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New Rig: Hyperbolic Photon Wave Inverter Matrix

Author
Shivanthar
#1 - 2014-11-07 16:08:16 UTC  |  Edited by: Shivanthar
Under Energy Weapon Rigs:
(Or somewhere more suitible)
Large Hyperbolic Projected Photon Wave Inverter Matrix

TL;DR - Convert high-slot laser into an ewar with a rig, which makes target ship's modules heat faster when overheated, thus limiting overheating oppurtunity to some degree.

This ship modification is designed to modify photon wave in advanced beam lasers in order to make target's subsystems more vulnerable to heat at the expense of shields.

Rate of Fire: -%100 (constant fire)
Damage Bonus:-%100 (no damage)
Activation Cost: -%75
Shields: -%10
Target Heat Damage Multiplier: +%12,5

P.S: I also think this in a way that it could be a some kind of crystal, but this is what came out right now.

Basically any battleship with t2 laser and this rig would become a some kind of high-slot target painter where each laser turret increases target heat damage multiplied by 2 if there are 8 laser turrets . Since lasers will still suck your cap, this would make host ship quite vulnerable to cap warfare. On the other hand, I think it would be a strange fleet doctrine!

What do you think? Shocked

_Half _the lies they tell about me **aren't **true.

Alundil
Rolled Out
#2 - 2014-11-07 16:19:18 UTC
Shivanthar wrote:
Under Energy Weapon Rigs:
(Or somewhere more suitible)
Hyperbolic Projected Photon Wave Inverter Matrix

This ship modification is designed to modify photon wave in advanced beam lasers in order to make target's subsystems more vulnerable to heat at the expense of shields.

Rate of Fire: -%100 (constant fire)
Damage Bonus:-%100 (no damage)
Activation Cost: -%75
Shields: -%10
Target Heat Damage Multiplier: +%12,5

P.S: I also think this in a way that it could be a some kind of crystal, but this is what came out right now.

Basically any ship with t2 laser and this rig would become a some kind of high-slot target painter where each laser turret increases target heat damage multiplied by 2 if there are 8 laser turrets . Since lasers will still suck your cap, this would make host ship quite vulnerable to cap warfare. On the other hand, I think it would be a strange fleet doctrine!

What do you think? Shocked

I'm really not certain what you were aiming to accomplish with this. Laser turret ships are already some of the most susceptible to cap warfare ships in game.

I'm right behind you

Shivanthar
#3 - 2014-11-07 23:59:32 UTC  |  Edited by: Shivanthar
Alundil wrote:

I'm really not certain what you were aiming to accomplish with this. Laser turret ships are already some of the most susceptible to cap warfare ships in game.


Lasers punish target with thermal (heat) and em damage. This is a new ewar mechanic, that makes your lasers work inverted. Making enemy hull so hot that if your target overloads any module, they heat up much faster than regular; resulting in sooner-to-be-crisp modules.

"TL;DR - Convert high-slot laser into an ewar with a rig, which makes target ship's modules heat faster when overheated, thus limiting overheating oppurtunity to some degree."

_Half _the lies they tell about me **aren't **true.

Adrie Atticus
Caldari Provisions
Caldari State
#4 - 2014-11-08 11:46:55 UTC
This is a genuinely good idea, but I think it should be a module due to how rigs behave.
Ix Method
Doomheim
#5 - 2014-11-08 12:12:28 UTC
Adrie Atticus wrote:
This is a genuinely good idea, but I think it should be a module due to how rigs behave.

Tbh I quite like the fact this is a lasers thing. Crystal seems the obvious way to force that but changing at will might be a bit much, a rig seems a decent compromise.

Like this, although wonder if it could be implemented without giving other weapons a thing too.

Travelling at the speed of love.

FireFrenzy
Cynosural Samurai
#6 - 2014-11-08 13:51:51 UTC
I Likie!
Ceawlin Cobon-Han
Garoun Investment Bank
Gallente Federation
#7 - 2014-11-08 14:15:00 UTC
This is without a doubt the most ridiculous idea that exists currently on the forums. It had the potential to be a marvellous troll, but it's just too obvious to sucker in anyone except the truly moronic. Still, I'll give you an honourable mention, due to the basic idea being so ludicrous.
Arla Sarain
#8 - 2014-11-08 14:38:32 UTC
...but why not just have a dedicated module?
This goes against your lore, but Caldari have no second EWAR.
Danika Princip
GoonWaffe
Goonswarm Federation
#9 - 2014-11-08 23:05:54 UTC
This makes overheating modules on caps or supers into, essentially, a suicide button. Try it and your entire tank will burn out in seconds as 200 subcaps use these things on you.

