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Edwin McAlister
Interstellar Engineering and Electronics INC
35
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Posted - 2014.09.26 16:04:00 -
[1] - Quote
as i sit here high on painkillers from surgury on elbow, odd thoughts cross my mind,
here is an idea for a module that could add some interesting tactical game play
8 types (4 shield resistance types, 4 armor resistance types) 3 sizes, small-med-large
high slot utility module
Range: 10k-30k depending on size / skill Effect: reduce resistance by X amount for that type (ie shield or armor) (by 10% for small up to 30% for large module), these effects probobly should NOT STACK... or if they do suffer severe extreme stacking penalties
just a thought
Details such as PG/CPU would need to be worked out, not suggestiong a module that reduces all resists across the board, but 1 for each shield resist and each armor resist
A counter for this already exists in the armor phaseing module that shifts resists around based off incomeing damage, a shield version of that module would probobly need to be introduced however for the shield side of the house |
Celthric Kanerian
Ascendance Of New Eden Workers Trade Federation
110
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Posted - 2014.09.26 16:31:00 -
[2] - Quote
What the f...? |
Alvatore DiMarco
Capricious Endeavours Ltd
2731
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Posted - 2014.09.26 16:36:00 -
[3] - Quote
Celthric Kanerian wrote:What the f...?
He's talking about modules that can be used to remotely reduce a target's resistances, thus significantly decreasing the power of logistics ships. Is reading hard for you? |
Adrie Atticus
The Shadow Plague The Bastion
384
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Posted - 2014.09.26 16:47:00 -
[4] - Quote
Reduce shield HP to 0 and you get effectively 0% resistance.
I'll leave figuring out the rest to you. |
Benny Ohu
Chaotic Tranquility
3990
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Posted - 2014.09.26 16:59:00 -
[5] - Quote
i think this is cute, but 30% seems like too much?
also how about if there are two of these mods aimed at one ship, they cancel each other out. to discourage people from simply spamming the things, to encourage communication between fleet members. hopefully higher player skill/fleet communication = more effective use. also maybe there'd be a thing where a fleet brings one along specifically to disrupt an enemy's attempt at using it
maybe make it a short-range (5-10km) deal for the same reasons |
Benny Ohu
Chaotic Tranquility
3990
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Posted - 2014.09.26 16:59:00 -
[6] - Quote
ps is your elbow ok |
Tabyll Altol
Breaking.Bad Circle-Of-Two
18
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Posted - 2014.09.26 17:04:00 -
[7] - Quote
No way!!!!!
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Lyra Gerie
Garoun Investment Bank Gallente Federation
39
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Posted - 2014.09.26 22:12:00 -
[8] - Quote
If they were one size, with a range of no more then 12-15km (that being high end officer range, probably 9km for T2) and had an effect of a max of 15% (again for officer level modules, 10% with T2) with a normal stacking penalty I think they could be fair. It would give more for support wings to use and it might help the logi n+1 problem a little. Keeping it at 8 modules, one for each damage type and one for shields/armor that means you would have to either focus down a single resist hole (which would be hard due to stacking penalties) or spread it over multiple ships to push down universal resists.
It would reduce either the effects of logistics or the defense of logistic ships. It might also help the occasional mission runner (maybe, it would be interesting to see with burner missions in mind) Aside from that it would further give a niche to hull tanking ships as these modules couldn't (and shouldn't) touch hull resists.
There could be a possibility of modules that boost the effects which should be at least moderately balanced by relieving the ship of modules that could be used for tank or damage or which provide some kind of drawback to equip like lower scan res or a boosted sig radius making the ship sporting these types of E-war easier to kill. |
Zmikund
Center for Advanced Studies Gallente Federation
4
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Posted - 2014.09.26 23:05:00 -
[9] - Quote
if this will ever be implemented i want AoE damage reduction module with same range/effectivity properties ... |
Edwin McAlister
Interstellar Engineering and Electronics INC
36
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Posted - 2014.09.26 23:38:00 -
[10] - Quote
was training accident teaching soldiers how to load simulated casualties onto a blackhawk, ... as i was being used as a simulated casualty, i got droped. then the soldier fell on me and had 2 inches of elbow sticking out the side of arm... yea, elbow much better now.
seems most of ya understood idea concept, alot more would need to be fleshed out, yea, big time stacking penalties for certain, would be useful, and provide for some fun tactical situations
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Bruder Deranius
Scrapmetal Unleashed
0
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Posted - 2014.09.27 07:41:00 -
[11] - Quote
Things you get right:
Has to be heavy penalized, only one debuff per resistance. Otherwise the module would make resistance obsolete, stacking raw HP the new tanking tactics.
