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

Debora Tsung
The Investment Bankers Guild
97
|
Posted - 2013.04.18 12:45:00 -
[1801] - Quote
StrongSmartSexy wrote: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.
Stacking penalties could fix that. That way only 4 - 5 ships could effectively apply a resist decrease, everything above that wouldn't even manage suck another half of a percent off the resist.
Considering that You'd need 5 ships to decrease one other ships resist by not even 10% at a limited range, it doesn't seem that oerpowered. There's nothing a million chinese guys can't do cheaper. |

Bemoteajh
Gork and Mork Munitions
0
|
Posted - 2013.04.18 14:56:00 -
[1802] - Quote
1 damage omnidirectional pulse weapon
Range Tech 1 - 30km Tech 2 - 45km
Role: Counter those sneaky gits
Restrictions 0.4 Security or lower Not usable on gates (gives blockade runners a chance)
Only equipable on new destroyers tech 2 variants |

Bemoteajh
Gork and Mork Munitions
0
|
Posted - 2013.04.18 15:00:00 -
[1803] - Quote
Drones Medium and Heavy mining drones for the Orca only |

sprototles Ganzo
Vectis Covert Solutions
1
|
Posted - 2013.04.18 16:50:00 -
[1804] - Quote
inertia accelerator module? |

Jonas Sukarala
Deep Core Mining Inc. Caldari State
97
|
Posted - 2013.04.18 17:03:00 -
[1805] - Quote
Bemoteajh wrote:Drones Medium and Heavy mining drones for the Orca only
Harvester drones are medium mining drones but are 70 odd mil a piece.... absurd 'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place..... where is the TD missile change?-á ,...projectiles should use capacitor. |

Jonas Sukarala
Deep Core Mining Inc. Caldari State
97
|
Posted - 2013.04.18 17:04:00 -
[1806] - Quote
Roles should be -cap rechargers - easy fitting/ improves cap regen -cap batteries - medium fitting /higher cap regen plus extra cap/ neut defence can refill used cap boosters -cap boosters - High fitting/ high cap injections but limited boosters before reload 'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place..... where is the TD missile change?-á ,...projectiles should use capacitor. |

NaSCN
Ministry of War Amarr Empire
0
|
Posted - 2013.04.18 17:28:00 -
[1807] - Quote
how about Tech II reactive armor hardener? |

Jonas Sukarala
Deep Core Mining Inc. Caldari State
97
|
Posted - 2013.04.18 17:29:00 -
[1808] - Quote
NaSCN wrote:how about Tech II reactive armor hardener?
They need to fix the current one first 'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place..... where is the TD missile change?-á ,...projectiles should use capacitor. |

Kylec
Cobalt Academy Cobalt..
0
|
Posted - 2013.04.18 18:00:00 -
[1809] - Quote
Module Name: Ion (EMP) Cannon Fitting Slot: High Turret Range Optimal: 50km Falloff: 0 Damage: 0 Tracking Speed: 0.04 rad/sec (about the same as a Mega Pulse) Signiture Resolution: 400m Can Cycle: false Charge Time: 5s Recharge Time (cooldown): 180s Cap Usage: 900
Effect: Disables all modules on any ship hit and prevents warp for 10 seconds.
Was trying to think of module ideas that could be used tactically and provided some flavor to a ship loadout (similar to MJD). The idea here is to provide a single shot, tactical disable at mid range to use as a counter to a point/scram, to disable a logi for a short period of time, provide a situational counter to a MJD or to allow a slower battleship to gain range on a faster target.
Differs from existing EWAR (scram/web/newt/etc) in that it has longer range, is based on weapon mechanics (ie can miss and is less effective at close range, small targets, large traversal), and provides temporary disable (in contrast with current EWAR which is 'always on'). |

Marcus Walkuris
Pro Synergy Frozen Shipyards
9
|
Posted - 2013.04.18 19:25:00 -
[1810] - Quote
Drone bay launchers. Launches drones at current direction at 3 times normal MWD speed for 3 seconds. Or a minimum of 500 MS for 3 seconds. Sub capitals only, I would guess. Oh active module of course.
If that would be overpowered fix it but the concept is understandable. |

Jovat
Science and Trade Institute Caldari State
5
|
Posted - 2013.04.18 21:53:00 -
[1811] - Quote
Jonas Sukarala wrote:NaSCN wrote:how about Tech II reactive armor hardener? They need to fix the current one first
Sorry, I missed the part where its broken.
The skill related to it is a bit broken, seeing it increases cap use the higher it goes, but the RAH is an excellent module. A RAH2 would be awesome. |

