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Filan
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Posted - 2005.11.26 01:16:00 -
[31]
basicly designed for ganking indys =p.
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Fendor Atar
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Posted - 2005.11.26 03:25:00 -
[32]
actully nanofibers arent all that bad agility bonus is a very nice thing since it will give u faster warp speeds  as for the worst module i would have said damage control but the new changes on that module is gonna make it as usefull and common as any shield/armor hardener
so instead im gonna say Civilian modules all of them 
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Phony v2
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Posted - 2005.11.26 03:27:00 -
[33]
anything with the word basic or civilian preceding it _______________________________________________ Yes, in the back, the retard with the dumb question? |

Dark Shikari
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Posted - 2005.11.26 03:34:00 -
[34]
Originally by: Fendor Atar actully nanofibers arent all that bad agility bonus is a very nice thing since it will give u faster warp speeds 
He said inertials are useless, not nanos. Nanos are better in every way except the lower structure.
- Proud member of the [23].
Don't get the reference in my sig? Click it.
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Nyphur
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Posted - 2005.11.26 03:36:00 -
[35]
Originally by: Dark Shikari
Originally by: Fendor Atar actully nanofibers arent all that bad agility bonus is a very nice thing since it will give u faster warp speeds 
He said inertials are useless, not nanos. Nanos are better in every way except the lower structure.
True. Someone said that the increased speed on nanos will increase time to warp but that's a load of crap.
Also, do you never sleep? Or do you happen to be posting every time I am? O_o
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Acoloss
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Posted - 2005.11.26 03:37:00 -
[36]
#1 Useless item ~ Damage Control unit
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Dark Shikari
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Posted - 2005.11.26 03:38:00 -
[37]
Originally by: Acoloss #1 Useless item ~ Damage Control unit
Go get on SiSi and say this again  - Proud member of the [23].
Don't get the reference in my sig? Click it.
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Nyphur
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Posted - 2005.11.26 03:38:00 -
[38]
Originally by: Acoloss #1 Useless item ~ Damage Control unit
Not been on sisi lately, huh? It's still useless for a good armour tank, unfortunately, but indespensible for a shield tank, something I think is a little unfair but I guess I can live with.
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j0sephine
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Posted - 2005.11.26 04:06:00 -
[39]
"What's really bad are the reinforced bulkheads, damage controls (pre-RMR), and various similar items."
Reinforced bulkheads increase amount of structure.
If damage controls are considered useful post-RMR then so is a module that boosts the amount of that hardened structure. Tech.2 bulkhead with its 25% bonus translated into ~1.8 k of hp on Megathron... and costs absolutely nothing to fit. Compare this to armour plates -.^
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CitzNo 097864
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Posted - 2005.11.26 04:40:00 -
[40]
ECM Bursts because they don't work at all.
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SengH
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Posted - 2005.11.26 04:52:00 -
[41]
Though not technically a module... im inclined to say mines. My agent gave me another offer for 400k of them the other day... sadly i turned it down 
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Nikolai Nuvolari
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Posted - 2005.11.26 07:34:00 -
[42]
I would say reinforced bulkheads and damage controls, but apparently they're becoming useful. What is this change that's going to make them useful?
--------------------------------[04:04:04] Tom Thumb > for a nut case you rawk |

Odet
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Posted - 2005.11.26 07:39:00 -
[43]
warp disruptor.... everyone has stabs.
=This podding has been brought to you by Odet, the only way to fry.= |

M3ta7h3ad
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Posted - 2005.11.26 07:41:00 -
[44]
Originally by: Nyphur
Originally by: Dark Shikari
Originally by: Fendor Atar actully nanofibers arent all that bad agility bonus is a very nice thing since it will give u faster warp speeds 
He said inertials are useless, not nanos. Nanos are better in every way except the lower structure.
True. Someone said that the increased speed on nanos will increase time to warp but that's a load of crap.
Also, do you never sleep? Or do you happen to be posting every time I am? O_o
That's not what you said on the ISS channel a few weeks ago.
If a cap flux can provide crap recharge in comparison to a cap recharger... then surely you can see how a nanofiber provides a crap agility bonus in comparison to a inertial stab, its the same damn theory involved.
Inertials DECREASE to-warp times. Its been proven by experimentation, and via very basic calculations. Keep your naysaying of the poor underestimate module off of this list ;)
Nano's are crap unless your in a frigate.. in fact Basic nano's are damn near useless. BASIC NANO's are the worst module in eve :)
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Nikolai Nuvolari
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Posted - 2005.11.26 07:51:00 -
[45]
I think we can all agree that "Basic" and "Civilian" translate to "Worst Module in EVE"
--------------------------------[04:04:04] Tom Thumb > for a nut case you rawk |

