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make fire rate relevant

Author
Veronica Kerrigan
Surgically Constructed L Feminist
#21 - 2012-06-23 16:46:19 UTC
Corina Jarr wrote:
Veronica Kerrigan wrote:
So I ungroup my artillery, get the bonus anyways, and flood the server with 8 times as many calculations as if I had them in one group... I see how this works well, I promise

No same number of calculations.

The benefit comes from only having to issue one module activation command.


False, sir. When your weapons are grouped, the server does a calculation for one gun, and applies it to all of the guns in the group.
RubyPorto
RubysRhymes
#22 - 2012-06-23 17:39:40 UTC
Vilnius Zar wrote:
RubyPorto wrote:
Exploited Engineer wrote:
lovebus wrote:
MY PROPOSAL: implement a mechanic where something detrimental and stackable will happen everytime somebody is shot with any sort of weapon system but give it a short duration.


The advantage of a higher ROF (at the same DPS) is losing less damage to overkill. Very relevant in PvE, but fairly irrelevant in PvP.


Ahahahahaha. Losing DPS to overkill isn't relevant to PvP.


Did you actually read what he stated?


Yeah, I did. The idea that losing DPS to overkill isn't relevant to PvP is laughable.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Arthello
The Scope
Gallente Federation
#23 - 2012-06-23 20:56:09 UTC
I think it's great to have different flavours. If all the guns and ships had the same characteristics EVE would be a poorer game. The hybrid buff was long overdue though. Rails and blasters are finally viable for PvP again.
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