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Sensor Damp Res Script (rehaul)

Author
Seraph IX Basarab
Outer Path
Local Is Primary
#1 - 2012-05-07 03:31:14 UTC
I think the resolution script needs to do a bit more than make the enemy take a couple more seconds to lock onto you. I see Sensor Damps as being a sort of paralleled for TD. One script on the TD limits range, and the other limits tracking but affects only the turrets. For the Damps we have one script that limits range, but the other one just affects lock on. Wouldn't it make more sense that the res script should be to the tracking script as the damp range script is to the damp range script?

So I propose that the resolution script still causes the enemy to take longer to lock you on, but not by just affecting the resolution, but by making your signature radius seem smaller as well. This way the TD can focus on disrupting turrets and the Damps would be the missile equivalent. As is the res damps are simply nitch scripts that are massively underused compared to the range script where as the TD uses both depending on the situation.

Sorry if the way I wrote that is confusing, in a bit of a rush.
Karn Dulake
Doomheim
#2 - 2012-05-07 03:40:59 UTC
no probelms mate. Ill get the CCP crew out of bed and they can start working on this right away


(otherwise there is another section you can post this in)
I dont normally troll, but when i do i do it on General Discussion.
Seraph IX Basarab
Outer Path
Local Is Primary
#3 - 2012-05-07 03:43:11 UTC
Karn Dulake wrote:
no probelms mate. Ill get the CCP crew out of bed and they can start working on this right away


(otherwise there is another section you can post this in)


I'm so flattered you'd take the time to post your sarcasm here. You've made my day infinitely better with your orgasm inducing wit. Please regale me some more. I'll pay whatever you ask.

If that wasn't your intention perhaps you can find something better to do than play vigilante moderator.
Mythradites
Wormhole Exhibitionist
Asiatic Vespers of Mythradites
#4 - 2012-05-07 03:53:33 UTC
Agreed...Scan res script needs a looking at...as well as T2 bombs! Attention
Seraph IX Basarab
Outer Path
Local Is Primary
#5 - 2012-05-09 19:31:41 UTC
I heard TD's are the ones that are going to affect missiles as well. Why? Why not just let the res script + damp make sig radius appear smaller for targeted ship which would work that way?
Hayaishi
The Scope
Gallente Federation
#6 - 2012-05-09 20:09:19 UTC
Seraph IX Basarab wrote:
I heard TD's are the ones that are going to affect missiles as well. Why? Why not just let the res script + damp make sig radius appear smaller for targeted ship which would work that way?



Because ECM is a team based mechanic. Making only your ship's sig radius smaller is not very useful, and making all other people's sigrad smaller to the one target is just computationally bloated. Such a change for only one feature is what some would call poorly placed priorities.
Petrus Blackshell
Rifterlings
#7 - 2012-05-09 20:28:41 UTC  |  Edited by: Petrus Blackshell
Karn Dulake wrote:
no probelms mate. Ill get the CCP crew out of bed and they can start working on this right away


(otherwise there is another section you can post this in)

Yawn, okay, I'll get right on doing this. Thanks for waking me up, bro.

Edit: Oh ****, that wasn't my dev character. I guess I'll have to not solve this so you don't know which dev I am. Sorry. Sad

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Tazarak theDeceiver
Deep Core Mining Inc.
Caldari State
#8 - 2012-05-09 20:30:45 UTC
To run dampeners effectively you pretty much need two, scripted, dampeners... which is giving up a lot of tank or utility on something range dependent.
Mortimer Civeri
Aliastra
Gallente Federation
#9 - 2012-05-09 21:02:52 UTC
Damps themselves are fine, it is the hulls that have a bonus to them that really make them fall flat. Change the bonus from 5% to 10% per level on the Celestis, and 15% on the Arazu and Lachesis. The problem with Damps is that you have to put multiple on target to have any useful effect, even with hulls that have a bonus for them, unlike ECM. Fix the hull bonus and Damps may have a renaissance.

"I don't know which is worse, ...that everyone has his price, or that the price is always so low." Calvin

Seraph IX Basarab
Outer Path
Local Is Primary
#10 - 2012-05-10 00:42:48 UTC
Hayaishi wrote:
Seraph IX Basarab wrote:
I heard TD's are the ones that are going to affect missiles as well. Why? Why not just let the res script + damp make sig radius appear smaller for targeted ship which would work that way?



Because ECM is a team based mechanic. Making only your ship's sig radius smaller is not very useful, and making all other people's sigrad smaller to the one target is just computationally bloated. Such a change for only one feature is what some would call poorly placed priorities.


Why mention ECM? We're talking about Damps.

And yes the script would make all other people's sig smaller. Why would that be bloated?


Tazarak theDeceiver wrote:
To run dampeners effectively you pretty much need two, scripted, dampeners... which is giving up a lot of tank or utility on something range dependent.


If you're a Damp boat...well yea you use more than just one although you can also use one. A general buff may not hurt. But I do know 3 or so damps can take someone with 125 targeting range down to about 30 or so. Just because it doesn't completely shut down every opposition off the field, doesn't mean it isn't effective. As is now the res script damp is almost useless anyway.