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Ithildin
Gallente
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Posted - 2006.07.20 16:27:00 -
[1]
Well, who likes Target Painters anyway?
They're useful, but really? I'm sure a lot of people would agree with me that it's wasted module for bonuses.
Although the topic said "New Minmatar EWar system", it's not actually something I'm suggesting as Minmatar specialist thing only. It might also work as a beautiful new T2 ship concept, which I will touch on as well. But first, the module.
Warp Analysis Arithmetics - (base skill) 5% bonus to Warp Analysis accuracy per level Warp Analysis Modulation - -10% bonus to Warp Analysis fluctuation per level
Warp Analyser I. High slot. 1 powergrid 50 cpu Activation time: 20s Activation cost: 40 units Accuracy: 50km Fluctuation: 10km Optimal range / Fall off: 20km / 20km (subject to standard EWar range skills) Concept: When the targeted enemy warps, the ship using a Warp Analyser will initiate a standard warp after this ship. The accuracy will state at what distance from the targeted ship you will land. Fluctuation is a random factor which acts as a sort of accuracy fall off. Example: Vigil (max skills) is using a Warp Analyser I module by targeting a Typhoon with loads of stabs. The Typhoon warps off, and the Vigil initiates a warp to the same destination as the Typhoon. The Vigil will land 28km from the Typhoon and "scatter" 5km in a random direction (i.e. he'll come out of warp between 33km and 23km from the Typhoon). The Typhoon warped to a gate, so the chase is on. Megathron (lvl 5 arithmetics, lvl 0 modulation) uses the same on a fleing Raven. The Megathron will land 38km from the Raven with a scatter of 10km! Not a very good range for a Blasterthron. The Raven warped to a POS, so it really didn't matter...
Implementation as a T2 ship category.
Hull size: Frigate or Destroyer (Note that with this implementation, only this class would be able to fit Warp Analysers) Standard class skill bonus: Warp Analyser accuracy Typical racial class skill bonuses: (just a suggestion) Warp jammer range (Amarr?, Caldari) magnitude of max x3-x4 Warp jammer strength (Gallente) magnitude of max x2 Webbifier range (Minmatar) magnitude of max x4 Concept: A class of fast, agile, and sturdy tackler ships with low amounts of hard points and few, if any, bonuses specifically for damage dealing.
Examples, destroyer hulls: Keres (Gallente, Catalyst hull, Duvolle Laboratories design - Black and grey) 5 High (4 turrets), 3 mid, 4 low Speed: 350 m/s Class: +50% Thermal resistance, +75% Kinetic resistance, -99% Warp Analyser CPU requirement Ship: +7.5% armour repairer amount, +10% Small hybrid turret tracking Advanced: +5% Warp Analyser accuracy, +20% warp jammer strength
Sphinx (Caldari, Cormorant hull, Ishukone design - Pale Green and silver) 5 High (4 launchers), 3 mid, 4 low Speed: 350 m/s Class: +50% Kinetic resistance, +75% Thermal resistance, -99% Warp Analyser CPU requirement Ship: +5% shield resistance, +10% Light missile and rocket velocity Advanced: +5% Warp Analyser accuracy, +20% warp jammer range Dark skies torn apart Heavens open before me I, the light of death |

