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[Proposal] smartbomb riggs and modules

Author
Trin Javidan
Caymen Labs
#1 - 2014-10-12 21:02:41 UTC  |  Edited by: Trin Javidan
The sandbox.... who doesnt love it!....I do.... very very much! One of my most fun sandbox things to play with are smartbombs! I am not the typical fleeting guy. I am that loner that sits on a gate somehwere, sometimes, to rob innocent pilots from their paperthin ships and pods! My gamestyle got a bit nerfed by the tiercide of T1 and T2 ships. T1 and T2 ships have gotten generaly more HP while the possibilities of the smartbombs has stayed the same (and thus nerfed the damage projection). For this reson, and because their aint any yet, i would like to propose the introduction of smartbomb riggs and modules.

I am proposing range- and damage rigs (all sizes) (+20%), with as drawback: capacitor volume (-20%).
(trade-off: exta damge/range for less cycles!)

I am proposing a mid slot module that Modulair energie reconverter that can converts extra energie to smartbombs and thus giving them 15% more damage.
(trade-off: extra damage vs cap recharges/boosters)


I pulled these numbers out of the magic hat, and thus so they are open for discussion!
Discomanco
We pooped on your lawn
#2 - 2014-10-12 22:03:12 UTC
Need all of these for more and bigger pipebombs.
The next thing we know, RnK pipebomb a carrier fleet in Phoebe Big smile
Trin Javidan
Caymen Labs
#3 - 2014-10-12 22:26:58 UTC
I get your concern, howeverr i think with the correct balancing, big capacitor issues to achive that should be the right way to follow Bear
Jack Carrigan
Order of the Shadow
#4 - 2014-10-13 03:56:19 UTC
Abso****inglutely not.

I am the One who exists in Shadow. I am the Devil your parents warned you about.

||CEO: Order of the Shadow||Executor: The Revenant Order||Creator: Bowhead||

James Baboli
Warp to Pharmacy
#5 - 2014-10-13 05:44:54 UTC  |  Edited by: James Baboli
+1 for concept. -1 on implementation as proposed. Will propose more balanced numbers when I have finished math.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

CW Itovuo
The Executioners
Capital Punishment.
#6 - 2014-10-13 05:55:26 UTC
Range increase: yes.
Damage buff: no.

Reduced activation cost rig: yes.
Alvatore DiMarco
Capricious Endeavours Ltd
#7 - 2014-10-13 08:59:11 UTC
Anything that contains the word "smartbomb" and gets this much negative feedback must be postively amusing.

It must also be positively broken, since everyone loves smartbombs and wants to see them do well.
Catherine Laartii
Doomheim
#8 - 2014-10-13 09:07:26 UTC
If you boom it they will come.
RaVenC
DEFCON.
The Initiative.
#9 - 2014-10-13 20:53:31 UTC
I'll support this thread.. Smartbombs needs a bit more love Smile
Ocih
Space Mermaids
#10 - 2014-10-13 21:34:30 UTC
I'd rather see a hull with a smart bomb trait. While I seldom back away at new rigs as I feel they are in shambles as exclusive tank modules, smart bomb rigs and amps will end up on gates in super caps. I used to try and set up proper smart bomb Geddons back in the day and they just didn't work. A large smart bomb would need 10X the damage is has now to be a threat to anything other than a covert ops or pod.
Luscius Uta
#11 - 2014-10-14 05:38:36 UTC
This thread needs more Santo

Workarounds are not bugfixes.

Trin Javidan
Caymen Labs
#12 - 2014-10-14 11:35:12 UTC  |  Edited by: Trin Javidan
Ocih wrote:
A large smart bomb would need 10X the damage is has now to be a threat to anything other than a covert ops or pod.


Soo true! And this is also why i am a proposer for extra damage vs less tank or cap (or both)!

Maybe a concept around how bombers are restricted in their damage application (more than 6 and blow up your own bombs); more than xx amount of sb'rs toghter and you insta blow up yourselve?

