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Author |
Thread Statistics | Show CCP posts - 14 post(s) |
Joe Risalo
State War Academy Caldari State
630
|
Posted - 2013.11.01 13:27:00 -
[91] - Quote
Photon Ceray wrote: So if a gang needs to refit a module, this way you'll force them to all drop a personal depot, resulting in tremendous lag and inconvenience.
seriously why not let things be simple and straight for once?
there is no member of any fleet/corp who would mind the fleet using it!
Well, unless that person is there to awox...lol...
That said though... I can see the point behind not allowing anyone but owner to use this.
Look at it this way. In order for a fleet to refit, they must bring a capital ship or an orca.
If we allowed this module to let an entire fleet refit, then you would have a throw away(cheap), light weight structure.
That structure is 50m3. You could dedicate one pilot to carrying several of them, drop it, refit entire fleet, and only lose like what.... 3mil by leaving it there?
It would just be too powerful.. |
Photon Ceray
Home For Breakfast
181
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Posted - 2013.11.01 14:50:00 -
[92] - Quote
Joe Risalo wrote:Photon Ceray wrote: So if a gang needs to refit a module, this way you'll force them to all drop a personal depot, resulting in tremendous lag and inconvenience.
seriously why not let things be simple and straight for once?
there is no member of any fleet/corp who would mind the fleet using it!
Well, unless that person is there to awox...lol... That said though... I can see the point behind not allowing anyone but owner to use this. Look at it this way. In order for a fleet to refit, they must bring a capital ship or an orca. If we allowed this module to let an entire fleet refit, then you would have a throw away(cheap), light weight structure. That structure is 50m3. You could dedicate one pilot to carrying several of them, drop it, refit entire fleet, and only lose like what.... 3mil by leaving it there? It would just be too powerful..
no gang is going to drop a carrier or orca into the fight just to refit.
if a gang decides to refit then they're gonna do it regardless if they do it with 1 mobile depot of 300.
the only difference is that it'll be f*ing annoying and laggy to drop and scoop 100-400 of those.
The only thing this restriction will achieve is cause inconvenience and lag, nothing else!
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Arthur Aihaken
The.VOID
420
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Posted - 2013.11.01 15:03:00 -
[93] - Quote
gascanu wrote:can't refit subsystems Still no T3 love apparently. I am currently away, traveling through time and will be returning last week. |
Joe Risalo
State War Academy Caldari State
630
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Posted - 2013.11.01 16:55:00 -
[94] - Quote
Arthur Aihaken wrote:gascanu wrote:can't refit subsystems Still no T3 love apparently.
Maybe after they get nerfed |
Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
926
|
Posted - 2013.11.01 17:04:00 -
[95] - Quote
Arthur Aihaken wrote:gascanu wrote:can't refit subsystems Still no T3 love apparently. It has been said before, by CCP Fozzie I believe, that T3s cannot change subsystems at this depot for the same reason they cannot change them at SMAs: There's some kind of technical obstacle preventing it. Once they figure out the solution you may see T3s able to re-subsystem at SMAs.
Being able to re-subsystem at mobile depots, however, may or may not be a different matter. |
Kristina Yvormes
Not Quite So Sinister Shadow Empire.
0
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Posted - 2013.11.02 13:58:00 -
[96] - Quote
I think the biggest problem is that too many people are focusing on the tractor beam aspect. That is not its primary purpose. When it was first mentioned it was talked about as an auto-looting structure. I would have prefered they gave us a way to just loot all containers around you with one click, but I will take this instead. So complaining that it makes a tractor beam on a maurader useless is not a fair argument. Just remember, this is a looting structure that has a tractor beam, not a tractor beam structure that also loots. |
marVLs
506
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Posted - 2013.11.02 15:36:00 -
[97] - Quote
I don't like 2 things in tractor structure:
1. Activation time - it's simply too long for it 2. 5km range between them
I hope there will be higher meta or T2 variants |
Joe Risalo
State War Academy Caldari State
631
|
Posted - 2013.11.02 16:44:00 -
[98] - Quote
marVLs wrote:I don't like 2 things in tractor structure:
1. Activation time - it's simply too long for it 2. 5km range between them
I hope there will be higher meta or T2 variants
You can't put more than one in a location anyway..
They tractor off each other... They won't clear the room and they'll just keep moving wrecks back and forth. |
marVLs
506
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Posted - 2013.11.02 17:11:00 -
[99] - Quote
Joe Risalo wrote:
You can't put more than one in a location anyway..
They tractor off each other... They won't clear the room and they'll just keep moving wrecks back and forth.
