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Gierling
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Posted - 2006.06.21 23:16:00 -
[1]
Post ideas here for making modules mo'better that need it.
Armor platings (non energized),
Simple fix, give them a flat bonus to HP (They are a plating, as oppossed to a membrane) in addition to thier resistance bonus. 7.5% Armor bonus plus the 20% resistance bonus seems very handy (10% for the tech II version).
Inertial Stabalizers.
Another simple fix, add a signature reduction... 10% or so. Would make the choice between Nanofibers and inertial stabs much more difficult.
Tractor beams.
Add 30%% mass to anything it is used on.
Oh and Tux if your reading this, please release Drone Damage modules AND A module to increase falloff!
Click Me
And Me |

Acerus Malum
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Posted - 2006.06.21 23:31:00 -
[2]
Originally by: Gierling Inertial Stabalizers.
Another simple fix, add a signature reduction... 10% or so. Would make the choice between Nanofibers and inertial stabs much more difficult.
I agree that inertial stabs should be more desirable, but why would they lower sig radius? I think it would be easier for gameplay balancing purposes to simply buff their agility bonus until they're better than nanofibers in terms of pure agility.
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Gierling
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Posted - 2006.06.21 23:32:00 -
[3]
Becuase they allow you to take far more drastic manuevers which require more sensor calibration to counteract.
Click Me
And Me |

Clavius XIV
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Posted - 2006.06.21 23:34:00 -
[4]
Non energized armor platings are far from useless and shouldn't be reworked. They use ZERO cpu, which is key in many setups.
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Cruz
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Posted - 2006.06.21 23:37:00 -
[5]
Originally by: Clavius XIV Non energized armor platings are far from useless and shouldn't be reworked. They use ZERO cpu, which is key in many setups.
QFT.
Those plates are key to my retribution setups.
They are also vital for a lot of setups that are plagued by CPU issues, especially those funky 26% to all officer armor plates. 0 cpu ftw. ---------------------------
For the glory of the empire! |

Jann Kilik
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Posted - 2006.06.21 23:38:00 -
[6]
Make ECM Bursts work at any range but only break locks that other ships have on you. Makes the ECM Burst a purely defensive module that would work equally well in close quarters and against long range snipers.
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6Bagheera9
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Posted - 2006.06.22 00:37:00 -
[7]
Originally by: Jann Kilik Make ECM Bursts work at any range but only break locks that other ships have on you. Makes the ECM Burst a purely defensive module that would work equally well in close quarters and against long range snipers.
I like were this idea is going, but it may need testing to assure balance.
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Ras Blumin
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Posted - 2006.06.22 01:20:00 -
[8]
Originally by: Gierling Tractor beams.
Add 30%% mass to anything it is used on.
What would that do?
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Cruz
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Posted - 2006.06.22 01:28:00 -
[9]
Originally by: Gierling Post ideas here for making modules mo'better that need it.
Armor platings (non energized),
Simple fix, give them a flat bonus to HP (They are a plating, as oppossed to a membrane) in addition to thier resistance bonus. 7.5% Armor bonus plus the 20% resistance bonus seems very handy (10% for the tech II version).
Rereading this, tbh an HP boost AND the resist boost would be awesomeness. ---------------------------
For the glory of the empire! |

Eximius Josari
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Posted - 2006.06.22 01:35:00 -
[10]
Autotargeting Arrays - change them to automatically target based on overview settings. Give preference to closer range ships.
Click Above |

Aakron
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Posted - 2006.06.22 01:53:00 -
[11]
capacitor flux modules!
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Khadur
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Posted - 2006.06.22 02:27:00 -
[12]
Might add smartbombs.....
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ROF''''''''''''''''''''L
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Posted - 2006.06.22 02:41:00 -
[13]
tractor beams are plenty useful already
decrease cap cost of activating a smartbomb its a killer tbh
boost capacitor flux boost inertial stabs ________________
I am the more harmless sort of alt. I only come on to post to ask questions. 99% of alts give alts a bad name. I am that 1%.