Maybe a extra damage module with a restriction: "whit this module fitted all smartbomb damage applied to the host ship will be five folded". Something like that! (thats btw 1x rack of 7 t2 sb =2100 x5 = 10500 damage; so about 2 volley's before :boom:)
James Baboli
Warp to Pharmacy
#13 - 2014-10-14 18:58:13 UTC
Trin Javidan wrote:
Ocih wrote:
A large smart bomb would need 10X the damage is has now to be a threat to anything other than a covert ops or pod.


Soo true! And this is also why i am a proposer for extra damage vs less tank or cap (or both)!

Maybe a concept around how bombers are restricted in their damage application (more than 6 and blow up your own bombs); more than xx amount of sb'rs toghter and you insta blow up yourselve?

Maybe a extra damage module with a restriction: "whit this module fitted all smartbomb damage applied to the host ship will be five folded". Something like that! (thats btw 1x rack of 7 t2 sb =2100 x5 = 10500 damage; so about 2 volley's before :boom:)

5x zero is still zero.

Update on counter proposal:

To approach a reasonable balance, it's looking like it will have to be run as 2 modules minimum. One trading a small (5-7.5%) range malus for a medium (10-15%) damage bonus, and the other vice versa. With stacking penalties, it is possible to push more performance out of them in both aspects, but not on frigates or destroyers (current worry). Rigs are still entirely WIP, but will probably make almost trebbling the DPS in a smaller sphere possible.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Santo Trafficante
Kira Inc.
#14 - 2014-10-15 10:24:47 UTC
Sadly CCP have bigger issues at the moment to focus on the small niche of players, who embrace such playstyle
Zoltar Nosisk
Hedion University
Amarr Empire
#15 - 2014-10-15 10:30:11 UTC
Santo Trafficante wrote:
Sadly CCP have bigger issues at the moment to focus on the small niche of players, who embrace such playstyle


You are bastard for small nice playstyle
James Baboli
Warp to Pharmacy
#16 - 2014-10-15 10:30:42 UTC
Santo Trafficante wrote:
Sadly CCP have bigger issues at the moment to focus on the small niche of players, who embrace such playstyle

Doesn't mean they can't do something fairly simple, especially if a couple players work on some math to do much of the balancing for them.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Trin Javidan
Caymen Labs
#17 - 2014-10-15 17:15:57 UTC
Personaly, if i look at large smartbombs, a little more damage couldn't hurt. At max skills an T2 8 rack Armageddon does 280 dps and 2100 a volley without resists (best case scenario without a cloak!). At 50% resist thats 1050 damage..
Hopelesshobo
Hoboland
#18 - 2014-10-15 17:41:22 UTC  |  Edited by: Hopelesshobo
The thing I am worried about however is that if smartbombs are buffed too much, is if you have a large ship outside of highsec, and you get tackled in a battleship, the new meta could become drop a mobile depot, and refit smartbombs and laugh.

EDIT: So any buffs that are made should probably be in the rigs, not modules.

Lowering the average to make you look better since 2012.

Kaerakh
Obscure Joke Implied
#19 - 2014-10-15 18:08:22 UTC
Trin Javidan
Caymen Labs
#20 - 2014-10-15 20:38:57 UTC
Kaerakh wrote:
Because this needs to be buffed so much.


By my opinion i find that a very good example of a very cynical counterargument. I agree with what you are trying to say: to much damage makes it OP. True! But my proposal is to atleast balance it, so that lucky will not be!
This video is a perfect example of the sandbox at work: 20 dominixes suiciding on fleets of 60-70 frigs that are getting cought. With frigs dying in 2 vollies, you can say it is OP or 20 x7rack (20*2100= 42.000 damage before resists every 9 sec) is way overkill for a frig fleet and that is why it looks soo OP. Or from another angle... (assume 50% resist to easy count) you will have XX amount of seconds to apply damage in a 5 by 5km circle before your ship dies or you are tackled and defendless by ships's out of range. It involves more coordinating and luck than i atleast would assume. So yeah, i dont know ether the perfect solution. But what i do know is that they could use some help atleast to get them inline to what they first were (before t1 &t2 tiercide).
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