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Nayannia Night
Channel 4 News Team
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Posted - 2009.05.29 04:45:00 -
[1]
Edited by: Nayannia Night on 29/05/2009 04:51:58 I want a mod that reduces signature radius.
low slot isnt as strong but no cap use, mid slot version uses cap and is much stronger (think like signal amps and sensor boosters or the eccm mods). Also make a remote option just like Remote Sensor Boosters and Remote ECCM. This will also help you hide from probes much the way eccm does so the uses are as grand as the imagination. your locked on to slower, you take less damage (sorta) your harder to probe. As it is yous size is your size, unless your made bigger (shield extenders, inertial stabilizers ... paints!)....
at the very least give me a rig option. like an astronomic or electronics rig. - T1 gives like 20% reduction and T2 gives 30% or something like that.
the reason, as is there is no way to counter target painters, every other ewar has a counter why not that.
**with that in mind, increase the effectiveness of target painters! and when you do leave the current bonuses on ships with bonuses to paints the way they are, what your affraid a paint on a rapier will be too effective? at the least it will counter the reduction mod and still enlarge the target some, or simply make a ship take full damage from various size weapons (atleast as far as the size is concerned)
MAKE IT HAPPEN!
(also makes me wonder why we have ships that specialize in remote repping but not other helpful remote mods except tracking links, like RSB, remote eccm and so on)
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Kell Braugh
Dawn of a new Empire The Initiative.
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Posted - 2009.05.29 08:13:00 -
[2]
sounds fine as long as its percentage based increase and they make sure you can make ships unprobable even when uncloaked with the new changes to th probing metrics that came with apocrapha - In essence, any combat related activity involving damage has been 'speed nerfed' to just take 6 times longer with a predetermined outcome coined balance by CCP. |
Halycon Gamma
Caldari The Flying Tigers
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Posted - 2009.05.29 08:35:00 -
[3]
Let me see if I can explain why this is a bad idea...
It comes down to missile mechanics. Sig Radius, currently, is actually a better form of resistance than damage resistances for people fighting missile boats. Changing sig radius therefore has a twofold effect. It everyone will spend more time trying to gain lock, yes. But missile users will be doing also be doing a crapload less damage. Arguably target painters are required fits to use some missiles because of it as it is.
Now, that being said.. I'm not against the idea on a completely hypothetical. But on a completely hypothetical you'd also have to rebalance all sorts of things to make it work. Agility just got a rebalance because its too easy to get away from lowsec gate camps, this would touch on that from a purely targeting time perspective. Fit a couple of these and battleships would once again be able to go through lowsec with impunity. How is it going to stack with the MWD penalty? Would you be re-introducing Nano back into the game because of this? I'm not saying it isn't doable, and I'm not saying it isn't anything to be possibly looked into a long long time from now whenever Eve2 launches. But currently Sig Radius falls into a whole huge area of balance problems that people have issues with balancing with static numbers. If you allow them to be changed.. it becomes exponentially harder to get all your ducks in a row.
Static numbers that can't be changed aren't bad, its a base characteristic. We can fiddle with this, or tweak that, to hide deficiencies we see with a ship, but we can't truly change the base characteristics. It gives some sort of grounding to the game. Makes everything easier else to comprehend and play around with, and makes balancing the game something less than a nightmare. Its a battleship, so sig radius is going to fall somewhere between X and Y. Its a battleship, so its going to have between A and B hard points. Currently we can look at almost any ship and simply by looking at base numbers for a few things, we can say "its this type of ship". So we fit it and balance it like that. But if you start allowing those base numbers to be changed.. balance flies out the window.
And I rambled.. but I hope that makes sense.
