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Marzaris Onbarny
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Posted - 2009.06.01 01:02:00 -
[1]
I was thinking a hybid, projectile, and laser version of the laucher /defender mod. That is a turret hard point gun that would use its racial ammo type to shoot down torps etc. You could make the Laser type fire slower to balance with the reload issues of the other guns.
Also I was Thinking a highslot low fitting modual that would repair only DRONE armor.
Ship scanners that can tell us (within a certain % damage restance of enemy (NPC) ships. I.e. if the npc is 50% EM restance and the mod was +- 10% it could show EM restance from 40-60%.
What would unbalance the game with these? or what other mods could you add to the game and still keep it balanced?
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Liang Nuren
The Hull Miners Union Gentlemen's Club
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Posted - 2009.06.01 01:28:00 -
[2]
Hmmm... How about: - AOE remote reppers (discussed by Oveur at an alliance tourney) - sentry varieties of all drones (incl light drones and ewar drones)
uh, i'd think of more but my wife is calling. o/
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |
Atreus Tac
Blood Covenant Pandemic Legion
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Posted - 2009.06.01 02:01:00 -
[3]
Originally by: Marzaris Onbarny I was thinking a hybid, projectile, and laser version of the laucher /defender mod. That is a turret hard point gun that would use its racial ammo type to shoot down torps etc. You could make the Laser type fire slower to balance with the reload issues of the other guns.
What would unbalance the game with these? or what other mods could you add to the game and still keep it balanced?
I dont know but maybe making a universal module that would destroy all missiles make missiles a little 'under par' with other weapon types?
Or is that me thinking that this would be fine.
I mean really if i said a new high slot that fits mirrors ones ship that reflects lazors would you expect this to not unbalance the game.
Dont mean to troll, but comeon __________________________________________________________
[16:54:07] Kopier Tante > if you got an mwd then your completly ****ed [16:54:34] Kopier Tante > you got no defence, no speed, nothing. |
Davinel Lulinvega
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Posted - 2009.06.01 02:50:00 -
[4]
T2 versions of the random mods that have only t1. Drone upgrades come to mind, but I'm sure there are others.
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Kessiaan
Minmatar MicroFunks
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Posted - 2009.06.01 02:55:00 -
[5]
I'd like to see...
- Midslot missile module to improve explosion velocity / radius - Lowslot drone damage upgrade modules. Every other weapon system has a lowslot damage upgrade (Gyrostabs, magstabs, BCUs) - Small / Medium sentry drones - Salvage drones - ECCM that has a useful auxiliary effect - T2 tractor beams - Dedicated heatsink modules (high/medium/low versions) that would reduce emitted heat damage from overheated modules better than some random offline module. - An ECCM rig that improves sensor strength
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Davinel Lulinvega
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Posted - 2009.06.01 03:01:00 -
[6]
Originally by: Kessiaan - Dedicated heatsink modules (high/medium/low versions) that would reduce emitted heat damage from overheated modules better than some random offline module.
Oh hell yes. Give us something useful to put in the pointless "utility" slots on cerbs, muninns, etc.
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Lego Maniac
Minmatar Dusty Death Enterprise Libertas Fidelitas
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Posted - 2009.06.01 03:03:00 -
[7]
Originally by: Kessiaan - Lowslot drone damage upgrade modules. Every other weapon system has a lowslot damage upgrade (Gyrostabs, magstabs, BCUs)
Every other weapon system does not have a skill that improves damage by TWENTY PERCENT per level, p*ss off
the idea is to NOT imbalance the game
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Davinel Lulinvega
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Posted - 2009.06.01 03:16:00 -
[8]
Originally by: Lego Maniac
Originally by: Kessiaan - Lowslot drone damage upgrade modules. Every other weapon system has a lowslot damage upgrade (Gyrostabs, magstabs, BCUs)
Every other weapon system does not have a skill that improves damage by TWENTY PERCENT per level, p*ss off
the idea is to NOT imbalance the game
Almost every ship has drones. I don't see how that would be an issue on anything other than a domi, since it's the only drone carrier that actually has spare lows to spend on damage mods. That would be easy enough to fix by simply removing turret slots. Also, you need to know the history behind that skill. It used to allow you to control one extra drone per level. They changed it to this to maintain the same bonus in a different way. |
Liang Nuren
The Hull Miners Union Gentlemen's Club
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Posted - 2009.06.01 03:33:00 -
[9]
Originally by: Lego Maniac
Originally by: Kessiaan - Lowslot drone damage upgrade modules. Every other weapon system has a lowslot damage upgrade (Gyrostabs, magstabs, BCUs)
Every other weapon system does not have a skill that improves damage by TWENTY PERCENT per level, p*ss off
the idea is to NOT imbalance the game
Uh, drones hardly imbalance the game?
