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ThePlayerkyle13
The Unholy Legion Of DarkStar DARKSTAR ARMY
111
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Posted - 2014.04.25 15:25:00 -
[1] - Quote
As the title says itself, reason for this because it doesn't make sense, the CPU mod adds more CPU ouput within the suit & High slots are mostly linked with the CPU output on the Suit.
This how i think of it:
CPU is High Powered PG is Low Powered
& for a High Powered mod to be used on a low powered slot doesn't make sense.
This isn't game-breaking, but it does need to be addressed. |
Vespasian Andendare
Subsonic Synthesis RISE of LEGION
908
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Posted - 2014.04.25 15:27:00 -
[2] - Quote
That'd largely eliminate the use for CPU mods in the first place, since most high slot modules are CPU-intensive. The mods are low slot so that you can free up CPU for more high slot stuff. You'd be essentially losing a high slot for a module that'd help you fit more in the highs that wouldn't really be needed anymore since you filled the open high with a CPU mod.
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ThePlayerkyle13
The Unholy Legion Of DarkStar DARKSTAR ARMY
111
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Posted - 2014.04.25 15:35:00 -
[3] - Quote
Vespasian Andendare wrote:That'd largely eliminate the use for CPU mods in the first place, since most high slot modules are CPU-intensive. The mods are low slot so that you can free up CPU for more high slot stuff. You'd be essentially losing a high slot for a module that'd help you fit more in the highs that wouldn't really be needed anymore since you filled the open high with a CPU mod.
You won't need to use loads of them anyway, because they give the suit a bigger Output increase compared to PG Upgrade.
CPU Upgrade: Basic - 16% gF Adv - 25% gF Proto - 35% gF
PG Upgrade: Basic - 8 Kw Adv - 11 Kw Proto - 14 Kw
& i would say that PG Output suffers more than CPU, so CPU Upgrades will be rarely used on the High Slot than PG Upgrades would on Low Slot. |
Kilo Shells
G.L.O.R.Y RISE of LEGION
47
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Posted - 2014.04.25 17:41:00 -
[4] - Quote
Power grid upgrades show similar percentages actually but being fixed the effect on low PG suits makes a large difference while on high PG suits the difference shrinks.
True Caldari Assault
forget to tell you, I left some remotes on your tank....
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Galvan Nized
Deep Space Republic
920
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Posted - 2014.04.25 17:52:00 -
[5] - Quote
There is no reason to do this, there is nothing in the lows that is really CPU intensive but there is a lot of stuff in the highs that is CPU intensive (Shield extenders, energizers, dmg mods, myofibrils.)
Perhaps the PG enhancers should be moved because there is lots of stuff in the lows that are pg intense (kin cats, reppers, codebreakers, armor plates.) |
ThePlayerkyle13
The Unholy Legion Of DarkStar DARKSTAR ARMY
111
|
Posted - 2014.04.25 18:50:00 -
[6] - Quote
Galvan Nized wrote:There is no reason to do this, there is nothing in the lows that is really CPU intensive but there is a lot of stuff in the highs that is CPU intensive (Shield extenders, energizers, dmg mods, myofibrils.)
Perhaps the PG enhancers should be moved because there is lots of stuff in the lows that are pg intense (kin cats, reppers, codebreakers, armor plates.)
Why should PG Enhancers be moved to High Slots when it's a Low Powered Module?
Look DUST is already disorganised & it doesn't need to go any further than that... |
Galvan Nized
Deep Space Republic
929
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Posted - 2014.04.25 21:44:00 -
[7] - Quote
ThePlayerkyle13 wrote:Galvan Nized wrote:There is no reason to do this, there is nothing in the lows that is really CPU intensive but there is a lot of stuff in the highs that is CPU intensive (Shield extenders, energizers, dmg mods, myofibrils.)
Perhaps the PG enhancers should be moved because there is lots of stuff in the lows that are pg intense (kin cats, reppers, codebreakers, armor plates.) Why should PG Enhancers be moved to High Slots when it's a Low Powered Module? Look DUST is already disorganised & it doesn't need to go any further than that...
