| Pages: [1] :: one page |
| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Alekzander
|
Posted - 2005.12.16 08:01:00 -
[1]
Ok, So as I was looking over these moduals now, it seems only the basic and basic meta DC's give the hull resists. The T1/meta and T2 don't have the hull attrib listed. Is this intentional or a typo? (I'm about to test this with a thron since it now has 7k hull...) Updates when I get em.
|

Ti anna
|
Posted - 2005.12.16 09:05:00 -
[2]
Just tested a DC 1 , no hull resists fropm it at all.
Yes I know it is an active module and I did activate it, it affected my armor and shield resists, but hull resists stayed ZERO.
|

Alekzander
|
Posted - 2005.12.16 09:10:00 -
[3]
Yes I had someone shoot me with a t1 named, and it did squat, seeing as there are no named/basic in my current region i have an alt otw to find some.
On a side note, hull reps need a HUGE boost.
|

Ti anna
|
Posted - 2005.12.16 09:30:00 -
[4]
Well, considering this link
Eve Online Item Database
I think we can safely say it is a bug.
|

Urtok
|
Posted - 2005.12.16 10:01:00 -
[5]
I have a basic damage control module and tested it. It does give resist to hull.
(\_/) (O.o) (> <)[]==^= This is Bunny with a machine gun. |

Dri Kulsane
|
Posted - 2005.12.16 10:05:00 -
[6]
I think you need to spend a little more time read and testing there lads.
There are 2 different mod under the description DCU (Damage Control Unit)
The first which changes the importance of your Hull will do the following: Add a small amount to all resistance types for shields - 5% approx Add a small amount to all resistance types for armor - 7.5% approx Add 50% and above to all resistance types for Hull.
The second will not change your Hull resistance, but will give you a generally good increase to all resistance types for both shields and armor. 11.5% and 14% respectively
Sorry IĈm unable to give you all the module names at the moment, but I suggest you spend some time checking the full attributes towards all of them in the same group.
|

Haram Zada
|
Posted - 2005.12.16 11:13:00 -
[7]
So is there any point in Damage controls for people who use active hardners? I mean, since when do people with active hardners care about the resists when it is deactivated. Sheesh
|

Simon Illian
|
Posted - 2005.12.16 12:00:00 -
[8]
maybe nossed ? [Eve Tool for the mass]
Maximum signature image filesize is 24000 bytes - Udat |

Farjung
|
Posted - 2005.12.16 12:13:00 -
[9]
Edited by: Farjung on 16/12/2005 12:15:33
Originally by: Dri Kulsane Edited by: Dri Kulsane on 16/12/2005 10:08:16 I think you need to spend a little more time reading and testing there lads.
There are 2 different mod under the description DCU (Damage Control Unit)
The first which changes the importance of your Hull will do the following: Add a small amount to all resistance types for shields - 5% approx Add a small amount to all resistance types for armor - 7.5% approx Add 50% and above to all resistance types for Hull.
The second will not change your Hull resistance, but will give you a generally good increase to all resistance types for both shields and armor. 11.5% and 14% respectively
Sorry IĈm unable to give you all the module names at the moment, but I suggest you spend some time checking the full attributes towards all of them in the same group.
I think you're just referring to basic damage controls and their named variants, and the tech I and their named variants.
According to the third post in this thread, in the end Tuxford decided not to give damage controls the hull resist bonus. What I'd guess has happened was that he took the hull resists away from the tech I modules and the named variants, but missed the basic ones as an oversight.
|

McStan
|
Posted - 2005.12.16 12:32:00 -
[10]
well i got a few in my hanger named... some do give hull resistance... try and get a glff contaninment field that one does them all...
i spoted some just do higher sheild and armor res but no hull i guess thats the trade off
|

Farjung
|
Posted - 2005.12.16 12:33:00 -
[11]
Just asked tuxford:
Quote:
[12:25:17] [+Farjung]: Are basic damage controls meant to give hull resist bonus at the moment? [12:25:42] [+Farjung]: (because they are, and they are active, whereas tech I damage controls are not, and are passive) [12:26:52] [@tuxford]: Farjung it might say that they do but the don't actually do if you know what I mean [12:27:13] [@tuxford]: everything looks fine and you see nice hull resist it just that it doesn't calculate it in when you take damage [12:28:38] [@tuxford]: it's sad though I loved the whole hull resist idea [12:29:11] [@tuxford]: will probably go in eventually though
|

