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Module Idea: Ion/Emp Cannon

Author
Jonas Sukarala
Deep Core Mining Inc.
Caldari State
#21 - 2013-04-19 14:55:03 UTC
bottom line here is there is ECM burst already granted its only useful in low sec/nullsec but you get the point.

'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place where is the TD missile change?  ..projectiles should use capacitor. ABC's should be T2 HABC and nerf web strength its still too high

Kylec
Ministry of War
Amarr Empire
#22 - 2013-04-19 15:05:18 UTC
Jonas Sukarala wrote:
bottom line here is there is ECM burst already granted its only useful in low sec/nullsec but you get the point.



Yup, not the same module really, but the concept is the same. Although in this case it is a targeted single ship instead of an AoE and therefore could be used in low/high sec.

To me, I think this type of module really fills a hole in EVE gameplay. Over the last few years we have seen a gradual move to situational modules (especially on battleships) where the 'Timing' of activation is important. Examples are ASB, AAR, MJD. Just trying to bring the same idea to EWAR and high slot weaponry.

The idea is to provide similar effects with less 'role based' effectiveness with a cooldown timer. Yes, there is overlap with other modules, but only in its effect, not in its utility. (ie constant lockdown (current ewar) vs temporary interruption (emp cannon)).

Would really love to see EvE move away from "all modules on, lock, fire" as a combat system.
Drake Doe
88Th Tax Haven
#23 - 2013-04-19 15:12:23 UTC
Target spectrum breaker

"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
#24 - 2013-04-19 15:24:17 UTC
Drake Doe wrote:
Target spectrum breaker


Might need to expand on that a little.


TSB are interesting, but again a 'passive' module. While it may be a strategic choice to put one on your ship before you undock, its still more "ok, in a fight, turn on everything and manage range as best I can (cause there is no other decision making to do)" type of module.

On a slight tangent, TSB seems to have a high potential to disrupt the blob warfare and encourage smaller gang pvp... is it just that it isn't effective enough? or are people just not using it.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#25 - 2013-04-19 17:18:45 UTC
Kylec wrote:
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)


I get the impression you think you'd actually miss a Talos powering away from a BS with a MWD on!

A MWD'ing Talos has the sig radius of a 1600+.... A BS's turret has a sig resolution of 400. Since a Talos will be burning more-less directly away from the BS to pull range, and since your weapon has an optimal range of 30-50ish km's (meaning the talos will likely still be in optimal when the lock hits and the turrets fire), the chance to hit that Talos will be 0.5^ (0.25^2) = 96%. So, it will miss one out of 25 Talos's. The chance to hit a Cynabal or Vagabond is ~90%, and a Scimi would be ~60% hit rate.

Now, you might think a kiting Vaga/Cynabal/Talos will be wtfbbq'ed by that BS anyway... and if they stuck around to kill a BS from range they would probably need logi to stay alive. But those ships travel 2.5+ km/s, and will outrange the BS within 20 seconds... It would take 3+ Pulse-laser BS's w/ scorch (or more) to take it down before it pulled outside of dps range. Also realize, generally those ships will power through a gate camp with the goal of having small ships chase them. Those small ships are vulnerable to the good tracking, neuts, and high dps of these kiting ships, especially when transversal is negated in the "chase".

What type of hit rate do you imagine this should have? And BS's already have excellent damage projection, so why do they need to immobilize the target powering away from them?

It's an interesting idea... but it's very powerful, and has very little in the way of drawbacks. It does not seem balanced to me...
Drake Doe
88Th Tax Haven
#26 - 2013-04-19 17:25:48 UTC
Kylec wrote:
Drake Doe wrote:
Target spectrum breaker


Might need to expand on that a little.


TSB are interesting, but again a 'passive' module. While it may be a strategic choice to put one on your ship before you undock, its still more "ok, in a fight, turn on everything and manage range as best I can (cause there is no other decision making to do)" type of module.

On a slight tangent, TSB seems to have a high potential to disrupt the blob warfare and encourage smaller gang pvp... is it just that it isn't effective enough? or are people just not using it.

