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Time for t3 mods?

First post
Author
ArmyOfMe
Stay Frosty.
A Band Apart.
#1 - 2011-10-25 10:32:05 UTC  |  Edited by: ArmyOfMe
Basicly a lot of players have started to run out of even remotly usefull skills to train for pvp, and this would be a good reason to release t3 mods.
Give t3 mods the same stats as t2, but with a very good tolerance for heat. And make the skill reqs quite high so not every new player can train them right away, like it is with t3 cruisers atm.

(Yes i know im probably gonna get flamed to hell and back, but i honestly dont careBlink)

(oh, and before anyone says anything, yes this belongs in skill discussion. Cause what i really want is more usefull skills to train to improve my ships)

GM Guard > I must ask you not to use the petition option like this again but i personally would finish the chicken sandwich first so it won´t go to waste. The spaghetti will keep and you can use it the next time you get hungry. Best regards.

Skippermonkey
Deep Core Mining Inc.
Caldari State
#2 - 2011-10-25 13:40:03 UTC
so let me get this right...

you want modular modules?

COME AT ME BRO

I'LL JUST BE DOCKED IN THIS STATION

Jiska Ensa
Estrale Frontiers
#3 - 2011-10-25 14:00:58 UTC
Skippermonkey wrote:
so let me get this right...

you want modular modules?


OP needs to look at modules that use scripts and/or every single weapon that can fit spec-changing ammo...

The heat thing might be useful but honestly I don't see how it can't be achieved by adding another Thermodynamics skill which has very high pre-reqs.

Sorry but I just don't see a use for modular modules beyond what already exists. (Scriptable webs might be nice...)
CCP Phantom
C C P
C C P Alliance
#4 - 2011-10-25 15:59:24 UTC
Moved from Skill Discussions.

CCP Phantom - Senior Community Developer

Gizznitt Malikite
Agony Unleashed
Agony Empire
#5 - 2011-10-25 16:32:37 UTC

Meh....

Often one of the advantages meta 4 and faction mods have over t2 is the ability to OH longer.... If you want a t3 with the same stats at t2 but just OH's better... sure... why not.

Although, adding a skill for each gun, missile, prop mod, hardener, booster, repper, neut, and nos seems like a ton of mostly redundant skills to add. Especially if the skill ONLY allows this extra mod that only OH's better....

I'd image CCP would add only an advanced Thermodynamics skill, and just set the prereqs to all these mods as Adv.Therm + LvL V mod skill. I doubt this would solve the lack of PvP stuff to train for a 2004 character.

If you run out of stuff to train on your uber skilled main... you can always improve an alt.
Skippermonkey
Deep Core Mining Inc.
Caldari State
#6 - 2011-10-25 16:36:28 UTC
tbh, i thought it was practically impossible to 'run out of skills to train'

COME AT ME BRO

I'LL JUST BE DOCKED IN THIS STATION

Nova Fox
Novafox Shipyards
#7 - 2011-10-25 17:09:39 UTC
Its been discussed before how a tech 3 module would function. We dont know honestly how to approach this.

Camp A (the original camp)
Modules would have 'rigs' installable on them

Camp B (tech 3 era camp)
Tech 2 modules basically with additional bonuses for overheating (as in it can probably cook for alot longer)

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

ArmyOfMe
Stay Frosty.
A Band Apart.
#8 - 2011-10-25 19:07:43 UTC
Skippermonkey wrote:
tbh, i thought it was practically impossible to 'run out of skills to train'

true, there is a ton of carebear skills i could train. But i have no need for them (and never will)
And there is a limit to how many spec skills i can be botherd training to 5(again, no need for me to train all missile spec's to 5 as my alt already has missiles maxed out)

GM Guard > I must ask you not to use the petition option like this again but i personally would finish the chicken sandwich first so it won´t go to waste. The spaghetti will keep and you can use it the next time you get hungry. Best regards.

Tanya Powers
Doomheim
#9 - 2011-10-25 20:41:27 UTC
Me too wants to overheat all night long everything on my ship.

