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Dwindlehop
Stimulus Rote Kapelle
2
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Posted - 2012.05.03 15:34:00 -
[181] - Quote
Could the war dec cost per target alliance member scale as a function of the ratio between the attacking alliance members and the target alliance members?
For instance, if a 1-man corp decs a 10,000 member alliance, the price per member of target alliance should be reduced by 1/10,000. If a 10,000 man alliance decs a 1 man corp, the alliance should pay 10,000x more than the base price for the privilege of stomping that poor guy.
In practice, I suspect most decs are made by entities which are slightly smaller than their targets.
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CCP Punkturis
C C P C C P Alliance
1951

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Posted - 2012.05.03 15:40:00 -
[182] - Quote
Caellach Marellus wrote:Legion icon on the kill reports is huge compaired to the rest.
thanks:) CCP Punkturis | EVE UI Programmer | @CCP_Punkturis |
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CCP SoniClover
C C P C C P Alliance
41

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Posted - 2012.05.03 15:48:00 -
[183] - Quote
Tsubutai wrote:Are there diminishing returns on the increase or do you get the 'full' 15% from each resist that you're not being hit on? Specifically, if I were being hit exclusively with pure kinetic damage, what kinetic resist would the module confer?
The resist is calculated for the module itself, but when it's applied to the ship it goes through the normal channels. So, in the hypothetical scenario where you have no other resistance bonuses, then the max resist you could get from this module is 60% (the other three would then be at 0). But if you have other resistance bonuses, then your actual resist is calculated as usual.
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Caellach Marellus
Aideron Robotics Darkmatter Initiative
529
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Posted - 2012.05.03 15:50:00 -
[184] - Quote
CCP SoniClover wrote:Tsubutai wrote:Are there diminishing returns on the increase or do you get the 'full' 15% from each resist that you're not being hit on? Specifically, if I were being hit exclusively with pure kinetic damage, what kinetic resist would the module confer? The resist is calculated for the module itself, but when it's applied to the ship it goes through the normal channels. So, in the hypothetical scenario where you have no other resistance bonuses, then the max resist you could get from this module is 60% (the other three would then be at 0). But if you have other resistance bonuses, then your actual resist is calculated as usual.
I hope there's plans for more than just T1 modules. Can we expect Meta/T2/Faction/Deadspace?
Edit: And is this module at all affected by Armour Compensation skills? Enjoy your gaming.
http://northern-goblin.blogspot.com |

Silly Slot
Phoenix Evolved Part Duo
9
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Posted - 2012.05.03 16:04:00 -
[185] - Quote
Caellach Marellus wrote:CCP SoniClover wrote:Tsubutai wrote:Are there diminishing returns on the increase or do you get the 'full' 15% from each resist that you're not being hit on? Specifically, if I were being hit exclusively with pure kinetic damage, what kinetic resist would the module confer? The resist is calculated for the module itself, but when it's applied to the ship it goes through the normal channels. So, in the hypothetical scenario where you have no other resistance bonuses, then the max resist you could get from this module is 60% (the other three would then be at 0). But if you have other resistance bonuses, then your actual resist is calculated as usual. I hope there's plans for more than just T1 modules. Can we expect Meta/T2/Faction/Deadspace? Edit: And is this module at all affected by Armour Compensation skills?
^^^^^ This if your gonna drop new mods, drop them fully atleast t1 and t2 |
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CCP SoniClover
C C P C C P Alliance
42

