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

Lola Munijugs
Hedion University Amarr Empire
2
|
Posted - 2013.07.15 15:06:00 -
[1891] - Quote
As much as I love missiles, I think its a bit unfair that there is tracking disruption for guns only. Maybe a chaff type module that increases the explosion radius of incoming missiles by 1.2x or something.
At least support ships could have something to use against missiles (defender missiles suck.) |

Reaver Glitterstim
Dromedaworks inc Tribal Band
574
|
Posted - 2013.07.15 19:35:00 -
[1892] - Quote
Lola Munijugs wrote:As much as I love missiles, I think its a bit unfair that there is tracking disruption for guns only. Maybe a chaff type module that increases the explosion radius of incoming missiles by 1.2x or something. At least support ships could have something to use against missiles (defender missiles suck.) Howabout a launcher which drops a "flare" next to your ship and sometimes causes missiles to target the flare instead? Obviously with much more advanced missile tracking technology, this "flare" would not actually be a simple heat generator to mimic engine exhaust, but would be a probe which mimics the entire energy signature of the launching ship. This probe would be destroyable, but since it has a tiny signature radius, it would take several missiles to get it. Might be useful to use turrets to pop probes (you'd just have to stop your ship completely to hit it), or even smartbombs. Lastly, the launching ship would have to stay near the probe for it to work.
This could work a lot better than defender missiles. You could have multiple probe launchers to increase effectiveness, but even just one would have a significant impact on all of the missiles coming at you and would make them have, say, a 33% chance of not hitting you.
Could perhaps have like a 1 minute cooldown for launching this probe. That makes it pretty easy to launch in every fight while still making killing it a useful tactic for your enemy. Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. |

Harvey James
Deep Core Mining Inc. Caldari State
277
|
Posted - 2013.07.15 19:38:00 -
[1893] - Quote
I still don't understand why TD's don't effect missiles yet why is there a delay? Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name AB's need a buff-á like a big mass reduction ... module tiercide FTW role based instead of tiers please. |

Aquila Sagitta
Blue-Fire Confederation of xXPIZZAXx
76
|
Posted - 2013.07.15 20:26:00 -
[1894] - Quote
A new bomb that disables warp drives for 1 second. Like an ECM burst for warp disruptors except its delivered in bomb package. If you initiated warp it would shut your warp drive down and you would have to click warp again. Not a problem if your paying attention 
edit: this would be a t2 bomb or whatever and require lvl 4 bomb skill like the lockbreaker and void bomb |

Laendra
Wildly Inappropriate Goonswarm Federation
16
|
Posted - 2013.07.15 21:51:00 -
[1895] - Quote
Some ideas off of the top of my head.
Modulated Ice Harvester II - takes ice type specific crystals to reduce cycle time (due to crystal being more efficient at that type of ice) Combinations of modules - Such as a Unified Scanner module, scans ship & cargo, but perhaps less range and longer cycle time than either
Something to add variability and unpredictability to ship layouts....(for the high slots added, could have a script that adds it as a turret or launcher slot, or keeps it utility with no script). This would have to have a critical eye towards overall balance to ensure it isn't overpowered
High Slot Transformer Module I - takes a high slot, and adds a mid slot High Slot Transformer Module II - takes a high slot, and adds a low slot Mid Slot Transformer Module I - takes a mid slot, and adds a high slot Mid Slot Transformer Module II - takes a mid slot, and adds a low slot Low Slot Transformer Module I - takes a low slot, and adds a high slot Low Slot Transformer Module II - takes a low slot, and adds a mid slot
The return of Mines!!!!
Stasis Field Emitter Module / Deployable
|

Laendra
Wildly Inappropriate Goonswarm Federation
16
|
Posted - 2013.07.15 21:52:00 -
[1896] - Quote
Oh, how about a Stasis Bomb |

Laendra
Wildly Inappropriate Goonswarm Federation
16
|
Posted - 2013.07.15 22:11:00 -
[1897] - Quote
Cynosaural Disruption Module - grid based weapon that prevents Cyno fields from being generated. Uses Liquid Ozone at same rate as Cyno Gen. If either a Generator or Disruption module is activated on the same grid, it cancels each other out.
Nanite Repair Projector module - allows support fleet to repair heat damage - uses nanites
Anti-Cloaking EMP - Super Carrier weapon (like Remote ECM). Only 1 can be fit per ship, has 30 minute cooldown. Decloaks all cloaked vessels on grid at the time of activation. Effect could destabilize every active cloaking device on grid for up to 5 minutes. |

