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Afterburner

Author
Agent 5B
Venom and Bullet Corporation
Metropolis Defense
#1 - 2017-05-02 21:53:26 UTC
Apparently afterburner skill reduces afterburner duration per skill level. Why would you want to do that ?
Rawls Canardly
The Scope
Gallente Federation
#2 - 2017-05-02 21:57:18 UTC
So you can turn it off sooner? Getting out is as important as getting in, and warping with an active afterburner can suck.
Agent 5B
Venom and Bullet Corporation
Metropolis Defense
#3 - 2017-05-02 22:52:47 UTC
Rawls Canardly wrote:
So you can turn it off sooner? Getting out is as important as getting in, and warping with an active afterburner can suck.


True but does that not negate the cap reduction and make it burn out on overload quicker ?
Do Little
Bluenose Trading
#4 - 2017-05-03 08:32:30 UTC
Most large ships can be fit so they will accelerate to warp with 1 pulse of the afterburner. Eve is a big place so getting a DST or battleship to warp in 7.5 seconds can save a lot of time.
Kosetzu
The Black Crow Bandits
Northern Coalition.
#5 - 2017-05-03 11:43:27 UTC
If you read the description on the skill it also says it reduces the activation cost by 10% per level, in order to offset the duration.
Agent 5B
Venom and Bullet Corporation
Metropolis Defense
#6 - 2017-05-03 12:35:04 UTC
Kosetzu wrote:
If you read the description on the skill it also says it reduces the activation cost by 10% per level, in order to offset the duration.


Yes I mentioned that a few posts ago but to iterate the point I was hinting at, there are many players who are adversely affected by the bonus.
Mizhir
Devara Biotech
#7 - 2017-05-03 15:30:10 UTC
Initially the skill increased the duration but that was problematic for dualprop and oversized AB ships as it is often needed to switch the AB on and off.

So the skill got changed to benefit both fits that benefit from pulsing the AB and the fits that permaruns it

❤️️💛💚💙💜

Zhilia Mann
Tide Way Out Productions
#8 - 2017-05-03 19:07:35 UTC
Mizhir wrote:
Initially the skill increased the duration but that was problematic for dualprop and oversized AB ships as it is often needed to switch the AB on and off.

So the skill got changed to benefit both fits that benefit from pulsing the AB and the fits that permaruns it


This.
Agent 5B
Venom and Bullet Corporation
Metropolis Defense
#9 - 2017-05-03 22:32:30 UTC
Zhilia Mann wrote:
Mizhir wrote:
Initially the skill increased the duration but that was problematic for dualprop and oversized AB ships as it is often needed to switch the AB on and off.

So the skill got changed to benefit both fits that benefit from pulsing the AB and the fits that permaruns it


This.


Assuming your fit is concerned about the amount of cap an AB uses and doesn't care about how long you can overheat it for
Mizhir
Devara Biotech
#10 - 2017-05-04 10:31:33 UTC
Agent 5B wrote:
Zhilia Mann wrote:
Mizhir wrote:
Initially the skill increased the duration but that was problematic for dualprop and oversized AB ships as it is often needed to switch the AB on and off.

So the skill got changed to benefit both fits that benefit from pulsing the AB and the fits that permaruns it


This.


Assuming your fit is concerned about the amount of cap an AB uses and doesn't care about how long you can overheat it for


Well the cap usage is offset by the cap cost reduction in the same skill. I don't know if they did anything about heat, but you can heat an AB for pretty long anyways.

❤️️💛💚💙💜

Agent 5B
Venom and Bullet Corporation
Metropolis Defense
#11 - 2017-05-04 11:56:26 UTC
Mizhir wrote:


Well the cap usage is offset by the cap cost reduction in the same skill. I don't know if they did anything about heat, but you can heat an AB for pretty long anyways.


Just seems a bit weird that you might be adding rigs that have the reverse effect to having a higher skill in the drive that you want to protect. Potentially you could use skill extractors to make your AB heat for longer.
W0lf Crendraven
The Tuskers
The Tuskers Co.
#12 - 2017-05-04 12:26:11 UTC
Agent 5B wrote:
Mizhir wrote:


Well the cap usage is offset by the cap cost reduction in the same skill. I don't know if they did anything about heat, but you can heat an AB for pretty long anyways.


Just seems a bit weird that you might be adding rigs that have the reverse effect to having a higher skill in the drive that you want to protect. Potentially you could use skill extractors to make your AB heat for longer.


