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Drone Upgrade Modules: There are too many of them!

Author
Kaikka Carel
Ziea
#1 - 2012-05-03 05:06:58 UTC
Copy Paste of my other post: https://forums.eveonline.com/default.aspx?g=posts&m=1235455#post1235455



Current;y there is an abundance of drone upgrade modules which are scattered among slot hardpoints.

Drone Link Augmenter in high slot - +15km range is a good addition but unfortunately Myrmidon and Dominix don't have utility highs and Ishtar doesn't need one unless it's a sniper configuration.

Drone Navigation Computer in mid slot - increases speed of drones and afaik is not stacking penalizied which leads to Berserkers II having same MWD speed with three units as Valkyries II without them. Now I would call that a serious improvement if only I hadn't to waste(yes "waste") slots for just this effect.

Omnidirectional Tracking Link in mid slot - the only common drone upgrade module mostly seen on sentry setups.

And now we have 4th upgrade module! Which gives a little bit of damage.

Here's the problem - to fully augment drones to maximum potential one must dedicate a lot of slots. The effects are scattered among great variety of modules which in turn must be stacked for best perfomance.

What I propose is to merge some of these modules with each other:

1. DLA+DNC = module in a high slot which gives more range and more speed for drones to cover it quickly. Would help in PVE with its great distances and in PVP enabling larger size drones to catch up with smaller targets This is balanced by the fact that not all ships can field oversized drones or have spare slots to fit such module. Doesn't look like a waste of slots now, right?

2. OTL+EDA = module in a mid slot which increases optimal, tracking and damage of drones(you may even keep that abyssmal damage increase to balance things out). Yes, turrets have separate modules for these attributes BUT drones aren't turrets! Combined these effects should greatly increase drones' combat capabilities,

Now we have only 2 modules in two different slot layouts. Would you spare 3-5 slots on your drone boats to make drones a really deadly and effective component rather than just "50% of my dps"?



TLDR: Merge drone upgrade modules since drones don't deserve dedicating 6-9 slots just to augment them.

Comment, point things out, rage, whatever.
mxzf
Shovel Bros
#2 - 2012-05-03 06:18:17 UTC
Kaikka Carel wrote:
TLDR: Merge drone upgrade modules since drones don't deserve dedicating 6-9 slots just to augment them.


You're conveniently forgetting that other weapons systems can require a dozen or more slots to fit them (8 guns + 3 damage mods + TC/TE).
Detenal
School of Applied Knowledge
Caldari State
#3 - 2012-05-03 06:52:40 UTC
I disagree. If you want better drones then specialize in ships that may have the bonuses for it.

4 modules is not too many.
Kaikka Carel
Ziea
#4 - 2012-05-03 06:57:08 UTC  |  Edited by: Kaikka Carel
Quote:
8 guns


The modules I listed don't fire/spew missiles iirc. A ship may not have turret/launcher hardpoints just like it may not have a dronebay.

Quote:
3 damage mods + TC/TE


That's it 6 upgrade modules at maximum and even less for launchers! Beyond that it's just a waste of slots.

Also:

1) Drones do not deliver damage instantly.

2) Drones may be destroyed. Sometimes even easily with smartbombs.

3) Drones do not deliver as much damage as guns/missiles.

Only droneboats overcome these drawbacks albeit partially. To increase the viability of drones further we come to 4(4*3=12) different modules.

Quote:
You're conveniently forgetting that other weapons systems can require a dozen or more slots to fit them


If only my Myrmidon could achieve 550 dps with drones only, or a Dominix reaching 800 dps with drones flying around at 3-4km/s I could consider them as a fullfledged weapon system. But they are not and probably shouldn't be.


Detenal wrote:
I disagree. If you want better drones then specialize in ships that may have the bonuses for it.

4 modules is not too many.