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RINON114
B.S.A.A. General Tso's Alliance
595
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Posted - 2014.04.25 23:15:00 -
[8] - Quote
Galvan Nized wrote:ThePlayerkyle13 wrote:Galvan Nized wrote:There is no reason to do this, there is nothing in the lows that is really CPU intensive but there is a lot of stuff in the highs that is CPU intensive (Shield extenders, energizers, dmg mods, myofibrils.)
Perhaps the PG enhancers should be moved because there is lots of stuff in the lows that are pg intense (kin cats, reppers, codebreakers, armor plates.) Why should PG Enhancers be moved to High Slots when it's a Low Powered Module? Look DUST is already disorganised & it doesn't need to go any further than that... Because they support low slot mods and Cpu mods support high slot mods. For example say I have 3 shield extenders but want to fit a 4th but don't have enough CPU. So I put the CPU mod in my low slots so I can fit the extra extender in my highs. If the CPU mod was a high slot mod it would be worthless because it would take the place of the 4th extender, the only thing I needed the CPU for anyways. This, I couldn't agree more. |
ThePlayerkyle13
The Unholy Legion Of DarkStar DARKSTAR ARMY
111
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Posted - 2014.04.26 11:35:00 -
[9] - Quote
Galvan Nized wrote:ThePlayerkyle13 wrote:Galvan Nized wrote:There is no reason to do this, there is nothing in the lows that is really CPU intensive but there is a lot of stuff in the highs that is CPU intensive (Shield extenders, energizers, dmg mods, myofibrils.)
Perhaps the PG enhancers should be moved because there is lots of stuff in the lows that are pg intense (kin cats, reppers, codebreakers, armor plates.) Why should PG Enhancers be moved to High Slots when it's a Low Powered Module? Look DUST is already disorganised & it doesn't need to go any further than that... Because they support low slot mods and Cpu mods support high slot mods. For example say I have 3 shield extenders but want to fit a 4th but don't have enough CPU. So I put the CPU mod in my low slots so I can fit the extra extender in my highs. If the CPU mod was a high slot mod it would be worthless because it would take the place of the 4th extender, the only thing I needed the CPU for anyways.
You're basically saying you want to do this so you can have more space to fit Shield modules you want on your suit. Well you see people have already broken the game by telling CCP to do OP crap like this, The CPUs Enhancers aren't designed to go into Low Powered slots it's an High Powered Module the same as PG Enhancer Modules that stay in Low Slots because it's an Low Powered Module, like it or not CPUs Enhancers has to go into High Slots because it makes more sense, Design Wise.
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AmlSeb
Molon Labe. General Tso's Alliance
70
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Posted - 2014.04.26 12:40:00 -
[10] - Quote
No.
EVE module crash course.
Low Slots: For modules that are not very complex and more or less just need energy to function. e.g. Modules for Armor and Hull, Modules that affect the ships engineering systems like PG, CPU and Capacitor mods, Damage mods and modules that affect the ships structures like cargo bay and to a lower extent propulsion mods.
Med Slots (our high slots): For more complex modules that require mainly a lot of computing and sometimes access to the targeting systems. e.g Shield Mods, Ewar mods, propulsion mods, tackling mods
High Slots (our weapon,grenade and equipment slots): For the most complex modules that require a lot of energy and computing power and access to the targeting system or other structures of the ship like the cargo hold e.g turrets and launchers, remote repairers and boosters, miners, salvagers, tractor beams and pretty much everything else that can do damage in any form
@AmlSeb on Twitter
BPO exchange: https://forums.dust514.com/default.aspx?g=posts&m=1852003
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ThePlayerkyle13
The Unholy Legion Of DarkStar DARKSTAR ARMY
111
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Posted - 2014.04.26 12:46:00 -
[11] - Quote
AmlSeb wrote:No.
EVE module crash course.
Low Slots: For modules that are not very complex and more or less just need energy to function. e.g. Modules for Armor and Hull, Modules that affect the ships engineering systems like PG, CPU and Capacitor mods, Damage mods and modules that affect the ships structures like cargo bay and to a lower extent propulsion mods.
