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

StrongSmartSexy
Caldari Provisions Caldari State
10
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Posted - 2013.04.18 10:28:00 -
[1] - Quote
Debora Tsung wrote:I don't know if this has been proposed before, but how about some active high or mid slot module that actively decreases the shield resists of the target by 0x%? CCP already thought of this: http://eve-online.itemdrop.net/eve_db/items/module/shield_disruptor/em_shield_disruptor_i/ Even though it suffers a stacking penalty, I don't feel this kind of module should be supported unless the decreased resistances was only affected by the weapons of the player who used the module.
It effectively cuts all tanks by a percentage - a little too powerful for a module. |

StrongSmartSexy
Caldari Provisions Caldari State
10
|
Posted - 2013.04.18 10:53:00 -
[2] - Quote
Debora Tsung wrote:StrongSmartSexy wrote:Debora Tsung wrote:I don't know if this has been proposed before, but how about some active high or mid slot module that actively decreases the shield resists of the target by 0x%? CCP already thought of this: http://eve-online.itemdrop.net/eve_db/items/module/shield_disruptor/em_shield_disruptor_i/Even though it suffers a stacking penalty, I don't feel this kind of module should be supported unless the decreased resistances was only affected by the weapons of the player who used the module. It effectively cuts all tanks by a percentage - a little too powerful for a module.  never seen that before... And true, -100% resistance t any given damage type is totally out of proportion, I was more thinking about percentages in the single digit realm + decreased effectiveness at range through falloff or a similar mechanic... In my argument, I am assuming that the values would be something reasonable way below 100%.
But regardless, even if it was a single digit value, the implications of a resistance % reducing module are huge - be it a battleship or a titan, with the press of a button you would reduce someone's shield/armor tank by a %. This isn't exactly a balanced tool even if it was a battleship-only module that sucked your cap dry like a MWD and had a 10km range. |

StrongSmartSexy
Caldari Provisions Caldari State
10
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Posted - 2013.04.18 11:27:00 -
[3] - Quote
Debora Tsung wrote:StrongSmartSexy wrote: But regardless, even if it was a single digit value, the implications of a resistance % reducing module are huge - be it a battleship or a titan, with the press of a button you would reduce someone's shield/armor buffer/active tank efficiency for that resistance by a %. This isn't exactly a balanced tool even if it was a battleship-only module that sucked your cap dry like a MWD and had a 10km range. Sry, I referred to the -100% as shown in the link You provided. The effect wouldn't be much better or worse as that of a TP or Webifier, only in this case it would be more dangerous to large ships than to small ships, more so if it were a battleship only module. I was thinking of something like 3 - 4 % resist decrease to one given damage type. Also CCP Could always click the "this is ewar" checkbox and certain very big ship which I'll never fly would be immune to it. That would be reasonable I suppose. I wonder what CCP's reasons were for not implementing them. |

StrongSmartSexy
Caldari Provisions Caldari State
10
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Posted - 2013.04.18 11:43:00 -
[4] - Quote
Debora Tsung wrote:StrongSmartSexy wrote:That would be reasonable I suppose. I wonder what CCP's reasons were for not implementing them. Might be they were worried of a whole fleet targeting one guy with that stuff... On the other hand if You get primaried by a fleet, You can either instawarp out or You're dead... :/ EDIT: or they couldn't come up witha similar and yet slightly different module for Armor tanks. Didn't check that tbh. Yeah, if your whole fleet or small gang is fit to deal one damage type, the module would essentially boost everyone's effective DPS against that target. |
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