Please send me some mail to confirm when it's on TQ, I'm starting to stock n'fit a few 100MN AB Tengu's Proteus and Loki's for pee vee pee.
Tyme Xandr
Weyl Manufacturing
#10 - 2011-10-25 22:40:30 UTC
Instead of thinking of Tech 3 modules as being modular like the ships, just make them the next step. Ive proposed many times advanced specialization skills for weapons and usually get shut down by people who think training Small proj Turrets to 5 for a week is too long and their advanced skill for 2 weeks is beyond functional.

These are the same people who think training (faction name) BS to 5 is a ploy set against them to make them pay 15 bucks to train one skill.
ArmyOfMe
Stay Frosty.
A Band Apart.
#11 - 2011-10-25 23:35:20 UTC
Tyme Xandr wrote:
Instead of thinking of Tech 3 modules as being modular like the ships, just make them the next step. Ive proposed many times advanced specialization skills for weapons and usually get shut down by people who think training Small proj Turrets to 5 for a week is too long and their advanced skill for 2 weeks is beyond functional.

Amen to that.
I'd love to get some advanced spec skillsBig smile

GM Guard > I must ask you not to use the petition option like this again but i personally would finish the chicken sandwich first so it won´t go to waste. The spaghetti will keep and you can use it the next time you get hungry. Best regards.

Gizznitt Malikite
Agony Unleashed
Agony Empire
#12 - 2011-10-25 23:47:39 UTC
Tyme Xandr wrote:
Instead of thinking of Tech 3 modules as being modular like the ships, just make them the next step. Ive proposed many times advanced specialization skills for weapons and usually get shut down by people who think training Small proj Turrets to 5 for a week is too long and their advanced skill for 2 weeks is beyond functional.

These are the same people who think training (faction name) BS to 5 is a ploy set against them to make them pay 15 bucks to train one skill.


As long as the advanced specialization skill was appropriately balanced.

Example
Rank 1: Small Hybrid Turrest, 5% damage to hybrids per level
Rank 3: Small Blaster Spec, 2% damage to t2 small blasters per level
Rank 5: Advanced small blaster spec: 0.5% bonus to small t2 blasters per level

That way your elite PvP'er does 17.5% more damage than your noob pilot with lvl 4 SHT, and 4.5% more damage than your standard PvP pilot (SBS lvl 4).
Tyme Xandr
Weyl Manufacturing
#13 - 2011-10-26 00:05:21 UTC  |  Edited by: Tyme Xandr
Gizznitt Malikite wrote:
Tyme Xandr wrote:
Instead of thinking of Tech 3 modules as being modular like the ships, just make them the next step. Ive proposed many times advanced specialization skills for weapons and usually get shut down by people who think training Small proj Turrets to 5 for a week is too long and their advanced skill for 2 weeks is beyond functional.

These are the same people who think training (faction name) BS to 5 is a ploy set against them to make them pay 15 bucks to train one skill.


As long as the advanced specialization skill was appropriately balanced.

Example
Rank 1: Small Hybrid Turrest, 5% damage to hybrids per level
Rank 3: Small Blaster Spec, 2% damage to t2 small blasters per level
Rank 5: Advanced small blaster spec: 0.5% bonus to small t2 blasters per level

That way your elite PvP'er does 17.5% more damage than your noob pilot with lvl 4 SHT, and 4.5% more damage than your standard PvP pilot (SBS lvl 4).



And agreed.
ArmyOfMe
Stay Frosty.
A Band Apart.
#14 - 2011-10-26 00:30:20 UTC
Gizznitt Malikite wrote:
Tyme Xandr wrote:
Instead of thinking of Tech 3 modules as being modular like the ships, just make them the next step. Ive proposed many times advanced specialization skills for weapons and usually get shut down by people who think training Small proj Turrets to 5 for a week is too long and their advanced skill for 2 weeks is beyond functional.

These are the same people who think training (faction name) BS to 5 is a ploy set against them to make them pay 15 bucks to train one skill.


