mkV crafting

Shush, put a repair kit on your recon and leave the poor covops alone. :wink:

 

No. I deny to use multipurpose (other than flare) on my ships. Those modules are bullsh*t, a clear statement that some class specific modules are not worth anything.

No. I deny to use multipurpose (other than flare) on my ships. Those modules are bullsh*t, a clear statement that some class specific modules are not worth anything.

Fitting survivability has absolutely nothing to do with the worthiness of class modules. But have it your way and keep dying to plasma webs. Please don’t fit EB or resists either - I hear Asynchronous Shield Projectors and Regenerative Coating are best. :wink:

No. I deny to use multipurpose (other than flare) on my ships. Those modules are bullsh*t, a clear statement that some class specific modules are not worth anything.

:facepalm:

Fitting survivability has absolutely nothing to do with the worthiness of class modules. But have it your way and keep dying to plasma webs. Please don’t fit EB or resists either - I hear Asynchronous Shield Projectors and Regenerative Coating are best. :wink:

 

What you said just made no sense, but at least you could be sarcastic and therefore think yourself smart. That’s great, I’m pretty hard to offend.

If class modules would worth it, you would fit them. It’s that simple, survivability modules are worth more than class modules in many cases. I feel this is a very bad design that you actually need these modules to be effective.

I usually don’t fly interceptors as I’m bad with them, just my Recon, which is not used as a dogfighting ship, at least not too much, and not against interceptor killers.

In other words you’re arguing that it’s bad game design that multi-purpose modules are worth using and have not just been created to fill your armory. The one who makes no sense is you, sir.

Now let’s get back on topic.

TL;DR Multipurpose modules are not better than role modules but they are rather efficiency multipliers to those that you have equiped, leading to stronger presence on battlefield over your opponent.

 

We are looking at module efficiency from different angle imho, of course there are some role modules that just ain’t worth taking over other role modules or multi purpose modules (like Barrier, or even Tacklers drone (that still has some uses though)) but at some point you have, a choice at what you put in your slots.
When you put 4 role modules on a ship (ignoring engineer and guard with self healing role modules) you are forced to be very defencive, meaning you have to disengage from encounter much earlier, surrendering a position/pressure to your opponent, and if your engineer was assassinated you have no meanings of coming back into the fight, so you are even in worse position than if you would have been dead, at least you could have respawned in a new ship and be at your full force, but now you have to be hardly a portion of ships possible efficiency. And having access to 4th role module in those situation does not do you or your team any better.
What multipurpose modules do is that in a sense they are multipliers on your role modules, allowing you to extend and prolong your presence in full potential on a battle field, plus they come with a R8 implant. This game DOES NOT promote passive play, if you sit back you will lose (ignoring all random n00bs here) Engineer back line heals are not enough to support front line pressure on its own, you need a supplement to absorb mdg spikes or survive a focus fire. This is even more critical in Sector Conquest (or Capture the beacons mode for that matter) if your ship dies, it is gone and there is a good chance that you don’t have another ship that will efficiently fill current battlefield needs (like you die in arecon and all you have left is emp gunship and a guard, but you are on a Destroyed station map and your enemy is vulnerable to beacon stealing).
Good example CovOp - all 4 role modules are great in its way but have all 4 equipped and you are much less of a treat than a covop with self heals, you can’t be aggressive on such thing and if you are not aggressive on CovOp you better of not flying CovOp, but same goes for a lot of ships, you need sustainability and aggression to win games and thats what multipurpose modules allows you to do.

Not bad example would be CovOp video, i have Shield and Hull Booster on it, Orion and Cloak, no WN nor Arc, but these 2 Multipurpose modules allows me to be in aggressive position to use my Orion pretty much every single time it is off CD (which is pretty damn short), without these modules i would’ve have spent either in respawn screen more time than flying or half the game sitting back looking for an engineer.
It is possible to have all 4 role modules on a ship, than fly around and still have Fear me medals, but It doesn’t mean you are an efficient asset to your team. There are no roles in this game that should not be aggressive, even engineers to some degree.

In other words you’re arguing that it’s bad game design that multi-purpose modules are worth using and have not just been created to fill your armory. The one who makes no sense is you, sir.

Now let’s get back on topic.

What topic, sir?

 

Topic ended before first reply… 

In other words you’re arguing that it’s bad game design that multi-purpose modules are worth using and have not just been created to fill your armory. 

 

Nah. I mean that if you want to fly well, you are forced to use them. There is no choice involved. If class modules were good enough, you would have to make a decision. As the game is not static, there wont ever be an ideal build, because situations are unique. But right now, most of the situations require multipurpose.

 

Kostyan: while I agree that staying power is great, some ship’s survivability is too high already. Without an ECM or Tackler, many ships can fly into the enemy, kill something, and come out. And is there an ECM or Tackler in every pub team? The game should be balanced around high level squad/wing play, but you can’t ignore the pub where most of the action takes place.

Nah. I mean that if you want to fly well, you are forced to use them. There is no choice involved. If class modules were good enough, you would have to make a decision. As the game is not static, there wont ever be an ideal build, because situations are unique. But right now, most of the situations require multipurpose.

  But you are still forced to make a decision, within role modules and depending on targeted field of expertise of your ship, you will pick different role modules, and that is what creates different builds and diversity, otherwise you would see majority of ships with 4 role modules (and for the most part at this moment majority of roles have only 4 role modules), so there would be no diversity in the game. For me, every module active or passive available to the ship is a piece of a jigsaw, like i don’t have a single ship that does not have at least 1 Vernier engine on it, or almost mandatory galvanized armor on empire fighters/frigates. I mean if developers decided to make 3 slots for actives (keeping more than 3 role modules available) and 1 for multi purpose would that be better? Absolutely not. 

 It is the same like in any other game out there, like, for example Diablo, you must use Potions and you have way more skills than action slots on a bar it is just you have slots separated for potions and actions, or Dota - you have 6 item slots, it is your choice what items you put in there potions/regen/gear w/e. I don’t see a difference here. Almost all role models are VALID modules that CAN be used and are not better or worse than Multipurpose ones, they just different, and multipurpose is your “potion” thingy that up to you not to bring, but you better. It is the same concept after all all over videogames. 

In some cases, yeah, I’m force to decide, like CovOps have some great modules, and engineers have to decide too (without multipurpose). But on LRF you usually have at least 1 slot available, but more like 2 (especially on Jerry LRF). The class modules are just not really appealing. I don’t want them to be MANDATORY, i want them to be good enough (or the alternative bad enough) to be considered when fitting a ship.

common sense suggests mixing the multipurpose modules with the class specific ones…

 

no need to be hipster in space

common sense suggests mixing the multipurpose modules with the class specific ones…

 

no need to be hipster in space

 

Hey, I do it before it’s cool, so I can pull my nose up when everyone starts to do it. Sadly, it will never happen, so…

Check that Lightbringer at 0:23!

 

mkV disintegrator FTW!

mkV disintegrator FTW!

Oh come on, that guy had no modules and no implants (only base resists). The sad part is that such bots fly around in T5.