I'm not sure that's balanced.
Daenika
Chambers of Shaolin
#10 - 2014-11-08 23:16:18 UTC  |  Edited by: Daenika
As an actual high-slot item (similar to a neut), it could be good, especially if it actually added heat to each rack (but didn't inflict module damage unless the target was overheating that rack). As a rig, it would be too weird.

As for supers, this is a counter to their overheating, really. If they bring a fleet designed to counter your overheating, it removes that tactical option from you, just like most EWAR removes tactical options at the cost of ship slots and cap.
Shivanthar
#11 - 2014-11-10 22:10:52 UTC  |  Edited by: Shivanthar
Daenika wrote:
As an actual high-slot item (similar to a neut), it could be good, especially if it actually added heat to each rack (but didn't inflict module damage unless the target was overheating that rack). As a rig, it would be too weird.

As for supers, this is a counter to their overheating, really. If they bring a fleet designed to counter your overheating, it removes that tactical option from you, just like most EWAR removes tactical options at the cost of ship slots and cap.


This is, where the idea was born from.
Danika also mentioned a probable challenge with it. It is a rig because it alters how lasers behave.
Thank you all for supporting and also not supporting ^_^

The game lacks counter against overheating, and this is how I would implement it.
Numbers can be changed, but don't forget, you would just throw away your entire battleship fleet with this, absolutely having no damage or anything.

_Half _the lies they tell about me **aren't **true.

Shivanthar
#12 - 2014-11-10 22:42:59 UTC
Arla Sarain wrote:
...but why not just have a dedicated module?
This goes against your lore, but Caldari have no second EWAR.


I didn't think It as a dedicated module because that would make equipped ship very strong. Being able to fire at the same time applying counter-overheating pressure is a little bit too much. One of the posters understood this and has a same understanding as me from the compromise perspective. One rig - suspends all weapons, and you turn into a overheat-omitter.

_Half _the lies they tell about me **aren't **true.

Ix Method
Doomheim
#13 - 2014-11-10 22:46:53 UTC
Not being a dedicated module adds to the idea imo, not instantly knowing what's going on the moment a few Amarrian gunboats appear isn't the end of the world.

Travelling at the speed of love.

Gully Alex Foyle
The Scope
Gallente Federation
#14 - 2014-11-10 22:56:51 UTC
+1 for the name!

About the idea, nice one, I'd go all the way and make highslot weapons that heat (random) mods and destroy them. Twisted

Make space glamorous! Is EVE dying or not? Ask the EVE-O Death-o-meter!

Enya Sparhawk
Black Tea and Talons
#15 - 2014-11-11 02:13:56 UTC  |  Edited by: Enya Sparhawk
I'm not sure how this fits... (I think I'm heading off on another tangent here)

But why not have weapon rigs that add a secondary (or tertiary) damage effect to weapons ie. explosive or emp to something already kinetic/thermal... (I guess mostly for creating a whole diversity of new ranges)

(also if a Caldari was creating some sort of secondary EWAR, specifically designed for taking out Amarr weapons, it would probably be something dealing with sonic vibrations shattering crystals.)

Unfortunately, I'm not big on the idea itself...
(LOL -2 for the name; I'm sorry but it doesn't really have anything to do with what you are proposing)

I do kind of like the idea of having rig and module specific combinations though; further specializations for ships for those who want to devote the skills to it...

+1 for that...

Fíorghrá: Grá na fírinne

Maireann croí éadrom i bhfad.

Bíonn súil le muir ach ní bhíonn súil le tír.

Is maith an scéalaí an aimsir.

When the lost ships of Greece finally return home...

Daenika
Chambers of Shaolin
#16 - 2014-11-11 20:33:59 UTC
The problem with the rig idea is that it would literally be the only rig in the game with that effect. Every other rig has a numerical modification effect, not an actual functionality change. This would also be rather obfuscated with regards to the turrets themselves. It also gets weird on the crystal side, and on laser-bonused hulls.

I mean, the concept itself really is EWAR. It has no relations to lasers except on a glancing lore perspective. It would make much more sense as a dedicated high-slot module. That removes any possible interaction with laser bonuses (both cap usage and "damage"), and allows it a more dedicated role (actually adding heat rather than simply amplifying overheating).

