These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Ships & Modules

 
  • Topic is locked indefinitely.
Previous page123Next page
 

New mods and rigs coming to SISSI

Author
Soon Shin
Scarlet Weather Rhapsody
#21 - 2012-05-02 20:57:51 UTC
Finally Drone Boats getting the love they deserve. I trained Gallente to fly droneboats only to find that they were lacking.

I wonder if CCP will do something about energy vampires aka NOS, they talked about buffing the nos since its become pretty useless (unless you're flying a frigate) after the nerf.
Perihelion Olenard
#22 - 2012-05-02 21:59:32 UTC  |  Edited by: Perihelion Olenard
Is this armor adaptive hardener going to be like the adaptive invulnerability field? Also, where is the removal of ship tiers?
Fronkfurter McSheebleton
Horse Feathers
CAStabouts
#23 - 2012-05-02 22:26:17 UTC
Drone damage amplifier....oh my....as if the dominix didn't bring enough hurt already. Shocked


I love it.

thhief ghabmoef

Daniel Plain
Doomheim
#24 - 2012-05-02 22:33:56 UTC
Mia Restolo wrote:
Amarr V3 : Amarr ships will look prettier!

except the apoc because you cannot retexture away a scrotum.

I should buy an Ishtar.

Thomas Gallant
Quafe Company Courier Shipping
#25 - 2012-05-02 22:38:27 UTC
I think I hear that the drone damage module is low power, but I'd like to see a high power version, as my skills with turrets are lacking, I'd rather just rely on extra drone damage than lackluster turrets for that little bit of extra on drone boats
Aerich e'Kieron
Peace.Keepers
#26 - 2012-05-02 22:43:19 UTC
Apoc > Abaddon > Armageddon

In terms of looks, geddon hull looks bad.... good skins on bhaal and ngeddon though.
FT Diomedes
The Graduates
#27 - 2012-05-02 23:13:22 UTC  |  Edited by: FT Diomedes
I got the impression that the armor adaptive hardener was going to be like the adaptive invulnerability field, just for armor instead of shields.

Edit - it turns out I was wrong.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Perihelion Olenard
#28 - 2012-05-03 00:11:56 UTC  |  Edited by: Perihelion Olenard
Thomas Gallant wrote:
I think I hear that the drone damage module is low power, but I'd like to see a high power version, as my skills with turrets are lacking, I'd rather just rely on extra drone damage than lackluster turrets for that little bit of extra on drone boats

I just logged on Singularity. It is a low slot item requiring 40 CPU. The tech 2 increases drone damage by 12%. There are no faction or officer modules for this, yet.
Perihelion Olenard
#29 - 2012-05-03 00:34:43 UTC  |  Edited by: Perihelion Olenard
Here is the Armor Adaptive Hardener I:
"An advanced nano membrane that can react to damage received to shift resistances over time to better resist prevalent incoming damage.

Only one of this module type can be fitted at a time."

There is only the tech 1 and it begins with blanket resists at 15%. It needs 24 CPU and 42 GJ every 10 sec.

I'll bet it's most effective when taking 1-2 damage types and least effective when taking 4 damage types.
FT Diomedes
The Graduates
#30 - 2012-05-03 02:16:53 UTC
Perihelion Olenard wrote:
Here is the Armor Adaptive Hardener I:
"An advanced nano membrane that can react to damage received to shift resistances over time to better resist prevalent incoming damage.

Only one of this module type can be fitted at a time."

There is only the tech 1 and it begins with blanket resists at 15%. It needs 24 CPU and 42 GJ every 10 sec.

I'll bet it's most effective when taking 1-2 damage types and least effective when taking 4 damage types.


Interesting, I take back my earlier statement.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Perihelion Olenard
#31 - 2012-05-03 03:12:13 UTC  |  Edited by: Perihelion Olenard
This armor adaptive hardener does need quite a bit of cap, though. More than an invulnerability field does and nearly 3x as much as a single resist armor hardener, although it takes up only one slot while 3x hardeners obviously take up 3 slots. It may be too much cap for cruisers and below.

One interesting thing to note is that the overload bonus is -15% to duration allowing the module to adapt to incoming damage faster at the expense of heat and cap.

I don't know if armor compensation skills will work on this hardener as they don't work on the other hardeners.
Baneken
Arctic Light Inc.
Arctic Light
#32 - 2012-05-03 03:57:38 UTC
Perihelion Olenard wrote:

I don't know if armor compensation skills will work on this hardener as they don't work on the other hardeners.


