| Pages: 1 [2] 3 :: one page |
| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Ertai Vodalion
|
Posted - 2004.03.16 17:29:00 -
[31]
curious how this will influence new modules like cloaking devices ....
|

Scorpyn
|
Posted - 2004.03.16 17:49:00 -
[32]
Please don't release the patch tomorrow. I tried the patch, and after I did I couldn't even start eve at all.
|

Baun
|
Posted - 2004.03.16 18:14:00 -
[33]
I assume the module still has to be fitted, however, in order to be toggled on. In this case the change isnt really that big of a deal. It just formalizes the MWD mechanics already in game (the ability to activate it if its deactivated), whilst invalidating it for use in running away (if there is a time delay) and validating it for use in travel.
The Enemy's Gate is Down
|

Imperishable
|
Posted - 2004.03.16 18:18:00 -
[34]
why is everyone talking about MWD stuff? it's not gonna work with offline modules, because: Quote: You can only put a module online in space if you have 95% of your cap charged, toggling a module to online will wipe your capacitor down to 33% full.
|

Ishkur
|
Posted - 2004.03.16 18:24:00 -
[35]
Edited by: Ishkur on 16/03/2004 18:27:00 Maybe this will make cap boosters more powerful in combat?
Sure is good for people with lots of med slots... *growl*
Edit: The note doesn't mention toggling offline... Will that take energy too?
For example: Equip MWD, fly up to target, toggle off. What happens then?
|

Benton
|
Posted - 2004.03.16 19:06:00 -
[36]
Agree with Zagum Darkfin. Let me add a remark about the current 0.0 and 1.0 situation. Look at the map, press ships destroyed in last 24 hours and guess what? 0.0 systems almost empty compared to above 0.5 sys. Now aint that the opposite thought of having empires and security forces? Wrote them a mail, got the map to back it up. Mmm, going the wrong direction. Now this.
 
|

Hippey
|
Posted - 2004.03.16 19:15:00 -
[37]
Quote:
1409 You can only put a module online in space if you have 95% of your cap charged, toggling a module to online will wipe your capacitor down to 33% full.
Hmmm. Well this is a 1409 change and Hellmar wants to go live with 1408. So I sure hope as hell that the plan is to include 1409 in the TQ release as well so this little gem can go in as well. ------------------------------------------- If you kill them, they will die!
Sport the war, war support The sport is war, total war When victory's really a massacre. The final swing is not a drill It's how many people I can kill! |

Lark
|
Posted - 2004.03.16 19:29:00 -
[38]
This is going to make missions fairly easy. I generally know when I am going to fight. I have an mwd at the moment, the opportunity cost of this is an empty high energy slot. CCP just gave me an extra gun.
Whether this is good or bad is a different story/
|

BH Hurricane
|
Posted - 2004.03.16 19:33:00 -
[39]
Quote: Is the lagg when using more than one armor reparier fixed in this patch. 'Cuase the whole area just becomes a slide-show if you try to do that now.
Please test it out. We have reason to believe so. But need verification by many sources. __________ Hurricane Bug Hunter Lead |

BH Hurricane
|
Posted - 2004.03.16 19:35:00 -
[40]
Quote: Please don't release the patch tomorrow. I tried the patch, and after I did I couldn't even start eve at all.
Agreed. Patch 1410 should fix that. Let us know if it does not.
__________ Hurricane Bug Hunter Lead |

kieron
|
Posted - 2004.03.16 21:37:00 -
[41]
Quote: Well, as long as you make sure the CSM delegates are informed of any time/day changes, before the currently scheduled time on Wednesday, that'll be fine.
-Tyria.
If there are any changes to the time or day of the CSM, the delegates will be informed of the changes beforehand. As it currently stands, the patch will not go into effect tomorrow, and will not impact the CSM in any manner.
kieron Community Manager, EVE Online
|

Scorpyn
|
Posted - 2004.03.16 21:44:00 -
[42]
Edited by: Scorpyn on 16/03/2004 21:49:03
Quote:
Quote: Please don't release the patch tomorrow. I tried the patch, and after I did I couldn't even start eve at all.
Agreed. Patch 1410 should fix that. Let us know if it does not.
This time, I get to the logon screen at least. The server is full at the moment though, so I can't do any further testing - and I have to sleep now too 
Edit : I retried logging on, and it worked until I pressed esc (which was after about 5-10 seconds of logon time or so). Sorry I can't send a bug report right now, but I really need sleep...
|

