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Faction and Deadspace Damage Control

Author
Arthur Aihaken
CODE.d
#21 - 2013-10-02 20:03:38 UTC
Igor Nappi wrote:
I agree. These two would never get used.

Seriously? You wouldn't use either for the higher hull resistance?

I am currently away, traveling through time and will be returning last week.

Swiftstrike1
Swiftstrike Incorporated
#22 - 2013-10-02 20:04:46 UTC
I'd prefer to see a "Reactive Damage Control" where the stats begin the same as a T1 DCU, but every cycle shifts more and more resistances towards whichever defensive layer is getting damaged.

Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.

Arthur Aihaken
CODE.d
#23 - 2013-10-02 20:18:36 UTC
Swiftstrike1 wrote:
I'd prefer to see a "Reactive Damage Control" where the stats begin the same as a T1 DCU, but every cycle shifts more and more resistances towards whichever defensive layer is getting damaged.

Added. Let me know your thoughts.

I am currently away, traveling through time and will be returning last week.

Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#24 - 2013-10-02 22:29:15 UTC
Can't agree more to make my shield fits even stronger. On the other hand this could probably help a bit armor too but not really convinced (except when shield fitted).
More modules are always cool but do we really need "that" kind of module, or let me ask it in another way, what makes so there's an absolute necessity to add that kind of module instead of another?

Base idea is cool thou.

removed inappropriate ASCII art signature - CCP Eterne

Mina Sebiestar
Minmatar Inner Space Conglomerate
#25 - 2013-10-02 22:38:36 UTC
good stuff

also domination invul..what the hell is going on with that module.

You choke behind a smile a fake behind the fear

Because >>I is too hard

Arthur Aihaken
CODE.d
#26 - 2013-10-02 22:50:47 UTC  |  Edited by: Arthur Aihaken
Sergeant Acht Scultz wrote:
Can't agree more to make my shield fits even stronger. On the other hand this could probably help a bit armor too but not really convinced (except when shield fitted).
More modules are always cool but do we really need "that" kind of module, or let me ask it in another way, what makes so there's an absolute necessity to add that kind of module instead of another? Base idea is cool thou.

There's not really a lot of hull-specific modules. You've basically got damage control, some structure bonuses and structure repair. The idea with these was to make some race-specific faction damage control modules that lent themselves slightly better to shield, armor or hull. The Deadspace ones are just generally better overall (although not insanely so).

Mina Sebiestar wrote:
good stuff
also domination invul..what the hell is going on with that module.

Thanks. I honestly couldn't tell you... There are a few other modules in that category (one is the Faction tracking enhancer which is a grand total of +0.5% higher tracking speed than the T2 one).

I am currently away, traveling through time and will be returning last week.

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