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Nayannia Night
Channel 4 News Team
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Posted - 2009.05.29 16:35:00 -
[4]
I understand the damage reduction it would offer, I stated this in the op. However I dont want everyone to think it only effects missles (usually missle carebears are the ones concerned about this, and I am one of them too so...) but guns are also effected by sig radius. Ever notice that your guns have a sig radius? That means that ships smaller than that will be outright missed more often and recieve glancing blows more often. Yeah there is still (though less)a chance of solid hit, but guns are always varable damage vs missles solid consistent numbers so thats not new. Also if you think all ships are created equal what about a rohk vs an abbaddon.... both have the same resistance bonus so thats not a factor yet super tanked and plated up an abbaddon is still 'smaller' than my rohk, let alone if I have shield extenders or even god help me an inertial stab... you wont even need a paint for a torp raven to **** me. so really all armor tanks get an inherent damage reduction shield tankers dont get. this would allow them to modify that. it would still take up a slot and the slot assingmets are what keep the balance on this in order. give it a stacking penalty. ok so what if you have a tyhpoon loaded with them (nano phoon days)... paints have stock WAY FARTHER RANGE than a web which was the bain of a nanophoon back then. and even outside that range they operate with a fall off, so I can still possibly paint you at say 150km off just not "perma paint". so as long as my guns are in range of your sigphoon your still in trouble, unlike the nano. and he has no tank once painted, its basically as fragile as a speed tank loosing his speed but able to be countered from almost anywhere on grid. so its really not so broken. besides a proper gate camp will still get any bs trying to sneak through with this mod. Any interceptor can lock a cruiser even in under 1 second, and if he has a paint (or they are using a hyena, god forbid we use a EA frig..) everyone else will lock him even faster and **** him faster lol. and the ship still wont warp faster so if he puts inert stabs on it, this in a way jsut helps him balance the penalty of them.
just some more to think about. let me know what you think with this all in mind as well
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Ki Tarra
Ki Tech Industries
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Posted - 2009.05.29 16:41:00 -
[5]
But there is a module that reduces signature radius. Bonus points if you know which one.
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Nayannia Night
Channel 4 News Team
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Posted - 2009.05.29 16:45:00 -
[6]
Edited by: Nayannia Night on 29/05/2009 16:45:56 a mod that already does it? please tell as of now the only thing I know of isnt a mod at all its the halo implant set. and if you count that as a standard option then I want a implant set that also boosts my ships eccm str and scan res and targeting range not jsut a 6-10 slot implant I want a set that does it..... other wise please enlighten us, I have played the game for a very long time and cant think of any mod that does.
and if there is one with that sideeffect I still think a dedicated mod would be a better choice.
(btw dont take me as being sarcastic, I am serious about letting us know what)
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Ki Tarra
Ki Tech Industries
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Posted - 2009.05.29 16:49:00 -
[7]
Originally by: Nayannia Night and if there is one with that sideeffect I still think a dedicated mod would be a better choice.
It is a dedicated module, but can only be fitted to certain ship classes, but every ship class can benefit from it.
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Nayannia Night
Channel 4 News Team
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Posted - 2009.05.29 16:59:00 -
[8]
ok and yes I know about the cmd mod lol, but you should never factor a cmd mod into your build as a standard part. I am meaning a mod that doesnt require a leadership tree and is for your ship. cmd mods are never a factor. And no I am not underestimating them, my main has maxed leadership and flys 2 fleet cmd ships lol, I love them to death, but I dont count their effects as a standard part of my other ships builds. There is a cmd mod that boosts shield resistances, for example, too but we still have hardeners.
but with that said yes you are very right (glad to see someone else cares about cmd mods too btw, I normally feel like I am the only one who does)there is a mod that does reduce sig radius, though not quiet the way I am refering to lol
/me is slightly humbled that I didnt see that coming
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Ki Tarra
Ki Tech Industries
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Posted - 2009.05.29 17:23:00 -
[9]
I guess that the reason the module you are looking for does not exist is because it is easier to maintain balance without it.
A module that reduces signature radius is effectively a combination sensor dampener and tracking disrupter that affects everyone that targets/shoots you and does not require a target lock to activate and then on top of that it includes an armour+shield hardener that only affects missiles: the potential for it to be over powered is huge.
One of the defining features of signature radius is that there are so very few effects that decrease it: Halo impants and Evasive Manuvers/Ragnarok gang bonuses are the only effects that I know of that reduce signature radius.
It makes it alot easier to balance a ships signature radius if the minimum value is clearly defined.
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