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Module Idea: Ion/Emp Cannon

Author
Kylec
Ministry of War
Amarr Empire
#1 - 2013-04-18 16:23:56 UTC  |  Edited by: Kylec
Module Name: Ion (EMP) Cannon
Fitting Slot: High
Turret
Range Optimal: 50km
Falloff: 0
Damage: 0
Tracking Speed: 0.009 r/s (about the same as a 1400 artillary)
Signiture Resolution: 400m
Can Cycle: false
Charge Time: 5s
Recharge Time (cooldown): 180s
Cap Usage: 900

Effect: Disables all modules on any ship hit and prevents warp for 10 seconds.
*Can only be fit on battleships.



Was trying to think of module ideas that could be used tactically and provided some flavor to a ship loadout (similar to mjd). The idea here is to provide a single shot, tactical disable at mid range to use as a counter to a point/scram, to disable a logi for a short period of time, provide a situational counter to a MJD or to allow a slower battleship to gain range on a faster target.
Iris Bravemount
Golden Grinding Gears
#2 - 2013-04-18 16:34:11 UTC
Kylec wrote:

Module Name: Ion (EMP) Cannon
Fitting Slot: High
Turret
Range Optimal: 50km
Falloff: 0
Damage: 0
Tracking Speed: 0.04 rad/sec (about the same as a Mega Pulse)
Signiture Resolution: 400m
Can Cycle: false
Charge Time: 5s
Recharge Time (cooldown): 180s
Cap Usage: 900

Effect: Disables all modules on any ship hit and prevents warp for 10 seconds.




Was trying to think of module ideas that could be used tactically and provided some flavor to a ship loadout (similar to mjd). The idea here is to provide a single shot, tactical disable at mid range to use as a counter to a point/scram, to disable a logi for a short period of time, provide a situational counter to a MJD or to allow a slower battleship to gain range on a faster target.


Should be limited to one per ship and maybe stacking penalized on the target. (so that you can't permajam him with several ships).

I also believe that it would be better if this was a cruise missile type weapon, so that you can emergency warp if you see it coming and it never misses. Not saying it should use a launcher hardpoint, but just that it shouldn't use tracking mechanics.

"I will not hesitate when the test of Faith finds me, for only the strongest conviction will open the gates of paradise. My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity." - Paladin's Creed

Gizznitt Malikite
Agony Unleashed
Agony Empire
#3 - 2013-04-18 16:55:12 UTC
Kylec wrote:

Module Name: Ion (EMP) Cannon
Fitting Slot: High
Turret
Range Optimal: 50km
Falloff: 0
Damage: 0
Tracking Speed: 0.04 rad/sec (about the same as a Mega Pulse)
Signiture Resolution: 400m
Can Cycle: false
Charge Time: 5s
Recharge Time (cooldown): 180s
Cap Usage: 900

Effect: Disables all modules on any ship hit and prevents warp for 10 seconds.




Was trying to think of module ideas that could be used tactically and provided some flavor to a ship loadout (similar to mjd). The idea here is to provide a single shot, tactical disable at mid range to use as a counter to a point/scram, to disable a logi for a short period of time, provide a situational counter to a MJD or to allow a slower battleship to gain range on a faster target.


Because this wouldn't be overpowered!!!!

Seriously??? What's wrong with the standard suite of EWAR we ALREADY HAVE AVAILABLE:
A tactical disable/counter of point/scram: Heavy Neut, Medium Neut, Sensor Damps, ECM, and/or WCSs.
To disable logi for a short period of time: ECM, Sensor Damps, Neuts....
A situation counter to an MJD: Scram
To allow a slower battleship to attack a faster target: Webs, web drones, a friend with scram/web, or long range ammo!
Velicitia
XS Tech
#4 - 2013-04-18 17:02:30 UTC
"Ion Blaster Cannon I" (and small and large variants) say "hi". (Mostly just arguing about the name).


Don't really like the idea because it mimics EWAR effects (turning off modules), and points (disables warp drive) ... both of which are in the game already. Not to mention there are already counters to logi and small/fast tackle...

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Kylec
Ministry of War
Amarr Empire
#5 - 2013-04-18 17:06:03 UTC
Iris Bravemount wrote:


Should be limited to one per ship and maybe stacking penalized on the target. (so that you can't permajam him with several ships).

