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warp scramble ammo thread

First post
Author
StarMage Yoma
Federal Defense Union
Gallente Federation
#21 - 2013-07-02 12:36:27 UTC
bloodknight2 wrote:
Why not one turret that shoots special ammo who can disable mods? Very low rate of fire (one every minute?), but has 80% of chance to disable an ACTIVE module (passive mod coudln't be shut off) for 30sec.


A weapon that has a super-space-sniper-scope that can target and damage modules! Or even shoot at the ammunition inside or the cargo hold to make the ship go boom in one shot, but fires once a day!
Lilliana Stelles
#22 - 2013-07-02 12:39:32 UTC
Maybe they should just increase scram range but make it use ammo....

Not a forum alt. 

Jonny Monroe
Unlicensed Medical Professionals
#23 - 2013-07-02 12:51:49 UTC
StarMage Yoma wrote:
bloodknight2 wrote:
Why not one turret that shoots special ammo who can disable mods? Very low rate of fire (one every minute?), but has 80% of chance to disable an ACTIVE module (passive mod coudln't be shut off) for 30sec.


A weapon that has a super-space-sniper-scope that can target and damage modules! Or even shoot at the ammunition inside or the cargo hold to make the ship go boom in one shot, but fires once a day!



Like the sniper rifle from Guns of Icarus?
StarMage Yoma
Federal Defense Union
Gallente Federation
#24 - 2013-07-02 13:12:22 UTC
Lilliana Stelles wrote:
Maybe they should just increase scram range but make it use ammo....


Yea, or remove scramble from the game and make it so noone can warp if he is targeted!
Thorn Galen
Bene Gesserit ChapterHouse
The Curatores Veritatis Auxiliary
#25 - 2013-07-02 13:35:57 UTC
Doc Fury wrote:


Why are people continuously posting their so-called "ideas" (bad as most are) in these General Discussion Forums ?
Come ON. FEATURES AND IDEAS

Thugnificent Gangstalicio
Doomheim
#26 - 2013-07-02 14:00:20 UTC
So we're talking about a 1400mm tornado sniping your ship from 150km away, which scrambles your ship, so you cannot warp off until I stop shooting you?
This would also kill 1vPeople, becaues you'd never be able to warp off the grid, because some of them are still shooting you.
Horrible idea!

It's quite obvious that you put no effort into your post. Not even capital letter after your periods. Log off the forums...
ISD LackOfFaith
ISD Community Communications Liaisons
ISD Alliance
#27 - 2013-07-02 14:43:04 UTC
Thread has been moved to Features & Ideas Discussion.

ISD LackOfFaith

Captain

Community Communication Liaisons (CCLs)

Interstellar Services Department

I do not respond to Eve Mail or anything other than the forums.

Beekeeper Bob
Beekeepers Anonymous
#28 - 2013-07-02 14:48:54 UTC
compulsatorAAUF shofah wrote:
because you can't long range solo pvp unless your oppenent also wants to solo long range pvp?



Don't understand EvE? Shocked


Signature removed - CCP Eterne

Mike Voidstar
Voidstar Free Flight Foundation
#29 - 2013-07-02 16:21:32 UTC
I always thought a better way to go would be a scriptable targetting computer that allows for a chance of effect with each shot for a short time. These would all be weak, but stackable to a decent degree. Only one precision targetting computer would work at a time, and it would sacrifice tracking for the chance of special effect. The mod would favor weapons with faster fire rates, making weapons that rely on high alpha not be terribly op. I'm thinking effects last 10-12 seconds.

Scripts could include engines (web effect), warp drive (disruption effect), sensors (damp effet), maneuver thrusters (ship can't turn), etc...
compulsatorAAUF shofah
compulsatorAAUF shofah Corporation
#30 - 2013-07-02 20:08:20 UTC  |  Edited by: compulsatorAAUF shofah
I don't understand this negative reaction? EVERYONE is complaining that rails need a buff, and this would give
them some actual utility. plus its not like ccp wouldn't love another scram weapon.
<>
also if a long range scram med mod was substituted for this effect there would have to be a drawback toward
damage, but I think that might work.

quote:
"So we're talking about a 1400mm tornado sniping your ship from 150km away, which scrambles your ship, so you cannot warp off until I stop shooting you?
This would also kill 1vPeople, becaues you'd never be able to warp off the grid, because some of them are still shooting you.
Horrible idea!