AB heat doesnt really matter though. You can heat an AB for a long enough time anyways.
Agent 5B
Venom and Bullet Corporation
Metropolis Defense
#13 - 2017-05-04 12:37:58 UTC
W0lf Crendraven wrote:


AB heat doesnt really matter though. You can heat an AB for a long enough time anyways.


I would say it matters as much as AB cap usage if you are the kind of pilot that has a use for overheating an AB
Caleb Seremshur
Commando Guri
Guristas Pirates
#14 - 2017-05-04 19:11:50 UTC
Agent 5B wrote:
Zhilia Mann wrote:
Mizhir wrote:
Initially the skill increased the duration but that was problematic for dualprop and oversized AB ships as it is often needed to switch the AB on and off.

So the skill got changed to benefit both fits that benefit from pulsing the AB and the fits that permaruns it


This.


Assuming your fit is concerned about the amount of cap an AB uses and doesn't care about how long you can overheat it for


The explanation you wanted has been given. Now you're just being obnoxious.
Agent 5B
Venom and Bullet Corporation
Metropolis Defense
#15 - 2017-05-04 21:52:58 UTC  |  Edited by: Agent 5B
Caleb Seremshur wrote:


The explanation you wanted has been given. Now you're just being obnoxious.



Sorry my bad , what I said about overheating is not true.. there is no possible way having a higher skill could be in any way detrimental to the performance of your ship.

Rest in peace

Although for anyone that doesn't think they know everything , what I posted was correct. If there was no issue with reduction of cycle time why would a rig exist that increases it ? not to mention heat transfer from when you are heating multiple modules in the same rack but anyway enough of this obnoxiousness GF
Mizhir
Devara Biotech
#16 - 2017-05-05 11:38:08 UTC
Agent 5B wrote:
Caleb Seremshur wrote:


The explanation you wanted has been given. Now you're just being obnoxious.



Sorry my bad , what I said about overheating is not true.. there is no possible way having a higher skill could be in any way detrimental to the performance of your ship.

Rest in peace

Although for anyone that doesn't think they know everything , what I posted was correct. If there was no issue with reduction of cycle time why would a rig exist that increases it ? not to mention heat transfer from when you are heating multiple modules in the same rack but anyway enough of this obnoxiousness GF


Lol there is a rig that increase cycle time? CCP really need to rework rigs. So many useless ones. But if you are willing to use a rig on it you may aswell put in a speed rig to increase speed thus reduce the need for overheating.

❤️️💛💚💙💜

Agent 5B
Venom and Bullet Corporation
Metropolis Defense
#17 - 2017-05-06 15:15:01 UTC
Mizhir wrote:


Lol there is a rig that increase cycle time? CCP really need to rework rigs. So many useless ones. But if you are willing to use a rig on it you may aswell put in a speed rig to increase speed thus reduce the need for overheating.


There is , Engine thermal shielding, common assumption is that just being faster is best but agility is quite important too and you aren't going very fast once you have 100% heat damage to your propulsion mod so if they have to switch if of a cycle before you do that can end it.


Agent 5B
Venom and Bullet Corporation
Metropolis Defense
#18 - 2017-05-30 10:27:39 UTC
So Zor's Custom Navigation Implant that gives a 10% bonus to afterburner duration, does that make the duration shorter or longer ?
Kosetzu
The Black Crow Bandits
Northern Coalition.
#19 - 2017-05-30 10:41:10 UTC
Makes it longer. Pretty sure that the skill is about the only thing reducing the duration.
Frostys Virpio
State War Academy
Caldari State
#20 - 2017-05-31 17:20:23 UTC
Mizhir wrote:
Agent 5B wrote:
Caleb Seremshur wrote:


The explanation you wanted has been given. Now you're just being obnoxious.



Sorry my bad , what I said about overheating is not true.. there is no possible way having a higher skill could be in any way detrimental to the performance of your ship.

Rest in peace

Although for anyone that doesn't think they know everything , what I posted was correct. If there was no issue with reduction of cycle time why would a rig exist that increases it ? not to mention heat transfer from when you are heating multiple modules in the same rack but anyway enough of this obnoxiousness GF


Lol there is a rig that increase cycle time? CCP really need to rework rigs. So many useless ones. But if you are willing to use a rig on it you may aswell put in a speed rig to increase speed thus reduce the need for overheating.


The rig is not strictly useless so chance of it getting removed are pretty close to 0. Making the cycle longer with no change to cap usage make the AB more efficient in term of cap. It's an extremely niche use case that probably never actually get used by any player but so is EVE. We still have implants that are strictly worse stat wise than others and nothing is being done about them. The rig at least does something that can't be done in a different way if someone ever actually wanted to do that.
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