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Kakuzo Noud
Brave Newbies Inc. Brave Collective
12
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Posted - 2015.01.05 12:40:10 -
[1] - Quote
That is all.
(p.s. Yes, I am that bad) (p.p.s. Actually, can I also ask that all active modules remain active after jumping?) |

Aran Hotchkiss
Phoibe Enterprises
49
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Posted - 2015.01.05 12:50:07 -
[2] - Quote
I feel the main counter-argument to this is auto-pilot w/ DCU active.
Personally I'm meh on the subject - don't autopilot etc... but damn it will feel weird not seeing a hotkey for it.
Shamelessly stole this line,
Alternatively, QFT
One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia
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Debora Tsung
Die Woge des Wahnsinns Ultima Ratio.
1396
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Posted - 2015.01.05 12:55:46 -
[3] - Quote
No. a passive DCU would put that module in the same place as learning skills.
Must have benchmark for every ship and I really mean EVERY Ship. That can't be healthy.
Stupidity should be a bannable offense.
Also This --> AFK Cloaking Collection Thread
Please stop making "fix afk cloaking!" threads, your idea is not new. Thanks in advance.
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Barrogh Habalu
Forever Winter Absolute Zero.
846
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Posted - 2015.01.05 12:59:24 -
[4] - Quote
Debora Tsung wrote:No. a passive DCU would put that module in the same place as learning skills.
Must have benchmark for every ship and I really mean EVERY Ship. That can't be healthy. To be honest, it's already there. DCU being active don't change a thing about it except for the cases where AFK autopiloting is involved. It really could use some attention.
Also, duplicated thread. |

suid0
Habitual Euthanasia Pandemic Legion
147
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Posted - 2015.01.05 13:07:35 -
[5] - Quote
Neuts allow a player to disable the bonuses the DCU give you, your change would break this counter.
the entire enemy support fleet is dead except for one interdictor a titan could easily finish off with drones
-á--áCommander Ted
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Aran Hotchkiss
Phoibe Enterprises
49
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Posted - 2015.01.05 13:09:08 -
[6] - Quote
I'd personally disagree about it becoming like learning skills
Whilst it's certainly a very effective module, it does take up a slot/cpu that could be used for other modules
Shamelessly stole this line,
Alternatively, QFT
One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia
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Kakuzo Noud
Brave Newbies Inc. Brave Collective
12
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Posted - 2015.01.05 13:09:55 -
[7] - Quote
I literally never auto-piloted, so I don't even know how it works exactly.
I just find it a hassle that I need to turn on all my active modules every jump, and the DC annoys me the most. I mean really, what's the point in having it as an active module? It only takes 1GJ.
IIRC, the only reason it is active is because in legacy EVE code, that was the only way they had to make sure players didn't fit more than 1 DC to a ship. |

Kakuzo Noud
Brave Newbies Inc. Brave Collective
12
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Posted - 2015.01.05 13:12:02 -
[8] - Quote
suid0 wrote:Neuts allow a player to disable the bonuses the DCU give you, your change would break this counter.
Didn't know this could happen. But still, DC is in a weird place, an active module that takes only 1GJ. you'd have to be neuted dry for it to turn off. |

baltec1
Bat Country Goonswarm Federation
14419
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Posted - 2015.01.05 13:12:17 -
[9] - Quote
Takes all of a second to turn it on.
Join Bat Country today and defend the Glorious Socialist Dictatorship
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Omnathious Deninard
Novis Initiis
2664
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Posted - 2015.01.05 13:18:56 -
[10] - Quote
CCP Fozzie mentioned a while back they they were wanting to make it a passive module.
This could have easily have changed though, we will have to wait for there pass on module tieracide. |