Haram Zada
|
Posted - 2005.12.16 15:06:00 -
[12]
Originally by: Simon Illian maybe nossed ?
nope since a Damage control is Active, it serves no purpose due to nos.
So is there any point to damage controls with active hardners since active hardner users keep them active, thus removing the benifit of them?
|

Rod Blaine
|
Posted - 2005.12.16 15:09:00 -
[13]
Originally by: Farjung Just asked tuxford:
Quote:
[12:25:17] [+Farjung]: Are basic damage controls meant to give hull resist bonus at the moment? [12:25:42] [+Farjung]: (because they are, and they are active, whereas tech I damage controls are not, and are passive) [12:26:52] [@tuxford]: Farjung it might say that they do but the don't actually do if you know what I mean [12:27:13] [@tuxford]: everything looks fine and you see nice hull resist it just that it doesn't calculate it in when you take damage [12:28:38] [@tuxford]: it's sad though I loved the whole hull resist idea [12:29:11] [@tuxford]: will probably go in eventually though
Yeah, cutting the hull resist part was bad tbh, just about the main thing that made this whole increased tanking ability interesting for gallente pilots got axed without any real discussion. _______________________________________________
Power to the players !
|

Ti anna
|
Posted - 2005.12.16 18:03:00 -
[14]
ok, first off, a Damage Control 1 is an ACTIVE module, not passive.
According to the item Database on this site AND when I was on Sisi it is SUPPOSED to give 50% to all hull resists.
This makes the current situation a BUG.
|

Farjung
|
Posted - 2005.12.16 18:54:00 -
[15]
Originally by: Ti anna ok, first off, a Damage Control 1 is an ACTIVE module, not passive.
According to the item Database on this site AND when I was on Sisi it is SUPPOSED to give 50% to all hull resists.
This makes the current situation a BUG.
/me equips damage control I /me undocks /me selects Hide Passive Modules
Lo and behold, Damage Control I disappears!
/me deselects Hide Passive Modules /me then tries to activate Damage Control I because Ti anna told him in CAPS that it's an active module /me dies of frustration
As I said, Damage Control I is a passive module right now. Obviously, it's not meant to be, but obviously the devs weren't able to get the damage controls working the way they wanted.
It's fairly clear from what Tuxford said, that damage controls aren't working properly, and even though some of them (the basic + meta basic are the only ones that do in-game) claim to give hull resists they don't actually. Not sure what you're getting so worked up about ;o
Originally by: Damage from Berserkers against hull with no damage controls
2005.12.16 18:39:12<t><color=0xffff0000>combat<t><color=0xffbb6600>Berserker I belonging to Farjung places an excellent hit on you, inflicting 88.3 damage. 2005.12.16 18:39:12<t><color=0xffff0000>combat<t><color=0xffbb6600>Berserker I belonging to Farjung hits you, doing 66.3 damage. 2005.12.16 18:39:14<t><color=0xffff0000>combat<t><color=0xffbb6600>Berserker I belonging to Farjung heavily hits you, inflicting 75.4 damage.
Originally by: Damage from Berserkers against hull with Damage Control I fitted
2005.12.16 18:44:12<t><color=0xffff0000>combat<t><color=0xffbb6600>Berserker I belonging to Farjung places an excellent hit on you, inflicting 93.8 damage. 2005.12.16 18:44:13<t><color=0xffff0000>combat<t><color=0xffbb6600>Berserker I belonging to Farjung heavily hits you, inflicting 75.9 damage. 2005.12.16 18:44:13<t><color=0xffff0000>combat<t><color=0xffbb6600>Berserker I belonging to Farjung places an excellent hit on you, inflicting 96.0 damage.
Originally by: Damage from Berserkers against hull with Basic Damage Control fitted and activated, supposedly giving 50% resistance to hull from show info
2005.12.16 18:48:14<t><color=0xffff0000>combat<t><color=0xffbb6600>Berserker I belonging to Farjung places an excellent hit on you, inflicting 90.5 damage. 2005.12.16 18:48:15<t><color=0xffff0000>combat<t><color=0xffbb6600>Berserker I belonging to Farjung heavily hits you, inflicting 73.8 damage. 2005.12.16 18:48:15<t><color=0xffff0000>combat<t><color=0xffbb6600>Berserker I belonging to Farjung places an excellent hit on you, inflicting 92.2 damage.
So, even though the module claims to give 50% resist to structure, doesn't mean that it does.
|

Kouh Lehl
|
Posted - 2005.12.16 19:22:00 -
[16]
Does the armor and shield resistance skills affect DC? If so how?
|

