These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Target Painters: new script to cause heat damage

Author
Celedris
The Scope
Gallente Federation
#1 - 2013-04-27 17:15:19 UTC  |  Edited by: Celedris
I'm not sure if this idea has been suggested before, but I thought it would be fun to add new gameplay strategies by splitting up target painters to have two effects which could be modified by scripts in the same way as TDs or damps. One script would simply allow the module to function identically to it's current form as a signature bloom tool.

A second script would allow the target painter to scramble up the enemy ship's heat dissipation systems. Each cycle the target painter will cause overheat damage to a random activated module on the enemy ship. Damage for a T2 painter with spec skills would be balanced to about the damage the module would have taken from a normal overload cycle, with the Matari bonused hulls doing commensurately more damage.

A module could only be affected by one painter at a time - so for example when using 30 painters against a ship with five activated modules, 25 of the painters would be wasted. A linked rack of weapons would be assigned damage to each gun/launcher individually, and triage/siege/supers would be immune as normal.

The player being painted by this new effect could of course elect to turn off any modules to avoid taking further heat damage on them, and also do on-field nanite repairs to counteract the damage. Likewise the player could activate all modules to spread out heat damage more evenly. On the other hand, something like a 4x painter Bellicose with an info superiority link would do a *lot* of heat damage in a very short period of time.
Drake Doe
88Th Tax Haven
#2 - 2013-04-27 17:25:00 UTC
I'd rather the painter's secondary role be something a bit more consistent with a laser, let it destroy a few missiles in a barrage to lower the incoming missile dps, and remove defender missiles to make anti missile ewar projected to the ship and leaving it with a highly visible and reasonable way to do so.

"The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! pops more corn" ---Evernub--

Danika Princip
GoonWaffe
Goonswarm Federation
#3 - 2013-04-27 17:32:44 UTC
I think having the only counter to this being 'turn off your guns and tank' is a little bit overpowered, don't you?
Celedris
The Scope
Gallente Federation
#4 - 2013-04-27 18:12:39 UTC
Danika Princip wrote:
I think having the only counter to this being 'turn off your guns and tank' is a little bit overpowered, don't you?


I'd say mass energy neuts on TQ are already far more powerful at shutting off most active modules (not projectiles/missiles/damage controls) than heat TPs could be under most conditions, but battery & injector can offer some protection if there aren't too many neuts.

If anything I thought I might have been overly conservative in underpowering this effect compared to just about every other form of EWar.

Compare that heat-damage Bellicose to an Arbitrator with 3x TDs and a info superiority link: three 80%+ TDs will leave you with about -97% or less to your range or tracking, and tracking computers/enhancers are going to do virtually nothing to counteract that. Getting close isn't a real option when your optimal is 1km, and they can insta-switch to make your tracking worse than a dread if you even get that close. Wouldn't you rather take heat damage on the guns but actually be able to hit when you fire?

That's the same way that a MWD/AB offers virtually zero counter to double 90% webs.
sabre906
The Scope
Gallente Federation
#5 - 2013-04-27 18:16:09 UTC
Danika Princip wrote:
I think having the only counter to this being 'turn off your guns and tank' is a little bit overpowered, don't you?


^This. Everybody will fit a full rack of PWNAGE and nobody will die, ever...Roll
Bill Serkoff2
Tachyon Technology
#6 - 2013-04-27 18:31:15 UTC
Celedris wrote:
I'm not sure if this idea has been suggested before,


Lol

"The Cyclone and the Drake are two ships which will basically never be good for shield tanking, primarily because they have almost no lowslots in addition to shield tanking bonuses. " -Iam Widdershins

Zan Shiro
Doomheim
#7 - 2013-04-27 18:42:24 UTC
I can see it now.....because of golem threads.

And looky here, caldari's new secondary bonus is infomation warfare after redo for even more fun.


Marcus Harikari
#8 - 2013-04-27 19:34:24 UTC
sounds a bit OP...oh look i just permanently shut off one of your modules for the rest of the fight...no, even for the rest of the time you are in space until you dock again!

Ugh
Alx Warlord
The Scope
Gallente Federation
#9 - 2013-04-27 23:31:32 UTC
This had already being suggested before.... You can see it in the Commonly Proposed Ideas with the name "Heat-based weapons/EWar".

Totally OP.

If at last you have sugested, TP increases heat damage took by modules under overheat... this would be more plausible... but directly burning the target modules is bad... if you could somehow heat the hack without damanging the non overheated modules...