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Add neut range rigs

Author
Catherine Laartii
Doomheim
#1 - 2014-03-08 20:48:57 UTC  |  Edited by: Catherine Laartii
In light of the changes that are coming to the Cruor and Ashimmu, a little light went off in my mind and I thought that perhaps a good way of making the blood raider boats work a little better (and potentially others) would be to add a rig to the game that increases neut range, much in the same way that there are ewar rigs to increase the range of things like damps, ecm, etc.

The trick would be balancing it so it doesn't become too terribly op for ships that don't have any neut bonuses like the arbitrator, but are commonly used with them. I'd be fine with having it be a 50% bonus, but that's pretty much an arbitrary bonus that I put on there; someone running the numbers to provide a better sense of scale in relation to web range would be nice. 150 calibration might also be a good way to go for space usage.

Thoughts? Ideas? Critiques on how this could be horribly, horribly broken and break the game in turn?

EDIT: I neglected to mention this would be an Electronic Superiority rig, not an engineering rig. I also wanted to balance this by changing drone rigs to go from CPU penalty to targeting range penalty, since it would make more sense from a combat engineering perspective to shift the CPU output from your sensors over to better drone control efficiency rather than gimping your core fitting. Electronic Superiority rigs would then suffer the CPU penalty, which is fine since most of the ships that fit them and focus on ewar tend to have a decent amount of cpu left over anyway.

I am going to settle on the t1 rig range be 15% and the t2 be 20%. This would prevent more power creep on large-sized neuts and ships like the bhaal and geddon, and ships like the geddon that get a base neut range without being too expensive. And speaking of expense, it would be more acceptable to fit the t2 rigs on small ships due to cost efficiency; I could see this being extremely useful for the Dragoon and Cruor, respectively.

Also, in regards to calibration, I think 100 for t1 as was stated and 150 for t2. That would suit t2 and faction boats nicely, wouldn't you think?



Thoughts on the rigging idea are also appreciated, as well as ideas to contribute to balance issues related to power creep.
Anhenka
The New Federation
Sigma Grindset
#2 - 2014-03-08 21:06:42 UTC  |  Edited by: Anhenka
50% is liable to be quite a bit too strong, given the already significant range of heavy nuets on Nuet bonused BS's.

A max skill Geddon with two 50% range rigs could apply nuets out to 85Km using t2 nuets. That would be scary as hell.

Edit: If you could pack on 2 t2 rigs, or a t2 and a t1, 100km would be likely.

Heavy nuet trollfit Curse, one heavy nuet at 170KM. Nuet all the things!
Hehaw Jimbojohnson
Dreddit
Test Alliance Please Ignore
#3 - 2014-03-08 21:07:42 UTC
Anhenka wrote:
50% is liable to be quite a bit too strong, given the already significant range of heavy nuets on Nuet bonused BS's.

A max skill Geddon with two 50% range rigs could apply nuets out to 85Km. That would be scary as hell.


As overpowered as it would be, that would be *awesome* and I would have to change my pants. But then, I love neuts for some reason....something to do with sucking people's capacitor dry, maybe.
Catherine Laartii
Doomheim
#4 - 2014-03-10 06:13:17 UTC
Ok ok ok, *not* 50%; was just throwing that out there. 20% sound a little more reasonable? I'd mostly like to see this gameplay expanded, since it's currently only really the neut range ships that get significant usage. I'd like to see this for more non-neut bonused ships like the arby and possibly crucifier to see if that'd work. Something like a point range rig would be pretty damn useful too, especially in FW.
Kenrailae
Scrapyard Artificer's
#5 - 2014-03-10 06:30:20 UTC  |  Edited by: Kenrailae
Anhenka wrote:
50% is liable to be quite a bit too strong, given the already significant range of heavy nuets on Nuet bonused BS's.

A max skill Geddon with two 50% range rigs could apply nuets out to 85Km using t2 nuets. That would be scary as hell.

