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Gabriel Rike
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Posted - 2008.09.18 01:59:00 -
[1]
Edited by: Gabriel Rike on 18/09/2008 01:59:29 Combat recons need a little love as does ewar in general. These new mods plus the change to the combat recons might make things kinda interesting with EWAR once again.
base rules:
only 1 High slot EWAR mod on any ship with the exception of Combat Recons getting 2. They arent used nearly as much as there Covert counterparts, and this is because of there abilty to get away as nicely. Also as is reflected in some of the ships bonuses the combat recons were meant to be better at there EWAR job to begin with.
Fittings high enough to be unable to be equipped on anything smaller than a cruiser (not sure on exact fittings perhaps anyone likeing the idea can help with them)
All use 50% more cap to activate than the mid slot version
All mods are effected by any skill and ship bonus that would apply to a mid slot version.
Combat recons get a 75% powergrid/cpu/both reduction and force get 50% to fitting the mods making them easier to fit without adjusting the rest of the ship but still making them difficult(though not impossible) for other cruiser size ships
Mods:
ECM 10 str as multi spec
** Script** applying a script to the mod causes it to double in 1 ecm type but a 0 for the other 3.
this makes it so you can leave it unscripted for a good chance to jam 1 ship, or script it for special kills like a carrier or super eccm loaded (personal or remote) to be jammed. Additionally this would keep a Rook in the line of Combat as it doesnt have the covert cloak but could pose a serious threat to any 2 ships of its choosing despite eccm (and yes it works but this isnt an 'ecm is too powerful' thread so I will leave that for a different post)
remaining stats = to a Standard Multispec in regards to range and targeted and so on
Signal Distortion Amplifiers still apply like to other ecm
Sensor Damps: Base 25% to both scan res and targeting range 90 km optimal
**Script** Works the same way as it does for the mids
If I am doing my math right on a Gallente recon that could make for a scripted 78.125% effect (scripted) or a 39.0625% effect to both unscripted. A Lachesis with 2 scripted could effectively damp 2 targets Optimally from nearly 150 km out, making it effective at actually working on snipers and ecm ship. Well 2 of them anyway, so not too overpowered but enough to keep it as a recon should be, a force multiplier.
Tracking Disruptors: Base 24% to tracking speed and optimal range 144km optimal
**Script** Works the same as with the mid slot version
This, like the damps provides a method to handle all but the most extreme range snipers allowing them to protect the fleet from such problems. Or safely break the guns of 1 ship from much safer distance. This change would also call for the pilgrim to be brought in line with its nos and neuts to its combat recon sibling. Also possibly another hi slot added to both but no extra power grid or cpu to prevent using an extra nos or neut. This only being fair as the other primary use for the Amarr recons is using there high slots.
Target Painter: 90km Optimal 100% Signature Radius Bonus
Lets face it paints need lots of love and as it is most pvp mini recons dont bother with them. This would make them both useful and desireable
Webs: Here is where I am iffy on but I think either is balanced in the greater scheme of things. Balancing alterations welcome. Though as it is (and even after the nano nerf) webs need some love too like paints.
(see next post)
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Gabriel Rike
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Posted - 2008.09.18 02:15:00 -
[2]
Webs Cont.
Option 1: 85% web 25km range
**script** reduces the range to 12.5km. Makes it a bubble effect around user. Slows user also by 85%
I know it might sound overpowered, but it will effect friendly targets as well as neutrals much like smart bombs and one could argue that damageing everything around it with out a target lock is overpowered too.... Also 12.5km isnt hard to avoid and in most cases is avoided espec when on a slower ship that is webbing it self. However when put on a mini recon the bubble effect would extend to up to 50km. Sounds evil and it is. But concider this. The high slot nature of them is a more powerful/specialized version of the mids. Also concider what happens to a rapier or a Huggy from any ship that can shoot 50km when it is webbing its self. Missles for the most part will eat it alive...and who is good with missles...caldari. Last I checked most Caldari Ships have a Kinetic Damage bonus...which mini are naturally weak too. Plus it is webbing all his friends in that area too. So its still requires care when using.
