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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Ncc 1709
Fusion Enterprises Ltd Shadow of xXDEATHXx
112
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Posted - 2015.02.20 17:41:56 -
[1] - Quote
Rigs to reduce the reload time of all moduals on a ship
T1 10% T2 15%
max of one fitted per ship
this to include the reload of guns, asb's, arr's., cap boosters. probe launchers. Rapid launchers
Just the reload time.
so the 10% one on a asb/ arr will be 6 seconds, 15% one 9 seconds. rapid launcher 4 seconds / 6
not a game breaker, but an option |
ShahFluffers
Ice Fire Warriors Snuffed Out
7412
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Posted - 2015.02.20 18:00:30 -
[2] - Quote
Why?
Change isn't bad, but it isn't always good. Sometimes, the oldest and most simple of things can be the most elegant and effective.
"How did you veterans start?"
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afkalt
Republic Military School Minmatar Republic
749
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Posted - 2015.02.20 18:05:24 -
[3] - Quote
Kinda like this actually. Numbers need tweaking I think though. |
HTC NecoSino
No Vacancies
162
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Posted - 2015.02.20 18:27:04 -
[4] - Quote
+1. Reasonable request. |
Celthric Kanerian
Ascendance Of New Eden Workers Trade Federation
236
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Posted - 2015.02.20 18:49:09 -
[5] - Quote
And what do Amarr ships get in return? |
To mare
Advanced Technology
397
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Posted - 2015.02.20 19:06:21 -
[6] - Quote
Celthric Kanerian wrote:And what do Amarr ships get in return? faster cap booster reload?
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HTC NecoSino
No Vacancies
162
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Posted - 2015.02.20 19:11:57 -
[7] - Quote
Celthric Kanerian wrote:And what do Amarr ships get in return?
Squishier targets. |
Ncc 1709
Fusion Enterprises Ltd Shadow of xXDEATHXx
116
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Posted - 2015.02.20 20:53:06 -
[8] - Quote
To mare wrote:Celthric Kanerian wrote:And what do Amarr ships get in return? faster cap booster reload?
Faster Ancilary armor repair reload.... they already got the fastest reload in the game.. what more do you want
I was thinking 20% and 30% at first, but that might be overpowered. but at the cost of a rig slot.... |
Zimmer Jones
Aliastra Gallente Federation
116
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Posted - 2015.02.20 21:17:57 -
[9] - Quote
Ncc 1709 wrote:To mare wrote:Celthric Kanerian wrote:And what do Amarr ships get in return? faster cap booster reload? Faster Ancilary armor repair reload.... they already got the fastest reload in the game.. what more do you want I was thinking 20% and 30% at first, but that might be overpowered. but at the cost of a rig slot....
That was the point. Hybrids getting a reduction in loading time was one of the rebalances. The only guns that would benefit would be projectiles, and the long reload/cycle time balances their range utility and high alpha. Missiles already have a delay to hit, but that balances with them always hitting, and doing damage type of choice. Missiles can use a bit of love, but reloading time is not the loving they need. |
afkalt
Republic Military School Minmatar Republic
749
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Posted - 2015.02.20 23:09:30 -
[10] - Quote
Zimmer Jones wrote:Ncc 1709 wrote:To mare wrote:Celthric Kanerian wrote:And what do Amarr ships get in return? faster cap booster reload? Faster Ancilary armor repair reload.... they already got the fastest reload in the game.. what more do you want I was thinking 20% and 30% at first, but that might be overpowered. but at the cost of a rig slot.... That was the point. Hybrids getting a reduction in loading time was one of the rebalances. The only guns that would benefit would be projectiles, and the long reload/cycle time balances their range utility and high alpha. Missiles already have a delay to hit, but that balances with them always hitting, and doing damage type of choice. Missiles can use a bit of love, but reloading time is not the loving they need.