Ellendras Silver
Bite Me inc Bitten.
61
|
Posted - 2013.07.15 23:25:00 -
[1898] - Quote
Reactive Armor Hardener II meta 2 capital hull repairer low slot cooler<=== reduces damage from overheating mid slot cooler<=== reduces damage from overheating high slot cooler <=== reduces damage from overheating
|

Laendra
Wildly Inappropriate Goonswarm Federation
16
|
Posted - 2013.07.16 13:06:00 -
[1899] - Quote
Moon Harvester II - let us mine more than one of a given material if it exists on the moon Capital Tech II modules Capital Officer modules
Survey Probe Launcher II - make it actually tech 2 vs the tech 1 version. Activation time is a crap stat to have be the only difference, and to cost us 22 extra CPU. Give us at least something decent, such as 10x capacity with no increased CPU.
Small, Medium and Capital Micro Jump Drives and Tech II variants of all 4
Tech 2 Cyno generator modules (regular and covert) - reduced Liquid Ozone and decreased Activation Time / Duration
Add scripts to Jump Portal generator modules (regular and covert) , one for increased duration, one for decreased fuel usage
Tech 2 Jump Portal generators (regular and covert)
MOAR Tech 3 stuff (ships and modules)
|

Fronkfurter McSheebleton
The Graduates RAZOR Alliance
232
|
Posted - 2013.07.16 14:25:00 -
[1900] - Quote
I think a covert ops afterburner could be fun, especially if blops were allowed to use them. Hell, even if ONLY blops were allowed to use them...it'd make good use of that velocity bonus. thhief ghabmoef |

Lee Mcgee
New Eden Aurorae Corporation
5
|
Posted - 2013.07.16 15:15:00 -
[1901] - Quote
FEDERATION NAVY REMOTE ARMOR REPAIR SYSTEM  |

Chimpface Holocaust
Zarnfell
3
|
Posted - 2013.07.16 15:25:00 -
[1902] - Quote
I'd like to see modules that increase the effects of EW drones.
examples
web drone mod- increases the stasis effects of webifier drones
ECM drone mod- increases ECM strength of ECM drones
Neut drone mod- increases drain amount of energy neutralizer drones
|

DG Ale
TSOE Po1ice TSOE Consortium
20
|
Posted - 2013.07.16 16:32:00 -
[1903] - Quote
Cyno Jamming Module
- It would have a range of 3k - 5k or less.
- You have to lock the activated cyno before activating the module.
- It can be fit to any ship. ECM ships would have a range bonus. So a small fast ECM frigate would be best.
Maybe you can load scripts to either kill the cyno, delay the jump or scatter a jumping fleet over the region. |

Andy Landen
Battlestars Ex Cinere Scriptor
126
|
Posted - 2013.07.17 15:30:00 -
[1904] - Quote
DG Ale wrote:Cyno Jamming Module
- It would have a range of 3k - 5k or less.
- You have to lock the activated cyno before activating the module.
- It can be fit to any ship. ECM ships would have a range bonus. So a small fast ECM frigate would be best.
Maybe you can load scripts to either kill the cyno, delay the jump or scatter a jumping fleet over the region. Let's revise that one:
Cyno Jamming Script for Cyno Field Generator Loaded into a cyno field generator to disrupt all cyno fields within 5,000 km. Non-targeted; has the same effect on the ship as a cyno field (cannot warp, log, dock, move, etc.) and requires the same amount of liquid ozone. Kills existing cyno fields and prevents new fields within the range and frees those cyno ships from the effects of the cyno field so they can warp, dock, log, etc. "We cannot solve our problems with the same thinking we used when we created them." Albert Einstein-á |

