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Thread Statistics | Show CCP posts - 16 post(s) |
Harpyja
Legio DXIV
2327
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Posted - 2015.02.17 14:58:00 -
[1] - Quote
CCP Rattati wrote:Tesfa Alem wrote:CCP Rattati wrote:
Please take into account my comments of PG and CPU mods. They will cost heftily in the opposite direction.
Has it already been implemented? If so i couldn't tell, as soon as i got proto fits to work again i have made a pretty beasty CV.0, and double checked the Python and Incubus as they both rely on PG mods to make sure they aren't too adversely affected.(they're not) If it has not been implemented, please take said dropships into consideration. Nope, I expect a proposal from Dropship pilots for additional PG/CPU or EHP to make up for any such knock-on effects. For Upgrade mods these are numbers I was thinking of. Don't panic too much but they will be much more difficult to use as the current ones are terrible. PG GainCPU Cost 5%35 12%100 20%190 CPU GainPG Cost 7%150 10%220 15%400 Armor Hardeners can be upgraded if I get any simple proposals. What do they need to do to be "fittable" by expert pilots. The way I look at PG/CPU upgrades is that you give up a module slot so that you can fit better modules elsewhere.
Also as someone else pointed out earlier, there are no other useful low slot modules for shield vehicles. If PG/CPU mods are going to cost as much as armor mods, I'd be better off fitting armor mods to my Caldari HAV for far higher gains than being able to upgrade one or two shield modules from enhanced to complex.
Plus, in all the time I played EVE, fitting enhancers cost next to nothing. Neither do dropsuit fitting enhancers. So why do this to vehicles? Nobody will be using fitting enhancers on Caldari vehicles because armor modules will be more beneficial. Fitting enhancers the way they are now allow shield vehicles to basically give up a low slot to be able to upgrade their high slot modules. But with your proposed nerf, you'll be gaining almost nothing from them (gain CPU but lose PG, and vice versa, preventing you from upgrading) and will simply be better off armor tanking your already shield tanked vehicle. Which will then lead to crying and nerfs. I don't want that. Leave fitting enhancers as they are so we can focus on shield only.
"By His light, and His will"- The Scriptures, 12:32
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Harpyja
Legio DXIV
2327
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Posted - 2015.02.17 17:07:00 -
[2] - Quote
DRT 99 wrote:Thaddeus Reynolds wrote:Shield boosters are very...temperamental broken they arent temperamental they are flat out broken, or if its intentional that they dont activate while under fire, atleast make them recharge faster if they fail to activate. They shouldn't fail to activate in the first place. They should give me the HP boost when I want it, which is almost always when I need it most.
Sadly extenders are just flat out superior to shield boosters. They promote passive buffers while I like the concept of module management that comes with active tanking (shield boosters). Also, extenders cost roughly half the PG of a booster while giving more than half the HP of a booster. And finally, extenders are 100% reliable; they are always there, no activation required without a chance of failure.
Shield booster PG cost needs to be about equal to extender PG cost. Yes boosters give more shield, but they are active modules, which I feel is a balanced tradeoff on its own. No need to make boosters harder to fit.
"By His light, and His will"- The Scriptures, 12:32
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Harpyja
Legio DXIV
2335
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Posted - 2015.02.28 01:53:00 -
[3] - Quote
Here's two fits I made for the Gladius. I think that they show rather well that the PG/CPU enhancement mod nerfs are too harsh, if not unnecessary.
The first fit uses both a PG and CPU enhancement mod. Really all that is happening is that the CPU mod provides enough CPU boost to cover the cost of the PG mod, and the net gain from the PG mod is not even +200 (less than 1/3 of its boost).
Fit 1
The second fit disposes of PG and CPU enhancement entirely and uses a basic heavy armor rep and plate. I had to drop the two complex heavy shield extenders for a complex and enhanced light shield booster, plus trading one of the advanced small rails for an advanced small blaster.
Fit 2
Here are the key differences summed up:
- Fit 1 has +2600 shield (+800 counting boosters on Fit 2), -1000 armor compared to Fit 2.
- Fit 1 has +1600 EHP, -200 EHP counting boosters on Fit 2
- Fit 1 takes 90s to repair 900 armor, Fit 2 takes 17.4s to repair 1915 armor
- Fit 2 gets two boosters for two instantaneous jumpstarts of shield regen
I personally think Fit 2 looks better overall. It can regen its armor pool much more quickly (which is also doubled on top of that), and it gets two shield regen jumpstarts, all for the cost of losing 800 shield (its main tank type).
I posted many pages ago saying that armor modules would be much more useful than the nerfed CPU/PG enhancement mods. And the fits above are probably the best fits I could come up with that met my personal requirements: 2 advanced small turrets, 1 proto large missile turret, complex shield hardener, and complex missile damage amp.
Therefore, I must conclude with a very big "NO" to Rattati's proposed nerf to the CPU/PG modules. I can make a better fit by not fitting those modules and instead using a dual-tank setup. If you ask me, the CPU/PG modules do not need to be touched at all. I feel that if I can make a better dual-tank setup, then I should be able to make use of a full rack of complex shield modules or maybe even be able to fit a heavy booster if those things ever get fixed (I personally think they need to have their PG costs halved) by filling my low slots with a PG and CPU enhancer.
"By His light, and His will"- The Scriptures, 12:32
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