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Agent 5B
Federal Defense Union Gallente Federation
41
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Posted - 2017.05.02 21:53:26 -
[1] - Quote
Apparently afterburner skill reduces afterburner duration per skill level. Why would you want to do that ? |
Rawls Canardly
Moosearmy Test Alliance Please Ignore
31
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Posted - 2017.05.02 21:57:18 -
[2] - Quote
So you can turn it off sooner? Getting out is as important as getting in, and warping with an active afterburner can suck. |
Agent 5B
Federal Defense Union Gallente Federation
41
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Posted - 2017.05.02 22:52:47 -
[3] - Quote
Rawls Canardly wrote:So you can turn it off sooner? Getting out is as important as getting in, and warping with an active afterburner can suck.
True but does that not negate the cap reduction and make it burn out on overload quicker ?
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Do Little
Virgin Plc Evictus.
1117
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Posted - 2017.05.03 08:32:30 -
[4] - Quote
Most large ships can be fit so they will accelerate to warp with 1 pulse of the afterburner. Eve is a big place so getting a DST or battleship to warp in 7.5 seconds can save a lot of time. |
Kosetzu
Aeons Multiplied
163
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Posted - 2017.05.03 11:43:27 -
[5] - Quote
If you read the description on the skill it also says it reduces the activation cost by 10% per level, in order to offset the duration. |
Agent 5B
Federal Defense Union Gallente Federation
41
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Posted - 2017.05.03 12:35:04 -
[6] - Quote
Kosetzu wrote:If you read the description on the skill it also says it reduces the activation cost by 10% per level, in order to offset the duration.
Yes I mentioned that a few posts ago but to iterate the point I was hinting at, there are many players who are adversely affected by the bonus. |
Mizhir
TURN LEFT HYDRA RELOADED
75111
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Posted - 2017.05.03 15:30:10 -
[7] - Quote
Initially the skill increased the duration but that was problematic for dualprop and oversized AB ships as it is often needed to switch the AB on and off.
So the skill got changed to benefit both fits that benefit from pulsing the AB and the fits that permaruns it
Death rides a fast C4mel
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Zhilia Mann
Tide Way Out Productions
3012
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Posted - 2017.05.03 19:07:35 -
[8] - Quote
Mizhir wrote:Initially the skill increased the duration but that was problematic for dualprop and oversized AB ships as it is often needed to switch the AB on and off.
So the skill got changed to benefit both fits that benefit from pulsing the AB and the fits that permaruns it
This. |
Agent 5B
Federal Defense Union Gallente Federation
41
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Posted - 2017.05.03 22:32:30 -
[9] - Quote
Zhilia Mann wrote:Mizhir wrote:Initially the skill increased the duration but that was problematic for dualprop and oversized AB ships as it is often needed to switch the AB on and off.
So the skill got changed to benefit both fits that benefit from pulsing the AB and the fits that permaruns it This.
Assuming your fit is concerned about the amount of cap an AB uses and doesn't care about how long you can overheat it for |
Mizhir
TURN LEFT HYDRA RELOADED
75114
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Posted - 2017.05.04 10:31:33 -
[10] - Quote
Agent 5B wrote:Zhilia Mann wrote:Mizhir wrote:Initially the skill increased the duration but that was problematic for dualprop and oversized AB ships as it is often needed to switch the AB on and off.
So the skill got changed to benefit both fits that benefit from pulsing the AB and the fits that permaruns it This. Assuming your fit is concerned about the amount of cap an AB uses and doesn't care about how long you can overheat it for
Well the cap usage is offset by the cap cost reduction in the same skill. I don't know if they did anything about heat, but you can heat an AB for pretty long anyways.
Death rides a fast C4mel
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Agent 5B
Federal Defense Union Gallente Federation
41
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Posted - 2017.05.04 11:56:26 -
[11] - Quote
Mizhir wrote:
Well the cap usage is offset by the cap cost reduction in the same skill. I don't know if they did anything about heat, but you can heat an AB for pretty long anyways.
Just seems a bit weird that you might be adding rigs that have the reverse effect to having a higher skill in the drive that you want to protect. Potentially you could use skill extractors to make your AB heat for longer.
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W0lf Crendraven
Red Federation RvB - RED Federation
490
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Posted - 2017.05.04 12:26:11 -
[12] - Quote
Agent 5B wrote:Mizhir wrote:
Well the cap usage is offset by the cap cost reduction in the same skill. I don't know if they did anything about heat, but you can heat an AB for pretty long anyways.
Just seems a bit weird that you might be adding rigs that have the reverse effect to having a higher skill in the drive that you want to protect. Potentially you could use skill extractors to make your AB heat for longer.
AB heat doesnt really matter though. You can heat an AB for a long enough time anyways. |
Agent 5B
Federal Defense Union Gallente Federation
41
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Posted - 2017.05.04 12:37:58 -
[13] - Quote
W0lf Crendraven wrote:
AB heat doesnt really matter though. You can heat an AB for a long enough time anyways.