I AM THE WALRUUUUUUUSSSSSSSSSSSS.
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Dimitrius Zabelle
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Posted - 2006.06.22 03:09:00 -
[14]
Reinforced bulkheads are pretty useless imo.. structure tanking isnt anything that can actually be done and nobody wants to use a slot to boost their structure hp..
Also Capacitor flux altho it does boost your recharge rate slightly, its not really any use because a cap power relay is 10 times better.
Innertia stabalisers do need some form of use because everyone just uses nanofibers, i like the sig radius boost idea.
passive targeters are another, they do have a quite handy use, but nobody actually uses them. I think they should be transformed into a covert ops module that allows you to lock a single target while cloaked (on a covert ops only) and use cargo / ship scanners, but nothing else.
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Kelgen Thann
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Posted - 2006.06.22 04:51:00 -
[15]
Inertial stablisers are awsome, they are the best mod for increasing warp time when using instas. no speed increase and more agility = faster warp time.
SOme of the Flux mods need work. The bonuses contradict each other, decrease shield hp = lower hp regen, and increased hp regen...
Same for cap.
Also, Shield rechargers are generally beat by Extenders for a hp/second regeneration.
Also, Bulkheads the 5% hull hp increase or whatever. Hull tanking is definately not a good strategy...
lastly, Torps have to be able to kill frigs in 1 volley again.. lol Joke, please don't take it seriously and post about the torps. Will ruin the spirit of the thread.
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Mike Yagon
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Posted - 2006.06.22 08:36:00 -
[16]
Tractor Beams useless? What are you on? They are by far the most useful battleship module right after my guns! I wouldn't mind a range increase or a speed increase. (Or after a big fight with lots of loot cans, an AoE tractorbeam! )
Those Flux Coils are somewhat useless it seems, I've never seen one used, ever. Never used one myself either.
Smartbombs could do with a little more range though.
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Tuxford

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Posted - 2006.06.22 09:17:00 -
[17]
FYI we've made a tiny adjustment to the intertia stabilizers. It isn't on the test server yet but should be soon. It now gives a mass reduction as well as agility "decrease". We've also added a signature radius penalty.
As for other modules then I can mention cap flux coils, shield flux coils, reinforced bulkheads and non race specific eccm. _______________ |
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HippoKing
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Posted - 2006.06.22 09:24:00 -
[18]
Originally by: Tuxford FYI we've made a tiny adjustment to the intertia stabilizers. It isn't on the test server yet but should be soon. It now gives a mass reduction as well as agility "decrease". We've also added a signature radius penalty.
Is the sig penalty really needed?
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Manfred Doomhammer
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Posted - 2006.06.22 09:26:00 -
[19]
Edited by: Manfred Doomhammer on 22/06/2006 09:28:01 is it just me, or is the most useless module out there really the omni eccm? i mean, with the way sensors work, theres no use in boosting any but your primary sensors. and for boosting just one sensor type there are more effective mods out htere..
now, if the sensor strenght of the other sensor types would be factored in when being jammed (backup sensors anyone ) these could actually be usefull..
just make the strength of the sensor the deciding factor for sensor range and locking time, and there you go
ah well, dreaming again
:edit: in fact, that would be a nice balance to ECM too... not just having total jammed or not, but partially blanked out, with backup sensors still running (might also be a reason for considering multispectrals VS racials) ----
Manfred Doomhammer CEO ShadowTec Inc.
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Kel Shek
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Posted - 2006.06.22 09:32:00 -
[20]
adding a sig radius penalty to inertail stabilizers would be a bit bizzare and counterproductive. if the point of the module is allowing faster turning and acceleration... making it so you can be locked quicker... huh? why bother?
tractor beams are far from useless, and adding mass to the can its used on would make the target take longer to get up to full speed, right?
and what exactly would be the point of that?
