and yes, they do confer an advantage. 5-10% over Mk3, and as mentioned, when ranges are involved, they break a lot of stuff. in some cases they allow the module to be constantly cycled where mk3 require a cooldown.
I’m off the grid ATM, but I can definitely remember MkIIIs with 45sec cool down and Experimentals with 42sec cool down. 3/45=6 2/3%. When you actually think of 45sec vs 42sec, the difference in a battle is negligible.
not sure what kind of mods you got, they must be really good lol. there’s no shortage of situational/worthless mods, which could easily fill your 25% quota… then you’d be singing a different tune ;p
You make a lot of assumptions about people’s motives. It appears to me he simply believes in the human element of the game whereas you concentrate on statistics.
And the human element is what we’ve been trying to explain to you. Every player is different. And every situation in PVP is different. There is always a shifting probability that can only be loosely observed by watching friendly single players or groups move against enemy single players or groups. Players can make numerous decisions on whether to fight from a distance, close in, advance or withdraw. They may have favored speed over resistances in their configuration or vice versa. As an engineer they can choose not to run regen modules or often times they just forget to. As a guard they may not think a missile shield is as important as an emergency shield generator meaning you get hit by a missile you otherwise would have missed. The unpredictables in this game that derive from the human element are huge and the best you can do is do your part to help the team in the best way you know how. Learn the role you play and that others play so that you can all know what to expect from each other and mutually benefit each other. But you will still forget to do something at some point, you will still make mistakes, and you will still not have the type of module that your teammates might be depending on, and for all these reasons, the human element is far more important than whether your reload is 45sec or 42sec. MkIII vs Experimental is negligible in the grand scheme of things.
actually, looking at your stats 5 days 12 hours = 5.5 days. i have 3 days, 11 hours = 3.5 days.
there’s simply no way you can have that many experimentals lmao… unless pve is not counted in hours in-game… 46 compared to… my 6? almost 8 times as many in not even double the play time? something wrong mr. wong. that would be like almost 4 times the drop rate. unless you spent 3/4 of your time in pve, or used only GS to salvage.
Yes, PVE is not counted in total battles or total time in battle. So he might have spent a [lot] more time in PVE than you.
PVE is still the biggest factor when it comes to loot due to it’s 100% almost guaranteed 1 item drop; except I’ve had more than half (atleast 5 in 10 for sure) of those drops rewarded in Loyalty instead of an item.
Yes and yes. If you haven’t spent much time in PVE vs those who have, they will without a doubt have more mil/exp gear than you. The loyalty boost drops I think are more of a balance for PVE players since most contracts can’t be fulfilled in PVE. BTW, if you believe in teamwork, a good squad on Blackwood Shipyard can win that mission in 6-8 min every time on T4. That’s a plus in credits + drops. But, you have to believe in teamwork and rehearse your roles to make that work.
-Lib (mobile)