Debora Tsung
Die Woge des Wahnsinns Ultima Ratio.
1396
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Posted - 2015.01.05 13:21:44 -
[11] - Quote
Barrogh Habalu wrote:Debora Tsung wrote:No. a passive DCU would put that module in the same place as learning skills.
Must have benchmark for every ship and I really mean EVERY Ship. That can't be healthy. To be honest, it's already there. DCU being active don't change a thing about it except for the cases where AFK autopiloting is involved. It really could use some attention. No. I've got several Battleship fits that don't need or want a DCU, also an active DCU can be turned off via neuting, that's not possible for passive modules. The DCU does not need another buff.
Barrogh Habalu wrote:Also, duplicated thread.
true.
Stupidity should be a bannable offense.
Also This --> AFK Cloaking Collection Thread
Please stop making "fix afk cloaking!" threads, your idea is not new. Thanks in advance.
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afkalt
Republic Military School Minmatar Republic
640
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Posted - 2015.01.05 15:03:23 -
[12] - Quote
Activation cost of 1gj means nothing but the most ridiculous neuting is going to stop it (and I'd venture at that stage of outnumbering, the DC isn't going to save you anyway ) |

Mornak
Exotic Dancers Union SONS of BANE
31
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Posted - 2015.01.05 15:06:32 -
[13] - Quote
Debora Tsung wrote: ..., also an active DCU can be turned off via neuting, that's not possible for passive modules. ...
this is true, but the chance of this happening is rather small with a requirement of 1GJ per 30s... and if it happens, chances are you get it back active in 1-2 server ticks.
it is a valid argument, don't get me wrong! ...but it's not like making shield hardeners passive. |

Bronson Hughes
The Knights of the Blessed Mother of Acceleration
1074
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Posted - 2015.01.05 15:07:12 -
[14] - Quote
Let's see. There exists a single module that can almost double the EHP of most ships (neglecting other modules) and requires 1 unit of cap every 30 seconds to operate. It is easy to fit, can be fit on ships of any size, and requires relatively little fitting.
And you think it needs a buff?
Good luck with that.
Real men hull tank.
Reading Comprehension: so important it deserves it's own skillbook.
I seek to create content, not become content.
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Anhenka
The Cult of Personality DARKNESS.
856
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Posted - 2015.01.05 15:37:29 -
[15] - Quote
For those that missed it from the last identical thread , here's the actual reason.
At the time it was added you could only have a restriction on the number of identical active modules, not passive modules.
Making it active but having a huge cycle time and only using one capacitor was as close to it being a passive module as they could get while still staying within the bounds of the ability to keep only one active at a time.
And since then.. inertia. |

Nikk Narrel
Moonlit Bonsai
4440
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Posted - 2015.01.05 16:00:45 -
[16] - Quote
Making this module passive, would remove the human element to error or otherwise fail to activate it when it is needed.
Every time you automate a detail, it makes it possible for all players with poor attention to detail able to compete more effectively.
We are competing against each other, and making mistakes is most certainly an aspect of this.
If you want to see what a fully automated game looks like, google progress quest.
Upgrading Local to Eliminate All AFK Influence
What if Local Chat changed, Hunting the Cloaked...
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Jenshae Chiroptera
The Volition Cult
721
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Posted - 2015.01.05 16:43:25 -
[17] - Quote
afkalt wrote:Activation cost of 1gj means nothing but the most ridiculous neuting is going to stop it (and I'd venture at that stage of outnumbering, the DC isn't going to save you anyway  )
Been in a frig tournament before and completely neuted out by one other ship, nothing but projectile guns left.
CSM Ten movement for change.
CCP - Building ant hills and magnifying glasses for fat kids.
Status: Rabid carebear
Blog
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Dangeresque Too
Pistols for Pandas
53
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Posted - 2015.01.05 22:05:15 -
[18] - Quote
I'll agree that making the damage control usable for autopilot is a bad idea... but since it is an active module, they should give it an overheat like they did with most of the rest of the previously non-heatable active modules (nerfed and then buffed with overheat). |

Frostys Virpio
The Mjolnir Bloc The Bloc
1438
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Posted - 2015.01.05 22:11:00 -
[19] - Quote
afkalt wrote:Activation cost of 1gj means nothing but the most ridiculous neuting is going to stop it (and I'd venture at that stage of outnumbering, the DC isn't going to save you anyway  )
It only really need one guy to shut it off but that one guy has to be lucky as hell on the timing to prevent you from regenerating 1gj before the DCU cycle back. |

