These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
12Next page
 

Reload rigs

Author
Ncc 1709
Fusion Enterprises Ltd
Pandemic Horde
#1 - 2015-02-20 17:41:56 UTC
Rigs to reduce the reload time of all moduals on a ship

T1 10%
T2 15%

max of one fitted per ship

this to include the reload of guns, asb's, arr's., cap boosters. probe launchers. Rapid launchers

Just the reload time.

so the 10% one on a asb/ arr will be 6 seconds, 15% one 9 seconds.
rapid launcher 4 seconds / 6

not a game breaker, but an option
ShahFluffers
Ice Fire Warriors
#2 - 2015-02-20 18:00:30 UTC
afkalt
Republic Military School
Minmatar Republic
#3 - 2015-02-20 18:05:24 UTC
Kinda like this actually. Numbers need tweaking I think though.
HTC NecoSino
ISEEU Corporation
Observatory Great Bear
#4 - 2015-02-20 18:27:04 UTC
+1. Reasonable request.
Celthric Kanerian
Viziam
Amarr Empire
#5 - 2015-02-20 18:49:09 UTC
And what do Amarr ships get in return?
To mare
Advanced Technology
#6 - 2015-02-20 19:06:21 UTC
Celthric Kanerian wrote:
And what do Amarr ships get in return?

faster cap booster reload?Big smile
HTC NecoSino
ISEEU Corporation
Observatory Great Bear
#7 - 2015-02-20 19:11:57 UTC
Celthric Kanerian wrote:
And what do Amarr ships get in return?


Squishier targets.
Ncc 1709
Fusion Enterprises Ltd
Pandemic Horde
#8 - 2015-02-20 20:53:06 UTC
To mare wrote:
Celthric Kanerian wrote:
And what do Amarr ships get in return?

faster cap booster reload?Big smile


Faster Ancilary armor repair reload....
they already got the fastest reload in the game.. what more do you want

I was thinking 20% and 30% at first, but that might be overpowered. but at the cost of a rig slot....
Zimmer Jones
Aliastra
Gallente Federation
#9 - 2015-02-20 21:17:57 UTC
Ncc 1709 wrote:
To mare wrote:
Celthric Kanerian wrote:
And what do Amarr ships get in return?

faster cap booster reload?Big smile


Faster Ancilary armor repair reload....
they already got the fastest reload in the game.. what more do you want

I was thinking 20% and 30% at first, but that might be overpowered. but at the cost of a rig slot....


That was the point. Hybrids getting a reduction in loading time was one of the rebalances. The only guns that would benefit would be projectiles, and the long reload/cycle time balances their range utility and high alpha. Missiles already have a delay to hit, but that balances with them always hitting, and doing damage type of choice. Missiles can use a bit of love, but reloading time is not the loving they need.

Use the force without consent and the court wont acquit you even if you are a card carryin', robe wearin' Jedi.

afkalt
Republic Military School
Minmatar Republic
#10 - 2015-02-20 23:09:30 UTC
Zimmer Jones wrote:
Ncc 1709 wrote:
To mare wrote:
Celthric Kanerian wrote:
And what do Amarr ships get in return?

faster cap booster reload?Big smile


Faster Ancilary armor repair reload....
they already got the fastest reload in the game.. what more do you want

I was thinking 20% and 30% at first, but that might be overpowered. but at the cost of a rig slot....


That was the point. Hybrids getting a reduction in loading time was one of the rebalances. The only guns that would benefit would be projectiles, and the long reload/cycle time balances their range utility and high alpha. Missiles already have a delay to hit, but that balances with them always hitting, and doing damage type of choice. Missiles can use a bit of love, but reloading time is not the loving they need.


Rapid X launchers ay hi Smile

Also all the booster/ancil mods are race independent.
Nevyn Auscent
Broke Sauce
#11 - 2015-02-20 23:24:07 UTC
Rapid Launchers do nearly the same sustained DPS they used to before they got changed, back when they were crazy OP, and have even better burst DPS. Decrease their reload time further and they get even more OP than they used to be.
This is a stealth 'buff RLML so they are stupid OP' thread, so -1 from me.
Atomeon
Federal Navy Academy
Gallente Federation
#12 - 2015-02-21 00:19:18 UTC
The idea seems good but it will be OP if someone uses 3 of them on RLML, RHML Ship, so it must be unique rig, only 1 allowed to the ship.
Caleb Seremshur
Bloodhorn
Patchwork Freelancers
#13 - 2015-02-21 00:29:29 UTC
Atomeon wrote:
The idea seems good but it will be OP if someone uses 3 of them on RLML, RHML Ship, so it must be unique rig, only 1 allowed to the ship.


