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Thread: The completely pointless module/implant/rig thread

  1. #21

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    Omni ECCM, gives same bonuses as racial ECCM (i.e. Ladar) but requires more CPU and cap, since a ship can never have 2 sensor strength types, nor can it change, they are completely useless.

  2. #22

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    The new low-grade implants. They're more scarce, less effective, and they aren't even less SP demanding than their precursors.

  3. #23
    Super Moderator Global Moderator QuackBot's Avatar
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    Quote Originally Posted by Suitonia View Post
    Omni ECCM, gives same bonuses as racial ECCM (i.e. Ladar) but requires more CPU and cap, since a ship can never have 2 sensor strength types, nor can it change, they are completely useless.
    But that would be more as an implication of the system rather than.

  4. #24
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    Quote Originally Posted by Milton Middleson View Post
    The new low-grade implants. They're more scarce, less effective, and they aren't even less SP demanding than their precursors.
    For the vast majority yes. There are a very small amount of them where they are actually working as intended.
    It's 2020. Get a grip.

  5. #25
    Sparkus Volundar's Avatar
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    Quote Originally Posted by LordsServant View Post
    there are zero mechanics based on your shield being at a certain %
    Maybe it was a misunderstanding on my part back at the start of my time in Eve (passive shield PvE fits etc.) but I was under the impression that peak shield recharge was found at the same % as peak cap recharge. Not saying Shield Flux Coils are any good, just noting the technical point.
    Now I have a T2 gun. Ho, ho, ho.

    SHC '10 and proud.

  6. #26
    W0lf Crendraven's Avatar
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    The crystal types are actually usefull btw, infrared for example is a staple in some confessor fits as it gives range without tracking loss so its a must have vs linked ceptors. Also precision missiles are amazing, what are you smoking that you think navy is better in all cases? Precision is in cases almost a 100% dps increase. Take a cruiser missile ship shooting a mwding frigate for example.
    Quote Originally Posted by QuackBot View Post
    I see you have read nietzsche's little known work "beyond boobs and butts".

  7. #27
    Movember '12 Best Facial Hair Movember 2012Donor Lallante's Avatar
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    Quote Originally Posted by W0lf Crendraven View Post
    The crystal types are actually usefull btw, infrared for example is a staple in some confessor fits as it gives range without tracking loss so its a must have vs linked ceptors. Also precision missiles are amazing, what are you smoking that you think navy is better in all cases? Precision is in cases almost a 100% dps increase. Take a cruiser missile ship shooting a mwding frigate for example.
    Prove this with maths or fuck off.

  8. #28
    W0lf Crendraven's Avatar
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    Open eft, open two phoons, fit cruise missiles, one with navy one, with precision. Now open a dps graph and shoot a mwd condor at full speed, see how precision is way better.
    Quote Originally Posted by QuackBot View Post
    I see you have read nietzsche's little known work "beyond boobs and butts".

  9. #29

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    Precision missiles do are useful.

    As are cristals and hybrid ammo. Depending on the fit and the range you want to shoot at, it sometimes is more effective to fit a damage mod and downgrade the cristal/ammo than to fit a TE. For long range weapons, the different ammos allows for flexible fitting, to pick the best ammo for the range and tracking you need.

    What mostly "unbalance" ammo is the T2 long range ammo. For blasters for example null has the power of navy thorium so any lower damage ammo is mostly useless unless you need tracking, but tracking of small weapons is fine at range. Exceptions are shooting inty with med/large blasters/pulse/AC. But then only the longest range one is useful. The shorter range ammo can be useful too to optimise the range/tracking ratio (sometimes uranium can be better for your orbit range for frigates). For long range weapons it's a lot more debatable. First, the T2 long range ammo is only as powerful as the third last ammo, so you lose less with them than for short range weapons ; and the short range ammo is so short range that navy short range ammo are still useful. Second, considering the range of useful ranges you can have is a lot larger, each ammo has a lot more chances to be useful depending on the weapon size, the bonuses, and the number of TE/TC. It's a good way to get the desired range on your fit.

    Of course you will always only keep a handful of ammo in your cargo, but depending on the fit, for long range weapons, the navy ammo you will use can greatly vary. The ammo I find the least useful is the second to last : tungsten and infrared. Yet sometimes they are useful depending on your maximum range, because then you don't need the longest range lowest damage ammo but you can need the tracking of a non T2 ammo.

    I don't know for projectile though. I would need to do the math to see if the tracking ammo are worth the damage penalty.

  10. #30
    The Djego's Avatar
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    Tungsten can be kind of good depending on your range with your sniper setup(basically all hybrid ammos are useful with rails, where the range you have to archive depends on your fitting and the ammo you use). Same goes for projectile ammo, with the difference that it needs more adjustment with mods to use the best damage type split at your intended range. The only real thing that comes to my mind is radio that switches to 100% EM damage, what is outside of shooting stuff like untanked hulls like ceptors or T2 hulls that have it as the lowest resist nearly always a damage loss after resistances(shield tanks will fill the resist hole and armor got it as it strongest resist) what makes it kind of bad against microwave(that will do better damage even in falloff because it got 33% of it's damage in thermal).

    However I do have to agree about ECCM(that just gives you a better chance of not being absolute no use in combat on a rng roll against ECM) and the regenerative platings/membranes. The HP buff is far to weak outside of hitting specific EHP points with caps. They should add for T2 15%(plating) and 20%(membrane) to your rep amount on the same stack as the rigs, so they become a option if you want to max out active tanking with rep speed rigs or want to use 1-2 non tanking rigs with your active tank(like warp speed, align time or just plain speed).

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