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Y0UR NAME HERE
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Posted - 2013.02.04 16:15:00 -
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So I made this a request as well, but I'd like a general discussion on it as well, and opinions.
I'm sure there will be mixed feelings about this.
But I prefer having a capacitor that I need to either boost with cap boosters to keep things running or cap stable.
The module countdown/cool down is just not, well to me its meh when your used to a cap system.
I think in eve personally how a ship preforms in pvp is 90% your cap setup and micro managing your cap.
I feel cheated not having this ability
Cons,
for most that didn't come from eve cap management would be hard
....all I got feel free to add more cons.
pros
modules can run for as long as there is cap
tanks and other vehicles, especially in the amarr faction would be able to have their usual energy neutralize bonus
its not about who turned on what module when, but who is better at cap management as well
It could also give infantry a new weapon against vehicles ie neuts again
Expands the spider tanking ability as well as for ships in a logistic role, like guardians and bassi's |
Y0UR NAME HERE
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Posted - 2013.02.04 16:25:00 -
[2] - Quote
Pays 2 Win wrote:Greetings kind sir! Some of us Eve challenged would not know what this capsicator-thing-of-a-jigger is. Would you be so kind as to explain what this is?
For those who don't know about cap skim through this please.
http://wiki.eveuniversity.org/Capacitor_Management_101 |
Y0UR NAME HERE
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Posted - 2013.02.04 16:29:00 -
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Takahiro Kashuken wrote:I want it
I want to perma run my adaptive invuls
We should be able too, these are simple things that should perma run as long as you have cap and are not neuted out just like eve.
Your sacrificing a slot for something that runs 10 seconds then cools for 30 sec that in eve eats minimal amount of cap and stays on permanently
This also leads to new tanking styles,
Intense burst rep tanks,
Better remote rep,
Better logistics,
Ammo will eat cap, depending on race.
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Y0UR NAME HERE
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Posted - 2013.02.04 17:18:00 -
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Lunamaria Hawkeye wrote:Yeah capacitors is a good idea. Right now we have cooldown timers and the overheat on turrets to prevent nonstop spam and implement some sort of balance for vehicle modules. I believe adding cap would solve the issue better. Of course I am a huge fan of giving this game as high a skill cap as possible, and doing this would obviously increase the learning curve for new players, which could be bad.
Imo, the pros of higher skill cap gameplay, along with the possibility for new vehicle counters and new roles, outweigh the con of maybe scaring off new players. I would like to see more EWAR in general in this game to the point where it becomes a viable independent role/playstyle, much like it is in EVE.
My favorite ship in eve is the curse, and yes I am boss solo with it.
Best ship ever ever |
Y0UR NAME HERE
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Posted - 2013.02.04 17:28:00 -
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General Tiberius1 wrote:have you guys noticed that the health bar on the left is missing some half circles? i suspect that capacitor will be one of them
Ya I suspect this would be put in, I mean they already have the eve coding for it, just needs some tweaking.
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Y0UR NAME HERE
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Posted - 2013.02.04 17:30:00 -
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Exmaple Core wrote:This would be a terrorable input to the game. In eve, cap is used when you do anything in your ship. Move, fire a weapon, warp, use boosters, ect. If we had that in vehicals nothing would ever have cap because stupid blueberrys hop in and fire your small weapons all the time as fast as possible at anything living or not and refuse to leave. So if your running anything standard or above the 2 gunners will destroy your cap as you try to move, shoot, use boosters, remote rep, ect
Running missiles turrets don't eat cap.
Keep it simple and only use blasters if you know you'll have dedicated good gunners.
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Y0UR NAME HERE
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Posted - 2013.02.04 17:32:00 -
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General Tiberius1 wrote:Y0UR NAME HERE wrote:General Tiberius1 wrote:have you guys noticed that the health bar on the left is missing some half circles? i suspect that capacitor will be one of them Ya I suspect this would be put in, I mean they already have the eve coding for it, just needs some tweaking. in which case the logi's will finally have some offensive capabilities energy drain anyone?
This, this is what I want to see, let's get some damn neuts.
I mean I'd say like 90% of the time in pvp someone has a neut or nos fitted. |
Y0UR NAME HERE
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Posted - 2013.02.04 18:48:00 -
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Mobius Wyvern wrote:Y0UR NAME HERE wrote:So I made this a request as well, but I'd like a general discussion on it as well, and opinions. I'm sure there will be mixed feelings about this. But I prefer having a capacitor that I need to either boost with cap boosters to keep things running or cap stable. The module countdown/cool down is just not, well to me its meh when your used to a cap system. I think in eve personally how a ship preforms in pvp is 90% your cap setup and micro managing your cap. I feel cheated not having this ability Cons, for most that didn't come from eve cap management would be hard ....all I got feel free to add more cons. pros modules can run for as long as there is cap tanks and other vehicles, especially in the amarr faction would be able to have their usual energy neutralize bonus its not about who turned on what module when, but who is better at cap management as well It could also give infantry a new weapon against vehicles ie neuts again Expands the spider tanking ability as well as for ships in a logistic role, like guardians and bassi's On suits or vehicles? I think that might be part of the plan for vehicles, but no way should you be having to balance capacitor quantity with shooting as infantry.
