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Syath
Caldari Einherjar Rising
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Posted - 2007.06.20 16:19:00 -
[1]
In one of CCP's interviews it distinctly said that they were trying to make player skill more important than actual skill points in the game, through heat is one of the ways they said they wanted to accomplish this. Now i come to realize that it takes 2 level 5 skills to even use it, PLUS! its integrated into the interface, so something in the interface that isnt even usable its just ********, seriously what is wrong with ccp are they just plain stupid sometimes?
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VanNostrum
Cataphract Securities
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Posted - 2007.06.20 16:24:00 -
[2]
they're gonna introduce a new skill (rank 5) in the next pacth that will allow you to hide heat from UI so even if u dont wanna fall into EM 5 timesink cos u wont use heat, u'll be able to hide it from UI 
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Syath
Caldari Einherjar Rising
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Posted - 2007.06.20 16:25:00 -
[3]
... this is a joke right ><
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xHalcyonx
Amarr EmpiresMod
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Posted - 2007.06.20 16:26:00 -
[4]
Then prioritize you skills. Its a total of Three or so weeks to get those skills to level 5. I'm training Energy Management to 5 for the next 14 days. IF you think it's an issue go to game discussion forum or the skill forum and whine there please.
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VanNostrum
Cataphract Securities
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Posted - 2007.06.20 16:26:00 -
[5]
...or is it? (duunn duunn duuuuuuunnnnnn)
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Syath
Caldari Einherjar Rising
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Posted - 2007.06.20 16:29:00 -
[6]
Quote: Then prioritize you skills. Its a total of Three or so weeks to get those skills to level 5. I'm training Energy Management to 5 for the next 14 days. IF you think it's an issue go to game discussion forum or the skill forum and whine there please.
I have the skills, i'm whining for all the newer players out there though.
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tarin adur
Gallente Einherjar Rising
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Posted - 2007.06.20 16:37:00 -
[7]
Originally by: Syath
Quote: Then prioritize you skills. Its a total of Three or so weeks to get those skills to level 5. I'm training Energy Management to 5 for the next 14 days. IF you think it's an issue go to game discussion forum or the skill forum and whine there please.
I have the skills, i'm whining for all the newer players out there though.
I thought with heat CCP Was trying to close the gap between vets and newbies,not widen it...energy management is not one of those must-have skills for a new player,i've been playing for 9 months and i had it at level 2.
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Micheal Dietrich
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Posted - 2007.06.20 16:40:00 -
[8]
Does having it on the interface really bother you that much?
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Emsee
S.Y.N.D.R.O.M.E.
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Posted - 2007.06.20 16:41:00 -
[9]
I would consider Energy Management one of the "must have" skills for PvP. Its good for the cap.
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Syath
Caldari Einherjar Rising
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Posted - 2007.06.20 16:46:00 -
[10]
Quote: I thought with heat CCP Was trying to close the gap between vets and newbies
yup thats exactly what it said in the interview, but my point exactly its not very newbie friendly
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VanNostrum
Cataphract Securities
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Posted - 2007.06.20 16:49:00 -
[11]
Originally by: Emsee I would consider Energy Management one of the "must have" skills for PvP. Its good for the cap.
i had Energy System Operation (5% cap recharge) at V, but had Energy Management at IV oh well, 12 day research for moi
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Jasmine Constantine
Gallente Jericho Fraction The Star Fraction
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Posted - 2007.06.20 16:57:00 -
[12]
I'm wondering if the Heat system is actually the thin edge of the wedge for a new subsystem targetting thing on the starship level. Think about it for a moment. We now have modules that can take damage and go innactive when damage is at 100%. Perhaps this active overloading system is not the full story and in the future we are going to see the ability to target subsystems on the enemy vessels...
(guns and mwds to disable victims for piracy) (webs and scrams to allow you to escape from tacklers)
etc etc.
The fact the system is now in place (and working) for modules to take damage suggests that an awful lot more could be done with this system.
What we need now is the armour and shield breaching ammo some real damage effects for wounded and smouldering (but still live) ships.
All in all I think its a quite exciting change and shows the potential of the underlying damage system.
Star Fraction is recruiting
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ReePeR McAllem
The Carebear Stare
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Posted - 2007.06.20 17:22:00 -
[13]
Heats not cheap to use often.
Went out today in my geddon after training the skill to lvl 1. Overcharged all my high's then unloaded on a friendly raven. Slight damage increase.
With my skills at lvl 1. The modules got very close to going offline in around 25 seconds. So I gather with lvl 5 thermo it could go 35-40 seconds.
After a mere 25 seconds I turned them off as I still dont know if the actual mod's discintergrate or what not (do they?) when I went to the base to repair all my mega pulse II's the bill was 720k.
720k per overload aint cheap. Agreed it can turn the tide in a fight. But for 720k you'd think you can squeeze out a minute at least... Bah
Hope they bring out advanced skills for heat in the future.
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Khadur
Minmatar Spontaneous Defenestration
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Posted - 2007.06.20 18:14:00 -
[14]
Damn that sux....
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tarin adur
Gallente Einherjar Rising
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Posted - 2007.06.20 19:23:00 -
[15]
Originally by: ReePeR McAllem Heats not cheap to use often.
Went out today in my geddon after training the skill to lvl 1. Overcharged all my high's then unloaded on a friendly raven. Slight damage increase.
With my skills at lvl 1. The modules got very close to going offline in around 25 seconds. So I gather with lvl 5 thermo it could go 35-40 seconds.
After a mere 25 seconds I turned them off as I still dont know if the actual mod's discintergrate or what not (do they?) when I went to the base to repair all my mega pulse II's the bill was 720k.
720k per overload aint cheap. Agreed it can turn the tide in a fight. But for 720k you'd think you can squeeze out a minute at least... Bah
Hope they bring out advanced skills for heat in the future.
It doesn't disintegrate,it just goes offline until you dock,repair and put em online again.
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Nahno
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Posted - 2007.06.20 19:27:00 -
[16]
Originally by: ReePeR McAllem Heats not cheap to use often.
Went out today in my geddon after training the skill to lvl 1. Overcharged all my high's then unloaded on a friendly raven. Slight damage increase.
With my skills at lvl 1. The modules got very close to going offline in around 25 seconds. So I gather with lvl 5 thermo it could go 35-40 seconds.
After a mere 25 seconds I turned them off as I still dont know if the actual mod's discintergrate or what not (do they?) when I went to the base to repair all my mega pulse II's the bill was 720k.
720k per overload aint cheap. Agreed it can turn the tide in a fight. But for 720k you'd think you can squeeze out a minute at least... Bah
Hope they bring out advanced skills for heat in the future.
Join a corp/alliance that controls an outpost/station with free repairs! hehe
But seriously, if you overloaded your mods in an effort to win a fight and not lose your ship, you would happily pay 720k rather than lose your expensive mods/ship. If you overloaded your mods in an effort to win a fight and not lose your ship, and you did lose, you wouldn't have to pay the 720k. 
Think of heat as supplemental insurance.
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lofty29
Infinitus Odium
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Posted - 2007.06.20 19:48:00 -
[17]
Originally by: Jasmine Constantine
I'm wondering if the Heat system is actually the thin edge of the wedge for a new subsystem targetting thing on the starship level. Think about it for a moment. We now have modules that can take damage and go innactive when damage is at 100%. Perhaps this active overloading system is not the full story and in the future we are going to see the ability to target subsystems on the enemy vessels...
Ding ding ding! We have a winner! Read deeper into things, guys  ---
Project Mayhem |
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