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[March] Damage Module Tiericide

First post
Author
Kyra Lee
Doomheim
#21 - 2016-02-12 04:36:45 UTC
I do not see the point of the Meta 0 items now. The Meta 1 has the same skill requirements, lower fitting, and better dps. There is no reason to ever fit a M0 except avalibility. Why can we not have a "Compact" version like you have provided and an "Ample" version(or some other name) that has the same fitting cost of M0 but slightly higher dps than the Compact? This would create the choice between more dps or more fitting room for other stuff. Obviously the dps increase would have to be less than the T2 version to keep it relevant.
Aaril
Pandemic Horde Inc.
Pandemic Horde
#22 - 2016-02-12 04:43:56 UTC
With all the other CPU nerfs, please use this opportunity to lower the BCS CPU to 30 like all other damage mods.
Kasia en Tilavine
School of Applied Knowledge
Caldari State
#23 - 2016-02-12 08:33:29 UTC
Fozzie. These look amazing. The childish bitching in this thread is unbelievable.

"I want a compact version that does as much as a t2!"
"I want a high cpu version that will be cheaper Isk"
"Oh no! My meta456 does half a percent less!"

Literally unplayable guys.
Cyrek Ohaya
Blazing Sun Group
#24 - 2016-02-12 08:40:11 UTC
The Corax will be happy. TY
Sebastien Saintfrusquin
Evuldgenzo Matari Gardening
Circle-Of-Two
#25 - 2016-02-12 09:38:15 UTC
Any chance for a small quality of life improvement: make the three gun-based damage module types different visually ? Nothing fancy, maybe add on top an icon of a barrage/null/scorch crystal for exemple, or anything else that make them not identical.
erittainvarma
Fistful of Finns
#26 - 2016-02-12 11:21:05 UTC
Hey, why not shake things little bit and also have some modules concentrate on dps and some to volley?

Volley mods would have no RoF boost and high dps modules would have high rof with no damage boost, or even little penalty to damage. They both would give a little bit lower dps in the long run than normal damage mod because of reloading times.

Most likely use cases would be volley oriented fleet compensating their numbers with volley module and high dps module in solo / small gang where you would assume (hope) getting enemy ships down before you need to reload.
Qweasdy
Pandemic Horde Inc.
Pandemic Horde
#27 - 2016-02-12 12:06:07 UTC
erittainvarma wrote:
Hey, why not shake things little bit and also have some modules concentrate on dps and some to volley?

Volley mods would have no RoF boost and high dps modules would have high rof with no damage boost, or even little penalty to damage. They both would give a little bit lower dps in the long run than normal damage mod because of reloading times.

Most likely use cases would be volley oriented fleet compensating their numbers with volley module and high dps module in solo / small gang where you would assume (hope) getting enemy ships down before you need to reload.


The issue is that you could use this to bypass stacking penalties, so fit 4 RoF mods and 4 alpha mods and voila, you have an 8 damage mod ship with only 4 mods worth of stacking

This is a terrible thread. As such, it's locked. - CCP Falcon

Suitonia
Order of the Red Kestrel
#28 - 2016-02-12 13:18:54 UTC  |  Edited by: Suitonia
These all look like Solid Changes.

Any information on where the 'Compact' Drone Damage Amplifier will be dropping from? Since Non Commander Rogue Drone NPCs do not currently have loot tables, will they be added? Or just going to be dropping from other pirate factions like Serpentis/Guristas?

Edit: CCP Fozzie Answered on twitter, they'll be sprinkled through a bunch of NPCs.

https://twitter.com/CCP_Fozzie/status/698134268250300416

Contributer to Eve is Easy:  https://www.youtube.com/user/eveiseasy/videos

Solo PvP is possible with a 20 day old character! :) https://www.youtube.com/watch?v=BvOB4KXYk-o

Khan Wrenth
Viziam
Amarr Empire
#29 - 2016-02-12 14:58:57 UTC
Qweasdy wrote:
erittainvarma wrote:
Hey, why not shake things little bit and also have some modules concentrate on dps and some to volley?

Volley mods would have no RoF boost and high dps modules would have high rof with no damage boost, or even little penalty to damage. They both would give a little bit lower dps in the long run than normal damage mod because of reloading times.

Most likely use cases would be volley oriented fleet compensating their numbers with volley module and high dps module in solo / small gang where you would assume (hope) getting enemy ships down before you need to reload.


The issue is that you could use this to bypass stacking penalties, so fit 4 RoF mods and 4 alpha mods and voila, you have an 8 damage mod ship with only 4 mods worth of stacking


And putting in all those damage mods gimps your fit by way of tank, speed, utility, or otherwise.

Besides, all ships are getting an EHP buff, he does have a point. More damage at this point could be a good thing. Heck, I think we should have scripted mid-slot damage modules. Like tracking computers, you can script for volley, or rate of fire, or leave unscripted for a minor boost to both. And like tracking computers/enhancers, mid-slot ones should be active, take capacitor to run, and be a bit better off than their low counterparts.

Mids in this game are much more coveted than lows anyway, so it would make for a lot of interesting choices.
Fourteen Maken
Karma and Causality
#30 - 2016-02-12 17:04:09 UTC
Quote:
We are also bringing Minmatar/Angel BCS out of the wilderness and buffing them up the same level as the Caldari/Guristas equivalents.