So wrapping up multiple modules into one is a good thing? Especially with the upcoming changes leaving quite a few bses able to fit it without losing dps, and what further planning would your module required other than to overh

"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
#27 - 2013-04-19 17:31:00 UTC
Gizznitt Malikite wrote:


I get the impression you think you'd actually miss a Talos powering away from a BS with a MWD on!

A MWD'ing Talos has the sig radius of a 1600+.... A BS's turret has a sig resolution of 400. Since a Talos will be burning more-less directly away from the BS to pull range, and since your weapon has an optimal range of 30-50ish km's (meaning the talos will likely still be in optimal when the lock hits and the turrets fire), the chance to hit that Talos will be 0.5^ (0.25^2) = 96%. So, it will miss one out of 25 Talos's. The chance to hit a Cynabal or Vagabond is ~90%, and a Scimi would be ~60% hit rate.

Now, you might think a kiting Vaga/Cynabal/Talos will be wtfbbq'ed by that BS anyway... and if they stuck around to kill a BS from range they would probably need logi to stay alive. But those ships travel 2.5+ km/s, and will outrange the BS within 20 seconds... It would take 3+ Pulse-laser BS's w/ scorch (or more) to take it down before it pulled outside of dps range. Also realize, generally those ships will power through a gate camp with the goal of having small ships chase them. Those small ships are vulnerable to the good tracking, neuts, and high dps of these kiting ships, especially when transversal is negated in the "chase".

What type of hit rate do you imagine this should have? And BS's already have excellent damage projection, so why do they need to immobilize the target powering away from them?

It's an interesting idea... but it's very powerful, and has very little in the way of drawbacks. It does not seem balanced to me...


All I can say is 'Bad Talos... BAD!'.

Actually I think that is a great scenario to work with, so lets tweak it a little. What if we reduce the tracking speed of the turret to some abysmal value (say slightly worse than artillary). In the above scenario the Talos will still get hit, crippled, and likely caught by the smaller tackle craft before he can commence his little 'range dance'.

But its not like the Talos didn't have a chance. With a 5 second 'warm up' coupled with a nice, recognizable visual indicator, the Talos pilot might have been able to see what was about to happen, and BANK. An agile enough craft (assuming slow tracking speed on the weapon) should have time to increase his traversal to dodge the shot (only one per 3 minutes) and then quickly resume burning out of range.
Kylec
Ministry of War
Amarr Empire
#28 - 2013-04-19 17:39:27 UTC  |  Edited by: Kylec
Drake Doe wrote:

So wrapping up multiple modules into one is a good thing? Especially with the upcoming changes leaving quite a few bses able to fit it without losing dps, and what further planning would your module required other than to overh



Yes, If the result provides either less effectiveness (multi-spectral jammers, Power Diagnostic System) or provides separate utility (Micro Jump Drive) to the original function specific version.
Drake Doe
88Th Tax Haven
#29 - 2013-04-19 19:42:23 UTC
Pretty much everything you're asking for, exists as a separate module for a reason, it would be Op otherwise even with your proposed limitations, it doesn't have a big enough penalty to justify it's effectiveness

"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
#30 - 2013-04-19 20:45:04 UTC
Drake Doe wrote:
Pretty much everything you're asking for, exists as a separate module for a reason, it would be Op otherwise even with your proposed limitations, it doesn't have a big enough penalty to justify it's effectiveness



Well you are not giving me much to work with here.

Obviously playtest balancing is required (reduction in duration, tweaking range/tracking/sig etc) but what we are attempting to put forward is a CONCEPT.

There are lots of ways to perform the same effect.

Alternatively the weapon could instantly reduce the targets cap to 0, and then provide increased cap regeneration for 10 seconds (potentially increasing the targets total cap above their original) etc.
Alx Warlord
The Scope
Gallente Federation
#31 - 2013-04-19 21:00:27 UTC  |  Edited by: Alx Warlord
Really!?!?!!?? A super weapon that shots EMP!?!?!? breaking the lock of anything in its explosion radius, including capital ships!?!?!?

Sorry, but it exists in the game already... It is Called "Projected ECM" a module that can only be used by Super-Carriers. go there and take a look.
Petrified
Old and Petrified Syndication
#32 - 2013-04-20 03:51:52 UTC  |  Edited by: Petrified
Something like this... oh yes... would be lovely.

