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Finestaut
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Posted - 2004.02.12 08:30:00 -
[1]
This is the "whine about potentially cool modules that never get used and why" thread.
Damage Control Modules: They give your subsystems extra HP... but does that mean anything. If your subsystems could actually take damage before you were in structure (when you're screwed anyway), maybe these dudes might be better, or if you could shoot individual subsystems.
Mines: They weren't exactly amazingly popular to begin with, and all the missile rebalancing just left them in the dust. If they had a lot more damage and... well, if they could be deployed, they could be awfully cool.
Rockets: Lets face it, when it's missile time, no one uses rockets. Not even in frigate-frigate combat. What's really funny is if you mouse over a rocket in flight, it's classified as a "torpedo." Kinda grandiose if you ask me.
ECM Bursts: Other than refining for megacyte, does ANYONE use these? Not many ships lose their lock when these guys turn on, maybe they should stack?
Reinforced bulkheads: About as popular as ECM bursts, except no megacyte. I wish I could justify these thing's existence, but... no.
Ship scanners: Never once heard of a player using these without saying "why do these modules suck so much." With a bit more range and a lot more speed, they might get some use on the new interceptor frigates, and wouldn't that be cool?
Tracking Links, Remote Shield and Cap Boosters and other "support modules": These have a lot of potential to be cool, except for the fact that there's usually a medium slot module that does the same job (or better) for your own ship, and who wants to spend the extra time locking onto your buddy when there's all the doom to be handed out?
Most everything in "shield upgrades": I mean... come on, these things aren't even sorta good.
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Imperishable
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Posted - 2004.02.12 08:33:00 -
[2]
inertial stabilizers - does anyone ever use those?
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Finestaut
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Posted - 2004.02.12 08:36:00 -
[3]
Edited by: Finestaut on 12/02/2004 08:37:19 Only reason I didn't post those is that once in awhile I mount them while running missions because they have pretty icons. I like pretty icons. Also, I like to believe they help accelleration.
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Busko Moonwalker
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Posted - 2004.02.12 09:38:00 -
[4]
The increas ur manuvers. The higher inertia the faster u turn and stuff like that but i dont think they help with speed.
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Joshua Calvert
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Posted - 2004.02.12 09:38:00 -
[5]
Ask SPVD about the usefulness of tracking links.
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

Grut
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Posted - 2004.02.12 11:03:00 -
[6]
Quote:
Tracking Links, Remote Shield and Cap Boosters and other "support modules": These have a lot of potential to be cool, except for the fact that there's usually a medium slot module that does the same job (or better) for your own ship, and who wants to spend the extra time locking onto your buddy when there's all the doom to be handed out?
Quote:
I thought this to until someone educated me on chaos, belive me most of these mods rock and dont need a boost, the only thing thats missing is the large versions of them from tq Mostly harmless
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Jim Raynor
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Posted - 2004.02.12 11:26:00 -
[7]
all useless, cept maybe sensor links, those are actually pretty powerful, it's just in normal pvp you don't have the time to link. ------
ROBBLE ROBBLE |

Tyrrax Thorrk
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Posted - 2004.02.12 11:30:00 -
[8]
Inertia Stabilizers rock ! My punisher with 4 of 'em warps like a pod 
Support mods are also excellent.
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Jim Raynor
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Posted - 2004.02.12 11:33:00 -
[9]
Quote: Inertia Stabilizers rock ! My punisher with 4 of 'em warps like a pod 
Support mods are also excellent.
it appears as though nanofibers give more of a bonus + increase stopspeed, so why use inertial stablizers? I have a local hull mod inertia stablizer and the bonus is like 9%.. ------
ROBBLE ROBBLE |

Ukiah
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Posted - 2004.02.12 16:02:00 -
[10]
Edited by: Ukiah on 12/02/2004 16:04:36 Perhaps if ECM bursts had 'sizes' too, they might be more useful. However, it would probably be highly exploitable. And there are several 'camps' of pvp'rs. Some who say it's impossible to pvp if only one of the parties wants to (ie it's super easy to get away) and another that says it's IMPOSSIBLE to get away from pvp. I tend to lean towards the first group, with one exception, I've never been caught, but I'm also sure I haven't run up against a lot of the good 'catchers' out there
I would like to say that ECM Bursts should be good enough to break any lock, but the BS crowd will scream that it'll be abused by the frigate crowd and we're back to flogging THAT particular horse again.
All components in Eve should have SOME reason to exist. A lot of the ones you mentioned do not.
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Araviel
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Posted - 2004.02.12 17:18:00 -
[11]
Edited by: Araviel on 12/02/2004 17:19:51
Quote: Inertia Stabilizers rock ! My punisher with 4 of 'em warps like a pod 
Support mods are also excellent.
ah, so thats how you get away all the time,
well, i agree, inertia stabs is good (even if nanos are better) on the right ship. support mods (specially tracking links) rocks to in the right situations.
EPIC Recruitment post
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Beseb
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Posted - 2004.02.12 18:12:00 -
[12]
Add survey scanners to the list.
Anything with the word Flux in the name. (Which you partially covered)
Add the basic version of most modules. They are so inferior to the standard T1 versions that they are only good for recycling.
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XpoHoc
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Posted - 2004.02.12 22:29:00 -
[13]
Quote: I thought this to until someone educated me on chaos, belive me most of these mods rock and dont need a boost, the only thing thats missing is the large versions of them from tq
There are large versions of them on tq :)
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Ada Isdead
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Posted - 2004.02.13 05:31:00 -
[14]
Survey scanners arn't useless, it's nice to know how long it will be before a rock goes pop, so it makes mineing a little less boring (at least for me).
They could do with a range boost to 11km or so (maybe 10km for base ones, wit the meta named ones having higher ranges).
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Elrathias
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Posted - 2004.02.13 09:43:00 -
[15]
surveyscanners arent useless, only almost.
boost their range to 10km or something, and thyll be usefull, even more usefull... its nice to know that u can mine x units fo crockite, before rock goes pop, and then move to newxt rock, and it respawns in downtime. --------------------------
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Dirtball
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Posted - 2004.02.13 15:45:00 -
[16]
ship scanners have 30k range now. it's a nice module for me cause I can only fly frigates and don't have mwd just yet so my help in the battle is to lock, scan, warp.
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DREAMWORKS
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Posted - 2004.02.13 15:46:00 -
[17]
Energy vampires... __________________________
http://www.nin.com/visuals/thtf_hi.html |

Phaethon
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Posted - 2004.02.13 16:29:00 -
[18]
All the lot of named better-than-the-basic loot, that still sux compared to a std tech 1 item.
WTB. Infifitrator I drones |

c0ward Mcm0o
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Posted - 2004.02.13 17:32:00 -
[19]
Quote: Tracking Links, Remote Shield and Cap Boosters and other "support modules": These have a lot of potential to be cool, except for the fact that there's usually a medium slot module that does the same job (or better) for your own ship, and who wants to spend the extra time locking onto your buddy when there's all the doom to be handed out?
I once flew a Scorpion with a setup like that on Chaos, all i did was boost other people's Cap, shields and tracking etc. The fact that other people can swap cap/power relays for heatsinks means you don't have to do damage yourself.
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Tyrrax Thorrk
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Posted - 2004.02.14 12:44:00 -
[20]
Energy vampires are cool now. Oh and nanofibers suck since they reduce your agility by increasing your speed...
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