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New modules for the utility highslot.

Author
Cardano Firesnake
Fire Bullet Inc
#1 - 2014-05-13 05:18:44 UTC
The utility highslot is sometimes difficult to fill.
When you have no more Powergrid and you don't need a cloack, the Expanded probe launcher need too much CPU, the auto-targeter is useless.
A small neutra, why not, but what else?

Moving the Target painter from medium slot to high is interestening in lot of cases. The Huggin would like it too!

Of course there is the option of creating new modules:
A module that increase the range of D-Scan.
A Flare launcher that launch a probe that make all people that locked you lock it instead.

Posted - 2010.07.01 11:24:00 - [4] Erase learning skills, remap all SP. That's all.

Shivanthar
#2 - 2014-05-13 11:11:57 UTC
Cardano Firesnake wrote:
The utility highslot is sometimes difficult to fill.
When you have no more Powergrid and you don't need a cloack, the Expanded probe launcher need too much CPU, the auto-targeter is useless.
A small neutra, why not, but what else?

Moving the Target painter from medium slot to high is interestening in lot of cases. The Huggin would like it too!

Of course there is the option of creating new modules:
A module that increase the range of D-Scan.
A Flare launcher that launch a probe that make all people that locked you lock it instead.


Nice ones. Maybe a flak artillery, that launches a cluster of metal with explosive mixed in, in order to add another tool for big ships defend themselves against smaller ones.

_Half _the lies they tell about me **aren't **true.

Electrique Wizard
Mutually Lucrative Business Proposals
#3 - 2014-05-13 11:33:22 UTC
That flare launcher'd be OP as ****, but sounds fun.

I think they tried highslot painters, but they were too OP on the Caldari BS's.

I am the Zodiac, I am the stars, You are the sorceress, my priestess of Mars, Queen of the night, swathed in satin black, Your ivory flesh upon my torture rack.

Delhaven
Federal Navy Academy
Gallente Federation
#4 - 2014-05-13 15:11:25 UTC
The other racks do have a better selection of fittings with low grid/CPU requirements and relatively low impact. A bunch more of those for high slots would be great.

Examples:

  • A drone control range extender that only adds 5-10 km.
  • Low-powered warfare links with a 1-2% base bonus (also good for frigate/destroyer/cruisers roams).
  • A tractor beam with decent range but is slow.
  • A salvager with a low base access bonus.
  • Micro versions of remote armor reps, remote shield boosters, energy destabilizers, vampires, cap transmitters.
Phaade
Know-Nothings
#5 - 2014-05-13 16:42:09 UTC
Perfect slot for the CIWS!

Aka missile point defense!
Cardano Firesnake
Fire Bullet Inc
#6 - 2014-05-14 04:09:30 UTC
The flare launcher, could use the ECM system so it would not work every time. or it could have a long time recharge rate.

Posted - 2010.07.01 11:24:00 - [4] Erase learning skills, remap all SP. That's all.

Reaver Glitterstim
The Scope
Gallente Federation
#7 - 2014-05-14 04:40:41 UTC
I really like the idea of a highslot target painter. A lot of missile ships would love to have a painter and as you may know, many of those missile ships are shield tankers. The midslot target painter can remain unchanged; a new version of the painter can be made for high slots. It wouldn't be the first time the same type of module can be put in more than one slot type: tracking enhancer/tracking computer, signal amplifier/sensor booster, ECCM/sensor computer--but it would be the first time it was high slots sharing with anything else.

I have a novel idea: lets allow utility highs to use all types of mid-slot EWAR. Just as with the mid slot sensor equipment, high slot EWAR could have scripts.

HS ECM Jammer I: 1.6 jam strength on all types, with a script for each sensor type that makes it x2 strength (3.2) on that and half (0.8) on others. Unscripted it would be a weaker version of a multispectral, but scripted it would be slightly stronger than a specialized mid slot jammer against the right kind of ship. Of course the best thing about it would be that you can change scripts on the fly.

HS Tracking Disruptor: same scripts as the mid slot version plus a new script that causes it to interfere with missile tracking systems, such that all missiles fired by the affected ship have increased explosion radius.

HS Target Painter I: +25% sig radius, 37,500m optimal, 25,000 falloff. One script doubles optimal and falloff and reduces sig radius boost to +17.5%, other script cuts optimal and falloff in half and increases sig radius boost to +32.5%. The increased reliance on optimal instead of falloff makes the range of the script a more important consideration. You can flare up a ship's sig radius quite a lot if you get in close, but you can also use it at a greater range than normal target painters. I can see the short range script used on torpedo ships a lot and the long range script for cruise missile sniping at extreme ranges.

HS Stasis Webifier: longer range but weaker web effect. Short range script makes it much like a normal webifier, while long range script makes for rather weak webbing at very significant ranges. Even a 20% webification is very significant at times and that range can be the most important thing in some fights.

HS Sensor Dampener: I'm drawing a blank here. I can't think of a creative way to make it stand out from the mid slot version.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Cardano Firesnake
Fire Bullet Inc
#8 - 2014-05-14 04:54:18 UTC  |  Edited by: Cardano Firesnake
I did not make these propositions beause I find them quite over powered.
Imagine a Falcon with med and highslots full of ecm. This is enough...
It is why I think that if you put a target painter on Highslot you must not be able to have also one in medslot.

If it was me, I would place all offensive modules on Highslots:
ECM, Neutra, Painter,Tracking disruptor,Dampener,Turrets and so on...

And I would place all active defences on medslots
For Armor repair and hardener, shield booster and hardener, Counter measures, tracking computer, capboosters...

Low slots would receive all passive defences
For Armor, shield, counter measures, tracking enhancer, batteries...

This change would have a big impact on how ships should be fitted. And what would make a ship armor or shield? The base resist stats and its bonuses I would say.