As long as the advanced specialization skill was appropriately balanced.

Example
Rank 1: Small Hybrid Turrest, 5% damage to hybrids per level
Rank 3: Small Blaster Spec, 2% damage to t2 small blasters per level
Rank 5: Advanced small blaster spec: 0.5% bonus to small t2 blasters per level

That way your elite PvP'er does 17.5% more damage than your noob pilot with lvl 4 SHT, and 4.5% more damage than your standard PvP pilot (SBS lvl 4).

make it 1% and ill agree fully

GM Guard > I must ask you not to use the petition option like this again but i personally would finish the chicken sandwich first so it won´t go to waste. The spaghetti will keep and you can use it the next time you get hungry. Best regards.

Jenshae Chiroptera
#15 - 2011-10-26 00:50:20 UTC
Not time for T3 mods yet.

Check back later when they have fixed T1 cruisers to be remotely useful. Tier 1, Tier 2 and Tier 3 battle cruisers to just be Tech 1 battle cruisers. So forth and so on.

Basically, we don't need to widen the gap further and make those little ships and low skill players more useless.

CCP - Building ant hills and magnifying glasses for fat kids

Not even once

EVE is becoming shallow and puerile; it will satisfy neither the veteran nor the "WoW" type crowd in the transition.

Tyme Xandr
Weyl Manufacturing
#16 - 2011-10-26 00:51:40 UTC  |  Edited by: Tyme Xandr
ArmyOfMe wrote:
Gizznitt Malikite wrote:
Tyme Xandr wrote:
Instead of thinking of Tech 3 modules as being modular like the ships, just make them the next step. Ive proposed many times advanced specialization skills for weapons and usually get shut down by people who think training Small proj Turrets to 5 for a week is too long and their advanced skill for 2 weeks is beyond functional.

These are the same people who think training (faction name) BS to 5 is a ploy set against them to make them pay 15 bucks to train one skill.


As long as the advanced specialization skill was appropriately balanced.

Example
Rank 1: Small Hybrid Turrest, 5% damage to hybrids per level
Rank 3: Small Blaster Spec, 2% damage to t2 small blasters per level
Rank 5: Advanced small blaster spec: 0.5% bonus to small t2 blasters per level

That way your elite PvP'er does 17.5% more damage than your noob pilot with lvl 4 SHT, and 4.5% more damage than your standard PvP pilot (SBS lvl 4).

make it 1% and ill agree fully



Maybe
Gizznitt Malikite
Agony Unleashed
Agony Empire
#17 - 2011-10-26 01:30:45 UTC
ArmyOfMe wrote:
Gizznitt Malikite wrote:
Tyme Xandr wrote:
Instead of thinking of Tech 3 modules as being modular like the ships, just make them the next step. Ive proposed many times advanced specialization skills for weapons and usually get shut down by people who think training Small proj Turrets to 5 for a week is too long and their advanced skill for 2 weeks is beyond functional.

These are the same people who think training (faction name) BS to 5 is a ploy set against them to make them pay 15 bucks to train one skill.


As long as the advanced specialization skill was appropriately balanced.

Example
Rank 1: Small Hybrid Turrest, 5% damage to hybrids per level
Rank 3: Small Blaster Spec, 2% damage to t2 small blasters per level
Rank 5: Advanced small blaster spec: 0.5% bonus to small t2 blasters per level

That way your elite PvP'er does 17.5% more damage than your noob pilot with lvl 4 SHT, and 4.5% more damage than your standard PvP pilot (SBS lvl 4).

make it 1% and ill agree fully


No..... 1% is too much.

I could potentially see 0.75%, but I think that's toeing the too much line. Eve is about diminishing returns, and it really should stick to that model.
Tyme Xandr
Weyl Manufacturing
#18 - 2011-10-26 01:32:22 UTC
Gizznitt Malikite wrote:
No..... 1% is too much.

I could potentially see 0.75%, but I think that's toeing the too much line. Eve is about diminishing returns, and it really should stick to that model.


Its kinda sad when u put it like that ...