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Thread Statistics | Show CCP posts - 5 post(s) |
eeeweeezeee
Macabre Votum INVICTUS.
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Posted - 2007.05.11 05:24:00 -
[1]
can someone please explain overloading in detail? as far as i can figure out, it just gives certain modules a -15% duration bonus after they are already active. i see no down sides, no limits, or anything. just everything that can overload is slightly better. there has to be more to it than that. could someone please shed some light on it? any info in it not said above is unknown to me about overloading.
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eeeweeezeee
Macabre Votum INVICTUS.
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Posted - 2007.05.11 05:50:00 -
[2]
update: discovered heat readouts.
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Altamekz
Clan Shadow Wolf Sylph Alliance
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Posted - 2007.05.11 08:23:00 -
[3]
So, I missed SISI since monday, heat is implemented? How do you activate overload?
I cant wait to log and overload my geddon laser
Doh, more rof more cap
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CCP Oneiromancer
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Posted - 2007.05.11 09:52:00 -
[4]
Only a few elements of Heat are on the test server for now. The bare-bones functionality has been implemented, but module damage and module destruction is not out yet and only a few groups of modules can be overloaded at the moment. Tuxford will write a devblog with more details about Heat soonÖ.
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Kala Veijo
Space Perverts and Forum Warriors United Cult of War
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Posted - 2007.05.11 11:10:00 -
[5]
Originally by: CCP Oneiromancer Only a few elements of Heat are on the test server for now. The bare-bones functionality has been implemented, but module damage and module destruction is not out yet and only a few groups of modules can be overloaded at the moment. Tuxford will write a devblog with more details about Heat soon™.
Care to tell us which modules or is testing them useless atm?
Warp Wind, CSM Chapter blog. |
Tripline
Eternity INC. Mercenary Coalition
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Posted - 2007.05.11 11:42:00 -
[6]
armor reps seem to be able to overload but i couldn't find anything else ___________________
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Femaref
Caldari For my sweet Revenge
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Posted - 2007.05.11 11:52:00 -
[7]
Nosferatu
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babylonstew
Caldari Caldari Scouting and Intel Group
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Posted - 2007.05.11 12:04:00 -
[8]
launchers at least assualt launcher II can be
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Bozse
Caldari Reikoku Band of Brothers
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Posted - 2007.05.11 12:13:00 -
[9]
Launchers, Armor reps, Shield boosters, Nos, Cap injectors.
Can't remember if there was any more atm.
Originally by: CCP Wrangler EVE is designed to be a dark and harsh world
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Eleana Tomelac
Gallente
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Posted - 2007.05.11 12:25:00 -
[10]
If the modules don't take damage, there's not much to test...
This stuff will be much fun testing! Blowing tons of modules when overloading too much and stuff like that... -- Pocket drone carriers (tm) enthousiast ! Happy owner of a Vexor Navy Issue and few ishkurs. The Vexor Navy Issue is much more fun than the Myrmidon ! |
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CCP Oneiromancer
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Posted - 2007.05.11 14:00:00 -
[11]
Module groups that can be currently overloaded: Missile launchers, Cap boosters, armor reps/shield booster (including remote modules), logistic modules, energy vampires.
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Altamekz
Clan Shadow Wolf Sylph Alliance
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Posted - 2007.05.11 14:13:00 -
[12]
Originally by: CCP Oneiromancer Module groups that can be currently overloaded: Missile launchers, Cap boosters, armor reps/shield booster (including remote modules), logistic modules, energy vampires.
Thank you very much.
So it's true the dev like missiles, no turrets still
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Blind Man
Kemono.
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Posted - 2007.05.11 18:11:00 -
[13]
only problem i've found with it so far is that its hard to overload a medium cap booster with 1 800 charge because it stops overloading when it reloads
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Machanashin Prime
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Posted - 2007.05.13 02:16:00 -
[14]
Edited by: Machanashin Prime on 13/05/2007 02:14:40 I know Heat is nowhere near complete on sisi, but since the barebones is there for us to try out, I can only hope you're looking for suggestions.