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Posted - 2012.05.03 16:28:00 -
[186] - Quote
We'd love to make a T2 version also before Inferno, we only have this one version now because we're still tweaking it, but once we're happy with it as a T1 version we should be able to do a T2 version also (no promise though ) But we're not making faction versions for Inferno (hopefully later).
As for the armor compensation skill, then the answer is no. This is for a technical reason of how passive and active resistances are calculated differently and to use it would require a constant recalculation which would override the adjustments made by this module.
We'll look into creating a new skill (or adjust an existing skill) to work with this module, but it might not make it in for Inferno. Btw, the skill requirement for the item Hull Upgrades Lvl 3.
Finally, we're in the process now of seeding the items on Sisi (a special seeding script has to be run to get things on Sisi), hopefully the items will be in tomorrow. |
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Scrapyard Bob
EVE University Ivy League
907
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Posted - 2012.05.03 16:58:00 -
[187] - Quote
Are you adding BPOs for the new meta-zero module variants?
If not, what makes these meta-zero T1 items so special compared to the other few hundred meta-zero T1 items?
If they're only going to drop as BPCs, then they should be tagged as meta 1.
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Manssell
OmiHyperMultiNationalDrunksConglomerate
71
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Posted - 2012.05.03 16:59:00 -
[188] - Quote
Soon Shin wrote:Goonswarm and Death have thousands of pod pilots, you're asking concord to allow aggression against thousands of pilots.
Of course its going to be expensive. You're paying for targets, lots of targets, lots of targets means lots of money.
Besides you can go to null space where you can shoot them for FREE.
This isn't Duck Hunt! In Eve war targets can shoot back. Small corps many times are taking a huge risk by war dec'n a larger entity. The larger corp has the advantage of numbers, and resources, they should not also get a price dec shield built into the game for them too. |

Kismeteer
GoonWaffe Goonswarm Federation
153
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Posted - 2012.05.03 17:21:00 -
[189] - Quote
Can I take this opportunity to say that I love you, Punkturis? Thank you for these small fixes that make eve much more enjoyable. |

Tsubutai
The Tuskers
89
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Posted - 2012.05.03 17:36:00 -
[190] - Quote
CCP SoniClover wrote:Tsubutai wrote:Are there diminishing returns on the increase or do you get the 'full' 15% from each resist that you're not being hit on? Specifically, if I were being hit exclusively with pure kinetic damage, what kinetic resist would the module confer? The resist is calculated for the module itself, but when it's applied to the ship it goes through the normal channels. So, in the hypothetical scenario where you have no other resistance bonuses, then the max resist you could get from this module is 60% (the other three would then be at 0). But if you have other resistance bonuses, then your actual resist is calculated as usual. That seems a little crazy, tbh. Theoretically, that means that the plain meta 0 t1 hardener can provide better resistances towards a specific damage type (60%) than a single-purpose T2 active hardener (55%). If the T2 version gets the same 10% increase over T1 as occurs with existing hardeners, that'd mean the plain jane T2 adaptive hardener could potentially provide a bigger resistance increase than a current X-type hardener. |
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CCP Punkturis
C C P C C P Alliance
1953

 |
Posted - 2012.05.03 17:39:00 -
[191] - Quote
Kismeteer wrote:Can I take this opportunity to say that I love you, Punkturis? Thank you for these small fixes that make eve much more enjoyable.
wow not a bad compliment from an oscar award winning director! 
(it's my pleasure  ) CCP Punkturis | EVE UI Programmer | @CCP_Punkturis |
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malaire
389
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Posted - 2012.05.03 17:44:00 -
[192] - Quote
Tsubutai wrote:CCP SoniClover wrote:Tsubutai wrote:Are there diminishing returns on the increase or do you get the 'full' 15% from each resist that you're not being hit on? Specifically, if I were being hit exclusively with pure kinetic damage, what kinetic resist would the module confer? The resist is calculated for the module itself, but when it's applied to the ship it goes through the normal channels. So, in the hypothetical scenario where you have no other resistance bonuses, then the max resist you could get from this module is 60% (the other three would then be at 0). But if you have other resistance bonuses, then your actual resist is calculated as usual. That seems a little crazy, tbh. Theoretically, that means that the plain meta 0 t1 hardener can provide better resistances towards a specific damage type (60%) than a single-purpose T2 active hardener (55%). If the T2 version gets the same 10% increase over T1 as occurs with existing hardeners, that'd mean the plain jane T2 adaptive hardener could potentially provide a bigger resistance increase than a current X-type hardener. But it does have important weakness normal modules don't have: FC commands fleet to use 1 damage type, then commands everyone to switch damage to something else which now has 0% resistance.
Also I havn't yet seen mentioned how long it takes for module to reach that 60%. Will it happen during single cycle or does it take several cycles to fully adjust. New to EVE? Don't forget to read: The Manual * The Wiki * The Career Options * and everything else |

