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Thread Statistics | Show CCP posts - 4 post(s) |
CaesarGREG2
Deep Core Mining Inc. Caldari State
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Posted - 2015.11.16 22:23:12 -
[1] - Quote
hi
In my opinion, to compansate effectivness loss , they should have greater fallof to compansate loss of effectivness.
1. T1 modules have 50% less optimal , u cant consider replace them by T2 (-20% optimal) because T2 module uses more PowerGrid.
2. T1 modules in most cases amount Neutralized is lower. For example mediums 165GJ befor 180GJ .
3. recons Curse , pilgrim now with bonuses to fallof, have edge of range asame but less efective, that's why this fallof range should be beyond Old optimal renge.
4.other electronic modules like ecm have greater fallof than optimal.
5.Maybe Neutralizers should have skill to increase fallof like ECM's have.
6.Energy neutralizers uses much more GJ than other EW modules.
Pls reconsider , to compensate somhow loss of effectivness.
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CaesarGREG2
Deep Core Mining Inc. Caldari State
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Posted - 2015.11.16 22:39:37 -
[2] - Quote
in my opinon they should get greater fallof to compansate effectivness loss.
1.T1 modules have -50% optimal, u cant think like replacing them T2(-20%optimal) because they use more PowerGrid. 2.T1 modules have lowered Amaunt of neutralized. For example mediums 165GJ insted 180GJ. 3.Ships with bonuses like Curses, now when u add fallof have asame range like before on optimal, but less efective. 4.For example ECM's have greater fallof than optimal , maybe neutralizers should have skill to increase Fallof like ECM's have. 5.Most important module should disable automaticly if beyond Fallof range like now beyond optimal. U shouldnt activate it when beyond range!!!!!!!!
thx thats my opinion
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CaesarGREG2
Deep Core Mining Inc. Caldari State
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Posted - 2015.11.16 22:52:07 -
[3] - Quote
PPl forget that T1 modules Have optimal 2/3 like before!!! Mediums had 12600 now have 8000m optimal.
Feodor Romanov wrote:Harvey James wrote:Feodor Romanov wrote:This changes is a nerf for neuts specialized ships. For example my Armageddon with t2 neut have optimal range 37,8 km. After the patch it will be 30km+12,5km. Neuts at falloff range will neut me more then my target! More then half of second faloff range will be useless even for the ships with neuts strength bonuses. All this falloff is usefull only when you have Cap Booster and your target has not. 30km op 15km falloff you mean "Ships with existing bonuses to Neut/Nos Optimal Range will receive a 2nd half strength bonus to Falloff" For Geddon it will be 5% for skill lvl, so 12,5 km falloff.
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CaesarGREG2
Deep Core Mining Inc. Caldari State
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Posted - 2015.11.16 22:54:41 -
[4] - Quote
they shouldnt be effective beyond falloff. CCP made it wrong.
Moac Tor wrote:CaesarGREG2 wrote:5.Most important module should disable automaticly if beyond Fallof range like now beyond optimal. U shouldnt activate it when beyond range!!!!!!!! Your nos and nuet is still effective beyond falloff range though, so that would be a nerf if we cannot neut or nos beyond falloff. Also why would you not want to activate nos / neut beyond falloff and yet be happy to do the opposite with guns and other EWAR?
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