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Naomi Knight
Amarr Imperial Academy
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Posted - 2009.05.21 08:24:00 -
[1]
Move target painters(tp) from medium slots to high slots.
Reasons: -Usually medium slots are needed for tank and tackle gear + mwd/ab + else , there is little room for a target painter. Most rapiers/huginns never fit tp because they don't have the free slots to do so, even if their role/bonuses are for target painting to some extend. And caldari missile boats have to reduce their tank. -Most ships that need tp usually have a free highslow this is true for caldari missile ships and even the huginn/rapier can free up a high slot easier than a med one if the want to fit tp. -Tp effect is more like turret effect/neutralizers than other ewar effect it follows that it should be high slot item like turrets/neutralizers.
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Naomi Knight
Imperial Academy
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Posted - 2009.05.21 08:26:00 -
[2]
supported of course
feel free to add your opinion here
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Gypsio III
Dirty Filthy Perverts
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Posted - 2009.05.21 08:40:00 -
[3]
No. I have weapons, neuts and RR to fit in my highslots. TP's midslot position is fine because tank is overrated - it's only useful while you're being shot at, while gank is useful the entire fight.
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Zostera
Minmatar Honour Bound Sc0rched Earth
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Posted - 2009.05.21 08:52:00 -
[4]
Rapier has I think mainly been used for it's webs, which were considerably better pre-QR and the speed changes. Also perhaps because Target painters did not have such a good role in a gang at that time. With the changes to Bombers a Painter is more useful than before and the new gang dynamic of recons/bombers/black ops are still being explored. I think over time we may see more TP instead of webs on Black ops rapiers, perhaps a mix of different fits in gang.
Even allowing for that, I feel that changing TP to a high slot will unbalance things. Tracking disruptors, damps, jammers are all mid slot items and the same could be argued for those. It would be a pretty significant boost to ewar ships, since they meant to be squishy and trade off ewar effectiveness vs. survivability.
Zos
Vote Mazzilliu 09 CSM |
Illwill Bill
Svea Rike Southern Cross Alliance
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Posted - 2009.05.21 11:08:00 -
[5]
I support this idea.
Originally by: CCP Zulupark
WHAT'S WRONG WITH YOU?
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Maxsim Goratiev
Gallente Imperial Tau Syndicate Underworld Excavators
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Posted - 2009.05.21 11:22:00 -
[6]
Maky a version of target painter for high-slot with slightly higher effishiensy Hm... |
Ignition SemperFi
The Arrow Project Morsus Mihi
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Posted - 2009.05.21 13:41:00 -
[7]
not supported for what your asking... but i would say is offer a version of a target painter as a lowslot
just as turret ships have the ability to fit a tracking enhancer, there should be a lowslot module that would increase the speed of the explosion velocity (affects all missiles, where exposion radius only affects guided missiles)
as far as the util highslot... no. TP is an ewar that all the gang can benefit from and is kept in the midslot on the basis that you cant have 1 ship that does it all... you have to sacrafice something if you want to fit that painter. Granted it gimps some setups, such as a TPing torp raven... you either have to sacrafice a part of your tank or propulsion mod or point ---- People Say Im paranoid because I have a gun, I say I dont have to be paranoid because I have a gun.
Space Vikings |
Ausser
Cybertech Industrials Agency
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Posted - 2009.05.21 21:38:00 -
[8]
This topic is intriguing if you take a deeper thought about.
Let's assume, not only the target painter would have to be high (power) slot, but all modules affecting another ship, no matter if positive or negative effect, would become high slot modules.
Medium and low slot modules would just be used for effects that affect your own ship and drones.
Then you have the choice to balance how your offensive capabilities work. E.g. either by using lots of guns (only usefull for yourself), or by a combination of guns and effects that weaken your opponent (usefull for your whole gang).
Even if this is not exactly what you asked support for, i'll support to see where the discussion will take us.
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Keitoshi Yamada
Caldari Mjolnir Inc. Mjolnir Alliance
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Posted - 2009.05.21 22:57:00 -
[9]
Originally by: Ausser This topic is intriguing if you take a deeper thought about.