malaire
389
 |
Posted - 2012.05.03 18:14:00 -
[193] - Quote
malaire wrote:But it does have important weakness normal modules don't have: FC commands fleet to use 1 damage type, then commands everyone to switch damage to something else which now has 0% resistance. Actually, if module only considers relative amounts of different damage types ship is receiving, and not total damage, then only single missile per cycle is needed to move all resistance to single damage type, thereby making 3 other damage types have 0% resistance.
Which brings other question: Does this module only consider damage which hits armor, or any damage ship is receiving, even if it only hits shields?
New to EVE? Don't forget to read: The Manual * The Wiki * The Career Options * and everything else |

Silly Slot
Phoenix Evolved Part Duo
12
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Posted - 2012.05.03 19:16:00 -
[194] - Quote
malaire wrote:Tsubutai wrote:CCP SoniClover wrote:Tsubutai wrote:Are there diminishing returns on the increase or do you get the 'full' 15% from each resist that you're not being hit on? Specifically, if I were being hit exclusively with pure kinetic damage, what kinetic resist would the module confer? The resist is calculated for the module itself, but when it's applied to the ship it goes through the normal channels. So, in the hypothetical scenario where you have no other resistance bonuses, then the max resist you could get from this module is 60% (the other three would then be at 0). But if you have other resistance bonuses, then your actual resist is calculated as usual. That seems a little crazy, tbh. Theoretically, that means that the plain meta 0 t1 hardener can provide better resistances towards a specific damage type (60%) than a single-purpose T2 active hardener (55%). If the T2 version gets the same 10% increase over T1 as occurs with existing hardeners, that'd mean the plain jane T2 adaptive hardener could potentially provide a bigger resistance increase than a current X-type hardener. But it does have important weakness normal modules don't have: FC commands fleet to use 1 damage type, then commands everyone to switch damage to something else which now has 0% resistance. Also I havn't yet seen mentioned how long it takes for module to reach that 60%. Will it happen during single cycle or does it take several cycles to fully adjust. EDIT: Also you can't just use 2 of them to cover 2 damage types effectively. They would both adjust to 30% (I believe), and because of stacking penalty 2nd module would only give 26.1%, which is 48.3% total from those 2 modules (if I calculated this right).
not to mention the bigger issue, especially in alpha warfare and high dps warfare... that first 10 second cycle of the module is gonna be HORRIBLE for you, i mean your talking what 12% resistence, and god forbid you just got done fighting someone that was using fusion, and run into someone thats using EMP, 0 resists SOAB lol |

Pic'n dor
Epsilon Lyr
0
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Posted - 2012.05.03 21:46:00 -
[195] - Quote
CCP Punkturis wrote:Caellach Marellus wrote:Legion icon on the kill reports is huge compaired to the rest. thanks:)
In fact, all T3 are not scaled correctly !
http://img11.hostingpics.net/pics/341444Capturedcran20120503231746.png
and the tengu in the same kill report is concerned too. |

