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        | Author | Thread Statistics | Show CCP posts - 0 post(s) | 
      
      
        |  shaman oga
 Nexus Balusa Horizon
 DARKSTAR ARMY
 
 171
 
 
      | Posted - 2013.06.13 20:08:00 -
          [1] - Quote 
 Right now it's not needed because we don't have capacitors, so please, disable that feature for the moment, because it's only causing problems with the modules usage.
 Thanks
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        |  Harpyja
 DUST University
 Ivy League
 
 117
 
 
      | Posted - 2013.06.13 22:14:00 -
          [2] - Quote 
 No. Armor tanks permarunning their armor reps and armor hardeners will be a real nightmare. Cooldowns simulate capacitors by giving you a certain amount of runtime before your capacitor runs dry and you need to wait for it to recharge. Although this is not a better alternative to capacitors, we will just have to wait for capacitors.
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        |  Zat Earthshatter
 Ghosts Of Ourselves
 
 314
 
 
      | Posted - 2013.06.14 04:13:00 -
          [3] - Quote 
 
 Harpyja wrote:No. Armor tanks permarunning their armor reps and armor hardeners will be a real nightmare. Cooldowns simulate capacitors by giving you a certain amount of runtime before your capacitor runs dry and you need to wait for it to recharge. Although this is not a better alternative to capacitors, we will just have to wait for capacitors. I think he means the optional deactivation that occurs when you select the module again while it's running. If he meant what you thought, he probably would have said Cooldown - and that would have been a problem.
 The reason he mentioned "no cap yet" was because the option is there for later on when cap is running out, and feels it's unnecessary to have it implemented at this time. He was probably running a fit that used hardeners and boosters, and accidentally turned one of them off while trying to activate the other.
 While we're on that subject, our vehicle PG/CPU will need to get a good buff when cap and relevant modules are added to the game, and especially if Turret cap requirements act as expected from EVE experience.
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        |  Alabastor 'TheBlaster' Alcar
 Silver Bullet Solutions
 DARKSTAR ARMY
 
 41
 
 
      | Posted - 2013.06.14 06:01:00 -
          [4] - Quote 
 No.
 
 there is no reason to make it where u cannot turn of ur module when ever u want if i want to turn off my module 7/10 times i have a good reason for it i rarly turn it off on accident. and my reason for keeping it the way it is some times you get hit and you can make it outa ther area before ur even finished with half ur cycle and i turn it iff to begin my cool down just incase the guy who hit me gets back in range and i need to reactivate it instaed of waiting for the full cycle to run then a cooldown when i may have only needed a half or a quarter of the rep. there is no point in running a full rep cycle if u dont need to.
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        |  shaman oga
 Nexus Balusa Horizon
 DARKSTAR ARMY
 
 171
 
 
      | Posted - 2013.06.14 09:26:00 -
          [5] - Quote 
 
 Zat Earthshatter wrote:I think he means the optional deactivation that occurs when you select the module again while it's running. If he meant what you thought, he probably would have said Cooldown - and that would have been a problem. The reason he mentioned "no cap yet" was because the option is there for later on when cap is running out, and feels it's unnecessary to have it implemented  at this time. He was probably running a fit that used hardeners and boosters, and accidentally turned one of them off while trying to activate the other. While we're on that subject, our vehicle PG/CPU will need to get a good buff when cap and relevant modules are added to the game, and especially if Turret cap requirements act as expected from EVE experience. Yes i mean this
  The wheel have problems and sometime when you want to activate your module, it doesn't work. The second time you try to activate it, the module pass in cooldown without activating its effect.
 My suggestion is just a patch, waiting for a fix for the wheel.
 
 
 Alabastor 'TheBlaster' Alcar wrote:No.
 there is no reason to make it where u cannot turn of ur module when ever u want if i want to turn off my module 7/10 times i have a good reason for it i rarly turn it off on accident. and my reason for keeping it the way it is some times you get hit and you can make it outa ther area before ur even finished with half ur cycle and i turn it iff to begin my cool down just incase the guy who hit me gets back in range and i need to reactivate it instaed of waiting for the full cycle to run then a cooldown when i may have only needed a half or a quarter of the rep. there is no point in running a full rep cycle if u dont need to.
 
 Good point, i never thought at the deactivation as a tactical move.
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        |  Nguruthos IX
 Purgatorium of the Damned
 League of Infamy
 
 589
 
 
      | Posted - 2013.06.14 11:11:00 -
          [6] - Quote 
 No. If you knew what the heck you were talking about you would never suggest such a silly thing.
 
 Source: 4 month experienced vehicles pilot.
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        |  shaman oga
 Nexus Balusa Horizon
 DARKSTAR ARMY
 
 172
 
 
      | Posted - 2013.06.14 11:13:00 -
          [7] - Quote 
 
 Nguruthos IX wrote:No. If you knew what the heck you were talking about you would never suggest such a silly thing.
 Source: 4 month experienced vehicles pilot.
 explain
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