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Roldrage
DIOS X. II Top Men.
142
|
Posted - 2013.08.27 11:30:00 -
[1] - Quote
I currently have a damage +7% mod (which will at some point be +10%) and an active heat sink on my eryx but I want to replace one for a jovian fusion powerplant, which is the best slot to replace for this so that my gunners are the most effective they can be? |
BL4CKST4R
WarRavens League of Infamy
1261
|
Posted - 2013.08.27 11:34:00 -
[2] - Quote
Roldrage wrote:I currently have a damage +7% mod (which will at some point be +10%) and an active heat sink on my eryx but I want to replace one for a jovian fusion powerplant, which is the best slot to replace for this so that my gunners are the most effective they can be?
Damage module. You should give them cycled missile turrets if you can afford the fitting. |
TEXA5 HiTM4N
ROGUE SPADES EoN.
195
|
Posted - 2013.08.27 11:43:00 -
[3] - Quote
Roldrage wrote:I currently have a damage +7% mod (which will at some point be +10%) and an active heat sink on my eryx but I want to replace one for a jovian fusion powerplant, which is the best slot to replace for this so that my gunners are the most effective they can be?
dont waste your time on active anything in dropships. instead, use passive. The longer your gunners can shoot is the way to go. the more hits you can take and stay hovering in the same spot is your best bet for having your gunners unleash hell. Its what I do when i bring out my dropship. my gunners usually get 20+ kills. |
Roldrage
DIOS X. II Top Men.
142
|
Posted - 2013.08.27 11:45:00 -
[4] - Quote
TEXA5 HiTM4N wrote:Roldrage wrote:I currently have a damage +7% mod (which will at some point be +10%) and an active heat sink on my eryx but I want to replace one for a jovian fusion powerplant, which is the best slot to replace for this so that my gunners are the most effective they can be? dont waste your time on active anything in dropships. instead, use passive. The longer your gunners can shoot is the way to go. the more hits you can take and stay hovering in the same spot is your best bet for having your gunners unleash hell. Its what I do when i bring out my dropship. my gunners usually get 20+ kills.
I don't know why I wrote active, I meant the +19% passive heat sink |
Jason Pearson
Seraphim Auxiliaries
2779
|
Posted - 2013.08.27 12:10:00 -
[5] - Quote
Increased Damage and Fire rate beats minus heat build up, if you can get the 10% one that'll be good. (Don#t know why you need a Jovian though, but what do I know :D )
King of the Forums // Seraphim <3 Comment and like this thread about PvE, Here! Also, check out the Indirect Fire ability, Here!
gbghg wrote:CCP Rejavik CCP Shanghia
Same company different studios, one has near perfected the player feedback process, the other is still rolling on the floor after it fell over its first baby step. |
Roldrage
DIOS X. II Top Men.
142
|
Posted - 2013.08.27 12:15:00 -
[6] - Quote
Jason Pearson wrote:Increased Damage and Fire rate beats minus heat build up, if you can get the 10% one that'll be good. (Don#t know why you need a Jovian though, but what do I know :D )
King of the Forums // Seraphim <3 Comment and like this thread about PvE, Here!Also, check out the Indirect Fire ability, Here!gbghg wrote:CCP Rejavik CCP Shanghia
Same company different studios, one has near perfected the player feedback process, the other is still rolling on the floor after it fell over its first baby step.
I want to see if it makes my eryx less of a brick, currently it can be quite difficult to avoid AV. |
Jason Pearson
Seraphim Auxiliaries
2781
|
Posted - 2013.08.27 12:56:00 -
[7] - Quote
Roldrage wrote:Jason Pearson wrote:Increased Damage and Fire rate beats minus heat build up, if you can get the 10% one that'll be good. (Don#t know why you need a Jovian though, but what do I know :D )
King of the Forums // Seraphim <3 Comment and like this thread about PvE, Here!Also, check out the Indirect Fire ability, Here!gbghg wrote:CCP Rejavik CCP Shanghia
Same company different studios, one has near perfected the player feedback process, the other is still rolling on the floor after it fell over its first baby step. I want to see if it makes my eryx less of a brick, currently it can be quite difficult to avoid AV.
