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Nguruthos IX
Kameira Lodge Amarr Empire
132
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Posted - 2013.03.21 15:36:00 -
[1] - Quote
Not sure how things like this can go so long without being fixed. |
Vermaak Doe
SVER True Blood Unclaimed.
595
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Posted - 2013.03.21 16:42:00 -
[2] - Quote
... it's for tanks only currently, you know those things, like mine you tried putting Ar rounds into yesterday instead of using a supply depot |
N1ck Comeau
Planetary Response Organisation Test Friends Please Ignore
119
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Posted - 2013.03.21 16:50:00 -
[3] - Quote
On what assumption do you say it's broken |
Spec Ops Cipher
UnReaL.
31
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Posted - 2013.03.21 17:41:00 -
[4] - Quote
Armour adaption lets you use armour hardeners, if I remember right.
Did you think it would make your suits tougher or something? |
Nguruthos IX
Kameira Lodge Amarr Empire
134
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Posted - 2013.03.21 17:52:00 -
[5] - Quote
Spec Ops Cipher wrote:Armour adaption lets you use armour hardeners, if I remember right.
Did you think it would make your suits tougher or something?
No,
I thought it would increase the CPU of my dropship, which has armor hardeners. It says nothing about being tank only, and also was required for using armor hardeners at all in the ship.
However it did not reduce the CPU usage of my modules by 3% as stated in the description. This is why I say it is broken. |
Nguruthos IX
Kameira Lodge Amarr Empire
134
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Posted - 2013.03.21 17:53:00 -
[6] - Quote
Vermaak Doe wrote:... it's for tanks only currently, you know those things, like mine you tried putting Ar rounds into yesterday instead of using a supply depot
What?
Why only tanks currently, sounds bugged to me. Btw I'm not the only one who plays on this account so I'm not sure what you're referring to. |
Tiel Syysch
Imperfects Negative-Feedback
668
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Posted - 2013.03.21 17:54:00 -
[7] - Quote
Active hardeners or passive resists? I think it might only affect the passives. Not sure if it's supposed to do both. |
Nguruthos IX
Kameira Lodge Amarr Empire
134
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Posted - 2013.03.21 18:08:00 -
[8] - Quote
Tiel Syysch wrote:Active hardeners or passive resists? I think it might only affect the passives. Not sure if it's supposed to do both.
Armor Adaptation:
"Basic understanding of armor adaptation. Unlocks ability to use armor hardener modules. 3% reduction to CPU usage of armor hardener modules per level."
Market --> vehicle mods --> "Armor hardeners" --> Carapace Armor Hardener.
If I am using these in a vehicle it should be getting reduced CPU. Not just tanks? Why do people think that. It has nothing to do with resist modules and I recorded myself leveling up the skill with a before/after shot of my DS loadout using hardeners and the CPU did not increase.
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Sgt Kirk
Greatness Achieved Through Training
494
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Posted - 2013.03.21 18:29:00 -
[9] - Quote
something broken in DUST? Now that's shocking.
i don't know what to tell you. I've had similar issues with a similar skill. Hopefully CCP fixes it SOON. |
ladwar
Dead Six Initiative Daringly Inserting Large Dangerous Objects
31
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Posted - 2013.03.21 18:29:00 -
[10] - Quote
Nguruthos IX wrote:Spec Ops Cipher wrote:Armour adaption lets you use armour hardeners, if I remember right.
Did you think it would make your suits tougher or something? No, I thought it would increase the CPU of my dropship, which has armor hardeners. It says nothing about being tank only, and also was required for using armor hardeners at all in the ship. However it did not reduce the CPU usage of my modules by 3% as stated in the description. This is why I say it is broken. you do know its works like this base is 20? i think i'll update if im wrong 20x 0.97(for the first level)=19.4 which the game rounds back up to 20. you won't see a big change in cpu for this area its a matter of 2 or 3 cpu max |
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DeltaTango19
Killshot Corp
150
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Posted - 2013.03.21 18:31:00 -
[11] - Quote
I would love active hardeners for dropsuits, that would be so awsome. Might make heavies more viable for higher lvl corp battles. |
XxWarlordxX97
Internal Error. Negative-Feedback
851
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Posted - 2013.03.21 18:34:00 -
[12] - Quote
DeltaTango19 wrote:I would love active hardeners for dropsuits, that would be so awsome. Might make heavies more viable for higher lvl corp battles.
what if the heavy has it too? |
Nguruthos IX
Kameira Lodge Amarr Empire
135
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Posted - 2013.03.21 18:37:00 -
[13] - Quote
ladwar wrote:Nguruthos IX wrote:Spec Ops Cipher wrote:Armour adaption lets you use armour hardeners, if I remember right.