Ithildin
Gallente
|
Posted - 2006.07.20 16:27:00 -
[2]
Well, who likes Target Painters anyway?
They're useful, but really? I'm sure a lot of people would agree with me that it's wasted module for bonuses.
Although the topic said "New Minmatar EWar system", it's not actually something I'm suggesting as Minmatar specialist thing only. It might also work as a beautiful new T2 ship concept, which I will touch on as well. But first, the module.
Warp Analysis Arithmetics - (base skill) 5% bonus to Warp Analysis accuracy per level Warp Analysis Modulation - -10% bonus to Warp Analysis fluctuation per level
Warp Analyser I. High slot. 1 powergrid 50 cpu Activation time: 20s Activation cost: 40 units Accuracy: 50km Fluctuation: 10km Optimal range / Fall off: 20km / 20km (subject to standard EWar range skills) Concept: When the targeted enemy warps, the ship using a Warp Analyser will initiate a standard warp after this ship. The accuracy will state at what distance from the targeted ship you will land. Fluctuation is a random factor which acts as a sort of accuracy fall off. Example: Vigil (max skills) is using a Warp Analyser I module by targeting a Typhoon with loads of stabs. The Typhoon warps off, and the Vigil initiates a warp to the same destination as the Typhoon. The Vigil will land 28km from the Typhoon and "scatter" 5km in a random direction (i.e. he'll come out of warp between 33km and 23km from the Typhoon). The Typhoon warped to a gate, so the chase is on. Megathron (lvl 5 arithmetics, lvl 0 modulation) uses the same on a fleing Raven. The Megathron will land 38km from the Raven with a scatter of 10km! Not a very good range for a Blasterthron. The Raven warped to a POS, so it really didn't matter...
Implementation as a T2 ship category.
Hull size: Frigate or Destroyer (Note that with this implementation, only this class would be able to fit Warp Analysers) Standard class skill bonus: Warp Analyser accuracy Typical racial class skill bonuses: (just a suggestion) Warp jammer range (Amarr?, Caldari) magnitude of max x3-x4 Warp jammer strength (Gallente) magnitude of max x2 Webbifier range (Minmatar) magnitude of max x4 Concept: A class of fast, agile, and sturdy tackler ships with low amounts of hard points and few, if any, bonuses specifically for damage dealing.
Examples, destroyer hulls: Keres (Gallente, Catalyst hull, Duvolle Laboratories design - Black and grey) 5 High (4 turrets), 3 mid, 4 low Speed: 350 m/s Class: +50% Thermal resistance, +75% Kinetic resistance, -99% Warp Analyser CPU requirement Ship: +7.5% armour repairer amount, +10% Small hybrid turret tracking Advanced: +5% Warp Analyser accuracy, +20% warp jammer strength
Sphinx (Caldari, Cormorant hull, Ishukone design - Pale Green and silver) 5 High (4 launchers), 3 mid, 4 low Speed: 350 m/s Class: +50% Kinetic resistance, +75% Thermal resistance, -99% Warp Analyser CPU requirement Ship: +5% shield resistance, +10% Light missile and rocket velocity Advanced: +5% Warp Analyser accuracy, +20% warp jammer range Dark skies torn apart Heavens open before me I, the light of death |

HippoKing
Caldari
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Posted - 2006.07.20 16:32:00 -
[3]
I'd be terrified to use it if I hadn't scanned all the moons and I wasn't flagged in lowsec 
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HippoKing
Caldari
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Posted - 2006.07.20 16:32:00 -
[4]
I'd be terrified to use it if I hadn't scanned all the moons and I wasn't flagged in lowsec 
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Jennie Marlboro
Blood Moon Horde HUZZAH FEDERATION
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Posted - 2006.07.20 16:34:00 -
[5]
/signed
Where do I get one?
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Jennie Marlboro
Blood Moon Horde HUZZAH FEDERATION
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Posted - 2006.07.20 16:34:00 -
[6]
/signed
Where do I get one?
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Rob Boberton
XenoTech The Fonz Presidium
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Posted - 2006.07.20 16:43:00 -
[7]
I've thought for a while that minmatar should get an ewar type that jams repping, or perhaps reduces it by a noticeable percent. That'd be in line with the minmatar damage=good philosophy.
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Rob Boberton
XenoTech The Fonz Presidium
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Posted - 2006.07.20 16:43:00 -
[8]
I've thought for a while that minmatar should get an ewar type that jams repping, or perhaps reduces it by a noticeable percent. That'd be in line with the minmatar damage=good philosophy.
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Bean Doodle
Wasteland Industries Chimaera Pact
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Posted - 2006.07.20 16:46:00 -
[9]
Edited by: Bean Doodle on 20/07/2006 17:02:50 Edited by: Bean Doodle on 20/07/2006 16:54:32 /me flaps arms and runs around in circles!!!
...??? umm...
oh yeah, your idea, i likes it
edit: but making you automatically warp after the dude is baed.
give the player using the module a thing on the overview like cyno fields that he/she can warp too. mebbe make it dissapear after 30sec so ppl wont be all like "pmfg permamessed up ss logon traps leik not rotfllolmao mayocheese!!11!!!"
Woohootles |

Bean Doodle
Wasteland Industries Chimaera Pact
|
Posted - 2006.07.20 16:46:00 -
[10]
Edited by: Bean Doodle on 20/07/2006 17:02:50 Edited by: Bean Doodle on 20/07/2006 16:54:32 /me flaps arms and runs around in circles!!!
...??? umm...
oh yeah, your idea, i likes it
edit: but making you automatically warp after the dude is baed.
give the player using the module a thing on the overview like cyno fields that he/she can warp too. mebbe make it dissapear after 30sec so ppl wont be all like "pmfg permamessed up ss logon traps leik not rotfllolmao mayocheese!!11!!!"
Woohootles |

