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Eurydice Itzhak
State Patriots Templis De Novo
262
|
Posted - 2013.12.18 18:08:00 -
[1] - Quote
Armor Vehicles have highslots as their "weak" slot and shield vehicles have lowslots as their "weak" slot.
In Highslots you can put: Scanners, CRUs, Damage mods, Nitrous, Aerial Boosters. Am I forgetting anything?
In lowslots you can put: CPU upgrade, PG upgrade, Ammo units. (formerly torque but they removed those which pushed me to making this post) That's it.
Armor vehicles are HEAVILY favored by having their high slots as their utility slot. A shield vehicle has literally 0 options that increase their effectiveness or utility.
This needs to be addressed.
My thoughts would be putting Dmods in low slots like they used to be (like they are in eve if I'm not mistaken). Returning torque modules (why were these removed?).
Does anyone else have any suggestions as far as ways to improve lowslots? Is there anyone who denies the usefulness of highslots over low slots? |
Zirzo Valcyn
Holdfast Syndicate Amarr Empire
8
|
Posted - 2013.12.18 18:28:00 -
[2] - Quote
Eurydice Itzhak wrote:Returning torque modules (why were these removed?).
u can ban the troll out of the forums but u can't ban the forums out of the troll.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1236
|
Posted - 2013.12.18 18:37:00 -
[3] - Quote
......really?
CPU and PG Upgrade modules are both low slots, so while shield vehicles lack in utility, they are capable of fitting A LOT more on their vehicle by making use of these upgrades. Not only is it easier to equip small turrets on shield vehicles because of this advantage, but your overall defenses as well as large turrets can be pushed to higher tiers more easily.
How is that not useful?
ADS Reports - Defining Racial Themes
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Eurydice Itzhak
State Patriots Templis De Novo
262
|
Posted - 2013.12.18 18:55:00 -
[4] - Quote
Pokey Dravon wrote:......really?
CPU and PG Upgrade modules are both low slots, so while shield vehicles lack in utility, they are capable of fitting A LOT more on their vehicle by making use of these upgrades. Not only is it easier to equip small turrets on shield vehicles because of this advantage, but your overall defenses as well as large turrets can be pushed to higher tiers more easily.
How is that not useful?
It offers no Utility. None. 0.
Any more gank is offset by a single Dmod easily fitted on an armor vehicle.
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Yoma Carrim
Situation Normal all fraked up
142
|
Posted - 2013.12.18 18:57:00 -
[5] - Quote
Didn't someone (maybe the OP I don't remember) already make a post like this?
When you turn a corner and find the entire enemy team.Oh Heck
Logi, Tanker, Heavy
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Eurydice Itzhak
State Patriots Templis De Novo
262
|
Posted - 2013.12.18 18:59:00 -
[6] - Quote
Yoma Carrim wrote:Didn't someone (maybe the OP I don't remember) already make a post like this?
It was me. I'll keep making a new one when the old one dies until it has a response from a dev.
Would really appreciate contributions on what should be in low slots.
What takes up low slots and offers utility in EVE? |
Pokey Dravon
OSG Planetary Operations Covert Intervention
1239
|
Posted - 2013.12.18 19:00:00 -
[7] - Quote
Eurydice Itzhak wrote:Pokey Dravon wrote:......really?
CPU and PG Upgrade modules are both low slots, so while shield vehicles lack in utility, they are capable of fitting A LOT more on their vehicle by making use of these upgrades. Not only is it easier to equip small turrets on shield vehicles because of this advantage, but your overall defenses as well as large turrets can be pushed to higher tiers more easily.
How is that not useful? It offers no Utility. None. 0. Any more gank is offset by a single Dmod easily fitted on an armor vehicle.
Damage mods which are not always active and consume so much CPU on an armor tank that defenses suffer greatly. Better turret is active all the time.
ADS Reports - Defining Racial Themes
|
Eurydice Itzhak
State Patriots Templis De Novo
262
|
Posted - 2013.12.18 19:02:00 -
[8] - Quote
Pokey Dravon wrote:Eurydice Itzhak wrote:Pokey Dravon wrote:......really?