Mainly, I have two gripes about the current setup. No keyboard shortcut or seperate button to click to overload a module. If I want to run all 7 of my launchers (on a drake, say) in overload, I have to right click each one individually and do it from the contextual menu. And second, for things like shield boosters, I can only overload them if I run it in automatic mode, for more than one cycle at a time. Often, I find myself running it manually to control cap usage, and the ability to set it to auto-oveload when I do activate it would be great.
Again, before ppl flame me for "zomg this is barely working wait for more," I do know it's early, just my $.02 on possible improvements.
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jbob2000
Gallente KIA Corp KIA Alliance
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Posted - 2007.05.13 05:08:00 -
[15]
It would be nice to swap to "Overload" mode where you press a single button on your overview which then allows you to activate certain modules under overload until you deactivate overload mode. ________________________________ KIA Recruitment
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Mnengli Noiliffe
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Posted - 2007.05.13 06:53:00 -
[16]
yeah "overload all" like "reload all" should be implemented, and while you're at it please also add long time ago promised option "reload all with specific ammo type" command.
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Knightofni
Gallente FSG
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Posted - 2007.05.13 21:33:00 -
[17]
Was playing about with overloading some large armor rep II's.
Whenever you dock while running the modules it will continue to build op heat even when docked. When you undock again it will still continue to build heat even though the module is not active.
Should I file a bug raport with this? Since it is only on sisi?
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Bob ThePlumber
United Society Starfleet Axiom Empire
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Posted - 2007.05.14 01:34:00 -
[18]
does anyone else see a major flaw with some of these modules ability to overload? shield boosters, armor reps, and nos inparticular...
15% faster shield boosting means your out of energy 15% faster, unlike armor reping, which is often sustained, and 15% faster reping only means more armor repaired, and unlikely any capacitor issues. and 15% faster nos just multiplies the issue, nos is found more often than not on armor tankers anyways, which doesnt help either...someone please tell me whoever implemented this was stoned at the time, and they are now sober enough to see the problem with this.
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RedClaws
Amarr Dragon's Rage Intrepid Crossing
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Posted - 2007.05.14 11:05:00 -
[19]
Originally by: Knightofni Was playing about with overloading some large armor rep II's.
Whenever you dock while running the modules it will continue to build op heat even when docked. When you undock again it will still continue to build heat even though the module is not active.
Should I file a bug raport with this? Since it is only on sisi?
Yes most definately. Bugreporting is "the" reason sisi is open to us normal players
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CCP Oneiromancer
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Posted - 2007.05.14 11:25:00 -
[20]
Thanks for your feedback. I have discussed with Tuxford and he's considering changing the bonus for shield boosters from cycle time to hit points amount. Also, the issue with docking while having overloaded modules happens for all module groups, I reported it to Tuxford and it will be fixed.
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murder one
Gallente Death of Virtue Vigilance Infinitas
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Posted - 2007.05.14 12:47:00 -
[21]
Um, can we NOT have nos allowed to overload? Nos is the --last-- thing we need in the game capable of being overloaded.
Because I said so...
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CCP Oneiromancer
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Posted - 2007.05.14 13:24:00 -
[22]
Sorry, but the game design decision was "if you can activate it, you can overload it".
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Callistus
Gallente Coreli Corporation Corelum Syndicate
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Posted - 2007.05.14 14:12:00 -
[23]
I hate whine posts, but basically what you're saying is that for the sake of simplicity, balance concerns are being ignored?
This is what people mean when they say they would rather have existing issues fixed (be it bugs or balance issues) rather than flashy new features. --------------
[Coreli Corporation Mainframe] |
Altamekz
Clan Shadow Wolf Sylph Alliance
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Posted - 2007.05.14 14:26:00 -
[24]
Originally by: murder one Um, can we NOT have nos allowed to overload? Nos is the --last-- thing we need in the game capable of being overloaded.
I'm quite sure, cause I have faith in CCP , that the nos will be nerfed, and basically it will work as it is now only when overloaded, well I hope....
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Goumindong
Amarr Merch Industrial We Are Nice Guys
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Posted - 2007.05.14 14:56:00 -
[25]
Originally by: Blind Man only problem i've found with it so far is that its hard to overload a medium cap booster with 1 800 charge because it stops overloading when it reloads
We should be able to set modules to overload before we turn them on.
