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Miri Tirzan
Caldari Reikoku Band of Brothers
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Posted - 2006.12.30 02:29:00 -
[1]
I generally like the idea behind rigs. I can even see why most general use rigs are designed to hurt armor tankers since CCP feels there needs to be more shield tankers.
Quote: Of course it could just be that once again the caldari get a helping hand and everyone else who are mainly armor tankers are getting nerfed, but no, the devs would never make the caldari ships over powered.
What I do not see is why stacking has anything to do with rigs. Rigs are not modules that you can add or remove at will, they are permanant changes to the basic ship. So basically I am asking, why is stacking applied to rigs and can the Dev's take a look at removing it?
svetlana - "whining gets you stuff. that is why humans got to the top of the food chain and all the other animals got nerfed."
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Buraken v2
Amarr Defence Initiative
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Posted - 2006.12.30 02:40:00 -
[2]
rigs give WAY WAY to much bonus, shouldn't be like 10-15% bonus, should be more like 5-7.5%& max or something. :/
Quote: Mail from: Houvire Takaerne
2006.06.06 19:25 Our research has been fruity. If you're interested, I believe I have found what might be a banana in the corner of my office draw.
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Tribunal
FIRMA Interstellar Alcohol Conglomerate
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Posted - 2006.12.30 02:45:00 -
[3]
Originally by: Buraken v2 rigs give WAY WAY to much bonus, shouldn't be like 10-15% bonus, should be more like 5-7.5%& max or something. :/
If I could remove them from my ship without losing them then I would agree.
"We can't all be heroes, because somebody has to sit on the curb and applaud when they go by." - Will Rogers |
Argonaught
Minmatar Cabbage Tea
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Posted - 2006.12.30 03:56:00 -
[4]
Originally by: Tribunal
Originally by: Buraken v2 rigs give WAY WAY to much bonus, shouldn't be like 10-15% bonus, should be more like 5-7.5%& max or something. :/
If I could remove them from my ship without losing them then I would agree.
If CCP made it so we didn't need specialized parts from different region/NPC to build all the rigs in game I would agree also, but fact is, you have to work hard to get the exact ammount needed to build each one...collecting them solo takes an eternity and even after a fair few hrs ratting in 0.0 you may only have enough to build 1 good rig or 2 not so good ones (ones you don't want at the time).
So all in all rig bonuses are ok. If ccp decide to decrease the bonus they'll have to increase the drops 3-4 fold or more and make rig part universal and not so varied just to make them worth collecting and building.
Time = Isk in EVE unfortunately and it takes too long to be able to afford some of the nicer things that EVE has to offer. ------------------------------------------------ Coming soom or never.sig |
Zeknichov
Amarr Black Avatar Firmus Ixion
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Posted - 2006.12.30 05:36:00 -
[5]
There are two problems with rigs.
1. They are not easily removable once they are equipped. 2. Not all the rigs are balanced correctly. Some rigs are far too good in comparison to other rigs. Shield rigs are way better than armor rigs. Etc...
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Roemy Schneider
BINFORD
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Posted - 2006.12.30 06:08:00 -
[6]
humm... so... if stacking penalties apply... could compensation skills help those resistances, plz?
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EPSILON DELTA
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Posted - 2006.12.30 07:31:00 -
[7]
Rig stacking fine Rig stacking with modules not fine
damage mods make damage rigs useless, and why would anyone replace damage mod with rig when tank rig work's better.
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Akita T
Caldari Navy Volunteer Task Force
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Posted - 2006.12.30 07:39:00 -
[8]
In the early stages on the test server, rigs were only stacked with themselves, separately from modules. However, the % armor amount modules and rigs did get a stacking nerf while the % shield amount ones didn't. After asking the devs "what gives"...
Tuxford said it's a bug and it needs fixing, and that rigs should be stacked together with modules, not separately, and he proceeded in "fixing" that, apparently. Also, the armor amount % modules and rigs got their stacking nerf removed (should have been in one of the patch notes, look for it if you don't believe me).
So, it's been the dev's standpoint rigs are SUPPOSED to work like they do. Now, if we could only change their viewpoint... _ My skills | Mod/Rig stacknerfing explained |
Cyclops43
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Posted - 2006.12.30 08:15:00 -
[9]
Originally by: Zeknichov There are two problems with rigs.
1. They are not easily removable once they are equipped.
This is most definitely not a problem! This is by design to make them like implants. If you could plug/unplug as you wanted, they'd just be like a 4th type of all-round slot, which would be fairly pointless.
Originally by: Zeknichov 2. Not all the rigs are balanced correctly. Some rigs are far too good in comparison to other rigs. Shield rigs are way better than armor rigs. Etc...
There is some truth in this, though I don't really think it applies for shield vs. armor rigs. The percentages are the same for the resist ones, and the rest are mostly alike (haven't looked closely). There's a different disadvantage, but they're alike in the way that they both affect small ships the most (both sig radius and speed are more important for smaller ships). I think it's more a matter of some rigs being more specialised than others. The cap rigs are usable by almost everyone, while the hacking ones are specialised etc.