CPU and PG Upgrade modules are both low slots, so while shield vehicles lack in utility, they are capable of fitting A LOT more on their vehicle by making use of these upgrades. Not only is it easier to equip small turrets on shield vehicles because of this advantage, but your overall defenses as well as large turrets can be pushed to higher tiers more easily.
How is that not useful? It offers no Utility. None. 0. Any more gank is offset by a single Dmod easily fitted on an armor vehicle. Damage mods which are not always active and consume so much CPU on an armor tank that defenses suffer greatly. Better turret is active all the time.
I see armor tanks with 1k shields, 4k armor (1k more than I have shields btw) with a tag of "WARNING: DAMAGE MOD ACTIVE!"
So please don't come at me with that nonsense.
Plus this isn't about tanks v tanks. It's a massive vehicle imbalance. One side has options while the other has none. |
Yoma Carrim
Situation Normal all fraked up
142
|
Posted - 2013.12.18 19:06:00 -
[9] - Quote
Eurydice Itzhak wrote:Yoma Carrim wrote:Didn't someone (maybe the OP I don't remember) already make a post like this? It was me. I'll keep making a new one when the old one dies until it has a response from a dev. Would really appreciate contributions on what should be in low slots. What takes up low slots and offers utility in EVE?
Oh in that case how about support modules for other vehicles I.E Remote shield boosters and Remote Armor Repers (Low slots need more active modules)
Heck turn Gunnlogi into tackle HAVs and give the low slots an Active Webifire Module to offset the high slots's fuel injector.
When you turn a corner and find the entire enemy team.Oh Heck
Logi, Tanker, Heavy
|
Eurydice Itzhak
State Patriots Templis De Novo
262
|
Posted - 2013.12.18 19:10:00 -
[10] - Quote
Yoma Carrim wrote:Eurydice Itzhak wrote:Yoma Carrim wrote:Didn't someone (maybe the OP I don't remember) already make a post like this? It was me. I'll keep making a new one when the old one dies until it has a response from a dev. Would really appreciate contributions on what should be in low slots. What takes up low slots and offers utility in EVE? Oh in that case how about support modules for other vehicles I.E Remote shield boosters and Remote Armor Repers (Low slots need more active modules) Heck turn Gunnlogi into tackle HAVs and give the low slots an Active Webifire Module to offset the high slots's fuel injector.
That's fairly interesting actually. Have it equipped on a LAV or a HAV and smash into an enemy HAV to immobilze them for X seconds.
It would help AV players hit it better but it wouldn't put the shield vehicle in a good spot solo because that's where the armor tank want's to be at any rate, sitting there trading with you. |
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Jason Pearson
3524
|
Posted - 2013.12.18 19:18:00 -
[11] - Quote
This is the second thread you've made on the same topic, why? -¼_-¼
King of the Forums // Vehicle Specialist for Hire.
Buffing or Debuffing Vehicles or AV will never fix anything.
|
Pokey Dravon
OSG Planetary Operations Covert Intervention
1239
|
Posted - 2013.12.18 19:18:00 -
[12] - Quote
Eurydice Itzhak wrote:Pokey Dravon wrote:Eurydice Itzhak wrote:Pokey Dravon wrote:......really?
CPU and PG Upgrade modules are both low slots, so while shield vehicles lack in utility, they are capable of fitting A LOT more on their vehicle by making use of these upgrades. Not only is it easier to equip small turrets on shield vehicles because of this advantage, but your overall defenses as well as large turrets can be pushed to higher tiers more easily.
How is that not useful? It offers no Utility. None. 0. Any more gank is offset by a single Dmod easily fitted on an armor vehicle. Damage mods which are not always active and consume so much CPU on an armor tank that defenses suffer greatly. Better turret is active all the time. I see armor tanks with 1k shields, 4k armor (1k more than I have shields btw) with a tag of "WARNING: DAMAGE MOD ACTIVE!" So please don't come at me with that nonsense. Plus this isn't about tanks v tanks. It's a massive vehicle imbalance. One side has options while the other has none.
I think you're a little lacking in experience when it comes to fitting armor vehicles in 1.7.
I don't mean to sound condescending, but take it from someone who has fully maxed shield and armor skills and frequently uses both HAV types as well as all turrets.