It's strictly on the subject of vehicles. |
Y0UR NAME HERE
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Posted - 2013.02.04 19:48:00 -
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Halador Osiris wrote:Lunamaria Hawkeye wrote:Yeah capacitors is a good idea. Right now we have cooldown timers and the overheat on turrets to prevent nonstop spam and implement some sort of balance for vehicle modules. I believe adding cap would solve the issue better. Of course I am a huge fan of giving this game as high a skill cap as possible, and doing this would obviously increase the learning curve for new players, which could be bad.
Imo, the pros of higher skill cap gameplay, along with the possibility for new vehicle counters and new roles, outweigh the con of maybe scaring off new players. I would like to see more EWAR in general in this game to the point where it becomes a viable independent role/playstyle, much like it is in EVE. I have a problem with leaving the control of my dropship's cap in the hands of the gunners... Y0UR NAME HERE wrote:Takahiro Kashuken wrote:I want it
I want to perma run my adaptive invuls We should be able too, these are simple things that should perma run as long as you have cap and are not neuted out just like eve. Your sacrificing a slot for something that runs 10 seconds then cools for 30 sec that in eve eats minimal amount of cap and stays on permanently This also leads to new tanking styles, Intense burst rep tanks, Better remote rep, Better logistics, Ammo will eat cap, depending on race. On this note, I wish it was viable to do anything other than buffer tank my DS. It's got 4000 in shield (plus what the booster can pump out) and it's going to have 5K once I skill into the shields a little more, but I wish I could passive tank it effectively rather than just relying on the buffer and then sitting with my tail between my engines behind a building while I wait for it to come back.
As far as the gunners go, I posted that missiles do not take cap, use blasters for dedicated gunners, also gunner turrets are small therefore would take lil' to no cap as well. |
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Posted - 2013.02.04 20:14:00 -
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Vance Alken wrote:Idea for getting around the "gunners wasting cap" thing, maybe instead of using cap to shoot, they use cap to reload. The pilot is in control of each gun's ammo regen, either automatic (uses most cap, is how ammo works now), or manual, where he enables the nano construction reload module when he wants to refresh the guns.
+1 like this |
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Y0UR NAME HERE
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Posted - 2013.02.04 20:15:00 -
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Halador Osiris wrote:Y0UR NAME HERE wrote:As far as the gunners go, I posted that missiles do not take cap, use blasters for dedicated gunners, also gunner turrets are small therefore would take lil' to no cap as well. Eh, I'm still not quite convinced.. On another note, I think it would be interesting if your vehicle lost power when your cap is dry. I think it would be hilarious if there was an infantry module that drained cap, and you could just pull dropships out of the sky if they couldn't get away in time, or make tanks just sit dead in the water (err... Dust...).
Yes they're in eve called energy neutralizers.
Very handy lil' things and I think they'd be a great Amarr vehicle bonus, as well as infantry item. |
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Posted - 2013.02.04 20:21:00 -
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amarrian victorian wrote:there are already to many things to worry about when using a vehicle why would you want to throw cap in the mix
Because it makes the worry less in one sense,
Some modules like active hardners would perma run, that's one less thing to think about.
Cool downtimers wouldn't exist, no more crap I'm still waiting cool down I can't rep, if you have the cap, turn it on whenever and as for long as you have cap.
It cuts the worry down alot. Driving a vehicle shouldn't be easy, should need a lil' skill behind it as well.
In 10 years why do eve ships still use a cap if cool down mods are easier? |
Y0UR NAME HERE
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Posted - 2013.02.04 21:51:00 -
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Drommy Hood wrote:Stupid idea to have cap in dust. It's hard enough with a controller to run reps ect anyway. But having to aim shoot and then keep jumping in and out of the r2 wheel to micro manage. It's a step too far
lol. and just lol. Managing a cap is simple. More simple then cool down mods.
Far more effective then cool down mods.
I don't see how this is hard to grasp.
Maybe cuz you guys have never used it, but automatically assume it would be the hardest thing in the world to do.
If you fit your vehicle with 1 rep and active mods.
Well the active mods won't ever turn off so there goes you needing to micro manage those every 30 sec.
The booster runs until you turn it off or cap depletes, cap regenerates, there are also things called cap boosters that inject cap.
This isn't CoD don't expect the game to hold your hand, I think the majority of people who understand how cap and modules are related will agree cap is a good thing to have for vehicles here as well. |
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Posted - 2013.02.04 22:19:00 -
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Baal Omniscient wrote:I'd be interested in seeing it given a trial run. If nothing else, it would make sh*tty tank drivers that much sh*ttier, thus allowing me to swarm them into oblivion that much more quickly and get back to shooting fools in the face.
Yep or it could make a tank uber beast with an almost endless amount of rep power via cap boosters.
It really opens up the possibilitys and can make or break your fit.
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Posted - 2013.02.04 22:22:00 -
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This is cap power in action via a vindicator.
http://www.youtube.com/watch?v=6RgWeK3tKpY
It's not that hard to manage considering what you can do with them
Btw the gold in the middle is the cap. |
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Posted - 2013.02.04 22:40:00 -
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Volgair wrote:Not only do i want a capacitor but i want a cargo hold limiting Ammunition.
I could go for that, I'm sure there will be since ccp said we'll have the ability to change ammo types. |
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