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Microwave Utility Weapons (MWUs)

Author
Crispy Esil
Republic Military School
Minmatar Republic
#1 - 2013-11-02 04:39:11 UTC
Been tossing this idea around in my head and iI think they should have some form of weapon mod that would be able to do overheat damage to enemy ship mods. For example have it act in the same sense as a nuet/vamp with something like 7-15% overheat damage per cycle at 20s a cycle? Would like some feed back on this idea, toss around some opinions.

“Yap, yap little dog.” ― Paul S. Kemp 

Siobhan MacLeary
Doomheim
#2 - 2013-11-02 04:49:40 UTC
Not a terrible idea. Could be quite interesting, I'd recommend it be kept extremely short range though.

Point out to me a person who has been harmed by an AFK cloaker and I will point out a person who has no business playing this game.” - CCP Soundwave

Malcolm Malicious
A Blessed Bean
Pandemic Horde
#3 - 2013-11-02 05:04:50 UTC
Pretty cool idea, I had a similar idea of specialized auto-targeting missiles for doing damage to modules on the targeted ship. It would definitely add more tactical gameplay.
Nevyn Auscent
Broke Sauce
#4 - 2013-11-02 05:43:54 UTC
Neuts/vamps can be countered with cap boosters. What exactly is meant to counter this?
Karma Codolle
Chimera Research and Development
#5 - 2013-11-02 05:43:58 UTC
Honestly feels a bit OP, ECM already work at disabling but at least with that if you can manage to get away you still stand a chance or you stand a chance should the enemy ECM stop working.
Crispy Esil
Republic Military School
Minmatar Republic
#6 - 2013-11-02 12:02:02 UTC  |  Edited by: Crispy Esil
Nevyn Auscent wrote:
Neuts/vamps can be countered with cap boosters. What exactly is meant to counter this?



Doesnt nanite paste repair OH damage? Cuz theres the counter.


Siobhan MacLeary wrote:
Not a terrible idea. Could be quite interesting, I'd recommend it be kept extremely short range though.



i was thinking between 3-4k meters range on it.

“Yap, yap little dog.” ― Paul S. Kemp 

HiddenPorpoise
Center for Advanced Studies
Gallente Federation
#7 - 2013-11-02 12:43:41 UTC
Crispy Esil wrote:
Nevyn Auscent wrote:
Neuts/vamps can be countered with cap boosters. What exactly is meant to counter this?
Doesnt nanite paste repair OH damage? Cuz theres the counter.

But you can't use paste on grid and hope to live in anything smaller than a cap.
Faye Nahkriin
Astral Wings
#8 - 2013-11-02 13:11:57 UTC
This sounds like a very interesting addition to the EWAR stuffs,
I think it should only do OH damage to modules that are online, So the targeted ship has to make the decision of Switching modules off, Nanites. Trying to move away, or killing the meanies with fire! =)
Syrias Bizniz
some random local shitlords
#9 - 2013-11-02 14:20:19 UTC
the idea itself is interesting, however totally OP. What you would see is Capital ship's modules getting nuked in a few cycles, reducing it's EHP by 80%.
Black Dranzer
#10 - 2013-11-02 14:48:46 UTC
I hate to be that guy who takes your idea and then modifies it into something barely recognizable whilst missing the purpose of your original idea, but:

Maybe it'd be better if, rather than causing heat damage directly, it simply increased the amount of heat damage you take from overheating modules? That is, your modules burn out 2-3 times faster or some such if you overheat them when this module is being used on you. That way you could make it a sort of hard counter to overheating. Make it a utility high kind of item, like a neut.
Crispy Esil
Republic Military School
Minmatar Republic
#11 - 2013-11-03 16:29:10 UTC  |  Edited by: Crispy Esil
Faye Nahkriin wrote:
This sounds like a very interesting addition to the EWAR stuffs,
I think it should only do OH damage to modules that are online, So the targeted ship has to make the decision of Switching modules off, Nanites. Trying to move away, or killing the meanies with fire! =)


Black Dranzer wrote:
I hate to be that guy who takes your idea and then modifies it into something barely recognizable whilst missing the purpose of your original idea, but:

Maybe it'd be better if, rather than causing heat damage directly, it simply increased the amount of heat damage you take from overheating modules? That is, your modules burn out 2-3 times faster or some such if you overheat them when this module is being used on you. That way you could make it a sort of hard counter to overheating. Make it a utility high kind of item, like a neut.