Prometheus Exenthal
mnemonic.
447
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Posted - 2012.05.03 21:58:00 -
[196] - Quote
I think the only major mod things that really need to be discussed involve the tanking mods. The drone mod simply needs to be better (less fitting, more bonus), and the CPU rig needs to be balanced so we don't have people getting fits that shouldn't be possible (ie: cov-ops titans).
ARMOR ADAPTIVE HARDENER Simply put, it needs to be better. For starters, this module is only effective in small fights where the damage types are more concentrated as opposed to fleet fights. For this reason, these are never going to go on Capitals over a nice EANM.
With that said, the module needs to be more effective. The reason being is that this is a module that would act as your tertiary tank mod, for ships that would normally be plugging a small hole (ie: EM on T2 Gallente). It needs to be better because right now it's better to take your chances with a stacked EANM. The problem is that the adaptive module takes too long to react.
It has a 10 second cycle time and adjusts 1% into the respective spots per cycle. It takes far too much time it takes to adjust to a level that would exceed that of a stacked EANM or simply another active specific hardener.
For starters, I would give the module significantly more HP for overloading. It overheats WAY too fast, and right now it's so weak that it NEEDS to be overloaded. Next, I would say at least double the rate it adapts. Either by percentage OR by reducing the cycle time. The mod is simply too weak at the moment to be taken seriously, as it's pretty much useless on T1 ships.
ANCILLARY SHIELD BOOSTERS I'm hoping these are unfinished...
The first glaring problem is the reload time, and there are a couple reasons why. I know why you've picked 60 seconds. It makes sense that since the maximum you can squeeze in is 6 tiny (navy) charges, you would make the reload time a combined amount (6 x 10) of a normal injector. the problem with this method is that, in fights where active tanking is useful, you cap out WAY too fast, and fights generally don't last much longer than 2 minutes or so. That is a HUGE amount of time where you can't boost.
That brings us to the second issue with the reload time. This has less to do with the module, but more to do with the reload mechanic. You can't do anything during the 60 seconds. Once your module starts to reload you can't use your ships cap in the meantime. This is a big no-no as far as I'm concerned, and for obvious reasons will always* result in the ship exploding long before it finishes reloading and starts to tank again.
The next issue is the cap charges themselves. Right now there is no reason to use the larger cap charges unless you LIKE to reload for 60 seconds. The cap doesn't overflow into the capacitor, so for using something like 800s (2 or 3 navy), you need to reload after a few seconds and have effectively burned through 800 cap PER CYCLE. That's an expensive shield booster. If boosting with larger charges would overflow into the capacitor & we can keep boosting, using ships cap, during the reload THEN there would be a reason to use them. Right now, small charges are ahead by a mile and larger ones are useless.
Lastly, I was under the impression that these things would just be drinking fuel from your cargo and not need to be reloaded after a few cycles like they do now. The balancing factor being that they would drink cap way faster (which they do) than the traditional types. -awww.promsrage.com |

Wolodymyr
Breaking Ambitions Solid Foundation
134
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Posted - 2012.05.03 22:08:00 -
[197] - Quote
So about the new wardeck costs. http://d35dgn2pdc8wsn.cloudfront.net/wp-content/uploads/2012/05/20120503020931.jpeg
I guess Burn Jita is the last time we'll ever see anyone fighting goons in highsec again. |

Ohh Yeah
Sniggerdly Pandemic Legion
57
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Posted - 2012.05.03 22:16:00 -
[198] - Quote
I mostly agree with Prometheus.
I was also under the impression that these ancillary boosters did not use cap boosters, but rather hydrogen batteries or whatever that commodity is called.
You would keep them in your cargo, and they would be consumed like fuel is for other modules on a per-cycle basis, with the ability to load a script to use capacitor instead of fuel.
The inability to rep during the 60 second reload timer is absurd, as nearly every ship I can think of that would benefit from these modules will die during this time. In practice (for example, with a large ancillary booster), you get five capless rep cycles in a fight, and then you're on cap for the rest of the fight, completely prone to energy neutralizers. If you turn off "auto reloading", you are able to consume the cap boosters and then continue to rep normally without reloading and locking yourself out, but this is extremely unintuitive.
Given the current reloading mechanics and the proximity of the Inferno release, I think the best bet is to make the module not hold cap charges, but simply consume them from the cargo like triage/siege modules.
The variety of charge sizes you can load also make no sense, as Prom outlined. The module itself would be more intuitive if it consumed X number of hydrogen batteries based on booster size, directly from the cargohold, with no reload time. So long as you have hydrogen batteries, you should be able to rep without using cap. |

