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Allen Ramses
Caldari Typo Corp
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Posted - 2008.07.02 16:20:00 -
[1]
Right now, we have a module that is absolutely useless past 10km (which is where the vast majority of combat takes place), and epic win inside that 10km. Seems like it's very specialized item for a very specialized ship... Oh yeah, it is!
Webs are for interceptors. They are not for reducing ship velocities, they are for making sure ships do not move. Their application is limited to nearly point-blank range, thus disallowing any kind of practical use for ships that are not specifically designed to tackle.
But that leaves the question, what about everyone else? I would like to suggest an alternate version of the web (call it a thrust inhibitor) that is for a much broader usage. This inhibitor would have a 20km range, a 25km falloff, and a 25% reduction in speed for a T1 module. It would cost twice the cap as a web. This would allow a practical use for reducing the target's speed out to 35km out with a slight reduction at 50km out, while not completely disabling the target. Specs could look like this:
Thrust Inhibitor I (Thrust Inhibitor II) Activation 40 (40) Speed -25% (-30%) Power 1 (1) CPU 40 (44) Optimal 20000 (24000) Falloff 25000 (25000) Duration 20.0 (20.0)
There. A ranged counter to speed that won't totally WTFPWN Inties, yet will reduce the effectiveness of nanoboats. But I think T1 and T2 webs need to be adjusted. The difference between T1 and T2 is broken, IMO. The T1 and T2 values should be 90% and 92.5% respectively. I also think they should be limited to Interceptors and only one should be allowed per ship... But that's probably just me.
Questions? Comments? Flames? ____________________ Pimped out Raven to run level 4 missions quickly: 210 Mil ISK. Realizing your 120 Mil ISK Drake gets the job done faster: Priceless. |
Allen Ramses
Caldari Typo Corp
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Posted - 2008.07.02 16:20:00 -
[2]
Right now, we have a module that is absolutely useless past 10km (which is where the vast majority of combat takes place), and epic win inside that 10km. Seems like it's very specialized item for a very specialized ship... Oh yeah, it is!
Webs are for interceptors. They are not for reducing ship velocities, they are for making sure ships do not move. Their application is limited to nearly point-blank range, thus disallowing any kind of practical use for ships that are not specifically designed to tackle.
But that leaves the question, what about everyone else? I would like to suggest an alternate version of the web (call it a thrust inhibitor) that is for a much broader usage. This inhibitor would have a 20km range, a 25km falloff, and a 25% reduction in speed for a T1 module. It would cost twice the cap as a web. This would allow a practical use for reducing the target's speed out to 35km out with a slight reduction at 50km out, while not completely disabling the target. Specs could look like this:
Thrust Inhibitor I (Thrust Inhibitor II) Activation 40 (40) Speed -25% (-30%) Power 1 (1) CPU 40 (44) Optimal 20000 (24000) Falloff 25000 (25000) Duration 20.0 (20.0)
There. A ranged counter to speed that won't totally WTFPWN Inties, yet will reduce the effectiveness of nanoboats. But I think T1 and T2 webs need to be adjusted. The difference between T1 and T2 is broken, IMO. The T1 and T2 values should be 90% and 92.5% respectively. I also think they should be limited to Interceptors and only one should be allowed per ship... But that's probably just me.
Questions? Comments? Flames? ____________________ Pimped out Raven to run level 4 missions quickly: 210 Mil ISK. Realizing your 120 Mil ISK Drake gets the job done faster: Priceless. |
Sonya Rayner
REUNI0N Red Alliance
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Posted - 2008.07.02 19:48:00 -
[3]
Edited by: Sonya Rayner on 02/07/2008 19:49:17 you should add stacking penalty on those modules too.
On the other hand, it could increase ship mass instead of thrust, thus making life miserable only to those ships who use MWDs/ABs.
"Graviton Projector", requires Graviton Physics 1 stats like the above mentioned module, but instead of decreasing speed, it adds mass (+20% and +25% to mass respectively for t1 and t2 versions. Named modifications differ in cap usage and fitting, but not in effect strength).
and yes, T2 webs are useless. I'd like to see optimal bonus (would be in par with increased range for disruptors and scramblers), like to 12 km or so.
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Sir Substance
Minmatar Sunspot Requisitions Worlds End Consortium
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Posted - 2008.07.03 02:27:00 -
[4]
if you are having issues, get one of your fleet into a hyena. its the minni ewar ship. even on my megre skills it can run permanently at 3km/s and web from 21km. problem solved.
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Jinx Barker
GFB Scientific
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Posted - 2008.07.03 02:43:00 -
[5]
Originally by: Sir Substance if you are having issues, get one of your fleet into a hyena. its the minni ewar ship. even on my megre skills it can run permanently at 3km/s and web from 21km. problem solved.
Not much else to say.... kinda sick ship she is...
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Marcus Gideon
Gallente Excessive Force
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Posted - 2008.07.03 03:01:00 -
[6]
My Nano idea is better... ---
Don't take my rantings personally. I'm more than likely arguing the point at hand, and anyone playing "Devil's Advocate" will feel my wrath. |
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