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Kirzath
SergalJerk Test Alliance Please Ignore
5
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Posted - 2017.05.29 03:45:40 -
[1] - Quote
Dumb ideas for new rigs, only allowed to fit one per ship. High calibration costs means sacrifices to existing rig setups instead of making some strictly better.
Drone Maintenance Bay Calibration: 200 Drawback: -50 drone bay m-¦ (reduced to 25 m-¦ with drone rigging V) Effect: drones in drone bay regenerate a balanced % of Shield, Armor and Hull per x seconds For ships with a larger bay, enables rotating drones continually if micromanaged. Might be a bit too powerful on battleships as a result: the drawback can be adjusted per size category.
Automated Ammunition Bay (for Projectiles, Hybrids and non-rapid launchers) Calibration: 200 Drawback: -10% rate of fire (reduced to 5% with relevant rigging V) -80% Reload time Niche, but could be useful for rapidly switching between resistance holes or target switching. The drawback might not even be needed: the rig replaces a potential DPS rig anyway.
Automated Missile Bay (for rapid launchers) Calibration: 200 Drawback: +50% CPU usage for launchers (reduced to 25% with launcher rigging V) Effect: -50% reload time for Rapid launchers Attempt to make rapid launchers less painful to use in prolonged situations, while gimping CPU enough to make most PVP fits have to sacrifice other stats (EHP, DPS, mobility) to make it work
Adaptive Hardener Matrix (armor rig) Calibation: 200 Drawback: +150% cycle time for reactive armor hardeners (reduced to 75% with armor rigging V) Effect: +20% to resistance pool of reactive hardener (from 60% distributed to 80% distributed) Makes reactive hardeners more effective during prolonged combat, but still worse than an EAMN for omni resists.
Ancillary Reload Optimization (armor and shield variants) Calibration: 200 Drawback: -50% shield/armor HP (reduced to 25% with shield/armor rigging V) Effect: Reduces reload duration of Ancillary Shield Booster/Ancillary Armor repairer by 50% Could be useful in getting that ancillary reload in when incoming DPS won't break through the gimped amount of total EHP. Might make dual-ASB fits too strong, but they're still ultimately limited in total EHP by their cargo bay. |
Marika Sunji
Dark-Rising Wrecking Machine.
24
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Posted - 2017.05.29 04:59:23 -
[2] - Quote
Kirzath wrote: Automated Missile Bay (for rapid launchers) Calibration: 200 Drawback: +50% CPU usage for launchers (reduced to 25% with launcher rigging V) Effect: -50% reload time for Rapid launchers Attempt to make rapid launchers less painful to use in prolonged situations, while gimping CPU enough to make most PVP fits have to sacrifice other stats (EHP, DPS, mobility) to make it work
This is a bad, bad idea. RLML fits already **** all over pretty much anything smaller than themselves, this would also allow them to continue doing so indefinitely, and all for the small price of one rig or so. |
JC Mieyli
Ministry of War Amarr Empire
41
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Posted - 2017.05.29 06:57:35 -
[3] - Quote
Kirzath wrote:enables rotating drones continually if micromanaged. nice ideas i like them they are interesting but what does this quote mean
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Agondray
Avenger Mercenaries VOID Intergalactic Forces
428
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Posted - 2017.05.29 14:05:58 -
[4] - Quote
and at anyone time thee can only be 1 rig of each in the game you know to create content.
"Sarcasm is the Recourse of a weak mind." -Dr. Smith
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Cade Windstalker
1544
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Posted - 2017.05.29 18:21:28 -
[5] - Quote
The only one out of all of those that's even remotely viable is the Drone repair rig, and even that's not much of a trade-off on the majority of ships that might even consider using it. The vast majority of ships that might actually want it won't find the trade-off worthwhile, while ships like the Dominix benefit dramatically from it and will never feels the reduction in drone bay space compared to the massive increase in drone survival in small to medium engagements.
The Rapid Launcher rig is hilariously OP. The whole point of Rapid Launchers is that they do horribly in terms of sustained DPS, otherwise they're way too good at swatting smaller ships like flies.
The reload rig for turrets is just worthless, it will never be worthwhile to trade rate of fire for reload, even on Artillery.
That Adaptive Armor rig is OP as heck with +20% to the total resist pool. Since you're rarely actually taking damage from all four damage types it effectively becomes flatly better than an Adaptive Invuln in most situations, especially anything to do with small engagements or PvE. Oh and the 'drawback' there actually massively decreases the capacitor need of the module as a side effect, so while it'll take longer to shift that drawback is still a net gain.
I'd have to sit down and crunch some numbers for that ASB rig, but my gut instinct is either horribly OP or almost completely worthless, probably more on the OP side of things. Especially if you stuck it on a Bastion fit Marauder, since those things have absolutely massive cargo bays for cap booster charges and ASB reloads are the only time they're really at risk of dying if the enemy can't immediately break their tank.
So, overall I'd say interesting idea but none of the specific modules presented here are in any way balanced nor would they be good for the game as a whole. In general I'm of the opinion that except for rigs or modules that fill a specific niche things that have to be restricted to one per ship aren't a great idea. |
grgjegb gergerg
School of Applied Knowledge Caldari State
42
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Posted - 2017.05.30 03:10:29 -
[6] - Quote
All the rigs that affect DPS or EHP are probably bad ideas.
I like the drone repair rig, though. But the loss of a rig slot is penalty enough, IMO, and perhaps even too much. Repairs are cheap enough, with depots/reppers and Citadels. Let the rig repair REALLY slow, like at 1/2 Citadel speed, and chew up a rig slot, and call it a day. |
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