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My take on the new Inferno modules

Author
Lady Godwynn
Lady Godwynn Corporation
#1 - 2012-08-27 09:35:01 UTC  |  Edited by: Lady Godwynn
Reactive Armor Hardener -> crap
Drone Damage Amplifier -> excellent
Small/Medium/Large/X-Large Ancillary Shield Booster -> excellent
Target Spectrum Breaker -> crap
Small/Medium/Large Processor Overclocking Unit -> excellent
Light & Medium Web Drones -> crap
Capacitor Battery (vamp/neut resistance) -> crap

Results: 3 wins to 4 losses, so close! :-)
Dorian Wylde
Imperial Academy
Amarr Empire
#2 - 2012-08-27 18:21:39 UTC
Light web drones and a buff to cap batteries with zero drawback are crap?

Interesting line of "thinking".
Corina Jarr
en Welle Shipping Inc.
#3 - 2012-08-27 18:24:56 UTC
Dorian Wylde wrote:
Light web drones and a buff to cap batteries with zero drawback are crap?

Interesting line of "thinking".

Seriously, those web drones are awesome, and the new feature to cap batteries only makes them more useful, not less (though they are not much of a use for me most of the time).
Bill Serkoff2
Tachyon Technology
#4 - 2012-08-27 18:33:57 UTC
But ancillary shield boosters are garbage.

"The Cyclone and the Drake are two ships which will basically never be good for shield tanking, primarily because they have almost no lowslots in addition to shield tanking bonuses. " -Iam Widdershins

Lady Godwynn
Lady Godwynn Corporation
#5 - 2012-08-27 20:32:39 UTC
Corina Jarr wrote:

Seriously, those web drones are awesome, and the new feature to cap batteries only makes them more useful, not less (though they are not much of a use for me most of the time).


I'll concede that they may not be crap, their range from target is nice when they are webbing,
but the strength is much too low.
Lady Godwynn
Lady Godwynn Corporation
#6 - 2012-08-27 20:36:24 UTC
Dorian Wylde wrote:
Light web drones and a buff to cap batteries with zero drawback are crap?

Interesting line of "thinking".


Just posting my thoughts on them and seeing what people think and open them up for discussions.

It's not every year that we get new modules!

And to your point, the capacitor amount bonus of capacitor batteries are still much too weak, as
the reflection bonus is much too situational for it to have any chance of being used in a valueable
midslot.


LG
Alexa Coates
Center for Advanced Studies
Gallente Federation
#7 - 2012-08-28 02:13:03 UTC
Lady Godwynn wrote:
Reactive Armor Hardener -> crap

lmfao.

That's a Templar, an Amarr fighter used by carriers.

Shereza
Center for Advanced Studies
Gallente Federation
#8 - 2012-08-28 09:56:15 UTC
Lady Godwynn wrote:
Corina Jarr wrote:

Seriously, those web drones are awesome, and the new feature to cap batteries only makes them more useful, not less (though they are not much of a use for me most of the time).


I'll concede that they may not be crap, their range from target is nice when they are webbing,
but the strength is much too low.


Part of the problem comes in from the facts that trickle-down mechanics are at play and that heavy webber drones were over-nerfed during the nano-nerf. Before that series of nerfs webber drones were comparable to mid-grade named webbers. Given that it took 125mb/3 to field them and that they were fairly slow this left them in a situation that was, at best, fair. Frankly, their value was a bit sub-par even then, but that's just me. Then came the nano-nerf and not only was the webber strength of heavy webber drones nerfed but it was nerfed so badly that they only yield roughly a 46% reduction in the target's velocity whereas ship-mounted webbers start at 50%.

Frankly, so far as I'm concerned the usage of heavy webber drones at that point became very niche, too niche to really be useful. With the trickle-down mechanics in play I can't help but see light and medium webbers being even more niche. Let the ishkur "heavy tackler" catch up to a faster ship so it can use a "real" webber sort of niche. I know CCP loves introducing things pre-nerfed, but when they're based off of already pre-nerfed modules that haven't been suitably buffed since it gets bad.
Corina Jarr
en Welle Shipping Inc.
#9 - 2012-08-28 15:08:44 UTC
Shereza wrote:
Lady Godwynn wrote:
Corina Jarr wrote:

Seriously, those web drones are awesome, and the new feature to cap batteries only makes them more useful, not less (though they are not much of a use for me most of the time).


