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blankseplocked Will anybody actualy get the HEAT skill ?
 
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Sessho Seki
Posted - 2007.06.13 10:35:00 - [31]
 

What a load of... "Stuff"...

Heat is only going to magnify the separation between those with the most skill POINTS and the least; actual player skill will be down-played even more than it is now. One need only look at the fact that the most veteran players will be the ones getting/using the skill first, they will have the most skill point intensive setups (straight T2/named in many cases), they will pour their new found skill into either an offensive or defensive edge to simply out-skill-point lesser enemies to death even more so than they do today.

If even one single person at CCP believes that Heat will do anything but expound the skill divide they are sorely mistaken, T2 hasn't brought the margin closer, new ships haven't brought the separation closer, new skills only widen the gap with every new one that lesser veteran status would have to plan for in the future where as more skill-point-rich players can likely train right away since they’ve already trained many/all of the pre-reqs or even have all their other skills in order already and are merely awaiting the next new skill to give them even more capability (See also: Heat, Unnecessary, Avoiding fixing the game in order to add impractical fluff).

Thankfully though there is absolutely no potential what so ever for there to be any unbalancing ramifications from this at all… (Gee... I hope that sarcasm wasn't too subtle Rolling Eyes)

Sheriff Jones
Amarr
Clinical Experiment
Posted - 2007.06.13 10:38:00 - [32]
 

How about fleet issues with this? Brings a lot more "tactic" into the "tactic" battles.

For example, first send in wave of amarr, overheated, alpha strike ships.
Fire!
Bring them out as you bring in the armor chewing overheated projectile guns.

Well...might work Very Happy

Akita T
Caldari Navy Volunteer Task Force
Posted - 2007.06.13 10:44:00 - [33]
 

... and after two, three volleys tops (with a 15% damage bonus or so), quickly move all your "overheated" ships in a system with a station/outpost (that is, if there's any nearby), dock them, pay several mil ISK for module repairs, reonline all offlined weapons, come back.

Doesn't sound like a staggering advantage to me, more like a tactical disadvantage with the permanent need for repairs (and the ISK drain that goes with it).

Einheriar Ulrich
Minmatar
Vengeance of the Fallen
Syndicate.
Posted - 2007.06.13 10:45:00 - [34]
 

I cant wait...it's gonna be a blastTwisted Evil

IDesert FoxI
Unknown-Heroes
Night Sky Alliance
Posted - 2007.06.13 10:46:00 - [35]
 

Heat will be good for 'glass cannon' type ships I reckon.

Ifni
Deep Core Mining Inc.
Posted - 2007.06.13 10:46:00 - [36]
 

/me sighs

It's not a boost to all guns and ships. It's not something you use all the time, it is truly a last resort. You use the overloading option, something is going to break. Use it more often, more things break.

It's not intended to be used in casual pvp, to boost your jammers or whatever, so don't be upset when you see you can't supercharge your Rook.

Tecam Hund
Jericho Fraction
The Star Fraction
Posted - 2007.06.13 11:01:00 - [37]
 

I'll train for it. Heat seems pretty useful, and energy management 5 isn't such a high requirement.

Laudicia
Deep Core Mining Inc.
Posted - 2007.06.13 16:42:00 - [38]
 

nm..

Karash Amerius
Sutoka
Posted - 2007.06.13 16:46:00 - [39]
 

Absolutely

Alora Venoda
GalTech
Whiskey Creek Alliance
Posted - 2007.06.13 16:55:00 - [40]
 

will i be able to overload my WCS when heavily scrammed?

Zephirz
Cruoris Seraphim
HYDRA RELOADED
Posted - 2007.06.13 16:57:00 - [41]
 

I wont get it.. way to scared i turn on heat in the middle of a long fight and all my mods go POP before my next volley..

Tek'a Rain
Gallente
Collegium Mechanicae
Posted - 2007.06.13 16:59:00 - [42]
 

heat seems too much all And nothing.

i will be certain not to train it, if only to be assured I can never slip on the extra shiny fancylike controls and accidently set myself on fire.

I can see plenty of use for gankers.. thats about it.


GC13
Caldari
Species 5618
R0ADKILL
Posted - 2007.06.13 17:14:00 - [43]
 

Originally by: Tek'a Rain
heat seems too much all And nothing.
That pretty much sums up what everybody's saying.

Sounds like the devs need to reprogram heat to degrade your modules rather than wreck them. Though I don't know how they'll get the programming done... Still, if they could do it, progressive -10% penalties where the module is currently offlined sound workable.

emepror
Gallente
Ferrius Vigalans Razoris
Posted - 2007.06.13 17:18:00 - [44]
 

/me develops a heat sink for chribba which directly releases the excess heat into the locl sun which melts all roids making them very easy to harvest, all you got to do is mop them up!

Amantus
Gallente
Malignant Enterprises
Posted - 2007.06.13 17:24:00 - [45]
 

Judging by what they did for salvaging, I think that the prerequisite of Energy Management V for heat will actually be reduced, hopefully to IV so that it still requires a couple of day's training.
If it stays at V I certainly won't be training for it really. I don't think it'll come in useful often enough to warrant a 13-day train.

Cailais
Amarr
Nasty Pope Holding Corp
Talocan United
Posted - 2007.06.13 17:26:00 - [46]
 

Energy Managment to V? Disappointing. The Dev Blog spoke about new players utilising heat as a 'last resort', a desperate last measure to save you from that ebil 03 piwate and his nast T2 guns.

Except it won't - because newby won't have Energy Managment to V. So who does it benefit? Umm let me think, older more experienced pilot.......perhaps?

Think again ccp, ditch the skill requirement.

C.


