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The Damage Control needs to be passive, now more than ever.

First post
Author
Hannott Thanos
Squadron 15
#1 - 2012-12-06 14:25:04 UTC  |  Edited by: Hannott Thanos
I know this module was supposed to be passive from the beginning, and now with the safe logoff it really needs to happen. If you have the DC active, you basically have a 30-60 sec logoff because it has such a long cycle time.

Edit: I'll make a short for/against list here

For:
- It's basically always on anyway
- It's more or less impossible to neut off, and if that happens, it only cost 1 cap to reactivate
- It up to doubles the safe log-off time in space
- It was supposed to be passive to begin with (quote CCP Tuxford)
- You don't have to undock to check EHP. loleftnoob


Against:
- It gives a lot of resistance across the board
- Idiots can forget to switch it on = comedy
- It buffs cloaked ships, protecting them from smartbombs
- Damage Control is strong enough already, no need for a buff (if one chooses to see it as a buff)


Both:
- In frig fights, if your DC shuts off, that's the least of your problems, and you wont win that fight anyway.
- It's vital in frig fights and 2 small neuts can shut it off

- It's a hassle to turn it on all the time
- It's not such a hassle to turn it on all the time


CCP SoniClover wrote:
CCP Punkturis wrote:
CCP Tuxford wrote:


Hannott Thanos wrote:

I hate undocking all the time to see my EHP with the DC. I want to know my EHP when I'm docked :'(


You have no idea how much I want this as well, just ask anyone from my team


confirmed. he talks about this probably every day!


Talks about? Moans and bitches more like it... Twisted

while (CurrentSelectedTarget.Status == ShipStatus.Alive) {

     _myShip.FireAllGuns(CurrentSelectedTarget);

}

Rordan D'Kherr
Imperial Academy
Amarr Empire
#2 - 2012-12-06 14:30:50 UTC
Hannott Thanos wrote:
I know this module was supposed to be passive from the beginning, and now with the safe logoff it really needs to happen. If you have the DC active, you basically have a 30-60 sec logoff because it has such a long cycle time.



Consequences vOv

Don't be scared, because being afk is not a crime.

Arrs Grazznic
Poena Executive Solutions
#3 - 2012-12-06 14:30:51 UTC
And the problem is?
Hannott Thanos
Squadron 15
#4 - 2012-12-06 14:39:04 UTC
Rordan D'Kherr wrote:
Hannott Thanos wrote:
I know this module was supposed to be passive from the beginning, and now with the safe logoff it really needs to happen. If you have the DC active, you basically have a 30-60 sec logoff because it has such a long cycle time.



Consequences vOv

Yeah, one that should not have been there to begin with.

while (CurrentSelectedTarget.Status == ShipStatus.Alive) {

     _myShip.FireAllGuns(CurrentSelectedTarget);

}

Doddy
Excidium.
#5 - 2012-12-06 14:42:39 UTC
Hannott Thanos wrote:
Rordan D'Kherr wrote:
Hannott Thanos wrote:
I know this module was supposed to be passive from the beginning, and now with the safe logoff it really needs to happen. If you have the DC active, you basically have a 30-60 sec logoff because it has such a long cycle time.



Consequences vOv

Yeah, one that should not have been there to begin with.


What exactly is the problem Ugh
Eli Green
The Arrow Project
#6 - 2012-12-06 14:46:04 UTC
Hannott Thanos wrote:
I know this module was supposed to be passive from the beginning, and now with the safe logoff it really needs to happen. If you have the DC active, you basically have a 30-60 sec logoff because it has such a long cycle time.



log off the normal way?

wumbo

Jake Warbird
Republic Military School
Minmatar Republic
#7 - 2012-12-06 14:50:57 UTC
Rordan D'Kherr wrote:
Hannott Thanos wrote:
I know this module was supposed to be passive from the beginning, and now with the safe logoff it really needs to happen. If you have the DC active, you basically have a 30-60 sec logoff because it has such a long cycle time.



Consequences vOv

This.

Apparently this is a key word in the scheme of things. Crazy, right?
Hannott Thanos
Squadron 15
#8 - 2012-12-06 14:51:01 UTC
People don't see the problem with DC being an active module? Really?

while (CurrentSelectedTarget.Status == ShipStatus.Alive) {

     _myShip.FireAllGuns(CurrentSelectedTarget);

}

Aziesta
Binal Extensions
Xagenic Freymvork
#9 - 2012-12-06 14:56:07 UTC
Hannott Thanos wrote:
People don't see the problem with DC being an active module? Really?