Ah! Well let us know if it works, but if you're ever going for pure damage then two damage mods is best :D
King of the Forums // Seraphim <3 Comment and like this thread about PvE, Here! Also, check out the Indirect Fire ability, Here!
gbghg wrote:CCP Rejavik CCP Shanghia
Same company different studios, one has near perfected the player feedback process, the other is still rolling on the floor after it fell over its first baby step. |
Roldrage
DIOS X. II Top Men.
142
|
Posted - 2013.08.28 19:55:00 -
[8] - Quote
Well, it doesn't seem to make a big enough difference for me on my Eryx but the powerplant is amazing on the python :D |
gbghg
L.O.T.I.S.
3317
|
Posted - 2013.08.28 20:02:00 -
[9] - Quote
Yeah, don't even try to make a LDS manueaverable, even 2x jovians do next to nothing. Your better off maxing your tank or DPS. They work wonders on ADS though, a 3x Jovian incubus is really fast. |
Cy Clone1
Intara Direct Action Caldari State
248
|
Posted - 2013.08.28 20:02:00 -
[10] - Quote
Roldrage wrote:I currently have a damage +7% mod (which will at some point be +10%) and an active heat sink on my eryx but I want to replace one for a jovian fusion powerplant, which is the best slot to replace for this so that my gunners are the most effective they can be?
skip out on the active heat sink. Those turrets already tear infantry up and a good gunner shouldn't need to hold it down that long. I normally don't run any damage mods on my eryx instead local powr dia systems. If your dead set on using them maybe put on one and one LPDS. (7%) |
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Roldrage
DIOS X. II Top Men.
142
|
Posted - 2013.08.28 20:08:00 -
[11] - Quote
gbghg wrote:Yeah, don't even try to make a LDS manueaverable, even 2x jovians do next to nothing. Your better off maxing your tank or DPS. They work wonders on ADS though, a 3x Jovian incubus is really fast.
Currently I have an extender, 2 hardeners, a booster, a heat sink (which I'll replace for a damage mod) and a damage mod, which works nicely until the forges appear. |
Nguruthos IX
Red and Silver Hand Amarr Empire
1199
|
Posted - 2013.08.28 20:09:00 -
[12] - Quote
Jovian does not affect speed though, i thought |
Roldrage
DIOS X. II Top Men.
142
|
Posted - 2013.08.28 20:12:00 -
[13] - Quote
Nguruthos IX wrote:Jovian does not affect speed though, i thought
It says so in the description but not in the list of effects, I'm convinced it does affect speed though. |
gbghg
L.O.T.I.S.
3317
|
Posted - 2013.08.28 20:24:00 -
[14] - Quote
Roldrage wrote:Nguruthos IX wrote:Jovian does not affect speed though, i thought It says so in the description but not in the list of effects, I'm convinced it does affect speed though. It affects acceleration, top speed is unchanged, how quickly you reach it however is changed. What this means in handling term, is that movement translates into momentum quicker, making the dropship feel more responsive and faster, what used to take a second (for examples sake) such as tilting and thrusting hard to move sideways, will now take half a second (again for example, I'm making the numbers up for ease of writing), the top speed you can reach will remain unchanged. Scout LAV's are the best example of this, a abron with no jovians will have the same top speed as an abron with 2 jovians, however the faster acceleration of the 2x abron will make it feel more responsive and thus faster than the other.
It's like 2 cars capped at 60mph, the 0-60 might be different but the top speed remains unchanged. |
Nguruthos IX
Red and Silver Hand Amarr Empire
1199
|
Posted - 2013.08.28 20:34:00 -
[15] - Quote
gbghg wrote:Roldrage wrote:Nguruthos IX wrote:Jovian does not affect speed though, i thought It says so in the description but not in the list of effects, I'm convinced it does affect speed though. It affects acceleration, top speed is unchanged, how quickly you reach it however is changed. What this means in handling term, is that movement translates into momentum quicker, making the dropship feel more responsive and faster, what used to take a second (for examples sake) such as tilting and thrusting hard to move sideways, will now take half a second (again for example, I'm making the numbers up for ease of writing), the top speed you can reach will remain unchanged. Scout LAV's are the best example of this, a abron with no jovians will have the same top speed as an abron with 2 jovians, however the faster acceleration of the 2x abron will make it feel more responsive and thus faster than the other. It's like 2 cars capped at 60mph, the 0-60 might be different but the top speed remains unchanged.