I like the addition of these 2 ideas into 1 module. Doesn't seem to be so OP this way.

“Yap, yap little dog.” ― Paul S. Kemp 

Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#12 - 2013-11-03 17:37:23 UTC
So you want 7 people in rifters to instantly burn out a supercap's tank?

Increasing overheat damage is kinda meh, I don't see anyone fitting this instead of any other EWAR, neuts, guns. The original idea is totally overpowered.
Jason Itiner
Harmless People
#13 - 2013-11-03 18:24:21 UTC  |  Edited by: Jason Itiner
Sounds good, but too powerful as it is: paste disables the module while repairs are underway, and while one module is being repaired, nothing on that rack may be overloaded.

If this is to work, there needs to be a counter to this, rock-paper-scissors (lizard and Spock optional) fashion, like a module to lower heat damage (Coolant injector I or Cooling System I maybe?).
Serine Wessette
Northern Badlands Consortium
#14 - 2013-11-03 19:01:16 UTC
Make it so it adds extra heat damage to a currently over heated mod. and also make it scripted and the scripts would be a different slot. location so you would have high medium and low slot scripts. so it wouldn't be a blanket over heat just one rack.

and make a small medium large and capital. mod. and have it that smaller modules are less effective on +1 size and not effective on +2 size.

so frigates could use them to less effect on cruisers. but no effect on bs. cruisers less effect on bs and no effect on caps.
Crispy Orlenard
Snuggle Society
Pandemic Horde
#15 - 2014-01-01 01:51:41 UTC
Serine Wessette wrote:
Make it so it adds extra heat damage to a currently over heated mod. and also make it scripted and the scripts would be a different slot. location so you would have high medium and low slot scripts. so it wouldn't be a blanket over heat just one rack.

and make a small medium large and capital. mod. and have it that smaller modules are less effective on +1 size and not effective on +2 size.

so frigates could use them to less effect on cruisers. but no effect on bs. cruisers less effect on bs and no effect on caps.



Bump. This is a good idea. +1
Arthur Aihaken
CODE.d
#16 - 2014-01-01 02:25:34 UTC
What about just increasing heat buildup as opposed to targeting specific modules?

I am currently away, traveling through time and will be returning last week.

Lledrith
Ex Caminus
#17 - 2014-01-01 03:38:06 UTC
HiddenPorpoise wrote:
Crispy Esil wrote:
Nevyn Auscent wrote:
Neuts/vamps can be countered with cap boosters. What exactly is meant to counter this?
Doesnt nanite paste repair OH damage? Cuz theres the counter.

But you can't use paste on grid and hope to live in anything smaller than a cap.

you mean that CCP can create another module like ancillary armor repairer where you can take a medium slot that would repair not just hull but overheated modules?!!!
Coyote Laughing
#18 - 2014-01-04 09:21:09 UTC  |  Edited by: Coyote Laughing
Seeing you are sending out such a powerful radiation signal, I would have no problems with your signature expanding a stupendous amount and people even being able to pick you up on overview from D-scan distances.

l8r \o/

Dr0000 Maulerant
Union Nanide and Tooling
#19 - 2014-01-04 17:10:53 UTC
Crispy Esil wrote:
Nevyn Auscent wrote:
Neuts/vamps can be countered with cap boosters. What exactly is meant to counter this?



Doesnt nanite paste repair OH damage? Cuz theres the counter.




I cannot support this idea enough, it is literally the best thing I have ever heard.

This opinion has nothing to do with my chosen profession.

Tell me again about how every playstyle you dont engage in "doesn't require any effort" and everyone who does it needs to die in a fire. Be sure to mention about how you tried it once but it was too easy/boring/ethnic-homophobic slur. 

Vesan Terakol
Trollgrin Sadface
Dark Taboo
#20 - 2014-01-04 19:55:19 UTC
What is you make it with optimal 0 and falloff of about 8 km, with the amount of heat transfered dropping with falloff. Also, if you make its cap efficiency horrible (kills your own cap before you burn out a single module not already overheating), it should not be too powerful, especially with the OP's proposed long cycle time.
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