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Thread Statistics | Show CCP posts - 0 post(s) |

TomB
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Posted - 2004.02.18 11:38:00 -
[1]
I have fixed the damage seeping through armor to structure at the rate as it was going on Chaos, damage should not go to structure unless less than 25% armor is left. Also the invulnerability when down to 0 structure should be fixed now.
Anyone who can armor tank, please test on Chaos. Also please run logserver just incase you might find a bug where damage goes to structure even when not below 25% armor, and contact a Bug Hunter on the irc or in "eve-chaos" channel in-game and give him the most pretty log.
Anyway, armor tanking should finally get useful with these fixes - test out an Apocalypse with 2 armor repairers, 2-3 armor hardeners, 2-3 cap relays, med slot cap rechargers/boosters. 
So you wanted to test out some boosters? |

TomB
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Posted - 2004.02.18 11:42:00 -
[2]
FIX DAMAGE CONTROL 
So you wanted to test out some boosters? |

Raven DeBlade
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Posted - 2004.02.18 11:44:00 -
[3]
FIX NPCS will ya :)
"To hunt pirates you need time and patience, because even monkeys fall from the trees"
"Any statements made above this line are my persona" |

Vel Kyri
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Posted - 2004.02.18 11:44:00 -
[4]
It would be even better if shielde also seeped damage when they get to 25% as well. -----
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TomB
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Posted - 2004.02.18 11:45:00 -
[5]
Quote: It would be even better if shielde also seeped damage when they get to 25% as well.
They do, unless you got Tactical Shield Manipulation skill
So you wanted to test out some boosters? |

Discorporation
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Posted - 2004.02.18 11:46:00 -
[6]
FIX MISSILES evil smiley
k?
:)
Thanks for this 
[Heterocephalus glaber]
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TomB
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Posted - 2004.02.18 11:47:00 -
[7]
Quote: FIX NPCS will ya :)
k
So you wanted to test out some boosters? |

Lola
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Posted - 2004.02.18 11:48:00 -
[8]
You seriously need to listen to Raven. Guristas are crazy!  ----------------------------------------- Sig rented by Drethen Nerevitas. |

TomB
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Posted - 2004.02.18 11:48:00 -
[9]
Quote: FIX MISSILES evil smiley
k?
k
So you wanted to test out some boosters? |

bugeye
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Posted - 2004.02.18 12:17:00 -
[10]
Quote: Anyway, armor tanking should finally get useful with these fixes - test out an Apocalypse with 2 armor repairers, 2-3 armor hardeners, 2-3 cap relays, med slot cap rechargers/boosters. 
I use armor tanked ships for several months now and never found it useless. The only thing i miss are the 'reinforced steel armor plate' blueprints.
business is war! |
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Joshua Calvert
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Posted - 2004.02.18 12:20:00 -
[11]
Quote:
Quote: It would be even better if shielde also seeped damage when they get to 25% as well.
They do, unless you got Tactical Shield Manipulation skill
 
So the Tactical Shield Manipulation skill is actually useful or does that only apply if you're running a tac shield as your shields get below 25%?
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

Jarjar
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Posted - 2004.02.18 12:23:00 -
[12]
So, any changes to the damage circle thingy?
FYI it only shows shield (left side) and armor (right side). So if people are at 50% hull, 0% armor they look completely dead while they're certainly NOT.
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Joshua Calvert
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Posted - 2004.02.18 12:40:00 -
[13]
Anyone get the feeling local hull conversion mods are going to become very popular?
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

Lola
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Posted - 2004.02.18 12:59:00 -
[14]
Quote: Anyone get the feeling local hull conversion mods are going to become very popular?
I think it's the 1600mm plating that will catch on. 10000 armor without seepage... oh yeah  ----------------------------------------- Sig rented by Drethen Nerevitas. |

Cirle
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Posted - 2004.02.18 13:16:00 -
[15]
Quote:
Quote: Anyone get the feeling local hull conversion mods are going to become very popular?
I think it's the 1600mm plating that will catch on. 10000 armor without seepage... oh yeah 
Mmmmmm... can we have a 1600 shield extender as well please :) (yes, yes, I know that would increase the recharge rate, and be completely unbalanced, and all that jazz... but dreaming is nice sometimes)
Cirle |