I also believe that it would be better if this was a cruise missile type weapon, so that you can emergency warp if you see it coming and it never misses. Not saying it should use a launcher hardpoint, but just that it shouldn't use tracking mechanics.



Well in order to perma jam a ship, you would need a total of 19 cannons. Although limiting to 1 per ship is probably not a bad idea.

The issue with using missile mechanics is that it then becomes an insta-hit close range (since no damage is being delt to be reduced by speed/size). So it then becomes too strong vs interceptors, cruisers.. making it far to easy to just align, then disable scramming interceptor, and warp.

You could play with the sig resolution and tracking to make it more viable vs larger targets at short range, but I think something like this should remain a *wildcard* to be used in the right situation rather than something that can be depended on every time.
Kylec
Ministry of War
Amarr Empire
#6 - 2013-04-18 17:15:49 UTC
How is it different from conventional EWAR?

By being a tactical counter (as oppose to a strategic counter) effective at longer range than Web/Scram/Point, that can be used in RESPONSE to something else on the field.

EWAR has its place. It disrupts or disables targets through continuous application.
Unlike EWAR, this is intended to be a one shot wildcard, either by disabling a fast mwd cruiser for enough time to allow an interceptor to get within range, or to disable a point long enough to get away. It does not continuously disrupt of lock down an enemy ship and does not fulfill the same role.


(ION cannon name conflict I understand. Which is why I added 'EMP', obvious reference to ION cannons in starwars movies and other games)
Drake Doe
88Th Tax Haven
#7 - 2013-04-18 17:42:33 UTC
It looke like you're wrapping multiple ewar forms into one package, that's what mid slots are for

"The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! pops more corn" ---Evernub--

Kylec
Ministry of War
Amarr Empire
#8 - 2013-04-18 17:45:20 UTC  |  Edited by: Kylec
Drake Doe wrote:
It looke like you're wrapping multiple ewar forms into one package, that's what mid slots are for


Yup, but specifically I am intending this to behave more like a weapon that can 'miss', in contrast with current EWAR which has more of an 'always on' functionality.

If anything it assists current range dependent EWAR by allowing a small window of time that a target can be 'locked down' from outside of EWAR range (ie prevent mwd use at 50km for 10 seconds, potentially allowing a ship to close to within 20km for web or 10 for scram).
Gizznitt Malikite
Agony Unleashed
Agony Empire
#9 - 2013-04-18 18:11:56 UTC
Kylec wrote:
Drake Doe wrote:
It looke like you're wrapping multiple ewar forms into one package, that's what mid slots are for


Yup, but specifically I am intending this to behave more like a weapon that can 'miss', in contrast with current EWAR which has more of an 'always on' functionality.

If anything it assists current range dependent EWAR by allowing a small window of time that a target can be 'locked down' from outside of EWAR range (ie prevent mwd use at 50km for 10 seconds, potentially allowing a ship to close to within 20km for web or 10 for scram).


In order for this to be balanced, it would need some serious drawbacks.... Like firing the weapon ALSO neutralizes your own ship, turning off all modules, prevent warp, etc... for like 20 seconds.
Kylec
Ministry of War
Amarr Empire
#10 - 2013-04-18 18:19:51 UTC
Gizznitt Malikite wrote:


In order for this to be balanced, it would need some serious drawbacks.... Like firing the weapon ALSO neutralizes your own ship, turning off all modules, prevent warp, etc... for like 20 seconds.


I think disabling your own ship would negate its tactical use (ie as an escape), but I could see it turning off all high slots (weapons) for 20 seconds, or requiring a large amount of cap to fire as a balance.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#11 - 2013-04-18 19:07:54 UTC
Kylec wrote:
Gizznitt Malikite wrote:


In order for this to be balanced, it would need some serious drawbacks.... Like firing the weapon ALSO neutralizes your own ship, turning off all modules, prevent warp, etc... for like 20 seconds.


I think disabling your own ship would negate its tactical use (ie as an escape), but I could see it turning off all high slots (weapons) for 20 seconds, or requiring a large amount of cap to fire as a balance.


