These forums have been archived and are now read-only.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

EWAR Diversity

Author
Kibitt Kallinikov
Stimulus
Rote Kapelle
#1 - 2016-05-12 06:21:55 UTC
Press button, apply EWAR. Put in a script if it's a Tracking / Guidance Disruptor or Sensor Dampener.

I suppose missiles are just about as boring in terms of usage, but at least they have interesting implications with direction and speed (your range is less than the person you're running towards). Meanwhile turrets have you double clicking in space to match velocity vectors with hostiles or the exact opposite if you're the smaller fish. Drones can be killed by a lot of things so you have to keep an eye on them and juggle them a bit, you have to make decisions based on travel time, etc.

Each of those has more to it than EWAR's simple "is it in range? Ok, press button" with the only restriction being the GJ draw of those modules, of which only neuts really seem to require a meaningful amount of.

I can't help but notice that CCP has paid a lot of attention to rapid missile launchers recently. Could I get something like that, but for stuff like Tracking Disruptors? Just let the scripts be the ammo.

'Rapid’ EWAR:

Goals -
Let EWAR have adverse effects on a battle for a brief period of time rather than a sustained effect.
Favor EWAR-bonused hulls by being weak on unbonused hulls.

Cons:
-Slower script swapping.
-Less overall potency.
-Less uptime.

Pros:
+Single module can disrupt multiple opponents.
+Can layer onto a single target for slightly greater potency.
+Heat increases the speed you can apply the debuff.


Tracking Disruptor example:

Cycle Time: 5 seconds. Applies debuff according to script loaded (it eats scripts like ammo).
Charges: 4 charges before reload.
Reload Time: 35 seconds.
Heat bonus: 15% reduction in cycle time.

Debuff Potency: (Including mandatory script) -35% optimal range or tracking before skills.
Debuff Duration: 15 seconds, regardless of module cycle time.


I also have an idea for a more potent single charge EWAR module that has more downtime on its effects, but I want to hear some ideas from other people first.
Reaver Glitterstim
The Scope
Gallente Federation
#2 - 2016-05-12 10:46:41 UTC
Most fights are short bursts of activity. We need less rapid effects, not more. Putting in more rapid effects makes them the standard, as they are better than the regular sustained effects in 95% of fights, then when you finally get in a long fight, it'll be that much longer because everyone has rapid effects and weapons fit.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

elitatwo
Zansha Expansion
#3 - 2016-05-12 13:16:29 UTC
No.

If I ever make it to the Fanfest, I will strangle everyone who says rapid or ancillary.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Lugh Crow-Slave
#4 - 2016-05-12 16:04:00 UTC
Reaver Glitterstim
The Scope
Gallente Federation
#5 - 2016-05-12 19:32:52 UTC
elitatwo wrote:
No.

If I ever make it to the Fanfest, I will strangle everyone who says rapid or ancillary.

I wouldn't strangle anyone, but perhaps you can do it for me.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Kibitt Kallinikov
Stimulus
Rote Kapelle
#6 - 2016-05-13 06:29:41 UTC  |  Edited by: Kibitt Kallinikov
Before we go anywhere with this, I gave a single example of increasing diversity, and you're already down in the trenches arguing about that 'rapid' stuff rather than the topic I posted the thread under. I didn't start out with "hurr let's make a very specific kind of module!" I started with "here is why I think EWAR is lacking in diversity".

So please try to focus on that if possible.

Reaver Glitterstim wrote:
Most fights are short bursts of activity. We need less rapid effects, not more. Putting in more rapid effects makes them the standard, as they are better than the regular sustained effects in 95% of fights


You say that but the only existing modules of this style relate to damage and healing. Burst damage and healing are always powerful, bar nothing, because it can either eliminate someone before they can react, or save them from being alpha'd.

EWAR doesn't follow this analogy. You do not get the additive properties that those modules get because stacking penalties directly prevent that from happening. Sure, if you're willing to give up say 20% of module active time in order to get like 10% extra effect, you might argue it's worthwhile... but it's not similar.

If you split it up against multiple targets, you're looking at an extremely brief period of time that your EWAR is taking effect, it's rare for a frigate fight to last shorter than 30 seconds, so I think you're using a general statement without looking at the specifics of the suggestion I am presenting.


Reaver Glitterstim wrote:
then when you finally get in a long fight, it'll be that much longer because everyone has rapid effects and weapons fit.


This isn't necessarily true - sustained DPS is predictable and can be easier to defend against with logistics. You lose a lot of time shooting targets that can take your DPS, but against weapons like RLML will fold due to the high burst damage. Futhermore, rapid weapon systems apply better to smaller ships so it's easier to kill the logistics ships with them, which again helps speed up the flow of wreckage pouring out from a battle.