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Mnengli Noiliffe
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Posted - 2006.12.30 08:51:00 -
[10]
in addition the damage rigs make guns eat about 10% more grid (with max skills), so you probably will only be able to use t1 guns with them fitted. and no you can't fit both damage rigs and grid rig on the same ship, calibration points won't allow this.
they should change damage rigs penalty from grid to cpu, this would make them at least an option.
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Estel Arador
Minmatar AFK
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Posted - 2006.12.30 08:59:00 -
[11]
Originally by: Mnengli Noiliffe in addition the damage rigs make guns eat about 10% more grid (with max skills), so you probably will only be able to use t1 guns with them fitted. and no you can't fit both damage rigs and grid rig on the same ship, calibration points won't allow this.
they should change damage rigs penalty from grid to cpu, this would make them at least an option.
OMG you have to weigh your options and actually make a choice! Fix it so we can everything we want, and some more!
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Etto Neppeo
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Posted - 2006.12.30 09:05:00 -
[12]
Edited by: Etto Neppeo on 30/12/2006 09:06:18
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Mnengli Noiliffe
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Posted - 2006.12.30 09:13:00 -
[13]
Originally by: Estel Arador
Originally by: Mnengli Noiliffe in addition the damage rigs make guns eat about 10% more grid (with max skills), so you probably will only be able to use t1 guns with them fitted. and no you can't fit both damage rigs and grid rig on the same ship, calibration points won't allow this.
they should change damage rigs penalty from grid to cpu, this would make them at least an option.
OMG you have to weigh your options and actually make a choice! Fix it so we can everything we want, and some more!
I considered fitting them on an astarte as I use t1 named guns yet and have some grid free. But then I thought - I will get less than 10% from them because I already use 2 damage mods. In addition, when I finish training for t2 guns, I won't be able to fit them, so I will have to repackage the ship, and I will get the same 8% for the same 10% grid, and with no rig slots lost. So why do it in the first place. Sure I weighted it and considered them useless. Now you tell me when they ARE useful. I can't think of any situation really. I don't want "everything", I want to understand what do those rigs exist for in the first place.
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Estel Arador
Minmatar AFK
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Posted - 2006.12.30 14:10:00 -
[14]
Originally by: Mnengli Noiliffe But then I thought - I will get less than 10% from them because I already use 2 damage mods. (...) Sure I weighted it and considered them useless. Now you tell me when they ARE useful. I can't think of any situation really.
You could swap the damage mods (or one of 'm) for another mod which is usefull; so instead of using the rigs to increase your damage, you use the rigs to keep your damage the same (roughly - I haven't done the math) and add something which you didn't have yet to your ship.
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Mnengli Noiliffe
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Posted - 2006.12.30 15:54:00 -
[15]
Originally by: Estel Arador
Originally by: Mnengli Noiliffe But then I thought - I will get less than 10% from them because I already use 2 damage mods. (...) Sure I weighted it and considered them useless. Now you tell me when they ARE useful. I can't think of any situation really.
You could swap the damage mods (or one of 'm) for another mod which is usefull; so instead of using the rigs to increase your damage, you use the rigs to keep your damage the same (roughly - I haven't done the math) and add something which you didn't have yet to your ship.
1. would only work with t1 guns which is pointless. 2. what would I want that 1 low slot for? tank? then it's more effective to use 2 rig slots for that instead of 1 low slot. cap? the same. speed/agility? the same. That pretty much rounds the possible uses for low slot. So no, it does not work.
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Estel Arador
Minmatar AFK
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Posted - 2006.12.30 16:11:00 -
[16]
Originally by: Mnengli Noiliffe 1. would only work with t1 guns which is pointless. 2. what would I want that 1 low slot for? tank? then it's more effective to use 2 rig slots for that instead of 1 low slot. cap? the same. speed/agility? the same. That pretty much rounds the possible uses for low slot. So no, it does not work.
There's a small flaw in your using rigs instead of mods for tanking/agility/speed. You can't swap rigs but you can swap mods. You should use the rigs for stuff you always wants (which really in your case seems to me to be damage increase) and use the mods for other things - that is if you think it weighs up to the negative effects.
Anyway, I think that the problem is not that you "can't think of any situation", but that you can't think of any situation which you would be in. So they're not for you; don't use 'm.
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HighlanderUK
Gallente Interstellar Business Machines Corp. 9th Fleet
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Posted - 2006.12.31 04:18:00 -
[17]
You should be allowed to remove the rigs one at a time, just as you can with the implants in your head (mind you with 10 implants in your head, its a wonder we don't all look like the Borg).
What i object to, is having to repackage a ship to remove ONE rig, and lose another 2 or 3. A simple right click and choose to remove the rig u want to swap.
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