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List of most useless modules, rigs, and ammo?

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13kr1d1
Hedion University
Amarr Empire
#21 - 2016-10-19 15:52:32 UTC  |  Edited by: 13kr1d1
Iria Ahrens wrote:
Herateis wrote:
Anything other than antimatter is useless right? Plutonium, lead, iron, etc?
Same with crystal, multifreq is best and standard or gamma is useless?

What about warp core optimizer rig and warp speed rig? It seems like they have no pvp value at all.


No, everything is useful in a given circumstance. If anything in EVE is actually useless, then the devs will fix it so it becomes useful again. Different ammo have different advantages and disadvantages. Each has a different level of cap drain, damage application, and range. Multifreq does great damage, but the range sucks. If the enemy is out of the range of one ammo but inside the range of another, then you should change. If your ammo drains your cap too fast, then maybe use a different ammo.


Lol. I have never seen a person's ship pop with standard ammo. With all the balance passes to lasers (which imo were wrong ways to do it), they've become less and less cap hungry and aren't very damaging either. They NEED MF, they don't just use it as a handy alternative. It's a very clear need.

For instance, to make standard crystals viable, the cap drain of lasers would have to be double what they are now, but the damage would also have to go up so that when you're using standard it will have barely enough DPS to get through a tank, which would in turn affect all the other crystals. The ideal scenario would probably be to bump damage up on crystals by 1 or 2 points across the smalls, and make lasers cap hungry.

Believe me when I say I've tried it all, and ironically, while you lose DPS at full angular velocity if both ships are moving opposite to each other with multifreq, you still do more damage overall when you win the lottery because you change direction or they do and your guns happen to fire right then. Lasers have poor tracking, but target painters or flying manually greatly improve MF damage. No amount of good flying greatly improves standard crystal damage.

The negatives of short range ammo are outweighed so much by the benefits, especially coupled with the very static engagement ranges that are designated through the prop disruption mods, (WD, SW, WCS).

Yellow laser doesn't give you any more utility. Cap use is light enough on lasers that any mod you might need to use isn't going to drain you before you or the other person goes pop.

Trying to swap ammo to stay relevant is a losing proposition to me because you're talking multiple tick delays, which isn't as instantaneous and people laud. DPS is too high to wait around like that, especially in amarr ships which can't control range that well, being slower and having inferior slot layouts.

Mephiztopheleze wrote:
13kr1d1 wrote:
Ralph King-Griffin wrote:
Hyperspacial rigs are particularly useful for hunting people.
Be it in a ceptor to get from ingress to target, keeping your eyes ahead of a fast paced fleet or running someone down.
Being able to warp faster is a pretty big deal.



I vehemently disagree. That might be okay in very specific circumstances, but by and large, it has the same problem like so many other designs in EVE or anywhere else built purely for speed; you certainly get there first but then you don't have the punch to do the job.

You have to sacrifice too much to catch up to someone, and the only way I could forsee that rig being useful is purely for getting away from equal numbered enemies and trying to catch loners, as you're giving up rig slots that could go to in-fight defenses, the big three: sub-warp speed, armor, damage.


It strikes me that you're not really much of an Interceptor or light tackle pilot then.

An Interceptor's 'punch' is it's Warp Disruptor & Warp Scrambler. It's whole job is to *Intercept* and then hold onto something long enough for rest of the fleet/gang to arrive and set about the rather indelicate procedure of applying DPS and additional tackle. If you're fitting a ceptor for damage you're either in a pure interceptor fleet, or you're doing it very wrong.

I use Hyperspatials on cloaky hunting T3 Cruisers for exactly the reasons Ralph states. My default rigs on 'ceptors is a Hyperspatial and a Polycarb. On Buzzards, I default to a Hyperspatial and a Gravity rig.



Haven't you just redescribed exactly what I said in your own words? if you're using it, you're catching people who are alone because its sure as hell not being used on any ship that's fighting in equal combat, and you're using it to hold some individual down for a fleet to gank. It literally has only that one use.

Don't kid yourselves. Even the dirtiest pirates from the birth of EVE have been carebears. They use alts to bring them goods at cheap prices and safely, rather than live with consequences of their in game actions on their main, from concord to prices

13kr1d1
Hedion University
Amarr Empire
#22 - 2016-10-19 15:53:57 UTC
Mephiztopheleze wrote:
13kr1d1 wrote:
Ralph King-Griffin wrote:
Hyperspacial rigs are particularly useful for hunting people.
Be it in a ceptor to get from ingress to target, keeping your eyes ahead of a fast paced fleet or running someone down.
Being able to warp faster is a pretty big deal.