I cant imagine having 8 guns and wanting to overload them and having to click through each and every one each time we wanted to overload a module.
Just an on/off tick like autoreload.
Originally by: CCP Oneiromancer Thanks for your feedback. I have discussed with Tuxford and he's considering changing the bonus for shield boosters from cycle time to hit points amount. Also, the issue with docking while having overloaded modules happens for all module groups, I reported it to Tuxford and it will be fixed.
It should be noted that shield boosters are more cap efficient and booster faster as well as having a range of other bonuses[larger HP buffer, better faction mods, front loaded boosting] over armor tankers in all similar fits. Buffing this more, is probably a bad idea.
Originally by: Bob ThePlumber does anyone else see a major flaw with some of these modules ability to overload? shield boosters, armor reps, and nos inparticular...
15% faster shield boosting means your out of energy 15% faster, unlike armor reping, which is often sustained, and 15% faster reping only means more armor repaired, and unlikely any capacitor issues. and 15% faster nos just multiplies the issue, nos is found more often than not on armor tankers anyways, which doesnt help either...someone please tell me whoever implemented this was stoned at the time, and they are now sober enough to see the problem with this.
Nos is found just as much on shield tankers. And armor tankers are less cap efficient than shield tankers. ---------------------------------------- Thou Shalt "Pew Pew" |
korrey
Amarr
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Posted - 2007.05.14 16:51:00 -
[26]
"If you can activate it, you can overload it"
Does this include things such as...
Damage Controls Active Hardeners Cloaks DoomsDay Devices Sensor Boosters Afterburners Microwarp Drives Command Link Modules Webs (Maybe add distances?) Scrams
Etc? ----------- Amarr- If you like to handicap yourself before the fight begins, then we may accomodate your needs surprisingly well. |
Riebart Norith
Gallente Interstellar Business Federation Tartarus Coalition
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Posted - 2007.05.14 22:05:00 -
[27]
Edited by: Riebart Norith on 14/05/2007 22:03:46
Originally by: Goumindong
Originally by: Blind Man
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Nos is found just as much on shield tankers. And armor tankers are less cap efficient than shield tankers.
Actually, no. Armour tanks make better use of the cap than shield-tanks unless you start using shield boost amps. That is irrelevant.
Anyway, I like the way Heat is currently implemented. I wouldn't mind some things to not be duration based. Cap injectors and NOS can be duration reduction, but shield boosters and armour reppers should probably have the amount increased (THink about it. Shoving more energy into a repper has got to rep more HP, and not reduce it's cycle time. Similarly for shield boosters). I wouldn't mind a damage multiplier increase on guns as opposed to a RoF bonus for reasons already stated.
I'm very very curious to see how the module damage pans out since we can't address 'balance' concerns here (Note the quotes. There are quotes because this is an incomplete feature, and the module destruction may well balance out any concerns).
---------- [ 2006.10.09 03:03:14 ] (combat) The Forum Whiner strikes My Patience perfectly, wrecking for A Spite Filled Post of Doom. |
Tobias Sjodin
Caldari Ore Mongers R0ADKILL
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Posted - 2007.05.14 22:15:00 -
[28]
Edited by: Tobias Sjodin on 14/05/2007 22:13:01 I think it's good that the armor tankers get a buff, anything that BUFFS instead of (vomit in throat) nerfs is good in my book. As for NOS, anyone can fit it, *shrug*.
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Roemy Schneider
BINFORD
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Posted - 2007.05.15 01:08:00 -
[29]
plz, change the premise to (a more logical)
"if it uses cap, it can be overloaded"
thus not affecting: missles (especially the stupid passive-drakes) basically any launchers: scan/recon probes, dictor spheres, uhhh... projectile - buff plz? =) nos cloak cap injectors siege module(s) cynos
and probably some other stuff - "Ready for your... sponge bath?" |
Sieges
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Posted - 2007.05.15 04:28:00 -
[30]
When module damage is implemented, will we be able to repair our mods in space (armor/hull reppers)? ----------- We need a way to Repackage and Transport Rigged Ships. |
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