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Derek Degenerante
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Posted - 2005.12.13 21:06:00 -
[1]
What I dont understand is how a ship with much larger capacitor reserve still needs to be at 95% to put a module online.
I just switched from a breacher to a vexor.The capacitor grew in capacity from 150 to 1000.You need 95% to bring a small armor repairer online in a breacher and the same to bring it online in a vexor.How is that???
A capacitor is just stored energy,well if you have 5 times more stored energy then why does it require all that energy?
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Joshua Foiritain
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Posted - 2005.12.13 21:09:00 -
[2]
Its simply a failsafe to prevent people from offlining/onlining modules in the middle of their fight, since that would be rather ubar. ------------------
[Coreli Corporation Mainframe] |

Spartan III
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Posted - 2005.12.13 21:10:00 -
[3]
Edited by: Spartan III on 13/12/2005 21:10:50 /signed it should take a set amount of energy somthing like how much it cost to activate the module, and it should just take a while longer for it o come online like 15-30 seconds. -------------------------------------------------- - Jamie (Aka) Spartan III Hardener Stacking Penalty Explained |

Magunus
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Posted - 2005.12.13 21:15:00 -
[4]
They're taking this out in the next patch anyway, aren't they? I remember reading something in the patch notes about it, but it only changed if you were using a ship maintenance array. So you can change fittings at a POS fast, but just offlining one module and onlining another still causes the capacitor drop.
---
In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move. -- Douglas Adams, 'The Restaurant at the End of the Universe' |

Derek Degenerante
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Posted - 2005.12.13 21:19:00 -
[5]
Edited by: Derek Degenerante on 13/12/2005 21:19:36 Ok,I understand there is a play balance thingie nerf here.I still think it needs to be tweaked some.
You move into a bigger ship that has more capacitor then you should be able to bring that small repairer online with much less cap while say a medium repairer will use the full 95%.I just think its not really well looked into.
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Syris Anu
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Posted - 2005.12.13 21:26:00 -
[6]
Please cite an example where turning mods on and off during a fight would result in unfair imbalance given that you would, by definition, operate with fewer total active slots?
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j0sephine
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Posted - 2005.12.13 21:35:00 -
[7]
"Please cite an example where turning mods on and off during a fight would result in unfair imbalance given that you would, by definition, operate with fewer total active slots?"
* use mwd to get in range * turn off mwd to remove cap penalty * if things get hairy, enable mwd again and run like heck out of scrambler range
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Harum Skarum
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Posted - 2005.12.13 21:37:00 -
[8]
Originally by: Syris Anu Please cite an example where turning mods on and off during a fight would result in unfair imbalance given that you would, by definition, operate with fewer total active slots?
Fly Tempest with 1400s, get jumped by frigs, offline some artys and online large smartbomb and heavy nos/neut.
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Derek Degenerante
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Posted - 2005.12.13 21:43:00 -
[9]
Originally by: Harum Skarum
Originally by: Syris Anu Please cite an example where turning mods on and off during a fight would result in unfair imbalance given that you would, by definition, operate with fewer total active slots?
Fly Tempest with 1400s, get jumped by frigs, offline some artys and online large smartbomb and heavy nos/neut.
So...it is a BATTLESHIP....take away the cap at 95% nerf and make it take longer to bring certain mods online.
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MWEI
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Posted - 2005.12.13 21:48:00 -
[10]
Although you just need to fit a Cap Injector with a 800k charge every 10 sec to offline / online a module, but waste of slot in combat tbh.
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Eyeshadow
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Posted - 2005.12.13 22:18:00 -
[11]
They are removing it in RMR for onlining modules at POS and from carriers/motherships/titans
It will always remain in normal space though, to stop things like what j0 said 
My Latest Vid (16/11/05) |

Frezik
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Posted - 2005.12.13 22:28:00 -
[12]
Originally by: Eyeshadow They are removing it in RMR for onlining modules at POS and from carriers/motherships/titans
/golfclap ---- "Well in this case, he's being flamed, and rightly so, for whinning about a game mechanic that doesn't actually exist." -Lorth |

Gonada
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Posted - 2005.12.13 22:29:00 -
[13]
if your too dumb to realize how this could be abused, in all the many , many ways, then I pity you.
its good the way it is.
-I don't necessarily agree with everything I say.-
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Malthros Zenobia
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Posted - 2005.12.13 22:51:00 -
[14]
Originally by: Syris Anu Please cite an example where turning mods on and off during a fight would result in unfair imbalance given that you would, by definition, operate with fewer total active slots?
I fly my harpy into PK, and see my enemy isn't using any EM, I offline my EM hardener and online my launcher, then proceed to pummel it even harder from just outside of his 20km scram's range.
I also offline the MWD i used to get under his optimal and into mine?
------------------------------------ Inappropriate signature -zhuge |

Derek Degenerante
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Posted - 2005.12.13 23:10:00 -
[15]
Originally by: Malthros Zenobia
Originally by: Syris Anu Please cite an example where turning mods on and off during a fight would result in unfair imbalance given that you would, by definition, operate with fewer total active slots?
I fly my harpy into PK, and see my enemy isn't using any EM, I offline my EM hardener and online my launcher, then proceed to pummel it even harder from just outside of his 20km scram's range.
I also offline the MWD i used to get under his optimal and into mine?
Right now I fly my vigil in and notice enemy is shooting missiles so I MWD away.....put MWD offline and bring up my small armor repairer and a shield and head back.Same thing, just I have to wait awhile before I head back.
The reason I started this post is about small armor repairer.Maybe I should of said ""you shouldnt have to bring cap up to %95percent to bring a frigate sized armor repair online in a cruiser sized ship"".A medium armor repairer seems like it should need 95% of a cruiser sized ship's capacitor.
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Anatole Faucet
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Posted - 2005.12.14 09:00:00 -
[16]
Why would any1 want to use a small aormoer repairer on a cruiser anyway.
it's fine as it is. and the reason why they remove it on the capital ships is because they can't dock (or so I think)
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