Pages: 1 [2] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Pinky Denmark
The Cursed Navy Tactical Narcotics Team
166
|
Posted - 2012.07.05 09:32:00 -
[31] - Quote
Moving target painters to hi-slots would likely:
(PROS) Create better shield tanks on Golems (Vargurs?) and Ravens Potentially boost Geddon, Pest, Domi and Mega (depends on how you currently use utility slots) People might actually fit target painters to Huginn/Rapier
(CONS) Reduce the damage potential of Typhoon and other armor ships with weapons in all hi-slots and otherwise plenty medslots Make some ships depend less on support against smaller ships
Anything else I didn't think of?
|
Gypsio III
Dirty Filthy Perverts
305
|
Posted - 2012.07.05 12:22:00 -
[32] - Quote
Flat-out moving painters to highslots would be a bad idea. But the option of a highslot painter in addition to normal medslot painters is a good idea, although fitting requirements might need another look.
All too often we get "spare highslot? Fit a neut". Alternatives are good. It's possible that it might make hitting smaller ships too easy, but neuts are already quite effective enough at ruining smaller ships' days, and it's far from clear to me that dropping a neut for a highslot painter would make things worse. In fact, I suspect that a neut would still be generally more effective.
Also, make Nos easier to fit. |
MotherMoon
Blue Republic RvB - BLUE Republic
931
|
Posted - 2012.07.06 10:37:00 -
[33] - Quote
Sentient Blade wrote:Oooo high slot target painter. I like that idea.
honestly, making them and other mods like senor damps and such high slot modules Make them cost 60-80% more to fit, but it frees up a mid slot, it's golden.Targeted EWAR never did make sense in the mid slots. but ti's stuck that way so introduce optional high slot modules.
My hurricane NEEDS some high slot painters, give please ;_; Why dust 514 is on Console and not PCBattle field 3 sales Xbox 360: 2.2 million PlayStation 3: 1.5 million PC: 500,000http://dl.eve-files.com/media/1206/scimi.jpg |
Ruareve
Applied Creations The Fendahlian Collective
33
|
Posted - 2012.07.07 06:37:00 -
[34] - Quote
I really like the idea of high slot painters because it never made sense to me that a shield boat requiring med slots for both tank and speed mods would also be forced to try and fit a module designed to help with damage output. TP in high slot provides some good options for what type of utility you want.
To balance I think the high slot module should be less efficient than the medium slot version.
I'm not sure other ewar options should also be moved to high slot though as the TP is really a damage mod and not a defensive item like a damp or ECM. Seems to me the counterpart for armor/turret ships would be some kind of tracking module. Maybe have something like a turret stabilizer for high slot that is a tracking computer with less efficiency than the mid slot version. Then you'd have more options for turret ships (to include Caldari versions) and provide more utility overall. Yet another blog about Eve- http://ruar-eve.blogspot.com/ |
Opaque Intent
Setenta Corp AL3XAND3R.
1
|
Posted - 2012.07.10 01:45:00 -
[35] - Quote
Saw this on Failheap, thought it deserved a repost.
Sponk wrote:
I think I can put my finger on why everyone considered the RATPainter a must-have.
It's the range.
Mid-slot e-war has pretty decent range; something like 30+60, with the crucial exception of webs, scrams and points. Those three types are so important that they have their own terms 'web range' 'scram range' etc due to the way they warp the battlefield if you get into range of them. It's also why those ranges are a lot shorter.
But 'normal' e-war range is pretty far out, and is generally used by fairly squishy ships, or more tanky ships that have made the tough choice to give up a mid slot to fit one.
With the RATP, this changes. Suddenly, you see 100% combat ships with full-strength, full-range e-war instead of the very limited range of other high-slot ewar (i.e. neuts and nosses). And it's wrong. It's just overpowered to give up a spare high slot and some CPU and get 30+60 range painters that give the same boost to tracking as a scripted Tracking Computer II without making any sacrifices.
Just nerfing the strength of the RATP won't work. Dropping it to 1/3 strength is still better than giving everyone in your fleet a free Tracking Enhancer as soon as you get a ship within 90km of them that has a lolutility high.
The solution is obvious.
1. Drop the range by 75%. Base range becomes 7.5km optimal + 15km falloff (or 9.4/18.75 with max skills).
This means you are much more in danger from your target (point range) and thus it's OK to fit to a ship of the line, plus it makes it more difficult a decision whether to run with a painter or a neut.
2. Drop the strength by 50%. Base sig radius becomes +15% (+22.5% with skills) which is necessary because there's a lot more spare high slots in a gang than spare mids.
3. CPU probably should be 30 (halfway between the 20tf of a medium neut II and the 40tf of a heavy neut). After all, it's T2.
|
|
|
|
Pages: 1 [2] :: one page |
First page | Previous page | Next page | Last page |