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Spy4Hire
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Posted - 2006.04.11 01:14:00 -
[1]
Stealth Field Penetrator
High Slot Item 110 CPU 80 PG Cycle Time: Constant (on activation), Range: 125km (+275km on cov ops vessel) Skill Req: Covert Operations V, -50% capacitor recharge while active.
This module can only be activated while the vessel is cloaked. Within its detection range the penetrator will seek out the subtle radiations of another active cloak. Initially it will only display a vessel on the overview, slowly narrowing that detection down until a bearing and range can be pinpointed. The target will only be visible on the active ship view once range & bearing have been fixed.
Time to initial detection: 180 sec Time to bearing: +120 sec (can select 'approach') Time to range: +120 sec
Stealth Field Penetrator Matrix (Gang assist module) Mid Slot item CPU: 650 PG: 25 Cycle Time: Constant (once active), 2 cap/sec
Transmits the data output of any active Field Penetrator modules to all vessels in the gang. Links sensor arrays of all gang vessels to ship operating a penetrator module: -3% discrimination time per ship in gang.
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Drizit
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Posted - 2006.04.11 08:15:00 -
[2]
To balance this, you would have to increase the Covops armour considerably to give it a marginal chance for survival. Compared to any other ship, the armour is the quality of tinfoil and even a T1 frig can cripple it in a couple of shots. This would force covops ships to become combat ships instead of the stealth intel gatherers that they were designed for.
Any anti-stealth measures of this type would render the Covops ships useless since all gate camps would immediately employ this to prevent any intrusion by covops. The result would be the end of any covops ship usefulness and therefore the end of any sales of covops ships.
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Spy4Hire
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Posted - 2006.04.12 09:24:00 -
[3]
Perhaps I neglected to point out:
The covert penetrator does not de-cloak the covert ops ship, it merely makes it visible to the ship using the penetrator (and the fleet if a command ship also has a link module) after a considerable bit of time. Like scan probes, once the time limits are understood a good (read: ACTIVE) pilot will warp out & back to throw off the detection sweep, and keep moving.
These modules are primarily intended to bust the unattended cov ops ships people leave in systems just for the sake of annoying the locals.
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Britannica
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Posted - 2006.04.12 12:41:00 -
[4]
if CCP like this I can see them trying to make a ship class to carry it e.g.
caldari: owl Hull: Griffin
Slots: 3 high, 3 mid, 1 low. 1 launcher
sheild 350 armour 200 hull 100 20% increase to hemal and kineic armour/shield resists
CPU 250 powergrid 60
bonus's: caldari frigate. 5% kinetic missile damage, 10% top speed per level
advanced scout. +5% stealth detector range, -10% stealth detector capacitor use per level
99% reduction in CPU need of stealh detector
Stealth detector
High Slot Item 1100 CPU 45 PG Cycle Time: 10 second 30 energy per cycle Range: 40km optimal, 15km falloff required skill: cloak detecion -50% shield and capacitor recharge while active.
Time to initial detection: 180 sec Time to bearing: +120 sec (can select 'approach') Time to range: +120 sec
the energy required to keep it going must be pulled from the capacitor and the shield so its a very weak ship when looking for cover ops
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Zezman
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Posted - 2006.04.12 15:26:00 -
[5]
I actually think that it should be the destroyer that searches for the covert ops ship. That would finally give the destroyer a role that is useful, while it itself may be a fragile ship, against a covert ops its fairly powerful, yet a stealth bomber may still destroy it if it gets a bead on the destroyer.
This would make for a space play similar to that of naval warfare. And the destroyer should be able to ping out every 30 seconds or so, with reduction in time for the repinging for skill points, reducing it by 10% every level.
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Britannica
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Posted - 2006.04.12 17:13:00 -
[6]
the caldari one having the comorant hull does make a little more sense than the griffin hull
could then change the slots to: - 5 high, 2 launcher 1 turret - 5 mid - 2 low
and since covert ops have standard resists give this standard resists. it'll still be almost useless for dealing with a stealth bomber which could fire almost as soon as the hunter decloaks it meaning to stop a squad of bombers you'll need a squad of these
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Largo Lagrange
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Posted - 2006.04.12 19:11:00 -
[7]
They already have a ship that can find cloaked ships;
... They're called Interdictors. and they work just fine...

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Zezman
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Posted - 2006.04.13 01:29:00 -
[8]
How does an interdictor find cloaked ships?
The edge of the warp disruption sphere is not a solid object and therefore does not bring a covert ops out of cloak - unless there's an object or ship nearby within the decloak range.
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