These forums have been archived and are now read-only.

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

EVE General Discussion

 
  • Topic is locked indefinitely.
 

The Damage Control needs to be passive, now more than ever.

First post
Author
Andski
Science and Trade Institute
Caldari State
#41 - 2012-12-06 17:12:56 UTC
the only "change" I'd like to see made to damage controls is the addition of faction variants with the same bonuses but requiring less CPU

beyond that they're fine

Twitter: @EVEAndski

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths."    - Abrazzar

MisterNick
The Sagan Clan
#42 - 2012-12-06 17:13:20 UTC
Don't log off in space?

If you're in wh space, this is far from the biggest difficulty in your life.

"Human beings make life so interesting. Do you know that in a universe so full of wonders, they have managed to invent boredom."

Hannott Thanos
Squadron 15
#43 - 2012-12-06 17:14:26 UTC
Ranger 1 wrote:

I think it works perfectly well just as it is.

I think the simplist solution is simply to start remembering to turn it off when you plan to log off, instead of trying to make the game compensate for your forgetfulness. Smile

It's not so much that I forget it, it's more of an annoyance that I have to turn it on every time I jump. It's not like I want it to be off, ever. And it's not like it's gonna come off before I explicitly tell it to. So I see no reason it's not passive

while (CurrentSelectedTarget.Status == ShipStatus.Alive) {

     _myShip.FireAllGuns(CurrentSelectedTarget);

}

Hannott Thanos
Squadron 15
#44 - 2012-12-06 17:15:40 UTC
MisterNick wrote:
Don't log off in space?

If you're in wh space, this is far from the biggest difficulty in your life.

I camp/roam nullsec/lowsec. Activating it all the time is a nuisance.

while (CurrentSelectedTarget.Status == ShipStatus.Alive) {

     _myShip.FireAllGuns(CurrentSelectedTarget);

}

Andski
Science and Trade Institute
Caldari State
#45 - 2012-12-06 17:17:29 UTC
then don't activate it until it's necessary?

Twitter: @EVEAndski

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths."    - Abrazzar

Hannott Thanos
Squadron 15
#46 - 2012-12-06 17:19:03 UTC
Andski wrote:
then don't activate it until it's necessary?

Or better yet, just make it passive? ^^

while (CurrentSelectedTarget.Status == ShipStatus.Alive) {

     _myShip.FireAllGuns(CurrentSelectedTarget);

}

Altrue
Exploration Frontier inc
Tactical-Retreat
#47 - 2012-12-06 17:20:47 UTC
I laugh about the guys saying that it is important to have this module active... Or others saying that pros are empire afkers...

I don't know about you, but for my part I have plenty of other interesting things to do in EVE rather than having to activate my DCU each time I jump through a wormhole / decloak / log. Seriously.

If you're considering that clicking on your DCU is an amazing activity that is a major contribution to the fun you have in EVE... Well.. You should consider choosing another career.

Signature Tanking Best Tanking

[Ex-F] CEO - Eve-guides.fr

Ultimate Citadel Guide - 2016 EVE Career Chart

Andski
Science and Trade Institute
Caldari State
#48 - 2012-12-06 17:25:09 UTC
yeah having to activate my damage control is such a chore that holds me back from truly enjoying eve online

Twitter: @EVEAndski

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths."    - Abrazzar

Hannott Thanos
Squadron 15
#49 - 2012-12-06 17:26:53 UTC
Updated OP with pros/cons. Feel free to comment on additions to either list

while (CurrentSelectedTarget.Status == ShipStatus.Alive) {

     _myShip.FireAllGuns(CurrentSelectedTarget);

}

Ranger 1
Ranger Corp
Vae. Victis.
#50 - 2012-12-06 17:28:04 UTC
You should have to take "some" steps to make your ship ready for a battle. Considering how important the module is to your ships survivability I would say it is a prime example of a module that SHOULD need to be activated.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Hannott Thanos
Squadron 15
#51 - 2012-12-06 17:31:48 UTC
Ranger 1 wrote:
You should have to take "some" steps to make your ship ready for a battle. Considering how important the module is to your ships survivability I would say it is a prime example of a module that SHOULD need to be activated.

You mean, like fitting the ship before undocking?

while (CurrentSelectedTarget.Status == ShipStatus.Alive) {

     _myShip.FireAllGuns(CurrentSelectedTarget);

}

Andski
Science and Trade Institute
Caldari State
#52 - 2012-12-06 17:36:22 UTC  |  Edited by: Andski
Hannott Thanos wrote:
You mean, like fitting the ship before undocking?


let's see

- ensuring that guns are loaded with ammo suitable for the range of the engagement
- turning hardeners on
- ensuring that any active tc/sebo/ewar are loaded with scripts suitable for the engagement
- making sure your falcon alt is nearby
- getting your boosting loki alt in place

Twitter: @EVEAndski

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths."    - Abrazzar

NEONOVUS
Mindstar Technology
Goonswarm Federation
#53 - 2012-12-06 17:41:10 UTC
Andski wrote:
Hannott Thanos wrote:
You mean, like fitting the ship before undocking?


let's see

- ensuring that guns are loaded with ammo suitable for the range of the engagement
- turning hardeners on
- ensuring that any active tc/sebo/ewar are loaded with scripts suitable for the engagement
- making sure your falcon alt is nearby
- getting your boosting loki alt in place

I dont have a falcon alt, should I quit EVE or just go show it isnt needed?
Il Feytid
State War Academy
Caldari State
#54 - 2012-12-06 17:55:34 UTC  |  Edited by: Il Feytid
Andski wrote:
If the module was meant to be passive, it'd be passive. But it's not.

