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Riffek
Minmatar The Redshirts
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Posted - 2006.09.18 18:32:00 -
[1]
Edited by: Riffek on 18/09/2006 18:33:07 There seem to be a few modules (and a skill or two) that counteract the effect of a ship having a low signature radius, but seems to be nothing defensive that helps reduce signature radius (unless you count the interceptor skill).
Is this about right? Or have I overlooked a module somewhere.
I found a few old forum threads proposing the idea of Stealth Plating that also suggested various negative stacking sideffects to balance things out. Seems like it could be cool idea if balanced right.
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Idara
Caldari Cutting Edge Incorporated RAZOR Alliance
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Posted - 2006.09.18 18:34:00 -
[2]
Nothing out changes sig radius for the better, yet. Maybe its on the drawing boards, but who knows.
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SengH
Black Omega Security E.R.A
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Posted - 2006.09.18 18:37:00 -
[3]
They tested them on test server and the devs scrapped the idea as it was unbalanced. You had intys with 2m sig. ---------------------------------------- Back for a month cus BS5 finished..... |

Guurzak
Minmatar
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Posted - 2006.09.18 18:40:00 -
[4]
Halo implants
Skirmish Warfare Link: Evasive Maneuvers
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Aegis Osiris
Gallente Demonic Retribution Veritas Immortalis
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Posted - 2006.09.18 18:40:00 -
[5]
There was indeed talk by the devs iirc about a 'stealth module', but the issue with it can be summed up in two words:
Invulnerable Interceptors.
These ships get a decrease already. Adding a module on top of that would make them even harder to hit then they are already, MWD or not. What else would it be good for? It wouldn't help much in BS vs BS. Maybe in cruiser vs. BS, or destroyer vs. anything else, but thats it, and limited use even then imo. ________________________________________________ This thread does not exist
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SengH
Black Omega Security E.R.A
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Posted - 2006.09.18 18:44:00 -
[6]
Originally by: Aegis Osiris There was indeed talk by the devs iirc about a 'stealth module', but the issue with it can be summed up in two words:
Invulnerable Interceptors.
These ships get a decrease already. Adding a module on top of that would make them even harder to hit then they are already, MWD or not. What else would it be good for? It wouldn't help much in BS vs BS. Maybe in cruiser vs. BS, or destroyer vs. anything else, but thats it, and limited use even then imo.
The BS class stealth module was actually useful, decreased your sig by 200m. But in todays game it wouldnt work. You'd have people stacking halo implants with gang mods and a stealth module to get a negative sig radius.... which would probably cause a ton of funky errors that the server wouldnt like. ---------------------------------------- Back for a month cus BS5 finished..... |

Aegis Osiris
Gallente Demonic Retribution Veritas Immortalis
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Posted - 2006.09.18 18:48:00 -
[7]
Originally by: SengH
The BS class stealth module was actually useful, decreased your sig by 200m. But in todays game it wouldnt work. You'd have people stacking halo implants with gang mods and a stealth module to get a negative sig radius.... which would probably cause a ton of funky errors that the server wouldnt like.
Or your ship to get sucked into its own navel 
________________________________________________ This thread does not exist
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Riffek
Minmatar The Redshirts
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Posted - 2006.09.18 18:49:00 -
[8]
Edited by: Riffek on 18/09/2006 18:52:11 Halo implants eh? Nice, I overlooked that one - cheers! :)
Edit - low-grade halo implants arent that badly priced either...
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FireFoxx80
Caldari E X O D U S Imperial Republic Of the North
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Posted - 2006.09.18 18:53:00 -
[9]
I suggested this a while back.
Stealth plating: + Reduce Sig Radius - Reduce Armour Resit
What I do the rest of the time - Vote for a Jita bypass! |

SengH
Black Omega Security E.R.A
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Posted - 2006.09.18 18:58:00 -
[10]
Originally by: Aegis Osiris
Originally by: SengH
The BS class stealth module was actually useful, decreased your sig by 200m. But in todays game it wouldnt work. You'd have people stacking halo implants with gang mods and a stealth module to get a negative sig radius.... which would probably cause a ton of funky errors that the server wouldnt like.
Or your ship to get sucked into its own navel 
nah the act of trying to lock it would cause a node crash, as the lock time formula is logarythmic. You'd be taking the log of a negative number which would prolly result in a whole bunch of unpleasant errors. ---------------------------------------- Back for a month cus BS5 finished..... |

Riffek
Minmatar The Redshirts
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Posted - 2006.09.18 19:05:00 -
[11]
Originally by: FireFoxx80 I suggested this a while back.
Stealth plating: + Reduce Sig Radius - Reduce Armour Resit
I dunno, if they're added they probably need a bigger penalty than that since Signature Radius effects a few things (eg. lock time, hit chance, missile damage).
I saw one guy propose a penalty to armor and shield HP that seemed like it might work better - maybe even a drain on powergrid too?
Anyways, I can see this could really futz up the game balance if done wrong tho, and is probably not be worth the effort trying to balance everything. I guess here are other ways I can improve my survival time in Frigates 
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Acerus Malum
Encina Technologies
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Posted - 2006.09.18 19:07:00 -
[12]
Originally by: SengH nah the act of trying to lock it would cause a node crash, as the lock time formula is logarythmic. You'd be taking the log of a negative number which would prolly result in a whole bunch of unpleasant errors.
Unless the sig radius value is an unsigned number, which would make for an InterestingÖ experience for the pilot. 
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Ezra
Gallente Calista Industries
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Posted - 2006.09.19 01:36:00 -
[13]
Originally by: SengH
Originally by: Aegis Osiris There was indeed talk by the devs iirc about a 'stealth module', but the issue with it can be summed up in two words:
Invulnerable Interceptors.
These ships get a decrease already. Adding a module on top of that would make them even harder to hit then they are already, MWD or not. What else would it be good for? It wouldn't help much in BS vs BS. Maybe in cruiser vs. BS, or destroyer vs. anything else, but thats it, and limited use even then imo.
The BS class stealth module was actually useful, decreased your sig by 200m. But in todays game it wouldnt work. You'd have people stacking halo implants with gang mods and a stealth module to get a negative sig radius.... which would probably cause a ton of funky errors that the server wouldnt like.
Except that all of those modules almost surely reduced sig radius by a percentage, which stacks by multiplying instead of subtracting.
e.g. if you have three things that provide a reduction in sig radius, your sig radius will be (0.8*0.8*0.8) = 0.512 times what it would have been previously. i.e. a 48.8% reduction, not 60%. As a result, you could approach but never reach zero. ------------ Ezra Cornell pe0n, Calista Industries |

Guillame Herschel
Gallente Cheers Restaurant and Bar Nova Republic
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Posted - 2006.09.19 02:08:00 -
[14]
Plus stacking penalties. -- Guile can always trump hardware -- |

Dahak2150
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Posted - 2006.09.19 02:30:00 -
[15]
I preferred the "sucked into it's own navel" response over all the math.... ---------- My sig is boring. |

Malthros Zenobia
Caldari Independent Navy Reserve Kimotoro Directive
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Posted - 2006.09.19 04:21:00 -
[16]
Originally by: FireFoxx80 I suggested this a while back.
Stealth plating: + Reduce Sig Radius - Reduce Armour Resit
Finally, something Caldari could fit that would nerf the other races instead of us (T2 railgun ammo anyone?).
Sorry you can't afford a dev so you get me instead ^^ - Xorus I hear Xorus is only 50 isk an hour - Immy Oooh that could get Suvetar for the day! - Cathath For 50, you can have my goat:P- Tirg |
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