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Perry
Amarr The X-Trading Company RAZOR Alliance
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Posted - 2009.02.26 11:45:00 -
[1]
Since Tech III Ships will focus on Heat Management, it would only be logical to expand that feature onto the Tech III Modules! For example, a Tengu fitted with a Shield Extender III would be around as effektive as a Cerberus with the T2 Extender. BUT:
If you now overheat that T3 Extender, it suddenly adds a special bonus to the ship. This could be +10% for every shield resistance, or +15% Shield recharge rate for the PvE players ^^ A 250mm Railgun III could be on par with the T2 Railgun, but when overheated, it adds +20% optimal range, making a T3 Sniper very powerfull.
So it could be possible to pimp T2 Ships with T3 Modules, but since the Ships have no Heat Bonus, the T3 Modules would burn out very fast, making it much more viable to use T3 Modules with T3 Cruisers. This way we could even accept T3 Ships beeing not stronger then T2 Ships, because overheating makes them ... awesome!
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MotherMoon
Huang Yinglong
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Posted - 2009.02.26 11:47:00 -
[2]
Edited by: MotherMoon on 26/02/2009 11:49:01 I'm going to love using a tech 3 armor rep with 50% less cap use.
not as good as tech 2 UNTIL overheated, would be the best thing ever.
and as you say, if fitted to tech 3 ships, you get 50% less heat damage. Make tech 3 ships awesome at using tech 2 mods.
now how to talk CCP into making tech 3 ships have a 7.5% bonus instead of 5% for heat... hmmmm
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kyrv
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Posted - 2009.02.26 12:03:00 -
[3]
Edited by: kyrv on 26/02/2009 12:03:54 The T3 module - Explodes after use causeing damage and reduction of 0.5% skill learning time 0.25 of your attributes for a decade
Edit-Thats not a reduction
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Saietor Blackgreen
The First Foundation
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Posted - 2009.02.26 12:58:00 -
[4]
Overheat shield extender? I wish. --- Redesign local/scanner feature - make the place huge, dark and scary again! |
puckohontas
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Posted - 2009.02.26 13:11:00 -
[5]
if your gonna suggest something, suggest the same overheat idea with a module thats an active module and not a passive, but if you must stick to extender (and somehow make it active) atleast hp bonus is logical. or that t3 shield extender is a active module (able to fit on anyship) and got like 20%more hp from that shield extender, with 20cap per 5sec or something.
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Mrs Snowman
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Posted - 2009.02.26 13:21:00 -
[6]
Why will tech3 focus on Heat Management ?
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Sigras
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Posted - 2009.02.26 14:54:00 -
[7]
Edited by: Sigras on 26/02/2009 14:56:47 i think that, since Tech 3 is all about versatility, it would be interesting to have scripted active hardeners.
**IDEA**
T3 Shield Remodulator
+10% EM Resist +10% Thermal Resist +10% Kinetic Resist +10% Explosive Resist
EM Script
*4 EM Resist *0 Thermal Resist *0 Kinetic Resist *0 Explosive Resist
. . .
you get the idea . . . what do you think
/me prepares burn cream
Edit for Explanation
It I think it would be balanced because the person would have to turn off the module and take 10s to script the hardener; thus it requires player experience to keep a level head and set up for the optimal resist
also, it would not be as effective as the T2 but can be configured for better performance to give you the resist you need when you need it.
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McScar
Minmatar
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Posted - 2009.02.26 15:24:00 -
[8]
Originally by: Sigras Edited by: Sigras on 26/02/2009 14:56:47 T3 Shield Remodulator
+10% EM Resist +10% Thermal Resist +10% Kinetic Resist +10% Explosive Resist
EM Script
*4 EM Resist *0 Thermal Resist *0 Kinetic Resist *0 Explosive Resist
I like that idea. If balanced, it would be great for pvp and pve.
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Katarlia Simov
Minmatar Cowboys From Hell
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Posted - 2009.02.26 15:49:00 -
[9]
I think that making ALL t3 mods only better than t2 when you overheat them is a dumb idea. Since t3 is going to be crazy expencive, you'll basically be giving every uber-rich guy an officer/deadspace fit for his already pwnful ship. Most people in 1 vs 1 will be overheating already, so thats not a drawback.
Making stuff 'just better' is a rubbish idea.
I hope we see t3 doing weird modular stuff. Like the scriptable hardeners. Or a scriptable ECM. Or even scriptable guns. Same performance as t2, but can reconfigure from rails to blasters ?
Hopefully t3 mods will only be viable on t3 ships anyway, using whatever merchanic. That way, t3 will be weird and new and funky and won't just be an upgrade to our tried and tested set-ups. That's hopefully what we'll see. Otherwise we'll be power creeping a lil bit too high for my tastes.
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