I see problems at these points:
1) As I suppose this would be a medslot module, it effectively raises DPS for even one ship and thus it would get mandatory in the appropiate range class (i.e. if it's max 10km it'll fit to frigates and blastercruisers only, if more even battleships will fit it). Only ways to prevent that are a high fitting profile, high capacitor usage and ship restriction (i.e. electronic attack frigates only). Even then it will be mandatory to have it fitted onto electronic attack frigates and to be honest, I think no one likes mandatory modules.
2) To divide the module into 4 different resistclasses doesn't make sense, because the solopilot/gang/fleet will always use the module(s) that match their type of applied damage (e.g. EM+TH for lazors), so there's no need to fit a second or third one. This in mind you could also apply the debuff for all 4 resists with one module. To divide them into shield and armor doesn't make sense either, because 1) will apply again: If you can fit it, it's mandatory, no matter how the enemy has tanked it's ships. The only point I see where the shield resist debuff wouldn't make sense is, if you fire mjolnir missiles against armor tanked ships, as their shields won't have EM resistance, but that's just a niche.
3) Is this a fun module for an electronic attack frigate pilot? The other electronic warfare mods will apply some direct effect, open ways for some different tactics, while this one only applies to the damage numbers you or your mates get. You could say that target painters do something similar and you know what? You're nearly right. But they also give the opportunity to use bigger weapons on smaller, more agile targets while lowering resistance only does an overall damage boost, no matter the tactics. The only tactics you have to do is to focus fire (wich is usual practice) and to chose the right ammo if the module would lower only one resistance. Even then, in bigger fleets there would be someone who has to apply all four debuffs onto the actual focus target, so again a nobrainer.
But I also have an idea to add:
As most gangs/fleets use fleet assist modules (boosters), this one here could counter those modules, effectively lowering the hopefully applied passive resistance (thus doing what the OP wanted, at least sort of), aswell repair amount and speed, webrange, lockrange, whatever boosts are applied. By that, the module would limit itself (you can't strip more than the boosts) aswell as bringing some sort of new tactics in countering command ships. Would make the module still mandatory for big fleets and completely useless for soloing though, aswell as it's still boring because it just lowers numbers, you don't see immediate effect. But well... something to think about. |
Jessica Duranin
Science and Trade Institute Caldari State
163
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Posted - 2014.09.27 08:25:00 -
[12] - Quote
It would be just one of those brainless modules that you always bring to a fleet no matter the setup because there is no counter to it. We already have enough E-war to disrupt logistics. The blobsec people just need to stop crying and learn to use the tools that already exist. |
Celthric Kanerian
Ascendance Of New Eden Workers Trade Federation
110
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Posted - 2014.09.27 14:48:00 -
[13] - Quote
Alvatore DiMarco wrote:Celthric Kanerian wrote:What the f...? He's talking about modules that can be used to remotely reduce a target's resistances, thus significantly decreasing the power of logistics ships. Is reading comprehension hard for you?
Of course I knew what he was talking about smartass. I'm just amazed at the stupidity of his post.
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Lucrii Dei
Vector Galactic The Big Dirty
46
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Posted - 2014.09.27 15:38:00 -
[14] - Quote
I want some of whatever painkillers you are taking, this is one trippy suggestion. GöÇGòó The Explorer I GöÇGòó The Explorer II (Coming Soon!)
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Daichi Yamato
Xero Security and Technologies
1909
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Posted - 2014.09.27 16:40:00 -
[15] - Quote
trouble is, why not bring one of these to every gang fight ever?
its like a target painter but omgwtfamazingly better. EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY?No; there are no systems or locations in New Eden where PvP may be completely avoided""So it will be up to a pilot to remain vigilant wherever they may be flying and be ready for anything at any time" |
Donnachadh
United Allegiance of Undesirables
23
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Posted - 2014.09.28 15:30:00 -
[16] - Quote
Zmikund wrote:if this will ever be implemented i want AoE damage reduction module with same range/effectivity properties ... I agree.
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Heat-seeking Moisture Missile
Republic Military School Minmatar Republic
16
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Posted - 2014.09.28 17:18:00 -
[17] - Quote
i like it |
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