~~~~~ To see a World in a Grain of Sand And Heaven in a Wild Flower Hold Infinity in the palm of your hand And Eternity in an hour ~~William Blake |

Shadowsword
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Posted - 2006.06.22 09:45:00 -
[21]
Originally by: HippoKing
Originally by: Tuxford FYI we've made a tiny adjustment to the intertia stabilizers. It isn't on the test server yet but should be soon. It now gives a mass reduction as well as agility "decrease". We've also added a signature radius penalty.
Is the sig penalty really needed?
Maybe to prevent interceptors from reaching near-invulnerable statut under some conditions? Like orbiting at near-MWD speed with an afterburner?
------------------------------------------ Don't make War, War is messy. Make love instead, so your kids will do the War part for you. |

Lorette
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Posted - 2006.06.22 11:07:00 -
[22]
I guess it makes some sense; lower agility and mass = closer and faster orbits a larger sig radius will balance that out a bit...however it does make them useless aswell, depending on the size of the penalty.
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Bazman
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Posted - 2006.06.22 11:19:00 -
[23]
Edited by: Bazman on 22/06/2006 11:22:45 Thats basically a Nanofibre without the structure penalty, what is the point? Anything that is going to use something to improve its agility is gonna go with the Nano over the Inertial Stabiliser anyway. It would need to have a hefty agility boost and a really miniscule sig penalty to make people bother with them...
Also, how about the modules like ship and cargo scanners? I mean, they're ok for empire greifing I guess, but how about giving an existing ship a built in bonus to the range and accuracy of ship scanners, or actually making the modules themselves have a much, much larger scan range? Making it possible to do detailed scans of ships even in 0.0 with less risk of dying could add a new element for players who are primarily conserned with flying as recon/covert pilots. -----
Hi TUXFORD! Blasterboat for tier 3 Gallente battleship please! Make it look cool too. Thanks.
I am a Gallente whiner. |

Matthew
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Posted - 2006.06.22 11:31:00 -
[24]
Originally by: HippoKing
Originally by: Tuxford FYI we've made a tiny adjustment to the intertia stabilizers. It isn't on the test server yet but should be soon. It now gives a mass reduction as well as agility "decrease". We've also added a signature radius penalty.
Is the sig penalty really needed?
As I understand it, the mass reduction is actually a very powerful bonus. Not only does it affect the handling of your ship, it also increases the effectiveness of an AB/MWD. As such, it would probably need some sort of penalty to stop it being boosted too far above the nanofibres.
I would think the sig penalty will be tuned to make sure this combined bonus can be powerful enough to be of real use when travelling, without it allowing setups that become overly powerful due to the combination of being able to orbit faster and tighter at the same time. ------- There is no magic Wand of Fixing, and it is not powered by forum whines. |

Cruz
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Posted - 2006.06.22 13:44:00 -
[25]
Originally by: Kel Shek
tractor beams are far from useless, and adding mass to the can its used on would make the target take longer to get up to full speed, right?
and what exactly would be the point of that?
I think he wants it to be an offensive module ;-)
IE Tractor an enemy ship and they gain 30% mass. ---------------------------
For the glory of the empire! |

MercedesBenz
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Posted - 2006.06.22 17:23:00 -
[26]
Originally by: Bazman Edited by: Bazman on 22/06/2006 11:22:45 Thats basically a Nanofibre without the structure penalty, what is the point? Anything that is going to use something to improve its agility is gonna go with the Nano over the Inertial Stabiliser anyway. It would need to have a hefty agility boost and a really miniscule sig penalty to make people bother with them...
Also, how about the modules like ship and cargo scanners? I mean, they're ok for empire greifing I guess, but how about giving an existing ship a built in bonus to the range and accuracy of ship scanners, or actually making the modules themselves have a much, much larger scan range? Making it possible to do detailed scans of ships even in 0.0 with less risk of dying could add a new element for players who are primarily conserned with flying as recon/covert pilots.