Turn off the DC when you disengage, bounce between 2 safe-spots if necessary while waiting for it to finish. I see no problem.
Doddy
Excidium.
#10 - 2012-12-06 15:01:30 UTC
Having active modules makes no difference to log off timer whatsoever ...... They only issues damage control being active has is a) you might forget to turn it on and b) it can get neuted off (very rare thanks to long cycle/tiny cap use). So basically its fine.
TheBlueMonkey
Center for Advanced Studies
Gallente Federation
#11 - 2012-12-06 15:03:02 UTC
Hannott Thanos wrote:
People don't see the problem with DC being an active module? Really?


I don't see a problem
iskflakes
#12 - 2012-12-06 15:05:42 UTC
This seems like a good suggestion to me.

-

Hannott Thanos
Squadron 15
#13 - 2012-12-06 15:08:55 UTC
CCP Tuxford wrote:

Back in the day before I became a programmer with cynical outlook on live I used to be game designer and was actually involved when we changed the functionality of damage controls. This was back in the day when TomB and Hammerhead were mostly doing the balancing and I was their intern math *****.

Now we decided that we'd want the damage control to be a really powerful defensive module but we didn't want people to just fill up their lows with it making all other defensive mods obsolete so we also decided that you could only fit one at a time. At that point we didn't really have the luxury of programming time and we did not have any tools to create a module where only one could be fitted. We did however have a functionality where we could only activate x module at a time so we decided that the damage control would have to be activated but have really low cap need.

So there you have it, the reason dc's use cap in an overly long story P

while (CurrentSelectedTarget.Status == ShipStatus.Alive) {

     _myShip.FireAllGuns(CurrentSelectedTarget);

}

Doddy
Excidium.
#14 - 2012-12-06 15:12:19 UTC
Yeah but the dc being active adds only good things to the game.
Hannott Thanos
Squadron 15
#15 - 2012-12-06 15:14:17 UTC
Doddy wrote:
Yeah but the dc being active adds only good things to the game.

How so?

while (CurrentSelectedTarget.Status == ShipStatus.Alive) {

     _myShip.FireAllGuns(CurrentSelectedTarget);

}

Silk daShocka
Greasy Hair Club
#16 - 2012-12-06 15:21:03 UTC
If you can't wait 30-60 seconds to logoff, you are logging off for the wrong reasons imo.
Doddy
Excidium.
#17 - 2012-12-06 15:22:16 UTC
Hannott Thanos wrote:
Doddy wrote:
Yeah but the dc being active adds only good things to the game.

How so?


Iidots can forget to switch it on = comedy
It can get neuted off = more combat variation (a very rare occurence to be fair).
Alavaria Fera
GoonWaffe
#18 - 2012-12-06 15:25:34 UTC
Hannott Thanos wrote:
CCP Tuxford wrote:

Back in the day before I became a programmer with cynical outlook on live I used to be game designer and was actually involved when we changed the functionality of damage controls. This was back in the day when TomB and Hammerhead were mostly doing the balancing and I was their intern math *****.

Now we decided that we'd want the damage control to be a really powerful defensive module but we didn't want people to just fill up their lows with it making all other defensive mods obsolete so we also decided that you could only fit one at a time. At that point we didn't really have the luxury of programming time and we did not have any tools to create a module where only one could be fitted. We did however have a functionality where we could only activate x module at a time so we decided that the damage control would have to be activated but have really low cap need.

So there you have it, the reason dc's use cap in an overly long story P

The ability to use more than one damage control would make hull tanking a serious reality.

Also, ancillary hull repairers, of course.

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Andski
Science and Trade Institute
Caldari State
#19 - 2012-12-06 15:32:43 UTC
If the module was meant to be passive, it'd be passive. But it's not.

Twitter: @EVEAndski

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths."    - Abrazzar

Hannott Thanos
Squadron 15
#20 - 2012-12-06 15:37:23 UTC
Andski wrote:
If the module was meant to be passive, it'd be passive. But it's not.

It was supposed to, but was made active because of ****** code and lack of time.

while (CurrentSelectedTarget.Status == ShipStatus.Alive) {

     _myShip.FireAllGuns(CurrentSelectedTarget);

}

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