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

Takeshi Yamato
eXceed Inc. No Holes Barred
141
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Posted - 2012.01.20 12:37:00 -
[1] - Quote
Modules for the heat mechanic:
1) A low slot module that increases the bonuses gained from overloading by %. Let's say 50%. This means an armor repairer would rep 15% more and have -22.5% cycle time instead of 10% and -15% when overloaded.
2) A mid slot module that consumes cap charges to dissipate heat from overloading. This reduces the heat that has already built up. Uses the same charges as cap boosters.
3) A high slot module that reduces the speed at which heat builds up.
Scripts
I would love to see scripts removed as physical items and have the respective modules come with full scripts built-in. Reasoning is, we're doing 3 market searches and buys to make use of 1 mid slot on a ship. It's just unnecessarily complicated.
Once this is implemented I wouldn't mind having more scripts for a variety of modules, though I can't offer specific ideas for now.
Lackluster modules revived
1) I would welcome a change to how Nosferatu modules work to make them a better counter to energy neutralizers. - They should always be able to steal capacitor. - The amount of capacitor stolen should be proportional to the capacitor percentage difference between the origin and the target ship and approach zero if both ships are capped out, and approach double the nominal amount when the origin ship is capped out while the target ship is full.
This is going to especially help small ships going up against a larger ship that can easily neutralize the smaller ship's cap to zero.
2) Capacitor Batteries are very underused. I believe they would become more useful with the following changes: - Greatly reduced cpu requirements, slightly to moderately reduced powergrid requirements. - Addition of an X-Large sized version - The capacitor stored in the battery is immune to Energy Neutralizers and Nosferatus (if that proves to be too good, then it should be at least highly resistant). This battery capacitor would be visualized in the capacitor gauge with a different color than orange.
3) The Hybrid and Energy Algid Administration rigs are a bit too weak. Buff them from -10% and -15% cpu requirements to -15% and -20%.
4) The Energized Regenerative Membrane II is too weak to be worth fitting (other armor tanking modules are the better choice for the first 4 to 6 low slots and no serious fit uses more slots than that for tanking). It should be buffed to 20% bonus armor. It's smaller brother, the Regenerative Plating, should be buffed to 15%.
EWAR
There is no working anti-missile EWAR in the game (Defender Missiles are broken). The Caldari use mostly missiles. Gallente are enemies of the Caldari. Sensor Dampeners are the Gallente racial EWAR. Sensor Dampeners are kind of bad. The Gallente should have anti-missile EWAR instead of Sensor Dampeners. Leave Sensor Dampeners as they are and add anti-missile mid slot EWAR and respective bonuses on Gallente EWAR.
Misc
Let us use our repair drones to repair our ship. It only makes sense. |

Takeshi Yamato
eXceed Inc. No Holes Barred
144
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Posted - 2012.01.24 10:14:00 -
[2] - Quote
New ECCM functionality and scripts
ECCM modules are changed to the following (using a T2 ECCM here in the example): +48% sensor strength (was +96%) - 6.25% ship signature radius
Scripts to modify these two values in the usual manner are added: Signature Radius Reduction Script - doubles the signature reduction bonus while canceling the sensor strength bonus. Sensor Strength Script - doubles sensor strength bonus while canceling the signature reduction bonus.
What's the reasoning behind this? Many want to see a module that reduces signature radius of the ship. ECCM counters ECM but is not otherwise useful in combat, unlike Sensor Boosters and Tracking Computers which counter Sensor Dampeners and Tracking Disruptors respectively. As such, ECCM is only fitted if ECM is highly likely. This idea addressed both of these things. |

Takeshi Yamato
Blue Republic RvB - BLUE Republic
227
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Posted - 2012.07.29 17:14:00 -
[3] - Quote
Probe Jammer
The ship fitting this module and all others within 400 km become impossible to probe down. Requires strontium as fuel.
Basically it's a way of bringing sniping and old fashioned fleet fights back. An analysis: fixing active tanking in a logical manner: https://forums.eveonline.com/default.aspx?g=posts&m=1693846 |
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