Incidentally, even if you made it a module, I don't think it'd be much of a problem. Take for example an Abaddon. Every heat module you add reduces your DPS output (from lasers) by 12.5%. If you balance the heat generation of the module properly, you'd need to sacrifice enough of your damage that to add that heat that it would be a tactical decision rather than an automatic. Heat does decay on racks, so you're doubling your heat modules actually more than doubles your actual heat addition (since you're combating a static heat decay rate). Somewhat like swapping out lasers for neuts (rarely done, usually reserved for utility highs).

Lastly, not making it a rig means you can balance things like the module's fitting requirements and cap usage separately from those of a laser, and doesn't require the module to necessarily be in a turret slot (which means missile ships don't get screwed). This opens the door to it being an actual utility high slot EWAR, rather than a weird laser aberration. It also keeps certain ships from being overpowered by the change.

As an example, a Geddon with that rig would be insanely powerful, as it can deal 500-700 DPS with drones along with 5 lasers worth of heat. If it were instead balanced to be used in a utility high, this wouldn't be an issue, and it would be like any other drone/neut ship, just with heat pressure instead of cap pressure.
McChicken Combo HalfMayo
The Happy Meal
#17 - 2014-11-11 20:53:30 UTC
Neat. As a modification of lasers though? I'd prefer to see it as it's own module for utility high slots or ships like VNI with spare highs.


Danika Princip wrote:
This makes overheating modules on caps or supers into, essentially, a suicide button. Try it and your entire tank will burn out in seconds as 200 subcaps use these things on you.

I'm not sure that's balanced.

Good catch. It could be stacked like other EWAR effects to limit the increase in overheating amount.

There are all our dominion

Gate camps: "Its like the lowsec watercooler, just with explosions and boose" - Ralph King-Griffin

elitatwo
Zansha Expansion
#18 - 2014-11-11 21:38:25 UTC
Shivanthar wrote:
...The game lacks counter against overheating...aand some other nonsense..


You are basing your idea on a false premise. Heat is a resource like capacitor and once you use it up, there is no more of it.

On a roam you can repair modules after using heat a little and once your paste runs out that's it. Just like your guns use ammo, once you have no more ammo you either need to resupply or if you are unlucky that will be the end of that roam.

In a gang of more than two people, you will only use heat on your tank once you run into some trouble and you are primary.

And to make it a little more fun with numbers, the amount of time a regular ship can use heat on modules and guns is around one minute or 60 seconds.
Your "counter" is that you can burn out your most important modules and lose the fight.

What you are proposing is this:

Solo-pvper killed mah boat, mekkh it staaahhpp.

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Komodo Askold
Strategic Exploration and Development Corp
Silent Company
#19 - 2014-11-11 22:40:03 UTC
I'd suggest a simple EWAR module, probably highslot, that when activated increases heat taken by the target's modules if overheated. Perhaps its effectiveness could depend on the relation between attacker's and target's size, so that a frig doesn't burn a dreadnought.
Shivanthar
#20 - 2014-11-12 22:37:21 UTC  |  Edited by: Shivanthar
elitatwo wrote:
Shivanthar wrote:
...The game lacks counter against overheating...aand some other nonsense..


You are basing your idea on a false premise. Heat is a resource like capacitor and once you use it up, there is no more of it.

On a roam you can repair modules after using heat a little and once your paste runs out that's it. Just like your guns use ammo, once you have no more ammo you either need to resupply or if you are unlucky that will be the end of that roam.

In a gang of more than two people, you will only use heat on your tank once you run into some trouble and you are primary.

And to make it a little more fun with numbers, the amount of time a regular ship can use heat on modules and guns is around one minute or 60 seconds.
Your "counter" is that you can burn out your most important modules and lose the fight.

What you are proposing is this:

Solo-pvper killed mah boat, mekkh it staaahhpp.


You're over-reacting.
"Solo-pvp killed mah boat" is a little bit exerragated. It's like "I killed that talwar because I have defender missile boat"

Learn to read next time. By fitting this rig; you wouldn't be able to damage your target, so you won't be destroying anything solo. Even more, you're a weaponless battleship in probably somewhere dangerous, which is not very wise...

So, you assume that I would bring a weaponless BS into battle to help killing a solo bc, cruiser or frigate? Man, I wouldn't be able to count how many people jump on that bs for a free killmail... lol

_Half _the lies they tell about me **aren't **true.

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