These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE General Discussion

 
  • Topic is locked indefinitely.
Previous page12
 

CCP- New Drone Damage Mod Should be high slot. Buff Gallente

Author
Cambarus
The Baros Syndicate
#21 - 2012-05-09 03:16:02 UTC
Tyberius Franklin wrote:
Tippia wrote:
Tyberius Franklin wrote:
Drone optimal beyond control range is pretty useless as control range caps what you can engage.
Not really. For sentries, having that extra buffer when they can still damage a target is hugely useful.

Sorry to derail, but I'm not sure I'm understanding. How do you get them to engage targets beyond drone control range?

Things can move outside drone range while the drones are still shooting them, alternately, YOU can move outside of drone control range and your drones will keep shooting.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#22 - 2012-05-09 03:16:23 UTC
Tippia wrote:
Tyberius Franklin wrote:
Sorry to derail, but I'm not sure I'm understanding. How do you get them to engage targets beyond drone control range?
You don't, but they can keep hitting targets that fly outside of that range, or you can drop the drones, fly close enough to the target to tell the drones to attack, and then go about your business elsewhere.

Just because the drones are 100km away from the target doesn't mean you have to be 100km away from it.

True, but it was the range from your ship that I was referring to as that is what the drone control augmenter modifies. And it was that range that I was referring to, so it would still stand that if drone optimal was enough to reach the target from it's location, but still not within the drone control range of your ship you cannot have them engage.

The part about them continuing to engage a target that has wondered out of range is, however, a good point I had forgotten about.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#23 - 2012-05-09 03:18:59 UTC
Cambarus wrote:
Tyberius Franklin wrote:
Tippia wrote:
Tyberius Franklin wrote:
Drone optimal beyond control range is pretty useless as control range caps what you can engage.
Not really. For sentries, having that extra buffer when they can still damage a target is hugely useful.

Sorry to derail, but I'm not sure I'm understanding. How do you get them to engage targets beyond drone control range?

Things can move outside drone range while the drones are still shooting them, alternately, YOU can move outside of drone control range and your drones will keep shooting.

Drone control range only applies to the distance from the ship, not the drones, so referring to range from the drone would have been invalid from the start regardless of how close you are to those drones.
Degren
The Scope
Gallente Federation
#24 - 2012-05-09 03:21:30 UTC
Thread actually ended at comment 3, so I'll use this to say I love drones and am excited about a drone damage mod.

Hello, hello again.

Generals4
#25 - 2012-05-09 04:25:30 UTC
Deen Wispa wrote:
Dear CCP -

From my understanding, the new Drone Damage Mod is going to be a low slot mod. While this mod will certainly be useful to Gallente hulls, it will also mean we have to sacrifice either an armor or a damage mod in order to use it.

I would rather the mod be a high slot so we don't have to sacrifice a low slot for it. It would be a slight buff to Gallente ships...something many of us have been yearning for .


A damage mod in a damage mod slot?! Madness i tell you!

_-Death is nothing, but to live defeated and inglorious is to die daily. _

Aqriue
Center for Advanced Studies
Gallente Federation
#26 - 2012-05-09 04:27:47 UTC
As I haven't seen what this new mod affects, I can only think

Rattlesnake
Sentries
with rigs
And damage mods in the lows.

But knowing CCP, they will probably not affect sentries.

Which got me thinking...

Ishtar
Enyo's drone brother (to tired to think right now)
Gila
Vexor, giving up a damage mod for drones since it already has a gun bonus
Tempest's smaller brother that throws missiles like a caldari boat but armor tanks like gallente (I really am that tired What? )

Yeah, give up a single gun mod and bonus something else. At least its not another mid slot, some ships have a really tight selection between a Omni link and another mod I might need, but glad its not high since they tend to eat a lot of CPU.
Xython
Federal Navy Academy
Gallente Federation
#27 - 2012-05-09 04:37:54 UTC
It had damn well better affect Sentires, otherwise it's a complete waste of time.

In fact, while they're buffing drones with this damage mod, how about some new drones? That could be the drops from the Drone rats -- parts to make advanced drones. Kinda a no brainer.
Alavaria Fera
GoonWaffe
#28 - 2012-05-09 04:50:10 UTC
Xython wrote:
It had damn well better affect Sentires, otherwise it's a complete waste of time.

In fact, while they're buffing drones with this damage mod, how about some new drones? That could be the drops from the Drone rats -- parts to make advanced drones. Kinda a no brainer.