Zarnak Wulf
CTRL-Q Iron Oxide.
331
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Posted - 2012.05.03 22:43:00 -
[199] - Quote
SISSI was very buggy just now. I wasn't able to test the new shield/cap booster modules like I wanted to in combat. I'll log back on later and try it out. Here's what I was able to do:
Modified my Harpy... I have a Genolution CA-1 and CA-2 for fitting purposes. High: Small Ion Blaster II x 4 Rocket Launcher II Med: Limited MWD Medium Ancillary Shield Booster (new one) Small Shield Extender II Faint Epsilon Warp Scrambler Low: MFS II TE II x 2 Rigs: Shield EM II Shield Extender II
The Shield booster reps for 76 every 2.05 seconds. It holds 75 cap charges x 3. This gives you around 4 cycles of the booster that consume the charges. After that it goes after your capacitor. When you turn it off the shield booster starts a reload cycle that lasts for a minute. The AF has 2k in shield hit points. The booster gives about 300 hit point back in an 8 second time frame for no cap use. That is 15% of my shields.
To be honest that's a bit dissapointing. I would be better off just putting a medium shield extender and EM resistance rig on rather then the small extender and medium booster. I'd have close to 3k in shields with a higher shield recharge rate. Here is what I like:
- Your tank is separate from your capacitor - at least for a very short time. This makes it very nuet resistant.
- It made my think of how I could change up some typical setups. Instead of a Cyclone having a x-Large shield booster and cap booster, I could put on a LSE and an extra-large Ancillary Booster. This makes active tanking more possible with PvP.
I would suggest making the shield booster so that it HAS to run off of charges - it can't tap into your capacitor at all. Then radically increase the capacity on the ancillary boosters. Instead of 75 charge x 3 - make it 75 charge x 12. This would give you 1200~ hit points back in. |
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CCP SoniClover
C C P C C P Alliance
44

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Posted - 2012.05.03 22:44:00 -
[200] - Quote
Regarding the fueled shield booster - the first version I made actually used Hydrogen Batteries as fuel directly from the cargo hold, using a script. But there were several issues here, the most serious one being that it didn't fit one of the key criteria of the module, which was this is supposed to give temporary boost only. I.e. the intention was not to create a module that could be run non-stop throughout the whole combat. Instead, the thinking is that timing is important where you can temporarily tank more heavily than normally.
Now, whether cap boosters are the right choice or not can be debated, it has its pros and cons. Yes, it doesn't make sense to use an 800 instead of 400, but that isn't a bad thing per se - people will just use the 400 and that's fine. That being said, it is still in the picture to tweak stats and even create new kind of fuel charge, but fueling from the cargo hold didn't really work out when we tested it, i.e. it either allowed for endless boosting, or you having to fill you're cargo hold with a handful of fuel charges. |
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Prometheus Exenthal
mnemonic.
448
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Posted - 2012.05.03 22:50:00 -
[201] - Quote
I remember that discussion, and I also remember posting up a possible solution  The issue with the *temporary* boosting is that A, it doens't boost anywhere near enough to be used as you'd like, and B, the reload time is faaaar too crippling.
What if the boosters ran off the total cap being in the booster at the time. ie: running 2 x 800 would mean 1600 cap in the charger for it to use before resorting to ship cap while reloading.
sidenote: in regard to the unified inventory, aside from the agreed upon crappy inspace implementation, it would be really nice if there were a filter option for implants and an ability to filter OUT items (ie: three click options for the checkbox) -awww.promsrage.com |

