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Shinhan
Phoenix Knights Dark Nebula Galactic Empire
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Posted - 2007.08.30 14:49:00 -
[31]
Originally by: Slithysss Why ? I`d love to lose theremodynamics, only ever overheat stuff by accident anyway 
To the right of your speedometer is a small triangle. Click it and select "lock overload status". Problem solved.
-- Selling apples, 1 signature each. ѼѼѼѼѼѼѼ |
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Chribba
Otherworld Enterprises Otherworld Empire
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Posted - 2007.08.30 14:59:00 -
[32]
Originally by: Kazuo Ishiguro Edited by: Kazuo Ishiguro on 30/08/2007 14:44:03
Originally by: Chribba tbh losing skills could be good sometime, for example if you trained Afterburner high and only want to use it to get slow boats into warp faster then you'd want a lower ab level since each level increases the duration.
Not a valid example; the afterburner shuts off when you go to warp. Also, it adds mass, causing your ship to accelerate more slowly, and when you turn it on the increase in max speed means it takes you longer to reach 75% of top speed and go to warp.
The reduction per Interdictors skill level on the duration of warp disrupt probes is a better example, because it means you get through more of them if you just want to keep one spot locked down.
P.S. The GMs will add skillpoints under certain circumstances; if you had to train the same level twice without being podded, for example.
ofc I should have mentioned that you would only cycle the AB, not have it on constant, as the "max" speed would be lower when it turns off and you would most likely have reached the 75% needed to go into warp.
Help me help you. |
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Steve Hawkings
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Posted - 2007.08.30 15:06:00 -
[33]
Edited by: Steve Hawkings on 30/08/2007 15:06:13
Originally by: Lily Miner
Originally by: Niccolado Starwalker
Originally by: Lily Miner To the people who have said no: did you all petition it?
You know, this is insane. We hear lot of people coming to the forums complaining that it takes forever to get an answer to questions from the GMs. And my answer all the time have been, its not a big suprise, since so many people petition stupid things! Everything really between heaven and hearth, which ofcource takes up valuable time for the GMs. This post of yours - asking GMs to remove skills you dont "feel for having" in your skill list proves what I have been saying a long time.
I seriously hope that you dont come to the forums one day complaining why it takes "ages" to get an answer from the GMs...
Please dont Troll...
same goes to you. the question you asked is so ridiculous that it must be a troll post.
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Sakura Nihil
Tabula Rasa Systems The Star Fraction
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Posted - 2007.08.30 16:27:00 -
[34]
/facepalm
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Kazuo Ishiguro
House of Marbles Zzz
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Posted - 2007.08.30 16:50:00 -
[35]
Originally by: Chribba ofc I should have mentioned that you would only cycle the AB, not have it on constant, as the "max" speed would be lower when it turns off and you would most likely have reached the 75% needed to go into warp.
The numbers actually get quite complicated. I think an example is needed.
Suppose you have a 100m kg battleship, agility 0.155, with a T1 100mn afterburner, giving a 126% speed boost with AC IV. You only need to reach 80%/(1+126%) = 35.3% of your max speed with the afterburner on in order to go to warp immediately when the afterburner deactivates, and then you're just waiting for the AB to switch off; minimum delay 11 seconds. It only takes 10.12 seconds to reach that speed, so this works. Bravo Chribba!
If you hadn't fitted the afterburner in the first place, you'd have reached warp in 25 seconds (without skills). If you left the afterburner on and waited to reach warp, you'd have had to wait 37 seconds; this was what I was worried about. For heavier ships, lesser skills and plates, you might need a second cycle of the AB to reach the cut-off point, but it still might be quicker your way  My research services Spreadsheets: Top speed calculation - Halo Implant stats |

Pilk
Axiom Empire
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Posted - 2007.08.30 17:39:00 -
[36]
Skills you might not want trained up: Afterburner (to get into warp faster, as above) Energy Management (more-quickly neut down your own cap so you can nos theirs) Tactical Shield Manipulation (makes your shield tank worse) Drone Navigation (your drones will go so fast that they exceed their own ability to track targets) Drone Durability (if you need to kill off your own sentry drones a lot) (CCP, please add an "abandon drones" command!) Repair Systems (at V, it means you have to buy faction cap injectors to keep up with your LAR II cycles) Warp Drive Operation (makes it harder to cap out when trying to make safespots and snoopspots)
That's all I can think of at the moment. You could also complain about Rapid Firing and certain ship skills, because they make your guns fire more often and thus consume more cap, but that one seems like a bit too much of a stretch, even for this list.
--P
Kosh: The avalanche has already started. It is too late for the pebbles to vote. |
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Deckard Bishop
Forum Moderator Interstellar Services Department

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Posted - 2007.08.30 17:40:00 -
[37]
Originally by: CCP Wrangler No, we will not remove skills on request.
the OP has their answer...
time to stop the rot 
clicky!
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