Bizzaro Stormy MurphDog
B.L.U.E L.A.S.E.R.
225
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Posted - 2013.11.14 04:03:00 -
[1] - Quote
So many good ideas:
CONCORD jammer that eliminates CONCORD response for five minutes in a 100 km radius is genius. Two minute spool up time, can't scoop it back up, 100 HP while anchoring, 100,000 HP when active ( equal shields/armor, can be repped) lasts fifteen minutes, when destroyed/expiring there is a fifteen second warning window before CONCORD is ready to join the grid and start blapping. Great for free for alls, miner/ratter griefing, or luring people to their death in high sec. Cannot be used within 1,000,000 km of station, gate or other anchored structure. Somewhat expensive.
Acceleration gate, align it when you drop it and it creates a deadspace bubble 10,000 km in one direction with it's own "return" acceleration gate. Five minute spool up time, can't scoop it back up, 100 HP while anchoring, 1,000,000 HP when active. Has a reinforce timer at 25% shields. Usable by anyone, no restrictions. Deadspace bubble at the end is the ideal place to set up other modules/temporary base camp. Very expensive.
One time cyno bridge module, linked to another one time cyno bridge module. Fifteen minute spool up time, can't scoop it back up, high HP (all structure). Usable by anyone in space, as long as it has sufficient fuel. Lasts 10 minutes, and works both ways (again, assuming enough fuel). Anyone can add (or take) fuel. Self destructs at end of life. Very expensive.
Wormhole stabilizer: anchored within 100 km of a wormhole, shows up on system scanner. Triples the available remaining mass limit on a wormhole, does not affect lifespan, does not extend maximum mass limit. Five minute spool up time, lasts 12 hours maximum then self destructs. Low HP (all structure). One one allowed per wormhole. Destruction of module reverts remaining mass limit to whatever it was prior to deployment minus a percentage of what went through while module was active. Somewhat expensive.
Mines. Cannot be anchored close to gates or stations, or within 1 AU of another mine. Deployed instantly, 1 HP, Last for one hour. Will be activated by ships in warp, and pulse AoE damage for 30 seconds when activated. Very expensive. Better bring a scout, or have good bookmarks to bounce to :)w
Mobile stasis webbifier bubble. Five minute spool up time, then cloaks. Cannot be anchored within 100 km of station or gate. Activated by a high slot module with heavy fitting requirements; ship must be on grid to activate. When activated, module uncloaks and causes 60% speed reduction in 30km radius. 100,000 HP, lasts two minutes. Cannot overlap a warp disruption bubble or module fails. Fairly inexpensive.
Stargate jammer. Fifteen minute spool up time, anchored within 100 km of a stargate. Prevents use of stargate (one way). Low HP, all structure. Lasts fifteen minutes. Cannot be used on both sides of stagate pair. Very expensive.
Probe scrambler. One minute spool up time, no limits on where it can be anchored. Disrupts probe scans, reducing effectiveness of combat probes by 30% for ships within the area of effect, 25 km radius. Lasts thirty seconds, low HP, self destructs at end of life. Effects do not stack with other probe scrambler modules. Fairly inexpensive, small m3.
I am not an alt of Chribba. |