Edit: If you could pack on 2 t2 rigs, or a t2 and a t1, 100km would be likely.

Heavy nuet trollfit Curse, one heavy nuet at 170KM. Nuet all the things!



Heavy neut curse can already do like 80 or 90km lol. Eats the ENTIRE ship fitting to do it, but it's rather funny.

That being said, this would be a really interesting rig, as Neuts/NOS ranges are NOT affected by any sort of links, rigs, or support modules, only modules themselves and ship bonuses. 50% is certainly WAY too high, but 10-15 for T1 and 15-20 for T2 is reasonable.


+1 from me. This rig would force a choice between triple trimark geddons with standard range or long arm geddons with weaker tank, or more cap stable geddons vs longer reaching(Geddon used as example for any neut ship).

Edit: Could also lead some of the more capable groups out there to mix it up, with brick tanks and neut specialized geddons. While this rig could also create problems for logistics trying to fight geddons, it also can add some more depth and strategy choice.

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Catherine Laartii
Doomheim
#6 - 2014-03-10 09:36:28 UTC  |  Edited by: Catherine Laartii
Kenrailae wrote:
Anhenka wrote:
50% is liable to be quite a bit too strong, given the already significant range of heavy nuets on Nuet bonused BS's.

A max skill Geddon with two 50% range rigs could apply nuets out to 85Km using t2 nuets. That would be scary as hell.

Edit: If you could pack on 2 t2 rigs, or a t2 and a t1, 100km would be likely.

Heavy nuet trollfit Curse, one heavy nuet at 170KM. Nuet all the things!



Heavy neut curse can already do like 80 or 90km lol. Eats the ENTIRE ship fitting to do it, but it's rather funny.

That being said, this would be a really interesting rig, as Neuts/NOS ranges are NOT affected by any sort of links, rigs, or support modules, only modules themselves and ship bonuses. 50% is certainly WAY too high, but 10-15 for T1 and 15-20 for T2 is reasonable.


+1 from me. This rig would force a choice between triple trimark geddons with standard range or long arm geddons with weaker tank, or more cap stable geddons vs longer reaching(Geddon used as example for any neut ship).

Edit: Could also lead some of the more capable groups out there to mix it up, with brick tanks and neut specialized geddons. While this rig could also create problems for logistics trying to fight geddons, it also can add some more depth and strategy choice.


A big gameplay changer that I had in mind with this I've been talking about is the arbitrator. It's fairly heavily used, and quite a few setups for it revolved around the use of neut/nos. Having this rigs would allow for a setup that, while still far inferior to the curse or even pilgrim, would be able to reach out to very good range, and while it likely wouldn't hit past 24km unless you put a lot of money into it, it would still be extraordinarily deadly for small-gang skirmishes that tend to occur a lot in settings such as those seen frequently in factional warfare.

That being said, it would in fact have a wide variety of uses; while several people point out its usefulness on ships like the geddon, I'd like to also point out how much of a game-changer it'd be on the Dragoon and Sentinel, particularly the former considering its cost and combat efficiency. Say the t1 rig has a base of 20% range increase. Three of those stack with the ship's inherent bonuses, and you have a pocket geddon that can pull aaalmost out to longpoint range, and definitely within threat range of a kite boat. THAT would be the ideal application for it, along with the geddon.

Speaking of which, the geddon could see more heavy use in anti-capital warfare with these being introduced. While not pulling out to absurd ranges past 100km, they would go out pretty damn far; about 60 mebe 70ish. This plus MJD setups would make them ample carrier-killers as long as they had proper support, and could be used as MUCH cheaper alternatives to the bhaalgorn.

Regardless of the costs for fitting one, it would certainly be a game-changer. I see the cap usage and the current state of the nos to be appropriate counterbalances to it becoming too OP. That plus quite a few effective weapon systems and defenses don't exactly rely on capacitor in the game to work, so I don't exactly see it getting too out of hand.

