASE NOT VIOLENCE OUR BOATS
59
|
Posted - 2013.05.01 10:49:00 -
[9] - Quote
Siobhan MacLeary wrote:Reaver Glitterstim wrote:This module would be similar in practice to a damage control module but would fit in a medium power slot. It would have a long cycle time and low capacitor cost. Rather than grant resistances across the board, it would instead tally up all damage received during its cycle, and at the end of the cycle some of that would be repaired. The percentage amount would be greater than the resist bonus of a Damage Control, because this module offers less immediate protection and does not assist other repair effects. Obviously, it would be mutually exclusive with the low-slot Damage Control.
tech 1: Shield regen: 12.5% of damage taken Armor regen: 17.5% of damage taken Hull regen: 60% of damage taken
tech 2: Shield regen: 17.5% of damage taken Armor regen: 22.5% of damage taken Hull regen: 70% of damage taken
Once again, this would be exclusive with the Damage Control module. You could not fit both to a ship, you have to pick one of the two. The Damage Auto-regenerator would potentially offer a greater benefit to a strong buffer tank than would a Damage Control. This can be useful to armor tanks which tend to have a stronger buffer than shield tanks. But the biggest reason people would use this module is because many fits don't have room in the low slots for a Damage Control. Soooo...a fancy mid-slot armor repairer? I don't see what purpose this module serves.
It's not about tanking or anything, this module is obviously an aid for missioning battleships that need another low for more dps! So it is more like 1.5 midslot-DCUs without stacking penalty. I'd mount this to a golem, to have that extratank without sacrificing a fourth CN BCU. |
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