Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Deukmans Fehrnah
Pwn 'N Play SpaceMonkey's Alliance
6
|
Posted - 2016.01.24 13:33:59 -
[1] - Quote
I've been experimenting a bit with remote assistance modules like remote sensor boosters and remote tracking computers. I think they have a lot of potential but they are hardly used at all.
i've come up with the following changes:
- make them high slot items instead of mid slots, similar to logi modules - make a remote tracking computer but for missiles, a remote guidance computer module for example - give these systems dedicated hull with bonusses, not like the current boost given to logi ships which hardly have the slots to spare as is
my vision for these systems is that they will become similar to the current ECM frigates and cruisers
in regards to OPness, make the hulls get a bonus to effectiveness but make it so multiple modules cant be targeted to a single target(i.e. 4 remote sensor boosters on 1 svipul)
i think this would be a nice addition in the ECM/Logi category of ships. i expect this to be used mostly in small gang fights as you need too many of these in big fleets to not be gimping your dps
an example ship,
Cardinal(Inquisitor based)
4 high slots, 2 turret slot
2 mid slots
4 low slots
bonus:
amarr frigate: 5% optimal range increase for remote sensor/tracking/guidance boosters per level 10% effectiveness increase for remote sensor/tracking/guidance boosters per level
role bonus: remote sensor/tracking/guidance boosters can only be 1 active on 1 target |
Hopelesshobo
Tactical Nuclear Penguin's
537
|
Posted - 2016.01.24 16:03:01 -
[2] - Quote
So you basically want to completely remove tracking links and resebos from logi (Because logi are more likely to sacrifice a midslot then an actual rep, and yes there are logi that do fit links). From there you want to create another logistics boat, where it doesn't have any guns, and all it does is give tracking links and remote sebos. This is sounding a lot like a booster that can only affect a handful of ships.
Lowering the average to make you look better since 2012.
|
Abramul
Ultimatum. The Bastion
38
|
Posted - 2016.01.24 18:36:08 -
[3] - Quote
It might be more sensible to add a bonus to Amarr and Gallente ewar ships instead of creating new ones. Could include Caldari for remote ECCM, too. |
Arya Regnar
Darwins Right Hand
872
|
Posted - 2016.01.24 19:59:15 -
[4] - Quote
Old t1 cruiser logi hulls had bonuses to this stuff, it was not fun. Also high slot ewar-counter ewar is a bad idea.
IIRC CCP wanted to add highslot target painters and dropped the idea.
EvE-Mail me if you need anything.
|
Lann Shahni
Anderson Technologies
6
|
Posted - 2016.01.25 00:19:25 -
[5] - Quote
I think it makes more sense converting them to fleet assist modules, effectively making offensive fleet bosters |
Robert Caldera
Caldera Trading and Investment
1094
|
Posted - 2016.01.25 10:52:01 -
[6] - Quote
Deukmans Fehrnah wrote: in regards to OPness, make the hulls get a bonus to effectiveness but make it so multiple modules cant be targeted to a single target(i.e. 4 remote sensor boosters on 1 svipul)
why? did your interceptor died in a rsebo camp?
No way I would support this. Rsebo is currently the only halfway realistic method to catch interceptors at all. Anything that supports interceptors online game is bad, so is your idea. |
Lann Shahni
Anderson Technologies
9
|
Posted - 2016.01.25 15:40:59 -
[7] - Quote
Robert Caldera wrote:Deukmans Fehrnah wrote: in regards to OPness, make the hulls get a bonus to effectiveness but make it so multiple modules cant be targeted to a single target(i.e. 4 remote sensor boosters on 1 svipul)
why? did your interceptor died in a rsebo camp? No way I would support this. Rsebo is currently the only halfway realistic method to catch interceptors at all. Anything that supports interceptors online game is bad, so is your idea.
even with all that, don't you have to very "twitcy" to catch an interzep? |
Deukmans Fehrnah
Pwn 'N Play SpaceMonkey's Alliance
6
|
Posted - 2016.01.25 17:40:13 -
[8] - Quote
Robert Caldera wrote:Deukmans Fehrnah wrote: in regards to OPness, make the hulls get a bonus to effectiveness but make it so multiple modules cant be targeted to a single target(i.e. 4 remote sensor boosters on 1 svipul)
why? did your interceptor died in a rsebo camp? No way I would support this. Rsebo is currently the only halfway realistic method to catch interceptors at all. Anything that supports interceptors online game is bad, so is your idea.