I take it reading was never your forte? See the following quote:
CCP Tuxford wrote:
At that point we didn't really have the luxury of programming time and we did not have any tools to create a module where only one could be fitted. We did however have a functionality where we could only activate x module at a time so we decided that the damage control would have to be activated but have really low cap need.

Now I'm sure Andski is scrambling trying to find a way to convince us Tuxford and the other programmers meant they wanted the DC to be an active module the whole time, but there is no way that is implied at all in what he said. It is implied they wanted it to be passive, but was impossible to program it that way at the time.

Now in no way am I for making the DC passive for the sake of logging purposes, but for the sanity of less clicking. The DC was never intended to be an active module so maybe now they can make it so. Also make the drone control unit passive. Now before you climb on top of our soap box and proclaim a passive DC will make supers impossible to kill consider the idea of passive DC not being allowed to be fit on capitals, but instead required to use a a different sized DC that uses as much cap as an active shield/armor hardener. Or maybe all damage controls functions as a passive module and when fit to capitals it is an active one. Magic! Lets also not forget about the opportunity to introduce faction, dead space and officer DCs.

So here is the opportunity to add a vast amount of flavor when it comes to the DC hull tanking department. Lets explore that I say.
Jenn aSide
Worthless Carebears
The Initiative.
#55 - 2012-12-06 18:00:32 UTC
Marlona Sky wrote:
Andski wrote:
If the module was meant to be passive, it'd be passive. But it's not.

I take it reading was never your forte? See the following quote:
CCP Tuxford wrote:
At that point we didn't really have the luxury of programming time and we did not have any tools to create a module where only one could be fitted. We did however have a functionality where we could only activate x module at a time so we decided that the damage control would have to be activated but have really low cap need.

Now I'm sure Andski is scrambling trying to find a way to convince us Tuxford and the other programmers meant they wanted the DC to be an active module the whole time, but there is no way that is implied at all in what he said. It is implied they wanted it to be passive, but was impossible to program it that way at the time.

Now in no way am I for making the DC passive for the sake of logging purposes, but for the sanity of less clicking. The DC was never intended to be an active module so maybe now they can make it so. Also make the drone control unit passive. Now before you climb on top of our soap box and proclaim a passive DC will make supers impossible to kill consider the idea of passive DC not being allowed to be fit on capitals, but instead required to use a a different sized DC that uses as much cap as an active shield/armor hardener. Or maybe all damage controls functions as a passive module and when fit to capitals it is an active one. Magic! Lets also not forget about the opportunity to introduce faction, dead space and officer DCs.

So here is the opportunity to add a vast amount of flavor when it comes to the DC hull tanking department. Lets explore that I say.


Damn that marlona and using actual facts.

I don't care one way or another, but a DC being passive would make sense.
Pyre leFay
Doomheim
#56 - 2012-12-06 18:06:56 UTC  |  Edited by: Pyre leFay
Or turn it into a new skill for passive effectiveness Like passive ability of inactive shield hardeners.
Its Hull ability can be passive and starts out at 15% effectiveness at level 1 to 75% effective hull passive at lvl5
Keep its extra shield and armor resistance as active only.
Hannott Thanos
Squadron 15
#57 - 2012-12-06 18:29:49 UTC
Pyre leFay wrote:
Or turn it into a new skill for passive effectiveness Like passive ability of inactive shield hardeners.
Its Hull ability can be passive and starts out at 15% effectiveness at level 1 to 75% effective hull passive at lvl5
Keep its extra shield and armor resistance as active only.

What about making the entire hull resist passive, and let the other resists only be on when it is active?

while (CurrentSelectedTarget.Status == ShipStatus.Alive) {

     _myShip.FireAllGuns(CurrentSelectedTarget);

}

Spurty
#58 - 2012-12-06 18:53:15 UTC
Your issue is you DC
Your solution is you want your tank to remain on

Can I have this problem solved as well

My guns run out of ammo
My solution is to allow me to keep firing without ammo

Thanks!



There are good ships,

And wood ships,

And ships that sail the sea

But the best ships are Spaceships

Built by CCP

Hannott Thanos
Squadron 15
#59 - 2012-12-06 18:57:38 UTC  |  Edited by: Hannott Thanos
Spurty wrote:
Your issue is you DC
Your solution is you want your tank to remain on

Can I have this problem solved as well

My guns run out of ammo
My solution is to allow me to keep firing without ammo

Thanks!


Amarr. You're welcome

Edit, if I may be so bold...

Not told [ ]
Told [ ]
******* told [ ]
Toldasaurus rex [ ]
No country for told men [ ]
Knights of the told republic [X]

while (CurrentSelectedTarget.Status == ShipStatus.Alive) {

     _myShip.FireAllGuns(CurrentSelectedTarget);

}

Il Feytid
State War Academy
Caldari State
#60 - 2012-12-06 18:59:24 UTC
Spurty wrote:
Your issue is you DC
Your solution is you want your tank to remain on

Can I have this problem solved as well

My guns run out of ammo
My solution is to allow me to keep firing without ammo

Thanks!

Lasers? P