But it should act like this instead: the device has a chance to disrupt X amount of modules (active as opposed to passive). The device has a certain strength which may or may not overcome the modules natural resistance to disruption. Pilot skill can improve the modules chance to resist while pilot skill can improve the devices chance to disrupt. Pilot, ship, and module stats will determine length of time the module is knocked out for or how quickly the module can be recovered.

The device will damage, not knock out, shields, but when it does impact, it temporarily lowers the ships ability to regenerate shields and diminishes the repair ability of shield boosters (and armor repairers too?) - shield transport would be unaffected unless the target is a logi and their repper was knocked out.

Visually, the hull should be a dazzle of dancing electrical sizzle when the Ion/EMP hits that lasts for as long as the devices charge takes to dissipate. (dissipation being the unmodified time a module would be knocked out for)

The delicate nature of the weapon requires it to build up a charge before each shot - it will act similar to armor reppers in that it fires at the end of the cycle.

The larger the target, the more difficult it is to knock it out with smaller devices - but the effect can be cumulative eventually leading to a buildup resulting in the shorting of modules on larger vessels. The larger the device, the slower the buildup - ie module activation.

For cumulative hits to 'buildup' they have to strike and have overlapping dissipation with each other. X amount of overlapping build up equates to the equivalent of Y device.

Edit... forgot: the penalty is that it uses all of your current cap (you need a hard % to start the module) because it requires that much power for the build up and it prevents your cap from regenerating while the weapon is cycling. Could tinker with Cap Boosters binge used to speed up the charging with all the power they provide pushed to the weapon. The device does not auto-cycle and the discharge of the device leaves the ship briefly incapable of regenerating cap or even warping.

Cloaking is the closest thing to a "Pause Game" button one can get while in space.

Support better localization for the Japanese Community.

Secret Squirrell
Allied Press Intergalactic
#33 - 2013-04-20 05:28:09 UTC
Any module that totally disables the enemy tank would be game breakingly over powered for any type of large fleet.

Shield tank? Shoot with EMP, loose 50-75% of tank, Alpha, dead.

Armor tank? Shoot with EMP, loose 50-75% of tank, Alpha, dead.

Speed tank? Shoot with EMP, wait till EMP is almost done to slow down, alpha, dead.

Even with a long cooldown, say 5 minutes, a fleet with 50 BS would have one up every 6 seconds. Would make it totally impossible to tank even a moderately large sized BS fleet, regardless of your logi numbers.
Drake Doe
88Th Tax Haven
#34 - 2013-04-20 06:01:31 UTC
Kylec wrote:
Drake Doe wrote:
Pretty much everything you're asking for, exists as a separate module for a reason, it would be Op otherwise even with your proposed limitations, it doesn't have a big enough penalty to justify it's effectiveness



Well you are not giving me much to work with here.

Obviously playtest balancing is required (reduction in duration, tweaking range/tracking/sig etc) but what we are attempting to put forward is a CONCEPT.

There are lots of ways to perform the same effect.

Alternatively the weapon could instantly reduce the targets cap to 0, and then provide increased cap regeneration for 10 seconds (potentially increasing the targets total cap above their original) etc.

To the concept, why should a single module replace 2 high slot modules, one medium, and be stronger than an other ewar without any penalties that has the tracking of a short range gun out to 50km?

"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--

Azrael Dinn
Imperial Mechanics
#35 - 2013-04-20 07:51:19 UTC  |  Edited by: Azrael Dinn
Well lets think about this.

Idea sounds nice but when you think about balance it starts to sound less nice. Everything would be stuck everywhere, concord, freigthers, pirates, everyone. Only use I see for a device like this is in blob warfafe in 0.0 and it would be an interesting addition but everywhere else it would be just overpowered.

Then we have these things called bomb... and spesificly void and lockbreaker bombs which would do almost the same things you are asking. Only thing missing would be the warp stopping.

So how about if ccp would tweak the bombs abit rather than make an overpowered "stay put you slow expensive freighter I want to gank" cannon?

oh oh as someone mentioned theres also the projected ECM for supercaps.