First of all why? You're not bothered about bringing Caldari webs/scrams/disruptors out of the wilderness

Second of all Caldari Navy BCU's cost more than Republic Fleet BCU's and you're giving them the same stats. wtf?

Thirdly Gallente and Minmattar lp stores now get the best modules in scrams, webs, disruptors, and damage mods after these changes.
giovonni Anstian
Sebiestor Tribe
Minmatar Republic
#31 - 2016-02-12 17:51:26 UTC  |  Edited by: giovonni Anstian
Awesome!
Suitonia
Order of the Red Kestrel
#32 - 2016-02-12 22:35:11 UTC
Fourteen Maken wrote:
Quote:
We are also bringing Minmatar/Angel BCS out of the wilderness and buffing them up the same level as the Caldari/Guristas equivalents.


First of all why? You're not bothered about bringing Caldari webs/scrams/disruptors out of the wilderness

Second of all Caldari Navy BCU's cost more than Republic Fleet BCU's and you're giving them the same stats. wtf?

Thirdly Gallente and Minmattar lp stores now get the best modules in scrams, webs, disruptors, and damage mods after these changes.


Caldari Webs/Scrams and Disruptors are coming out of the wilderness, they will have the best fitting requirements.

CN BCUs cost more because of demand, not because they inherently cost more.

Contributer to Eve is Easy:  https://www.youtube.com/user/eveiseasy/videos

Solo PvP is possible with a 20 day old character! :) https://www.youtube.com/watch?v=BvOB4KXYk-o

Sean Parisi
Blackrise Vanguard
#33 - 2016-02-12 23:02:42 UTC  |  Edited by: Sean Parisi
Adam Lyon wrote:
Chiming in for a fourth time to say that I definitely use M4 damage mods because of the price difference compared to T2. I go out of my way to get more CPU into my lowslots so that I can pay less for T2 mods. Make an additional version that is as good as T2 with +4 (like it is now) or +5 (because for some reason every tiericide released today has to be a nice round number of fitting).


Agreed, would be nice to see some more variation. Even if that means having a module close to or on part with the T2 but with significantly more requirements for fitting. The "Cheap" go to module if you have excessive fitting.

Also in general it would just be nice to see the LP stores have their system looked at. Ie: Maybe get rid of tags all together and replace them with something else? Or make naval gear a bit more accessible.
Fourteen Maken
Karma and Causality
#34 - 2016-02-12 23:59:33 UTC
Suitonia wrote:
Fourteen Maken wrote:
Quote:
We are also bringing Minmatar/Angel BCS out of the wilderness and buffing them up the same level as the Caldari/Guristas equivalents.


First of all why? You're not bothered about bringing Caldari webs/scrams/disruptors out of the wilderness

Second of all Caldari Navy BCU's cost more than Republic Fleet BCU's and you're giving them the same stats. wtf?

Thirdly Gallente and Minmattar lp stores now get the best modules in scrams, webs, disruptors, and damage mods after these changes.


Caldari Webs/Scrams and Disruptors are coming out of the wilderness, they will have the best fitting requirements.

CN BCUs cost more because of demand, not because they inherently cost more.


caldari navy web/scram already have the best fitting and rarely used because when people go faction they want range and web strength - not fitting.

caldari navy bcu's cost more because they cost more in the lp stores. 78,750 lp + 31.5mil isk + 243mil tags etc for RF BCU bpc, Caldari BCU bpc costs 135,000 lp + 54mil isk + 242mil tags etc. Also the market for tags will be affected.
Fourteen Maken
Karma and Causality
#35 - 2016-02-13 00:54:15 UTC
each of the other empires has 2 damage mods, and each of them have their own damage mod that no other empire makes: gallente only faction with faction mag stabs, amarr only faction with heat sinks, minmattar only faction with gyrostabs. caldari only have bcu's and now minmattar bcu's will be equal and cheaper, and come from cheaper lp stores. caldari get no tracking mods either, but only gallente and minmattar are getting new faction mods?

no consideration made for balance of faction mods, lp stores, or tags.
Zetakya
State War Academy
Caldari State
#36 - 2016-02-13 12:35:39 UTC
Why has the Federation Navy version lost 0.005 from its damage multiplier?
Swiftstrike1
Swiftstrike Incorporated
#37 - 2016-02-14 08:40:15 UTC  |  Edited by: Swiftstrike1
Have you ever considered changing the damage module stats to make them more thematic?

e.g. reflect laser cap usage by buffing the damage modifier on Heat Sinks and simultaneously nerfing their ROF bonus

edit: Or having different variants within the same racial type?

i.e. one that favours damage modifier and one that favours rate of fire

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

Shakrena
State War Academy
Caldari State
#38 - 2016-02-14 21:15:39 UTC
Any reason against adjusting the CPU for BCS's inline with the other damage modules?
ApolloF117 HUN
The All-Seeing Eye
GaNg BaNg TeAm
#39 - 2016-02-14 21:30:34 UTC
"We are also bringing Minmatar/Angel BCS out of the wilderness and buffing them up the same level as the Caldari/Guristas equivalents."

How is that that a Projectile faction like the angel cartel that we haven't got any missile spec ship have ballistic control system?
Why not the Mordus Legion?

Fozzie do you even EvE Online?
Luscius Uta
#40 - 2016-02-15 08:10:56 UTC
I was hoping you'd give some justice to Ballistic Control Systems by making their CPU use equal with other damage modules. A lot of fits on missile boats are currently very tight on CPU.

Workarounds are not bugfixes.