Pirate invasion lvl4 - i deploy 3 of them there, that's the number of them needed to pull everything on time. It works but 5km distance between them could be removed |
LtCol Laurentius
Deep Core Mining Inc. Caldari State
134
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Posted - 2013.11.02 22:46:00 -
[100] - Quote
CCP Fozzie wrote: Refitting on the mobile home is personal only, it doesn't care about fleets or corps or standings.
I dont understand why you guys insist on calling the depot (which is a good and accurate name) a "mobile home" which it clearly isnt. It is a container with a fitting service, not a "home". |
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CMD Ishikawa
Center for Advanced Studies Gallente Federation
35
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Posted - 2013.11.03 01:04:00 -
[101] - Quote
According to another thread in this section the unit's tractor beam was slowed down to 1000 m/s, well done to the ones asking for increasing Marauder's tractor bonus, yeah like you were going to get that...
Worst than the tractoring speed, it seems that the unit stops working when you leave the grid, those thinking on leave it working and go for something to salvage forget about it. |
Vassal Zeren
Uncontrollable Innovations
101
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Posted - 2013.11.03 14:39:00 -
[102] - Quote
Joe Risalo wrote:gascanu wrote:Joe Risalo wrote:CCP Fozzie wrote:You can scoop and reuse it. If you scoop it while it has items in the cargo, it will spawn a jetcan with those items which you can then loot what you'd like from.
Tractor speed is currently set at 2000m/s, but very well may change. We're aiming to tune it as a useful item but still leave value to be gained by going with a marauder or noctis tractoring instead. The key advantage of using a ship or course is the option to use more than one tractor beam at once. HOLY SH!T B@LLS!!!!! i JUST REALIZED YOU CAN JET CAN MINE AND THE STRUCTURE WILL PICK IT UP FOR YOU!!!!! That's way better than getting can flipped, and would be awesome for fleet mining without Orcas. untill someone shoots your thingy I'd rather them shoot my thingy than my ship....
What kind of a man are you? All else comes before getting your thingy shot.
A bad analogy is like a leaky screwdriver. |
Justin Perelta
The Red Circle Inc.
0
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Posted - 2013.11.04 15:02:00 -
[103] - Quote
Michael Harari wrote:Edit: In case its not obvious, I feel these are some particularly overpowered and exploitative uses of the depot, particularly the using it to constantly refit ecm, since jammers being race locked is the main balancing factor for ecm.
Or buffer tank any PVE site with 1600mm plates x 150? (assumeing rats don't shot the thing.
Justin |
Lilliana Stelles
936
|
Posted - 2013.11.04 19:35:00 -
[104] - Quote
Will the new structures have an exception timer for being near a starbase? Aka, if they're anchored the minimum distance from a tower but on grid with it, they won't expire?
(https://wiki.eveonline.com/en/wiki/Secure_containers#Anchoring_and_setting_the_password) last paragraph, cans. |
Lilith Shea
Cyan Ventures The Serenity Initiative
5
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Posted - 2013.11.13 18:20:00 -
[105] - Quote
What I'm more curious about is with the tractoring... they can pull off the same wreck/can
Example, Me mining, I drop a can and abandon, gets tractored in, gets withing range of a second tractor, gets tractored into that one, repeat until you reach a POS.
I know it would involve millions of tractors but I just want to know if the theory is possible :) Imagine making a protective sphere of orbiting cans to protect me from getting bumped while mining :-p |
Rexxorr
Zero Corp Tax2
54
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Posted - 2013.11.13 18:42:00 -
[106] - Quote
Lilith Shea wrote:What I'm more curious about is with the tractoring... they can pull off the same wreck/can
Example, Me mining, I drop a can and abandon, gets tractored in, gets withing range of a second tractor, gets tractored into that one, repeat until you reach a POS.
I know it would involve millions of tractors but I just want to know if the theory is possible :) Imagine making a protective sphere of orbiting cans to protect me from getting bumped while mining :-p
Having played around with the MTU it seems there maybe a limt to how many will funtion at one time. |
Cole Derrib
Invictus Core
0
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Posted - 2013.11.13 20:37:00 -
[107] - Quote
Perhaps I am confused but if I use this tractor unit to tractor in my wrecks and don't have to abandon them for it to work. Why then would I need to abandon my mining can's to do the same thing. My understanding is this will be a personal structure and will not go after other pilots can's / wrecks unless they are abandoned. But would it not make more sense to allow it to grab my cans in mining without having to abandon them first? Seeing as they are already personal cans... |
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