Tyria Evenstar
|
Posted - 2004.03.16 21:56:00 -
[43]
Quote: If there are any changes to the time or day of the CSM, the delegates will be informed of the changes beforehand. As it currently stands, the patch will not go into effect tomorrow, and will not impact the CSM in any manner.
Then all is well.
-Tyria.
|

Athule Snanm
|
Posted - 2004.03.16 22:35:00 -
[44]
Quote: Edited by: Ishkur on 16/03/2004 18:27:00 Maybe this will make cap boosters more powerful in combat?
Sure is good for people with lots of med slots... *growl*
Edit: The note doesn't mention toggling offline... Will that take energy too?
For example: Equip MWD, fly up to target, toggle off. What happens then?
I remain very concerned about this feature - and as you point out it will be severely skewed to those with lots of mid slots. It basically un-nerfs the MWD for those whilst leaving everyone else with a higher percentage of the critical mid slots wasted. Personally if it has to come in I'd say the cap penalty should be 100%, along with the shields, whenever a module is activated or deactivated.
_______________________________
Doomheim - EVE's only hygiene! |

sSense Thade
|
Posted - 2004.03.16 22:36:00 -
[45]
Load your indy up full with all low slots fitted with cargo expanders... ...Get in space, swap everything for overdrives/mwds...
What is gonna happen to the *now* excess cargo?
|

Celt Eireson
|
Posted - 2004.03.16 22:42:00 -
[46]
Nothing I think, from what little I've read the changes don't let you change modules that are fitted, just whether they are marked as active or not. So you can't swap modules.
|

Majin Buu
|
Posted - 2004.03.16 22:59:00 -
[47]
omg U CANNOT CHANGE MODUALS INSPACE. The changes in the next patch only allow u to toggle moduals on/off THAT HAVE ALREADY BEEN FITTED IN A STATION!   

BoB KillBoard |

Cirle
|
Posted - 2004.03.16 23:09:00 -
[48]
Quote: Having said that, if your cap drops to 33% after "toggling" your MWD on, I doubt you could activate it at all........
Yes, you could, but whether you could activate it twice would depend on whether it is 33% of the original, or 33% of the final (reduced) level. The question is; could you bring 2 mwd online and fire them each once, as one mwd by itself is useless for escaping for cruisers and battleships.
Of course, we have to hope there are no nasty little bugs in there where it just sets the cap to 33% rather than reducing only if > 33%, as that would lead to an interesting problem :) (no, I do not really believe anyone would code that, but stranger things have happened in the world)
Cirle |

Spanker
|
Posted - 2004.03.16 23:39:00 -
[49]
Quote: omg U CANNOT CHANGE MODUALS INSPACE. The changes in the next patch only allow u to toggle moduals on/off THAT HAVE ALREADY BEEN FITTED IN A STATION!   

woah... down boy, down
|

Spanker
|
Posted - 2004.03.16 23:49:00 -
[50]
Quote: Load your indy up full with all low slots fitted with cargo expanders... ...Get in space, swap everything for overdrives/mwds...
What is gonna happen to the *now* excess cargo?
I gather, and as Majin so kindly pointed out lol, refitting actual modules won't be possible. But you have a point though, what happens to your cargo when you shut down your cargo expanders? Or won't they be on/off-switchable?
|

ProphetGuru
|
Posted - 2004.03.16 23:52:00 -
[51]
I wanna know what happens when you DE activate the module. Your cap/shield levels should remain at current levels, with only a recharge boost, but I can see, given.... um history.. caps and shields popping up 25% with a toggle. Evolution..... Just when you thought you were winning.
|

Achec
|
Posted - 2004.03.17 01:53:00 -
[52]
Quote: omg U CANNOT CHANGE MODUALS INSPACE. The changes in the next patch only allow u to toggle moduals on/off THAT HAVE ALREADY BEEN FITTED IN A STATION!   

You should know by now that most people only read 1/2 of whatever is written.