Med Slots (our high slots): For more complex modules that require mainly a lot of computing and sometimes access to the targeting systems. e.g Shield Mods, Ewar mods, propulsion mods, tackling mods
High Slots (our weapon,grenade and equipment slots): For the most complex modules that require a lot of energy and computing power and access to the targeting system or other structures of the ship like the cargo hold e.g turrets and launchers, remote repairers and boosters, miners, salvagers, tractor beams and pretty much everything else that can do damage in any form
Yes, i already know this, what are you proving?
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AmlSeb
Molon Labe. General Tso's Alliance
70
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Posted - 2014.04.26 12:51:00 -
[12] - Quote
ThePlayerkyle13 wrote:AmlSeb wrote:No.
EVE module crash course.
Low Slots: For modules that are not very complex and more or less just need energy to function. e.g. Modules for Armor and Hull, Modules that affect the ships engineering systems like PG, CPU and Capacitor mods, Damage mods and modules that affect the ships structures like cargo bay and to a lower extent propulsion mods.
Med Slots (our high slots): For more complex modules that require mainly a lot of computing and sometimes access to the targeting systems. e.g Shield Mods, Ewar mods, propulsion mods, tackling mods
High Slots (our weapon,grenade and equipment slots): For the most complex modules that require a lot of energy and computing power and access to the targeting system or other structures of the ship like the cargo hold e.g turrets and launchers, remote repairers and boosters, miners, salvagers, tractor beams and pretty much everything else that can do damage in any form Yes, i already know this, what are you proving?
This is New Eden, you have no idea about New Eden.
Have you ever asked why armor mods add more armor than shield mods? That-¦s the reason. Even with one less slot for tanking you get the same eHP
@AmlSeb on Twitter
BPO exchange: https://forums.dust514.com/default.aspx?g=posts&m=1852003
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ThePlayerkyle13
The Unholy Legion Of DarkStar DARKSTAR ARMY
111
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Posted - 2014.04.26 12:57:00 -
[13] - Quote
AmlSeb wrote:ThePlayerkyle13 wrote:AmlSeb wrote:No.
EVE module crash course.
Low Slots: For modules that are not very complex and more or less just need energy to function. e.g. Modules for Armor and Hull, Modules that affect the ships engineering systems like PG, CPU and Capacitor mods, Damage mods and modules that affect the ships structures like cargo bay and to a lower extent propulsion mods.
Med Slots (our high slots): For more complex modules that require mainly a lot of computing and sometimes access to the targeting systems. e.g Shield Mods, Ewar mods, propulsion mods, tackling mods
High Slots (our weapon,grenade and equipment slots): For the most complex modules that require a lot of energy and computing power and access to the targeting system or other structures of the ship like the cargo hold e.g turrets and launchers, remote repairers and boosters, miners, salvagers, tractor beams and pretty much everything else that can do damage in any form Yes, i already know this, what are you proving? This is New Eden, you have no idea about New Eden. Have you ever asked why armor mods add more armor than shield mods? That-¦s the reason. Even with one less slot for tanking you get the same eHP
Errr dude CCP is trying to cut down infantry tanking either if it's armor or shields, people are complaining over Light Frames getting over 800HP, do you call this balance? Theirs no flaw to it, Light Frames might as well be the new Heavy Frames but faster & broken like this game is getting to with people stupidity.
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AmlSeb
Molon Labe. General Tso's Alliance
71
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Posted - 2014.04.26 13:23:00 -
[14] - Quote
ThePlayerkyle13 wrote:AmlSeb wrote:ThePlayerkyle13 wrote:AmlSeb wrote:No.
EVE module crash course.
Low Slots: For modules that are not very complex and more or less just need energy to function. e.g. Modules for Armor and Hull, Modules that affect the ships engineering systems like PG, CPU and Capacitor mods, Damage mods and modules that affect the ships structures like cargo bay and to a lower extent propulsion mods.