Rapid X launchers ay hi
Also all the booster/ancil mods are race independent. |
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Nevyn Auscent
Broke Sauce
1922
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Posted - 2015.02.20 23:24:07 -
[11] - Quote
Rapid Launchers do nearly the same sustained DPS they used to before they got changed, back when they were crazy OP, and have even better burst DPS. Decrease their reload time further and they get even more OP than they used to be. This is a stealth 'buff RLML so they are stupid OP' thread, so -1 from me. |
Atomeon
The Scope Gallente Federation
13
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Posted - 2015.02.21 00:19:18 -
[12] - Quote
The idea seems good but it will be OP if someone uses 3 of them on RLML, RHML Ship, so it must be unique rig, only 1 allowed to the ship. |
Caleb Seremshur
The Atomic Fallout Kids
483
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Posted - 2015.02.21 00:29:29 -
[13] - Quote
Atomeon wrote:The idea seems good but it will be OP if someone uses 3 of them on RLML, RHML Ship, so it must be unique rig, only 1 allowed to the ship.
Has nobody realised that exceptions can be made for modules? Similar to how crystals don't work on caps there are already provisions within item design to prevent them from functioning on certain things.
Eg prevent reload rigs from working on rlml only (rhml could do with this buff) and everything else flows naturaly from these things.
Faction warfare pilot and solo/small gang PVP advocate
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Ncc 1709
Fusion Enterprises Ltd Shadow of xXDEATHXx
116
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Posted - 2015.02.21 00:57:43 -
[14] - Quote
Atomeon wrote:The idea seems good but it will be OP if someone uses 3 of them on RLML, RHML Ship, so it must be unique rig, only 1 allowed to the ship.
kinda why I said limited to 1 per ship. there's already modules that are. and you can set the calibration up to restrict it to one per ship too.
as for being op.. as I said, is 4 seconds off a rhml reload going to make that big a difference? youll get more difference from a calification rig |
scorchlikeshiswhiskey
Totally Abstract
376
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Posted - 2015.02.21 00:57:45 -
[15] - Quote
Rapid lights reloading 3.5-4 seconds faster?!?! RLML's-Online. Game breaking. OMG OP.
I'm not sure about the OP idea, still pondering it, but I think it might be worth something looking into after all the knee-jerk OMGMISSILEZZ posts are done |
Nevyn Auscent
Broke Sauce
1922
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Posted - 2015.02.21 01:27:39 -
[16] - Quote
Ncc 1709 wrote: as for being op.. as I said, is 4 seconds off a rhml reload going to make that big a difference? youll get more difference from a calification rig
Yes it will make that big a difference. That's the only balancing factor on RLML stopping them being truly crazy. On some ships you get more sustained DPS on RLML than on HML atm. That's sustained, factoring in the reload time. And the application is crazy amounts better. Add in a reload decrease and you will get more than HAM's while still having better application and probably range as well.
As for 'exceptions'. If you have to start adding in exceptions you are making things overly complex in a bad way. Especially since on anything but rapid launchers you are talking 1 second which is often taken up by server ticks anyway. For example reloading crystals tends to take me 3 seconds since you have to wait for the module to stop cycling, then change crystals, then restart the module. Despite the 'instant' nature of the change. |
HTC NecoSino
No Vacancies
164
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Posted - 2015.02.21 01:45:04 -
[17] - Quote
Just give them a 300 calibration cost. Problem solved. :) |
Ferni Ka'Nviiou
Republic University Minmatar Republic
5179
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Posted - 2015.02.21 01:50:22 -
[18] - Quote
Celthric Kanerian wrote:And what do Amarr ships get in return? They won't have the rig.
Projectile Weapons don't have Discharge Elutriation rigs, because they don't need it.
This would be the same for energy weapons. |
Sobaan Tali
Caldari Quick Reaction Force
427
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Posted - 2015.02.21 09:12:23 -
[19] - Quote
What about making an exception for the rigs to not affect rapid missile launchers?
What do you think the drawbacks should be? Fitting restraints (CPU use per launcher for missile rigs, etc.) like most weapon rigs are? |
Zura Namee
The Milkmen
1
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Posted - 2015.02.21 16:33:02 -
[20] - Quote
Ncc 1709 wrote:To mare wrote:Celthric Kanerian wrote:And what do Amarr ships get in return? faster cap booster reload? Faster Ancilary armor repair reload.... they already got the fastest reload in the game.. what more do you want I was thinking 20% and 30% at first, but that might be overpowered. but at the cost of a rig slot....
What more do we want? Well... I'd like my lasers to automatically switch lenses to keep the best damage/range combo for my target. Having a 0 second reload and needing to actually take the time to turn off the module before instantly changing ranges is such a chore.