I realize you want to use this defensively.... but it is an OFFENSIVE weapon in design... meaning you have to balance it as an OFFENSIVE module... If you want a defense-only, let me escape type of module, you need to go back to the drawing board!

A big cap requirement is very doubtfully enough of a drawback, not even if it uses ALL of your cap. You need to look at how it will be used, because how it will be used, and what you're desiring it to be used for aren't lining up!
Kylec
Ministry of War
Amarr Empire
#12 - 2013-04-18 19:23:05 UTC
Gizznitt Malikite wrote:


I realize you want to use this defensively.... but it is an OFFENSIVE weapon in design... meaning you have to balance it as an OFFENSIVE module... If you want a defense-only, let me escape type of module, you need to go back to the drawing board!

A big cap requirement is very doubtfully enough of a drawback, not even if it uses ALL of your cap. You need to look at how it will be used, because how it will be used, and what you're desiring it to be used for aren't lining up!



Well what I was actually looking for was a flexible module that had some 'utility' in various situations without being a role definer. I personally feel that modules in EVE have so much unrealized potential, currently being dictated by range rather than a cooldown system. The MJD, being versatile in both offense and defense while remaining very situational (and less powerful than a MWD in terms of m/s) really made me long for more modules that group together other more stable modules into single use cooldown related items.

The purpose of these type of modules would be to add more dynamic decision making to combat in eve, not just 'should' i use this module, but also 'when' should it be used to maximize its effect.

With that said, what situation are you thinking of that would leave this to be overpowered? By taking a turret slot, just having the module equipped is potentially reducing your damage output by 1/8th, with the potential to miss against smaller targets makes it seem balanced from my perspective. Plus as pointed out already, standard EWAR would be more effective within its respective ranges, making this module effective only between 20km-50km. Additionally the 5s charge time is intended to prevent instant disruption on lock (unlike current ewar) and the cooldown time to prevent repeated use or perma-lockdown even when used by a group.

Anyway, I actually am interested in hearing how you see this playing out in a combat situation.
Kylec
Ministry of War
Amarr Empire
#13 - 2013-04-18 19:56:08 UTC
Added "Can only be fit on Battleships" to main description... Something I was always thinking but failed to include.
Drake Doe
88Th Tax Haven
#14 - 2013-04-18 20:39:12 UTC
The things you're trying to stop already have counters that work fine from bonused hulls and passable on unbonused ones, and when you consider the lock down time you're actually gaining much more of a dps advantage since the affected ship can neither fight back, flee, or even tank with any active module. For it to be defense only it would only be able to disrupt ewar and high slot modules but for it to be remotely balanced it would need to do the same on both ships, not just the receiving one

"The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! pops more corn" ---Evernub--

Gizznitt Malikite
Agony Unleashed
Agony Empire
#15 - 2013-04-18 20:40:12 UTC
Kylec wrote:
Gizznitt Malikite wrote:


I realize you want to use this defensively.... but it is an OFFENSIVE weapon in design... meaning you have to balance it as an OFFENSIVE module... If you want a defense-only, let me escape type of module, you need to go back to the drawing board!

A big cap requirement is very doubtfully enough of a drawback, not even if it uses ALL of your cap. You need to look at how it will be used, because how it will be used, and what you're desiring it to be used for aren't lining up!



Well what I was actually looking for was a flexible module that had some 'utility' in various situations without being a role definer. I personally feel that modules in EVE have so much unrealized potential, currently being dictated by range rather than a cooldown system. The MJD, being versatile in both offense and defense while remaining very situational (and less powerful than a MWD in terms of m/s) really made me long for more modules that group together other more stable modules into single use cooldown related items.

The purpose of these type of modules would be to add more dynamic decision making to combat in eve, not just 'should' i use this module, but also 'when' should it be used to maximize its effect.

With that said, what situation are you thinking of that would leave this to be overpowered? By taking a turret slot, just having the module equipped is potentially reducing your damage output by 1/8th, with the potential to miss against smaller targets makes it seem balanced from my perspective. Plus as pointed out already, standard EWAR would be more effective within its respective ranges, making this module effective only between 20km-50km. Additionally the 5s charge time is intended to prevent instant disruption on lock (unlike current ewar) and the cooldown time to prevent repeated use or perma-lockdown even when used by a group.