Med Slots (our high slots): For more complex modules that require mainly a lot of computing and sometimes access to the targeting systems. e.g Shield Mods, Ewar mods, propulsion mods, tackling mods
High Slots (our weapon,grenade and equipment slots): For the most complex modules that require a lot of energy and computing power and access to the targeting system or other structures of the ship like the cargo hold e.g turrets and launchers, remote repairers and boosters, miners, salvagers, tractor beams and pretty much everything else that can do damage in any form Yes, i already know this, what are you proving? This is New Eden, you have no idea about New Eden. Have you ever asked why armor mods add more armor than shield mods? That-¦s the reason. Even with one less slot for tanking you get the same eHP Errr dude CCP is trying to cut down infantry tanking either if it's armor or shields, people are complaining over Light Frames getting over 800HP, do you call this balance? Theirs no flaw to it, Light Frames might as well be the new Heavy Frames but faster & broken like this game is getting to with people stupidity.
That no has nothing to do with neither your topic nor my response. But still: CPU mods are Lows slot items
@AmlSeb on Twitter
BPO exchange: https://forums.dust514.com/default.aspx?g=posts&m=1852003
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ThePlayerkyle13
The Unholy Legion Of DarkStar DARKSTAR ARMY
111
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Posted - 2014.04.26 13:25:00 -
[15] - Quote
AmlSeb wrote:ThePlayerkyle13 wrote:AmlSeb wrote:ThePlayerkyle13 wrote:AmlSeb wrote:No.
EVE module crash course.
Low Slots: For modules that are not very complex and more or less just need energy to function. e.g. Modules for Armor and Hull, Modules that affect the ships engineering systems like PG, CPU and Capacitor mods, Damage mods and modules that affect the ships structures like cargo bay and to a lower extent propulsion mods.
Med Slots (our high slots): For more complex modules that require mainly a lot of computing and sometimes access to the targeting systems. e.g Shield Mods, Ewar mods, propulsion mods, tackling mods
High Slots (our weapon,grenade and equipment slots): For the most complex modules that require a lot of energy and computing power and access to the targeting system or other structures of the ship like the cargo hold e.g turrets and launchers, remote repairers and boosters, miners, salvagers, tractor beams and pretty much everything else that can do damage in any form Yes, i already know this, what are you proving? This is New Eden, you have no idea about New Eden. Have you ever asked why armor mods add more armor than shield mods? That-¦s the reason. Even with one less slot for tanking you get the same eHP Errr dude CCP is trying to cut down infantry tanking either if it's armor or shields, people are complaining over Light Frames getting over 800HP, do you call this balance? Theirs no flaw to it, Light Frames might as well be the new Heavy Frames but faster & broken like this game is getting to with people stupidity. That no has nothing to do with neither your topic nor my response. But still: CPU mods are Lows slot items
Dude don't cut back and say you didn't talk about tanking which you did.
So don't play victim. |
AmlSeb
Molon Labe. General Tso's Alliance
71
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Posted - 2014.04.26 13:58:00 -
[16] - Quote
ThePlayerkyle13 wrote: Dude don't cut back and say you didn't talk about tanking which you did.
So don't play victim.
Well, I said that the reason why armor plates add more HP is that you have to sacrifice some for PG/CPU mods. That had nothing do with brick tanked scouts and such
@AmlSeb on Twitter
BPO exchange: https://forums.dust514.com/default.aspx?g=posts&m=1852003
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deepfried salad gilliam
Sanguine Knights
665
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Posted - 2014.04.26 14:28:00 -
[17] - Quote
ThePlayerkyle13 wrote:Galvan Nized wrote:There is no reason to do this, there is nothing in the lows that is really CPU intensive but there is a lot of stuff in the highs that is CPU intensive (Shield extenders, energizers, dmg mods, myofibrils.)
Perhaps the PG enhancers should be moved because there is lots of stuff in the lows that are pg intense (kin cats, reppers, codebreakers, armor plates.) Why should PG Enhancers be moved to High Slots when it's a Low Powered Module? Look DUST is already disorganised & it doesn't need to go any further than that... simple really i want to fit all 4 lows i run out of pg so i have to fit pg enhancer but if i do it becomes obsolete because it take my only other low
so i have option have useless pg enh or have useless empty slot
It'll help define roles, i promise:)
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