Did you think it would make your suits tougher or something? No, I thought it would increase the CPU of my dropship, which has armor hardeners. It says nothing about being tank only, and also was required for using armor hardeners at all in the ship. However it did not reduce the CPU usage of my modules by 3% as stated in the description. This is why I say it is broken. you do know its works like this base is 20? i think i'll update if im wrong 20x 0.97(for the first level)=19.4 which the game rounds back up to 20. you won't see a big change in cpu for this area its a matter of 2 or 3 cpu max
yes I was expecting only a few points increase but got none for any amount of levels in it |
Nguruthos IX
Kameira Lodge Amarr Empire
135
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Posted - 2013.03.21 18:38:00 -
[14] - Quote
Sgt Kirk wrote:something broken in DUST? Now that's shocking.
i don't know what to tell you. I've had similar issues with a similar skill. Hopefully CCP fixes it SOON.
Which skill? So I can quit wasting points
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ladwar
Dead Six Initiative Daringly Inserting Large Dangerous Objects
31
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Posted - 2013.03.21 18:40:00 -
[15] - Quote
thats 3 cpu for level 5 in it so why waste the sp for it when its a 5x |
DeltaTango19
Killshot Corp
150
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Posted - 2013.03.21 18:43:00 -
[16] - Quote
XxWarlordxX97 wrote:DeltaTango19 wrote:I would love active hardeners for dropsuits, that would be so awsome. Might make heavies more viable for higher lvl corp battles. what if the heavy has it too?
Yes thats what I'm talking about!!!! I want you to have active hardeners!!! Unfortunatly heavies are not as effective in high lvls of play, active hardeners would make proto heavies on par with proto assualt. |
Noc Tempre
Imperfects Negative-Feedback
1242
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Posted - 2013.03.21 18:46:00 -
[17] - Quote
3% of 12 CPU... going from level 1 to 5 saves you a grand total of 1. It works. It's just pointless. |
Nguruthos IX
Kameira Lodge Amarr Empire
135
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Posted - 2013.03.21 18:49:00 -
[18] - Quote
Noc Tempre wrote:3% of 12 CPU... going from level 1 to 5 saves you a grand total of 1. It works. It's just pointless. well, of 25 cpu for one. Obviously should be under consideration for improvement.
And why waste it? I agree the 5x is ridiculous as is the benefit but just trying to get all the vehicle skills I can. |
Garrett Blacknova
Codex Troopers
2084
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Posted - 2013.03.21 18:54:00 -
[19] - Quote
Did they ever fix the broken Laser skills? |
Tiel Syysch
Imperfects Negative-Feedback
668
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Posted - 2013.03.21 18:58:00 -
[20] - Quote
Nguruthos IX wrote:Tiel Syysch wrote:Active hardeners or passive resists? I think it might only affect the passives. Not sure if it's supposed to do both. Armor Adaptation: "Basic understanding of armor adaptation. Unlocks ability to use armor hardener modules. 3% reduction to CPU usage of armor hardener modules per level." Market --> vehicle mods --> "Armor hardeners" --> Carapace Armor Hardener. If I am using these in a vehicle it should be getting reduced CPU. Not just tanks? Why do people think that. It has nothing to do with resist modules and I recorded myself leveling up the skill with a before/after shot of my DS loadout using hardeners and the CPU did not increase.
It used to work for the passive resist modules before we ever got the active hardeners, that's why I asked which one you were using. It doesn't matter which vehicle you use, but yeah it's not uncommon for these kinds of bonuses to be broken, so it's worth looking at. |
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Mavado V Noriega
SyNergy Gaming
2505
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Posted - 2013.03.21 19:01:00 -
[21] - Quote
Nguruthos IX wrote:Spec Ops Cipher wrote:Armour adaption lets you use armour hardeners, if I remember right.