But it is not the point here....

Posted - 2010.07.01 11:24:00 - [4] Erase learning skills, remap all SP. That's all.

Hasikan Miallok
Republic University
Minmatar Republic
#9 - 2014-05-14 05:37:46 UTC
Pink Pony Launcher ?
Cardano Firesnake
Fire Bullet Inc
#10 - 2014-05-14 05:47:59 UTC
Hasikan Miallok wrote:
Pink Pony Launcher ?

And green!

Posted - 2010.07.01 11:24:00 - [4] Erase learning skills, remap all SP. That's all.

Reaver Glitterstim
The Scope
Gallente Federation
#11 - 2014-05-14 06:22:02 UTC
I'd use a green pony launcher. Maybe pink too, if it had candy sprinkles on it. But green I would use any day!

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Luwc
State War Academy
Caldari State
#12 - 2014-05-14 06:52:47 UTC
Cardano Firesnake wrote:
The utility highslot is sometimes difficult to fill.
When you have no more Powergrid and you don't need a cloack, the Expanded probe launcher need too much CPU, the auto-targeter is useless.
A small neutra, why not, but what else?

Moving the Target painter from medium slot to high is interestening in lot of cases. The Huggin would like it too!

Of course there is the option of creating new modules:
A module that increase the range of D-Scan.
A Flare launcher that launch a probe that make all people that locked you lock it instead.


no.

http://hugelolcdn.com/i/267520.gif

Cardano Firesnake
Fire Bullet Inc
#13 - 2014-05-14 06:54:53 UTC
This last post is very constructive! Thank you!
I would prefer another Pony Launcher option instead this useless one!

Posted - 2010.07.01 11:24:00 - [4] Erase learning skills, remap all SP. That's all.

Auduin Samson
Sebiestor Tribe
Minmatar Republic
#14 - 2014-05-14 07:13:34 UTC
I kind of like the idea of a flare launcher with an incredibly long recharge time along with a percent-per-level chance of it working. That way, much like real flares, you fire it and hope that it works instead of it being a guaranteed win button.
Reaver Glitterstim
The Scope
Gallente Federation
#15 - 2014-05-14 17:36:27 UTC  |  Edited by: Reaver Glitterstim
Good point about the Falcon. I don't know why I didn't think of that.

I think high slot target painters could still be a thing, however, and without changing midslot target painters. Maybe vigils and hyenas could fit some tank for once and still have more than one painter. I don't see huginns or bellicoses becoming overpowered, but correct me on that if I'm wrong. But it seems to me like minmatar EWAR ships are kind of losing out due to getting two skill bonuses that compete for mid slots, while they don't have enough slots to juggle modules like that. In the end, the huginn/hyena painter/webifier combo is about as powerful as the EWAR of any other races' ship (or less), but at the cost of two skills for what is, effectively, one bonus. (webs receive one bonus, and painters receive one bonus)

Now I see that in Rubicon the hyena was buffed, increasing its skill bonuses to compensate for the competing slots. This creates a new issue in which it may be fully competent when flown by a well-skilled pilot, but it is significantly worse than the other races' ships when you first get in it. But if it were able to fit target painters in high slots, it could have its skill bonuses reduced back to normal values. Same goes for the huginn and rapier.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Ralph King-Griffin
New Eden Tech Support
#16 - 2014-05-14 17:49:34 UTC
Corpse launcher (shamelesly stolen from coffee rocks )
Catherine Laartii
Doomheim
#17 - 2014-05-14 18:17:26 UTC
WH exploration probe that shoots a probe through the hole so you can get data on the other side without risking jumping to the other side right away. Probes non-recoverable.
Unsuccessful At Everything
The Troll Bridge
#18 - 2014-05-14 18:48:18 UTC
Festival launcher.



Nothing is better than during a firefight realizing you are also being pelted with snowballs or fireworks.

Since the cessation of their usefulness is imminent, may I appropriate your belongings?

Reaver Glitterstim
The Scope
Gallente Federation
#19 - 2014-05-14 18:59:47 UTC
Catherine Laartii wrote:
WH exploration probe that shoots a probe through the hole so you can get data on the other side without risking jumping to the other side right away. Probes non-recoverable.


Howabout an auto-return drone that would go to the other side and decloak immediately, then wait for its jump timer and come back. Or if it goes through a stargate it would immediately travel to jump range on the other side and then wait its timer and come back. When it gets back, it'll give a number which is approximately the average number of ships on the overview during the time it was looking. Accuracy would be increased by the skill, but would never be 100%.

Then due to its small size, it would sometimes get swallowed up by the wormhole or scattered by the stargate. There could be a skill that reduces the chance of this happening, but not completely. If your probe does not return, it might mean it got blown up by ships, and it might not. You can waste even more time and send another, but by then the ships could have all hid in a nearby safe just to wait for your second probe to come by.

That would make jumping a lot safer but there would still be significant risk, and having a scout would tend to work a lot better.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#20 - 2014-05-14 19:14:31 UTC
Target painters are cool because they are offense related modules. Disruption-related ewar should stay in midslots; changing that will affect balance in FAR too many ways.

+1 to the mini drone link. Ditto for Dscan range (although I think that's a technical limitation, since Dscan range in kilometers corresponds suspiciously with the maximum value of a signed integer)

Other random ideas:
Sensor Booster (scan res only)
Engine Damper (deactivates AB - cannot be mounted with scram)
Drone Navigation Computer (can go ahead an just move the thing. it's not valuable enough to use in a midslot)
Heat Dissipation Matrix (lowers heat in all high slots at cost of PG fitting)
ECCM (multispectral only. Highslot version has a rig-like PG penalty instead of high CPU fitting)
Remote Shield/Armor Unhardener (what it says on the tin)
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