Silivar Karkun
Imperium Aeternam Phantom Armada
87
|
Posted - 2013.07.17 18:10:00 -
[1905] - Quote
beating a dead horse here: mining sentry drone
-base yield of a mining laser, so the T1 sentry miner can pull the same as a miner I, while the T2 version pulls the same as a miner II (60 m3 per min, same as 4 tech 1 mining drones).
-sentry drone attributes, this means, 25 m3 and 25 bandwith, sentry tank and range, as they are inmobile, they use a tractor beam to move the ore from them to the ship. the time it takes to them to do that depends on the distance again.
-skill intensive: it would require Drones V, Drone interfacing IV, Mining Drone Operation V and Sentry Drone Interfacing I. aditional to this Sentry Drone Interfacing would give a bonus of 5% of mining yield per lvl for them.
now, about balance:
IN PAPER,
a sentry miner drone II pulls 60 m3, with full V skills it would ad a maximum of 150 m3. as the drone wouldnt move, it would use a tractor beam to move the ore, the time it would retrieve the ore would depend in the distance from the ship, like with any other mining drone.
mining sentry drones would get bonuses from the mining drone rigs, so they could get up to a maximum of 177 m3 of yield per drone.
a drone ship like the dominix has 125 bandwith so it can field 5 of these, 177*5 = 885 m3 of aditional yield. a dominix with full lvl V skills and using miner IIs in its high slots would have 360 m3 of yield, and a cargohold of 4998 m3, almost the same as a venture, if uses T1 cargo rigs and T2 cargo expanders. with sentry mining drones and implants that would have in total a yield of 1245 m3 of ore per minute. (note that with cargo rigs you would have a yield of only 1147 m3)
in the case of a carrier, it can port 15 of these, so the drone yield would be of 2225 m3 with full skills, of course, this means the sentries take all the slots, leaving the ship vulnerable. aditional to that, a thanatos with full cargo, this means, T1 CAPITAL cargo rigs and T2 cargo expanders, gets an aditional of 5717 m3 for cargo, which includes to the fleet hangar and you would get 15717 m3 of posible cargo to move. or it would have a yield of 2655 m3 if it used rigs (2 T1 and 1 T1)
with those 2 examples i can show that the idea wouldnt be OP, why?.
example A: while a battleship like the dominix could have better yield than a venture, it becomes basically a ganking target, it cannot tank, it doesnt have speed and it cant defend properly if attacked. the venture can basically GTFO quickly and has the same performance as the dominix given in the example, for only a little fraction of the skills and isk required.
example B: while the mining thanatos in this example has a good yield, it cannot match that of any mining barge or exhumer at good skills, also, as a capital ship it is vulnerable to get hot droped, its total cargo goes slightly up compared to the ore hold of a skiff, but cannot match the ore hold of a retriever/mackinaw or the work of a covetor/hulk with an orca/rorqual.
now about the mining ships, an orca can only deploy 2 sentries, same for exhumers, mining barges can deploy only one, and the rorqual can field 5. not a big deal in terms of yield.
the uses for them, well, for one part, defense, if the ship can focus its aditional yield in one drone at reduced bandwith, it can field others. mining barges wouldnt be able of course, exhumers could field 1 sentry miner and 4 scouts so they can get a little improvement in yield while they get defense, an orca would be able to do the same in that matter, but no one mines in a hauler, as for the rorqual, it gets the same example as the orca.
battleships would get clearly bonused with this, just look at the example of the dominix, there are many possibilities |

Ellendras Silver
The Scope Gallente Federation
62
|
Posted - 2013.07.17 20:20:00 -
[1906] - Quote
capital neuts (meta 1 and 2) capital NOS (meta 1 and 2) |