Buhhdust Princess
Mind Games. Suddenly Spaceships.
3119
|
Posted - 2013.04.18 22:40:00 -
[1812] - Quote
All types of Firework Drone
Snowball Drone |

Debora Tsung
The Investment Bankers Guild
98
|
Posted - 2013.04.19 08:11:00 -
[1813] - Quote
Kylec wrote:Module Name: Ion (EMP) Cannon Fitting Slot: High Turret Range Optimal: 50km Falloff: 0 Damage: 0 Tracking Speed: 0.04 rad/sec (about the same as a Mega Pulse) Signiture Resolution: 400m Can Cycle: false Charge Time: 5s Recharge Time (cooldown): 180s Cap Usage: 900
Effect: Has achance to disable all active modules for one cycle. *Can only be fit on Battleships
Fixed, and that's already a tad too powerfull. There's nothing a million chinese guys can't do cheaper. |

Aggrostemma
Imperium Galactica Omega Alliance
0
|
Posted - 2013.04.19 09:37:00 -
[1814] - Quote
Drone implants please!
Hardwirings that affect the drones damage, hit points, optimal range, tracking speed, orbit speed. |

I-RON zeus
Fellowship Of Lost Souls training
0
|
Posted - 2013.04.19 19:00:00 -
[1815] - Quote
would be nice to have drones that loots wreck around you (blue and white) would make missions and ratting easier. |

Iagus Damaclese
Zero-G Dogs
21
|
Posted - 2013.04.20 01:50:00 -
[1816] - Quote
A tractor beam capable of being fitted on battlecruiser and above that uses a large portion of CPU and PG.
This tractor beam would be used to pull enemy ships away from stations to keep them from redocking. |

Andy Landen
Air Initiative Mercenaries
117
|
Posted - 2013.04.20 12:39:00 -
[1817] - Quote
Mobile cyno jammer - prevents cynos from being lit on the grid once anchored. 30s to anchor. 5s to unanchor. 100k hitpoints for shield/armor/hull. |

Laserham Lincoln
Dollars and Sense Inc.
10
|
Posted - 2013.04.21 00:22:00 -
[1818] - Quote
Tactical Command Computer: High slot module that consumes a warfare link slot (so can only be mounted on BCs, command ships, and T3s). While active, this module would let the ship with the TCC's fleetmates broadcast tactical data from their grid. When the player using the TCC activates their solar system map, anything on grid with a fleetmate is shown, letting the FC get a clear picture of what's going on in a system. If that's too much you could require a midslot TCC slave unit, which would update the TCC's display every time it was activated. |

Konatsu Miyamoto
Lead Farmers Origin Kill It With Fire
3
|
Posted - 2013.04.21 03:30:00 -
[1819] - Quote
XL smartbomb
Can only be fit on pods
Does 50 million damage in a 250km radius |

Hitako Hirutoshi
Les Anarchistes
0
|
Posted - 2013.04.21 05:45:00 -
[1820] - Quote
Tech 3 modules, they are basicly tech 2 modules, but you add a script in it with a boost a nd a penalty.
Can only fit 1 t3 module of each kind except for guns
Guns -Tracking script, range script, rate of fire script, damage script, cap usage script, fit requirement script(for guns)
shield and armor boost script - Cap usage script, hp boost script, cycle script, fitting requirement script
Damage modules - ROF or Alpha script
Tracking computers - Better scripts, that involve not better boost but a lesser penalty counterpart(75% penalty instead of 100%)
Hardeners - script that gives better resist at cost of cap usage or fit requirement for example - Script that makes them easier to fit - extend duration and less cap cost
Tracking enhancer - you choose between optimal or falloff and lose all tracking speed.
Ideas? |

Loki Feiht
Feiht Family Clan
42
|
Posted - 2013.04.21 17:18:00 -
[1821] - Quote
"BFT (blue force tracker) A cool little gizmo that allows a BFT equipped vehicle to link up with a satellite and give the locations of friendly and enemy units, maps, and routes."
I'm sure there is something like this for dust514 but currently I am unaware of anything (ingame) that could provide this sort of information in real time to a force commander, maybe Eve players could get this sort of stuff at an office or via the use of a module for command ships.
More NPC thread https://forums.eveonline.com/default.aspx?g=posts&t=220858 |

