It has its uses
To be fair, I think it penalizes you too heavily for the unique benefit of flexible resist profiles.
1) Reduce cap expendature
2) Increase adjustment rate
3) Change overheat bonus to increase maximum available resistance.
Then it's not a terrible module.
OH increasing the % adjusted per cycle might also be good.
Now I have a T2 gun. Ho, ho, ho.
SHC '10 and proud.
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I doubt it will ever beat 2x EAMN+Hardener or 2xHardener+EANM, even if it wasn't stacked.
Actually an '06.
MWO: Northern Nomad
But cannot refit during spacecombat
Actually an '06.
MWO: Northern Nomad
The base profile is virtually identical to a triple-stacked T2 EANM. Granted it uses cap (don't train the skill past... maybe 2 or possibly 3), but the resist shifting after already basically being identical is a nice little bonus.
I tried to be cool and all I got was a lousy warning about my sig being too big.
A couple questions:
So basically with mx skill on that cycle time book (puts the module on a 5 sec cycle time) you have to be shot for 25 seconds before it finishes shifting? Provided the range incoming does not change its profile.
Also does it start to reset back to the 15% spread or does it keep the resistant profile till it is turned off?
AFAIK, that's how the shifting works. But I don't have nearly enough experience with them to confirm that.
If I remember correctly, it kept the resistance profile until I turned it off and it didn't attempt to recalibrate. But, again, no solid experience besides prelim tests I ran ages ago.
Love the idea and the skill book helped, but has anyone found a halfway decent use for this yet? I've liked them as the sole hardener on a couple of solo setups (Dual Rep Zealot f/ex) but haven't yet found any really good use for them. Haven't found them to be bad persay, but not really anything special either.
Actually I think this could replace DC on cruiser ships and below. It gives the same amount of armor bonuses as a DC but with the ability to adapt to incoming damage. But you should only use them on ships which don't have a lot of hull otherwise it's probably not worth it since you lose hull res. It should be especially good with logis or active tanking because more res means more tanked DPS.
The only tricky part is to turn off your hardener when damage type changes, allowing your module to recalibrate itself quicker (since it doesn't have to lose what it gained). And that's why you need the skill which reduces duration of the hardener.
Last edited by Jericho Harkonenn; September 3 2012 at 03:14:26 PM.
Cruisers have next to no hull HP anyway. My wormholin' Proteus doesn't have a DC2.
Last edited by Durzel; September 3 2012 at 03:45:31 PM.
so... when shooting these things with arties...
in case the fleet didnt one-shot him, it'll have adapted only once by the second volley?
To my understanding, yes. 3% per cycle and with the right skill your cycle can go down to 5 sec so it is rather fast. But as you pointed out, it's kinda useless if you're getting alpha'ed.
Last edited by Jericho Harkonenn; September 3 2012 at 05:51:19 PM.
So if I take damage from one kinetic rocket and they wait say thirty seconds to shoot me again; by that time it will have shifted all the resistance to kinetic or you have to be constantly taking kinetic damage during the entire thirty seconds.
Sorry been drinking.
Regardless I see where you're coming from, I don't fit a DC II on (m)any sub-BS hulls.
Mostly it's just in the RAH's lack of logic with regards to incoming damage. (I.E - OH NO! A SINGLE POINT OF EM DAMAGE! Better just shift a large whack of resists there)
EDIT - Welp, double posted due to lag. My bad.
RAH isn't stacking either except with a Damage Control so it's all good. I think this module is good as it is for small fights, you just need to watch the fuck out the damage type you're receiving or you're gonna go down in flames.Do remember that the DC II is unaffected by stacking penalty. It's quite likely to give higher resists on a few fits.
RAH good for dreads and carriers? Also, does it have a unique visual effect?
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