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What modules are mandatory?

First post
Author
Miles Winter
The Scope
Gallente Federation
#1 - 2013-08-02 16:02:09 UTC
I was thinking a little bit - is there a reason, ever, not to equip something like a Damage Control II on your ship?

Are there any other grossly beneficial modules that are practical requirements for either PVE or PVP?

Should such strong modules continue to exist?
Degnar Oskold
Moira.
#2 - 2013-08-02 16:13:59 UTC
Miles Winter wrote:
I was thinking a little bit - is there a reason, ever, not to equip something like a Damage Control II on your ship?

Are there any other grossly beneficial modules that are practical requirements for either PVE or PVP?

Should such strong modules continue to exist?


I fly an augoror without a DC II. It has 4 active hardeners,1 of each type, instead.

Some kitey frigate setups skip the DC II as well.


The other grossly beneficial module in PVP is a AB or MWD. And weapons. And defences.
Miles Winter
The Scope
Gallente Federation
#3 - 2013-08-02 16:20:32 UTC
Degnar Oskold wrote:

I fly an augoror without a DC II. It has 4 active hardeners,1 of each type, instead.

Some kitey frigate setups skip the DC II as well.


The other grossly beneficial module in PVP is a AB or MWD. And weapons. And defences.


There's no need for sarcasm.

This is about examining why these sort of modules are so important, it's to look at the fundamental conceptions behind their necessity.

Is a ship that foregoes an AB/MWD in PVP viable? What sort of available alternative roles can you have if you dismiss using those modules?
Bertrand Butler
Cras es Noster
#4 - 2013-08-02 16:21:40 UTC
There is no such thing as a "mandatory module", you can fit anything that...fits in a ship.

Having said that, there are modules that are used more than others, and many of them are a perfect match for a certain hull, a role or a strategy. Also there are modules that are either completely worthless/redundant or too niche for most ships.

Quote:
I was thinking a little bit - is there a reason, ever, not to equip something like a Damage Control II on your ship?

Fitting a DC in many PvE setups is not as beneficial as a mission specific resist (for armor tanking) or a damage module. Same goes for certain PvP setups.

Miles Winter wrote:
Should such strong modules continue to exist?

Definitely.
ISD Cura Ursus
ISD Community Communications Liaisons
ISD Alliance
#5 - 2013-08-02 17:04:45 UTC
Deleted duplicate post.

Carry on.

ISD Cura Ursus

Lieutenant Commander

Community Communication Liaisons (CCLs)

Interstellar Services Department

Zor'katar
Matari Recreation
#6 - 2013-08-02 17:38:09 UTC  |  Edited by: Zor'katar
Bertrand Butler wrote:
Fitting a DC in many PvE setups is not as beneficial as a mission specific resist (for armor tanking) or a damage module. Same goes for certain PvP setups.

This. Most shield tanked mission fits do not include a DC. There is almost always a better option for that low slot (damage module or TE). Can't speak for armor personally, but as Bertrand says, there are other tank module options that compete for the slot.

As far as I know, there are no modules that are "mandatory" across all roles (or even just all combat roles).
Caleidascope
Republic Military School
Minmatar Republic
#7 - 2013-08-02 18:42:57 UTC
I don't know of any modules in eve that are mandatory.

Life is short and dinner time is chancy

Eat dessert first!

Chainsaw Plankton
FaDoyToy
#8 - 2013-08-02 18:47:48 UTC
I fit a damage control on most of my pve armor tanked setups, but I also omnitank as I'm too lazy to swap hardeners. the DCII provides nearly the same stats as a third IN EANM, while providing a bunch of resilience to suicide ganks. A reactive armor hardener might be a better idea now though.

@ChainsawPlankto on twitter

Whitehound
#9 - 2013-08-02 18:50:05 UTC  |  Edited by: Whitehound
Judging by the amount of fitted warp scramblers and disruptors should these come built-in. X

I see a DCU as mandatory for me, because it saved my ships during disconnects several times. Just yesterday did I lose the connection to CCP twice (router shows nothing, Internet radio keeps playing, only the EVE client wants to quit/restart). Then sometimes is the connection stable for weeks. I am thankful for the DCU as I have played hardcore MMOs before I started with EVE and losing a hardcore character, because of a disconnect only sucks. So, thanks for DCUs!

Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling.

Ginger Barbarella
#10 - 2013-08-02 21:12:48 UTC  |  Edited by: Ginger Barbarella
Miles Winter wrote:
I was thinking a little bit - is there a reason, ever, not to equip something like a Damage Control II on your ship?

Are there any other grossly beneficial modules that are practical requirements for either PVE or PVP?

Should such strong modules continue to exist?


Speaking just for the DCU, I use one on most of my armor tank ships if I have an available low slot (PVE) cuz I don't like leaving a deadspace pocket during missions.

PVP? Meh, if I'm bored and know I'm probably going to die, sure, why not. Maybe I can take the bastage I'm fighting before he takes me.