my inti didnt die in a rsebo camp. but seeing the current "insta lock svipul" fits in combo with a ship that can possibly fit 4 remote sensor booster and aim all 4 on 1 ship seems waaaaayyyyy too much. i was intending this to be a fleet booster kinda ship, not a insta OP maker. image 2 of those ships aiming 8 sensor boosters on a titan, you almost gonna get a instalock titan.... |
Hopelesshobo
Tactical Nuclear Penguin's
537
|
Posted - 2016.01.25 17:57:24 -
[9] - Quote
Deukmans Fehrnah wrote: my inti didnt die in a rsebo camp. but seeing the current "insta lock svipul" fits in combo with a ship that can possibly fit 4 remote sensor booster and aim all 4 on 1 ship seems waaaaayyyyy too much. i was intending this to be a fleet booster kinda ship, not a insta OP maker. image 2 of those ships aiming 8 sensor boosters on a titan, you almost gonna get a instalock titan....
Alright...I will bite....
So first you complain about Resebos, specifically 4 of them on an Svipul, when your example ship has 4 high slots so they could still fit 4 resebos. But if your solution here will be to simply remove 1 highslot from your proposed ship, then my counter point will be I will bring another ship so I will have 6 resebos and you will be right back in this thread complaining about insta locking ships.
From there, anything beyond 5 of any module really doesn't do anything. So on your 8 resebo'd titan, 3 of them are basically being wasted. As an example on a leviathan the difference between the 5th and 6th resebo is 0.2 second lock time against a frigate. Which seems like quite a bit until you realize that it takes either 10.4 or 10.2 seconds to lock it. Now realistically if a titan is trying to shoot a frigate, he is just trying to get on the killmail with 0 damage. So is your complaint about a titan being able to lock a carrier in 2.7 seconds, when it would probably get alphad by the DD anyways?
Lowering the average to make you look better since 2012.
|
Deukmans Fehrnah
Pwn 'N Play SpaceMonkey's Alliance
6
|
Posted - 2016.01.26 06:05:03 -
[10] - Quote
Hopelesshobo wrote:Deukmans Fehrnah wrote: my inti didnt die in a rsebo camp. but seeing the current "insta lock svipul" fits in combo with a ship that can possibly fit 4 remote sensor booster and aim all 4 on 1 ship seems waaaaayyyyy too much. i was intending this to be a fleet booster kinda ship, not a insta OP maker. image 2 of those ships aiming 8 sensor boosters on a titan, you almost gonna get a instalock titan....
Alright...I will bite.... So first you complain about Resebos, specifically 4 of them on an Svipul, when your example ship has 4 high slots so they could still fit 4 resebos. But if your solution here will be to simply remove 1 highslot from your proposed ship, then my counter point will be I will bring another ship so I will have 6 resebos and you will be right back in this thread complaining about insta locking ships. From there, anything beyond 5 of any module really doesn't do anything. So on your 8 resebo'd titan, 3 of them are basically being wasted. As an example on a leviathan the difference between the 5th and 6th resebo is 0.2 second lock time against a frigate. Which seems like quite a bit until you realize that it takes either 10.4 or 10.2 seconds to lock it. Now realistically if a titan is trying to shoot a frigate, he is just trying to get on the killmail with 0 damage. So is your complaint about a titan being able to lock a carrier in 2.7 seconds, when it would probably get alphad by the DD anyways?
you didnt read my first post, these ships arent ment to aim all their boosters on 1 ship, they would be limited to 1 booster per targeted ship. i put that in exactly to combat that happening.
secondly, unless not tank fitted, a carrier can survive a DD easy. that makes locking time an issue because if not tank fitted they might be able to refit fast enough to survive a DD. wiht a locking time of 2.7 seconds i doubt that anyone is fast enough. |
|
Hopelesshobo
Tactical Nuclear Penguin's
539
|
Posted - 2016.01.26 16:29:13 -
[11] - Quote
Deukmans Fehrnah wrote:
you didnt read my first post, these ships arent ment to aim all their boosters on 1 ship, they would be limited to 1 booster per targeted ship. i put that in exactly to combat that happening.
In that case I guess we should limit all modules to 1 on every ship then...
You can only use 1 point on an enemy ship 1 web on an enemy ship 1 active tracking computer on your ship etc etc
There are stacking penalties for a reason.
Lowering the average to make you look better since 2012.
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |