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Author |
Thread Statistics | Show CCP posts - 9 post(s) |
gbghg
L.O.T.I.S.
3597
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Posted - 2013.10.02 21:36:00 -
[1] - Quote
Quick question logibro, is there any fitting restrictions beyond CPU/PG ones preventing medium and light vehicles from fitting heavy mods? |
gbghg
L.O.T.I.S.
3597
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Posted - 2013.10.02 23:50:00 -
[2] - Quote
PG mods are there, look beneath scanning mods on the list, also i spent some time this evening using the released numbers to throw together a couple of myron fits, i see two main areas of concern where the fitting system is, the number of modules available and their resource costs, and the resource cost of turrets. at a minimum small turrets are taking up around 250PG with maxed fitting skills, now given that dropships such as the myron only have 725PG it absolutely murders the tanking ability of the vehicle, i'd estimate that the EHP loss between a fit with no turrets and one with turrets could go up to 1000EHP easily, we essentially see a situation where you can prioritize tank over offensive capability and passenger capacity, since seats are tied to turret. i have to say that i think a reduction to the pg/cpu costs of turrets should be reduced.
the other issue i see is the lack of low cost modules, from my fitting attempts i kept running into the same situation, i would end up with not enough CPU/PG to fit modules and empty slots, sometimes 2 lows, sometimes 1 low, 1 high, right now we have things like energized plating and shield amps to fill the useful low cost niche, the removal of them will be felt, we need something to fill that niche before long otherwise slots are going to waste. |
gbghg
L.O.T.I.S.
3597
|
Posted - 2013.10.03 00:18:00 -
[3] - Quote
ladwar wrote:gbghg wrote:PG mods are there, look beneath scanning mods on the list, also i spent some time this evening using the released numbers to throw together a couple of myron fits, i see two main areas of concern where the fitting system is, the number of modules available and their resource costs, and the resource cost of turrets. at a minimum small turrets are taking up around 250PG with maxed fitting skills, now given that dropships such as the myron only have 725PG it absolutely murders the tanking ability of the vehicle, i'd estimate that the EHP loss between a fit with no turrets and one with turrets could go up to 1000EHP easily, we essentially see a situation where you can prioritize tank over offensive capability and passenger capacity, since seats are tied to turret. i have to say that i think a reduction to the pg/cpu costs of turrets should be reduced.
the other issue i see is the lack of low cost modules, from my fitting attempts i kept running into the same situation, i would end up with not enough CPU/PG to fit modules and empty slots, sometimes 2 lows, sometimes 1 low, 1 high, right now we have things like energized plating and shield amps to fill the useful low cost niche, the removal of them will be felt, we need something to fill that niche before long otherwise slots are going to waste. no they are not. aferburners = dropships nitros boost = ground vehicles nitros CRU= CRU you need to take a second look. they are gone as the enforcers, LLAV, SLAV, ADS, logi DS GONE, forever! if its not on the chart it didn't make the cut... CPU mods did but who needs them on vehicles really, never ran into that issue. PG mods = powergrid upgrades
they're in the scanner section for some reason, go take another look, the complex provides a 1.2 bonus which im assuming means a 20% PG bonus, would be nice if a dev could confirm that though.
also am i the only one who noticed one of the most intriguing and possibly most important sentences in the entire thread?
Quote:When taking fire shields will not regenerate (not until the second wave of module types is introduced, at any rate) |
gbghg
L.O.T.I.S.
3597
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Posted - 2013.10.03 00:24:00 -
[4] - Quote
no problem, less panic and hysterical posting benefits all of us. |
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