/s |
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FT Diomedes
The Graduates Forged of Fire
832
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Posted - 2015.02.21 16:39:21 -
[21] - Quote
I'm not opposed to this idea. I've always thought there should be a rig for increased clip size as well.
The Greatest Ship Ever. Credit to Shahfluffers.
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Sisohiv
Center for Advanced Studies Gallente Federation
279
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Posted - 2015.02.21 17:42:25 -
[22] - Quote
If you want this to be DOA just reduce dps as a penalty. As a weapons based rig it 'should' get the PG penalty and that is penalty enough really.
It won't be OP in PvP. Consider blap fest EVE and ask how many times you ran out of ammo. I don't recall it ever being an issue in missions either but if you think we need another rig nobody will trade in for defense, sure add it to the BPO pile. |
Lady Rift
What Shall We Call It
184
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Posted - 2015.02.21 18:02:44 -
[23] - Quote
Zura Namee wrote:Ncc 1709 wrote:To mare wrote:Celthric Kanerian wrote:And what do Amarr ships get in return? faster cap booster reload? Faster Ancilary armor repair reload.... they already got the fastest reload in the game.. what more do you want I was thinking 20% and 30% at first, but that might be overpowered. but at the cost of a rig slot.... What more do we want? Well... I'd like my lasers to automatically switch lenses to keep the best damage/range combo for my target. Having a 0 second reload and needing to actually take the time to turn off the module before instantly changing ranges is such a chore. /s
make it so our lasers do different dmg types. |
afkalt
Republic Military School Minmatar Republic
749
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Posted - 2015.02.21 18:11:52 -
[24] - Quote
Sisohiv wrote:If you want this to be DOA just reduce dps as a penalty. As a weapons based rig it 'should' get the PG penalty and that is penalty enough really.
It won't be OP in PvP. Consider blap fest EVE and ask how many times you ran out of ammo. I don't recall it ever being an issue in missions either but if you think we need another rig nobody will trade in for defense, sure add it to the BPO pile.
Missile (and drone) rigs take CPU |
Lyra Gerie
Garoun Investment Bank Gallente Federation
43
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Posted - 2015.02.21 18:46:19 -
[25] - Quote
This could be interesting. It does need a drawback though, one that will bring those with long reloads back in line so they are not over powered. Perhaps increased cap usage of all modules by a %?
You can fight harder for a shorter time, even though you might have cap boosters and they would reload faster this means your draining cap faster and running through your charges faster. This would also likely make ships with this rig more susceptible to neuts. |
Enya Sparhawk
Black Tea and Talons
30
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Posted - 2015.02.22 08:38:38 -
[26] - Quote
Celthric Kanerian wrote:And what do Amarr ships get in return?
Hahaha...
Hmmm, more shot fired at them??
(a few Amarr ships do use missles don't they? Besides you already have capacitor batteries to fit to your ships...
Fíorghrá: Grá na fírinne
Déan gáire...Tiocfaidh ár lá
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Lugh Crow-Slave
775
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Posted - 2015.02.22 11:28:42 -
[27] - Quote
you understand this would mean they would have to nerf current reload times right?
Fuel block colors? Missiles for Caldari T3?
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baltec1
Bat Country Goonswarm Federation
15128
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Posted - 2015.02.22 12:01:36 -
[28] - Quote
Artillery would be rather broken with this.
Join Bat Country today and defend the Glorious Socialist Dictatorship
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Hakan MacTrew
MUTED VOID Takahashi Alliance
886
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Posted - 2015.02.22 12:33:31 -
[29] - Quote
Celthric Kanerian wrote:And what do Amarr ships get in return?
Rigs that reduce weapon cap use.
Oh, wait...
Friends
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Zan Shiro
Alternative Enterprises
582
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Posted - 2015.02.22 12:39:36 -
[30] - Quote
Lugh Crow-Slave wrote:you understand this would mean they would have to nerf current reload times right?
Gonna say this. IMO CCP has a magical number they like to see for max DPS on a ship. They probably throw in the shiniest mods and such they can to get this number. As DPS is a value that is measured based on a 60 second interval reload times factor into that magical number I am sure.
Not gimping this, some ships jump up real quick on the damage output level. A level ccp probably didn't want them to have in the first place.
CCP has a kind of precedence here. When they finally gave freighters slots they said okay here are your slots. With the caveat carrying capacity was adjusted just in in case someone want to go crazy with carrying capacity fits. |
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