It's active hardener so obviously compensation skill kick in only when it's not active, juts like with normal active hardeners.
Fenri1
Dirt And Other Commodities Corp
#33 - 2012-05-03 09:19:00 UTC
Perihelion Olenard wrote:
Here is the Armor Adaptive Hardener I:
"An advanced nano membrane that can react to damage received to shift resistances over time to better resist prevalent incoming damage.

Only one of this module type can be fitted at a time."

There is only the tech 1 and it begins with blanket resists at 15%. It needs 24 CPU and 42 GJ every 10 sec.

I'll bet it's most effective when taking 1-2 damage types and least effective when taking 4 damage types.


So, assuming I have the cap to spare, it sounds like a viable replacement for a Damage Control II module on an Armor tanking battleship running most lvl 4 missions.
Meditril
Hoplite Brigade
Ushra'Khan
#34 - 2012-05-03 15:20:49 UTC
With regard to this:

Resistance shifting armor hardener (Armor Adaptive Hardener) : a dynamic hardener that shifts resistances to the last damage type you were hit with. Get hit with thermal for example, your thermal resistances go up until you get shot with something else.

How does it work in practice. Will it shift the resistances when I am hit and apply them prior the hit damages me or will it shift them after the hit?

How often will it shift resistances?

What if I hit with 75% EXP and 25% Kin (e.g. projectile ammo). Will it shift to EXP then.

What does "shift resistance" mean? If I am hit by EXP will it simply swap my EMP resistance with EXP resistance?
Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#35 - 2012-05-03 15:56:55 UTC
I would much rather have an armor hardener that uses scripts.

Something like:
unscripted: 20 omni

Kin Script: 40 kin, 20 therm, 20 Exp, 0 EM
Therm script: 40 therm, 20 kin, 20 EM, 0 Exp

EM script: 40 EM, 25 Therm, 15 Kin, 0 Exp
Exp scripts: 40 exp resists, 25 kin, 15 therm, 0 EM

"a dynamic hardener that shifts resistances to the last damage type you were hit with. Get hit with thermal for example, your thermal resistances go up until you get shot with something else."

I see this being exploited, you have one dude firing a high rof weapon with ungrouped guns, to get lots of hits in to shift resistance away, while the rest of your fleet volleys in another damage type.

It seems vastly inferior to Invuln fields (unless they change adaptive invuln fields to work like this too.

Fueled shield booster, but no fueled armor repper?
Winmatar boost, caldari secondary boost - this adaptive armor hardener doesn't make up for it.

Which ships have bonuses to shield boosting? Winmatar, Golem
Oh... they also use capless weapon systems.... great, now you can neut them, and you won't do much to their tank.
Meanwhile the ships with weapons systems that use cap must also use a tank that requires cap.

Neut a gallente ship and it cant fire and it can't tank (they are making gallente even more focuses to active tanking now with the latest frig change, fail)
At least the Amarr are better set up to buffer tank, so they just won't be able to fire.

This is fail balance
Griznatch
Distinguished Gentleman's Boating Club
Domain Research and Mining Inst.
#36 - 2012-05-03 16:15:09 UTC  |  Edited by: Griznatch
the reload time (60 seconds) and ammo capacity (3x cap booster 200) of the new shield booster (large) is a joke

the other stuff looks pretty boss though

I used to have a clever sig but I lost it.

GreenSeed
#37 - 2012-05-03 16:53:11 UTC
any confirmation on where those drone mods go?


having them on low slots sucks really, since they will compete with weapon mods and tank... most drone boats have utility highs that could use the mod.


anyway, i have the feeling i will stay with omni tracking instead of drone mods :/

i can think of the gila fitting those on lows, or the nvex... but mostly the gila.
Aralieus
Shadowbane Syndicate
#38 - 2012-05-03 18:12:28 UTC
With drone damage mods and TD's affecting missile boats soon(hopefully) pilgrim and curse will be even more sexah!

Oderint Dum Metuant

Gorki Andropov
I Dn't Knw Wht You Wnt Bt I Cn't Gve It Anymre
#39 - 2012-05-03 18:19:08 UTC
Daniel Plain wrote:
Mia Restolo wrote:
Amarr V3 : Amarr ships will look prettier!

except the apoc because you cannot retexture away a *******.



/me puts down his drawing tablet and abandons his attempt to retexture Daniel Plain
Daniel Plain
Doomheim
#40 - 2012-05-03 18:50:49 UTC
Gorki Andropov wrote:
Daniel Plain wrote:
Mia Restolo wrote:
Amarr V3 : Amarr ships will look prettier!

except the apoc because you cannot retexture away a *******.



/me puts down his drawing tablet and abandons his attempt to retexture Daniel Plain

you must be very lonely

I should buy an Ishtar.

Previous page123Next page