Anyway, I actually am interested in hearing how you see this playing out in a combat situation.


First, I had no idea you meant this to be a BS class module only... that helps limit its use.

How would I use this module:
A.) In a small gang: A ship is attempting to power away from us and kite (talos, Cynabal, etc), I imaged hitting it with this device, which would shut down it's MWD, turn off it's guns, and effectively allow my gang to gank it. Originally, I thought of it being deployed on frigate, cruiser, and/or BC hulls... but the BS limitation just changes the ship I utilize to neutralize targets. And while it's based on "tracking", a ship power away from you with an MWD has a huge sig radius and not much transversal. You'll hit a either of the above ships fine, although you might have a hard time hitting a MWD'ing interceptor...

B.) In medium & large gang warfare: Hit the Gang-Boosting ship with this. This shuts down gang links, making all ships in the opposing fleet easier to kill. Alternatively, hit your desired primary with this, to shut down it's hardeners. Alternatively, hit logistics with this to prevent logistics for several seconds (enabling you to finish off a target).

I don't see this being used very much in "solo" playstyles. It's nice to disable your opponent, but in general you're never attacked by just one person. In general, you don't have 1v1 fights (especially with BS's). And furthermore, when you are being attacked and trying to escape, it's almost always a fast moving, harder to hit, smaller ship that tackles you while his backup comes to finish you off.

I really see this as being a superweapon... and one with very little drawbacks!
Kylec
Ministry of War
Amarr Empire
#16 - 2013-04-18 21:04:27 UTC
Gizznitt Malikite wrote:


First, I had no idea you meant this to be a BS class module only... that helps limit its use.

How would I use this module:
A.) In a small gang: A ship is attempting to power away from us and kite (talos, Cynabal, etc), I imaged hitting it with this device, which would shut down it's MWD, turn off it's guns, and effectively allow my gang to gank it. Originally, I thought of it being deployed on frigate, cruiser, and/or BC hulls... but the BS limitation just changes the ship I utilize to neutralize targets. And while it's based on "tracking", a ship power away from you with an MWD has a huge sig radius and not much transversal. You'll hit a either of the above ships fine, although you might have a hard time hitting a MWD'ing interceptor...

B.) In medium & large gang warfare: Hit the Gang-Boosting ship with this. This shuts down gang links, making all ships in the opposing fleet easier to kill. Alternatively, hit your desired primary with this, to shut down it's hardeners. Alternatively, hit logistics with this to prevent logistics for several seconds (enabling you to finish off a target).

I don't see this being used very much in "solo" playstyles. It's nice to disable your opponent, but in general you're never attacked by just one person. In general, you don't have 1v1 fights (especially with BS's). And furthermore, when you are being attacked and trying to escape, it's almost always a fast moving, harder to hit, smaller ship that tackles you while his backup comes to finish you off.

I really see this as being a superweapon... and one with very little drawbacks!



I would argue that 'A' is pretty much the perfect use for this module. Considering the limitations;
1. Only effective if kiting ship is outside of EWAR range and within range of this module (16km - 50km) otherwise a standard web/scram would be more effective.
2. Only applies for 10 seconds (which in a small gang (including a battleship mind you) may be enough to down him (provided the talos is in range of primary weapons at ~35km). However, considering talos vs battleship where the talos is attempting to kite within weapon range, I am not sure this module is granting any significant advantage that isn't already present. Either the Talos is within range of the BS primary guns and can be hit by BS sized weaponry (in which case he is in trouble) or he is outside of primary gun range but being disabled allows other smaller ships to gain some range within the 10 second window.

B.) I can see some scaling issues with shutting down hardeners consistently in a large gang, since persumably that could translate to a single module granting X% increased damage to the entire group for 10 seconds. Which in a large enough group could be considered overpowered for a single module.. but I would have to crunch the math to determine how large such a group would have to be before the %damage reduction of active hardeners * groupDPS * 10seconds would be greater than what would be considered fair for a single module, and if that point comes before or after the target would be suitibly alpha'd anyways.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#17 - 2013-04-18 21:16:18 UTC

Quote:
1. Only effective if kiting ship is outside of EWAR range and within range of this module (16km - 50km) otherwise a standard web/scram would be more effective.