(so in that honour: G Fu Yo Se) 
|

Doppleganger
|
Posted - 2004.03.17 04:44:00 -
[53]
Edited by: Doppleganger on 17/03/2004 04:46:03
Quote:
Quote: Load your indy up full with all low slots fitted with cargo expanders... ...Get in space, swap everything for overdrives/mwds...
What is gonna happen to the *now* excess cargo?
I gather, and as Majin so kindly pointed out lol, refitting actual modules won't be possible. But you have a point though, what happens to your cargo when you shut down your cargo expanders? Or won't they be on/off-switchable?
Simple toggling expanders online and offline does nothing now .... why would it change? You put and expander on your ship it doesnt matter if its toggled online or offline it doesnt use any power or cpu and once its on it doesnt matter what state is on/off you still have the gained cargo space and loss of speed.
An Expander is a change to your ship's structure so it has no on/off state just a fitted or not fitted state that can only be done in station. Same with overdrives and nanofibers. 
:edit: a 'quote' got misplaced
|

severed
|
Posted - 2004.03.17 08:24:00 -
[54]
Edited by: severed on 17/03/2004 08:25:47
Quote: Yes, you could, but whether you could activate it twice would depend on whether it is 33% of the original, or 33% of the final (reduced) level. The question is; could you bring 2 mwd online and fire them each once, as one mwd by itself is useless for escaping for cruisers and battleships.
You could not bring 2 MWDs online, cap must be charged to 95% to turn a module on, after turning on first one, cap drops to 33% ___________________________________________________________ All work and no play makes Jack a dull boy. |

drunkenmaster
|
Posted - 2004.03.17 09:55:00 -
[55]
cargo expanders are not affected by online/offline status.
It is a hull modification.
You can turn off your TV, but you can't turn off the wall*. 
*unless you got some freaky hi-tech wall, but, by having one, you volutarily retire from this conversion. .
|

Sumica
|
Posted - 2004.03.17 10:38:00 -
[56]
Good example. Seems to me it's just a way to fit more powerfull systems on smaller ships but the second I see a frig sporten a 1400 is the day I quit. Your not stupid just misinformed Ö |

Megagame
|
Posted - 2004.03.17 11:21:00 -
[57]
I dont think that even whit tech5 powercore upgrads or supermega elite frigets it coudt take a 1400mm on it and use it :)
Now I become death, the destroyer of worlds |

FileCop AI
|
Posted - 2004.03.17 11:42:00 -
[58]
Quote:
Quote: Having said that, if your cap drops to 33% after "toggling" your MWD on, I doubt you could activate it at all........
Yes, you could, but whether you could activate it twice would depend on whether it is 33% of the original, or 33% of the final (reduced) level. The question is; could you bring 2 mwd online and fire them each once, as one mwd by itself is useless for escaping for cruisers and battleships.
Of course, we have to hope there are no nasty little bugs in there where it just sets the cap to 33% rather than reducing only if > 33%, as that would lead to an interesting problem :) (no, I do not really believe anyone would code that, but stranger things have happened in the world)
Cirle
You guys don't get this. You can only toggle online/offline if your cap is at minimum 95%. After toggling 1 mwd online you have 33% cap left - now you have to wait a while depending on your cap recharge, until you again have 95% cap. Then turn on your second mwd - 33% cap. Now wait a while again and boost up your 2 mwd. You're out of cap and can't toggle them the second time (unless you wait hella long before turning 2 mwd on.
Now - no matter what - you're dead before you're done. So NO - this is not a way of escaping battle.
FileCop AI of MASS Co-CEO |

cashman
|
Posted - 2004.03.17 11:56:00 -
[59]

So no update today after all?
____________________________________
»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
|

Spanker
|
Posted - 2004.03.17 12:02:00 -
[60]
Quote: I wanna know what happens when you DE activate the module. Your cap/shield levels should remain at current levels, with only a recharge boost, but I can see, given.... um history.. caps and shields popping up 25% with a toggle.
Yup, can I MWD up to a guy in my blaster megathron and suddenly go tank on his ass?
|
| |
|
| Pages: 1 [2] 3 :: one page |
| First page | Previous page | Next page | Last page |