I'll concede that they may not be crap, their range from target is nice when they are webbing,
but the strength is much too low.


Part of the problem comes in from the facts that trickle-down mechanics are at play and that heavy webber drones were over-nerfed during the nano-nerf. Before that series of nerfs webber drones were comparable to mid-grade named webbers. Given that it took 125mb/3 to field them and that they were fairly slow this left them in a situation that was, at best, fair. Frankly, their value was a bit sub-par even then, but that's just me. Then came the nano-nerf and not only was the webber strength of heavy webber drones nerfed but it was nerfed so badly that they only yield roughly a 46% reduction in the target's velocity whereas ship-mounted webbers start at 50%.

Frankly, so far as I'm concerned the usage of heavy webber drones at that point became very niche, too niche to really be useful. With the trickle-down mechanics in play I can't help but see light and medium webbers being even more niche. Let the ishkur "heavy tackler" catch up to a faster ship so it can use a "real" webber sort of niche. I know CCP loves introducing things pre-nerfed, but when they're based off of already pre-nerfed modules that haven't been suitably buffed since it gets bad.

This is accurate.

I consider them awesome because I can field them on my large Amarr ships (which if something gets into normal web range, my lasers will not be hitting if it moves faster than a snail).

It would be really good if CCP unnerfed them all.
Mars Theran
Foreign Interloper
#10 - 2012-09-09 17:05:18 UTC  |  Edited by: Mars Theran
So on the topic of these Reactive Armor Hardeners..

I see that the statement is, "They are Crap," but I don't see why. It's not so much that I disagree with you as it is I am relatively uninformed and somewhat hesitant to fit them given the example provided in description.

It basically says some stuff about this and that in a rather ambiguous way, then gives the same resists across the board as a Tech 1 EANM at a cost of 42GJ per cycle. This is where I go, "what?" "..so does this thing change, get better, or what?" It even has the same fitting req. IIRC.

What isn't said that is supposed to make this thing better than a passive module?

If it indeed does get up to 40% resist over a cycle to a specific damage type, then I concede it may be worth it and specifically balanced for a Meta 1 module. Otherwise, it seems kind of pointless with a needless cap. chewing activation cost.

Also, the Target Spectrum Breaker is rather full of unsaid details too. But at least it's lack of attributes gives credence to its lack of details. Makes you think something is occurring anyway, and I suppose it would be a bit difficult to account for those variables when you could have 600 ships targeting you at once.

Anyway, whatever it does, I think the biggest issue with that sort of ECM is that it apparently has an instant and no lasting effect. No duration of target acquisition prevention makes it virtually useless, if it's like the ECM burst in that regard. Should scramble targeting computers for at least 3 seconds anyway Enough time to effect an escape if you are ready for it, maybe.

Aside from that, I wonder if it has range limitations?
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Luba Cibre
Global Song Setup
#11 - 2012-09-09 17:22:06 UTC
Lady Godwynn wrote:
Reactive Armor Hardener -> crap

You're just plain wrong.
It's an hilariously good module.

"Nothing essential happens in the absence of noise." 

Martin0
Center for Advanced Studies
Gallente Federation
#12 - 2012-09-09 17:32:30 UTC
Luba Cibre wrote:
Lady Godwynn wrote:
Reactive Armor Hardener -> crap

You're just plain wrong.
It's an hilariously good module.


Please can you explain why you find the Reactive Armor Ardener useful?
I'm not sarcastic.
But it really looks like crap for both pvp and pve, if you found an use for it elighten us.
Mars Theran
Foreign Interloper
#13 - 2012-09-09 17:34:28 UTC  |  Edited by: Mars Theran
Luba Cibre wrote:
Lady Godwynn wrote:
Reactive Armor Hardener -> crap

You're just plain wrong.
It's an hilariously good module.


Well, I just read somewhere else that it goes up 3% per cycle or something and takes ~30sec to match an EANM, (assuming Tech 2), which would put it at 24% vs. specific damage type.

Assuming that's the case, then it might be useful for Mission Running, but only really if you intend on jumping around without changing your fitting. Certainly not of any use for PvP, because it actually costs another 12 GJ per cycle with half the cycle duration of a tech 1 armor hardener, so really, an extra 54 GJ per 20 s period; puts out less effective resists than an EANM for PvP purposes, (PvP doesn't usually take very long), and ...

Yeah, kinda pointless.
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