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Thread Statistics | Show CCP posts - 30 post(s) |

Large Collidable Object
morons.
2208
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Posted - 2013.08.30 21:27:00 -
[1] - Quote
Good question there from James Amril-Kesh.
I'd also like to know if bastion modules are the same category as damage controls and reactive armor hardeners (for those who don't know, they stacking penalize each other), so e.g. if I have a damage control, a reactive armor hardener (not that I ever would in their current form) and a bastion module fitted, will they be stacking penalized?
All in all I have to say - interesting - I'm too confused with the changes to decide if I like them or not, but anything is better than marauders in their current form.
The Bastion module needs to give a DPS boost though. You know... morons. |

Large Collidable Object
morons.
2209
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Posted - 2013.08.30 21:49:00 -
[2] - Quote
James Amril-Kesh wrote:I'm fairly sure the reactive armor hardener and damage controls don't stack with each other. You may just be confusing this with the way resistance bonuses work to begin with.
Quote:If you only fit one or the other (one Damage Control or one Reactive Hardener), then they are never stacking penalized. They will always give their full damage resistance effect, along with your most effective module that also gives it's full effect as explained above, followed by any other modules that will be stacking penalized. This is one reason why the Damage Control module is so popular; because it is always 100% effective.
If, however, you fit both, then one of them (whichever is less effective) will count as a second module and be stacking penalized accordingly (so, 86.9% effective). This is in addition to your normal resistance modules, of which one will give its full effect and the rest stacking penalized as explained above.
As an example, consider the following five modules all fitted to your fit and their resulting effectiveness: one Damage Control (100% effective), and one Reactive Armor Hardener (86.9% effective); one Armor EM Hardener (100% effective), one Energized Adaptive Nano Membrane (EM resistance 86.9% effective, other resistances 100% effective), and one Adaptive Nano Plating (EM resistance 57.1% effective, other resistances 86.9% effective)
Source You know... morons. |

Large Collidable Object
morons.
2210
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Posted - 2013.08.30 22:22:00 -
[3] - Quote
James Amril-Kesh wrote:The DC2 increases armor resist by 15% (or in other words "removes" 15% of the damage that the ship still takes).
Thanks for explaining that, but as a matter of fact I used to make my own excel spreadsheets to calculate stuff like that before EFT was around.
Now all we need is a dev to answer our questions :). You know... morons. |

Large Collidable Object
morons.
2211
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Posted - 2013.08.30 23:33:00 -
[4] - Quote
Mournful Conciousness wrote:
They will also destroy a HAC
Pretty much anything above a capsule will either destroy or just disengage a HAC once odyssey 1.1 has hit (the latter option is even viable for pods), except battleships or above.
Other than that, Marauders will just end up being PVE ships as before, sometimes used with pirate mplants, boosters and OGBs as gimmicks. You know... morons. |

Large Collidable Object
morons.
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Posted - 2013.09.02 22:21:00 -
[5] - Quote
CCP Ytterbium wrote:You have a bit less damage and less mobility, but better damage application, more tank, EW immunity, less ammunition consumption, more range on tractor beams, MJD reduction bonus. Apple and oranges. Again, point of Tech2 in the new scheme isn't to make them all better than other hulls 
Yeah - got that - no problem if they're not better (you did a pretty great job at not making any T2 ship better than T1, tbh), but what's the reasoning behind higher skill time, associated skillbook cost and higher hull cost then?
I have no problem with that on my noob alt - I just wont train any T2 ships on it - simple as that. At around 60 mill SP, training is done and that's that.
However you massively devalued my older chars. Two with all racial HAC V (which is now a useless skill), all racial CS V (not good before, still 'meh' after the changes) and now one with all racial Marauders V.
And what's that about how you can do L4's in them? Any complete moron can do them perfectly fine in almost any hull - for faster completion times, I'd still use an MWD mach because the MJD and bastion mod will just slow down my completion time.
If T2 hulls aren't better, just seed the BPOs on the open market, make them have the same build cost as T1, remove the T2 ship skills and add them to the T1 roster. You can keep my SP - at least my clones will be a lot cheaper. You know... morons. |

Large Collidable Object
morons.
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Posted - 2013.09.03 00:19:00 -
[6] - Quote
baltec1 wrote:Omnathious Deninard wrote:Xequecal wrote:They added 3 1600mm plates worth of mass to the Marauders, you won't reach warp speed in an MWD cycle with an improved cloak. It is almost like they never want these ships to leave high sec. Mission bears never leave high sec anyway. I'll still be using them in null though.
With unlimited ressources, that's hardly a tough call. You know... morons. |

Large Collidable Object
morons.
2235
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Posted - 2013.09.03 00:35:00 -
[7] - Quote
baltec1 wrote:Large Collidable Object wrote:
With unlimited ressources, that's hardly a tough call.
I generally have to pay for all of my own ships and don't qualify for reimbursement on most of my fits.
The largest and richest alliance in the game named their current fleet doctrine after you, so stop bullshitting please.
It's perfectly believeable you don't need any ship reimbursements and wouldn't qualify, but you'd still get them. You know... morons. |
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