Aren't there? The "augmented" drones or something that no one uses since they just get T2s...

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Grumpymunky
Monkey Steals The Peach
#29 - 2012-05-09 05:09:12 UTC
No. Move armor tanking modules to midslots like shield modules so I can fill up my lows with the new drone damage things.

Post with your monkey.

Thread locked due to lack of pants.

Xython
Federal Navy Academy
Gallente Federation
#30 - 2012-05-09 05:33:37 UTC
Alavaria Fera wrote:
Xython wrote:
It had damn well better affect Sentires, otherwise it's a complete waste of time.

In fact, while they're buffing drones with this damage mod, how about some new drones? That could be the drops from the Drone rats -- parts to make advanced drones. Kinda a no brainer.

Aren't there? The "augmented" drones or something that no one uses since they just get T2s...


I believe there's drones that are like dual damage types or something, but T2s outpace them and they're ultimately so rare that you never see them. I'd like to see that changed up a bit.
Sevena Black
The Black Redemption
#31 - 2012-05-09 08:18:09 UTC
The thread has split into 3 things. Since I have an opinion on all three, |'ll just structure it a bit:

Damage mods in high-slot:
As said, this would break the general rule that damage mods should be in lows. If they become highs or meds, the balance on drone ships fail. Since most droneships have plenty of high's they dont use for guns, drones will be buffed. Most droneships are armor-tanked as well, which causes the same issue.

Dronecontrol range.
This determines which targets drones can engage. The longer the control range, the further away the target can be from your ship. In effect this is usefull when the target is outside your targetting range. It does not extend your targetting range (and thus not your ability to select which drone to attack)

Augmented drones
These drones are built from drone parts and have 2 damagetypes. Most of their stats are either equal or worse than t2 drones. Their price is much higher tho. Most people using them switched as soon as t2 drones became available.

So much for my contribution. GL out there!
Soldarius
Dreddit
Test Alliance Please Ignore
#32 - 2012-05-09 09:26:36 UTC  |  Edited by: Soldarius
I think it should be a high slot mod. I understand the attempt to balance the slot requirements between the mods, and to maintain the low-slot integrity of damage mods. But this is not balance in any way except for the sake of saying "All damage mods go into low slots! HERPderp!"

If you are designing for example a new radio for aviation use, do you put the antenna inside the aircraft? No. Proper weapons design puts things where they are most effective, with consideration given to its interaction with the rest of the vessel. Drone boats tend to have more utility high slots. So make sense and put the mod there. Frankly, drone boats need the buff.

Personally, I would gladly swap a drone link aug for a damage mod on a Domi or Rattlesnake. Heck, whens the last time you saw a Drake with all 8 high slots filled? How many pilots realized they actually have 8 slots? I can't tell you how many times I've looked at a utility high slot and, after flipping through the meager list of utility high items available, simply left it empty because there was nothing I could fit there that would be of any use.

Honestly, passive* auto-targeters, drone link augs, and salvagers aren't exactly the first choice for utility highs in pvp. My first choice is usually neuts or Nos. But they use a metric ****-ton of grid. We need something less grid intensive for those slots that is actually useful.

(@Trolls: Max fitting skills, so don't bother with "train moar skillz!")

CCP, make the drone damage module a high slot item. Not because it is supposed to go in a certain location. But because it would make sense. If you feel they would be abused, you can cut the bonus and/or make them stacking penalized. Throw it out on SiSi first. Let's give it a try and see how it goes. Gallente pilots everywhere will thank you.


Edit: You see? I got them confused because they are so rarely used.

http://youtu.be/YVkUvmDQ3HY

Roime
Mea Culpa.
Shadow Cartel
#33 - 2012-05-09 09:40:16 UTC
I agree.

I fly drone boats, but can't see me fitting a low slot dmg mods on any ship except perhaps the PVP Domi. Theory is sound, dmg mods are low, but drone boats are all armor tankers.

How much this new mod increases damage? Haven't been on SiSi.

.

X Gallentius
Black Eagle1
#34 - 2012-05-09 09:51:39 UTC  |  Edited by: X Gallentius
Low slot is good. Putting damage mod in high slot takes away dps from guns. Most drone boats with the exception of the Ishtar and perhaps the Amarr drone boats rely on both for dps. Helps ships who are using capacitor warfare as well.
Previous page12