I vehemently disagree. That might be okay in very specific circumstances, but by and large, it has the same problem like so many other designs in EVE or anywhere else built purely for speed; you certainly get there first but then you don't have the punch to do the job.

You have to sacrifice too much to catch up to someone, and the only way I could forsee that rig being useful is purely for getting away from equal numbered enemies and trying to catch loners, as you're giving up rig slots that could go to in-fight defenses, the big three: sub-warp speed, armor, damage.


It strikes me that you're not really much of an Interceptor or light tackle pilot then.

An Interceptor's 'punch' is it's Warp Disruptor & Warp Scrambler. It's whole job is to *Intercept* and then hold onto something long enough for rest of the fleet/gang to arrive and set about the rather indelicate procedure of applying DPS and additional tackle. If you're fitting a ceptor for damage you're either in a pure interceptor fleet, or you're doing it very wrong.

I use Hyperspatials on cloaky hunting T3 Cruisers for exactly the reasons Ralph states. My default rigs on 'ceptors is a Hyperspatial and a Polycarb. On Buzzards, I default to a Hyperspatial and a Gravity rig.



With no EHP, how exactly do you keep from dying?

Don't kid yourselves. Even the dirtiest pirates from the birth of EVE have been carebears. They use alts to bring them goods at cheap prices and safely, rather than live with consequences of their in game actions on their main, from concord to prices

SurrenderMonkey
State Protectorate
Caldari State
#23 - 2016-10-19 16:27:53 UTC  |  Edited by: SurrenderMonkey
13kr1d1 wrote:


Lol. I have never seen a person's ship pop with standard ammo. With all the balance passes to lasers (which imo were wrong ways to do it), they've become less and less cap hungry and aren't very damaging either. They NEED MF, they don't just use it as a handy alternative. It's a very clear need.


Since it's not allowed to actually link them, pretend I just put a Suitonia lossmail with IN standard loaded right about here.

But that guy is regarded as pretty terrible, so he was probably doing it wrong.Roll

Standard is quite good in beams, especially on Confessors. One might even say it is...standard.

"Help, I'm bored with missions!"

http://swiftandbitter.com/eve/wtd/

ShahFluffers
Ice Fire Warriors
#24 - 2016-10-19 16:56:19 UTC
13kr1d1 wrote:
Mephiztopheleze wrote:
13kr1d1 wrote:
Ralph King-Griffin wrote:
Hyperspacial rigs are particularly useful for hunting people.
Be it in a ceptor to get from ingress to target, keeping your eyes ahead of a fast paced fleet or running someone down.
Being able to warp faster is a pretty big deal.



I vehemently disagree. That might be okay in very specific circumstances, but by and large, it has the same problem like so many other designs in EVE or anywhere else built purely for speed; you certainly get there first but then you don't have the punch to do the job.

You have to sacrifice too much to catch up to someone, and the only way I could forsee that rig being useful is purely for getting away from equal numbered enemies and trying to catch loners, as you're giving up rig slots that could go to in-fight defenses, the big three: sub-warp speed, armor, damage.


It strikes me that you're not really much of an Interceptor or light tackle pilot then.

An Interceptor's 'punch' is it's Warp Disruptor & Warp Scrambler. It's whole job is to *Intercept* and then hold onto something long enough for rest of the fleet/gang to arrive and set about the rather indelicate procedure of applying DPS and additional tackle. If you're fitting a ceptor for damage you're either in a pure interceptor fleet, or you're doing it very wrong.

I use Hyperspatials on cloaky hunting T3 Cruisers for exactly the reasons Ralph states. My default rigs on 'ceptors is a Hyperspatial and a Polycarb. On Buzzards, I default to a Hyperspatial and a Gravity rig.



With no EHP, how exactly do you keep from dying?

You are aware that "speed tanking" is a thing, right?

And that a true Interceptor's job is not to actually deal damage (most "tackle only" setups fit token weapons for anti-drone defense)

And that you can intercept an enemy gang simply by tackling the most expensive thing (the gang may try to save it from you, giving your gang precious time to catch up).

And that you do not need to be within sub-15km ranges to intercept an enemy (hell, some setups can tackle you 20+ kms out).
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#25 - 2016-10-19 17:07:42 UTC
Velarra wrote:
Iria Ahrens wrote:

No, everything is useful in a given circumstance. If anything in EVE is actually useless, then the devs will fix it so it becomes useful again. Different ammo have different advantages and disadvantages. If the enemy is out of the range of one ammo but inside the range of another, then you should change.


