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Vitrael
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Posted - 2007.05.02 15:48:00 -
[1]
Edited by: Vitrael on 02/05/2007 15:51:15 Edited by: Vitrael on 02/05/2007 15:48:21 Purpose: Make the homogenized superblob (ie, 20 tempests warping in at optimal with their artillery and firing on one target) obsolete. Encourage tactical play with varied ship types and well-spaced groups.
Method: Remote EW Module- "Remote Dynamic ECM"
Info: Causes a weak area of effect remote ECM burst. Jamming signal is targets multiple instances of identical targeting systems and adjusts to compensate for the group.
Causes an area of effect ECM burst within 20km of the target. 50% bonus to ECM effectiveness for every ship of same type (ie: Tempest, Megathron) within range. ECM effectiveness bonus applies to multiples of same ship type only. (Non-multiple ships recieve non-modified ECM)
Example 1: Target- 20 tempests and 5 mixed frigs in blob. Remote Dynamic ECM burst hits 10 tempest and 2 frigs. Racial jamming amount is 4.
4 x (1+(10 x 50%)) = 20 points of jamming to 10 tempests. 4 x (1+(0 x 50%)) = 4 points of jamming to each frig.
Example 2: Target- 2 Tempests, 3 Ruptures, 5 rifters spread out in dynamic attack. Remote Dynamic ECM burst hits 2 tempests, or 2 ruptures, or 2 rifters. Jamming amount is still 4.
4 x (1+(2 x 50%)) = 6 points of racial jamming to 2 tempests 4 x (1+(2 x 50%)) = 6 points of racial jamming to 2 ruptures. 4 x (1+(2 x 50%)) = 6 points of racial jamming to 2 rifters.
Thus:
1. The more closely spaced your ships, the more vulnerable you are to this device. Far-spaced ships will be nearly unaffected. Tightly packed blobs will be punished.
2. The more homogenous your fleet ship types, the more vulnerable you are to this device. Completely homogenous blobs (x20 tempests) will be hit very hard. Wings of different ship types will be much less affected.
*Ships of different types are more likely to have different optimals and will innately be less blobbed.
**Obviously the exact numbers are totally subject to change, it's the idea that counts.
***AOE means AOE. This module will hit friend or foe and is thus ineffective in close combat.
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Ki An
Gallente The Really Awesome Players
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Posted - 2007.05.02 15:51:00 -
[2]
This would nerf close combat and promote sniping a bit too much if I understand it correctly.
/Ki
Remember, kids: Beware: I'm a "viscous pirate"! |
Lord WarATron
Amarr Black Nova Corp Band of Brothers
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Posted - 2007.05.02 15:53:00 -
[3]
Edited by: Lord WarATron on 02/05/2007 15:49:32 /me plays Nexus, the Jupiter incident
/me marvels on how this game did third person ship combat a lot better than eve's thrid person ship combat.
/me wakes up again
Anyhow, stuff like this encorages even more numbers but instad of a super blob sitting 150km from a gate, you will just get super blobs orbiting a gate. It would also obsolete small gang combat as well. --
Billion Isk Mission |
Vitrael
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Posted - 2007.05.02 15:54:00 -
[4]
Originally by: Ki An This would nerf close combat and promote sniping a bit too much if I understand it correctly.
/Ki
You read the post awful fast to understand correctly. This is a remote ECM burst and will affect blobbed snipers at long distance more than anything else.
It should be a given that an AOE ECM burst would hit friendly ships, therefore in close combat this module would not be an option.
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Hugh Ruka
Caldari
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Posted - 2007.05.02 15:56:00 -
[5]
Originally by: Vitrael Edited by: Vitrael on 02/05/2007 15:51:15 Edited by: Vitrael on 02/05/2007 15:48:21 Purpose: Make the homogenized superblob (ie, 20 tempests warping in at optimal with their artillery and firing on one target) obsolete. Encourage tactical play with varied ship types and well-spaced groups.
Method: Remote EW Module- "Remote Dynamic ECM"
Info: Causes a weak area of effect remote ECM burst. Jamming signal is targets multiple instances of identical targeting systems and adjusts to compensate for the group.
Causes an area of effect ECM burst within 20km of the target. 50% bonus to ECM effectiveness for every ship of same type (ie: Tempest, Megathron) within range. ECM effectiveness bonus applies to multiples of same ship type only. (Non-multiple ships recieve non-modified ECM)
Example 1: Target- 20 tempests and 5 mixed frigs in blob. Remote Dynamic ECM burst hits 10 tempest and 2 frigs. Racial jamming amount is 4.
4 x (1+(10 x 50%)) = 20 points of jamming to 10 tempests. 4 x (1+(0 x 50%)) = 4 points of jamming to each frig.
Example 2: Target- 2 Tempests, 3 Ruptures, 5 rifters spread out in dynamic attack. Remote Dynamic ECM burst hits 2 tempests, or 2 ruptures, or 2 rifters. Jamming amount is still 4.
