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Mordanian Ryff
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Posted - 2008.12.17 19:58:00 -
[1]
It is likely that there is another thread out there with exactly the same comments, but I didn't find it, so I'm starting one.
Complaint: It seems like the offerings from the LP store are WAY overpriced - faction mods especially. To get a Gallente Navy 425mm Railgun it costs nearly 34 million + 30,000 LPs. And the gun is only marginally better (small damage factor) than the 425 Prototype which goes for around 13 mil. The armor mods are even worse: they don't even come close to the Tech II variants in performance (and certainly not pirate faction mods) and yet the prices are similarly exorbitant (12 mil+ for 55% active hardener and ~9 mil for passive with only 37.5% bonus).
To justify their cost to someone other than a collector, the faction mods need to cost less or give higher bonuses. I like the latter option: have Navy faction mods be slightly better than lower-end pirate faction mods in performance terms. Make the active hardeners go to 57.5% or even 60% bonuses and bump up the passive hardeners to 41%+. That would do wonders to make them a desirable item and bring value back to the LP store.
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Tasko Pal
Heron Corporation
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Posted - 2008.12.17 21:31:00 -
[2]
The Gallente 425mm sounds about right in price as does the armor hardener. Really don't see what the complaint is about.
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Frenden Dax
Dax Acquisitions
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Posted - 2008.12.17 21:32:00 -
[3]
Originally by: Tasko Pal The Gallente 425mm sounds about right in price as does the armor hardener. Really don't see what the complaint is about.
Someone is peeved that their ship's performance doesn't scale proportionally with the cost of the modules fitted.
Boo hoo, but I don't see how this relates to MD.
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Athre
Minmatar The Higher Standard
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Posted - 2008.12.17 21:34:00 -
[4]
If you value your LP at more than you can sell item X, pick another item or save up until such time as it becomes worth your while.
Presumably you are not expecting the MD forum to fix your problem and are instead looking for talk related to the commerce you are finding too low a margin on. You did not state what it is you want. You did clarify you searched :) but did not state what you desired from your post.
Most of what trading is is opportunity. If its a good opportunity and you have the capital - do it.
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Washell Olivaw
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Posted - 2008.12.17 21:41:00 -
[5]
Did you check the CPU requirement on that hardener vs a t2 hardener?
Did you know various gallente ships have always suffered from tight cpu?
Originally by: Signature Everybody has a photographic memory, some people just don't have film.
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Dal Thrax
Multiverse Corporation
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Posted - 2008.12.17 21:50:00 -
[6]
Originally by: Tasko Pal The Gallente 425mm sounds about right in price as does the armor hardener. Really don't see what the complaint is about.
Um the fact that the Navy guns can't use T2 Ranged ammo making them worse then T2 for a fleet fight?
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Tomblinu
Native Freshfood
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Posted - 2008.12.17 22:04:00 -
[7]
Originally by: Mordanian Ryff The armor mods are even worse: they don't even come close to the Tech 2 variants in performance (and certainly not pirate faction mods) and yet the prices are similarly exorbitant (12 mil+ for 55% active hardener and ~9 mil for passive with only 37.5% bonus).
I suggest that you re-examine the armor modules and the market for them (here's a link to an overview that I wrote to support my brisk trade in faction and deadspace armor modules). Some key points:
- Gallente and Amarr Navy Armor Hardeners (i.e., active ones) have identical resist bonuses to most of the pirate faction ones (Dark Blood, Shadow Serpentis, True Sansha). The benefits of most faction Armor Hardeners is that they use less than half the CPU of their T2 variants, and they have lower skill requirements.
- The second type of faction Armor Hardeners are the Republic Fleet / Domination ones. These have a lower bonus to resists than T2, but they consume substantially less cap.
For faction Energized Platings, again faction are better than T2, and again there are two types:
- Dark Blood, True Sansha, Amarr Navy, Ammatar Navy, and Khanid Navy have better than T2 resist bonuses and require less than half the CPU and have reduced skill requirements.
- Gallente Navy / Serpentis modules offer reduced CPU and skill requirements from T2 along with the same resist bonuses.
Pilots pay more for a matched set of Gallente or Amarr Navy Faction Armor Hardeners or Energized Platings than for functionally equivalent pirate faction sets. For example, I have sold plenty of matched empire faction Armor Hardener sets for more than 150 million ISK.
This assessment is based on the sale of hundreds of successful contract sales in recent months.
Hot tip (this one's free!): to get the most bang for your buck out of your limited number of contract slots, be sure to sell in matched sets, rather than singleton modules. ——— [WTS] Various Public Contracts from Diversified Strategic Services [DIVS] |

Tasko Pal
Heron Corporation
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Posted - 2008.12.18 14:55:00 -
[8]
Originally by: Dal Thrax
Originally by: Tasko Pal The Gallente 425mm sounds about right in price as does the armor hardener. Really don't see what the complaint is about.
Um the fact that the Navy guns can't use T2 Ranged ammo making them worse then T2 for a fleet fight?
LOL. Not a good idea. The price of faction gear makes them unsuitable for most fleet fights. The Navy guns have three advantages over t2. They have a much lower skill requirement, they use less grid. And they do more damage with non-t2 ammo. For PVE fights (which is to be honest where you see these in play), the better fitting of the Navy 425mm means you can cram a lot more into your mission ship. That's what drives the price of these guns, the benefit to missioners from that little bit extra.
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