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Player Features and Ideas Discussion

 
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EWAR Burst [Module] that increases align time by 1.5 seconds in an AOE

Author
Infinion
Awesome Corp
#1 - 2013-05-15 19:41:27 UTC
High Slot Burst module
Range 6-12 km
increases align time by: 1.5 seconds, 2 seconds for t2 (or increased range)
Cooldown: 60 seconds

Able to use in low sec
Able to use in high sec without concord or sentry aggro, but initiates suspect timer


Yay / Nay ?
Maximus Aerelius
PROPHET OF ENIGMA
#2 - 2013-05-15 19:46:24 UTC
Infinion wrote:
High Slot Burst module
Range 6-12 km
increases align time by: 1.5 seconds, 2 seconds for t2 (or increased range)
Cooldown: 60 seconds

Able to use in low sec
Able to use in high sec without concord or sentry aggro, but initiates suspect timer


Yay / Nay ?


Never like to be a troll but it's EW as in Electronic Warfare not EWAR.

As for the idea...interesting. I'm not an EW Specialist so I don't know how good this would be but I'm sub'ing to this thread to see what others think.

Something new to the table so you get a +1 from me Big smile
Danika Princip
GoonWaffe
Goonswarm Federation
#3 - 2013-05-15 19:46:55 UTC
Infinion wrote:
High Slot Burst module
Range 6-12 km
increases align time by: 1.5 seconds, 2 seconds for t2 (or increased range)
Cooldown: 60 seconds

Able to use in low sec
Able to use in high sec without concord or sentry aggro, but initiates suspect timer


Yay / Nay ?



For when you absolutely, positively have to gank that freighter but have no bumpers, right?
Unsuccessful At Everything
The Troll Bridge
#4 - 2013-05-15 20:10:10 UTC
Frankly I would rather see another script for the HICs to use as a focus point that increases mass and slows the align time.

Since the cessation of their usefulness is imminent, may I appropriate your belongings?

Pan Dora
School of Applied Knowledge
Caldari State
#5 - 2013-05-15 21:25:59 UTC
Infinion wrote:
Able to use in high sec without concord or sentry aggro, but initiates suspect timer


Aggressive module, should trigger CONCORD.

Align time (or time to warp, for the matter) varies with the situation, your module probably would affect agility or mass. Question:by X% or add Xto agility? What the eproposed effect in what ship?

Multiple modules on the same ship are supposed to stack?

Infinion wrote:
Yay / Nay ?


Maybe. The Devil it's in the details.


Maximus Aerelius wrote:
Never like to be a troll but it's EW as in Electronic Warfare not EWAR.


Personally I prefer eWar. Pretty sure both acronyms are acceptable.

-CCP would boost ECM so it also block the ability of buthurt posting.

Zappity
New Eden Tank Testing Services
#6 - 2013-05-15 21:35:45 UTC
I like the idea of offensively increasing align time with a module. And it already has a natural counter in inertia stabs and nano mods.

It would have to be a percentage penalty to agility rather than a straight time addition.

Zappity's Adventures for a taste of lowsec and nullsec.

Infinion
Awesome Corp
#7 - 2013-05-15 23:12:22 UTC  |  Edited by: Infinion
agree with the notion of the module affecting a mass increase or agility decrease rather than a flat time addition, it would be more ship dependent and counterable.

If it's counterable, it would likewise make sense to give multiple modules a combined but stacking penalized influence in an area.
If it was just a time addition, multiple modules could easily exploit align times to lock down entire fleets, and even be chainable.

So yeah, the former would make a lot more sense from a balancing standpoint.


edit: also the original point of the module was to catch fleeing ships that would normally be far too fast to even lock, but with the suggested change it could have big implications for regular engagements if the module was changed from working in bursts to continuous operation.

So I guess the question is, which of the two would you prefer to see the module used for?