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |
Cambarus
The Baros Syndicate Onslaught.
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Posted - 2009.06.01 03:39:00 -
[10]
Originally by: Lego Maniac
Originally by: Kessiaan - Lowslot drone damage upgrade modules. Every other weapon system has a lowslot damage upgrade (Gyrostabs, magstabs, BCUs)
Every other weapon system does not have a skill that improves damage by TWENTY PERCENT per level, p*ss off
the idea is to NOT imbalance the game
IMO the easy fix for that would be to make the mod a fairly fitting intensive highslot mod rather than a lowslot one. All that would need to be done is balance it so that the DPS boost is roughly equivalent to that of adding a gun and drone ships like the domi can be dedicated drone boats and still do good damage. |
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Davinel Lulinvega
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Posted - 2009.06.01 03:44:00 -
[11]
Originally by: Cambarus
Originally by: Lego Maniac
Originally by: Kessiaan - Lowslot drone damage upgrade modules. Every other weapon system has a lowslot damage upgrade (Gyrostabs, magstabs, BCUs)
Every other weapon system does not have a skill that improves damage by TWENTY PERCENT per level, p*ss off
the idea is to NOT imbalance the game
IMO the easy fix for that would be to make the mod a fairly fitting intensive highslot mod rather than a lowslot one. All that would need to be done is balance it so that the DPS boost is roughly equivalent to that of adding a gun and drone ships like the domi can be dedicated drone boats and still do good damage.
That would be good. It couldn't be too hard to fit though or you wouldn't be able to use it on smaller drone boats.
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Kessiaan
Minmatar MicroFunks
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Posted - 2009.06.01 03:47:00 -
[12]
Edited by: Kessiaan on 01/06/2009 03:49:28
Originally by: Lego Maniac
Originally by: Kessiaan - Lowslot drone damage upgrade modules. Every other weapon system has a lowslot damage upgrade (Gyrostabs, magstabs, BCUs)
Every other weapon system does not have a skill that improves damage by TWENTY PERCENT per level, p*ss off
the idea is to NOT imbalance the game
Twenty percent sounds like a lot until you figure in how they stack, especially when compared to guns
Full damage for a drone
100% * 200% (Drone Interfacing V) * 125% (Combat/Heavy/Sentry Drone Operation/Interfacing V) * 110% (Drone Spec V) for a total damage output of 275% base damage, not counting ship bonsus of course
Guns are affected by more skills.
100% * 125% (T1 gun skill V) * 110% (T2 gun skill V) * 115 (Surgical Strike V) * 120% (Rapid Firing V) * 110% (Gunnery V) for a total damage of 208%
Now count in ship bonuses. Ships that have drone bonuses are usually straight 50% to drone damage, for a total, now, of 412%. Ships that have gun bonuses usually have a double damage bonus, 5% damage and 5% ROF. So the total damage for guns becomes 326%.
So far we have 412% vs 326%, sounds good given that drones are destroyable, kitable, and have a fairly long delay between launch and damage as the drones themselves have to lock the target.
But now factor in damage mods - every T2 damage mod gives you a total 21.55% damage bonus as it boosts both ROF and damage.
So..
Damage Mod 1: 21.55% Damage Mod 2: 18.77% Damage Mod 3: 16.34%
... for a total damage output of 548% of base damage, easily outclassing drones. This is why most drone boats fight at range, fit for utility (such as the ubiquitous neut/nos Domi), or fit a hugeass tank and one size smaller guns - without a damage upgrade for drones there's simply no way drones can compete with guns on damage.
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Lego Maniac
Minmatar Dusty Death Enterprise Libertas Fidelitas
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Posted - 2009.06.01 05:37:00 -
[13]
Originally by: Kessiaan Twenty percent sounds like a lot until you figure in how they stack, especially when compared to guns
Full damage for a drone
100% * 200% (Drone Interfacing V) * 125% (Combat/Heavy/Sentry Drone Operation/Interfacing V) * 110% (Drone Spec V) for a total damage output of 275% base damage, not counting ship bonsus of course
Guns are affected by more skills.
100% * 125% (T1 gun skill V) * 110% (T2 gun skill V) * 115 (Surgical Strike V) * 120% (Rapid Firing V) * 110% (Gunnery V) for a total damage of 208%
Now count in ship bonuses. Ships that have drone bonuses are usually straight 50% to drone damage, for a total, now, of 412%. Ships that have gun bonuses usually have a double damage bonus, 5% damage and 5% ROF. So the total damage for guns becomes 326%.
So far we have 412% vs 326%, sounds good given that drones are destroyable, kitable, and have a fairly long delay between launch and damage as the drones themselves have to lock the target.
But now factor in damage mods - every T2 damage mod gives you a total 21.55% damage bonus as it boosts both ROF and damage.