Dude you will have to use multiples of them. Also turrets for example use only 2 or even 1(Damage+TC/TE) at a given time. despite being a complete weapon system unlike drones.
Screenlag
Armaggedon Inc.
Shadow Cartel
#5 - 2012-05-03 09:57:59 UTC
Omni and the damage mod together, I'm not sure. However, I like your idea about DLA and the navigation mod, they might actually be worth using then.
Rel'k Bloodlor
Federation Front Line Report
Federation Front Line
#6 - 2012-05-03 10:16:18 UTC
ah guns are what 1 mid and 2 low plus the gun its self?

Also dose the new mod work on sentrys? and dose it have a stack penalty with the riggs?

I wanted to paint my space ship red, but I couldn't find enough goats. 

mxzf
Shovel Bros
#7 - 2012-05-03 13:39:50 UTC
You don't have to use any of those drone modules though. I've got many drone boat fits that do great without any of them.
Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#8 - 2012-05-03 13:58:13 UTC  |  Edited by: Verity Sovereign
Turret mods come in 2 types, with 3 variations: those that increase DPS (heat sinks, gryos, ballistic control) through a damage and ROF mod: one module increases its weapon system DPS by about 23% (more if using a faction mod)

Then you have mods that increase range and applied DPS: tracking computers and Tracking enhancers.

to increase drone range, you need a drone link augmentor - performing one of the functions of a TE/TC, albeit, a fairly large boost, considering drone range is going to be 57km for most ships with good drone skills but not perfect lvl 5s, and it increases it by 15km, so over 30% increase.
Of course, Autocannons also get a 30% increase in range from the range mods...

To increase applied damage, you need a navigation computer (to get your drones there faster) and then a omni tracking link.

You need 3 modules to do provide the function of one TE or TC.

One TE/TC will increase your range, and increase your tracking (the TE doesn't increase your tracking all that much, while the TC can only provide an equal range increase at the expense of the tracking boost, but you rarely need range and tracking at the same time, so you can switch intelligently)

To be fair, I'd say we need something like a scripted "drone interfacing computer" that can perform multiple functions.

Personally, I'd have a module that boosts either drone speed, or drone damage, or both without a script loaded (call it something like Remote drone energy projector, and say your ship is powering the drone's engines/weapons)

Then have the "interfacing computer" that can provide tracking data, or control data to extend range, depending on the script.


However, the story is different with sentires that don't move. In that case the omni tracking link does boost the drone's ability to apply damage at range (for the other drones, their range is essentially the control range), and it improves tracking.
-although most sentrie's already have enough range that it is drone control range which limits them, unless you drop them and AB/MWD to your target.
Also, on frigates and cruisers, the drone control range is often far in excess of targetting range, not so on BS's, maybe BC/BS hulls should get the drone bonus of the imicus (5% control range per level, utterly useless on that ship), as part of their composite drone bonus

Now we just need a module that improves damage and ROF, and sentries will be fine
Lucas Schuyler
Federal Navy Academy
Gallente Federation
#9 - 2012-05-03 13:59:17 UTC
IMHO having a lot of choices isn't bad. It means you can actually choose something, rather than be forced into a cookie cutter fit.
Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#10 - 2012-05-03 14:13:37 UTC
choices are fine, its just that the other weapons systems let you pick what you want, and get bonus stuff too.

ie, I can fit a link and get a roughly 30% bonus to drone range, and nothing else....

But if I fly a projectile gunboat, I fit a TE, and get a similar 30% bonus to range, and a 9.5% tracking boost on top of that
Or I fit a TC, and can switch between the 30% bonus to range, or a 30% bonus to tracking.

And I can choose *in the middle of combat* by simply changing the script on one module.
I need 3 drone modules to achieve a similar effect with non sentries (omni tracking link+ link augmentor+ nav computer)
Planktal
Kenshao Industries
#11 - 2012-05-03 14:35:12 UTC
It took CCP this long to implement damage mods for drones, you really think they're going to even consider something like this any time soon? You don't know CCP very well, do you...

fyi.
A Drone Link Augmenter boost drone control range, not optimal effective range like a TE does with guns, for that you use an Omnidirectional Tracking Link . That is for boosting a drones optimal/tracking.