One of the best uses of vaga's, cynabals, Tornado's, and Talos' has been powering through an enemy gate camp and killing off the tackle that try to tackle you. Putting a BS on the field that can one-shot the ship into 10 seconds of extreme vulnerability is really brutal to that playstyle. And I still don't see much of a drawback to the BS that implements such a potent weapon. Furthermore, a rapier/hugin can put long range webs on, and Arazu can put long range scram on a target, a falcon can keep it jammed out, and an interceptor can still catch up to it and tackle it. So you're combining all of these roles into a single, potent BS weapon.

A BS is generally slow, but carries large firepower, large EHP, and excellent damage projection as a drawback. I really don't see why it should essentially have an ion cannon that effectively utilizes all of the optimal traits of the above ships, without the vulnerabilities, let alone any major drawbacks.
supernova ranger
The End of Eternity
#18 - 2013-04-18 22:22:56 UTC
I think the ion cannon should be a hybrid of NOS modules and Projectile Weapons.

I think as a module it serves as a redundant tool but could see it used in dust as a means of returning fire from orbital bombardments.

I got the scene from STARWARS where hoth is evacuated playing through my head for this and I think it would fit perfectly.

It could hit a ship for single capacitor damage while applying a number of dangerous status effects like webbing, infinite points, and jamming.
Kylec
Ministry of War
Amarr Empire
#19 - 2013-04-19 03:40:13 UTC  |  Edited by: Kylec
Gizznitt Malikite wrote:


One of the best uses of vaga's, cynabals, Tornado's, and Talos' has been powering through an enemy gate camp and killing off the tackle that try to tackle you. Putting a BS on the field that can one-shot the ship into 10 seconds of extreme vulnerability is really brutal to that playstyle. And I still don't see much of a drawback to the BS that implements such a potent weapon. Furthermore, a rapier/hugin can put long range webs on, and Arazu can put long range scram on a target, a falcon can keep it jammed out, and an interceptor can still catch up to it and tackle it. So you're combining all of these roles into a single, potent BS weapon.

A BS is generally slow, but carries large firepower, large EHP, and excellent damage projection as a drawback. I really don't see why it should essentially have an ion cannon that effectively utilizes all of the optimal traits of the above ships, without the vulnerabilities, let alone any major drawbacks.


I think you're forgetting about the turret mechanics. While I agree that it would introduce an element of risk to those playstyles, attempting to hit a fast moving Talos with a BS sized turret is not something that is likely to happen (and sig resolution of the cannon could be balanced accordingly), and with only a single shot fired every 3 minutes, its not something I see as game breaking. If for some reason you were able to easily hit said Talos with you BS guns, chances are the Talos is going to be dead soon with or without this module.

I could certainly see some balancing of the module, either reducing tracking speed, or resolution to make it less effective against cruisers, or more of a 'hail mary'.

I think the important concept here is to introduce a generalized ewar module with a long cooldown in contrast to the current EWAR which relies on constant application. Not a lock-down, but a short term disruption. I just think they could do something absolutely amazing with the visual of a charging EMP Cannon with only 1 shot per long cooldown.

Also, please note that it does not replace any existing EWAR specialized ships. All the example you listed above of long range web/scram jamming etc are all constant application of EWAR... once caught, the target stays caught. This is a limited time application of Ewar, providing a longer range in exchange for a very limited up-time (10 seconds out of every 3minutes)
Kylec
Ministry of War
Amarr Empire
#20 - 2013-04-19 14:47:34 UTC
Ok so discussing 'drawbacks', I think disabling your own ship for an extended period of time would be a little too far to the left of the crap | decent scale. Especially considering situations where the user would be outnumbered (2 cruisers vs 1 BS, shooting one cruiser, high likelyhood of missing + automatic scram/loss of hardeners etc) just seems too much.

So to balance out the potential DPS issues for small gang and 1v1 what about preventing activation of high slot modules during the 5 sec charge time + 10 seconds. Essentially reducing damage output of the ion cannon using battleship to only drones or 'friends' for the duration of the effect, with the possibility of missing the shot which would leave you at a DPS disadvantage.
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