So..
Damage Mod 1: 21.55% Damage Mod 2: 18.77% Damage Mod 3: 16.34%
... for a total damage output of 548% of base damage, easily outclassing drones. This is why most drone boats fight at range, fit for utility (such as the ubiquitous neut/nos Domi), or fit a hugeass tank and one size smaller guns - without a damage upgrade for drones there's simply no way drones can compete with guns on damage.
drones have instant locks last I heard, but I could be wrong (though unlikely)
however, you forget that drones do not suffer from ECM, tracking issues (even ogres can still kill frigs, try it against a rifter) - comparing drones to guns or missiles is not an effective way of assessing their usefulness or power considering they are apples and oranges, and each have their own roles
as is, the dominix and ishtar are very powerful boats, and such a damage mod in the lows will make them OP, and the same goes for shield tanked myrms, curses, pilgrims, etc
and I suppose, to a lesser degree, the shield tanked phoon as well; I don't suppose anyone would be silly enough to shield tank a mega just to squeeze in those drone damage mods next to magstabs, but with the way that people whine about blasters, heaven knows
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Lego Maniac
Minmatar Dusty Death Enterprise Libertas Fidelitas
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Posted - 2009.06.01 05:42:00 -
[14]
oh, and
Originally by: Liang Nuren AOE remote reppers (discussed by Oveur at an alliance tourney)
although nifty for a small gang, this would make RR blobs and the 0.0 situation just plain stupid
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JeremyCricket
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Posted - 2009.06.01 17:15:00 -
[15]
Dedicated heat sinks are a great idea, perhaps have a powergrid requirement but make them much better than any offline module. Also, a signature reducing low slot module, stealth paint maybe, at the expense of ehp or targeting range (anything really).
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Magnus Orin
Minmatar Northern Storm Tenth Legion
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Posted - 2009.06.01 18:07:00 -
[16]
Drone Bay cargo expanders. ________
Please resize sig to a maximum of 400 x 120 and a file size no greater than 24000 bytes - Mitnal |
Trader20
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Posted - 2009.06.01 18:37:00 -
[17]
Some new modules..... Highslot Modifier: Gives you 1 extra highslot but it takes up a highslot. Midslot Modifier: Gives you 1 extra midslot but it takes up a midslot. Lowslot Modifier: Gives you 1 extra lowslot but it takes up a lowslot.
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Kendon Riddick
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Posted - 2009.06.01 18:48:00 -
[18]
Originally by: Trader20 Some new modules..... Highslot Modifier: Gives you 1 extra highslot but it takes up a highslot. Midslot Modifier: Gives you 1 extra midslot but it takes up a midslot. Lowslot Modifier: Gives you 1 extra lowslot but it takes up a lowslot.
wayyyy overpowered!!!!
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Nai Weil
Caldari Tupperware Party
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Posted - 2009.06.01 18:50:00 -
[19]
I'd like to have multi-hardeners.. Right now we have omni hardeners like the EANM and Invul Field, which give resists to all 4 damage types. If there were another set of hardeners which gave you, say for active shield hardeners, 37.5% kinetic/thermal resistance, or passive energized membranes, 30% EM/thermal resistance, and so on, across 4 combos.
This way we can customise and tailor our tanks even more, allowing us to tank more than one damage type and yet not have to tank the other two which we don't need. Being able to improve both kinetic and thermal against Guristas, or EM and Thermal against Blood Raiders, using just a single module (albeit with lower resistance than using two specialised modules, but more than using a single omni), would be nice.
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MarieFrance Tessier
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Posted - 2009.06.01 18:54:00 -
[20]
Malevolent Resistance reduction.
Give Caldari TP, they should have it anyway, then give minmattar a way to remotely reduce target's resistance of one type. It would do interesting things to gang dynamics, even if it is only 10~15% stacking nerfed (and likely mitigated by pre-modifier target sig radius).
Would be an interesting addition that would benefit same-race gangs, and thereby benefit non-omnitankers who have a little intel.
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Damien Larkspur
Gallente
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Posted - 2009.06.01 18:56:00 -
[21]
Originally by: Trader20 Some new modules..... Highslot Modifier: Gives you 1 extra highslot but it takes up a highslot. Midslot Modifier: Gives you 1 extra midslot but it takes up a midslot. Lowslot Modifier: Gives you 1 extra lowslot but it takes up a lowslot.
Wouldn't be a reason to fit them since they give you 1 for the 1 they take up, so no added benefit for equiping them at all. And if you gave them a utility bonus to give them a reason for being fitted, then everyone would equip them in all slots, possibly causing an unbalance.