Mario Putzo
Welping and Dunking.
1014
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Posted - 2015.01.05 23:07:51 -
[20] - Quote
They can't because the only way the code allows them to set [only one of this type of module] is by making it active.
Which is why DCU takes practically no cap to use.
(This was posted a long time ago by some dev who probably works at riot now). |

Foxicity
Red Federation RvB - RED Federation
85
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Posted - 2015.01.05 23:14:47 -
[21] - Quote
Swing the nerf-bat the other direction and reduce the effects of the DCU. It's a "no-brainer" on nearly all PVP buffer fits, and EVE prides itself on having very few "no-brainers". |

Arla Sarain
235
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Posted - 2015.01.05 23:37:41 -
[22] - Quote
Mario Putzo wrote:They can't because the only way the code allows them to set [only one of this type of module] is by making it active.
Which is why DCU takes practically no cap to use.
(This was posted a long time ago by some dev who probably works at riot now). Scan Acquisition Array is passive and you can only fit one. |

Mario Putzo
Welping and Dunking.
1015
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Posted - 2015.01.05 23:42:50 -
[23] - Quote
Arla Sarain wrote:Mario Putzo wrote:They can't because the only way the code allows them to set [only one of this type of module] is by making it active.
Which is why DCU takes practically no cap to use.
(This was posted a long time ago by some dev who probably works at riot now). Scan Acquisition Array is passive and you can only fit one.
Hmmm that is a good point.
What gives CCP? |

Anhenka
The Cult of Personality DARKNESS.
856
|
Posted - 2015.01.05 23:51:51 -
[24] - Quote
Mario Putzo wrote:Arla Sarain wrote:Mario Putzo wrote:They can't because the only way the code allows them to set [only one of this type of module] is by making it active.
Which is why DCU takes practically no cap to use.
(This was posted a long time ago by some dev who probably works at riot now). Scan Acquisition Array is passive and you can only fit one. Hmmm that is a good point. What gives CCP?
Inertia. Been that way long enough that aside from a subset of people that think it should be changed to passive, most people are more or less happy about the module.
And if it's not broke, don't fix it. |

Crumplecorn
Eve Cluster Explorations
1771
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Posted - 2015.01.06 01:41:22 -
[25] - Quote
Nikk Narrel wrote:Making this module passive, would remove the human element to error or otherwise fail to activate it when it is needed.
Every time you automate a detail, it makes it possible for all players with poor attention to detail able to compete more effectively.
We are competing against each other, and making mistakes is most certainly an aspect of this. And your idea of mistakes is forgetting to do something that you couldn't possibly not want to do? The core of PvP in EVE is being able to correctly follow a checklist before the fight starts?
I (and the devs, judging by the recent clone change) think the basis of the competition between players is decision making - what you decide to do, not whether you remember to do it. Certainly mistakes are a part of it. Say you forget to launch your drones. But, there are good reasons not to have your drones launched. There is never a reason to turn off a DCU (that I can think of...?).
Regardless, a better solution might be for the game to automatically restore the on/off overheated/not state of you modules after each jump.
Witty Image - Stream
Not Liking this post hurts my RL feelings and will be considered harassment
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Steppa Musana
Pator Tech School Minmatar Republic
23
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Posted - 2015.01.06 05:53:38 -
[26] - Quote
Crumplecorn wrote:Nikk Narrel wrote:Making this module passive, would remove the human element to error or otherwise fail to activate it when it is needed.
Every time you automate a detail, it makes it possible for all players with poor attention to detail able to compete more effectively.
We are competing against each other, and making mistakes is most certainly an aspect of this. And your idea of mistakes is forgetting to do something that you couldn't possibly not want to do? The core of PvP in EVE is being able to correctly follow a checklist before the fight starts? I (and the devs, judging by the recent clone change) think the basis of the competition between players is decision making - what you decide to do, not whether you remember to do it. Certainly mistakes are a part of it. Say you forget to launch your drones. But, there are good reasons not to have your drones launched. There is never a reason to turn off a DCU (that I can think of...?). Regardless, a better solution might be for the game to automatically restore the on/off overheated/not state of you modules after each jump. There is a reason why you wouldn't turn on the DCU though... not being at your keyboard. DCU on autopilot is too much. Active to counteract that is a good enough reason to keep it as is |