Niedar
Genos Occidere
Posted - 2007.06.13 17:35:00 - [47]
 

If you fly anything with a MWD I would suggest training the skill.

Tsanse Kinske
WeMeanYouKnowHarm
Posted - 2007.06.13 17:41:00 - [48]
 

Originally by: Niedar
If you fly anything with a MWD I would suggest training the skill.


This. Even if heat did nothing else, it'd be worth it for that alone if the speed boost remains the same.

I do hope they reduce the skill reqs, even though I'm training the last one, Energy Man. V, right now.

DarkMatter
Sintered Sanity
Posted - 2007.06.13 17:45:00 - [49]
 

Waste of DEV time if you ask me...

But that's CCP... Intricate PvP content additions to the game while ignoring glaring problems that have been around since launch... Rolling Eyes

Tanksmann
Posted - 2007.06.13 17:51:00 - [50]
 

Originally by: DarkMatter
Waste of DEV time if you ask me...

But that's CCP... Intricate PvP content additions to the game while ignoring glaring problems that have been around since launch... Rolling Eyes



Exactly, why waste time on addition you have specifically designed to be used once in a blue moon or else modules break.

If it isn't going to be used often, and not a major part of pvp, why spend so much time on stupid heat when Amarr needs a boost w/o just nerfing EANM, and plenty of ships could use some balancing.

I'm gallente so what comes to mind is: Deimos, Hyperion's role.
Can't speak for the other races but I'm not by any means partial.

Also, how about some more capital module variety. I know Caldari guys want some close-range Heavy Assault Citadel type missiles and it would be cool to see Siege Cannons hit past the shields on a large pos, even if it does mean a dmg reduction.

Enough with new content, new fixes please.

John Blackthorn
Foundation
Posted - 2007.06.13 20:57:00 - [51]
 

I felt the same way you do.. but after playing with it for a few minutes on the test server I'm sure just about everyone will.

Simply.. you get a new meter above each moduel that can be over-heated. Say a t2 afterburner. You hit the moduel and you get 660 m/s in my cruiser... Now if you select the model and select over-heat (there is a quick little tick button to over-heat all modules on the rack). Once in over-heat mode I get 990m/s out of my ship. And it has a timer that slowly glows around the mod. The longer you leave it on more damage that mad takes. At a certain damage level the unit goes off-line and can not be on-lined again until repaired.

The damage does not decrease if you turn the mod off early.. If you leave it on for 10 seconds it like has 5% damage and stays that way. and when you turn it back on for another 10 seconds it will go to 10% damage..etc etc.

When I activated heat on my 220 auto-cannons my damage mod went form something like 3.1 to 3.9. I dont' remember exact numbers but it was significant.

I saw that guns, ab/mwd/ shield boosters/shild rep's, and nos could be over-heated.

-John

Dano Katiria
adeptus gattacus
Praesidium Libertatis
Posted - 2007.06.13 21:05:00 - [52]
 

I agree, i was using heat on the test server and it was damn useful if you get in a close fight. I see what the devs mean, it is a bonus that is large enough to significantly improve your chance of getting out of a tight spot.

For example, my deimos went up against a drake, i managed to win by overloading all of my neutron blasters and my rep while i was taking hull damage. I am certain i would have lost had it not been for the extra dps i was giving out and the extra rep amount. Although it will be less useful for the 99% of fights which are just gank...

it could go either way in my opinion :p

JaneSwainson
Posted - 2007.06.13 21:10:00 - [53]
 

Class post hantwo

Respect

I salute you

Dont fix what is wrong - just bring some more rubbish to the table.

Is anyone starting to think that CCP coders are all ex microsoft ?

Zubenelgenubi
Priory of the Lime
Posted - 2007.06.13 21:52:00 - [54]
 

Edited by: Zubenelgenubi on 13/06/2007 21:51:14
pretty sure CCP are capable of doing both.. one team for new ****.. one team for fixing ****.

shouldn't be too hard.. I'm sure they will crack it one day.




Namingway
Caldari Provisions
Posted - 2007.06.13 22:04:00 - [55]
 

Engineering V and Energy management V are skills every player wants anyways, unless you fly nothing but passive tanked missile/proj ships.Wink

William Hamilton
Caldari
Endless Destruction
Imperial 0rder
Posted - 2007.06.13 22:21:00 - [56]
 

+20% range on scrams and +30% range on webs.

Heat will definitely be useful for these two mods, let's you hit em far out, and then turn heat off once you've closed to a more normal range.

ReaperOfSly
Gallente
Underworld Protection Agency
South Pole Dancers
Posted - 2007.06.13 22:23:00 - [57]
 

The pre-requisites are actually useful. Energy management 5 gives you more capacitor than someone who doesn't. And cap is life.

Mashie Saldana
Minmatar
Veto Corp
Posted - 2007.06.13 23:17:00 - [58]
 

After using heat on SiSi I'm looking forward to use it on Tranquillity.

Now if we only could overload gang mods as well...

RC Denton
Posted - 2007.06.13 23:31:00 - [59]
 

suicide gankers of EvE unite! Now there is a way to do even more damage in your disposable ships.

KaptnSparrow
Caldari
Posted - 2007.06.13 23:48:00 - [60]
 

Originally by: John Blackthorn


...

The damage does not decrease if you turn the mod off early.. If you leave it on for 10 seconds it like has 5% damage and stays that way. and when you turn it back on for another 10 seconds it will go to 10% damage..etc etc.
...




I actually would love to see if you deactivate the module before it gets to hot, you avoid damage. Kinda pointless that it takes damage in general just because you had it for couple of secs in the red range.

If my truck would take damage, as often as I had it past 5k rpms... It would have be offline 10 years ago...
(trucks are not supposed to be race cars, but damn it is fun)


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