Matsuo Masato
Minmatar
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Posted - 2006.07.20 17:04:00 -
[11]
uhmm.. no
minmatar need a defensive Ewar just like the other races so my vote is on a sig reducing module
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Matsuo Masato
Minmatar
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Posted - 2006.07.20 17:04:00 -
[12]
uhmm.. no
minmatar need a defensive Ewar just like the other races so my vote is on a sig reducing module
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Casyus Quinn
Minmatar
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Posted - 2006.07.20 17:11:00 -
[13]
i like the idea, it creates a nice balance between those who fit warp disruptors and those who fit stabalizers, plus if someone fitted all three they'd most likely have complete control over just about any engagement unless they ran into someone with a similar fitting set up which seems intersting all by itself
a sig reducing module would be nice to
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Ithildin
Gallente
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Posted - 2006.07.20 17:11:00 -
[14]
Originally by: Matsuo Masato uhmm.. no
minmatar need a defensive Ewar just like the other races so my vote is on a sig reducing module
So, do you like my alternate idea, the T2 ships idea?
Oh, and I do dig the signature reducing module, although it's not an EWar system, it's a defensive, localized, system. There's 6 categories of non-damaging modules (the way I see it): Targeted defensive (remote boosters and repairers) Targeted denying (common EWar) Targeted offensive (target painters, warp analyser) Local defensive (repairers) Local denying (sig radius decreasers, wcs, and cloaks) Local offensive (Self-destruct button?) Dark skies torn apart Heavens open before me I, the light of death |

Casyus Quinn
Minmatar
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Posted - 2006.07.20 17:11:00 -
[15]
i like the idea, it creates a nice balance between those who fit warp disruptors and those who fit stabalizers, plus if someone fitted all three they'd most likely have complete control over just about any engagement unless they ran into someone with a similar fitting set up which seems intersting all by itself
a sig reducing module would be nice to
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Ithildin
Gallente
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Posted - 2006.07.20 17:11:00 -
[16]
Originally by: Matsuo Masato uhmm.. no
minmatar need a defensive Ewar just like the other races so my vote is on a sig reducing module
So, do you like my alternate idea, the T2 ships idea?
Oh, and I do dig the signature reducing module, although it's not an EWar system, it's a defensive, localized, system. There's 6 categories of non-damaging modules (the way I see it): Targeted defensive (remote boosters and repairers) Targeted denying (common EWar) Targeted offensive (target painters, warp analyser) Local defensive (repairers) Local denying (sig radius decreasers, wcs, and cloaks) Local offensive (Self-destruct button?) Dark skies torn apart Heavens open before me I, the light of death |

Tachy
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Posted - 2006.07.20 17:25:00 -
[17]
Usability in PvE = 0 --*=*=*--
Even with nougat, you can have a perfect moment. |

Tachy
|
Posted - 2006.07.20 17:25:00 -
[18]
Usability in PvE = 0 --*=*=*--
Even with nougat, you can have a perfect moment. |

Nafri
Caldari
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Posted - 2006.07.20 17:30:00 -
[19]
I would prefer to have a module increasing the sig resolution of the targetted enemy ship. Minmatar ships are fast, increased sig resolution would be pretty handy for them
But I fear its too similar with the Tracking Disruptor.
Another one would be a capdampener, who reduces the enemy cap recharge time, but again, similar to the nosferatu.
From Dusk till Dawn Sig removed, e-mail us if you'd like to know why. -ReverendM ([email protected]) |

Nafri
Caldari
|
Posted - 2006.07.20 17:30:00 -
[20]
I would prefer to have a module increasing the sig resolution of the targetted enemy ship. Minmatar ships are fast, increased sig resolution would be pretty handy for them
But I fear its too similar with the Tracking Disruptor.
Another one would be a capdampener, who reduces the enemy cap recharge time, but again, similar to the nosferatu.
From Dusk till Dawn Sig removed, e-mail us if you'd like to know why. -ReverendM ([email protected]) |