Kakuzo Noud
Brave Newbies Inc. Brave Collective
13
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Posted - 2015.01.06 09:13:23 -
[27] - Quote
Steppa Musana wrote: There is a reason why you wouldn't turn on the DCU though... not being at your keyboard. DCU on autopilot is too much. Active to counteract that is a good enough reason to keep it as is
Based on your logic, a shield extender, plates and appropriate rigs should also be active modules, or turned off during auto-pilot... |

afkalt
Republic Military School Minmatar Republic
646
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Posted - 2015.01.06 09:15:32 -
[28] - Quote
Jenshae Chiroptera wrote:afkalt wrote:Activation cost of 1gj means nothing but the most ridiculous neuting is going to stop it (and I'd venture at that stage of outnumbering, the DC isn't going to save you anyway  ) Been in a frig tournament before and completely neuted out by one other ship, nothing but projectile guns left.
Mashing it should have got it back on with the cycle time on neuts - even well staggered ones. |

Nikk Narrel
Moonlit Bonsai
4441
|
Posted - 2015.01.06 14:24:22 -
[29] - Quote
Steppa Musana wrote:Crumplecorn wrote:Nikk Narrel wrote:Making this module passive, would remove the human element to error or otherwise fail to activate it when it is needed.
Every time you automate a detail, it makes it possible for all players with poor attention to detail able to compete more effectively.
We are competing against each other, and making mistakes is most certainly an aspect of this. And your idea of mistakes is forgetting to do something that you couldn't possibly not want to do? The core of PvP in EVE is being able to correctly follow a checklist before the fight starts? I (and the devs, judging by the recent clone change) think the basis of the competition between players is decision making - what you decide to do, not whether you remember to do it. Certainly mistakes are a part of it. Say you forget to launch your drones. But, there are good reasons not to have your drones launched. There is never a reason to turn off a DCU (that I can think of...?). Regardless, a better solution might be for the game to automatically restore the on/off overheated/not state of you modules after each jump. There is a reason why you wouldn't turn on the DCU though... not being at your keyboard. DCU on autopilot is too much. Active to counteract that is a good enough reason to keep it as is Let me get this straight:
The idea that something you would obviously want to do, being grounds for making it automatic... I have doubts that you seriously thought that logic through.
It may be one step, but that makes any active defense enhancer being flagged as passive one step closer to reality as well.
And just for the heck of it, we can set an alarm when shields reach a certain level, why not trigger a booster as well? Make mission running much more practical, since it also is something you couldn't possibly not want to do.
Let's be clear: PvP often amounts to a conditional checklist of things you obviously want to do. Remembering to do them at the right time makes ALL the difference.
Otherwise, the part of the game you control ends when you undock in a ship fitted to your specs. Have your automated pilot file a report when it gets back, heck, maybe even let you hear the play by play as the action happens.
Upgrading Local to Eliminate All AFK Influence
What if Local Chat changed, Hunting the Cloaked...
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Nikk Narrel
Moonlit Bonsai
4441
|
Posted - 2015.01.06 14:27:54 -
[30] - Quote
Kakuzo Noud wrote:Steppa Musana wrote: There is a reason why you wouldn't turn on the DCU though... not being at your keyboard. DCU on autopilot is too much. Active to counteract that is a good enough reason to keep it as is
Based on your logic, a shield extender, plates and appropriate rigs should also be active modules, or turned off during auto-pilot... Why don't we have at least batch operations?
Set certain modules to react to a 'Red Alert' button being toggled on. (All defensive modules active, weapons loaded, targeting and sensor boosters active)
The flip side, perhaps, could be enhanced travel and sensor abilities due to the greater cap being available, as well as the shields and other functions not interfering with sensor readings.
Upgrading Local to Eliminate All AFK Influence
What if Local Chat changed, Hunting the Cloaked...
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