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Loki Prime
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Posted - 2003.08.28 18:53:00 -
[1]
Forgive my ignorance but im a little confused with the energy vampire type modules. they say transfer. 10-12 energy and activation time 45 seconds. Do they really only take 12 energy over 45 seconds ?. If so they truely are the worst item in the game.
im hoping that the rate is a little more compicated than that because i would like to give these a try.
Any constructive comments welcome
Cheers
Loki
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Dragon Emperor
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Posted - 2003.08.28 18:56:00 -
[2]
Edited by: Dragon Emperor on 28/08/2003 18:57:18 vampire type is useless atm, but neutralizers are powerful weapon now
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Ana Khouri
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Posted - 2003.08.28 21:52:00 -
[3]
Yes, they can cause area-effect CTD now. But perhaps they'll work in 1-2 months when ccp pulls an emergency patch.
free speech not allowed here |

Agent Shield
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Posted - 2003.08.29 02:14:00 -
[4]
How are neutralizers good now?
I was trying to understand this module, 20 activation to neutralize an opponent for 22 energy? Something like that.
I didn't see how it could be useful. What am I missing?
Agent Shield |

Lucas De'Thal
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Posted - 2003.08.29 02:26:00 -
[5]
don't forget you have to be within 1500m to even use them. ha ha...so useless. ______________________________________________ Hellmar > sorry for the attitude, playing a n00b character through the current state just left me a bit bitter dev chat: Mar 18, 2004
hellmar> "you lot are just so clever you have a good history for out smarting us :-S " dev chat: Feb 12, 2004 |

Digital Sin
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Posted - 2003.08.29 03:18:00 -
[6]
agent shield, when capacitor does not matter to your ship either, they become useful.
as it stands only caldari and minmatar benefit from this module, as even if their capacitor hits zero, they can unload missiles and (minmatar) can also use a lot of projectile weaponry. thus, if you strip an apocalypse of its much needed capacitor, even if you dont have any cap yourself you can stil win. "To be content,to be comfortable, is to be complacent. No one learns anything from pleasure..pain on the other hand is a most efficient instructor" |

Ana Khouri
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Posted - 2003.08.29 06:58:00 -
[7]
Energy neutras are usefull when your cap matters, too. Their skills, for an instance, reduces their cap need by 5% - so with lvl4 you only need 16 energy per "shot". Basic neutras kill 20 energy, rare ones up to 24.
A scorp with 6 neutras can suck a enemy BS in 30-45 secs dry. Without cap a BS is helpless. Great for support.
free speech not allowed here |

Athule Snanm
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Posted - 2003.08.29 09:32:00 -
[8]
Not forgetting a Soul Sucker (maxxed neutralisers) Armageddon or Apocalypse (after it gets the extra low). Absolutely not a solo vessel, but a tanked scorpion's worst nightmare if part of a fleet.
_______________________________
Doomheim - EVE's only hygiene! |

Gan Ning
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Posted - 2003.08.29 09:44:00 -
[9]
Energy Vampires need to drain energy off a target ship as a percentage not as a fixed figure.
e.g Drains 10% of targets capacitor to your own
Make them percentage and not fixed values and they will be used more straegically in battle. |
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