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Suggestion on overheating modules.

Author
Adeleda Adoudel
Federal Navy Academy
Gallente Federation
#21 - 2012-10-23 19:03:14 UTC
I only ever burnt out my mwd and only the one time. I'm sure most of eve has done the same once, maybbe twice before learning. Its not a problem with the game so don't try to fix what isn't broken.
Instead leard adapt overcome.
Metal Icarus
Star Frontiers
Brotherhood of Spacers
#22 - 2012-10-23 20:24:47 UTC
Adeleda Adoudel wrote:
I only ever burnt out my mwd and only the one time. I'm sure most of eve has done the same once, maybbe twice before learning. Its not a problem with the game so don't try to fix what isn't broken.
Instead leard adapt overcome.


It is like everyone just wants to use this knowledge to their advantage, people would sacrifice usability/utility to gain this advantage. Granted, a mistake in this part of the game is life and death.

"I want my opponent to have less knowledge than I do at this game, so he may burn out his guns/tank"

Let's switch sides

When it is all on the line for that one cycle, and that one cycle is only thing between you killing your opponent, you decide to stop OH'ing your point and your opponent, who is at 25km away, and spamming warp, gets away because you weren't sure if your point would break or not.

A simple beep that would mean you got 1 or 2 cycles left before it is rendered inoperable would have gotten you that kill.

awhiplash
School of Applied Knowledge
Caldari State
#23 - 2012-10-23 20:58:49 UTC
This feature has nothing to do with being lazy. When you are pvping, not blobing, there is way to many things to consider about, enemy distance, speed, do they have web, nuet, scram or distruptor, ecm drones, keeping distance, killing ecm drones/drones and so forth. These things, a pilot must take care of, the things that have nothing to do with your ship. If this is such a bad idea, why does your ship reload your amo, you have the option right to put on reload or not, why does your ship give you a warning when you are going into low shield, low armor or structure, or even when you are out of cap. I thinks this feature has been way overdue. I am flying a ship, and letting my computer of my ship worry about the things stated before.
If there are things that make a pilot "lazy" i think this would definetly go to the bottom of the list.
Mallak Azaria
Caldari Provisions
Caldari State
#24 - 2012-10-23 21:37:12 UTC
awhiplash wrote:
This feature has nothing to do with being lazy. When you are pvping, not blobing, there is way to many things to consider about, enemy distance, speed, do they have web, nuet, scram or distruptor, ecm drones, keeping distance, killing ecm drones/drones and so forth. These things, a pilot must take care of, the things that have nothing to do with your ship. If this is such a bad idea, why does your ship reload your amo, you have the option right to put on reload or not, why does your ship give you a warning when you are going into low shield, low armor or structure, or even when you are out of cap. I thinks this feature has been way overdue. I am flying a ship, and letting my computer of my ship worry about the things stated before.
If there are things that make a pilot "lazy" i think this would definetly go to the bottom of the list.


You make a good point & although I do still personally disagree, I'm not attempting to force you in to changing your mind despite what another certain person seems to think. The one good thing about such changes is they do encourage newer players to stay & I love newbies.

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Ginger Barbarella
#25 - 2012-10-24 17:03:05 UTC
Gilbaron wrote:
i wish there were modules that can overheat an enemies modules Sad


It's called a Torpedo Launcher II. Twisted

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Xiode
Nemesis Logistics
Goonswarm Federation
#26 - 2012-10-24 17:32:19 UTC
I'm more annoyed about some module/ammo icons overlapping the heat damage circle.
Warde Guildencrantz
Caldari Provisions
Caldari State
#27 - 2012-10-24 17:36:55 UTC
Its actually a decent idea, as long as it doesn't like put a huge arrow pointing to the module going OMG ITS BREAKING

I like the idea of more alarm sounds, the shield and armor sounds scare the crap out of me enough, when I rarely experience them Bear

jk

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Random McNally
Stay Frosty.
A Band Apart.
#28 - 2012-10-24 17:45:15 UTC
It's not a bad idea but it's totally unnecessary.

We've gone this long without it.

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Aloe Cloveris
The Greater Goon
#29 - 2012-10-24 17:46:31 UTC
A simple audio cue you could enable/disable and set to ding/buzz/fart in the event a module crosses a certain damage threshold (set by the player much like shield warnings) would be pretty neat. Anecdotally, flying fast tackle is my #1 cause of burned-out prop mods. Something about manually spiraling inward while watching overview and my real position and direction relative to other hostiles on grid often makes me forget that I've had heat on for four cycles and ... we;lp

Press-F1-and-approach-Drake pilots might not understand.

Sorta related - What's the deal with mwds taking, like, 3x as long to paste as other modules? That's some bullshit right there.
awhiplash
School of Applied Knowledge
Caldari State
#30 - 2012-10-24 23:25:01 UTC
i think just a regular brrr sound would be okay, but being able choose different sound, that would even be more awesome.
Devon Krah'tor
Native Freshfood
Minmatar Republic
#31 - 2012-10-25 01:07:07 UTC
Its like watching senior citizens grumble about not needing a cell phone.