I would say it matters as much as AB cap usage if you are the kind of pilot that has a use for overheating an AB
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Caleb Seremshur
Black Scorpions Inc Circle-Of-Two
871
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Posted - 2017.05.04 19:11:50 -
[14] - Quote
Agent 5B wrote:Zhilia Mann wrote:Mizhir wrote:Initially the skill increased the duration but that was problematic for dualprop and oversized AB ships as it is often needed to switch the AB on and off.
So the skill got changed to benefit both fits that benefit from pulsing the AB and the fits that permaruns it This. Assuming your fit is concerned about the amount of cap an AB uses and doesn't care about how long you can overheat it for
The explanation you wanted has been given. Now you're just being obnoxious. |
Agent 5B
Federal Defense Union Gallente Federation
41
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Posted - 2017.05.04 21:52:58 -
[15] - Quote
Caleb Seremshur wrote:
The explanation you wanted has been given. Now you're just being obnoxious.
Sorry my bad , what I said about overheating is not true..
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Mizhir
TURN LEFT HYDRA RELOADED
75120
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Posted - 2017.05.05 11:38:08 -
[16] - Quote
Agent 5B wrote:Caleb Seremshur wrote:
The explanation you wanted has been given. Now you're just being obnoxious.
Sorry my bad , what I said about overheating is not true.. there is no possible way having a higher skill could be in any way detrimental to the performance of your ship. Rest in peace Although for anyone that doesn't think they know everything , what I posted was correct. If there was no issue with reduction of cycle time why would a rig exist that increases it ? not to mention heat transfer from when you are heating multiple modules in the same rack but anyway enough of this obnoxiousness GF
Lol there is a rig that increase cycle time? CCP really need to rework rigs. So many useless ones. But if you are willing to use a rig on it you may aswell put in a speed rig to increase speed thus reduce the need for overheating.
Death rides a fast C4mel
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Agent 5B
Federal Defense Union Gallente Federation
41
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Posted - 2017.05.06 15:15:01 -
[17] - Quote
Mizhir wrote:
Lol there is a rig that increase cycle time? CCP really need to rework rigs. So many useless ones. But if you are willing to use a rig on it you may aswell put in a speed rig to increase speed thus reduce the need for overheating.
There is , Engine thermal shielding, common assumption is that just being faster is best but agility is quite important too and you aren't going very fast once you have 100% heat damage to your propulsion mod so if they have to switch if of a cycle before you do that can end it.
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Agent 5B
Federal Defense Union Gallente Federation
44
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Posted - 2017.05.30 10:27:39 -
[18] - Quote
So Zor's Custom Navigation Implant that gives a 10% bonus to afterburner duration, does that make the duration shorter or longer ? |
Kosetzu
Aeons Multiplied
163
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Posted - 2017.05.30 10:41:10 -
[19] - Quote
Makes it longer. Pretty sure that the skill is about the only thing reducing the duration. |
Frostys Virpio
KarmaFleet Goonswarm Federation
3365
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Posted - 2017.05.31 17:20:23 -
[20] - Quote
Mizhir wrote:Agent 5B wrote:Caleb Seremshur wrote:
The explanation you wanted has been given. Now you're just being obnoxious.
Sorry my bad , what I said about overheating is not true.. there is no possible way having a higher skill could be in any way detrimental to the performance of your ship. Rest in peace Although for anyone that doesn't think they know everything , what I posted was correct. If there was no issue with reduction of cycle time why would a rig exist that increases it ? not to mention heat transfer from when you are heating multiple modules in the same rack but anyway enough of this obnoxiousness GF Lol there is a rig that increase cycle time? CCP really need to rework rigs. So many useless ones. But if you are willing to use a rig on it you may aswell put in a speed rig to increase speed thus reduce the need for overheating.
The rig is not strictly useless so chance of it getting removed are pretty close to 0. Making the cycle longer with no change to cap usage make the AB more efficient in term of cap. It's an extremely niche use case that probably never actually get used by any player but so is EVE. We still have implants that are strictly worse stat wise than others and nothing is being done about them. The rig at least does something that can't be done in a different way if someone ever actually wanted to do that. |
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Zhilia Mann
Tide Way Out Productions
3022
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Posted - 2017.05.31 20:14:08 -
[21] - Quote
Frostys Virpio wrote:The rig is not strictly useless so chance of it getting removed are pretty close to 0. Making the cycle longer with no change to cap usage make the AB more efficient in term of cap. It's an extremely niche use case that probably never actually get used by any player but so is EVE. We still have implants that are strictly worse stat wise than others and nothing is being done about them. The rig at least does something that can't be done in a different way if someone ever actually wanted to do that.
