
Bein Glorious
GoonFleet GoonSwarm
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Posted - 2007.10.08 15:41:00 -
[1]
I think that cyno jammers, while sometimes a humongous pain, are overall just about right. There are things related to cyno jammers that you could adjust, but I wouldn't touch their HP at all. I see the problem as less that they take a long time to destroy or require a "blob", but more that a POS defended by even a skeleton crew can repel that "blob".
I've considered maybe increasing the powergrid use for the cyno jammer so that you can't put as many guns on the tower, but given current mechanics, I don't think that would really do much. Right now, if a module gets disabled, there's no need to repair it, just anchor another one after it goes down and it's like nothing happened. Limiting the firepower of the POS itself doesn't really do that much in this case.
I think maybe it'd be better to do some other little things, like maybe looking at the ability to control starbase turrets. The ability in itself is fine and all, but one thing that kind of bugs me is that manned turrets lock faster that normal, twice as fast if I remember correctly. As if the fact that they can focus fire instead of shooting wildly wasn't enough, this makes assault with subcapitals far more difficult, since a BS can get locked in 12 seconds by manned turrets. I wonder if it'd be possible to make it so manned turrets lock just as fast as unmanned, at normal speed. Despite that, they would of course still have the benefit focus fire.
Another thing is range. Long range medium and even small turrets can hit out beyond maximum targeting range (250km) with close-range ammo and the right kind of tower. I wonder if perhaps EVE is ready to undo the locking range cap put in years ago, or at least extend it out to perhaps 350km. This way, you could create chains of logistics ships to remotely assist sieging battleships as they shoot the tower with some extra safety from being outside of some but not all of the tower's guns.
Another very annoying thing is when people actually do remotely repair POS modules mid-siege. Take for example a mothership, or a group of motherships. They have repair ranges of up to 50km, but the modules will never be that far from the edge of the shield. They can just poke their noses out of the shield, rep the module up while its being shot, and duck back inside the shield if anything puts it in danger. Since they can't be webbed, there's no way to prevent them from escaping, and instapopping the mothership is obviously not an option. I wonder if it would be possible to make it so you can't use remote repair modules within a certain proximity of the edge of the shield, giving even a small chance for an attacker to force non-consensual combat. Being able to web supercaps would also be nice, even with reduced effectiveness, because it's either that or bumping them, which is too likely to make them desync.
A smaller issue is that a lot of POS modules are very hard to hit because of low signature radius. Medium turrets are the most dangerous to battleships, but have a 125m3. Cruise missiles and torpedoes, which you would think would be well-suited for POS sieges, do reduced damage no matter what to these modules, and honestly, I don't think that's the way it should be. Medium turrets and possibly small turrets should have their signature radiuses increased to compensate for how missiles work, and since they aren't moving anyway, I don't see why not.
So yes, while I do think that cyno jammers could use a little work, after really thinking about it, if there's anything I wouldn't touch, it's their hitpoints. |