It's quite obvious that you put no effort into your post. Not even capital letter after your periods. Log off the forums..."

wrong on both accounts. if you read my suggestions then you would know all it would take is one warp core stabilizer to garentee you can warp off grid and since most ships can fire up to their targeting range this is fine. also Im not going to waste time capitalizing
letters in a casual online write. stop acting like reading my writing is of any importance at all; because in case you lost your bearings your on the internet.
General Guardian
Perkone
Caldari State
#31 - 2013-07-02 20:40:04 UTC
Ancillary Warp Scramblers

can be loaded with Cap booster 100's (Maximum 3 charges 4 if navy)

Range increased by 250% while used with charges.

Range decreased by 50% if used without charges

60 second Reload

Wooouldn't that be fun
Gizznitt Malikite
Agony Unleashed
Agony Empire
#32 - 2013-07-02 21:16:12 UTC

I applaud your out of the box thinking, but feel your idea has several holes that not only need to be addressed, but are kinda broken.
A couple of points:

1.) What is "long range"? Are we talking standard disruptor range (20-36 kms), are we talking fleet inty point range (25-45 kms), are we talking Arazu/Lachesis range (40-72 kms), or are we discussing true sniper range (200 kms)?

2.) What happens when you "miss"? For example, lets say I'm in a falcon, 200 km's off the fight, and I shoot you with a small 75mm railgun that has no chance in hell of inflicting damage. Will it point you?

3.) Why bring this "mechanic" into the game: While I envision your trying to empower snipping Tornados that sit 150+ km's from their target, well out of counter-attack range, and well out of danger, I don't think this is a playstyle I want to enable. It really encourages people take on an entire new level of "risk adverse" behavior PvP. The current difficulty in "sniping" at this range, is your target simply GTFO's and you can't stop them. I think that's an appropriate drawback when you're trying to retain that same GTFO ability yourself!!
compulsatorAAUF shofah
compulsatorAAUF shofah Corporation
#33 - 2013-07-03 01:36:44 UTC
I aggree this mechanic would be next to impossible to impliment, but would be very cool.Cool
Friggz
Caldari Provisions
Caldari State
#34 - 2013-07-03 02:56:29 UTC  |  Edited by: Friggz
Seems like a bad idea to me. The fact that you need to have a ship within scramble range makes tactics a lot deeper. With this you can sit a sniper aligned at range on a gate by himself and just blap everything that comes through with zero risk. The damage trade off seems fair until you figure out you can just load 1 turret with scramble ammo and the rest with dps ammo, or just have 1 ship in your fleet with scramble ammo.

It also completely devalues tackle because there is no reason to put someone in an interceptor if you can scramble them from any range instantly with a gun. It devalues the Arazu and Lachesis because long range scrambling is now simple.

Hell, why would anyone spend a midslot at all on a point or scram that's only good within limited range and drains your cap when you can do this. Or hell, put the warp scramble ammo on a non-dps ship like a falcon or on a drone boat and you aren't making any trade off at all.

That's not even considering how it would fundamentally alter pvp tactics like tactical bookmarks.

This seems like you never got past the 'wouldn't it be cool' part of the idea. When you think this one through, it's clear that it's bad.
Maldiro Selkurk
Radiation Sickness
#35 - 2013-07-03 10:24:50 UTC
If 'fast' ships should be inherently immune to missile scramble then why are they subject to turret scramble, no logic given and to be honest there is no logic you could possibly come up with that could justify this stance.

Yawn,  I'm right as usual. The predictability kinda gets boring really.

Mike Voidstar
Voidstar Free Flight Foundation
#36 - 2013-07-03 14:20:50 UTC
Most of the problems brought up are why I would do it with a special targeting computer, rather than ammo.

It is vulnerable to neutralizers
You cannot work around the penalty by gimping only one gun.
The effect only applies if the damage hits.
Range would be that of the turret, though this might be modified by the drawback.

Breaking the focus in PvP from primarily short range engagements is part of the point, and probably a good thing.


The only way to abuse this that I could see is in splitting up your weapons so as to keep a target locked down at range, though this would also reduce their alpha and give the targets local repair time to work. I also don't suggest a guaranteed Effect, but just a chance. Dedicated points would still be the only way to ensure the tackle.
sytaqe violacea
Choir of morning
#37 - 2013-07-04 08:39:14 UTC
Bump ammo is more exciting.

Bump ammo is T2 Ammo.
1.This causes no damage, but bumps target ship. As you know, bumping prevents ship from warping partially. So this ammo works as weak warp jammer.
2.This ammo's rate of fire is extremely low due to its huge mass. You can't use it as long range point.
3.Medium size ammo bumps stronger than small ammo. Large size ammo bumps stronger than medium ammo.
4.Bump effect depends number of guns you fire. The more guns you fire, the stronger bump hits the victim.
5.CONCORD ignore the use of this ammo toward innocent target.
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