Takahiro Kashuken
Red Star. EoN.
3431
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Posted - 2014.04.19 12:38:00 -
[1] - Quote
This is nearly the full set of skills for Engineering in EVE (missed out Nanite Operation and Interfacing) and applies to all the ships and unlocks a long list of modules such as Remote Capacitor Transmitters, Nosferatu, Energy Neutralizer, Auxiliary Power Core, Capacitor Boosters, Ship Scanner, Cargo Scanner, Survey Scanner, CPU Enhancer, EWAR, Capacitor Power Relay, Shield Flux Coil, Capacitor Battery, Power Diagnostic System, Smartbombs, Passive Shield Resistance modules, Gyrostabilizer, Heat Sinks, Tracking Enhancer, Ballistic Control System and all the variants while unlocking access to more skills which lead to even more modules.
Many of these modules in EVE can be brought down to DUST, some can even be weaponized for AV uses, some can even be used for dropsuits.
Engineering Skills
Advanced Weapon Upgrades - Reduces the powergrid needs of weapon turrets and launchers by 2% per skill level. - (6x)
Capacitor Emission Systems - Operations of energy transfer array and other energy emission systems. 5% Reduced capacitor need of energy emission weapons per skill level. - (2x)
Capacitor Management - Skill at regulating your ships overall energy capacity. 5% Bonus to capacitor capacity per skill level. - (3x)
Capacitor Systems Operation - Skill at operating your ships capacitor, including the use of capacitor boosters and other basic energy modules. 5% Reduction in capacitor recharge time per skill level. - (1x)
CPU Management - Basic understanding of spaceship sensory and computer systems. 5% Bonus to ship CPU output per level. - (1x)
Electronic Upgrades - Skill at installing electronic upgrades, such as signal amplifiers, co-processors and backup sensor arrays. 5% Reduction to CPU needs for all modules requiring Electronics Upgrades per skill level. - (2x)
Energy Grid Upgrades - Skill at installing power upgrades e.g. capacitor battery and power diagnostic units. 5% reduction in CPU needs of modules requiring Energy Grid Upgrades per skill level. - (2x)
Energy Pulse Weapons - Skill at using smartbombs. 5% decrease in smartbomb duration per skill level. - (2x)
Power Grid Management - Basic understanding of spaceship energy grid systems. 5% Bonus to ships powergrid output per skill level. - (1x)
Thermodynamics - Advanced understanding of the laws of thermodynamics. Allows you to deliberately overheat a ship's modules in order to push them beyond their intended limit. Also gives you the ability to frown in annoyance whenever you hear someone mention a perpetual motion unit. Reduces heat damage by 5% per level. - (3x)
Weapon Upgrades - Knowledge of gunnery computer systems, including the use of weapon upgrade modules. 5% reduction per skill level in the CPU needs of weapon turrets, launchers and smartbombs. - (2x)
With DUST we only have 5 Engineering skills, Vehicle Core Upgrades, Vehicle Electronics, Vehicle Engineering, Engine Core Calibration and Engine Core Management.
The 1st 3 skills only unlock modules and do not offer a bonus, the last 2 skills offer a bonus and modules.
In comparison to the 11 EVE skills (13 in total) They all offer a bonus per level and the majority access to modules and skills. simply put there are no useless skills in EVE where as in DUST i can ignore Vehicle Engineering and Electronics because they offer modules that i may never use and have no interest in and because they offer no skill bonus it means i lose nothing by not skilling into them, you could say that in EVE some skills do this but i always get a bonus and sometimes they unlock more than 1 module.
DUST has skills which are mainly SP sinks but offer nothing of real value, this has to change and surprisingly even infantry has skills which offer basic bonuses such as 5% per level for Engineering and Electronics.
The main point is the inclusion of the Capacitor and associated skills for DUST, this is the mechanism that will produce the 'waves of opportunity' for DUST that CCP want for vehicles and it already exists in EVE.
Anything active requires cap to use as well as PG/CPU as do some of the weapons, passive modules just need PG/CPU to fit.
But with active modules some are very cap intensive such as Boosters/Reppers/MWD etc which cannot be perma run in most cases so they are pulsed as and when they are needed, less active modules like target painters /scanners/EWAR etc take up smaller amounts of cap and can generally be perma run to a point.
Passive modules are generally weaker than active modules and therefore require less PG/CPU so you can run a more cap friendly fit if needed or if you need to save so PG/CPU without completely dropping a module which does X mechanism.
Active vs Passive - Active fit is more powerful, it has stronger resists, can tank more, can move faster etc but its limitation is on the amount of Capacitor it uses because once it's out of cap the modules stop working and its dead, where as a passive fit does not have that problem where as its limitation is on the modules its fits which are generally weaker than active modules.
The Capacitor and all the active and passive modules associated with it can create many fits and playstyles, the limit is your imagination and the same can be said for AV also if some modules do become weaponized for AV, maybe a few can be even adapted for dropsuits.
This adds more variety for everyone which is a good thing to have, it also links DUST with EVE and New Eden alot more and give more of an identity to vehicles and there playstyles but could also help enhance infantry roles in the long run. |