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Knoppaz
Union of Corvus Corax
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Posted - 2006.07.21 08:46:00 -
[61]
Edited by: Knoppaz on 21/07/2006 08:47:27
Originally by: Nafri
Originally by: Knoppaz
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 
Sig resolution =! sig size
sig size is as you probably know the size of the enemy ship. The sig resolution is a stat on guns, like 400m for a large waeapon.
When you increase your sig resolution enemy ships will have bigger problems to hurt you.
My bad, sorry.. Actually quite interesting idea.
Something like +10% sig resolution and 5% explosion radius bonus on the module which get's enhanced by minnie ship bonus maybe?
Btw, what's up with this forum lately? 
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Corphus
Sha Kharn Corp Ascendant Frontier
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Posted - 2006.07.21 08:59:00 -
[62]
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
stealth mods or stealth hullupgrades like a special plating which effectively reduces sigradius would be so awsome ! just like the stealth paint and materials used for b2 bommbers etc. reducing the reflected radar waves.
would be sweet if i could reduce the sig radius of my cruiser by say 30 %..it would make it more survivable vs bs guns and would have the effect that target painters etc. could be used as counter modules against sig reduction mods. i can think of loads of possibilities for that kind of ew/hull modules .
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Andrea Jaruwalski
Caldari
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Posted - 2006.07.21 09:31:00 -
[63]
I want the target painting bonus to be changed to 10% Tractor beam range. 
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RoMUF
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Posted - 2006.07.21 09:47:00 -
[64]
yeah switch the tp bonus for a web range bonus (less then the recon version ofc) or simply double or triple the stats on TP's.. or build in the tp's on tp bonus ships.
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Chee
Minmatar
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Posted - 2006.07.21 10:41:00 -
[65]
How about this:
an ewar mod that you activate on target, and randomly de-activates 1 module of the target (if it hits). For the duration of the cycle the module cannot be activated.
It could be a gun, launcher, scrambler, hardener, repper etc that gets 'jammed'.
Would need very carefull tuning or it would be the death of all capital ships. Maybe depending on the module you have a chance to turn it off. Can imagine turning off a repper is pretty much the end for your target, so should be extra hard to shut down.
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kessah
Caldari
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Posted - 2006.07.21 11:11:00 -
[66]
Just boost the ECM Burst module and give that to matari. --------------------------------------------------------
Forever Pirate |

Elaron
Minmatar
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Posted - 2006.07.21 11:40:00 -
[67]
One thought I had is perhaps a form of EW that detracts from the rate of fire of the opponant's offensive modules, say by 25%, so that a 10 second rate of fire would become 12.5 seconds.
In the case of non-weapon offensive modules (eg NOS, web) there would be a gap between the end of one cycle of effect and the start of the next (eg web lasts 5 seconds, but with the 25% penalty it would last 5 seconds yet the module would only refresh every 6.25 seconds).
Elaron
It is never too late to correct the mistakes of the past. |

Kaylana Syi
Minmatar
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Posted - 2006.07.21 12:23:00 -
[68]
Originally by: Meridius If somehow minnies were to get the TD bonus, i would suggest the Amarr get a bonus to webber range (to counter those fast minnies) or a multi-weapon disruption system that affects both turrets and missiles as that makes RP sense as well. Of course, the % penalty it would give would be much less then a TD since it works for 2 systems instead of 1.
I'd support the webber bonus for amarr or a missile velocity disruptor for the minmatar. TPs are just really not that great of an Ewar for any race... it should be boosted across teh board and be a utility ewar.
Team Minmatar Carriers need Clone Vats
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Kaylana Syi
Minmatar
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Posted - 2006.07.21 12:42:00 -
[69]
Edited by: Kaylana Syi on 21/07/2006 12:43:31 Edited by: Kaylana Syi on 21/07/2006 12:42:32
Originally by: Stamm
Just going to point out the flaws in what you've said and ignore the insults.
Minmatar are mixed weapon users, they have drones, missiles and turrets, they're more mixed than any other race. Target painters help drones a bit, help missiles a lot and help turrets a touch.
Oh you mean the Typhoon? The only minmatar ship with a decent drone bay? One of the only ( breacher being the first, Huggin the other ) minmatars ship where fitting missiles isn't stupid? Yeah you convinced me there... target painters sure are good for boosting the entire minmatar race since everyone and their uncle can field a typhoon properly 
Quote:
Now you're posting in a Minmatar EW thread, as a Minmatar and your suggestion is to swap your EW with Amarrs or give it a boost. Excuse me if I see that for what it looks like.
I offered the quickest sensable change from an RP perspective. 3 ships make tracking distruption good... a little too good. Would you still use a curse, arbitrator and pilgrim if it didn't have tracking disruption? Yes you would. Are bellicoses, rapiers and huginn's used for their racial ewar as it stands? Not by a long shot. The bellicose is pretty worthless and the rapier and huginns are used for their stasis web ranges.
Quote:
As for the racial EW itself? It's not designed to be against anybody in particular.
Obvioulsy you haven't payed attention to the 3 years of caldari vs gallente lore and reason why the devs. gave them each their ewar systems.
Quote:
Amarr - Turret specialists, makes sense that their EW is turret based.
Minmatar - All gank and no tank, makes sense that their EW is designed to help inflict more damage.
As far as tracking enhancers being better than target painters? Don't try to sell that...
So the amarr are some cheeky race that like to go around turret disrupting each other. Oh wait chose to neglect the lore of EVE  
Minmatar all gank and no tank? Do you fly Minmatar ships or have any idea of how well they tank and gank? Target painters don't help this out... autocannons don't need target painters FYI... artillery are bullox for anything but fleet combat...and there is only one ship on the entire minmatar race that can effectively use the benefit of the TP and it the typhoon. Too bad it takes 1.5 years to train to do so.
But I tell you what... amarr really do need those tracking disruptors to bring all the autocannon users and 200km away arty tempests to their knees Oh wait...
Team Minmatar Carriers need Clone Vats
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Ithildin
Gallente
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Posted - 2006.07.21 13:33:00 -
[70]
I am so glad so many likes the idea, if not the racial implementation I suggested in part 1 of OP.
I've updated the topic by removing the Minmatar reference, by the way, since a lot of you've convinced me that it isn't functioning as an EWar system, but rather as a good module to have for just about any combat ship.
With regards to the POSes, with Kali we'll see a much improved scanning system, which will hopefully feature long-range scans (current 14.3 AU is too short). Granted that POSes are a mayor deterant for use in hostile space, a code might be added for increased usability. If the end-grid contains a POS, the accuracy and scatter will go insane (+1000% or something) which should be enough to drop your ship outside POS range most of the time.
After all, the driving force behind the idea is to make combat a bit more involved, and not necessarily end when the enemy warps away.
"Exploit" hole: Covert ops ships (with Cov Ops Cloak) will be able to follow nearly undetected unless a warning that the warp is being analysed is issued. Whether this is a hole that needs plugging, I do not know. Had it not been for Recon Ships, the answer would've been a clear "no, it need no plugging". "Exploit" workaround: gang warps to secondary safespots first and then to a safe spot immidiatly after. Since analyser requires lock, enemies will have more trouble following. Dark skies torn apart Heavens open before me I, the light of death |
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