4 x (1+(2 x 50%)) = 6 points of racial jamming to 2 tempests 4 x (1+(2 x 50%)) = 6 points of racial jamming to 2 ruptures. 4 x (1+(2 x 50%)) = 6 points of racial jamming to 2 rifters.
Thus:
1. The more closely spaced your ships, the more vulnerable you are to this device. Far-spaced ships will be nearly unaffected. Tightly packed blobs will be punished.
2. The more homogenous your fleet ship types, the more vulnerable you are to this device. Completely homogenous blobs (x20 tempests) will be hit very hard. Wings of different ship types will be much less affected.
*Ships of different types are more likely to have different optimals and will innately be less blobbed.
**Obviously the exact numbers are totally subject to change, it's the idea that counts.
***AOE means AOE. This module will hit friend or foe and is thus ineffective in close combat.
I am just missing the lag reducing super-idea and formation-warp super idea ...
Originally by: JP Beauregard The experience with Exodus playtesting has scarred me for life. Those were bug-reports, not feature requests, you numbskulls....
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Winterblink
Body Count Inc. Mercenary Coalition
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Posted - 2007.05.02 15:56:00 -
[6]
Originally by: Lord WarATron Edited by: Lord WarATron on 02/05/2007 15:49:32 /me plays Nexus, the Jupiter incident
/me marvels on how this game did third person ship combat a lot better than eve's thrid person ship combat.
/me wakes up again
Such an awesome game. Even the smallest ship exploding is scary. :)
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EMTsNightmare
Gekidoku Koroshiya Buntai
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Posted - 2007.05.02 16:02:00 -
[7]
Originally by: Vitrael 4 x (1+(10 x 50%)) = 20 points of jamming to 10 tempests.
You do realize that 4 x (1+(10 x 0.50)) = 24 right?
to help you out a bit
10 x 0.5 = 5 5 + 1 = 6 4 x 6 = 24.
Aside from your math errors......that's an aweful idea
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Vitrael
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Posted - 2007.05.02 16:03:00 -
[8]
Pray tell, why is it an awful idea?
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EMTsNightmare
Gekidoku Koroshiya Buntai
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Posted - 2007.05.02 16:10:00 -
[9]
Originally by: Vitrael Pray tell, why is it an awful idea?
hmmmm....1 mod on 1 ship potentially disabling 50+ ships.
It's like a DD device only it doesn't directly kill them all it just makes it really easy for every else to.
what about a gang that jumps through a gate? all it takes is a dictor and 1 of these mods used on the dictor (who is sitting on the gate) to disable the entire enemy fleet that just jumped in while all your friendly snipers laugh their asses off and pick off an entire fleet of defenseless ships that can't even shoot back or pretend to be able to shoot back.
Because with % based jamming a there's a chance that a 50 man gang with no more than 1 or 2 of each ship in the gang can be jammed at the same time making the entire gang useless
Because if a scorp can't jamm that many ships in 1 go y the hell should any other ship in the game be able to jam an entire blob? or wait.....what about a scorp with 8 of those things fitted. you could take out everyone and everything without any effort what so ever.
Because 2 of those mods used on the same group would pwn even more
Because this game has 3 AOE things in them, DD's (which are an issue unto themselves), smartbombs and ECM bursts (which don't work that well) and we certainly don't need to introduce more AOE things into the game.
Because this isn't WOW!
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Vitrael
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Posted - 2007.05.02 16:15:00 -
[10]
Edited by: Vitrael on 02/05/2007 16:12:41 Heh. Did you not listen at all when I said the numbers could be adjusted? The calculations were done with the racial jamming at a base of 4, which is really pretty low, and unless you're blobbed together with a bunch of the same ship it stays pretty low in most calculations. Hell, you could set it to 2 and the module wouldn't be THAT great. It would take a couple to do significant jamming to a big sniper blob.
The goal is that where a scorpion would still be very effective in jamming any group, any ship would be able to get into the jamming game as long as the enemies were right.
As for a dictor waiting at gate to blast a big gang that is warping through - if you warp your fleet through without scouting and find a dictor and massive gate camp and a bunch of snipers, then:
1. You deserve what you get. 2. You would have to die (or run if you can) regardless of whether or not you are jammed).
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Ki An
Gallente The Really Awesome Players
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Posted - 2007.05.02 16:27:00 -
[11]
Originally by: Vitrael
You read the post awful fast to understand correctly. This is a remote ECM burst and will affect blobbed snipers at long distance more than anything else.
Possibly.
Originally by: Vitrael
It should be a given that an AOE ECM burst would hit friendly ships, therefore in close combat this module would not be an option.
Does ECM bursts affect friendly ships? Really, I've never used one so I don't know.
/Ki
Remember, kids: Beware: I'm a "viscous pirate"! |
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