Pretty much all viable armor tanks will have 1200 Shield and 4000 Armor because fitting a plate just isn't worth it and that's the BASE HP that Madrugars and Soma's have, and putting shield extenders on an armor tank....again really isn't worth it. So the HP values are meaningless.
However the CPU cost of a damage mod is roughly 25% of the TOTAL CPU that a Madrugar has. With that much cost, it is essentially impossible to fit one with decent defenses because a CPU upgrade is usually required. That being said, the armor tank now only has 2 low slots to work with which means it will have an armor repairer, and a single hardener. Only have a single hardener is a significant disadvantage as it means a hardened uptime of 35-55% of the time and no means to rapidly recover HP as you can with a shield booster.
So I'm sorry but you're wrong, armor has to sacrifice a good deal in order to fit that damage mod.
ADS Reports - Defining Racial Themes
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Jason Pearson
3524
|
Posted - 2013.12.18 19:20:00 -
[13] - Quote
Oh and yes, I still disagree, I prefer utilities in the high slots, because I get things like PG, CPU and Ammo extenders, which means I can fit better stuff then Armor tanks.
King of the Forums // Vehicle Specialist for Hire.
Buffing or Debuffing Vehicles or AV will never fix anything.
|
Yoma Carrim
Situation Normal all fraked up
143
|
Posted - 2013.12.18 19:22:00 -
[14] - Quote
Jason Pearson wrote:Oh and yes, I still disagree, I prefer utilities in the high slots, because I get things like PG, CPU and Ammo extenders, which means I can fit better stuff then Armor tanks.
You don't want tackle mods?
When you turn a corner and find the entire enemy team.Oh Heck
Logi, Tanker, Heavy
|
Eurydice Itzhak
State Patriots Templis De Novo
262
|
Posted - 2013.12.18 19:29:00 -
[15] - Quote
Pokey Dravon wrote: I think you're a little lacking in experience when it comes to fitting armor vehicles in 1.7.
I don't mean to sound condescending, but take it from someone who has fully maxed shield and armor skills and frequently uses both HAV types as well as all turrets.
Pretty much all viable armor tanks will have 1200 Shield and 4000 Armor because fitting a plate just isn't worth it and that's the BASE HP that Madrugars and Soma's have, and putting shield extenders on an armor tank....again really isn't worth it. So the HP values are meaningless.
However the CPU cost of a damage mod is roughly 25% of the TOTAL CPU that a Madrugar has. With that much cost, it is essentially impossible to fit one with decent defenses because a CPU upgrade is usually required. That being said, the armor tank now only has 2 low slots to work with which means it will have an armor repairer, and a single hardener. Only have a single hardener is a significant disadvantage as it means a hardened uptime of 35-55% of the time and no means to rapidly recover HP as you can with a shield booster.
So I'm sorry but you're wrong, armor has to sacrifice a good deal in order to fit that damage mod.
I have not fit an armor vehicle since 1.7 because I have all 15 million of my SP dumped into caldari vehicles where it right belongs. i doubt you have the 40million SP to do what you claim you do. You don't have fully maxed caldari and gallente vehicles. It's so highly unlikely.
Does ANYONE have 40m sp yet?
But alas you miss the point. Armor vehicles have the OPTION to do this without massive sacrifices to tank and for unbeatable gank. Also 1200 shield and 4k armor is 5200 hp. My shields sit pretty at 2900 or so I believe and if you dip into armor on a shield vehicle, you're dead. We don't have that free buffer HP like gallente vehicles do.
You're also cherry picking your arguments. Gallente vehicles still have access to a myriad of utility options that aren't resource intensive.
@Pearson, each time it dies it will rise again until it gets a response. |
Eurydice Itzhak
State Patriots Templis De Novo
262
|
Posted - 2013.12.18 19:31:00 -
[16] - Quote
Jason Pearson wrote:Oh and yes, I still disagree, I prefer utilities in the high slots, because I get things like PG, CPU and Ammo extenders, which means I can fit better stuff then Armor tanks.
Pearson. Imagine a world where caldari vehicles didn't need cpu/pg upgrades and gallente didn't monopolize utility on vehicles.
Try to imagine.
Also, I've not fit a cpu/pg upgrade on my LAV or dropship.
They float around with an empty slot.
Sure wish there was SOMETHING I could put there. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
1239
|
Posted - 2013.12.18 19:37:00 -
[17] - Quote
I don't have maxed out turrets, I took all of those to Proto with some support skills, but all to level V.
All defensive skills are to V, HAV is to I because anything above that is wasteful right now. So no, it's not 40 million to get to where I am.
CPU/PG are not necessary to fit the same weapons on a Shield HAV than an Armor HAV use, it does however give them *better* offensive options without sacrificing defenses. Armor has to sacrifice defenses to increase offensive capabilities.
I'm arguing that you're wrong in that CPU/PG upgrades have zero utility, because there are some really fun fits that I can do with a Caldari HAV BECAUSE of those modules, which are simply not possible on an armor HAV due to resource limitations. You simply CANNOT fit a full gambit of armor defenses AND a damage mod, there is simply not enough CPU. If you don't believe me go to do the math yourself.
ADS Reports - Defining Racial Themes
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Eurydice Itzhak
State Patriots Templis De Novo
262
|
Posted - 2013.12.18 19:41:00 -
[18] - Quote
Pokey Dravon wrote:I don't have maxed out turrets, I took all of those to Proto with some support skills, but all to level V.
All defensive skills are to V, HAV is to I because anything above that is wasteful right now. So no, it's not 40 million to get to where I am.
CPU/PG are not necessary to fit the same weapons on a Shield HAV than an Armor HAV use, it does however give them *better* offensive options without sacrificing defenses. Armor has to sacrifice defenses to increase offensive capabilities.
I'm arguing that you're wrong in that CPU/PG upgrades have zero utility, because there are some really fun fits that I can do with a Caldari HAV BECAUSE of those modules, which are simply not possible on an armor HAV due to resource limitations. You simply CANNOT fit a full gambit of armor defenses AND a damage mod, there is simply not enough CPU. If you don't believe me go to do the math yourself.
Maybe if you maxed out turret fitting optimization you might have less issues? I'm unsure. I know I see gallente tanks running around with a hardener on, 1.3k more HP than me, and "WARNING: DAMAGE MOD ACTIVE!"
This again, blatantly ignores scanners, MCRUs, nitrous, and aerial boosters which aren't nearly as resource intensive and offer mad utility. for ALL gallente vehicles, not just tanks. |
Yoma Carrim
Situation Normal all fraked up
143
|
Posted - 2013.12.18 19:41:00 -
[19] - Quote
Pokey Dravon wrote:I don't have maxed out turrets, I took all of those to Proto with some support skills, but all to level V.
All defensive skills are to V, HAV is to I because anything above that is wasteful right now. So no, it's not 40 million to get to where I am.
CPU/PG are not necessary to fit the same weapons on a Shield HAV than an Armor HAV use, it does however give them *better* offensive options without sacrificing defenses. Armor has to sacrifice defenses to increase offensive capabilities.
I'm arguing that you're wrong in that CPU/PG upgrades have zero utility, because there are some really fun fits that I can do with a Caldari HAV BECAUSE of those modules, which are simply not possible on an armor HAV due to resource limitations. You simply CANNOT fit a full gambit of armor defenses AND a damage mod, there is simply not enough CPU. If you don't believe me go to do the math yourself.
Even with 25% reduction to large turret CPU and 25% reduction to Damage mod CPU usage?
....*runs to grab calculator*
When you turn a corner and find the entire enemy team.Oh Heck
Logi, Tanker, Heavy
|
Eurydice Itzhak
State Patriots Templis De Novo
262
|
Posted - 2013.12.18 19:44:00 -
[20] - Quote
Yoma Carrim wrote:Pokey Dravon wrote:I don't have maxed out turrets, I took all of those to Proto with some support skills, but all to level V.
All defensive skills are to V, HAV is to I because anything above that is wasteful right now. So no, it's not 40 million to get to where I am.
CPU/PG are not necessary to fit the same weapons on a Shield HAV than an Armor HAV use, it does however give them *better* offensive options without sacrificing defenses. Armor has to sacrifice defenses to increase offensive capabilities.
I'm arguing that you're wrong in that CPU/PG upgrades have zero utility, because there are some really fun fits that I can do with a Caldari HAV BECAUSE of those modules, which are simply not possible on an armor HAV due to resource limitations. You simply CANNOT fit a full gambit of armor defenses AND a damage mod, there is simply not enough CPU. If you don't believe me go to do the math yourself. Even with 25% reduction to large turret CPU and 25% reduction to Damage mod CPU usage? ....*runs to grab calculator*
Like I said earlier I have 15m SP in caldari and I'm not capped out yet. Theres no way this guy had capped out caldari and gallente lol. |
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Jason Pearson
3524
|
Posted - 2013.12.18 19:48:00 -
[21] - Quote
Eurydice Itzhak wrote:Jason Pearson wrote:Oh and yes, I still disagree, I prefer utilities in the high slots, because I get things like PG, CPU and Ammo extenders, which means I can fit better stuff then Armor tanks. Pearson. Imagine a world where caldari vehicles didn't need cpu/pg upgrades and gallente didn't monopolize utility on vehicles. Try to imagine. Also, I've not fit a cpu/pg upgrade on my LAV or dropship. They float around with an empty slot. Sure wish there was SOMETHING I could put there.
I don't have to fit CPU/PG modules, I can do to gain some reps and such, more turrets etc, We're built better for Offensive, Gallente is better for support or something xD
Simples, Get Proto turrets on your vehicle and then see, if you don't need PG/CPU, put some ammo there and go kill stuff, yay.
King of the Forums // Vehicle Specialist for Hire.
Buffing or Debuffing Vehicles or AV will never fix anything.
|
Jason Pearson
3524
|
Posted - 2013.12.18 19:49:00 -
[22] - Quote
Yoma Carrim wrote:Jason Pearson wrote:Oh and yes, I still disagree, I prefer utilities in the high slots, because I get things like PG, CPU and Ammo extenders, which means I can fit better stuff then Armor tanks. You don't want tackle mods?
Not too fussed on the mods, want us to have to work with Infantry to achieve that in all honesty.
Atleast, not yet, Infantry first, vehicles later.
King of the Forums // Vehicle Specialist for Hire.
Buffing or Debuffing Vehicles or AV will never fix anything.
|
Alena Ventrallis
The Neutral Zone
338
|
Posted - 2013.12.18 19:50:00 -
[23] - Quote
In Eve the Caldari have shields in the mid slots (Dust's version of high slots; same symbol and everything) and damage mods in the lows. The point of Caldari is to get in, deal damage, get out. The hit-and-run type of gameplay. Armor is about getting there and staying there, using high ehp numbers to simply outlast the enemy. They also use many types of EWAR to help them gain the upper hand.
Dust's damage mods, both infantry and vehicle, should be low slots. Shields cant hit and run if their armor tanking opponents have both tank and gank. Then once EWAR for vehicles starts coming out, start putting those in the high slots.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1240
|
Posted - 2013.12.18 19:53:00 -
[24] - Quote
Eurydice Itzhak wrote:Pokey Dravon wrote:I don't have maxed out turrets, I took all of those to Proto with some support skills, but all to level V.
All defensive skills are to V, HAV is to I because anything above that is wasteful right now. So no, it's not 40 million to get to where I am.
CPU/PG are not necessary to fit the same weapons on a Shield HAV than an Armor HAV use, it does however give them *better* offensive options without sacrificing defenses. Armor has to sacrifice defenses to increase offensive capabilities.
I'm arguing that you're wrong in that CPU/PG upgrades have zero utility, because there are some really fun fits that I can do with a Caldari HAV BECAUSE of those modules, which are simply not possible on an armor HAV due to resource limitations. You simply CANNOT fit a full gambit of armor defenses AND a damage mod, there is simply not enough CPU. If you don't believe me go to do the math yourself. Maybe if you maxed out turret fitting optimization you might have less issues? I'm unsure. I know I see gallente tanks running around with a hardener on, 1.3k more HP than me, and "WARNING: DAMAGE MOD ACTIVE!" This again, blatantly ignores scanners, MCRUs, nitrous, and aerial boosters which aren't nearly as resource intensive and offer mad utility. for ALL gallente vehicles, not just tanks.
Turret skills are the same for both tank types, so that is really the same for both shield and armor. Besides, the only turret that fits *well* on an gallente HAV is a blaster, which has the lowest CPU cost and thus gains the least amount of benefit from the skill.