What about Defender missiles?



They're a known issue.

Exactly how to fix them, that's not so easy. There have been discussions about them in most of my CSM terms.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Mephiztopheleze
Laphroaig Inc.
#26 - 2016-10-19 17:25:44 UTC  |  Edited by: Mephiztopheleze
13kr1d1 wrote:
Haven't you just redescribed exactly what I said in your own words? if you're using it, you're catching people who are alone because its sure as hell not being used on any ship that's fighting in equal combat, and you're using it to hold some individual down for a fleet to gank. It literally has only that one use.


to paraphrase a great sage: if you find yourself in a fair fight, you went in underprepared.

regardless of its many similarities, this is EVE, not Chess.

13kr1d1 wrote:
With no EHP, how exactly do you keep from dying?


by not getting hit for 'wrecking' shots through a combination of raw speed and *skill*?

Occasional Resident Newbie Correspondent for TMC: http://themittani.com/search/site/mephiztopheleze

This is my Forum Main. My Combat Alt is sambo Inkura

Iria Ahrens
Space Perverts and Forum Pirates
#27 - 2016-10-19 20:40:38 UTC
Velarra wrote:
Iria Ahrens wrote:

No, everything is useful in a given circumstance. If anything in EVE is actually useless, then the devs will fix it so it becomes useful again. Different ammo have different advantages and disadvantages. If the enemy is out of the range of one ammo but inside the range of another, then you should change.


What about Defender missiles?


You should have underlined the second half. "The devs will fix it." Eventually. They've already fixed so many things that were useless previously, that I'm confident that they will come up with something.

Defender missiles do not work for their intended role. They are still not useless, but one has to bend over backwards so far to create a situation to make them useful that it can lead to hospitalization.

The explained in a fanfest that they check the statistics for everything, and if no one is loading up a given module and using it, then they mark that module for some kind of upgrade. If a module become seen a so essential that everyone fits that module then that module will be marked for a downgrade.

My choice of pronouns is based on your avatar. Even if I know what is behind the avatar.

Iria Ahrens
Space Perverts and Forum Pirates
#28 - 2016-10-19 20:53:29 UTC  |  Edited by: Iria Ahrens
13kr1d1 wrote:

Lol. I have never seen a person's ship pop with standard ammo. With all the balance passes to lasers (which imo were wrong ways to do it), they've become less and less cap hungry and aren't very damaging either. They NEED MF, they don't just use it as a handy alternative. It's a very clear need.


PvP is a matter of situational control. If you control the encounter, then you will force the range to be at the ideal you fit your ship for. If the other party controls the encounter then you'll only be at your optimal range only if it happens to be the other party's optimal. Otherwise, you had better have another ammo to swap to. Generally, if I fly pvp, I'll carry ammo for three ranges.

Personally, I find that there are too many ammo types, mainly because the difference in ranges is too small to be useful. It takes too long to switch ammo to switch every time the enemy moves 2k. So I pick a short, medium, and long range ammo and call it done.

Non-faction crystals are good for shooting at anchored objects or anything else when I don't want to wear out my crystals.

My choice of pronouns is based on your avatar. Even if I know what is behind the avatar.

ergherhdfgh
Imperial Academy
Amarr Empire
#29 - 2016-10-20 01:23:46 UTC
13kr1d1 wrote:

Lol. I have never seen a person's ship pop with standard ammo. With all the balance passes to lasers (which imo were wrong ways to do it), they've become less and less cap hungry and aren't very damaging either. They NEED MF, they don't just use it as a handy alternative. It's a very clear need.

It sounds to me like you are speaking strictly of PvP encounters and even at that probably only specific types of PvP encounters like maybe smaller groups.

Standard ammo gets used a lot. If it didn't then I would be missing several Billion isk as I've sold lots of standard ammo.

As far as Multi Frequency goes I use other crystals on my lazer boats often and T1 versions of it as well. I think the one that I use the most is probably Ultraviolet but that is just because of the range at which I engage due to Sentry range and tank situations it works out best. One of the benefits of lazers is that you can change with no reload time so you can switch up ammo as the NPCs get closer. So I keep a wide variety in my cargohold.

Of course everything that I just described is in PvE situations but I just don't see how you could call something useless just because you don't use it. I mean I am sure you don't see cargo expanders on a lot of PvP ships but they are far from a useless mod.