Would someone mind giving an example of it getting out of hand since I can't see how that would happen?
Onslaughtor
Phoenix Naval Operations
Phoenix Naval Systems
#7 - 2014-03-10 11:07:54 UTC
This is a great idea. 20% would be around the area I would put it at. +1
Zarnak Wulf
Task Force 641
Empyrean Edict
#8 - 2014-03-10 11:27:12 UTC
+1
HandelsPharmi
Pharmi on CharBazaar
#9 - 2014-03-10 12:06:42 UTC
Why should it be range?
It could increase the amount by e.g. 10 % (T1) and 15 % (T2) but with stacking penalty.
Destination SkillQueue
Doomheim
#10 - 2014-03-10 12:20:55 UTC
HandelsPharmi wrote:
Why should it be range?
It could increase the amount by e.g. 10 % (T1) and 15 % (T2) but with stacking penalty.

Because it's the most beneficial attribute a neut user would want to buff. It's also about as likely as getting a rig to buff web range, but let the people dream.
HandelsPharmi
Pharmi on CharBazaar
#11 - 2014-03-10 12:46:58 UTC
Covert Ops ships can fit a single T2 rig only
in case of a range rig, it should be need a high quanty of calibration points to have a real sacrafice.
you should have to decide, if you want 30 % Armor HP (3x trimark on you Neut-Geddon) or 20 % Neutrange.

Bimmerman
Penumbra Heavy Industries
#12 - 2014-03-10 13:07:54 UTC
While a neut range for things like the arbitrator would be nice (though I think it should have it as a skill related bonus) I think things would get a little silly on the Curse as well as the Sentinel
Notorious Fellon
#13 - 2014-03-10 13:12:26 UTC
Yes please.

+1

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Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#14 - 2014-03-10 15:21:18 UTC
Neut bonused ships are carefully balanced around their range. While this would be good for everyone else, it would completely unbalanced the dedicated capwar ships.

The only change to neut range I think is called for is increasing Smalls to web range (10k), because they are useless to frigates as they are.
Bohneik Itohn
10.K
#15 - 2014-03-10 15:39:18 UTC
Ines Tegator wrote:
Neut bonused ships are carefully balanced around their range. While this would be good for everyone else, it would completely unbalanced the dedicated capwar ships.

The only change to neut range I think is called for is increasing Smalls to web range (10k), because they are useless to frigates as they are.



This is a practical and good point. Neut range can horribly break a lot of ships to the point of requiring immediate rebalancing, which never ends well.

I think some alternatives could be Cycle time, cap use, grid use (poor Arbitrator...) and "maybe" something that allows them to cut through a bit of the resistance offered by cap batteries and such. That last would help pacify the nerds crying about cruiser logi being broken just a wee bit.

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Catherine Laartii
Doomheim
#16 - 2014-03-10 15:50:01 UTC
HandelsPharmi wrote:
Covert Ops ships can fit a single T2 rig only
in case of a range rig, it should be need a high quanty of calibration points to have a real sacrafice.
you should have to decide, if you want 30 % Armor HP (3x trimark on you Neut-Geddon) or 20 % Neutrange.


100 cal would work right in my mind; you'd be able to fit 3 of them, and tbh it should be something that you'd devote all your rig slots to since that's what you're more or less trying to focus on; the neut range. Now, a possible way of balancing that too would be giving the t2 rig 150 cal and perhaps up to 10% extra range over the t1, but that's just an idea; the idea would make 2 t2 work just as well as 3 t1, and so be useful on t2 boats. You could even go 1 t2 and 2 t1 on blood raider ships and give them up to a 70% base range buff to their nos/neut
Catherine Laartii
Doomheim
#17 - 2014-03-10 15:53:48 UTC  |  Edited by: Catherine Laartii
Bohneik Itohn wrote:
Ines Tegator wrote:
Neut bonused ships are carefully balanced around their range. While this would be good for everyone else, it would completely unbalanced the dedicated capwar ships.