/signed, I totaly agree.
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Kai Lae
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Posted - 2006.06.22 17:40:00 -
[27]
I have very little time atm so I'm sorry if someone already mentioned this, but T2 cap injectors need some looking at. The named ones are basically better in every way. Either make the injection time the same as the electrochemical ones and nerf the magazine size to be the same, or just make the injection time the same and leave the magazine size alone. In either case make them worth getting.
Raptor and Ares Fix |

Cordt
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Posted - 2006.06.22 23:41:00 -
[28]
Originally by: Kai Lae I have very little time atm so I'm sorry if someone already mentioned this, but T2 cap injectors need some looking at. The named ones are basically better in every way. Either make the injection time the same as the electrochemical ones and nerf the magazine size to be the same, or just make the injection time the same and leave the magazine size alone. In either case make them worth getting.
Actually, I was doing some testing with a tech 2 cap injector and when used with the proper size cap boosters, they're wonderful. For instance, the tech 2 medium cap injector when used with cap booster 200s fits an extra one, and only takes 4.25 seconds longer to cycle, but you can fit five cap boosters instead of 4 in it. With some testing in quickfit, I found that this would run my Vigilant setup for over a minute longer than a medium electrochemical injector using 200s could. Sig removed, lacks Eve-related content - Cortes |

Maya Rkell
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Posted - 2006.06.22 23:44:00 -
[29]
Originally by: Tuxford FYI we've made a tiny adjustment to the intertia stabilizers. It isn't on the test server yet but should be soon. It now gives a mass reduction as well as agility "decrease". We've also added a signature radius penalty.
As for other modules then I can mention cap flux coils, shield flux coils, reinforced bulkheads and non race specific eccm.
Well, for the ECCM you can make them dual function modules (midslot at least), give one bunch passive targeting, another auto-locking..
Still wouldn't be widely used, I'm sure, but it'd be more useful than today.
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Guillame Herschel
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Posted - 2006.06.22 23:49:00 -
[30]
Originally by: Mike Yagon Tractor Beams useless? What are you on? They are by far the most useful battleship module right after my guns! I wouldn't mind a range increase or a speed increase. (Or after a big fight with lots of loot cans, an AoE tractorbeam! )
Tractor beam drones.
Ftw
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Alexander Knott
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Posted - 2006.06.23 00:03:00 -
[31]
Originally by: Guillame Herschel
Originally by: Mike Yagon Tractor Beams useless? What are you on? They are by far the most useful battleship module right after my guns! I wouldn't mind a range increase or a speed increase. (Or after a big fight with lots of loot cans, an AoE tractorbeam! )
Tractor beam drones.
Ftw
Salvaging Drone ~~~~~~~~~~~ Similar in behavior to the Mining Drone, can be instructed to "Salvage" or "Salvage Repeatedly". When instructed to salvage, the drone finds the nearest ejected cannister the drone's owner has salvage rights to and loots the cannister. The drone then returns to the ship and deposits the contents of the cannister in the ship's cargo hold.
Salvage Drone Operation ~~~~~~~~~~~~~~~~ Skill at using salvage drones. Each level increases salvage drone range by 5km.
Salvage Cruiser ~~~~~~~~~~ Specialized cruiser for salvaging. Four high slots, 2 mid slots, indeterminate low slots, no weapon hardpoints. Cargo capacity in the 2km3 range, moderately agile/fast, frigate-like scan resolution, 1 ECCM strength, enough capacitor to mount an afterburner, mwd, 4 tractor beams, 25m3 drone capacity (assuming salvage drones are 5m3).
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Twilight Moon
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Posted - 2006.06.23 00:06:00 -
[32]
Originally by: Tuxford FYI we've made a tiny adjustment to the intertia stabilizers. It isn't on the test server yet but should be soon. It now gives a mass reduction as well as agility "decrease". We've also added a signature radius penalty.
