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Enhanced tactics for PVP - Targeting modules

Author
Lhiara Longrifle
Les Mineurs Galactiques
#21 - 2012-07-22 00:06:27 UTC
i like this ideal and i think of something more about this type of strategic shooting



1) Range should also be factor in all this ( the optimal range shouldonly factor how much damage a unit take) but this type of strategic shooting should have a % values pending on the distance they are apart for exemple those at extreeme range of 150+km should have ( taking also into acount the velocity of the target) a 1-5% chance of hitting module compare to hitting the ship in general, and as the range between the 2 shorthen it increase the chance of hiting what we want to. The same can also be true if the ship are knife fight range get a better chance of hitting the module.



2) ship size/module size could also be a factor in the biger the module the easier it is to hit it.



3) external module/sys like (turret launcher engin) would be easier to hit then internal module/sys (Electronic shield emiter armor repair)



4) Repairing those modules would be equal as would either be nano paste or a new module a med slot remote nanite injector ( logistic module only ) and need to be directly apply to the damaged module in question using also the nano paste as a charge base unit ( something like that )
PhantomTrojan
Garoun Investment Bank
Gallente Federation
#22 - 2012-07-22 03:20:39 UTC
theres a problem with your idea and it is that you cant hit a ship subsystem without taking down at least its shields, because you cant shoot trough shields but this would nerf armor or would be pointless if implemented in hull besides nerfing hull tank that manly hard already. I prefer the heat damaging ammo or a especific module that does damage in shield to shield mods, when you hit armor damages armor mods and random engineering modules, the amount of damage should be proportional to the size of the ship so that you cant 1 hit the invul of a carrier or titan. Also they should add a counter module that passively and/or actively cools the ship.
Razvan Stefan
World Industries Science and Research
#23 - 2012-07-26 13:28:04 UTC
PhantomTrojan wrote:
theres a problem with your idea and it is that you cant hit a ship subsystem without taking down at least its shields, because you cant shoot trough shields but this would nerf armor or would be pointless if implemented in hull besides nerfing hull tank that manly hard already. I prefer the heat damaging ammo or a especific module that does damage in shield to shield mods, when you hit armor damages armor mods and random engineering modules, the amount of damage should be proportional to the size of the ship so that you cant 1 hit the invul of a carrier or titan. Also they should add a counter module that passively and/or actively cools the ship.



Already gone through this here

Shield and armor should not be impenetrable because in reality nothing is. So it could be a "chance to hit %" depending on your "aiming" related skills (Surgical Strike, Gunnery bla bla) and other relevant skills. In order not to kill the active / passive tanking the tanking skills should not be involved in this. Only the Tactical Shield Manipulation V should be tampered a with a little and not give 100% penetration protection.

This cold happen.. is not something not achievable. there are endless things that cold think of that are easy to do and can improve game-play for EVE.


// Razvan
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