The only change to neut range I think is called for is increasing Smalls to web range (10k), because they are useless to frigates as they are.



This is a practical and good point. Neut range can horribly break a lot of ships to the point of requiring immediate rebalancing, which never ends well.

I think some alternatives could be Cycle time, cap use, grid use (poor Arbitrator...) and "maybe" something that allows them to cut through a bit of the resistance offered by cap batteries and such. That last would help pacify the nerds crying about cruiser logi being broken just a wee bit.


That would be acceptable in terms of alternate additions, but I DO think it's quite balanced due to how much is sacrificed for their fitting, especially in the medium-sized ones. This along with the proclivity of many ships that do not, in fact, use cap at all for their offense and defense (and many others with the ability to fit a nos) I don't see this really being too much of a game-breaker considering how ships balance out and counter each other.

In regards to how it would affect t2 ships like the curse or sentinel, how EXACTLY would it make them any horribly worse or broken OP than they are now? They both push out past 30km, which is more than far enough to shut off disruptors; the only advantage this would serve on them would be just a slight buff of effectiveness at the cost of tank or fitting space, would would still be slightly better for fleet, but at the cost of tank.

Ships like the geddon already have an enormous range advantage. This would be very interesting to see on a geddon with large neuts because at say, 60% range buff you'd be pulling a tad over 60km neut range. That's good enough to knock around the max range of most close-range battleship setups, and would be invaluable in larger fleets. It's not necessarily terribly overpowered because of what you sacrifice on your rigs, and the fleet effectiveness tradeoff in regards to that.
Bohneik Itohn
10.K
#18 - 2014-03-10 16:09:59 UTC
Catherine Laartii wrote:
Bohneik Itohn wrote:
Ines Tegator wrote:
Neut bonused ships are carefully balanced around their range. While this would be good for everyone else, it would completely unbalanced the dedicated capwar ships.

The only change to neut range I think is called for is increasing Smalls to web range (10k), because they are useless to frigates as they are.



This is a practical and good point. Neut range can horribly break a lot of ships to the point of requiring immediate rebalancing, which never ends well.

I think some alternatives could be Cycle time, cap use, grid use (poor Arbitrator...) and "maybe" something that allows them to cut through a bit of the resistance offered by cap batteries and such. That last would help pacify the nerds crying about cruiser logi being broken just a wee bit.


That would be acceptable in terms of alternate additions, but I DO think it's quite balanced due to how much is sacrificed for their fitting, especially in the medium-sized ones. This along with the proclivity of many ships that do not, in fact, use cap at all for their offense and defense (and many others with the ability to fit a nos) I don't see this really being too much of a game-breaker considering how ships balance out and counter each other.

In regards to how it would affect t2 ships like the curse or sentinel, how EXACTLY would it make them any horribly worse or broken OP than they are now? They both push out past 30km, which is more than far enough to shut off disruptors; the only advantage this would serve on them would be just a slight buff of effectiveness at the cost of tank or fitting space, would would still be slightly better for fleet, but at the cost of tank.

Ships like the geddon already have an enormous range advantage. This would be very interesting to see on a geddon with large neuts because at say, 60% range buff you'd be pulling a tad over 60km neut range. That's good enough to knock around the max range of most close-range battleship setups, and would be invaluable in larger fleets. It's not necessarily terribly overpowered because of what you sacrifice on your rigs, and the fleet effectiveness tradeoff in regards to that.



I'm glad you keep bringing up tank, because that needs to be addressed.

The more range you have, the less tank you need. Thus, you're not really trading anything of value for something else that has value in other areas.

You gain range, which means that you can maintain position away from the highest DPS ships. Tank is no longer needed. At the same time you are getting the utility needed to be more useful in a fight. The overall outcome is nearly all gain, no loss.