After centuries of debating and justifying... Break Cloaks tm

Arronicus
State War Academy
Caldari State
#36 - 2013-04-20 08:12:55 UTC
Serious balance issues aside, what's with the tracking speed and signature resolution on an ewar effect?
Kylec
Ministry of War
Amarr Empire
#37 - 2013-04-22 13:57:39 UTC  |  Edited by: Kylec
Alx Warlord wrote:
Really!?!?!!?? A super weapon that shots EMP!?!?!? breaking the lock of anything in its explosion radius, including capital ships!?!?!?

Sorry, but it exists in the game already... It is Called "Projected ECM" a module that can only be used by Super-Carriers. go there and take a look.


Was there a radius effect that was included here?

Also, Projected ECM is a constant on-lockdown effect. Still VERY different from the proposed module.

Also, capital ships immune to EWAR are immune to EWAR, so no effect from this module.
Kylec
Ministry of War
Amarr Empire
#38 - 2013-04-22 13:59:12 UTC
Arronicus wrote:
Serious balance issues aside, what's with the tracking speed and signature resolution on an ewar effect?



Because it is not a standard EWAR effect, it operates as a turret, with a projectile, and can miss. The weapon itself can only shoot one shot per 3 minutes and cannot be used to lock down a target indefinitly (ie NOT the same as standard EWAR).
Kylec
Ministry of War
Amarr Empire
#39 - 2013-04-22 14:08:22 UTC  |  Edited by: Kylec
Secret Squirrell wrote:
Any module that totally disables the enemy tank would be game breakingly over powered for any type of large fleet.

Shield tank? Shoot with EMP, loose 50-75% of tank, Alpha, dead.

Armor tank? Shoot with EMP, loose 50-75% of tank, Alpha, dead.

Speed tank? Shoot with EMP, wait till EMP is almost done to slow down, alpha, dead.

Even with a long cooldown, say 5 minutes, a fleet with 50 BS would have one up every 6 seconds. Would make it totally impossible to tank even a moderately large sized BS fleet, regardless of your logi numbers.



I think you made a good point here, but with a little exaggeration.

Active tank would be affected true, but passive tank modules would not. So there is already an in game counter for this.

Speed tank likely would not even be hit by the weapon, or its a very poor speed tank.

Additionally, the EMP cannon shuts down modules for 10 seconds, however most modules have a cycle time of 3-5, which means you already have a reduced 'window' of vulnerability.

Same argument could be made for neuts, except that neuts don't wear off after 10 seconds, and can not miss.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#40 - 2013-04-22 16:29:09 UTC
Kylec wrote:
Secret Squirrell wrote:
Any module that totally disables the enemy tank would be game breakingly over powered for any type of large fleet.

Shield tank? Shoot with EMP, loose 50-75% of tank, Alpha, dead.

Armor tank? Shoot with EMP, loose 50-75% of tank, Alpha, dead.

Speed tank? Shoot with EMP, wait till EMP is almost done to slow down, alpha, dead.

Even with a long cooldown, say 5 minutes, a fleet with 50 BS would have one up every 6 seconds. Would make it totally impossible to tank even a moderately large sized BS fleet, regardless of your logi numbers.



I think you made a good point here, but with a little exaggeration.

Active tank would be affected true, but passive tank modules would not. So there is already an in game counter for this.

Additionally, the EMP cannon shuts down modules for 10 seconds, however most modules have a cycle time of 3-5, which means you already have a reduced 'window' of vulnerability.

Same argument could be made for neuts, except that neuts don't wear off after 10 seconds, and can not miss.


Any ship that is regularly active tanked (i.e. Many Fleet Shield Ships) will be very vulnerable to this module... and the loss of 50-75% of their tank is pretty spot on...

Neuts have several in-game counters (NOS, Cap Booster, Remote Energy Xfer) and don't "instantly" shut off a tank.

I'd like to point out... there are no modules this potent in the game... A titan's DD is close, but also has serious drawbacks (can't jump for 10 minutes), massive cap and fuel costs, etc.), and is only available on Titans. Remote ECM bursts only break a lock, they don't shut down a ship.

So, with your idea here, you make an extremely powerful modules, that will be ubiquitously available on any BS hull, and it has basically no serious drawbacks. How can you possibly think this is balanced?
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