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[Suggestion] Webs/TP and Sig EWAR Change?

Author
Berluth Luthian
Sebiestor Tribe
Minmatar Republic
#1 - 2014-05-30 17:43:42 UTC
So I was thinking about how we could maybe make TP a little more of a small gang EWAR module. Then it occurred to me...what if webifiers had some kind of modifier based on sig radius. You could justify this practically by saying the webs have 'more to pull on' if the sig radius is significantly big enough. But in essence you could make the web have +/- 25% effectiveness based on the relative sig strengths of a ship's sig size.

So let's say that you coded the module to make it so it recognized frigates' sig as 30m. If it's webbing a frig that is 25m, then the webifier has a -16% penalty to it's normal speed penalty, or a T2 Web would go from a 60% penalty to a 50.4% penalty. This same ship target painted would actually have an 8.3% increase in a web's effectiveness making it have a 65% speed penalty.

So you'd probably need to nerf the base effectiveness of webs a bit for this first, but make it's combination with webs a key aspect of it's usefulness. Consequently, webs would work better on shield boats vs. armor boats.


Alternatively you could have some different kind of web module type that would work like this while you leave the current webs as they are. It would instead have a pretty different usefullness than regular webs, perhaps have a kind of optimal and falloff effect, being REALLY strong up close against targets with large sig radii, but have a little bit longer range than the current webs, but with a fraction of the effectiveness at that range.

OR...you could make stasis drones work this way, so that they pack more of a punch against large sig targets.
Arya Regnar
Darwins Right Hand
#2 - 2014-05-30 19:11:00 UTC
So basically you get rapiers with TPs and you get to deadlock everything and kill everything else.

How does this even make sense.

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