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Player Features and Ideas Discussion

 
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DCU III

Author
DrysonBennington
Eagle's Talon's
#1 - 2013-09-08 21:26:45 UTC
I think that a DCU III is order. The DCU III could be fitted to any ship and would have a bonus in one of the following categories.

All resistances would be reduced by half.

DCU III - 1 : Armor Repair - Repairs damage done to armor by 25 points per cycle for a total of 100 points of repair when trained to level five.

DCU III - 2: Shield Repair - Repairs damage done to shields by 25 points per cycle for a total of 100 points of repair when trained to level five.

DCU III - 3: Capacitor Infusion - Boosts the Capacitor with 25 units of energy per cycle for a total of 100 points of capacitor energy when trained to level five.

A cycle for the DCU III would be 15 seconds.
Icarus Able
Refuse.Resist
#2 - 2013-09-08 23:06:25 UTC
No
Obunagawe
#3 - 2013-09-08 23:17:58 UTC  |  Edited by: Obunagawe
That actually sounds incredibly crap.
Posting in a stealth "Don't nerf T3" thread.
Elizabeth Aideron
The Scope
Gallente Federation
#4 - 2013-09-08 23:22:59 UTC
The boosts are ****, but the resists are insane. A DC equivalent to multiple invulns and EANMs put together.
Kalel Nimrott
Caldari Provisions
#5 - 2013-09-09 01:33:28 UTC
You turn on your dcu, which consumes cap, to regenerate cap. Right....

Bob Artis, you will be missed.

O7

NiGhTTraX
Deep Core Mining Inc.
Caldari State
#6 - 2013-09-09 08:06:56 UTC
Not only is your proposed effect on resistances insane, but every other purpose is served by an already existing module. You're talking about 5 modules combined into one. No no no no no. No.

If you're gonna post here thinking your idea is the greatest thing since bacon and that it will save EVE and possibly all humankind with it, you're gonna have a bad time.

Lephia DeGrande
Luxembourg Space Union
#7 - 2013-09-09 10:13:25 UTC
Make DCU scriptable, one Script for 5% more resistance for your favorite defense while all other drops to Zero.
Hopelesshobo
Hoboland
#8 - 2013-09-09 11:03:16 UTC
Kalel Nimrott wrote:
You turn on your dcu, which consumes cap, to regenerate cap. Right....


No worse then a basi/guardian and their cap chains

Lowering the average to make you look better since 2012.

Cavalira
Habemus
#9 - 2013-09-09 11:57:04 UTC
DCU II is already super strong.
DrysonBennington
Eagle's Talon's
#10 - 2013-09-09 23:15:15 UTC
Make DCU scriptable, one Script for 5% more resistance for your favorite defense while all other drops to Zero.

That is one idea that worth the time to discuss.

All of the other resistances wouldn't drop to Zero though but would reduced compared to the script used. For example if you fit a 10% Kinetic Armor Boost into the DCU III then all of the other modified boosts would be lowered by 10%. The DCU III would not however affect the baseline resistances of the ship.

When the DCU III is used with scripts for armor and shields...after all it is a Damage Control Unit, certain modules fit to increase such resistances would also suffer a penalty.

For example you have a DCU III with a 15% Kinetic Armor Booster Script fit as well as a EANM II.

EM dmg resistance bonus
-20 %
Explosive dmg resistance bonusExplosive dmg resistance bonus
-20 %
Kinetic dmg resistance bonusKinetic dmg resistance bonus
-20 %
Thermal dmg resistance bonusThermal dmg resistance bonus
-20 %

The DCU III takes over the EANM II role reducing each critical by 10% but increasing the Kinetic resistance by 15%.

Other combinations of the DCU III and resistance modules would be built to augment one, two, three are all four criticals of either shields or armor or both where higher resistance values of 20 -25% for armor and 15 -20% for shields would be present.

You could still only fit one DCU III to ship.

Don't like an idea then walk by and leave it be, otherwise you'll be considered a whiner with no general input what-so-ever.
Zan Shiro
Doomheim
#11 - 2013-09-10 01:54:30 UTC
so this dcu for 2 items boosts reps. And it has to because you are killing your resists so more damge gets through. Kind of 1 step forward 2 steps back really.


Cap not much use either....because of the resists nerf you are spamming reps more. Crap ressists you are going from pulsing the local repp to damn near fulltime use.