Here sanity, nice sanity.....THWOOK Got the bastard

FT Diomedes
The Graduates
#12 - 2012-05-03 14:51:48 UTC  |  Edited by: FT Diomedes
mxzf wrote:
You don't have to use any of those drone modules though. I've got many drone boat fits that do great without any of them.


This is true, but the reason it is true is because most of these mods suck and have stupidly high fitting requirements. The exception is the Omnidirectional and the SDA. The DLA is also good on a 5-gun Dominix.

A good armor Ishtar fit uses 2-3 omnidirectional tracking comps and 2 SDA rigs. Gardes that hit at 50km+ are awesome.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#13 - 2012-05-03 15:37:10 UTC
Planktal wrote:
It took CCP this long to implement damage mods for drones, you really think they're going to even consider something like this any time soon? You don't know CCP very well, do you...

fyi.
A Drone Link Augmenter boost drone control range, not optimal effective range like a TE does with guns, for that you use an Omnidirectional Tracking Link . That is for boosting a drones optimal/tracking.



Yes, but the range at which you can project damage with your non-sentry drones is determined by your drone control range.
Your ability to project damage at range with non sentry drones is determined by drone control range, and drone speed.

Also, to attack any target, even with sentries, the target must be within your drone control range - IMO is is BS.
The drone control range should be how far away my drones can go from my ship, and still work.

If a target is 65km away, and my sentry drone sitting 1.5 km away has a 65km optimal+ 25km falloff, I shouldn't need a link augmenter to get it to start shooting.

Note that I already said:
Quote:
However, the story is different with sentires that don't move. In that case the omni tracking link does boost the drone's ability to apply damage at range (for the other drones, their range is essentially the control range)
Dark Pangolin
The Tuskers
The Tuskers Co.
#14 - 2012-05-03 16:42:32 UTC
"Also, to attack any target, even with sentries, the target must be within your drone control range - IMO is is BS.
The drone control range should be how far away my drones can go from my ship, and still work.

If a target is 65km away, and my sentry drone sitting 1.5 km away has a 65km optimal+ 25km falloff, I shouldn't need a link augmenter to get it to start shooting."

This I agree with.

The other stuff...meh
Manar Detri
#15 - 2012-05-03 21:17:01 UTC
To be honest, on drone modules, i'd say it'd be a ton better to divide em to 4 modules.

Drone link and drone control in high slots
Nav, dura and omni merged into one module in medium slot
New dmg module in medium slot

This way we have a tracking computer/enhancer, enhances delivery of your drone dps and a drone dmg multiplier module.

Could ofcourse have dmg in low slot as ccp atm seems to want. But i still see that as something forcing shield fits for all.
Derath Ellecon
University of Caille
Gallente Federation
#16 - 2012-05-04 11:59:57 UTC
Honestly as a heavy drone user, I don't have an issue with the current or upcoming modules.

I am confused about this part of your OP however.

Kaikka Carel wrote:
Drone Link Augmenter in high slot - +15km range is a good addition but unfortunately Myrmidon and Dominix don't have utility highs and Ishtar doesn't need one unless it's a sniper configuration.


Honestly what difference does it make that the myrmidon and dominix don't have utility highs? Would you be happier if CCP forced you into using high slots by making them utility slots instead of turret slots?

Here is an example, on say, the dominix (or myrmidon really) where I prefer the separate modules.

In PVE, I will usually use at least one DLA. But in PVP, ranges are often much shorter, so in a PVP fit I can put all guns up top, or guns and neuts, or whatever, since I don't need the DLA's bonus.

