knight of 6
SVER True Blood Public Disorder.
934
|
Posted - 2014.01.01 22:34:00 -
[1] - Quote
no.
vehicle combat is too fast for a capacitor to be a viable balancing tool, cool thingy/what have you. honestly I question how much time everyone who suggests this has spent in a vehicle(you aren't the first and undoubtedly wont be the last).
being completely honest the module wheel is a sub optimal solution to having a larger number of mods than buttons. anyone who has spent any time in a vehicle has turned off mods accidentally or selected the wrong mod and this typically results in death or best case a severe disadvantage. it also obstructs the screen and inhibits combat.
pulsing a rep is a common practice with a capacitor, for those unaware repairs/shield boosters take up a massive amount of cap per cycle so capsuleers switch them on and off regularly depending on how the fight is going and what other modules need to be on. can you imagine trying to pulse a rep while flying a dropship? or while in the middle of a tank battle? cap management in combat would be a nightmare.
in eve with a couple of mouse clicks you lock onto and fire on a ship automatically you don't need to aim or fire and there is no cover. flying is largely taken out of the pilots hands as well, this frees up time and concentration to focus on cap management. not to mention the TTK in eve is very long so if you make a mistake it's not the end of the world. the module activation system is very simple and fast to use unlike dust's and doesn't interrupt damage output or flight.
TL;DR no.
"God favors the side with the best artillery" ~ Napoleon
Ko6, scout, tanker.
CLOSED BETA VET
|
knight of 6
SVER True Blood Public Disorder.
978
|
Posted - 2014.01.06 16:37:00 -
[2] - Quote
Ulysses Knapse wrote:It's not my fault that the control scheme is godawful. Also, you wouldn't have to worry about managing cooldowns. Misclick? Not a problem, no heavy cooldown associated with it, just some minor capacitor usage. Turn it off and you'll be good to go. sorry I haven't checked up on this post.
it may not be your fault that the control scheme is poorly optimized for quick access to active mods but it is still a problem that would need to be solved before a capacitor could be intelligently implemented. activating or deactivating a mod only takes a few seconds. however when you a messing about with mod you aren't shooting. those few seconds add up very quickly, most guns put out 500-600 dps a few seconds can be quantified to 1000's of damage not being applied to the target that is a game changer.
no offense Sameal, but It could have been CCP's intent to make turrets fire fluffy bunnies and chocolate eclairs, that doesn't make it a good idea.
"God favors the side with the best artillery" ~ Napoleon
Ko6, scout, tanker.
CLOSED BETA VET
|