As for other modules then I can mention cap flux coils, shield flux coils, reinforced bulkheads and non race specific eccm.
Damnit.
Guess who just reprocessed 3 "Local" Inertial Stabs....  --------------------- Sig to come soonish.
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Cruz
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Posted - 2006.06.23 00:11:00 -
[33]
Originally by: Alexander Knott
Originally by: Guillame Herschel
Originally by: Mike Yagon Tractor Beams useless? What are you on? They are by far the most useful battleship module right after my guns! I wouldn't mind a range increase or a speed increase. (Or after a big fight with lots of loot cans, an AoE tractorbeam! )
Tractor beam drones.
Ftw
Salvaging Drone ~~~~~~~~~~~ Similar in behavior to the Mining Drone, can be instructed to "Salvage" or "Salvage Repeatedly". When instructed to salvage, the drone finds the nearest ejected cannister the drone's owner has salvage rights to and loots the cannister. The drone then returns to the ship and deposits the contents of the cannister in the ship's cargo hold.
Salvage Drone Operation ~~~~~~~~~~~~~~~~ Skill at using salvage drones. Each level increases salvage drone range by 5km.
Salvage Cruiser ~~~~~~~~~~ Specialized cruiser for salvaging. Four high slots, 2 mid slots, indeterminate low slots, no weapon hardpoints. Cargo capacity in the 2km3 range, moderately agile/fast, frigate-like scan resolution, 1 ECCM strength, enough capacitor to mount an afterburner, mwd, 4 tractor beams, 25m3 drone capacity (assuming salvage drones are 5m3).
Go read the dev blog, salvaging is being introduced. ---------------------------
For the glory of the empire! |

Xelios
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Posted - 2006.06.23 00:14:00 -
[34]
I really hope the sig radius penalty on the Inertial Stabs is a fixed amount and not a percent. +10mm should be fine, otherwise it's going to do jack on interceptors and uber gimp cruisers/battleships. Keep the penalty limited to where the problem is, uber fast orbitting interceptors.
_________________________________
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Dimitrius Zabelle
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Posted - 2006.06.23 06:50:00 -
[35]
Originally by: Xelios I really hope the sig radius penalty on the Inertial Stabs is a fixed amount and not a percent. +10mm should be fine, otherwise it's going to do jack on interceptors and uber gimp cruisers/battleships. Keep the penalty limited to where the problem is, uber fast orbitting interceptors.
Altho you are correct.. Battleships are not supposed to be super fast ships really.. I think the % would be fine.
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Marquedios
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Posted - 2006.06.27 00:22:00 -
[36]
Any word on the stat changes, Mr. Tuxford?  ---------------------------------------- If it moves, shoot it; If it doesn't move, shoot it anyway -- it might move later. |

j0sephine
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Posted - 2006.06.27 02:02:00 -
[37]
Edited by: j0sephine on 27/06/2006 02:04:27
"As I understand it, the mass reduction is actually a very powerful bonus. Not only does it affect the handling of your ship, it also increases the effectiveness of an AB/MWD. As such, it would probably need some sort of penalty to stop it being boosted too far above the nanofibres."
The mass change has very comparable impact to what the nanofiber hull upgrade does, actually. Example:
ship (interceptor) with 1000 ton base weight and 425 m/sec base speed.
* with tech.2 AFB: 1.42 km/sec. with tech.2 MWD: 4.18 km/sec * +20 m/sec to base speed from tech.1 nanofiber. speed with afb: 1.49 km/sec. speed with mwd: 4.38 km/sec * with 5% off from base weight. with afb: 1.45 km/sec, with mwd: 4.30 km/sec
i chose -5% weight bonus because +20 m/sec to speed is even less than 5% extra to base speed of such ship. As you can see, the gain is actually smaller than what the regular nanofiber upgrade provides.
For larger ships 5% of weight will have similar impact on speed changes, while fixed +20 m/sec is considerably larger boost to speed, due to lower base.
