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General Guardian
The Guardian Knights
15
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Posted - 2013.07.02 20:40:00 -
[31] - Quote
Ancillary Warp Scramblers
can be loaded with Cap booster 100's (Maximum 3 charges 4 if navy)
Range increased by 250% while used with charges.
Range decreased by 50% if used without charges
60 second Reload
Wooouldn't that be fun |
Gizznitt Malikite
Agony Unleashed Agony Empire
2242
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Posted - 2013.07.02 21:16:00 -
[32] - Quote
I applaud your out of the box thinking, but feel your idea has several holes that not only need to be addressed, but are kinda broken. A couple of points:
1.) What is "long range"? Are we talking standard disruptor range (20-36 kms), are we talking fleet inty point range (25-45 kms), are we talking Arazu/Lachesis range (40-72 kms), or are we discussing true sniper range (200 kms)?
2.) What happens when you "miss"? For example, lets say I'm in a falcon, 200 km's off the fight, and I shoot you with a small 75mm railgun that has no chance in hell of inflicting damage. Will it point you?
3.) Why bring this "mechanic" into the game: While I envision your trying to empower snipping Tornados that sit 150+ km's from their target, well out of counter-attack range, and well out of danger, I don't think this is a playstyle I want to enable. It really encourages people take on an entire new level of "risk adverse" behavior PvP. The current difficulty in "sniping" at this range, is your target simply GTFO's and you can't stop them. I think that's an appropriate drawback when you're trying to retain that same GTFO ability yourself!! |
compulsatorAAUF shofah
compulsatorAAUF shofah Corporation
4
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Posted - 2013.07.03 01:36:00 -
[33] - Quote
I aggree this mechanic would be next to impossible to impliment, but would be very cool. |
Friggz
Dirt Nap Squad Dirt Nap Squad.
157
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Posted - 2013.07.03 02:56:00 -
[34] - Quote
Seems like a bad idea to me. The fact that you need to have a ship within scramble range makes tactics a lot deeper. With this you can sit a sniper aligned at range on a gate by himself and just blap everything that comes through with zero risk. The damage trade off seems fair until you figure out you can just load 1 turret with scramble ammo and the rest with dps ammo, or just have 1 ship in your fleet with scramble ammo.
It also completely devalues tackle because there is no reason to put someone in an interceptor if you can scramble them from any range instantly with a gun. It devalues the Arazu and Lachesis because long range scrambling is now simple.
Hell, why would anyone spend a midslot at all on a point or scram that's only good within limited range and drains your cap when you can do this. Or hell, put the warp scramble ammo on a non-dps ship like a falcon or on a drone boat and you aren't making any trade off at all.
That's not even considering how it would fundamentally alter pvp tactics like tactical bookmarks.
This seems like you never got past the 'wouldn't it be cool' part of the idea. When you think this one through, it's clear that it's bad. The Evolution of the Stealth Bomber, and the story of the first Black Ops Capital Kill in EvE.
https://truestories.eveonline.com/ideas/969 |
Maldiro Selkurk
CHEMO IMMUNO RESISTANT VIRUS strain SELKURK
10
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Posted - 2013.07.03 10:24:00 -
[35] - Quote
If 'fast' ships should be inherently immune to missile scramble then why are they subject to turret scramble, no logic given and to be honest there is no logic you could possibly come up with that could justify this stance. |
Mike Voidstar
Voidstar Free Flight Foundation
204
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Posted - 2013.07.03 14:20:00 -
[36] - Quote
Most of the problems brought up are why I would do it with a special targeting computer, rather than ammo.
It is vulnerable to neutralizers You cannot work around the penalty by gimping only one gun. The effect only applies if the damage hits. Range would be that of the turret, though this might be modified by the drawback.
Breaking the focus in PvP from primarily short range engagements is part of the point, and probably a good thing.
The only way to abuse this that I could see is in splitting up your weapons so as to keep a target locked down at range, though this would also reduce their alpha and give the targets local repair time to work. I also don't suggest a guaranteed Effect, but just a chance. Dedicated points would still be the only way to ensure the tackle. |
sytaqe violacea
State Protectorate Caldari State
1
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Posted - 2013.07.04 08:39:00 -
[37] - Quote
Bump ammo is more exciting.
Bump ammo is T2 Ammo. 1.This causes no damage, but bumps target ship. As you know, bumping prevents ship from warping partially. So this ammo works as weak warp jammer. 2.This ammo's rate of fire is extremely low due to its huge mass. You can't use it as long range point. 3.Medium size ammo bumps stronger than small ammo. Large size ammo bumps stronger than medium ammo. 4.Bump effect depends number of guns you fire. The more guns you fire, the stronger bump hits the victim. 5.CONCORD ignore the use of this ammo toward innocent target. |
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