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Why can't we toggle overheat mode on modules while cloaked?

Author
Reinhardt Kreiss
TetraVaal Tactical Group
#21 - 2017-01-21 13:37:03 UTC
Neuntausend wrote:
Isn't the whole idea of a gate camp that you are at a disadvantage if you jump into it? So you may loose a second toggling overheat first, or run your prop without heat for a cycle. Good, let's keep it that way.


No it's not, that's just the logic of people who gate camp.

There is no lore based logic for either case, allowing it or not is entirely arbitrary. Personally i don't mind either way but I don't see why it shouldn't be allowed, it's not an activation of a module it's just preparation.
Neuntausend
Republic Military School
Minmatar Republic
#22 - 2017-01-21 13:41:29 UTC
Amanda asked for a gameplay reason. I think that's a gameplay reason. Lore can frankly kiss my ass, pardon my french. I'm not reading a book here, but playing a game.
Amanda Creire-Geng
University of Caille
Gallente Federation
#23 - 2017-01-21 15:00:40 UTC
Neuntausend wrote:
Isn't the whole idea of a gate camp that you are at a disadvantage if you jump into it? So you may loose a second toggling overheat first, or run your prop without heat for a cycle. Good, let's keep it that way.

I mean, sure, but you'll already be at a disadvantage regardless, with fast-locking ceptors, bubbles, etc. If you're saying that EVE is the kind of game where high APM matters and you gotta be really quick with the module toggles, then the server should run at the bare minimum industry standard of 30 ticks per second, no? Or, if it's the kind of game that rewards smart thinking, planning, and tactical sense, then preheating makes sense, at least to me. Or, at the very least, modules should remember their overheat state when jumping across systems, so a player can make tactical decisions in advance instead of having to bash keys in rapid succession.
Neuntausend
Republic Military School
Minmatar Republic
#24 - 2017-01-21 16:21:12 UTC
I'm neither saying that Eve is a High APM game, but especially with the low tickrate, quick reactions can make the difference, because if you click just a fraction of a second too late, it means loosing a second. Nor am I saying that planning is not important. I also think that those are not mutually exclusive, both fast reactions and proper planning can go hand in hand.

Ralph said earlier that "margin for error is a good thing" and I agree. If you rely on having overheat from the first cycle, then you can plan ahead and not take the gate, or you can risk it and try to get heat and the module online on the first tick.

In the end, it really doesn't matter all that much whether or not you will have heat on your mods on the first cycle after jumping a gate, but at least in my book it's enough to outweigh the argument of convenience.
March rabbit
Aliastra
Gallente Federation
#25 - 2017-01-21 20:33:51 UTC
Aiwha wrote:
Because long ago, CCP made a game and didn't bother to document any of their code. This has resulted in what we call "spaghetti code online" and means that there are fucktons of silly restrictions and mechanics that need to be carefully isolated lest they accidentally delete every character with an R in their name.

I believe the reason is simplier.

Cases like warp and docking/undocking animation, or overview icon redesign (i mean UI scaling fail) or 'you need to be in range' or 'gong' or many other similar things point to one possibility: those who make decisions about developing (yea, let's take the blame out of developers, hehe) do not play the game, do not spend time in Eve client and even rarely watch other people doing it.

This theory needs one more thing to work tho: there is no bothways connection between developers and design creators in CCP.

But anyway it looks more fitting to all the story of game developing that famous 'spaghetti code' or other reasons (ask yourself: why many of such things get fixed after some time Blink).

The Mittani: "the inappropriate drunked joke"

Alhira Katserna
Deep Space Exploration And Exploitation
#26 - 2017-01-22 11:56:33 UTC
Salvos Rhoska wrote:
Cos you have the advantage of a cloak.


Quote LMAO EndQuote
Quote from every T3D in New Eden.
Shae Tadaruwa
Science and Trade Institute
Caldari State
#27 - 2017-01-22 13:38:12 UTC
Alhira Katserna wrote:
Salvos Rhoska wrote:
Cos you have the advantage of a cloak.


Quote LMAO EndQuote
Quote from every T3D in New Eden.

Yah. He's no too bright.

Dracvlad - "...Your intel is free intel, all you do is pay for it..." && "...If you warp on the same path as a cloaked ship, you'll make a bookmark at exactly the same spot as the cloaky camper..."

March rabbit
Aliastra
Gallente Federation
#28 - 2017-01-22 14:29:39 UTC
Neuntausend wrote:
Isn't the whole idea of a gate camp that you are at a disadvantage if you jump into it? So you may loose a second toggling overheat first, or run your prop without heat for a cycle. Good, let's keep it that way.

Well... If this would be official reason then i would agree with it. Sounds pretty reasonable and in line with the whole ideology of the game.

The Mittani: "the inappropriate drunked joke"

Princess Adhara
University of Caille
Gallente Federation
#29 - 2017-01-22 15:23:20 UTC
Gatecampers need all the help they can get. Otherwise, they wouldn't be gatecamping.
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