Overall, i don't feel the signature penalty on these modules is needed. They're already playing second fiddle as it is, making them a tiny bit more like the nanofiber mod isn't really going to make them uber overnight (since the "penalty" of nanofibers goes completely ignored as no one pays attention to amount of their structure, while they do pay attention to their sig size as that has quite an impact on ship survability. As evidenced by the latest AF 'fix' in that regard)
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CutterJane
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Posted - 2006.06.27 03:28:00 -
[38]
Change regenerative plating to add passive armor regen to ships in addition to the hitpoints, at that ships shield regen time. Cause, you know, its regenerative plating.. it should regenerate itself. And regenerative plates give only 12.5% more hitpoints, compared to adaptive nano membranes which give an effective 17% increase in hitpoints for the same fitting.
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Kldraina
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Posted - 2006.06.27 07:03:00 -
[39]
Edited by: Kldraina on 27/06/2006 07:07:20 Personally, I think it would be neat if the shield flux coils added a crazy good bonus to shield regen rates, but reduced HP enough to make the ship vulnerable to alpha strike. Something like: -30% shield hp; -47.5% shield recharge time. (I would actually prefer something more severe, like -50% hp and -62.5% recharge time, but it might cause problems with shield recharge times getting too short) |

Kcel Chim
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Posted - 2006.06.27 07:36:00 -
[40]
Originally by: Kldraina Edited by: Kldraina on 27/06/2006 07:07:20 Personally, I think it would be neat if the shield flux coils added a crazy good bonus to shield regen rates, but reduced HP enough to make the ship vulnerable to alpha strike. Something like: -30% shield hp; -47.5% shield recharge time. (I would actually prefer something more severe, like -50% hp and -62.5% recharge time, but it might cause problems with shield recharge times getting too short)
like passive tanks work now this would make the module completely useless. To actually benefit from an increased shieldrecharge (and its maximum around 30% shield) you need enough shield to "tank" and "hover" in that area. If you drastically reduce shield hp this area will decrease aswell and your passive tank just breaks once the dmg output smashes the shield below 25%, leaving the modules completely worthless.
The trick by passive tanking is to have the amount X between 25% and 35% shield big enough that it tanks the incoming dps with the recharge rate applied. IF you reduce the raw shield capacity between 25 and 35% its more then likely that a damage burst will break it in 1-2 shots and cripple your whole tank.
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Kldraina
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Posted - 2006.06.27 08:29:00 -
[41]
Edited by: Kldraina on 27/06/2006 08:30:48
Originally by: Kcel Chim IF you reduce the raw shield capacity between 25 and 35% its more then likely that a damage burst will break it in 1-2 shots and cripple your whole tank.
That was kind of the point. It would become helpful against small arms fire, but relatively worthless against large guns. Imagine for a moment, a shield that only had 2000 hp, but had a 2 second recharge. This shield would be almost immune to frigates and even some bigger guns that rely upon rof for damage, but would be worthless against large artillery.
Basically, I want to see something with a powerful specialist use, but less general usefulness than other current options (PDU, Shield power relay).
Another interesting idea, would be to have shield flux coils lower shield integrity, making those hit points less effective (since damage starts hitting armor sooner). |

Ciaphas Khaine
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Posted - 2006.06.27 10:16:00 -
[42]
i actually like the idea where the module significantly boosts shield recharge but makes it MUCH easier to hit through armour. it would have to be a very large boost to going through the shield but would make things very interesting
IN THE FAR FLUNG FUTURE OF EVE THERE IS ONLY.... WARRRR |

PeopleDamager
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Posted - 2006.06.27 10:23:00 -
[43]
Originally by: Dimitrius Zabelle
passive targeters are another, they do have a quite handy use, but nobody actually uses them. I think they should be transformed into a covert ops module that allows you to lock a single target while cloaked (on a covert ops only) and use cargo / ship scanners, but nothing else.
/SIGNED I really like this idea IMHO
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