Has nobody realised that exceptions can be made for modules? Similar to how crystals don't work on caps there are already provisions within item design to prevent them from functioning on certain things.

Eg prevent reload rigs from working on rlml only (rhml could do with this buff) and everything else flows naturaly from these things.
Ncc 1709
Fusion Enterprises Ltd
Pandemic Horde
#14 - 2015-02-21 00:57:43 UTC
Atomeon wrote:
The idea seems good but it will be OP if someone uses 3 of them on RLML, RHML Ship, so it must be unique rig, only 1 allowed to the ship.


kinda why I said limited to 1 per ship. there's already modules that are. and you can set the calibration up to restrict it to one per ship too.

as for being op.. as I said, is 4 seconds off a rhml reload going to make that big a difference? youll get more difference from a calification rig
scorchlikeshiswhiskey
Totally Abstract
O X I D E
#15 - 2015-02-21 00:57:45 UTC
Rapid lights reloading 3.5-4 seconds faster?!?! RLML's-Online. Game breaking. OMG OP.

I'm not sure about the OP idea, still pondering it, but I think it might be worth something looking into after all the knee-jerk OMGMISSILEZZ posts are done
Nevyn Auscent
Broke Sauce
#16 - 2015-02-21 01:27:39 UTC  |  Edited by: Nevyn Auscent
Ncc 1709 wrote:

as for being op.. as I said, is 4 seconds off a rhml reload going to make that big a difference? youll get more difference from a calification rig

Yes it will make that big a difference. That's the only balancing factor on RLML stopping them being truly crazy. On some ships you get more sustained DPS on RLML than on HML atm. That's sustained, factoring in the reload time. And the application is crazy amounts better.
Add in a reload decrease and you will get more than HAM's while still having better application and probably range as well.

As for 'exceptions'. If you have to start adding in exceptions you are making things overly complex in a bad way. Especially since on anything but rapid launchers you are talking 1 second which is often taken up by server ticks anyway.
For example reloading crystals tends to take me 3 seconds since you have to wait for the module to stop cycling, then change crystals, then restart the module. Despite the 'instant' nature of the change.
HTC NecoSino
ISEEU Corporation
Observatory Great Bear
#17 - 2015-02-21 01:45:04 UTC
Just give them a 300 calibration cost. Problem solved. :)
Ferni Ka'Nviiou
Doomheim
#18 - 2015-02-21 01:50:22 UTC
Celthric Kanerian wrote:
And what do Amarr ships get in return?

They won't have the rig.

Projectile Weapons don't have Discharge Elutriation rigs, because they don't need it.

This would be the same for energy weapons.
Sobaan Tali
Caldari Quick Reaction Force
#19 - 2015-02-21 09:12:23 UTC
What about making an exception for the rigs to not affect rapid missile launchers?

What do you think the drawbacks should be? Fitting restraints (CPU use per launcher for missile rigs, etc.) like most weapon rigs are?

"Tomahawks?"

"----in' A, right?"

"Trouble is, those things cost like a million and a half each."

"----, you pay me half that and I'll hump in some c4 and blow the ---- out of it my own damn self."

Zura Namee
The Scope
Gallente Federation
#20 - 2015-02-21 16:33:02 UTC
Ncc 1709 wrote:
To mare wrote:
Celthric Kanerian wrote:
And what do Amarr ships get in return?

faster cap booster reload?Big smile


Faster Ancilary armor repair reload....
they already got the fastest reload in the game.. what more do you want

I was thinking 20% and 30% at first, but that might be overpowered. but at the cost of a rig slot....


What more do we want? Well... I'd like my lasers to automatically switch lenses to keep the best damage/range combo for my target. Having a 0 second reload and needing to actually take the time to turn off the module before instantly changing ranges is such a chore.

/s
12Next page