But does it?
DOES IT? |
gbghg
L.O.T.I.S.
3317
|
Posted - 2013.08.28 20:47:00 -
[16] - Quote
Nguruthos IX wrote:gbghg wrote:Roldrage wrote:Nguruthos IX wrote:Jovian does not affect speed though, i thought It says so in the description but not in the list of effects, I'm convinced it does affect speed though. It affects acceleration, top speed is unchanged, how quickly you reach it however is changed. What this means in handling term, is that movement translates into momentum quicker, making the dropship feel more responsive and faster, what used to take a second (for examples sake) such as tilting and thrusting hard to move sideways, will now take half a second (again for example, I'm making the numbers up for ease of writing), the top speed you can reach will remain unchanged. Scout LAV's are the best example of this, a abron with no jovians will have the same top speed as an abron with 2 jovians, however the faster acceleration of the 2x abron will make it feel more responsive and thus faster than the other. It's like 2 cars capped at 60mph, the 0-60 might be different but the top speed remains unchanged. But does it? DOES IT? I have made extensive use of jovians on all vehicle classes, I have noticed no difference in top speed between vehicles with jovians and those without. |
Nguruthos IX
Red and Silver Hand Amarr Empire
1199
|
Posted - 2013.08.28 20:50:00 -
[17] - Quote
gbghg wrote:Nguruthos IX wrote:gbghg wrote:Roldrage wrote:Nguruthos IX wrote:Jovian does not affect speed though, i thought It says so in the description but not in the list of effects, I'm convinced it does affect speed though. It affects acceleration, top speed is unchanged, how quickly you reach it however is changed. What this means in handling term, is that movement translates into momentum quicker, making the dropship feel more responsive and faster, what used to take a second (for examples sake) such as tilting and thrusting hard to move sideways, will now take half a second (again for example, I'm making the numbers up for ease of writing), the top speed you can reach will remain unchanged. Scout LAV's are the best example of this, a abron with no jovians will have the same top speed as an abron with 2 jovians, however the faster acceleration of the 2x abron will make it feel more responsive and thus faster than the other. It's like 2 cars capped at 60mph, the 0-60 might be different but the top speed remains unchanged. But does it? DOES IT? I have made extensive use of jovians on all vehicle classes, I have noticed no difference in top speed between vehicles with jovians and those without.
So! Who is full of ****?
And why does CCP have incorrect descriptions on everything in this game? |
Godin Thekiller
Ghost Wolf Industries Alpha Wolf Pack
405
|
Posted - 2013.08.28 20:52:00 -
[18] - Quote
BL4CKST4R wrote:Roldrage wrote:I currently have a damage +7% mod (which will at some point be +10%) and an active heat sink on my eryx but I want to replace one for a jovian fusion powerplant, which is the best slot to replace for this so that my gunners are the most effective they can be? Damage module. You should give them cycled missile turrets if you can afford the fitting.
Accelerated or fragmented missiles work far better. |
Godin Thekiller
Ghost Wolf Industries Alpha Wolf Pack
405
|
Posted - 2013.08.28 20:54:00 -
[19] - Quote
Nguruthos IX wrote: So! Who is full of ****?
And why does CCP have incorrect descriptions on everything in this game?
It clearly says torque increase, so wtf are you talking about? Oh wait, do you know what torque is? |
Roldrage
DIOS X. II Top Men.
142
|
Posted - 2013.08.28 20:57:00 -
[20] - Quote
Godin Thekiller wrote:BL4CKST4R wrote:Roldrage wrote:I currently have a damage +7% mod (which will at some point be +10%) and an active heat sink on my eryx but I want to replace one for a jovian fusion powerplant, which is the best slot to replace for this so that my gunners are the most effective they can be? Damage module. You should give them cycled missile turrets if you can afford the fitting. Accelerated or fragmented missiles work far better.
Eh, folks generally do fine with the ion cannons, I save the cyclic missiles for my python to deter noobs from staying in too long. |
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Godin Thekiller
Ghost Wolf Industries Alpha Wolf Pack
405
|
Posted - 2013.08.28 20:58:00 -
[21] - Quote
Roldrage wrote:Godin Thekiller wrote:BL4CKST4R wrote:Roldrage wrote:I currently have a damage +7% mod (which will at some point be +10%) and an active heat sink on my eryx but I want to replace one for a jovian fusion powerplant, which is the best slot to replace for this so that my gunners are the most effective they can be? Damage module. You should give them cycled missile turrets if you can afford the fitting. Accelerated or fragmented missiles work far better. Eh, folks generally do fine with the ion cannons, I save the cyclic missiles for my python to deter noobs from staying in too long.