When unscripted it will give mini ships the ability to web something from a actually useable range of up to 200km. sounds too much? maybe but concider this, webs are used to catch fast ships. Fast ships seeing a paper thin rapier or hug do 1 of 2 things. Run from it or run at it on sight. This results in it getting out of web range (be it coasting after webbed, warping, or getting too far before locked) or getting close enough by target lock that it starts to demolish the recon. Other problem is fast ships usually travel in groups or fleets have several of them. with limited mid slots it will def die as it cant stop them all. With this option it can keep at a safer distance from atleast 1 target while the others rush him and his friends kill the one webbed. Or it warps off.or put him self at 100km (still kinda close for fighting a group of fast ship) but make it so the ship has a ways to go before getting out of range without the rapier closing into to a more dangerous close range.
Option 2: (the weaker of the 2 but still a acceptable option for all who cry 'too strong' at option 1)
12.5km range 49% web
**Script** 2 scripts. 1 doubles the range, 1 doubles the effect. Both good on a normal ship. Both great on a Recon.
The Huggy having the ability to fit 2 High slot EWARs could fit 2 webs or even a web and a paint for great effect.
Thoughts Welcome.
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Reptzo
Channel 4 News Team
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Posted - 2008.09.18 02:25:00 -
[3]
I like option 1 on the webs. But I could see groups of them creating weird problems, but at the same time, if you aggroed gates guns while barely moving in a Huginn, that wouldn't go well for, so kind of self balancing.
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lkjqhertg
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Posted - 2008.09.19 00:55:00 -
[4]
Edited by: lkjqhertg on 19/09/2008 00:55:49 Hmmm sounds fun though not sure if Ewar needs a more powerful version mod, though I like the idea of a more survivable Rapier and Arazu.... **already dreaming of how to abuse this**
--damn defaulting my alt character!!
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H Lecter
Gallente The Black Rabbits The Gurlstas Associates
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Posted - 2008.09.19 08:49:00 -
[5]
Being a passionate gatecamper myself I think that a 50 km web bubble would be overpowered. No target would ever slip through a nullsec camp anymore...
The idea for the sensor dampening module is awesome though! Gallente Recons need some love...
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Frere
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Posted - 2008.09.19 12:32:00 -
[6]
maybe not " more powerfull mods" but how about dual slotting... a mod that can be used in medium and / or high slot
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Reptzo
Channel 4 News Team
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Posted - 2008.09.19 15:50:00 -
[7]
Originally by: Frere maybe not " more powerfull mods" but how about dual slotting... a mod that can be used in medium and / or high slot
I like this idea, and the power of the mod could be based on whether it is in the high or mid slot. So, if its in the high slot it uses more cap, but its stronger too.
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Tarron Sarek
Gallente Biotronics Inc. Alternative Realities
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Posted - 2008.09.19 17:15:00 -
[8]
Hmm, I'm kinda sceptic about the idea and would prefer it if the devs would stick to the basic game concepts. I think there are probably better ways to improve Combat Recons.
The thing is that boosting a ship by giving it something special means that it will most likely only be worth using if you make use of that special something. That means limiting the number of useful fittings, and overall variety.
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Balance is power, guard hide it well
"Ceterum censeo Polycarbonem esse delendam" |

Gabriel Rike
Channel 4 News Team
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Posted - 2008.09.28 16:29:00 -
[9]
you mean like a covert cloak on the force recons..... I am not seeing that as a valid reason not to buff the combat recons with a new mod. Besides I said its a mod all ships can fit, just the combat recons can fit 2. if they dont want to fit the ones that go in line with their bonuses thats fine. I never said they couldnt. perhaps a Gallente recon would like a little bit of a web range for his damps and scrams. or a caldari want a damp to go with there ecm. still seems like a good idea to me.
Note also this wasnt just to buff combat recons it was to introduce a new mod, the enhanced combat recons was a equal side note as a way to enhance them as well using this mod. A 2 for 1 deal.
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Gabriel Rike
Channel 4 News Team
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Posted - 2008.12.14 17:53:00 -
[10]
been out of the game for a little bit and figured I would check on my old posts!
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