Whitehound
1551
|
Posted - 2013.07.17 21:17:00 -
[1907] - Quote
Tech3 Turrets
Intro: All turrets currently have attributes like optimal range, falloff, tracking, ammo type, RoF, etc.. When players fit turrets do these almost always fit 2 to 8 at a time. The more the better, and always following the rule "not to mix weapons".
Idea: This led me to the idea of a Tech3-like weapon system, where one does not fit identical weapons into the high-slots, but instead fits weapon modules that select a variety of properties. The more high-slots a ship then posses, the more complex features the resulting weapon can have.
- The "mount" weapon module selects the type of weapon, meaning its visual effect, i.e. laser, projectile, hybrid or something completely new.
- The "range" module selects the range, i.e. short, medium and long. Fitting two or more "range" modules extends the range, but also increases requirements. To avoid simply copying tracking computers with this should the "range" module only provide certain combinations of tracking speeds, optimal ranges and falloffs, even ammo capacity, and not allow for a complete freedom over these values so that TCs and TEs stay desirable.
- The "damage" module selects the damage type. Fitting multiple "damage" modules into the high-slots allows for multiple damage types and more damage while also increasing requirements. One can use these to construct a weapon that deals a high amount of only thermal damage, or one that deals omni damage, or even one that deals EM+Explosive.
More weapon modules are thinkable, but I will leave it at three. Players have to fit at least one of each weapon module and can fit at most 8 depending on their ship's high-slot layout. The result is that the trade-off between range and damage remains, but it becomes harder for players to tell what the exact threat of someone's turrets are and opens more possibilities for players.
The idea may also be limited to only Tech3 cruisers and require the player to fit a specific offensive subsystem to use Tech3 turrets. Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling. |

Ranger 1
Ranger Corp
4371
|
Posted - 2013.07.17 21:58:00 -
[1908] - Quote
Probably far too late, and already mentioned, but I'd like to see a true "Heat Sink" introduced.
A limited use or single use module that takes heat damage first instead of modules that are overheated. Only after this module is "burned out" does an over heated module begin taking normal damage.
Obviously the more modules that are over heated the fast this module would burn out.
Potentially you could have it's effect limited to either High, Medium, or Low slot modules depending on which rack you have installed it in, although that would probably reduce it's appeal significantly compared to other modules you could put in those same slots.
If they could be fit in any rack however, that would be awesome, and give use to what are now often unused utility high slots.
This module should not be repairable, even if only partially damaged. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Me ofcourse
Koa Mai Hoku Nulli Secunda
85
|
Posted - 2013.07.18 01:49:00 -
[1909] - Quote
Keyword: Fitting
Point-Defence turret
basically something in the line of a Smartbomb/ friend or foe, however the difference is that this will run off ammunition and instead of damaging everything in range, it will target something which you base your standings off of and shoots a single target at a time. so it will act as an anti-drone/missile weapon. Will be a high slot module of course, powergrid and CPU will be based off of the ship which fits it, that also affects the damage that is dealt by the module |

scarify ardonn
The First Kiss
7
|
Posted - 2013.07.18 08:12:00 -
[1910] - Quote
just do something with cyno :-) I understand why people hotdroping even 2 frigates with 20 blackops, it is because they are so noob to make kills another way.
So, in this topic are plenty of ideas about cyno jamming. I like few of them.
Best anti-cyno idea:
Personal cyno jammer : module with +-50km range, mid-slot, effect: targeted ship cant light a cyno <---CCP pls do this
or second good idea:
add cyno jam ability to all bulles - interdictor, HIC, mobile,
third good idea:
mobile cyno disruptor : same as mobile warp disruptor, but in range cant be used cyno
PS: for love o god add new Accessorier item : stopwatch (avarage programmer can make and implements stopwatch in 1 hour)
thx |

Ellendras Silver
The Scope Gallente Federation
63
|
Posted - 2013.07.18 10:19:00 -
[1911] - Quote
scarify ardonn wrote:just do something with cyno :-) I understand why people hotdroping even 2 frigates with 20 blackops, it is because they are so noob to make kills another way. So, in this topic are plenty of ideas about cyno jamming. I like few of them. Best anti-cyno idea:  Personal cyno jammer : module with +-50km range, mid-slot, effect: targeted ship cant light a cyno <---CCP pls do this or second good idea:  add cyno jam ability to all bulles - interdictor, HIC, mobile, third good idea:  mobile cyno disruptor : same as mobile warp disruptor, but in range cant be used cyno PS: for love o god add new Accessorier item : stopwatch (avarage programmer can make and implements stopwatch in 1 hour) thx
no if you wanna get rid of a cyno kill it... if you dont you ran out of luck |