There is no "mandatory" in general terms. Get specific when you re-ask the question.

After reading WH's post, I wanted to add something: I never fit points on my peeveepee ships. Why? Cuz I'm there to fight, and would rather use that slot for something useful to the fight. If my opponent wants to run, go for it. I don't really care. I'll talk **** in local for a couple minutes, but then I'm off to do something else. And I only fit a (one, single, "A") on my Bustard or Crane if I'm jumping thru low or null in a camped region. If I get caught, so be it (never been caught in the Bustard).

"Blow it all on Quafe and strippers." --- Sorlac

Morrigan LeSante
Perkone
Caldari State
#11 - 2013-08-02 21:39:20 UTC
I dont fit damage controls on mission boats because it's pointless. It'd be about as much use as a warp core stabilizer to those boats.

Different modules are mandatory when a specific function is to be discussed e.g. tackle - but that's only natural.
Taoist Dragon
School of Applied Knowledge
#12 - 2013-08-02 22:31:01 UTC
for the DCU II I generally don't fit one if I'm active armour tanking as the biggest bonus it give is to hull and you are better off sticking an Energised adaptive nano II in there for the armour resists (after all once you are through armour you prety much buggered anyways), The slight exception is some gallente hulls as you can get upto 2/3 there EHP just by fitting the DCU II but then you are only using an active armour tank as a slight mitigation of damage not a complete tank so to speak.

I also often don't bother with scram/point on some of my pvp ship (especially frigs) as often the utility give much greater combat ability than holding them there, after all if they run away I have won just not got a KM to throw around but so what.

TBH there are NO manditory modules. You just fit what you need to get the specific task done.

That is the Way, the Tao.

Balance is everything.

bloodknight2
Revenu.Quebec
#13 - 2013-08-02 22:37:03 UTC
I never fit a DC II on anything smaller than a BC. One thing that is mandatory is faction. Always put faction on your ship. Don't be spacepoor.
Orlacc
#14 - 2013-08-02 22:37:44 UTC
PVE is so easy, unless you lose your connection frequently, gank is all you want.

"Measure Twice, Cut Once."

RavenPaine
RaVeN Alliance
#15 - 2013-08-03 01:35:11 UTC
Are you a CCP Dev-Spy?

Are you the guy responsible for nerfing the Invuln Field?? Huh??
Miles Winter
The Scope
Gallente Federation
#16 - 2013-08-03 09:36:39 UTC
RavenPaine wrote:
Are you a CCP Dev-Spy?

Are you the guy responsible for nerfing the Invuln Field?? Huh??


Oh no, you found me out.

Actually, I'm just interested in challenging the basic assumptions of certain modules and fits to see what other players believe about them.
W0lf Crendraven
Federal Navy Academy
Gallente Federation
#17 - 2013-08-03 11:01:27 UTC
Nope, there isnt a single mod thats to be found on every pvp ship, some fly without weapons (neutdomi), some fly without porpmods (nightmare/mael, gay gate hugging t1 cruiser), some fly without any tank (railenyo/arty wolf/lml condor) so not even a dcu, some fly without points (sov warfare blobs) and so on.

Some shiled tankers fly without invuls, some with invuls and without shield extenders.


There just isnt a single mod that you need to have on your ship.
Minty Aroma
Deep Core Mining Inc.
Caldari State
#18 - 2013-08-03 20:12:49 UTC
Miles Winter wrote:
I was thinking a little bit - is there a reason, ever, not to equip something like a Damage Control II on your ship?

Are there any other grossly beneficial modules that are practical requirements for either PVE or PVP?

Should such strong modules continue to exist?


Yes, DCs on Pve ships, a waste of a decent low slot for more gank/cap per sec on shield ships and there are better tank modules for armour tanks
Syrias Bizniz
some random local shitlords
#19 - 2013-08-03 20:21:38 UTC
A Damage Control in PvP is mandatory if
- You're shield tanked, cause a lowslot for even more shield resistances is awesome
-Your Structure has a significant amount of hitpoints and it is to assume that it will either allow you to keep repping/boosting while bleeding into structure, or that the structure buffer itself will buy you some seconds. A prime example for ships that NEED a Damage Control in PvP is Gallente ships. Their hull can make up for most of the EHP in some cases.

It is not mandatory, but also not wasted if

- Your Structure is so few hitpoints that it basically doesn't matter.



So: Yes, there are even PvP fits that don't necessarily need a Damage Control.
Some frigates have so few structure that you're better off by fitting more gank or an energized membrane instead of a DCU.
Or you know that the moment you start taking significant damage and can't warp you're going to be dead anyways, for example some Talwars don't use a Damage Control because having more speed is more beneficial.
Cpt Arareb
Viziam
Amarr Empire
#20 - 2013-08-04 22:38:31 UTC
you can do good in w/o a dcu, in a shield fit, talking pvp here, for pve, a dcu is not required for most situations
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