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0raven0
Dark-Rising Fallen Souls
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Posted - 2007.04.04 14:55:00 -
[31]
About two years ago there was a thread on this and a Dev said that there were plans to go to tech 5 eventually but each new tech level would not be bigger and better it would be specialized in a different area.
I think he said T3 would probably be like the specs of T1 but with much much lower fitting requirements better than named even. ------ Your signature exceeds the maximum allowed filesize of 24000 bytes -Shufo ([email protected]) |

n0thing
Northern Intelligence Artificial Intelligence.
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Posted - 2007.04.04 15:30:00 -
[32]
Yep, best thing imo:
Tech 1 - everything Tech 2 - 75% of all Tech 3 - 40% of all(including T2) Tech 4 - 20% of all(including T2/T3) Tech 5 - 5-7% of all(including T2/T3/T4)
Making T5 modules for example extremelly skill intensive, extremelly situational usage. Like for example....a special module that affects only other special module. ---
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Kazaam
Deep Core Mining Inc.
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Posted - 2007.04.04 16:48:00 -
[33]
Edited by: Kazaam on 04/04/2007 16:44:53
And then what kind of skills would be needed to fit T3 mods ?
I have an idea ( guns as example ) :
T1 - Small Hybrid Turret T2 - Small Blaster/Railgun Specialization T3 - Small Blaster/Railgun Mastery ? _________________________________________
Originally by: Oveur EVE +NLINE - T+TALHELLDEAAATHHH !!
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Asestorian
Minmatar Sebiestor tribe
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Posted - 2007.04.04 16:59:00 -
[34]
Having just received EON today, and reading it had an article, I can say here that based on that, Tech III is most likely to be related to HeatÖ. Tech III modules will be "ancient tech" in a way, and will have a much higher tolerance for "overclocking" if you will. However, they will have around the same, or perhaps worse, base stats as the Tech II module.
All current modules will be able to be overcharged in this way, however they are far more likely to be destroyed or damaged than if you use Tech III.
--- Your signature exceeds the maximum allowed filesize of 24000 bytes -Sahwoolo Etoophie ([email protected]) ---
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korrey
Taurus Inc
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Posted - 2007.04.04 17:38:00 -
[35]
Originally by: Kazaam Edited by: Kazaam on 04/04/2007 16:44:53
And then what kind of skills would be needed to fit T3 mods ?
I have an idea ( guns as example ) :
T1 - Small Hybrid Turret T2 - Small Blaster/Railgun Specialization T3 - Small Blaster/Railgun Mastery ?
That would be amazing, but instead of ANOTHER 2% damage bonus per level, it should be a 2% RoF bonus for the mastery skill. ----------- 24.01.06 Small patch that addresses some minor balancing issues 1) All minmatar pilots have been deleted |

Horza Otho
Minmatar Infortunatus Eventus
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Posted - 2007.04.04 17:40:00 -
[36]
t3 won't be like t2. It will modify ships in a way t2 cant, in a sense t2 version 2.
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Nifel
Caldari Reikoku Band of Brothers
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Posted - 2007.04.04 17:54:00 -
[37]
Originally by: n0thing
Originally by: Nifel How about rotating slots for Tech3 :p. 3 medslots on the Absolution for example. 1 rotating slot allowing for a 4th module to be switched back and forth between one of the 3 active slots ^^.
Sorry I dont get it, more extensive explanation plz
You have 4 module slots, only 3 can be used at a time, you can switch the slots as you need the different modules. In essence, you'd get the ability to refit in space to a pre-determined module.
"When I die I want to die peacefully in my sleep like my grandpa. Not yelling and screaming like the passengers in his car." RKK Ranking: Sama |

Jas Dor
Minmatar
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Posted - 2007.04.04 18:20:00 -
[38]
Originally by: Kazaam Edited by: Kazaam on 04/04/2007 16:44:53
And then what kind of skills would be needed to fit T3 mods ?
I have an idea ( guns as example ) :
T1 - Small Hybrid Turret T2 - Small Blaster/Railgun Specialization T3 - Small Blaster/Railgun Mastery ?
tbh I'd be more interested in the skill then a 1bil railgun.
Names, Dates, Times, Engagements, Losses, Op-Tempo or STFU! |

Jas Dor
Minmatar
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Posted - 2007.04.04 18:20:00 -
[39]
Originally by: Kazaam Edited by: Kazaam on 04/04/2007 16:44:53
And then what kind of skills would be needed to fit T3 mods ?
I have an idea ( guns as example ) :
T1 - Small Hybrid Turret T2 - Small Blaster/Railgun Specialization T3 - Small Blaster/Railgun Mastery ?
tbh I'd be more interested in the skill then a 1bil railgun.
Names, Dates, Times, Engagements, Losses, Op-Tempo or STFU! |

n0thing
Northern Intelligence Artificial Intelligence.
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Posted - 2007.04.04 20:04:00 -
[40]
Originally by: Nifel
Originally by: n0thing
Originally by: Nifel How about rotating slots for Tech3 :p. 3 medslots on the Absolution for example. 1 rotating slot allowing for a 4th module to be switched back and forth between one of the 3 active slots ^^.
Sorry I dont get it, more extensive explanation plz
You have 4 module slots, only 3 can be used at a time, you can switch the slots as you need the different modules. In essence, you'd get the ability to refit in space to a pre-determined module.
That would be great thing to have then. Some ships that are already versatile will benefit even more from that. ---
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Auron Shadowbane
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Posted - 2007.04.04 20:29:00 -
[41]
I'd like to see very special, strong modules with heavy drawbacks.
like a t3 invul that grants 100% resists to all but deactivates your warpdrive, capacitor recharge and additionally suck as much capacitor as a xl-shieldbooster (maybe more) and deactivates all your weapons (your shield gets solid and doesnt let ANYTHING trough).
for armor tankers maybe active one-damage type hardeners that give a 100% bonus but do not deactivate your weapons and cap recharge, just give a -50% malus on cap recharge and rof.
these modules would also solve the DD problem fleets have as you can effectively shield yourself from the explosion by using this modules...
well just ideas for mods that are useing the current mechanics but have an unique and not perma-useable ability.
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rio danthorn
Gallente Dark Nebula Gallente Division Dark Nebula Gallactic Empire
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Posted - 2007.04.08 03:25:00 -
[42]
i think they would go down the specialization route. where you can fit the same ship in different ways that make them do entirly different things. like the invented fitting types we the players made up.
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