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Gizznitt Malikite
Agony Unleashed
Agony Empire
#19 - 2014-03-10 16:17:44 UTC
Catherine Laartii wrote:

A big gameplay changer that I had in mind with this I've been talking about is the arbitrator. It's fairly heavily used, and quite a few setups for it revolved around the use of neut/nos. Having this rigs would allow for a setup that, while still far inferior to the curse or even pilgrim, would be able to reach out to very good range, and while it likely wouldn't hit past 24km unless you put a lot of money into it, it would still be extraordinarily deadly for small-gang skirmishes that tend to occur a lot in settings such as those seen frequently in factional warfare.

That being said, it would in fact have a wide variety of uses; while several people point out its usefulness on ships like the geddon, I'd like to also point out how much of a game-changer it'd be on the Dragoon and Sentinel, particularly the former considering its cost and combat efficiency. Say the t1 rig has a base of 20% range increase. Three of those stack with the ship's inherent bonuses, and you have a pocket geddon that can pull aaalmost out to longpoint range, and definitely within threat range of a kite boat. THAT would be the ideal application for it, along with the geddon.


♦ The Pilgrim does not get a range bonus to its neuts. Only a neut amount.

♦ If you are using medium 12km range neuts on a arbitrator or dragoon and you wished its range to be extended to ~24 kms using 3 rigs, each rig would need to boost the range by 25%. While this might not seem like a big deal, this is a HUGE boost to the ships, and pretty difficult to balance IMO. Heavy neuts hitting 50 km's on a normal BS, with geddon neuts would hit 75 kms. To be frank, that's over the top.

♦ What type of drawbacks would be valid for this? Most "Energy Grid Rigs" don't have drawbacks (ACR's, CCCs, Egress Port Maximizers), but this rig absolutely needs drawback given its potency.

To be honest, I think a rig that increases Neut amount would be a hell of a lot easier to balance than a rig that increases neut range.

Catherine Laartii wrote:

Speaking of which, the geddon could see more heavy use in anti-capital warfare with these being introduced. While not pulling out to absurd ranges past 100km, they would go out pretty damn far; about 60 mebe 70ish. This plus MJD setups would make them ample carrier-killers as long as they had proper support, and could be used as MUCH cheaper alternatives to the bhaalgorn.


Geddon's ALREADY see heavy use in anti-capital warfare. They are ALREADY the "cheaper Bhaalgorn", which, by the way, doesn't receive a Neut range bonus.

Catherine Laartii wrote:

Regardless of the costs for fitting one, it would certainly be a game-changer. I see the cap usage and the current state of the nos to be appropriate counterbalances to it becoming too OP. That plus quite a few effective weapon systems and defenses don't exactly rely on capacitor in the game to work, so I don't exactly see it getting too out of hand.

Would someone mind giving an example of it getting out of hand since I can't see how that would happen?


Neuts are one of the most brutal means of disrupting a ship in a class lower to you. A Vaga with a neut often attempts to neut off a scrambling frigate. With this change, that vaga can neut out the scrambling frigate long before it gets within scram range, let alone NOS range. In general, I'm very hesitant to support this, as I cap warfare is generally an in-your-face disruption technique, and this will extend that range well beyond standard engagement ranges. Perhaps if there was an appropriate drawback on the rig, it could be balanced, but traditionally Energy Grid Rigs don't have drawbacks.


Batelle
Federal Navy Academy
#20 - 2014-03-10 16:19:41 UTC  |  Edited by: Batelle
If you think 20% range for a single t1 rig is anywhere close to balanced then you're all high.

This ship modification is designed to increase the optimal range for all energy emission modules.

t1, 15% Calibration: 100
t2, 20% Calibration: 200

Drawback: Increases activation cost of modules requiring the energy emissions skill by 10%.

just kidding, how about powergrid instead? Or like all the other energy rigs, no drawback at all.

Gizz is mostly right on all counts. This would be pretty strong on neut ships. However, I'm not so worried about non-neut ships fitting this just to extend the range of a single neut. If you want to gimp yourself to be better prepared against tacklers, there's lots of ways to do that already.

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