murder one
Gallente Death of Virtue Vigilance Infinitas
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Posted - 2007.05.12 02:23:00 -
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Right now heat is split into three areas: high/med/low. I think that it would be much better if all heat was put into a common pool. That way you can commit 100% of your heat capacity to offence, defence, or whatever, further specializing your ship's setup.
Currently heat greatly benefits tank setups. Running 8x guns/launchers w/ heat maxes out your heat much faster than running 2x or even 3x reps or shield boosters. Offensive weighted ships (blaster ships and laser ships for instance) won't benefit as much from heat compared to other ships.
Further more, heat in it's current (yes, I know it's the first pass, but this stuff needs to be pointed out EARLY) setup gimps Amarr/Gallente even more. A ROF bonus gives more DPS than a damage bonus, but an ROF bonus for missiles/projectiles doesn't hurt your cap, while lasers/hybrids suck even *more* cap than they already do.
Yes, I know that turrets don't have heat implemented yet. I'm just saying this pre-emptively: make turret bonuses a damage bonus increase, and don't make it the same 15% increase as the 15% ROF increase, or the DPS increase overall won't be comparable. It'll need to be around 20% damage increase or so to have the same overall DPS increase effect.
Some bugs: modules can only be set to overload while running. Modules don't auto-reload while on overload. Overload does not continue automatically once the modules are reloaded. The heat displays run out to 10 decimals. Small detail, but needs to be mentioned.
Some additional modules I'd like to see have heat added to them and the heat bonuses:
Webs- increase range by 15% Scrams- increase range by 15% Damps- increase effectiveness by 15% ECM- increase strength by 15%
Magstabs and other damage mods- increase damage bonus by 15% (dunno about passive modules, but I'm sure something could be worked out. Maybe they're changed to something like damage controls, using 1 cap per 60 seconds or something?
Armor hardeners/Shield hardeners- increase hardening by 15%
Rigs- have heat capacity rigs, and heat output reduction rigs (high, medium, low slot rigs to further specialize rigs, and to further limit players and make them commit to a setup)
Implants: have heat related implants- designed to maximise heat efficiency either directly (increased heat capacity or cool off speed) or indirectly (modules don't output as much heat)
Heat related modules- active/passive, mid and low slot. Reduce cooldown time, increase capacity. (can be overloaded? lol?)
What modules would everyone like to see be able to be overloaded?
Because I said so...
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