Ohh Yeah
Sniggerdly Pandemic Legion
57
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Posted - 2012.05.03 23:02:00 -
[202] - Quote
CCP SoniClover wrote:Regarding the fueled shield booster - the first version I made actually used Hydrogen Batteries as fuel directly from the cargo hold, using a script. But there were several issues here, the most serious one being that it didn't fit one of the key criteria of the module, which was this is supposed to give temporary boost only. I.e. the intention was not to create a module that could be run non-stop throughout the whole combat. Instead, the thinking is that timing is important where you can temporarily tank more heavily than normally.
Now, whether cap boosters are the right choice or not can be debated, it has its pros and cons. Yes, it doesn't make sense to use an 800 instead of 400, but that isn't a bad thing per se - people will just use the 400 and that's fine. That being said, it is still in the picture to tweak stats and even create new kind of fuel charge, but fueling from the cargo hold didn't really work out when we tested it, i.e. it either allowed for endless boosting, or you having to fill you're cargo hold with a handful of fuel charges.
Right now, the temporary tank has absolutely no use in any situation.
With the little number of boost cycles you get before having to reload, I'd expect to be able to get more than 15% of my shields back before being vulnerable for another minute.
You should at least limit the booster to one size charge per module. It's deceiving that the x-large allows 400s and 800s, when 800s rather unclearly put you at a disadvantage.
If you can, could you please describe to me a scenario when the ancillary shield booster is more effective than a regular shield booster and a cap injector? I am unable to think of such a situation. |
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CCP Punkturis
C C P C C P Alliance
1958

 |
Posted - 2012.05.03 23:05:00 -
[203] - Quote
thanks:) I clearly need to kill more of my alts in t3 ships on my local server CCP Punkturis | EVE UI Programmer | @CCP_Punkturis |
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Conjaq
Sons Of 0din Fatal Ascension
4
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Posted - 2012.05.03 23:06:00 -
[204] - Quote
CCP SoniClover wrote:Regarding the fueled shield booster - the first version I made actually used Hydrogen Batteries as fuel directly from the cargo hold, using a script. But there were several issues here, the most serious one being that it didn't fit one of the key criteria of the module, which was this is supposed to give temporary boost only. I.e. the intention was not to create a module that could be run non-stop throughout the whole combat. Instead, the thinking is that timing is important where you can temporarily tank more heavily than normally.
Now, whether cap boosters are the right choice or not can be debated, it has its pros and cons. Yes, it doesn't make sense to use an 800 instead of 400, but that isn't a bad thing per se - people will just use the 400 and that's fine. That being said, it is still in the picture to tweak stats and even create new kind of fuel charge, but fueling from the cargo hold didn't really work out when we tested it, i.e. it either allowed for endless boosting, or you having to fill you're cargo hold with a handful of fuel charges.
Bolded the important part.
If you want active tanking to be viable, you got to change how you want a shield booster to work.
Giving it an almost non-important amount of shield produced(look at zarnak's post) makes it exactly as "good" as before. You need to give it longer viability, if you want active tanking to be a viable fitting style.
300 HP in a 8 second timeframe is 37,5 HP a second. Last i looked a frigate easily do 200 before resists which means this beast of a booster can help your AF to sustain your shield for an incredible 8 seconds.
Do you really want a fit, that can only sustain its minimal EHP, for an incredible 8 seconds?... i would take passively tank any day of the week. because once those 8 secs are passed, your ship is toast.... Fast because you dont have a buffer to back you up.....
A suggestion would be to have it boost your shield massively, give it a long reload time(like now) ... and make every single cycle Really count.
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Thomas Kreshant
Republic Military School Minmatar Republic
17
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Posted - 2012.05.03 23:29:00 -
[205] - Quote
Given it's limited nature, I'd agree if that's the way it works you make it boost a huge chunk of shield so you use it to come back from the brink of going into armor.
This way the limited nature of that tank can save you a number of times but that time is limited and the enemy knows it. |

Dwindlehop
Stimulus Rote Kapelle
3
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Posted - 2012.05.03 23:34:00 -
[206] - Quote
CCP SoniClover wrote:That being said, it is still in the picture to tweak stats and even create new kind of fuel charge, but fueling from the cargo hold didn't really work out when we tested it, i.e. it either allowed for endless boosting, or you having to fill you're cargo hold with a handful of fuel charges. Could you nerf the base boost so it is weaker than the equivalent-sized shield booster, buff the overheat bonus so the overheated shield/second & shield/cap are the same as current Sisi overheated stats, remove the restrictions on cap charges used, and restore a normal reload time?
As it stands, the lack of boost during the reload means I don't want it on my ship. However, if you allow it to produce a crappy boost for "near" endless time, that would not be overpowered, right? And the overheated stats would allow for the serious temporary boost that would give this module utility in PVP. |

Azura Solus
D.A.M.A.G.E.
1
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Posted - 2012.05.03 23:37:00 -
[207] - Quote
Conjaq wrote:[quote=CCP SoniClover A suggestion would be to have it boost your shield massively, give it a long reload time(like now) ... and make every single cycle Really count.
Agreed would be a whole lot more viable if this could bring us back from the brink of death, otherwise as was stated before a cap booster and normal shield rep will be better. |

Rrama Ratamnim
Phoenix Evolved Part Duo
2
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Posted - 2012.05.03 23:40:00 -
[208] - Quote
my issue with the boosters is why use them... i mean if i have to have cap booster 400's or 800's in my cargo why not just use an X-L and an injector for cap... i mean the wouldn't that be more helpful? i mean i get its sorta a hybrid cap booster/shield booster combo but the cap booster only helps the shield booster... but that also has the drawback that the cap booster would have allowed you to keep your hardeners online the cap boosted shield module won't have that ability....
so to be viable it really needs to have something that gives it a kickperhaps the ability to load it with a cap 800 and have it "prearmed" so that it boosts on incoming damage, that way it could be the anti-alpha module, so as soon as you get hit with a maelstroms 1400's the booster goes off and sucks that cap booster 800 or X amount of cap boosters to tank that incoming damage... up to as much boost as possible?
t1 = boosts cap booster size x2 as many cap boosters as needed to cover incoming damage... t2 = boosts cap booster size x2.5 as many cap boosters sucked as needed to cover incoming damage for the volley
so volley hits that does 3200 after resistences calculated, so a big alpha strike, you have 3 cap booster 800's in cargo, you get struck, it pulses on impact and sucks in 3 cap booster 800's negating 2400 of that volley
so you only take 800 damage, run out of cap boosters, and walla the shield booster is useless...
see that i would see as useful
buffer tank = good vs dps cap injected shield booster = good against alpha protection standard booster = good for basic warfare but requires you know ... ability to use it at the perfect time lol
just my idea :S |

Rrama Ratamnim
Phoenix Evolved Part Duo
2
 |
Posted - 2012.05.03 23:40:00 -
[209] - Quote
Azura Solus wrote:Conjaq wrote:[quote=CCP SoniClover A suggestion would be to have it boost your shield massively, give it a long reload time(like now) ... and make every single cycle Really count.
Agreed would be a whole lot more viable if this could bring us back from the brink of death, otherwise as was stated before a cap booster and normal shield rep will be better.
or that :S :)
perhaps my idea above would be better as a "shield damage absorbtion module" lol or armor :S |

Ohh Yeah
Sniggerdly Pandemic Legion
57
 |
Posted - 2012.05.03 23:51:00 -
[210] - Quote
Actually, yeah, I fully support the new shield boosters being an absorption module.
You put in fuel, and the fuel is converted into damage that can be absorbed.
In other words, you don't turn it on to boost your shields up, you turn it on to absorb incoming damage. This better accomplishes the goal of a temporary sustained tank that CCP is looking for. Every minute, you could load more fuel and absorb another 200/500/3k/7k damage depending on the size ancillary booster you use.
I would use these in a heartbeat, because they're so useful.
If all of the damage in a fight switches onto you, you can react by turning on the module and absorbing some damage to get to range and assess the situation.
CCP, if you've ever listened to a player's advise on what to do with a proposed module, please take the suggestion of the gentleman above me and do this. |
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