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Exlegion
Caldari New Light Hydra Alliance
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Posted - 2007.12.17 19:01:00 -
[1]
I'm currently experimenting with heat and the effects on Marauders. But as it stands it doesn't seem like it's worth it (atleast on missions). Even with offlined modules acting as heatsinks and the skill at lvl 4 (currently training to lvl 5) the guns start taking damage almost immediately. I was thinking maybe a boost from 5% to 7.5% per level may help. Hell, I wouldn't mind replacing the tractor beam bonus on Marauders with a flat % increase to the Thermodynamics skill. Would this change be game-breaking? What do devs and players think about this idea?
One of us equals many of us. Disrespect one of us, you'll see plenty of us. - Guru |

FawKa
Gallente x13
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Posted - 2007.12.17 19:08:00 -
[2]
I would rather want a skill that makes them take more heat before getting dmg'd. Thermo is fine tbh, they do not take that much dmg at lvl. V but we still have to repair all the time.. I guess we have to wait for Tech 3 tho 
Originally by: Danjira Ryuujin Not being able to adapt and not being able to use the search button seem to go hand in hand.
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Vrenth
Gallente 23rd Armor Hydra Alliance
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Posted - 2007.12.17 19:20:00 -
[3]
Originally by: Exlegion I'm currently experimenting with heat and the effects on Marauders. But as it stands it doesn't seem like it's worth it (atleast on missions). Even with offlined modules acting as heatsinks and the skill at lvl 4 (currently training to lvl 5) the guns start taking damage almost immediately. I was thinking maybe a boost from 5% to 7.5% per level may help. Hell, I wouldn't mind replacing the tractor beam bonus on Marauders with a flat % increase to the Thermodynamics skill. Would this change be game-breaking? What do devs and players think about this idea?
Tech 1 and 2 items are not designed to be overloaded. Only in extreme situations or emergencies should they be overloaded. There is almost never a time like this in PvE as long as your prepared. Overheating, as it is right now, is pretty much pvp only. A short, but very impacting advantage. --------------------------------- Let's make CLONE VATS useful! |

Exlegion
Caldari New Light Hydra Alliance
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Posted - 2007.12.17 20:27:00 -
[4]
True. However, it would be nice to see heat become more than just that last-minute-before-you-pop-in-PVP extremely situational skill. I think Marauders are great candidates to introduce heat as a viable alternative to the conventional fittings out there.
One of us equals many of us. Disrespect one of us, you'll see plenty of us. - Guru |

James Lyrus
Lyrus Associates Enuma Elish.
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Posted - 2007.12.17 20:55:00 -
[5]
Overloading is fundamentally a short term thing. So no, I don't think it'll _ever_ be worth using in missions. (Well, unless it's to kill that last NPC with the insane tank or something).
As is, a thermodynamics boost on Marauders wouldn't really be game breaking. It'd just be a sucky bonus.
Even with a reduced damage rate from overloading, they still won't last the amount of time you need to complete a mission. (or if they did, then that _would_ be broken).
Incidentally, a Golem takes very significantly longer to burn out than a Raven does, if you lay the modules out right. -- Crane needs more grid 249km locking? GMP and TNP |

Zeph Solaris
NYIT Gangstaz SMASH Alliance
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Posted - 2007.12.17 21:00:00 -
[6]
Instead of doing that, give the modules more HP.
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Gordon Red
SteelVipers YouWhat
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Posted - 2007.12.17 22:03:00 -
[7]
IMHO the hole damage thing is a little bit useless.
The damage to modules and their "destruction" is totally impractical, if I overheat my weapons they are gone in a matter of seconds and NOTHING is won. The only useful act is to overheat my MWD to escape a gate camp or to overheat my webber to catch someone right out of my range (because they don't generate too much heat).
To counter the damage right away with the nanite paste is a step in the wrong direction. It only a conclusion for the symptoms, but does not remove the impractical situation.
=> Better and more useful would be, if the overheated modules go into a semi off-line status and will come back online, after the heat is fully dissipated.
Like modern technology, the system will be shut down, BEFORE damage is done. After it cooled down it will be operational again.
Naturally it will take longer to get rid off the heat as to produce it. 
Later with even more advanced technology it might be available to fit "real" heat sinks or ships will be developed that get rid off the heat faster.
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Rogerano
Minmatar Einherjar Rising
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Posted - 2007.12.18 05:56:00 -
[8]
Remember though, that CCP gave most ships a 25% increase to shield, armour and structure hit-points. This in an effort to lengthen combat. If heat is made into anything more than a very short "burst" of extra ability (damage, range, what-have-you), the net effect of the hp increase will only be 5% (assuming weapon dmg when over-heated is +20%). Uncool. Any initiative which increases damage output goes directly against CCP's stated aims of making pvp combat last longer. --- Not happy with something in EVE? An emo whine will doubtless help your cause. |

Akita T
Caldari Navy Volunteer Task Force
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Posted - 2007.12.18 08:05:00 -
[9]
On Marauders, I didn't expect to be able to overheat all 4 weapons permanently. But how about overheating just one of the four, with 3 modules as heatsinks ? And have you noticed any difference between, say, 3 offlined small nos and 3 offlined heavy NOS as a heat sink (just an example) ?
1|2|3|4|5. |

Bellum Eternus
Gallente Death of Virtue
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Posted - 2007.12.18 08:15:00 -
[10]
Originally by: Akita T On Marauders, I didn't expect to be able to overheat all 4 weapons permanently. But how about overheating just one of the four, with 3 modules as heatsinks ? And have you noticed any difference between, say, 3 offlined small nos and 3 offlined heavy NOS as a heat sink (just an example) ?
I've tried it with all sorts of diff stuff in the heatsink spots. All modules have 40hp it seems, and they all take heat at the same hp/sec it seems as well.
I experimented with this by just overheating, then docking to see exactly how man hp of damage was done, with various mods, for the same amount of vollies etc.
Damage seems random, but fairly consistant.
Bellum Eternus [Vid] L E G E N D A R Y [Vid] L E G E N D A R Y I I |

Dristra
Amarr Shadows of the Dead Aftermath Alliance
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Posted - 2007.12.18 12:05:00 -
[11]
Originally by: Gordon Red IMHO the hole damage thing is a little bit useless.
The damage to modules and their "destruction" is totally impractical, if I overheat my weapons they are gone in a matter of seconds and NOTHING is won. The only useful act is to overheat my MWD to escape a gate camp or to overheat my webber to catch someone right out of my range (because they don't generate too much heat).
To counter the damage right away with the nanite paste is a step in the wrong direction. It only a conclusion for the symptoms, but does not remove the impractical situation.
=> Better and more useful would be, if the overheated modules go into a semi off-line status and will come back online, after the heat is fully dissipated.
Like modern technology, the system will be shut down, BEFORE damage is done. After it cooled down it will be operational again.
Naturally it will take longer to get rid off the heat as to produce it. 
Later with even more advanced technology it might be available to fit "real" heat sinks or ships will be developed that get rid off the heat faster.
I agree, when I heard about heat I thought that we had this heat meter, and only if you let the meter go to red would you damage your mods, well, trust ccp to make things harder by making them annoying and time consuming instead.
It's great being Amarr isn't it.
Support the introduction of Blaze M crystals for Amarr!
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