Goar Arran
Brutor Tribe Minmatar Republic
0
|
Posted - 2013.07.18 12:32:00 -
[1912] - Quote
boost legion ship please |

gawrshmapooo
Es and Whizz Hedonistic Imperative
12
|
Posted - 2013.07.18 15:59:00 -
[1913] - Quote
Hell I'll give it a try.
Webifier scripts: Range script: range of the webber goes up in exchange for smaller speed penalty of the target ship. Velocity penalty script: Higher velocity penalty for a dramatic reduction in range.
MWD scripts: Speed script: greater speed for massive sig radius penalty increase. Sig radius penalty script: Large speed nerf for a smaller sig radius.
(I really like scripts.)
Single use module: Targeted energy de-stabilizer : a highslot module that can hold one charge at a time, that when used on the targeted ship, drains a moderate amount of cap instantly. Can only be reloaded in stations and has a long universal cooldown.
I really like the scripted armor hardeners idea.
|

Swiftstrike1
Interfector INC. Fade 2 Black
105
|
Posted - 2013.07.18 18:39:00 -
[1914] - Quote
Don't recall if I already posted in here or not. I like the anti-cyno theme, but most ideas put forward are too powerful imo. My version of a "cyno-jammer" would be based on the cyno module itself.
- You'd light it up and your ship would be disabled.
- It would last for 10 minutes and show up on the OV for all to see.
- In addition, the "fuel" would have an extended reload time e.g. 15 minutes.
I have lots of ideas. -áThey're not always well thought through, but they are always well intentioned. -á |

Ellendras Silver
No Self Esteem ShAdOw PoLiTiCs
70
|
Posted - 2013.07.25 18:54:00 -
[1915] - Quote
Goar Arran wrote:boost legion ship please since when is a legion a module  |

Ellendras Silver
No Self Esteem ShAdOw PoLiTiCs
70
|
Posted - 2013.07.25 18:59:00 -
[1916] - Quote
Swiftstrike1 wrote:Don't recall if I already posted in here or not. I like the anti-cyno theme, but most ideas put forward are too powerful imo. My version of a "cyno-jammer" would be based on the cyno module itself.
- You'd light it up and your ship would be disabled.
- It would last for 10 minutes and show up on the OV for all to see.
- In addition, the "fuel" would have an extended reload time e.g. 15 minutes.
there is no need for a cyno fix because there is no problem
the ship is imobile for 10 min cant move cant logoff nothing its a sitting duck all you have to do is kill it
FFS if you have that much issues with it move to high sec |

Marwolaeth Arglwydd
The Crabbit Dead Terrorists
25
|
Posted - 2013.07.25 19:22:00 -
[1917] - Quote
Not really a new module, but I would like to see a lot more of the high-slot modules on the outside of the ships. Like how Missile turrets are now. Or if nothing else at least the ones that affect other players like vamps and nos and reppers. |

Vayn Baxtor
Ultra High Ping Crew Tribal Band
70
|
Posted - 2013.07.25 20:58:00 -
[1918] - Quote
Quote:or second good idea: cyno jam ability to all bulles - interdictor, HIC, mobile,
I like this one - for Interictors and HICs. Lives up to the name. Using tablet, typoes are common and I'm not going to fix them all. |

Orakkus
Winds of Dawn Kraken.
108
|
Posted - 2013.07.25 22:04:00 -
[1919] - Quote
First off, and its probably been mentioned already, but this is two parts:
First: Change the useless Defender missiles to be more like, Decoy missiles. You shoot one and for say 5 to 10 seconds, all ships have a 30% less chance of hitting your ship, or maybe your signature radius is dropped by 50%.
Second: Give the new Decoy Missiles a seperate launcher. You can only carry one on any ship, and it has a long rate of fire, say 3 to 6 times the duration of the Decoy missile.
A variant of this is to allow for mutiple fast firing launchers, but for each missile to only do a small reduction in signature.
Anyway, tear it up. |

Phaade
Debitum Naturae WHY so Seri0Us
20
|
Posted - 2013.07.25 22:32:00 -
[1920] - Quote
Fleet support anti-missile / drone weapon system
functionality similar to that of the close-in weapon system (CIWS) designed to engage anti-ship missiles (rockets to torps) and fixed wing aircraft (drones) at close ranges.
High-Slot weapons system Does not require lock (drones) Light damage, high ROF Cannot fire on larger targets conventionally Mountable on Destroyer class ships Operational range: 8KM
Other point defense systems that work on rails / projectiles would be awesome. Lasers too, but that could get funky, how do you beat a laser to it's destination? Perhaps with MORE LAZORS |
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