Kaylana Syi
Minmatar
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Posted - 2006.07.20 17:38:00 -
[21]
I'd either like the amarr and minmatar ewars switched or better bonuses on the current minmatar ewar system.
Team Minmatar Carriers need Clone Vats
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Ath Amon
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Posted - 2006.07.20 17:50:00 -
[22]
mmmm honestly doesn't like too much the idea, it is screaming for traps
the luring ship can fight a bit and then warp to a pos or a group of friends making it a very dangerous "EW module" and also it will not prevent a fast ship from fleeing it will have just to warp to a gate and by the time you will be in webber range it will jump away.
i don't like TP too but i also think with better bonuses they can become way more usefull... something like 20+% effectiveness and +10% range/level.
also it will be nice to have this kind of bonuses on a bit more dedicated missile boats than the usual 50/50 (crappy :P) split.
the sign reduction module sound nice too, but sadly will not be a really EW mod, also i fear it could be a bit umbalancing as it will affect missile dmg, turrets "to hit", target speed and eventually noses (after nerf)
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Tranklukator
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Posted - 2006.07.20 22:03:00 -
[23]
I suggest signature reduction modules for minmatar ecm. their trashcans will last a bit longer )
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Naughty Boy
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Posted - 2006.07.20 22:08:00 -
[24]
Edited by: Naughty Boy on 20/07/2006 22:09:10
Originally by: Tranklukator I suggest signature reduction modules for minmatar ecm. their trashcans will last a bit longer )
It could be good, but it has to be carefully balanced with tracking disruptors as you don't want to bring them out of their role with a more versatile and more powerful counter. Still, it doesn't help the gang, as opposed to tracking disruptors so... I kinda like it.
NB.
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Prestis
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Posted - 2006.07.20 22:17:00 -
[25]
Defensive or offensive, any change to Minmatar EW would be good.
Target painters really do close to nothing for turrets in most situations. Even for missiles they're like +10% damage vs smaller ships only.
Not sure how that compaires with certain other forms of EW that shutdown other ships completely for 30 seconds..
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Stamm
Amarr
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Posted - 2006.07.20 22:22:00 -
[26]
Originally by: Kaylana Syi I'd either like the amarr and minmatar ewars switched or better bonuses on the current minmatar ewar system.
Oh I see. You don't like your current EW, so make Amarr have it and take theirs?
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Testicular Testes
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Posted - 2006.07.20 22:23:00 -
[27]
Warpchasing is something that absolutely needs to happen anyway, whether via a module and skills or as a basic function.
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Matsuo Masato
Minmatar
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Posted - 2006.07.20 22:24:00 -
[28]
yeah some form of "Targeted denying" EW would be good to
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Knoppaz
Union of Corvus Corax
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Posted - 2006.07.20 22:32:00 -
[29]
Originally by: Nafri I would prefer to have a module increasing the sig resolution of the targetted enemy ship. Minmatar ships are fast, increased sig resolution would be pretty handy for them
But I fear its too similar with the Tracking Disruptor. ...
Sounds interesting, but might be too similar with the target painters 
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Stamm
Amarr
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Posted - 2006.07.20 22:45:00 -
[30]
Originally by: HippoKing I'd be terrified to use it if I hadn't scanned all the moons and I wasn't flagged in lowsec 
This is a good idea, so I thought, until I read what Hippoking said.
Let's pretend I'm Matari. I'm in my Vagabond, and instead of me fitting warp disruptors or scramblers, I fit one of them modules you suggested.
I head off down to the Shire to gank some Hobbits. After I check a few systems I find a nice little juicy Hobbit fighting Angels (or maybe these Angles I keep hearing about) and I launch my attack! I switch my ammo over for something he's not tanked against, and open fire. He panics, and now we come to the interesting bit.
He can warp one of 3 places.
1) Another celestial object, at 15 or 100, or a safespot, or a stargate not on an insta. 2) A POS on a moon. 3) A stargate on an insta.
If it's 1 you have to lock him down again and activate the module. If it's 2 you're dead. If it's 3 then he's going to jump through and you have to catch up from 20KM away and jump after him. You won't catch him most likely.
You have no way of telling which of the three it is. I know I'm not going to activate the module.
So let's instead pretend for some reason it's only ever going to be outcome 1.
You activate the module and your ship initiates a warp after this guy. You catch up and lock him and start shooting again - but you've no way to prevent him warping, so he warps off again and while he's in warp his armour or shield is repping/boosting. Ships don't run out of cap by just warping around, generally speaking.
So I'm afraid for now, unless I'm missing some things, I can't really see a use for this module.
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