Joshua Foiritain
|
Posted - 2005.12.16 19:53:00 -
[17]
Meh such a waste, it looked like the Gallente ship curse was finally gonna become a blessing but then it got nerfed... again... ------------------
[Coreli Corporation Mainframe] |

Weirda
|
Posted - 2005.12.16 20:04:00 -
[18]
weirda is saddened that the hull resists were removed too. the nice thing about them is not that you could 'structure tank' ( ), but that if you were an armor tanker, and you were really low and trying to get a warp out location, it slows down the amount of time that it take to get through structure and perhaps giving you an extra repair cycle or two (especially on friggies).
other then that benefit, the benifits to shield tankers outweigh the benefits to armor tankers (even though the armor tankers get a higher %age). actually thought that the structure resists were there to balance that out a bit.
either way - am glad that they did get updated, and it is another option for minnie shield tankers who are short on midslot for tanking, with the low fitting requirements (still think that the cpu is a bit high on them - though they are quite nice), it is a good option for a low slot when you pretty much out of grid.
_____________ Thread Killer Give Assault Ship Missing Bonus in RMR! OMG Tux/Ouveur/TomB hate Weirda! EGO Nerfed!!! |

Alekzander
|
Posted - 2005.12.16 21:07:00 -
[19]
Agh, my poor thron was all ready to pwn things till I was at 50% hull then warp out... Oh well, the glimmer of hope that they may still actually put in hull resistances is hope enough. Still, I like the overall 25% greater strengths.
As to hull reppers, 100 every 24 sec is a bit underpowered when you have 7500... And yes I repaired 6000 twice last night with 3 of them fitted.   The green fog they put out around the ship however is nice. 
|

Ti anna
|
Posted - 2005.12.16 21:30:00 -
[20]
Edited by: Ti anna on 16/12/2005 21:30:54 The short of it is, no matter what was said in game, the Eve-Online Site for the RMR update and the Item database both show Damage control 1's and 2's as giving hull resistance of 50% (more than 50% for the DC II's) for everything. In fact, the numerous posts prior to RMR going live BY THE DEVS stated they were giving Hull resists. Anyone remember the post stating Hull tanking FTW?
The fact they are not, means that it is a BUG. Until the site Item database gets changed so they are not giving hull resists and we get a Dev in here stating that as it stands now is the way it is supposed to be, then it remains a BUG.
But then again, many things seem to get changed without the playerbase getting informed.
P.S. When I was on Sisi, all the damage controls, named and unnamed were stated as giving hull resists.
|

Kilpelainen
|
Posted - 2005.12.16 23:48:00 -
[21]
Originally by: Ti anna ...about dcu's...
Soulds like you really wanted this awesome mods, so did I.
But then again DCU would have been one of the 'must to have' mods and I dont want more of those.
I don't think it's a bug. More like a last-moment-correction in a name of balance. Good call tbh.
|

Demon Johnson
|
Posted - 2005.12.18 13:36:00 -
[22]
I too hope it is a bug, not a feature. After the thorax-Dronebay nerf we rax pilots can now fit medium blaster, but must sacrifice the 1600 plate to do so. So the damage control module would give us at least a chance to get close to the enemy until the hull is zero.
Damage controls giging 50% hull resist was one the features of RMR i was loving most. 
|

Farjung
|
Posted - 2005.12.18 13:50:00 -
[23]
Originally by: Ti anna
The fact they are not, means that it is a BUG. Until the site Item database gets changed so they are not giving hull resists and we get a Dev in here stating that as it stands now is the way it is supposed to be, then it remains a BUG.
Because I go around faking chatlogs all the time? o_O
Tuxford knows that they're not working as he originally intended. This is not news. He's said it at least twice to people that have asked him on IRC.
|

Imhotep Khem
|
Posted - 2005.12.18 18:03:00 -
[24]
Seems like a slight of hand. Modules already gave 5% HP to all systems. What so special about not giving HP but now giving Resistance? Than means they are worse than they were before since now they have stacking penalty and they use CAP? ____ If your not dyin' your not tryin'. |

Maya Rkell
|
Posted - 2005.12.18 18:14:00 -
[25]
Wait, wait, they got balanced? Neat.
Warning: above post may contain traces of sarcasm.
"Corpse cannot be fitted onto ship. Only hardware modules can be fitted." |
| |
|
| Pages: [1] :: one page |
| First page | Previous page | Next page | Last page |