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The capital shield tranporter buff or why it is another Chimera nerf thread

Author
Pinky Denmark
The Cursed Navy
#21 - 2012-01-26 15:41:43 UTC
I think these issues would be solved by implementing more named modules and making the others cheaper to obtain...
elitatwo
Zansha Expansion
#22 - 2012-01-26 20:00:08 UTC
Demon Azrakel wrote:

And a Hyperion should be able to fit 8 Cormack's Neutron Blaster Cannons (they are bonused, after all), 2x Chelm's Cap Boosters (requirements for an active repping blaster Hyperion as much as a Triage Module is a requirement for a triage carrier...), and 2 (or six, by your logic) X-type LARs (also bonused)?

On the original topic, your logic suggests that you should be bitching about not being able to fit 4x cap transfers, not two.

I mean, really, by your logic, all ships should be able to fit a full rack of the largest bonused modules as well as any other unbonused modules that aid them. Your logic at the very least suggests that you should be able to fit 5x 425s on a cyclone and 3x hams with an x-large shield booster, two invuls, a shield boost amp, cap boosters, DCU, several gyros....


Hold on a minute, I didn't say that.
The named (meta 2 I think) capital modules were added a very short time ago and those were not available when I did my first tests.
Today on the masstest I used all named variants of the captial shield booster, capital shield transfer and captial energy tranfers and the tech 1 triage module.
The named captial shield booster got additional help from a tech2 shield boost amplifier. Except for the powergrid, which I raised with one power diagnostic II, I still got 15.600 powergrid and 40.1 cpu left. So much for that.
If it was on the live server, I wouldn't be able to afford those and I would have to ask, if I should really fit 200mio isk modules on a 600mio carrier?
For me the answer would be no.
On a Raven I will run out of cpu if I would fit tech2 torpedo launchers and would end up with two empty high slots and 10 cpu (I am not sure here).
A Scorpion has no fitting problem with any crazy things you may want to use. The Navy Raven will also run out of cpu with torpedo launchers but you only have one utility slot left anyway.
Any Caldari cruiser has fitting issues with the largest possible weapon system, but in thier case the fitting will cost twice or three times as much as the ship itself (lol?).
The Rokh with 8x Neutron Blaster II, X-large shield booster II, boost amp II, 3x invul field II will only run out of module slots to fit a module into and has insane amounts of cpu and powergrid.

You still havent read my first post. I was asking why shield boosters and hardeners need insane amounts of cpu, when your onboard computer just turns on an energy field, while any armor repair thingy will only use way less cpu for managing and programming gazillions of nanites to repair your ships armor?

Look at da numbers:

large shield booster II 115 cpu
x-large shield booster II 230 cpu (and where did all that mindflood go??)
large armor repairer II 55 cpu
capital shield booster I 300 cpu and 100.000 powergrid
capital armor repairer I 75 cpu and 125.000 powergrid

If capital tech2 modules were to come, would a tech2 capital shield booster need 500 cpu? Would it still be intended for the dreadnought and the carrier?
I know that ccp hates Caldari very much but when I look at those numbers, this is a little over the top, don't you think?

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Demon Azrakel
Garoun Investment Bank
Gallente Federation
#23 - 2012-01-31 00:17:18 UTC
elitatwo wrote:
Demon Azrakel wrote:

And a Hyperion should be able to fit 8 Cormack's Neutron Blaster Cannons (they are bonused, after all), 2x Chelm's Cap Boosters (requirements for an active repping blaster Hyperion as much as a Triage Module is a requirement for a triage carrier...), and 2 (or six, by your logic) X-type LARs (also bonused)?

On the original topic, your logic suggests that you should be bitching about not being able to fit 4x cap transfers, not two.

I mean, really, by your logic, all ships should be able to fit a full rack of the largest bonused modules as well as any other unbonused modules that aid them. Your logic at the very least suggests that you should be able to fit 5x 425s on a cyclone and 3x hams with an x-large shield booster, two invuls, a shield boost amp, cap boosters, DCU, several gyros....


Hold on a minute, I didn't say that.
The named (meta 2 I think) capital modules were added a very short time ago and those were not available when I did my first tests.
Today on the masstest I used all named variants of the captial shield booster, capital shield transfer and captial energy tranfers and the tech 1 triage module.
The named captial shield booster got additional help from a tech2 shield boost amplifier. Except for the powergrid, which I raised with one power diagnostic II, I still got 15.600 powergrid and 40.1 cpu left. So much for that.
If it was on the live server, I wouldn't be able to afford those and I would have to ask, if I should really fit 200mio isk modules on a 600mio carrier?
For me the answer would be no.
On a Raven I will run out of cpu if I would fit tech2 torpedo launchers and would end up with two empty high slots and 10 cpu (I am not sure here).
A Scorpion has no fitting problem with any crazy things you may want to use. The Navy Raven will also run out of cpu with torpedo launchers but you only have one utility slot left anyway.
Any Caldari cruiser has fitting issues with the largest possible weapon system, but in thier case the fitting will cost twice or three times as much as the ship itself (lol?).
The Rokh with 8x Neutron Blaster II, X-large shield booster II, boost amp II, 3x invul field II will only run out of module slots to fit a module into and has insane amounts of cpu and powergrid.

You still havent read my first post. I was asking why shield boosters and hardeners need insane amounts of cpu, when your onboard computer just turns on an energy field, while any armor repair thingy will only use way less cpu for managing and programming gazillions of nanites to repair your ships armor?

Look at da numbers:

large shield booster II 115 cpu
x-large shield booster II 230 cpu (and where did all that mindflood go??)
large armor repairer II 55 cpu
capital shield booster I 300 cpu and 100.000 powergrid
capital armor repairer I 75 cpu and 125.000 powergrid

If capital tech2 modules were to come, would a tech2 capital shield booster need 500 cpu? Would it still be intended for the dreadnought and the carrier?
I know that ccp hates Caldari very much but when I look at those numbers, this is a little over the top, don't you think?


Shield Boosters, Shield Hardeners, and Shield Boost Amps need a lot of CPU to limit ship fittings, I could argue that my LARs use too much powergrid, wouldn't a shield booster need more power than an army of nanobots (not a huge amount of logic either way). I assure you, with max skills, you will run into fitting issues with the dominix, megathron, and hyperion. Same with frigates.

Simple answer: shields use CPU heavily, armor uses PG heavily, CCP uses this, along with slot placement, to limit ship fittings.
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