DevBlogHaxor
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Posted - 2005.11.26 08:25:00 -
[46]
Originally by: Odet warp disruptor.... everyone has stabs.
Pod's dont.
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Nyphur
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Posted - 2005.11.26 08:25:00 -
[47]
Edited by: Nyphur on 26/11/2005 08:25:22
Originally by: M3ta7h3ad That's not what you said on the ISS channel a few weeks ago.
You're probaby mistaking me for someone else or misinterpreting what I said. Care to quote what it was I said?
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M3ta7h3ad
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Posted - 2005.11.26 10:01:00 -
[48]
Originally by: Nyphur Edited by: Nyphur on 26/11/2005 08:25:22
Originally by: M3ta7h3ad That's not what you said on the ISS channel a few weeks ago.
You're probaby mistaking me for someone else or misinterpreting what I said. Care to quote what it was I said?
I will if I could boot into windows for longer than 5 mins :D Damn stupid hardware (read: powersupply) issues. :(
You were agreeing with moi, and Baldour (I think thats his name) that you had noticed that there was a greater improvement with stabs than without, but that it needed further investigation :P
But yeah... CIVILIAN RAILGUN FTL! :D lol.
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Nyphur
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Posted - 2005.11.26 10:03:00 -
[49]
Originally by: M3ta7h3ad You were agreeing with moi, and Baldour (I think thats his name) that you had noticed that there was a greater improvement with stabs than without, but that it needed further investigation :P But yeah... CIVILIAN RAILGUN FTL! :D lol.
Ohhh that. I said there might be and I'd test it. I tested it and it was wrong. Acceleration is a function of the percentage of your maximum velocity you have attained, not of some arbitrary value per ship.
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M3ta7h3ad
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Posted - 2005.11.26 10:13:00 -
[50]
Hmm... when I tested with my badger with inertial stabilizer 1's I was about 2 or more seconds into warp faster than with nano 1's.
Buuttt.. lets not turn it into "yanoist" (yet another nano or inertial stab thread):), I think I'll do some fraps of testing when I get my computer fixed, dont need to worry about using a stopwatch then as I can do a quick analysis in virtualdub to count the frames passed between activation of warp, and hitting warp and work out the exact time :) Finally! we may have a definative answer! :)
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Acoloss
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Posted - 2005.11.26 11:09:00 -
[51]
Originally by: Dark Shikari
Originally by: Acoloss #1 Useless item ~ Damage Control unit
Go get on SiSi and say this again 
Whoa, after almost 3 years the poor ole damage control units might have a purpose!
*Acoloss downloads sisi patches
Oh yea ops, that deathstar bug :(
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Mathias Zealot
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Posted - 2005.11.26 18:00:00 -
[52]
personally i like passive targeters, they have their niche uses as have been said above, but my vote for mot useless module is the autotargeter.
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Snake Jankins
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Posted - 2005.11.26 19:42:00 -
[53]
Edited by: Snake Jankins on 26/11/2005 19:42:40 Hmm, flux-coils, I never used them.
So time to do a bit math. I ignore the fact that the cap recharge rate isn't linear, but I think that isn't of importance here, because the curve will always look the same, since the attributes of cap equipment don't change it's shape.
Well I've not tested it, but I'm quite sure that 'capacitor recharge rate bonus' effects only the time constant that describes how fast the capacitor loads and exactly in the way that the percentage tells us. As a consequence, a cap increase using the same time constant has automatically a 'capacitor recharge rate bonus effect'. More cap recharged in the same time = more cap recharged per second. => e.g. stuff like cap batteries have also a cap-recharger-effect, they don't only increase total cap, but mean also more cap recharged per second.
Ok, example. A virtual ship had the attributes 1000 cap recharged in 50 seconds, so we get 20 cap/sec without a module.
1) cap-flux-coil-I: 1000cap*(100%-15%) = 850 cap 50sec * (100%-25%) = 37,5 secs recharge time => 22,7 cap/sec. An increase of 13,5% at the cost of 15% less total cap compared to a ship without the flux coil.
cap-power relay-1: 1000cap/(50secs*(100%-20%)) = 1000cap/40secs =25cap/sec => compared to 20cap/sec it's an increase of 25%, really good, but at the cost of 10% less shield boost, so if you need the cap 100% to power shield-boosters, a lot of this gain cap goes down the drain again
power-diag-1: 4% more cap, 7.5% better cap recharge 1000cap*104% = 1040 cap. 50sec(100%-7.5%)=46.25secs 1040cap/46.25sec = 22.48 cap/sec => 12.4% increase plus the other bonuses like more grid and shield
power-diag-2: 5% more cap, 8.5% better cap recharge 1000cap*105% = 1050 cap. 50sec(100%-8.5%)=45.75sec 1050cap/45.75sec=22.95 cap/sec => 14.75% increase plus the other bonuses
Like I said, I neglected the fact that recharge doesn't follow the curve and that cap recharged per second at the best point of the curve is 2.x times higher than what the fitting screen might tell you, but it's just a factor and doesn't have an impact on these percentages. I did this few calculations to get a better Idea how good these modules are and hope it's correct.  ___________ 'DISCLAIMER: All opinions in this post are provided "as is" and without any warranties.' |
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