Besides, these mechanics are parrel to EVE. Traditionally speaking, Gallente excel at EWAR because they are able to fit more utility to their ships. Caldari ships, while lacking in utility, are able to fit harder hitting ships because of slot setup. While there is a difference between EVE and Dust in that damage mods are in the "shield slots" in Dust and are normally in the "Armor Slots" in EVE, the resource costs for Armor HAVs is the prohibitive factor in the case of damage output. THat being said we see a dynamic where Armor can more readily fit utility, and and shield can fit a more flexible gambit of offenses (Small turrets, better large turrets, and even the added benefit of being able to transport troops because the small turrets open a seat).
In addition you are able to fit large missiles much more easily which by FAR do the most burst DPS in the game, even without a damage mod. Armor HAVs simply cant support the CPU cost of large missiles without giving up significant defenses. Again, do the math, you'll find that the burst damage that an armor HAV with a blaster and damage mod, is significantly lower than a un-modded missile turret.
So you're right, Caldari get screwed on utility modules such as fuel injectors, scanners, ect. but this is working as intended. Instead you get the added benefit of more weapon flexibility, more ammo, better torque, and troop transport.
ADS Reports - Defining Racial Themes
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Eurydice Itzhak
State Patriots Templis De Novo
262
|
Posted - 2013.12.18 19:55:00 -
[25] - Quote
Pokey Dravon wrote:Eurydice Itzhak wrote:Pokey Dravon wrote:I don't have maxed out turrets, I took all of those to Proto with some support skills, but all to level V.
All defensive skills are to V, HAV is to I because anything above that is wasteful right now. So no, it's not 40 million to get to where I am.
CPU/PG are not necessary to fit the same weapons on a Shield HAV than an Armor HAV use, it does however give them *better* offensive options without sacrificing defenses. Armor has to sacrifice defenses to increase offensive capabilities.
I'm arguing that you're wrong in that CPU/PG upgrades have zero utility, because there are some really fun fits that I can do with a Caldari HAV BECAUSE of those modules, which are simply not possible on an armor HAV due to resource limitations. You simply CANNOT fit a full gambit of armor defenses AND a damage mod, there is simply not enough CPU. If you don't believe me go to do the math yourself. Maybe if you maxed out turret fitting optimization you might have less issues? I'm unsure. I know I see gallente tanks running around with a hardener on, 1.3k more HP than me, and "WARNING: DAMAGE MOD ACTIVE!" This again, blatantly ignores scanners, MCRUs, nitrous, and aerial boosters which aren't nearly as resource intensive and offer mad utility. for ALL gallente vehicles, not just tanks. Turret skills are the same for both tank types, so that is really the same for both shield and armor. Besides, the only turret that fits *well* on an gallente HAV is a blaster, which has the lowest CPU cost and thus gains the least amount of benefit from the skill. Besides, these mechanics are parrel to EVE. Traditionally speaking, Gallente excel at EWAR because they are able to fit more utility to their ships. Caldari ships, while lacking in utility, are able to fit harder hitting ships because of slot setup. While there is a difference between EVE and Dust in that damage mods are in the "shield slots" in Dust and are normally in the "Armor Slots" in EVE, the resource costs for Armor HAVs is the prohibitive factor in the case of damage output. THat being said we see a dynamic where Armor can more readily fit utility, and and shield can fit a more flexible gambit of offenses (Small turrets, better large turrets, and even the added benefit of being able to transport troops because the small turrets open a seat). In addition you are able to fit large missiles much more easily which by FAR do the most burst DPS in the game, even without a damage mod. Armor HAVs simply cant support the CPU cost of large missiles without giving up significant defenses. Again, do the math, you'll find that the burst damage that an armor HAV with a blaster and damage mod, is significantly lower than a un-modded missile turret. So you're right, Caldari get screwed on utility modules such as fuel injectors, scanners, ect. but this is working as intended. Instead you get the added benefit of more weapon flexibility, more ammo, better torque, and troop transport.