Greater.Insight.Skill.Knowledge
SmilingVagrant
Doomheim
#32 - 2012-10-25 03:10:59 UTC
awhiplash wrote:
Mallak Azaria wrote:
It's just one of those extra things that you have to look at every few seconds. It adds an extra layer to the combat system & providing people with a warning is simply just dumbing it down.

Its doing none of that, when you are in large fleets, you have time to look down and up, because who knows when you are gonna be the next primary. In small scale combat, when its just you and a budd, it is really hard to keep track of it. Why is it a bad idea, you get a nice little sound when you hit low armor or low shield. It helps alot when you are tank baiting. If a ship has the smarts to notice and give you are sound warning when this happenes, it should give you a sound error when your mods are about to be burned out.



It's really not THAT much to keep track of.
Marlona Sky
State War Academy
Caldari State
#33 - 2012-10-25 04:51:09 UTC  |  Edited by: Il Feytid
Metal Icarus wrote:
A fighter pilot wont look at blinking light in the middle of a fight to indicate a lock, so they put in a buzzer. Same fighter pilot needs to know he is being tracked by a missile, they put in a buzzer. Also, when they are pushing their jet engines to the limit and temp sensors start to hit their max allowable temp, another buzzer goes so the pilot knows that he is pushing the limit of his engine.

Please go on about how adding in an optional buzzer will dumb down the game.

The pilot you are trying to kill should be the one challenging you, not your own UI.

Someone who gets it.

That said I do wish that with T3 cruiser to lvl 5, thermo lvl 5 and the subsystem skill that uses the one that decreases overload head; all combined should mean the modules take ZERO heat damage.
usrevenge
Viziam
Amarr Empire
#34 - 2012-10-25 05:44:45 UTC
Mallak Azaria wrote:
Metal Icarus wrote:
So, tell me how this will dumb down the game. Justify not adding one ******* important buzzer.


It encourages people to be lazy & stupid, which pretty much defeats the purpose of EVE being unique.

no it doesn't, though I don't think a sound needs to be there, being that by the time you get the sound for most things your stuff is going to burn out anyway.
Talo Momoe
#35 - 2012-10-25 09:45:10 UTC
Metal Icarus wrote:
A fighter pilot wont look at blinking light in the middle of a fight to indicate a lock, so they put in a buzzer. Same fighter pilot needs to know he is being tracked by a missile, they put in a buzzer. Also, when they are pushing their jet engines to the limit and temp sensors start to hit their max allowable temp, another buzzer goes so the pilot knows that he is pushing the limit of his engine.

Please go on about how adding in an optional buzzer will dumb down the game.

The pilot you are trying to kill should be the one challenging you, not your own UI.


Quoted for truth.

I approve of this feature request - audible alarms allow you to focus on the target, instead of your own ******** weapons interface.

+1

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Schmata Bastanold
In Boobiez We Trust
#36 - 2012-10-25 10:37:12 UTC
Wait, so basically you say that people playing with sound disabled will get less combat related information than those with sound enabled? Well, maybe we should replace d-scan with a sound of steps closing in when somebody is warping to you? Battleship would sound heavy while frig would be like a butterfly wings gently flapping around. Hell, lets replace overview column with type of object and let us "hear" what those things are. You say jet fighter pilots have buzzers, I say submarines have sonars and noise recognition software to know what is around them.

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awhiplash
School of Applied Knowledge
Caldari State
#37 - 2012-10-25 15:09:06 UTC
You people are just arguing about the dumbest things.
Look, the new target circle things is more useless than what I wanted to discuss. The target logo was fine. It really is not needed, but anything that helps a pilot manage his/her ship is definetly, simple as that.
Its a damn sound, its not like your ship is gonna auto turn off your mods for you. Get over it and stop making such a big deal out of it.
svenska flicka
Caldari Provisions
Caldari State
#38 - 2012-10-25 15:12:17 UTC
Not so much fan of the audio but do not mind it, I would prefer better UI on this mechanic though.
ColdCutz
Frigonometry
#39 - 2012-10-25 19:37:45 UTC
Eh, what does it take like 2 seconds for some dev to yell into a microphone and point the game to it? Another 5 seconds to add a checkbox in the options to disable it? All for it. Why isn't it done already? Where's my fork?? What day is it???
Gizznitt Malikite
Agony Unleashed
Agony Empire
#40 - 2012-10-25 20:48:15 UTC

First, the rate modules take damage is not constant.... There is an indicator on the UI that shows how much heat a row is currently producing, and as that increases you take more damage per second (on average) from overheated modules...

The current UI also shows on a single module (or group if stacked) red around the module to indicate it's level of damage.... This could be made more clear....

I don't think that we need a buzzer to warn you a module is about to go offline from overheat damage. The amount of heat damage a module takes is based on:
1.) Random chance (modules take different amounts of heat damage)
2.) How much heat the entire Rack currently has...
3.) How much HP the module has remaining...
4.) The modules' cycle time...
5.) Your Skills...

In short, overheating a highly damaged module is dangerous when the rack is hot, and not necessarily dangerous when it's not... I don't think they can or should spend time so you can turn off your module the cycle before it burns out... I think that losing the use of the module is the risk you take when overheating it, and I don't want the game to make this a "known quantity".
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