Similarily, in PVE I usually use a sentry domi. But in PVP its heavies. So in PVE I will use an omni in the mid, but in PVP I may use a DNC. With your proposal however, I would still have to give up my high slot to get the DNC bonus. In PVP I'd rather have that high slot for a gun or neut on my domi. And I have plenty of extra mids to throw in a DNC.
Grimpak
Aliastra
Gallente Federation
#17 - 2012-05-04 13:14:52 UTC
while there can be issues on merging up modules, like it was stated here in this thread, in all honesty, merging the DLA and the DNC doesn't seem to unbalance anything.

it needs to be said tho, that dedicated droneboats are *usually* lacking 1 slot in comparison to their pairs. glaring example is the fact that the ishkur is the only AF that lacks a slot when compared to their T2 conunterpart, the enyo (10 vs 11). Hawk and Harpy, for example, have the same total number of slots.
this also happens on the BC line, for example. Myrm has a total of 17, where the harb, drake and hurricane all have 18.

so, what I'm trying to say is, while combining a tracking and damage mod into one single mod will require some balance, the truth is, that dedicated drone boats do have too many types of mods needed, considering the fact that regular gunboats only have 2 types of them (with the choice of using one of them in either med or low slots), and have more slots to begin with.

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Kaikka Carel
Ziea
#18 - 2012-05-07 16:06:46 UTC
Jame Jarl Retief wrote:
Pesadel0 wrote:

You are nor sure i'am pretty sure it would , you never saw a fleet of domis with a massive drone bonus , and what special cases around drone combat do you mean?The ability to lock send drones and be emune to ewar?Tracking disrupters ?Nos neut?

The Only thing dependent of drones are the ability of us to kill them, and to outrun them and gain range.


First, when was the last time you saw a fleet of Domis? Honestly? Or heck, a fleet of Gallente ships, period? I've kept an eye on the top 20 killboards, and there's less and less Gallente boats there every year. A year ago, there were two. Now it's down to just one, and that is Talos in the #20 slot. Yeah, I guess in the grand scheme of things it's a meaningless statistic, but it does show something, because I honestly don't remember a Domi making the list in the past 3+ years.

The special cases around drone combat are the fact that they can be destroyed, and that even a dedicated drone boat can only carry a limited amount based on size, and their travel time.

The fastest drone still moves a heck of a lot slower than a missile, and way slower than any turret (which are instant). In many cases, drones (especially heavies) just don't make it to the target before it dies. Sentries don't have this issue, but suffer of all the shortcomings if any turret, plus they're stationary - you either babysit them, or you likely lose them because you have to warp out or they get destroyed while sitting there. If you lose them for whatever reason, you have to dock up and resupply (biggest non-carrier can only carry 3 flights of big heavy/sentry drones in its bay), not to mention the price tag associated with losing a flight of T2 heavies (3 mil at current Jita prices).

While drones travel, they use MWD and approach in a straight line - which results in zero transversal to a stationary target and increased signature radius. Need I say more? And then of course there's smartbombs. A single T2 smartbomb can kill most drones in 3-4 pulses, last time I checked.

There's very good reason why drone boats are just not being used often, or at all. And giving drone boats a module that is WORSE than its turret/missile counterpart is not going to change that status quo.

And another fun drone fact? There are still no implants to improve drone damage. Yep, implants for turrets/missiles were added in 2008, I believe. So, 4 years and counting of being treated as a red-headed step-child. And the only rig that increases damage only affects sentries.


A nIce quotation that proves drones to be inferior compared to other weapon systems.
Joran Dravius
Doomheim
#19 - 2012-05-08 12:32:10 UTC
Signed.
MisterNick
The Sagan Clan
#20 - 2012-05-08 20:33:47 UTC
mxzf wrote:
You don't have to use any of those drone modules though. I've got many drone boat fits that do great without any of them.


This.

PvP fits on droneboats don't generally use drone upgrade mods with the possible exception of sentry sniping. I for one will happily lose, for example, the DCU on a Vexor to stick in the new drone damage mod Pirate

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