You're clearly trolling me. better torque? Meet Nitrous. |
Eurydice Itzhak
State Patriots Templis De Novo
262
|
Posted - 2013.12.18 19:57:00 -
[26] - Quote
Alena Ventrallis wrote:In Eve the Caldari have shields in the mid slots (Dust's version of high slots; same symbol and everything) and damage mods in the lows. The point of Caldari is to get in, deal damage, get out. The hit-and-run type of gameplay. Armor is about getting there and staying there, using high ehp numbers to simply outlast the enemy. They also use many types of EWAR to help them gain the upper hand.
Dust's damage mods, both infantry and vehicle, should be low slots. Shields cant hit and run if their armor tanking opponents have both tank and gank. Then once EWAR for vehicles starts coming out, start putting those in the high slots.
This is what I like to see. I get on some wikis from time to time but its so overbearing.
So it makes little sense for gallente to have faster vehicles (via nitrous) and harder hitting vehicles (via dmods) from an EvE perspective. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
1240
|
Posted - 2013.12.18 19:57:00 -
[27] - Quote
Now look who is cherry picking
ADS Reports - Defining Racial Themes
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Yoma Carrim
Situation Normal all fraked up
143
|
Posted - 2013.12.18 19:59:00 -
[28] - Quote
Eurydice Itzhak wrote:Yoma Carrim wrote:Pokey Dravon wrote:I don't have maxed out turrets, I took all of those to Proto with some support skills, but all to level V.
All defensive skills are to V, HAV is to I because anything above that is wasteful right now. So no, it's not 40 million to get to where I am.
CPU/PG are not necessary to fit the same weapons on a Shield HAV than an Armor HAV use, it does however give them *better* offensive options without sacrificing defenses. Armor has to sacrifice defenses to increase offensive capabilities.
I'm arguing that you're wrong in that CPU/PG upgrades have zero utility, because there are some really fun fits that I can do with a Caldari HAV BECAUSE of those modules, which are simply not possible on an armor HAV due to resource limitations. You simply CANNOT fit a full gambit of armor defenses AND a damage mod, there is simply not enough CPU. If you don't believe me go to do the math yourself. Even with 25% reduction to large turret CPU and 25% reduction to Damage mod CPU usage? ....*runs to grab calculator* Like I said earlier I have 15m SP in caldari and I'm not capped out yet. Theres no way this guy had capped out caldari and gallente lol.
Craaaaaaaaaaaaaaaa*********** he's right
with just 475cpu a set of complex armor hardiners 133+133=266 + a heavy complex armor reper 143=409
he can't even fit a large proto turret. the ion cannon has the least cpu drain and even with the 25% cpu reduction that's still 94.5 cpu making it= 503.5 cpu
he's already in the negative CPU by 28.5 points
He'd have to drop it to an enhanced armor reper and a Neutron blaster just to break even. there is no way he has the fitting room for a 88.5 basic damage mod
When you turn a corner and find the entire enemy team.Oh Heck
Logi, Tanker, Heavy
|
Eurydice Itzhak
State Patriots Templis De Novo
262
|
Posted - 2013.12.18 20:00:00 -
[29] - Quote
Pokey Dravon wrote:Now look who is cherry picking
Scanners, Nitrous, mCRUs, Aerial boosters. utility modules. not just Dmods. (which is the only thing apparently that gallente tanks shouldn't have)
LAVs, Dropships. not just Tanks.
Please look at the whole picture and then come back. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
1240
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Posted - 2013.12.18 20:00:00 -
[30] - Quote
Eurydice Itzhak wrote:Alena Ventrallis wrote:In Eve the Caldari have shields in the mid slots (Dust's version of high slots; same symbol and everything) and damage mods in the lows. The point of Caldari is to get in, deal damage, get out. The hit-and-run type of gameplay. Armor is about getting there and staying there, using high ehp numbers to simply outlast the enemy. They also use many types of EWAR to help them gain the upper hand.
Dust's damage mods, both infantry and vehicle, should be low slots. Shields cant hit and run if their armor tanking opponents have both tank and gank. Then once EWAR for vehicles starts coming out, start putting those in the high slots.
This is what I like to see. I get on some wikis from time to time but its so overbearing. So it makes little sense for gallente to have faster vehicles (via nitrous) and harder hitting vehicles (via dmods) from an EvE perspective.
Except in EVE speed modules are medium slot (Dust High Slot) modules so they're more regularly used by Gallente who use Low slots.
ADS Reports - Defining Racial Themes
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