You should have a Ion cannon and a missile launcher on your DS. I find it works better than either or. |
Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
52
|
Posted - 2013.08.28 21:01:00 -
[22] - Quote
Nguruthos IX wrote:
So! Who is full of ****?
And why does CCP have incorrect descriptions on everything in this game?
My only guess is that the programmers don't actually play the game, so they never see the typoes and spelling or grammar goofs. There are too many systemic language errors to say "they just missed a few".
Edit: I have a second guess... They possibly might outsource the programming in non English locales which would account for the horrible mistakes actually being translation errors. |
Beld Errmon
Paladin Survey Force Amarr Empire
823
|
Posted - 2013.08.28 21:32:00 -
[23] - Quote
I must be really out of the loop when it comes to dropship fitting, or you ppl are completely insane, jovian power plants really? you have so much PG on one of those silly shield vehicles that you have room for that junk? the idea of fitting one on to my incubus.... didn't want that insanely good sky tank anyway..... |
Roldrage
DIOS X. II Top Men.
142
|
Posted - 2013.08.28 21:37:00 -
[24] - Quote
Beld Errmon wrote:I must be really out of the loop when it comes to dropship fitting, or you ppl are completely insane, jovian power plants really? you have so much PG on one of those silly shield vehicles that you have room for that junk? the idea of fitting one on to my incubus.... didn't want that insanely good sky tank anyway.....
Its like 15pg dude, hardly taxing even for shield vehicles. |
Beld Errmon
Paladin Survey Force Amarr Empire
823
|
Posted - 2013.08.28 21:40:00 -
[25] - Quote
Was more thinking about the PG lost from not having PG upgrade modules. |
Roldrage
DIOS X. II Top Men.
142
|
Posted - 2013.08.28 21:44:00 -
[26] - Quote
Beld Errmon wrote:Was more thinking about the PG lost from not having PG upgrade modules.
Ah I see, even so my fits don't use pg upgrades so I'm free to use my lows for pretty much whatever I want. |
Beld Errmon
Paladin Survey Force Amarr Empire
823
|
Posted - 2013.08.28 21:58:00 -
[27] - Quote
If you know anyone that flies a well fit incubus (hardeners, plate, rep and AB with accelerated missile launcher) you should ask for a lend and give it a go, pythons seem alright but incubus are amazingly tough and fun to fly, LDS and normal DS are just pointless these days unless you have a great gunner, even then just get him to ride in the ADS instead. |
Roldrage
DIOS X. II Top Men.
142
|
Posted - 2013.08.28 22:15:00 -
[28] - Quote
Beld Errmon wrote:If you know anyone that flies a well fit incubus (hardeners, plate, rep and AB with accelerated missile launcher) you should ask for a lend and give it a go, pythons seem alright but incubus are amazingly tough and fun to fly, LDS and normal DS are just pointless these days unless you have a great gunner, even then just get him to ride in the ADS instead.
Heh, I doubt it'll match the fun factor of a python but I'll give the incubus a go when I can |
Bojo The Mighty
Zanzibar Concept
1608
|
Posted - 2013.08.28 22:43:00 -
[29] - Quote
gbghg wrote: It affects acceleration, top speed is unchanged, how quickly you reach it however is changed. What this means in handling term, is that movement translates into momentum quicker, making the dropship feel more responsive and faster, what used to take a second (for examples sake) such as tilting and thrusting hard to move sideways, will now take half a second (again for example, I'm making the numbers up for ease of writing), the top speed you can reach will remain unchanged. Scout LAV's are the best example of this, a abron with no jovians will have the same top speed as an abron with 2 jovians, however the faster acceleration of the 2x abron will make it feel more responsive and thus faster than the other.
It's like 2 cars capped at 60mph, the 0-60 might be different but the top speed remains unchanged.
If only they would return Chassis Mods!
Dude chassis mods worked on dropships, but the movement buff was probably not worth it except on a Myron(cuz we had no ADS) but now we have ADS! |
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