Rovinia
Exotic Dancers Union SONS of BANE
95
|
Posted - 2013.04.22 00:25:00 -
[1822] - Quote
Point Defence Systems - Uses a Medslot for a battery of small guns for missile / Torpedo defence. Can also be projected at one other ship within 5 km radius.
Base change to destroy a incoming missile: 10% Point defence Skill on V: 20% (2% / level)
Could fill the gap for the lack of missile disruption systems like the Tracking Disruptor for turrets without just copying this modul and change it's bonuses to missile velocity / expl radius.
Of course, some nice effects would be cool for the defensefire like this chimera does it in this trailer @01:13 arround: http://www.youtube.com/watch?feature=player_detailpage&v=zDVEHE10nHc#t=69s |

Jimbo Mann
Running with Knives Nexus Fleet
0
|
Posted - 2013.04.22 10:36:00 -
[1823] - Quote
Rovinia wrote:Point Defence Systems - Uses a Medslot for a battery of small guns for missile / Torpedo defence. Can also be projected at one other ship within 5 km radius. Base change to destroy a incoming missile: 10% Point defence Skill on V: 20% (2% / level) Could fill the gap for the lack of missile disruption systems like the Tracking Disruptor for turrets without just copying this modul and change it's bonuses to missile velocity / expl radius. Also, the projection element on allied forces than on enemys (like TR) would need a bit of teamplay in the fleet. Some sort of escort / Bodyguard mode  Of course, some nice effects would be cool for the defensefire like this chimera does it in this trailer @01:13 arround: http://www.youtube.com/watch?feature=player_detailpage&v=zDVEHE10nHc#t=69s
In addition to being able to destroy missiles, a point defense system that would let you target smaller ships that get in close would be great. As it is now, the only way to deal with small, fast moving targets such as frigates and drones while you are in a battleship with large weapons that can't track very well is to engage them with drones.
I would think that for a ship of that size, it would be ridiculous to not include some short range weapons to defend against small targets that the main weapons can't track. |

Aracno't
Kenshin. Circle-Of-Two
16
|
Posted - 2013.04.22 11:28:00 -
[1824] - Quote
you have passive shield why not some sort of passive armour give people with low skills a chance do tank well
|

Pablo Nerdfighter
Center for Advanced Studies Gallente Federation
1
|
Posted - 2013.04.22 12:17:00 -
[1825] - Quote
Sentry Hauling Unit - When activated tows all active sentry drones within hauling range towards ship.
Anti Bump Force Field - When initiating warp, cause ships that collide into you to instantly explode / be counterbumped to 100k out / insta 0ms.
AOE: Webs / Neut / Nos / RR / CAP Transfer / Cloak |

Jonas Sukarala
Deep Core Mining Inc. Caldari State
102
|
Posted - 2013.04.22 13:38:00 -
[1826] - Quote
Move the micro cap booster to a low and increase its capacity 'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place..... where is the TD missile change?-á ,...projectiles should use capacitor. |

Amarrius Ibn Pontificus
Dramani Confederacy
17
|
Posted - 2013.04.22 14:12:00 -
[1827] - Quote
Nikk Narrel wrote:Here is one:
Set a module / rig on mining ships.
Put it as an ECM type, that blocks any targeting with a scramble effect 15 KM around the source ship. This includes the source ship, although it is unlikely to bother them as much, since they are probably trying to leave.
Like a cloak, set it to require insane CPU or power, and give the appropriate ships a bonus to negate this cost, so only they can use it.
Intended for mining barges and exhumers.
Even better. Make the eve code public so we can play eve solo and as a stand alone game. That way only you can gank yourself. |

Haradgrim
Zenmak Manufacturing and Associates
8
|
Posted - 2013.04.22 14:55:00 -
[1828] - Quote
Three uses I would like to see:
1) A module that exhanges heat for cap or vice versa.
2) A "tracking computer" for mining lasers (to increase range)
3) A targeted ECCM module (when activated on a ship it would shut off their ECM (either all types or just jamming) and prevent them from using it) |

HazeInADaze
The Tuskers
43
|
Posted - 2013.04.22 15:29:00 -
[1829] - Quote
Dead Space probes. So missions can be scanned down without the use of an expanded launcher. Cannot scan ships, just dead space pockets. |

Jonas Sukarala
Deep Core Mining Inc. Caldari State
102
|
Posted - 2013.04.22 16:01:00 -
[1830] - Quote
scaling sig blooms on mwds +200% on frig so sig is around 150 when mwd is activated +100% on cruiser so sig is around 300 +75% on battleship so sig is around 600
-mass should be applied as soon as module is fitted to ship instead of only when activated -reduce the mass on mwds so ships can actually turn decently mwd adds 50% a ships mass which is too much. -reduce cap penalty for fitting mwd as the mwd uses so much cap when activated its like a double penalty. 'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place..... where is the TD missile change?-á ,...projectiles should use capacitor. |
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