Back to my previous point which was pretty much every module and ship has it's use. You may never find a use for it since playstyles are so varied but that does not mean that other people don't have fits that need that mod or work best with that mod. I just think that it's better for the OP to focus on what works best for him rather than what does not work well for everyone else.

As far as your critique of some of the balancing I totally agree with you. It seems to me that they have moved away from trade offs and more towards homogenization. To me it's taken away a lot of the flavor of the different races and to me that is like making everything vanilla ice cream. I mean sure you can choose between French Vanilla and Vanilla Bean and Soft Serve etc.. but it's still all just vanilla ice cream.

Want to talk? Join Cara's channel in game: House Forelli

Herateis
State Protectorate
Caldari State
#30 - 2016-10-26 05:52:42 UTC
Warp core optimizer for frigate? How is this useful?
Donnachadh
United Allegiance of Undesirables
#31 - 2016-10-26 13:50:50 UTC
Herateis wrote:
Warp core optimizer for frigate? How is this useful?

Ever tried to fly a Helios across some of EvE's larger solar systems?
If you had you would know how useful these can be.

Everything has a use in EvE, because you do not use it, or cannot understand how it may be useful does not change that.
DeMichael Crimson
Republic University
Minmatar Republic
#32 - 2016-10-28 04:23:20 UTC
Herateis wrote:
List of most useless modules, rigs, and ammo?


Civilian stuff that new players get from the Career Agents.

That sh*t is completely useless and should be replaced with Tech 1 Meta 0 items.



DMC
Winter Archipelago
Autumn Industrial Enterprises
#33 - 2016-10-28 19:21:09 UTC
For all the talk of Hyperspatial rigs, I'm fond of using one or two on my low-volume haulers. Use one of the tanky T1 industrials, fit them up for ~5k m3 cargo, utilize the mids for ample tank, and a mix of align and warp speed rigs to achieve a quicker transit for the low-volume (and low-value) cargo.
Herateis
State Protectorate
Caldari State
#34 - 2016-11-03 01:08:42 UTC
Donnachadh wrote:
Herateis wrote:
Warp core optimizer for frigate? How is this useful?

Ever tried to fly a Helios across some of EvE's larger solar systems?
If you had you would know how useful these can be.

Everything has a use in EvE, because you do not use it, or cannot understand how it may be useful does not change that.


But that's like intertia stabilizier on a destroyer to me.. you might get where you're going faster sure but by the time you get there you have less dps or tank compared to someone you're fighting.
Iria Ahrens
Space Perverts and Forum Pirates
#35 - 2016-11-03 04:23:35 UTC
Herateis wrote:


But that's like intertia stabilizier on a destroyer to me.. you might get where you're going faster sure but by the time you get there you have less dps or tank compared to someone you're fighting.


Solo maybe. The essence of strategy though is to be there firstest with the mostest. :)

As a solo ship, arriving at a celestial with 6 taranises, then flee to another celestial (it was a new system) and the taranuses beat me there, then warp to another celestial where the taranuses beat me there too.

If you're in a group those that get there first are the ones on the km.

My choice of pronouns is based on your avatar. Even if I know what is behind the avatar.

13kr1d1
Hedion University
Amarr Empire
#36 - 2016-11-04 05:52:41 UTC  |  Edited by: 13kr1d1
Winter Archipelago wrote:
For all the talk of Hyperspatial rigs, I'm fond of using one or two on my low-volume haulers. Use one of the tanky T1 industrials, fit them up for ~5k m3 cargo, utilize the mids for ample tank, and a mix of align and warp speed rigs to achieve a quicker transit for the low-volume (and low-value) cargo.


Hyperspatial rigs are the thing to invest in for low volume, low isk/volume haulers, bar none. I use a sigil with 3 tech 1s and it warps around like an inty practically.

They're actually hugely important for transporting goods or any other service. I can't speak to other modules anyone else is talking about in here, but align time is part of the equation for getting from A to B faster, and Warp Speed itself is a far bigger component, because your warp max not only gives you the value for how fast you accelerate to your max, but also how fast your max is, as well as how fast you decelerate.

Try to get 6 or greater warp speed, you'll maximize how fast you come out of warp. People in the business of shipping goods through space should have implants and rigs set for maximum speed, which is align+warp.

Don't kid yourselves. Even the dirtiest pirates from the birth of EVE have been carebears. They use alts to bring them goods at cheap prices and safely, rather than live with consequences of their in game actions on their main, from concord to prices

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