It's also been proposed as useful for burning a cloaky ship out of a bubble. Longer duration obviously means you get more time with your prop mod and cloak simultaneously active. Niche but potentially useful on a BR or some such. |
Agent 5B
Federal Defense Union Gallente Federation
44
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Posted - 2017.06.02 19:49:56 -
[22] - Quote
Zhilia Mann wrote:
It's also been proposed as useful for burning a cloaky ship out of a bubble. Longer duration obviously means you get more time with your prop mod and cloak simultaneously active. Niche but potentially useful on a BR or some such.
Doesn't a bubble de-cloak you ?
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Kosetzu
Aeons Multiplied
164
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Posted - 2017.06.04 09:12:46 -
[23] - Quote
Agent 5B wrote:Doesn't a bubble de-cloak you ?
Bubbles doesn't decloak, they only stop you from warping inside them. |
Agent 5B
Federal Defense Union Gallente Federation
45
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Posted - 2017.06.05 04:04:58 -
[24] - Quote
Kosetzu wrote:Agent 5B wrote:Doesn't a bubble de-cloak you ?
Bubbles doesn't decloak, they only stop you from warping inside them.
Interesting
I guess any ship that uses MWD Cloak trick might have a uses for it, maybe allows for a slower less agile ship to align and reach warp before the cycle ends. |
Flharfh Lhar
Star Explorers Reckoning Star Alliance
41
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Posted - 2017.06.09 17:14:21 -
[25] - Quote
Frostys Virpio wrote:Mizhir wrote:Agent 5B wrote:Caleb Seremshur wrote:
The explanation you wanted has been given. Now you're just being obnoxious.
Sorry my bad , what I said about overheating is not true.. there is no possible way having a higher skill could be in any way detrimental to the performance of your ship. Rest in peace Although for anyone that doesn't think they know everything , what I posted was correct. If there was no issue with reduction of cycle time why would a rig exist that increases it ? not to mention heat transfer from when you are heating multiple modules in the same rack but anyway enough of this obnoxiousness GF Lol there is a rig that increase cycle time? CCP really need to rework rigs. So many useless ones. But if you are willing to use a rig on it you may aswell put in a speed rig to increase speed thus reduce the need for overheating. The rig is not strictly useless so chance of it getting removed are pretty close to 0. Making the cycle longer with no change to cap usage make the AB more efficient in term of cap. It's an extremely niche use case that probably never actually get used by any player but so is EVE. We still have implants that are strictly worse stat wise than others and nothing is being done about them. The rig at least does something that can't be done in a different way if someone ever actually wanted to do that.
The problem isn't that the use is niche - such a rig is theoretically useful on any ship that perma-runs an afterburner, like cruisers in PvE for example. The problem is ABs use relatively little cap to begin with, so what is effectively a 20% reduction in AB cap use is a trivial amount. On a 100mn AB it takes you from 12 to 9 GJ/S or something like that. The only time I could see it being a good choice is if it would push you over the cap stable threshold, and even then you'd likely be better off with a cap rig. |
Dimitrios Bekas
Pandemic Horde Inc. Pandemic Horde
30
|
Posted - 2017.06.12 11:00:06 -
[26] - Quote
Agent 5B wrote:Kosetzu wrote:Agent 5B wrote:Doesn't a bubble de-cloak you ?
Bubbles doesn't decloak, they only stop you from warping inside them. Interesting I guess any ship that uses MWD Cloak trick might have a uses for it, maybe allows for a slower less agile ship to align and reach warp before the cycle ends.
The "green" "blue" Energy Ball won-Št decloak you...if there is no Can/drone or whatever around the area where you land in the bubble (which is in most cases).
BUT, the "center" of a bubble decloak you, if you fly near it (both, on anchored bubbles and also probe Bubbles)
https://youtu.be/Bn18pQARnB8?t=532 (proof)
and yes, dead bodies...."decloak" ! |
Agent 5B
Federal Defense Union Gallente Federation
46
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Posted - 2017.06.12 21:12:52 -
[27] - Quote
Flharfh Lhar wrote:
The problem isn't that the use is niche - such a rig is theoretically useful on any ship that perma-runs an afterburner, like cruisers in PvE for example. The problem is ABs use relatively little cap to begin with, so what is effectively a 20% reduction in AB cap use is a trivial amount. On a 100mn AB it takes you from 12 to 9 GJ/S or something like that. The only time I could see it being a good choice is if it would push you over the cap stable threshold, and even then you'd likely be better off with a cap rig.
100mn AB T2 is 35GJ/s Monoprop 25 GJ/s Afterburner 5 skill will reduce it by 50% Dynamic Fuel Valve Rig reduces it by 15% which is fairly similar to the bonus you get from Thermal shield rig , only real advantage is that it has a calibration of 50 if you are short of calibration or you are using T2 rigs which have higher calibration.
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