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DCII, because it is worth it, or is it?

Author
GsyBoy
Doomheim
#1 - 2012-07-31 15:50:07 UTC  |  Edited by: GsyBoy
Quick question for those with an opinion….

Just wondering on whether you need damage control on a ship of BC size or lower. Surely an additional mod specific to armour or a damage mod if shield would be more beneficial.

When in small skirmishes, cap is always at a premium and in larger fleets, you are going to get alpha’d if you are primaried. Maybe argument for high resist ships such as logi’s but anything else?

Comments?

EDIT - To expand, came from 'PVE' background where DC II was the first thing you put on your lvl 4-5 ship but in pvp, just seems like almost 'fake' hp on eft, cap runs out in skirmish, last thing you are thinking about it reactiving your damage control...

https://www.twitch.tv/gsyboy

Liang Nuren
No Salvation
Divine Damnation
#2 - 2012-07-31 15:52:33 UTC
I'd say you should have a really good reason for foregoing a DC II on any ship at all.

-Liang

I'm an idiot, don't mind me.

Kahega Amielden
Rifterlings
#3 - 2012-07-31 15:55:47 UTC
Quote:
Just wondering on whether you need damage control on a ship of BC size or lower. Surely an additional mod specific to armour or a damage mod if shield would be more beneficial.


You'd think so, but usually no. The non-stacking-penalized shield/armor resist is pretty nice for your dedicated tank, and the structure resist boost is always going to give you a ton of extra buffer. Damage controls are also the only tank module that requires no PG (or, well, 1 PG).
Nicaragua
Federal Navy Academy
Gallente Federation
#4 - 2012-07-31 15:59:09 UTC
I have them fitted on some of my AF’s and cruisers, but it really does depend on the ship and purpose.

I think they are worth fitting on any ship where you spare the slot simply because of the 60% resists they give to hull – which can be the difference between winning a fight or popping, the additional armour/sheild resists that it gives are just a bonus.
mxzf
Shovel Bros
#5 - 2012-07-31 16:05:39 UTC  |  Edited by: mxzf
I agree with the previous posters. Unless you have a very good reason (min/maxed PvE fit is all that comes to mind), it's hard to justify dropping the DC2. Between the non-stacking-penalized resists and the negligible cap use (0.03 cap/sec), it's just such a good module for any PvP ship if you can make the room for it and most PvE ships too.

Edit: Also, you mention trading them for another armor tanking module or a damage mod, but another armor module would either be stacking penalized (resists), suck up grid (plate), or suck up grid and cap (repper). And adding another damage mod at that point is usually less beneficial too, especially on shield tanks, due to their stacking penalty.
Sovai Elaaren
KABS Deep Recon Unit
#6 - 2012-07-31 16:08:40 UTC
I think the most common places you'd see a DC left off would be on kiting frigates or destroyers or on tech 3s with large buffer tanks. Otherwise, as mentioned above, it's a pretty damn awesome module.
RavenPaine
RaVeN Alliance
#7 - 2012-07-31 16:10:15 UTC
I have always considered the DC II to be one of the BEST mods in the game.

I would think frigates/cruisers are where they are MORE valuable, as an all around 1 slot resist module.

GreenSeed
#8 - 2012-07-31 16:55:08 UTC
Considering the stupid amount of carebear mission ships i see with NO buffer and 2 bill worth of modules, I’d say it’s only a matter of time until someone sees the money making opportunities in camping high sec gates on mission systems.

I’d say that fitting that DCUII will eventually become a requirement. If you are fitting it already, no reason in stopping now.

Also, like many people pointed out, it’s by far the best module in game when it comes down to how much it does, and how much it asks from the ship in terms of fitting, or you, in ISK.
Solomar Espersei
Quality Assurance
#9 - 2012-07-31 17:02:28 UTC
@ Greenseed,

There's already been a long-running harvest of Mission Tengus on undocks and gate jumps.

To the OP, the Suitcase should go on just about any PVP ship really, notable exceptions being lightly tanked nano/kiting ships which go by the logic that your speed is more important since, you're dead if you're caught & tackled.

Quality Assurance Recruiting intrepid explorers and BlOps/Cov Ops combat enthusiasts

Kahega Amielden
Rifterlings
#10 - 2012-07-31 17:14:33 UTC
Quote:
To the OP, the Suitcase should go on just about any PVP ship really, notable exceptions being lightly tanked nano/kiting ships which go by the logic that your speed is more important since, you're dead if you're caught & tackled.


Very few ships fit this description. In fact, the only nano ship that I can think of that can get away with not fitting a DCII is the slicer, only because the things it engages aren't likely to have a pack of Warrior IIs.
Wuxi Wuxilla
The Scope
Gallente Federation
#11 - 2012-07-31 17:25:51 UTC
Kahega Amielden wrote:
Quote:
To the OP, the Suitcase should go on just about any PVP ship really, notable exceptions being lightly tanked nano/kiting ships which go by the logic that your speed is more important since, you're dead if you're caught & tackled.


Very few ships fit this description. In fact, the only nano ship that I can think of that can get away with not fitting a DCII is the slicer, only because the things it engages aren't likely to have a pack of Warrior IIs.