Did you think it would make your suits tougher or something? No, I thought it would increase the CPU of my dropship, which has armor hardeners. It says nothing about being tank only, and also was required for using armor hardeners at all in the ship. However it did not reduce the CPU usage of my modules by 3% as stated in the description. This is why I say it is broken.
it only reduces the armor hardener modules by 3%
3% of 25 CPU.....do the math and see how much CPU u taking off per lvl |
M3DIC 2U
Planetary Response Organisation Test Friends Please Ignore
28
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Posted - 2013.03.21 19:16:00 -
[22] - Quote
My understanding is it reduces the CPU used by the item... so it has to be equipped to get anything back and even then it's only a percentage of what it takes. I only put one in it to gain access to the items... no need to go to lvl 5 when the one lvl unlocks them all. |
Vermaak Doe
SVER True Blood Unclaimed.
598
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Posted - 2013.03.22 03:11:00 -
[23] - Quote
Nguruthos IX wrote:Vermaak Doe wrote:... it's for tanks only currently, you know those things, like mine you tried putting Ar rounds into yesterday instead of using a supply depot What? Why only tanks currently, sounds bugged to me. Btw I'm not the only one who plays on this account so I'm not sure what you're referring to. I really just wanted to point out that someone on your account shot at me with an ar, I thought you referring to it infantry wise. While it is not a tank only module it suits tanks because of overall more slots, higher base health ti take a blow then repair and because it has a good numuber if lows. I even use it on a ds to an extent but only in a dual rep setup |
Baal Omniscient
L.O.T.I.S. Legacy Rising
357
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Posted - 2013.03.22 03:22:00 -
[24] - Quote
Nguruthos IX wrote:Tiel Syysch wrote:Active hardeners or passive resists? I think it might only affect the passives. Not sure if it's supposed to do both. Armor Adaptation: "Basic understanding of armor adaptation. Unlocks ability to use armor hardener modules. 3% reduction to CPU usage of armor hardener modules per level." Market --> vehicle mods --> "Armor hardeners" --> Carapace Armor Hardener. If I am using these in a vehicle it should be getting reduced CPU. Not just tanks? Why do people think that. It has nothing to do with resist modules and I recorded myself leveling up the skill with a before/after shot of my DS loadout using hardeners and the CPU did not increase. The CPU doesn't increase. It decreases the amount of your available CPU that is used by the module itself. That said, with lvl 1 you should get a CPU usage reduction on the module of 0.75 gF (gF is CPU units). 0.75 is 3% of 25, which is the base CPU of the carapace armor hardner. If you are using lvl 1 hardners and only have lvl 1 armor adaptation, you will see no difference since a partially used gF counts as a fully utilized gF. If you are using a carapace armor hardner with lvl 1 in armor adaptation, it is working as intended. |
XiBangBang
Mikramurka Shock Troop Minmatar Republic
4
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Posted - 2013.03.22 03:33:00 -
[25] - Quote
The weaponry skill does not reflect on the dropsuit damage multiplier...
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Baal Omniscient
L.O.T.I.S. Legacy Rising
357
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Posted - 2013.03.22 03:45:00 -
[26] - Quote
XiBangBang wrote:The weaponry skill does not reflect on the dropsuit damage multiplier...
Because it doesn't increase efficiency rating, it increases overall damage per bullet. |
Purple Creeper
Onslaught Inc
12
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Posted - 2013.03.23 21:27:00 -
[27] - Quote
I noticed I didn't receive the full benefit when using two 25 CPU hardeners from level 1 to 2. 50*0.03 = 1.5 so I get one point off right? At best it's rounded up to two. At level 2 skill I should at least get one more point off my total CPU usage, making the total 3.
Is it broken or are the mechanics so restricted that the skill is useless? Strictness: 0.75 reduction per 25 CPU hardener rounded down = 0.00 So two separate hardeners get nothing while they should get a total of 1.5; at level 2 total of 3.
Does this skill just keep stacking 0.00 every level?? If not then is 0.75 rounded up to 1 at level 1 then down to 1 from 1.5 at level 2? That would make level 3 necessary for a single point reduction.
I don't like it. TOTAL usage of CPU by hardeners should receive the 3% reduction; not by each individual module.
I vaguely remember issues with this in EVE but cannot recall the results of my query or the outcome of the issue at hand.
Please look into this CCP!
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