Let's assume, not only the target painter would have to be high (power) slot, but all modules affecting another ship, no matter if positive or negative effect, would become high slot modules.
Medium and low slot modules would just be used for effects that affect your own ship and drones.
Then you have the choice to balance how your offensive capabilities work. E.g. either by using lots of guns (only usefull for yourself), or by a combination of guns and effects that weaken your opponent (usefull for your whole gang).
Even if this is not exactly what you asked support for, i'll support to see where the discussion will take us.
It's a neat idea in theory, but forcing all offensive utilities into the highslot makes a lot of ships entirely useless due to other ship being a better choice for this.
It'd make all ships tanks, and take really weird tactics with as to who is doing damage, who is painting, and who is tackling or using other EWar.
IMO, Highs are your damage and primary function (maybe they could add a special high powered ECM modules for ECM T2 ships, but this is hypocritical for me to say, and I don't fully support the idea) mids are your utility and shield, lows are your defensive and hull-effecting. |
Drake Draconis
Minmatar Shadow Cadre
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Posted - 2009.05.21 23:53:00 -
[10]
No.... the TP is a utility at best... a bloody good one at that.
Moving it to high slots would disrupt a lot of ships that have issues with tracking but yield a ton of firepower... like a Maelstrom for example.
You need to remember that not everyone fits ships like you do.
Bad idea... ========================= CEO of Shadow Cadre http://www.shadowcadre.com ========================= Dependable, Honorable, Intelligent, No-nonsense Vote Herschel Yamamoto for CSM! |
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De'Veldrin
Minmatar Special Projects Executive
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Posted - 2009.05.22 17:42:00 -
[11]
No. This is the part where you have to make decisions about the equipment you bring to the fight. --Vel
Experience is what you get right after you need it.
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Roland Deschaines
Minmatar Esquires Of Questionable Intention
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Posted - 2009.05.23 13:48:00 -
[12]
Originally by: De'Veldrin No. This is the part where you have to make decisions about the equipment you bring to the fight.
/thread
Also, every item has one slot it goes into, with sensor booster and tracking computers being the only two exceptions I know of having a counterpart that fits into another slot. Which is why you compromise. The slot system isn't there for nothing, if all mods are made to fit into both high and med, it becomes obsolete.
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Hexor V
I.M.M
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Posted - 2009.05.24 04:07:00 -
[13]
No
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Galen Gallente
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Posted - 2009.05.28 17:40:00 -
[14]
I give support for this but with one minor modification.
Do not move target painters to high slot. Make a new weapon modification or sensor equipment that sits in the high slot and gives similar bonuses.
We already have sensor equipment that goes in high slot, auto Target array. Just make one that puts a secondary lock on a target so you can get better triangulation or some such reason.
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RuleoftheBone
Minmatar Veto. Veto Corp
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Posted - 2009.05.28 23:37:00 -
[15]
Originally by: Naomi Knight Move target painters(tp) from medium slots to high slots.
Reasons: -Usually medium slots are needed for tank and tackle gear + mwd/ab + else , there is little room for a target painter. Most rapiers/huginns never fit tp because they don't have the free slots to do so, even if their role/bonuses are for target painting to some extend. And caldari missile boats have to reduce their tank. -Most ships that need tp usually have a free highslow this is true for caldari missile ships and even the huginn/rapier can free up a high slot easier than a med one if the want to fit tp.-Tp effect is more like turret effect/neutralizers than other ewar effect it follows that it should be high slot item like turrets/neutralizers.
Not remotely supported. This idea is almost beyond ridiculous.
Where do you get these "most of x fit x" ideas from?
A Rapier/Huginn pilot CHOOSES to either be disrupt-capable or not. Even with usual MWD-LSE-LSE tank this leaves three slots for either triple webs/2 webs+painter/whatever. And given the relatively poor damage output of either the split system Huginn or 2-3 gun Rapier what sane recon pilot is going to dump that slot for a friggin TP?
Oh...and the TP is an indirect form of EWAR. It does no damage, drains no cap...actually it does nothing offensive at all unless certain weapon types are fired at the selected target.
And tough noogies on boohoo Caldari. Which is what I rather suspect you are trying to buff.
Go away.
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