Siphol Kalarth
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Posted - 2004.02.18 14:18:00 -
[16]
16000 shild extenders increase the recharge rate?
Well, unless I've missed something my response to that: so?
When was shield recharge actually worth anything?
I keep faith, it's only what I believe in that changes.
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Cao Cao
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Posted - 2004.02.18 14:33:00 -
[17]
I'm glad armor tanking is getting love, it is badly needed hopefully when cap relays are fixed (by fixing shield recharge!!!) then armor tanking on apocs and armageddons will become more viable option cuz as it is now the best shield tank is the apoc.
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Admiral IceBlock
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Posted - 2004.02.18 14:43:00 -
[18]
so is there a skill that does that the dmg dont get through if u have 25% armor?
like Tactical Armor Manipulation? 
and will the Armor Repairer duration time be decreased?
and using 2 armor repairers, 2-3 armor hardeners, 2-3 cap relays is bad couse u dont need 2 xl shield booster to tank ur shields? right?
"We brake for nobody"
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Kovak
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Posted - 2004.02.18 15:36:00 -
[19]
This is excellent news, can't test it today due to Uni work but I will surely be playin.. erm testing tommorow. Thx tomb :)
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Arthur Eld
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Posted - 2004.02.18 15:43:00 -
[20]
Edited by: Arthur Eld on 18/02/2004 15:46:38
Quote: so is there a skill that does that the dmg dont get through if u have 25% armor?
like Tactical Armor Manipulation? 
and will the Armor Repairer duration time be decreased?
and using 2 armor repairers, 2-3 armor hardeners, 2-3 cap relays is bad couse u dont need 2 xl shield booster to tank ur shields? right?
Nor do you need 1, and preferably 2, level 5 skills to shield tank. Nor is there even an extra large equivalent of an armour repairer, although I would hate to see the grid and cpu reqs for it if there were.
____________________ First comes smiles, then lies. Last is gunfire. We deal in lead.
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Juan Andalusian
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Posted - 2004.02.18 16:15:00 -
[21]
How does seeping work after 25% armor? Is it a fixed chance of random % of damage seeping depending on armor %? Or is it fixed % of damage seeping 100% depending on armor %?
Any skills to decrease such factors?
**Pain is meant to be felt** |

TomB
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Posted - 2004.02.18 18:44:00 -
[22]
med and large armor repairers were reduced in mechanic skill requirement 
So you wanted to test out some boosters? |

Discorporation
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Posted - 2004.02.18 18:47:00 -
[23]
\o/
[looks at mechanics lvl5]
d'ohh!
[Heterocephalus glaber]
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Joshua Calvert
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Posted - 2004.02.18 19:09:00 -
[24]
I think most armour repairers could do with a modest decrease in activation time.
Also, they should repair from the start of activation rather than at the end.
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

Xtro 2
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Posted - 2004.02.18 19:13:00 -
[25]
Edited by: Xtro 2 on 18/02/2004 19:14:49
Quote: I think most armour repairers could do with a modest decrease in activation time.
Also, they should repair from the start of activation rather than at the end.
Makes sense as it is tbh, shields use energy which can be charged so long as the power is there, armour is a physical thing, actual metal/armour, if you wanted to repair your tv, it takes time to do so, as bits need to be added/replaced to repair it, as such its only expected the armour has to take time to be regenerated/rebuild. __________________________________________
Hell is nothing more than an office with fluorecent lights. |

Discorporation
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Posted - 2004.02.18 19:18:00 -
[26]
I'm okay with repairing at the start, but not with a decreased time it takes to repair.
Don't want armour to be come Shield V1.2 =\
[Heterocephalus glaber]
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Arthur Eld
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Posted - 2004.02.18 19:21:00 -
[27]
Quote: Edited by: Xtro 2 on 18/02/2004 19:14:49
Quote: I think most armour repairers could do with a modest decrease in activation time.
Also, they should repair from the start of activation rather than at the end.
Makes sense as it is tbh, shields use energy which can be charged so long as the power is there, armour is a physical thing, actual metal/armour, if you wanted to repair your tv, it takes time to do so, as bits need to be added/replaced to repair it, as such its only expected the armour has to take time to be regenerated/rebuild.
Would you like to have to wait 15 seconds before your armour started repairing when you take armour damage, while shield users get the instant shield boost? I think it should be at the begining of the cycle just like sheild boosters.
____________________ First comes smiles, then lies. Last is gunfire. We deal in lead.
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Draginslayer
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Posted - 2004.02.18 19:23:00 -
[28]
Thx for fixing the skills on large armor repairers, when power relays get changed/fixed I think they will be really even in output. (if the relays are about equal to cap rechargers)(free up 3-4 mid slots and use 3-4 low slots in switch from shield to armor tank, right now that would cause a huge loss in cap recharge time)
Large armor x2 (2 low slots) 180 cpu (90 each) 1900 powergrid (950 each) 1200 hp (600 each) 800 energy (400 each) 15 sec (lets say repair systems 4 so 12s) = 100 hp/s (1200/12) = 66.6 energy/s (800/12)
XL shield booster + shield amp (2 med slots) (don't know cpu/pg for amplifier) 200 cpu 500 powergrid 520 hp (400*1.3) 400 energy 5 sec = 104 hp/s (520/5) = 80 energy/s (400/5)
Would be nice to add a skill that applies to armor like tac. shield man.
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MaiLina KaTar
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Posted - 2004.02.18 19:24:00 -
[29]
Quote: I think most armour repairers could do with a modest decrease in activation time.
No.
Quote: Also, they should repair from the start of activation rather than at the end.
Yeah.
Mai's Idealog |

Jarjar
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Posted - 2004.02.18 20:11:00 -
[30]
Quote:
XL shield booster + shield amp (2 med slots) (don't know cpu/pg for amplifier) 200 cpu
You forgot to add CPU + grid for the shield amp. Total 250 CPU.
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