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Inspiration
Focused Radical Energy Engineering
5
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Posted - 2012.04.15 16:41:00 -
[1] - Quote
At the moment, target painters are pretty static in strength, range and falloff. On top of this they have a rather long cycle time, severely limiting their use against the small targets they are intended for. That alone would in my view justify halving the base cycle time of the module.
But lets experiment a bit with other options too.
We can add scripts, to:
* Speed up the cycle time (which the penalty being the higher energy use) * Focusing, reducing optimal and falloff, for a boost in strength * Dispersion, reduced strength, but more optimal and falloff.
We can add as a more generic EW rig:
* Faster cycle times for all EW modules. * Slower cycle tomes for all EW modules.
The bonus and penalty amounts obviously need a balancing session, but I want to first bounce the idea here. |

Cephara Naloe
Quantic Apodis FEDERATION SOLARIS
4
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Posted - 2012.04.18 11:46:00 -
[2] - Quote
Like this : We can add scripts, to:
* Speed up the cycle time (which the penalty being the higher energy use) * Focusing, reducing optimal and falloff, for a boost in strength * Dispersion, reduced strength, but more optimal and falloff.
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Bubanni
SniggWaffe YOUR VOTES DON'T COUNT
230
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Posted - 2012.04.18 14:21:00 -
[3] - Quote
what would the up sides being for faster module cycle be on a target painter?, I like the other script idea though, but target painters seem pritty balanced already and it would worry me to see rapiers with target painters and strenght scripts :) (titans would have easy time doing full damage on frigates (not really, but you get the point) |

Inspiration
Focused Radical Energy Engineering
8
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Posted - 2012.04.18 20:20:00 -
[4] - Quote
Bubanni wrote:what would the up sides being for faster module cycle be on a target painter?, I like the other script idea though, but target painters seem pritty balanced already and it would worry me to see rapiers with target painters and strenght scripts :) (titans would have easy time doing full damage on frigates (not really, but you get the point)
Target painters obviously are intended to let small targets take more damage from larger weapon systems. Now take a Tengu with heavy missiles killing a swarm of NPC frigates. In practice a frigate dies with a lot of time to spare on the target painter cycle. This means the target painter is next to useless for the role it is intended for here. With a faster cycle time however, it can be used to help harm the next target.
In short a faster cycle time, reduces the "downtime" of the module and makes it more flexible (read re targeting) in all forms of combat.
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Skippermonkey
Tactical Knightmare
924
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Posted - 2012.04.20 12:22:00 -
[5] - Quote
Tracking Disruptors - reduce falloff and tracking
Remote Sensor Damps - reduce targeting range and scan resolution
Target Painters - increase signature radius
ECM - % chance to reduce max targets to zero
As you can see, the two modules above that have scripts also have TWO effects when the module is activated. The script chosen (if any) will double the effect of one attribute while removing the other.
How do you apply scripts to modules that only have one effect? My homeboys tried to warn me But that butt you got makes me so horny |

Skippermonkey
Tactical Knightmare
924
|
Posted - 2012.04.20 12:28:00 -
[6] - Quote
I think the 'script' idea is a dead end
In my opinion, i'd prefer the taget painter to somehow not have a cycle timer at all (maybe this means actually making it a one second cycle?)
Just an ON/OFF switch
afterall, it is just a laser
Have the module use a certain amount of cap per second that is in line with the current modules cap use will greatly improve this module, as we all know trying to time the target painters cycles with missile volleys is a pain in the ass My homeboys tried to warn me But that butt you got makes me so horny |
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