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Author |
Thread Statistics | Show CCP posts - 5 post(s) |

Michael Harari
The Hatchery Team Liquid
140
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Posted - 2012.05.28 16:38:00 -
[1] - Quote
A new kind of eccm, call it sensor recalibrator or something.
Lowslot, gives a small bonus to sensor strength (less than even the current lowslot eccm), but upon activation, instantly unjams you. |

Michael Harari
The Hatchery Team Liquid
191
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Posted - 2012.08.09 17:12:00 -
[2] - Quote
Not a new module, but new module behavior - make heat state persistent when jumping
ie, i I jump a gate with all my mods preheated, they stay that way when I spawn in the next system |

Michael Harari
The Hatchery Team Liquid
223
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Posted - 2012.08.14 16:15:00 -
[3] - Quote
JohnnyRingo wrote:Implant Scanner Module: -Scans the implants of a pod, so one can ransom pods accurately -Acts as contraband in highsec, sort of like drugs -Possible sec hits for using the scanner (to keep it a low sec affair)
Cynosural Field Distruptor/Jammer -Makes the targeted ship unable to open up a cyno
The ability to use logistic drones on your self.
Thermal Paste -Consumable 1 hour duration -Decreases heat damage taken by 15/30/45% depending on what kind ( like drugs, normal/improved/strong )
Targeted Microwaves / Laser beam ( whatever you want to call it ) - Causes 5/10/15/20/25% ( Skill level possibly ) damage to random module every cycle ( ship size would matter ) - Script to target Low/Mid/High slot
Heat Damage reduction rig - useless, trimarks/extenders here i come ( just throwing it on the table)
I like these, except for the cyno disruptor. We all know why tundragon wants that.
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Michael Harari
The Hatchery Team Liquid
232
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Posted - 2012.08.15 21:20:00 -
[4] - Quote
Sultar Moreash wrote:How about a script for a tracking computer that can increase the optimum range and/or falloff of your turrents?
This exists? |

Michael Harari
The Hatchery Team Liquid
416
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Posted - 2012.12.23 06:20:00 -
[5] - Quote
Darvaleth Sigma wrote:Perhaps intra-system jump mods? So instead of warping somewhere, you get a module that empties your cap completely and allows ships to jump, like titan bridges etc. but within the system?
Only fittable on Black Ops Battleships, and needs a Cov Ops Cyno module to be used on the other end. So would be a stealthy way of bringing in a sub-cap fleet, in-system, right on top of your enemies.
Black ops already have this |

Michael Harari
The Hatchery Team Liquid
420
|
Posted - 2012.12.24 04:21:00 -
[6] - Quote
I really like the idea of taking scripts away from ewar modules, and forcing tds and damps to be like jams, in that different situations require refitting. |
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