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Reality dysfuntion
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Posted - 2007.08.09 20:02:00 -
[1]
title says it all.
make a high slot warp scrambler and be done with it.
means caldari can solo better, amarr can as well as normally they have a untility slot.
solves alot of problems IMO
**puts on flame proof suit**
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voogru
Gallente Massive Damage
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Posted - 2007.08.09 20:07:00 -
[2]
Don't caldari typically have more med slots than other ships?
Aren't warp scramblers a mid slot?

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Goumindong
Amarr Merch Industrial We Are Nice Guys
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Posted - 2007.08.09 20:08:00 -
[3]
Its a boost to
Amarr Minmatar Some Gallente Caldari
All have utility slots to put scramblers in. All could use more mid slots.
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Khavi Vetali
Tabula Rasa Systems The Star Fraction
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Posted - 2007.08.09 20:11:00 -
[4]
Yeh, but give it obscene fitting requirements ;-/
I think it's a poor idea to allow abilities traditionally meant for a certain slot to be utilized in a different slot. Unless there are sacrifices in effectiveness or other areas.
Quote: Tyger! Tyger! burning bright; In the forests of the night, What immortal hand or eye; Could frame thy fearful symmetry?
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Nyxus
GALAXIAN RAZOR Alliance
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Posted - 2007.08.09 20:20:00 -
[5]
Make the grid requirements 800. Make it meant for battleships.
Then give it a 40km range. 
Nyxus
The Gallente ideals of Freedom, Liberty and Equality will be met by the Amarr realities of Lasers, Armor and Battleships. |

Vicious Phoenix
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Posted - 2007.08.09 20:23:00 -
[6]
Originally by: Nyxus Make the grid requirements 800. Make it meant for battleships.
Then give it a 40km range. 
Nyxus
2nd
I have long advocated a long range (40km T1, 48km T2) warp scram that had high grid requirements for battleships and another one for capitals. (60km T1, 72km T2) Though I'd rather it was a mid slot module, not high slot.
CFW (Certified Forum Warrior) I kill people ingame too.
Originally by: CCP Tuxford I prefer dew over pepsi. I prefer beer over most things. Damn now I want beer.
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FT Diomedes
Gallente Ductus Exemplo
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Posted - 2007.08.09 20:26:00 -
[7]
Why not just double or triple the range on the existing module? That way long range ships are not at such a disadvantage in PvP. If they can scramble from 50-70 KM away, then the short range ships lose a lot of their current advantages. ------------
Improvize. Adapt. Overcome. |

Liang Nuren
The Refugees
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Posted - 2007.08.09 20:29:00 -
[8]
Originally by: Nyxus Make the grid requirements 800. Make it meant for battleships.
Then give it a 40km range. 
Nyxus
Sure, we *really* need battleships to become even more the solo pwn mobiles of eve than they already are. 
Though 40 km is fine, and so is the high slot.
Liang
Originally by: "QproQ"
When people say "Put 'stabs on your 'cane", they mean GYROSTABS"
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PathetiQ
Gallente The Rat Pack
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Posted - 2007.08.09 21:37:00 -
[9]
Originally by: Reality dysfuntion title says it all.
make a high slot warp scrambler and be done with it.
means caldari can solo better, amarr can as well as normally they have a untility slot.
solves alot of problems IMO
**puts on flame proof suit**
....NO?
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Ogul
Caldari ZiTek Deepspace Explorations Prime Orbital Systems
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Posted - 2007.08.09 23:00:00 -
[10]
Originally by: Reality dysfuntion title says it all.
And your name is really bad fiction.
--- This is a war declaration, issued from your alt corp. It is used to gank people in high sec. |

Fager
Thunderstruck.
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Posted - 2007.08.09 23:35:00 -
[11]
Originally by: FT Diomedes Why not just double or triple the range on the existing module? That way long range ships are not at such a disadvantage in PvP. If they can scramble from 50-70 KM away, then the short range ships lose a lot of their current advantages.
Now THATs a brilliant plan.. would help midrange ships ALOT even if they are slower (Missiles Caldari ships and Amarr Laser Ships)
Would mean MWD+Inj wouldnt have that huge impact on the tackle part. Fight usually start at closerange thou but still improvement.
If im winning a fight with my missile ship a closerange ship would have to go out to 40+ to escape instead of 24...
Drawbacks: How the **** do you defend from everysingle tackler at 30km+ orbiting at loltastic speeds? is there any defense against that? Should there be? Large Neutz only go to 25.2km.
Probably more drawbacks in there... 
"I can predict the movement of stars, but not the madness of men"
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Trojanman190
Caldari Murder-Death-Kill Triumvirate.
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Posted - 2007.08.10 13:30:00 -
[12]
No, it cant have long range. Sensor boosting battleships scrambling from 40km would negate dedicated tacklers. Also, with gang mods running you can scramble from like 60km. Hypothetical setup.
Tempest
6x 800 IIs with barage (will hit from 35) 1x 40km warp scrambler 1x whatever
4x Damps 1x Mwd
1x LAR 2x nano 2x overdrive 1x gyro
speed rigs.
Whats this? Crap loads of ships fitting arazu setups? A 40km scrambler takes a lot away from the gallente recons.
Here's another hypothetical setup. Battleship tackler.
Typhoon 1x 40km scrambler 2x heavy neuts 4x cruise 1x nos
2x sensor boosters 1x mwd 1x cap booster
3x nano 3x overdrive 1x RCU (will prolly need it)
Speed rigs. Drones. Blah blah blah you see it.
the scrambler can be high slot but it absolutely cannot be better than the mid slot version. Being able to fit a scrambler in a slot like that is unbalancing to smaller ships. Luckily this will never happen.
If it ever did happen I would make it a battleship module with a 10km - 15km range, very heavy cap usage and a -2 or -3 to warp strength. Or make it capable of holding cap ships down.
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FT Diomedes
Gallente Ductus Exemplo
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Posted - 2007.08.10 14:40:00 -
[13]
The more I think about it, the more I think that the scrambler should be a long range module. It should be able to fit on any ship and have long range. Right now the maximum range of small-scale PvP combat is dictated by the maximum range at which you can scramble someone. ------------
Improvize. Adapt. Overcome. |

Tsanse Kinske
WeMeanYouKnowHarm
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Posted - 2007.08.10 17:04:00 -
[14]
Easily available long range warp jamming would completely tumble EVE's balance around, much moreso even then a hislot scram. I don't believe it's impossible or undesireable, but in order to preserve some balance and usefulness between long range and short range, big ships and small ships, you'd have to reevaluate a ton of other aspects of the game. Minimum warp distances, ship speeds, short range warp jammer strength, warp core strength and warp core stabilizers, tracking, tanking...
On the original topic, an idea I had a long time ago that I'll throw out there was to give all ships an inherent warp jamming capability--probably 1 point and 7.5k, cap use proportional to ship size, no module required. However engaging it would offline -your own- warp drive as well for a period of time. For small ships, this time would be very short, but as you move up ship classes, the time would get longer and longer. 
You'd still have warpjamming modules, but they'd just improve your inherent jamming range, strength, #of targets. Some of those modules could be hi- or loslots, or have alternate non-midslot versions.
It's obviously a pretty crazy idea, but I still like some of the implications after all this time. * * * In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.
-Douglas Adams, writing about EVE |

NoNah
Unseen University
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Posted - 2007.08.10 23:08:00 -
[15]
Lachesis with one of these things, rawr!
Post count: 901065
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