There are a few more than that, Arti Wolf, dual web Hawk, dual Magstab Harpy/Merlin, podla Drakes, some of the 100mn Tengu fits, Tornados, Nagas and I'm sure I forgot some.
It's among the best modules in the game, but for a Shield-tank (and honour-tanks like Slicer or Arti Wolf) it's not always necessary.
Liang Nuren
No Salvation
Divine Damnation
#12 - 2012-07-31 17:27:40 UTC
Kahega Amielden wrote:
Quote:
To the OP, the Suitcase should go on just about any PVP ship really, notable exceptions being lightly tanked nano/kiting ships which go by the logic that your speed is more important since, you're dead if you're caught & tackled.


Very few ships fit this description. In fact, the only nano ship that I can think of that can get away with not fitting a DCII is the slicer, only because the things it engages aren't likely to have a pack of Warrior IIs.


The classic Naxias Nano Drake fits 2 nanos / 2 BCUs in the lows. Really, think about it: if you're hitting structure you did it wrong.

-Liang

I'm an idiot, don't mind me.

Zicon Shak'ra
The Scope
Gallente Federation
#13 - 2012-07-31 19:23:59 UTC
On some ships, DCII is absolutely essential. Taranis comes to mind. In general, all around resists for minimal fitting/cap costs are nice.

Wormholes are cool, m'kay?

Sarik Olecar
Royal Amarr Institute
Amarr Empire
#14 - 2012-07-31 19:29:43 UTC
GsyBoy wrote:
EDIT - To expand, came from 'PVE' background where DC II was the first thing you put on your lvl 4-5 ship but in pvp, just seems like almost 'fake' hp on eft, cap runs out in skirmish, last thing you are thinking about it reactiving your damage control...


DCII in PVE?
Do you often hull tank your mission ships?

I always thought DC's were mandatory in PVP, where death was inevitable and the longer your alive the more damage the better. PVE however - MOAR CNBCU's!!!11!

Hows my posting? Call 1-800-747-7633 to leave feedback.

Zicon Shak'ra
The Scope
Gallente Federation
#15 - 2012-07-31 19:38:52 UTC
Sarik Olecar wrote:
GsyBoy wrote:
EDIT - To expand, came from 'PVE' background where DC II was the first thing you put on your lvl 4-5 ship but in pvp, just seems like almost 'fake' hp on eft, cap runs out in skirmish, last thing you are thinking about it reactiving your damage control...


DCII in PVE?
Do you often hull tank your mission ships?

I always thought DC's were mandatory in PVP, where death was inevitable and the longer your alive the more damage the better. PVE however - MOAR CNBCU's!!!11!


I put a DCII on a PVE Tengu once because I needed more shield resists, but all my mids and rigs were full. Lol

Note: It was for Sleepers, so I DID need an insane tank.

Wormholes are cool, m'kay?

Tor Gungnir
Sebiestor Tribe
Minmatar Republic
#16 - 2012-07-31 19:45:19 UTC  |  Edited by: Tor Gungnir
Resistances on all layers of protection that is essentially free in terms of cap usage and doesn't stack with anything?*

Hell yes!


*except the Reactive Armour Hardener... lol

Space. It seems to go on and on forever. But then you get to the end and a gorilla starts throwing barrels at you.

Traejun DiSanctis
Caldari Provisions
Caldari State
#17 - 2012-07-31 20:22:57 UTC
Liang Nuren wrote:
Kahega Amielden wrote:
Quote:
To the OP, the Suitcase should go on just about any PVP ship really, notable exceptions being lightly tanked nano/kiting ships which go by the logic that your speed is more important since, you're dead if you're caught & tackled.


Very few ships fit this description. In fact, the only nano ship that I can think of that can get away with not fitting a DCII is the slicer, only because the things it engages aren't likely to have a pack of Warrior IIs.


The classic Naxias Nano Drake fits 2 nanos / 2 BCUs in the lows. Really, think about it: if you're hitting structure you did it wrong.

-Liang


^This.
Bommel McMurdoc
The Scope
Gallente Federation
#18 - 2012-07-31 21:59:45 UTC  |  Edited by: Bommel McMurdoc
When I first started this game, I was always turned off by having a DCU in my lows... I mean big deal right? why put a DCU in the lows when you can have an extra tracking computer or a damage mod or cargo expander or Mining upgrade?

Now with the cost of ships and for the sake of survival, I've decided that I will almost NEVER leave the station without one. DCU's are diamonds in the rough, they seem nonsensical and unnecessary, but mind you, they will prove to be invaluable. DCU's practically doubles your EHP.

Without one, it's like going to a demolition derby in a moped.
The VC's
The Scope
Gallente Federation
#19 - 2012-07-31 22:12:03 UTC
Mandatory if you want a chance of getting out when your arse is on fire. On say, a Retribution, the humble damage control alone bumps you up to over 8k ehp.
Salpad
Carebears with Attitude
#20 - 2012-07-31 23:02:02 UTC
Liang Nuren wrote:
I'd say you should have a really good reason for foregoing a DC II on any ship at all.


It seems to me that a DC or DC2 makes a lot of sense on an armour tanked hull, and a fair amount of sense even on a shield ship.
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