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CirJohn
Hell's Accountants Malice Alliance
0
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Posted - 2012.04.05 05:51:00 -
[1] - Quote
Combat Tractors and Combat Repulsors Well here's my take on this idea. I'll try to keep it short.
Each of these modules adds a velocity vector to both the attacker and the target. Tractors use this to pull both ships closer together, repulsors push both ships further apart.
The magnitude of each ship's vector is equal to a percentage of its own maximum velocity. This percentage should be roughly equal to half the effect of a webbifier of equal meta. The percentage should be the same for both attacker and target.
Stacking effects should be treated normally (additional modules produces reduced effect). Stacking would be calculated with webbifiers.
Each ship's maximum speed (and warp requirement) would need be adjusted based on its current direction of travel.
Module ranges should be between existing tractor beam and webbifier ranges.
This module should use a high slot - forcing the attacker to choose between sacrificing dps or another utility module (such as neuts) This will also make some pilots choose between having tackle in either the high or mid slot, or both.
Advantages: Tacklers and DPS boats can use tractors to close range quickly while the increased velocity helps mitigate incoming attacks. Tractors help smart-bombers close range with targets while speeding away from allies. Sniper, logistic, and support ships can use repulsors to slow approaching attackers or accelerate friendly ships. Skilled use of active piloting would allow pilots to interfere with an enemy's optimal range and transversal velocity. We'll finally have a better method than bumping to get our idiot frineds back inside the force field. These modules scale in a similar manner to webbifiers, allowing problems with each to be rapidly addressed on the other. Interceptors and assault ships with only 2 mid slots will finally get some web-like love.
Disadvantages Though the overall effect is better than a webbifier when used for solo pvp (due to range), it is weaker when used as tackle for a fleet (unless the tackler also carries a web in his mids). Once the attacker has closed range, he must manually pilot his ship with skill for his fleet to receive meaningful benefits. A pilot must trade either dps or another utility module to gain benefits from these modules. Hard science people will complain about the unrealistcs physics, but I'd rather have balancable gameplay.
Final Note: Tier 2 destroyers (medium weapons) -> Tech 2 tugs (with medium weapons)  |

CirJohn
Hell's Accountants Malice Alliance
0
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Posted - 2012.04.05 06:28:00 -
[2] - Quote
Tech 2 Probes Lets fill in some missing items.
Tech 2 Core Probes: Precision Probes These probes gain a small (5-10%?) bonus to sensor strength and max scan deviation. This provides an alternative to faction probes.
Tech 2 Combat Probes These probes gain the limitted ability to detect cloaked vessels, detecting them as if they had a much smaller-than-normal signature. This would mitigate the afk-cloaker problem without defeating the purpose of a cloak. Pilots would have the choice between the stat bonuses of faction probes and the functionality of T2 probes.
Tech 2 Deep Space Probes These probes gain a significant (10-25%?) bonus to sensor strength and max scan deviation. This allows highly skilled pilots to make better use of the large radii of deep space probes. |

CirJohn
The Flying Tigers Intrepid Crossing
3
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Posted - 2012.05.04 20:42:00 -
[3] - Quote
Interdiction Sphere and Mobile Warp Disruptor Variants
Atm, interdictors and mobile warp disruptors are one-trick ponies. Why not add some combat-utitly options?
Warp Disruption Probe variants Illumination probe: Acts as a target painter upon all ships within range. (long live torpedoes!!! death to battleships!!!) Revelation probe: Reveals all cloaked vessels within range. (great for disrupting cloaked fleets if you already know where to look) Stabilization probe: Provides a significant warp stabilization bonus to all vessels within range. (+2 for a T1, +3 for T2, +2 to +4 for faction/deadspace/officer) Stasis probe: Acts as a webifier upon all ships withing range. (very anti-frigate, but also puts the dictor at great risk) Sensor boost probe: Acts as an unscripted sensor booster upon all ships within range. (small bonus, stacking penalties apply as always)
Mobile Warp Disruptor variants Mobile Cloak Neutralizer: Reveals all cloaked vessels within range. (effective warning system against cloakers that are too lazy to make tactical bookmarks) Mobile Scan Negator: Hides everything within raange from everyone's d-scan. (does not hide itself or celestials) Mobile Sensor Dampener: Acts as an unscripted sensor booster upon all ships within range. (small bonus, stacking penalties apply as always) Mobile Warp Stabilizer: Provides a significant warp stabilization bonus to all vessels within range. (+2 for a T1, +3 for T2, +2 to +4 for faction/deadspace/officer)
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CirJohn
The Flying Tigers Intrepid Crossing
3
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Posted - 2012.06.12 22:30:00 -
[4] - Quote
Alx Warlord wrote:Precision Bomb -50% Explosion radius +200% Explosion Damage only usable with bomb launchers T2
long range Bomb explodes 60Km away +100% flight speed. only usable with bomb launchers T2
Speed Bomb +100% flight speed -50% explosion time only usable with bomb launchers T2
Siege bomb -100% flight speed +400% Explosion Damage explodes in 30s only usable with bomb launchers T2
I really like these, especially the "siege bomb". That may be the most amusing thing to drop on a blob since bursting scorps.
I'd recommend keeping all of the base bomb stats unaffected (hp, resists, etc). That would maintain a similar dps cap on large scale bombing operations. |
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