"Forsys > WAR Forsys > HUH Forsys > WHAT IS IT GOOD FOR Harry Sunday > loot Forsys > touchT" |
Davinel Lulinvega
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Posted - 2009.06.01 19:04:00 -
[22]
Originally by: Damien Larkspur
Originally by: Trader20 Some new modules..... Highslot Modifier: Gives you 1 extra highslot but it takes up a highslot. Midslot Modifier: Gives you 1 extra midslot but it takes up a midslot. Lowslot Modifier: Gives you 1 extra lowslot but it takes up a lowslot.
Wouldn't be a reason to fit them since they give you 1 for the 1 they take up, so no added benefit for equiping them at all. And if you gave them a utility bonus to give them a reason for being fitted, then everyone would equip them in all slots, possibly causing an unbalance.
Somebody didn't get it.
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Kendon Riddick
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Posted - 2009.06.01 19:04:00 -
[23]
Originally by: Davinel Lulinvega
Originally by: Damien Larkspur
Originally by: Trader20 Some new modules..... Highslot Modifier: Gives you 1 extra highslot but it takes up a highslot. Midslot Modifier: Gives you 1 extra midslot but it takes up a midslot. Lowslot Modifier: Gives you 1 extra lowslot but it takes up a lowslot.
Wouldn't be a reason to fit them since they give you 1 for the 1 they take up, so no added benefit for equiping them at all. And if you gave them a utility bonus to give them a reason for being fitted, then everyone would equip them in all slots, possibly causing an unbalance.
Somebody didn't get it.
so, innocent...
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Wannabehero
Absolutely No Retreat
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Posted - 2009.06.01 19:05:00 -
[24]
Falloff scripts for targeting computers and a falloff bonus to tracking enhancers with a reduction in the optimal and falloff values of said enhancers to 10% respectively.
New Modules would look like this.
Tracking Computer II
Unscripted: +15% Tracking speed, +7.5% Optimal, +7.5% Falloff Tracking Script: +30% Tracking Speed Optimal Script: +15% Optimal Range Falloff Script: +15% Falloff
Tracking Enhancer II
+10% Tracking Speed +10% Optimal Range +10% Falloff --
Don't harsh my mellow |
Davinel Lulinvega
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Posted - 2009.06.01 19:08:00 -
[25]
Originally by: Wannabehero Falloff scripts for targeting computers and a falloff bonus to tracking enhancers with a reduction in the optimal and falloff values of said enhancers to 10% respectively.
New Modules would look like this.
Tracking Computer II
Unscripted: +15% Tracking speed, +7.5% Optimal, +7.5% Falloff Tracking Script: +30% Tracking Speed Optimal Script: +15% Optimal Range Falloff Script: +15% Falloff
Tracking Enhancer II
+10% Tracking Speed +10% Optimal Range +10% Falloff
What they really need to do is making tracking computers/enhancers affect both optimal and falloff. Tracking disruptors affect both, so should tracking mods.
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Wannabehero
Absolutely No Retreat
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Posted - 2009.06.01 19:09:00 -
[26]
Low-Slot Missile Attribute modifiers
+ Missile Speed (15%) - Explosion Radius (-10%) + Explosion Velocity (+10%) --
Don't harsh my mellow |
Wannabehero
Absolutely No Retreat
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Posted - 2009.06.01 19:10:00 -
[27]
Originally by: Davinel Lulinvega
Originally by: Wannabehero Falloff scripts for targeting computers and a falloff bonus to tracking enhancers with a reduction in the optimal and falloff values of said enhancers to 10% respectively.
New Modules would look like this.
Tracking Computer II
Unscripted: +15% Tracking speed, +7.5% Optimal, +7.5% Falloff Tracking Script: +30% Tracking Speed Optimal Script: +15% Optimal Range Falloff Script: +15% Falloff
Tracking Enhancer II
+10% Tracking Speed +10% Optimal Range +10% Falloff
What they really need to do is making tracking computers/enhancers affect both optimal and falloff. Tracking disruptors affect both, so should tracking mods.
Isn't that what that post proposed? Not sure if you are supporting that post or questioning it. --
Don't harsh my mellow |
Dr Fighter
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Posted - 2009.06.01 19:11:00 -
[28]
Originally by: Wannabehero Low-Slot Missile Attribute modifiers
+ Missile Speed (15%) - Explosion Radius (-10%) + Explosion Velocity (+10%)
this soounds like alot of fun
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Davinel Lulinvega
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Posted - 2009.06.01 19:27:00 -
[29]
Originally by: Wannabehero Isn't that what that post proposed? Not sure if you are supporting that post or questioning it.
What I mean is instead of having one script each for tracking, optimal, and falloff, just have one for range and one for optimal/falloff.
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Ratklif
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Posted - 2009.06.01 19:35:00 -
[30]
How about ore compresion rigs or modules for the Orca.
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