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Omnidirectional Tracking Link II and Faction

First post
Author
Tenga Halaris
Galactic Traders Union
#1 - 2011-12-07 08:28:38 UTC
Hello CCP and fellow Drone pushers,

Since the new Omnidirectional Tracking Link has the same stats like the Faction Module, except the CPU usage ofc., wouldn't it be logical to improve the Faction Module aswell?

I mean since there's only one module, the Fed. Navy Omni, why leaving it as it is, with a price in the LP Store which is ridiculous, compared to the T2?

You created a new T2 module, making the Faction one obsolete.


Give the Faction one a 30/30% Bonus and the old 39 CPU req.


Dones must get more love!
Glarrion
Minner Alliance
#2 - 2011-12-07 08:31:47 UTC
there is many such modules - like CAP recharger II that is exactly same as faction one's (except cpu ) so - dont think that ccp change it
Tenga Halaris
Galactic Traders Union
#3 - 2011-12-07 08:47:42 UTC
If you like, you can use an Officer Caprecharger.

Ok, we have a Drone Link Augmentor (I, II, faction), A Tracking Link (I, II, Faction) and a Navigation Computer (I, II) which nobody uses. So it comes down to two modules which are useful, subcap wise.

That's not much, especially for a Primary Weapon System if you fly an Ishtar, Gila or Dominix.

Kesshisan
#4 - 2011-12-07 10:28:24 UTC
Tenga Halaris wrote:
If you like, you can use an Officer Caprecharger.

Ok, we have a Drone Link Augmentor (I, II, faction), A Tracking Link (I, II, Faction) and a Navigation Computer (I, II) which nobody uses. So it comes down to two modules which are useful, subcap wise.

That's not much, especially for a Primary Weapon System if you fly an Ishtar, Gila or Dominix.


I use navigation computers. They're extremely handy for afk-Gila fits and specific rats who orbit really close.
The Snowman
Aliastra
Gallente Federation
#5 - 2011-12-08 13:56:42 UTC
I always thought the point of faction stuff was that its usually equivalent to tech 2 but lower fitting / skill usage requirements.

obviously thats not true for all faction - tech 2 counterparts.

And of course, factional stuff comes from a different place than t2 stuff does. so one 'could' argue that even if they are identical, some users 'may' simply prefer to buy the faction item since it 'might' work out cheaper. Even if it 'may' not be the case at any given time given the isk p/lp ratio but it 'may' be some time in the future.

Its just not simply a case of 'faction = better'

hiporiko
Hyena Capital Management
#6 - 2011-12-08 15:59:12 UTC
It's always nice spending tens/hundreds of millions on an item only to see its value and usefulness plummet through the floor.
CCP Ytterbium
C C P
C C P Alliance
#7 - 2011-12-08 16:24:46 UTC
Linda Shadowborn
Dark Steel Industries
#8 - 2011-12-08 16:39:14 UTC
CCP Ytterbium wrote:


Make that happen and ill have your babies! :)
Tenga Halaris
Galactic Traders Union
#9 - 2011-12-08 17:37:28 UTC
Did not see that, thanks. Very nice change.

Goose99
#10 - 2011-12-08 17:38:52 UTC
How about also fix faction and deadspace guns so they do more dps than cheap t2 guns? About time? No?Roll
Sven Hammerstorm
Royal Amarr Institute
Amarr Empire
#11 - 2011-12-08 19:16:18 UTC
Goose99 wrote:
How about also fix faction and deadspace guns so they do more dps than cheap t2 guns? About time? No?Roll


would still be inferior because of no spec and no t2 ammo
Zircon Dasher
#12 - 2011-12-08 19:24:38 UTC  |  Edited by: Zircon Dasher
Goose99 wrote:
How about also fix faction and deadspace guns so they do more dps than cheap t2 guns? About time? No?Roll



Well now that the precedent has been set.......

Yes please! Make faction/deadspace always better + have easier fitting!!

EDIT: Actually I will make list of all faction items that are only "better" because of fitting req's to post here (if I get some time in the next day or two)

Nerfing High-sec is never the answer. It is the question. The answer is 'YES'.

Alexa Coates
Center for Advanced Studies
Gallente Federation
#13 - 2011-12-09 00:27:55 UTC
buff domination mods. I mean christ sake some of them have t1 stats.

That's a Templar, an Amarr fighter used by carriers.

Goose99
#14 - 2011-12-09 03:05:53 UTC
Zircon Dasher wrote:
Goose99 wrote:
How about also fix faction and deadspace guns so they do more dps than cheap t2 guns? About time? No?Roll



Well now that the precedent has been set.......

Yes please! Make faction/deadspace always better + have easier fitting!!

EDIT: Actually I will make list of all faction items that are only "better" because of fitting req's to post here (if I get some time in the next day or two)


If someone's willing to fight with a rack of guns worth 100 mil each, that person deserves some form of advantage. Someone who fights with a rack of 1 mil guns, on the other hand, does not deserve the godly range or dps. Risk a lot, get something, subject to diminishing return. Risk nothing, get zip.

Sven Hammerstorm wrote:
Goose99 wrote:
How about also fix faction and deadspace guns so they do more dps than cheap t2 guns? About time? No?Roll


would still be inferior because of no spec and no t2 ammo


Allow t2 ammo to be loaded into faction/deadspace guns if character meets prerequisite skill of charge group.
Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#15 - 2011-12-09 07:43:51 UTC
One the issue of guns, yea, they are pretty lackluster.

Often they just have meta 4 range, and then a slightly higher damage mod... but look at the fed navy blasters, at least the small ones... wtf, they have less range than meta 4....
I'll bet someone meant to change the 1,500 of meta 0 to 1,800 of meta 4, and accidentally put in the 8 and dropped a zero instead of changing the 5 to an 8, to get 1580.
I quickly gave up the idea of Gallente faction fitting my Gallente navy commet when I found meta 4 guns had more range, and that T2 adaptive nanoplating was exactly equal to the fed navy version, both had the same 1 MW fitting. The faction fit in that case didn't even give me better fitting!

For hybrids and lasers, there is the cap usage bonus -> they use significantly less cap than T2 guns***.

I do think the skill investment for T2 should still be rewarded.
The higher damage mod is fine as is IMO, you need spec to lvl 4 to beat it. Maybe increase it such that only spec lvl 5 beats it.
I would also give them a 5% range and falloff bonus over meta 4 guns.

Sure, they can't fit Scorch, but now your faction microwave crystal gets you nearly as far, and your faction radio crystal gets you even more range than Scorched T2.

Maybe even throw in 5% higher tracking - not using the T2 range extending ammo (especially for the close range variants, pulse, autos, blasters) is a huge detriment, and faction guns are awfully expensive (I'd only consider using them on ships with a large turret damage bonus and few turret slots - so I don't need to buy so many- ships like; Bhaal, Nightmare, marauder, and maybe the Firetail, Comet, and Slicer)

*** I think the higher cap usage of T2 hybrids and Lasers is BS.
All 3 gun types have the same higher fitting reqs....
Then you slap on a cap penalty for hybrids and lasers with no offsetting penalty for Projectiles = another reason for the name "WInmatar"
I say bring T2 gun cap usage to be equal with T1 meta 4, or at least meta 0.