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Player Features and Ideas Discussion

 
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burst and effect duration synchronized

Author
Hirisho Presolana
Evian Industries
Reeloaded.
#1 - 2017-03-23 20:38:11 UTC
today i had my first ship set for mining fleet boost, and i noticed that the foreman module timer is not synched with the actual effect it generates..
this evening, for example, i had effect duration 95sec thanks to all ships and skill bonuses..
but the "turret" timer, was still 60 sec..

this is not a problem, but having them synched prevents you from using more charges than what is needed..
in 10 mintues you use 10 charges instead of 6..
ofc with auto-repeat..
with manual repeat the problem is not there..

or do i have to assume it's a malus for those using auto-repeat?
Zhilia Mann
Tide Way Out Productions
#2 - 2017-03-23 21:23:38 UTC
The shorter duration allows you to switch scripts more quickly while still providing a burst. It's advantageous, and if you do manual activation you can still get the savings on scripts.

This has definitely come up before and is working as intended.
Bjorn Tyrson
Brutor Tribe
Minmatar Republic
#3 - 2017-03-23 22:19:35 UTC
it also means that if you really want too you can "double down" on your scripts by having two different effects active for ~half the time (assuming about 5 seconds for decycle, script change, and manual reburst)
Hirisho Presolana
Evian Industries
Reeloaded.
#4 - 2017-03-23 22:32:50 UTC
Bjorn Tyrson wrote:
it also means that if you really want too you can "double down" on your scripts by having two different effects active for ~half the time (assuming about 5 seconds for decycle, script change, and manual reburst)


are you telling me i can use one foreman with 2 charges if i'm good enough?
Rawketsled
Generic Corp Name
#5 - 2017-03-23 23:15:47 UTC
Hirisho Presolana wrote:
Bjorn Tyrson wrote:
it also means that if you really want too you can "double down" on your scripts by having two different effects active for ~half the time (assuming about 5 seconds for decycle, script change, and manual reburst)


are you telling me i can use one foreman with 2 charges if i'm good enough?

Yes.
Max Deveron
Deveron Shipyards and Technology
Citizen's Star Republic
#6 - 2017-03-24 00:14:02 UTC
Something i noticed with mining boosts............

They do not sync very well mining rocks, now go into an Ice Anom and they sync quite nicely.
Zerzzes Markarian
McCloud and Markarian Trade and Logistics Corp.
#7 - 2017-03-24 00:19:50 UTC  |  Edited by: Zerzzes Markarian
Nevermind. I was wrong.
Nevyn Auscent
Broke Sauce
#8 - 2017-03-24 00:42:48 UTC
Hirisho Presolana wrote:

are you telling me i can use one foreman with 2 charges if i'm good enough?

No you can't. But you can get a second effect running before the first effect runs out.
However it is still working as intended because you can move and so can your boost targets, especially with the combat ones it allows interceptors to get boosts, warp to perch, warp back into battle on a different location, tackle a target, warp back to you etc and the more frequent renewal means more chance they get a burst.