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Player Features and Ideas Discussion

 
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Strategic Cruiser 'Active Augmentation Module'

Author
Jason Aiderona
The Scope
Gallente Federation
#1 - 2016-12-02 12:29:49 UTC
Hey, as a relatively new player somehow got himself at the bridge of a t3c, I've been wondering if ther could be a way to increase the usefulness/ability of strategic cruisers, however maintaining a balanced ship. I thought a module not unlike a bastion/siege module could be useful. It should be linked faction wise, with same training requirements as racial strategic cruiser:

Gallente Active Augmentation Module II

As a result of further extensive research into Sleeper vessel wrecks and their augmentations, a new experimental module with special properties has been developed. Comprising of a number of components retrieved from wreckage of Sleeper vessels, the module has been shown to use a variety of electronical augmentations to increase effectiveness of various systems on the ship. However, the side effects include warping the fabric of space around the ship, giving it a largely increased signature radius, along with rendering unable to warp, dock, jump or receive remote assistance. Testing has also shown some of the effects still apply even after module deactivation for a short period of time.


Requires skill 'Gallente Augmentation Modules' (x4 multiplier, possible skill loss on destruction)

5% decrease in module cycle time and capacitor use per skill level

35% bonus to modules requiring the skill Gallente Offensive Systems
35% bonus to modules requiring the skill Gallente Defensive Systems
27.5% bonus to modules requiring the skill Gallente Electronic Systems
27.5% bonus to modules requiring the skill Gallente Engineering Systems
27.5% increase in heat damage
25% bonus to turret tracking
25% bonus to stasis webifier range and effectiveness
250% bonus to magnometric sensor strength
1000% increase in ship inertia modifier
50% increase in ship signature radius
75% reduction to maximum speed
30% increase in module capacitor use
Ship cannot cloak, warp, jump, dock or receive remote assistance while module is active
90 second duration
Negative effects last for 15 seconds after deactivation





As you can see, it is similar to a Basrion/Seige modules, but with slightly watered down effects. The bonus to subsystems allows better balancing and the player to choose how the module affects the ship, along with somewhat reducing the appeal of Covops cloaks. The bonus to web and tracking is to allow the ship to better shoot frigates and dessies, while a larger sig radius and smaller speed punishes the ship when against bigger targets.


What are your guys' opinions on this? Too OP? Totally bad idea?


Constructive criticism. Please.
Danika Princip
GoonWaffe
Goonswarm Federation
#2 - 2016-12-02 13:39:31 UTC
Cripplingly overpowered, to the point that every other subcap is rendered worthless.
Jason Aiderona
The Scope
Gallente Federation
#3 - 2016-12-02 21:33:35 UTC
Hmm,
Maybe remove bonuses to electronics and engineering, and water down the other bonuses to 25%?
Also increase cycle time to 120 seconds and increase sig radius by 100%
Nevyn Auscent
Broke Sauce
#4 - 2016-12-02 22:06:06 UTC
We need less things that stop ships moving, not more things that encourage sit in one spot and press F1.
Gadget Helmsdottir
Gadget's Workshop
#5 - 2016-12-02 22:09:03 UTC
The point of T3C's is that is EXTREMELY useful already.
It's the most versatile class there is without taking over every role.

I think they're in a good place right now.

--Gadget

Work smarter, not harder. --Scrooge McDuck, an eminent old-Earth economist

Given an hour to save New Eden, how would respected scientist, Albertus Eisenstein compose his thoughts? "Fifty-five minutes to define the problem; save the galaxy in five."

PopeUrban
El Expedicion
Flames of Exile
#6 - 2016-12-02 22:16:07 UTC
You want to put a siege module on an arguably already broken tank/ship size ratio platform?

Stop this madness. T3s don't need any help. They're fine exactly where they are.
SurrenderMonkey
State Protectorate
Caldari State
#7 - 2016-12-02 22:21:24 UTC  |  Edited by: SurrenderMonkey
Jason Aiderona wrote:
blahblahblah I've been wondering if ther could be a way to increase the usefulness/ability of strategic cruisers blah blah


Surely you jest.

"Increase the usefulness/ability of Strategic cruisers," is possibly the most insane thing any of us are going to read today outside of Donald Trump's twitter feed.

"Help, I'm bored with missions!"

http://swiftandbitter.com/eve/wtd/

Danika Princip
GoonWaffe
Goonswarm Federation
#8 - 2016-12-02 22:26:01 UTC
Jason Aiderona wrote:
Hmm,
Maybe remove bonuses to electronics and engineering, and water down the other bonuses to 25%?
Also increase cycle time to 120 seconds and increase sig radius by 100%


No. Just no. Do none of it. T3Cs do not need any kind of buffs at all, they need a solid smack with the nerfbat.

They already tank better and hit roughly as hard as battleships, while being much more manoeuvrable and far less vulnerable to bombs. They do not need to hit and tank even harder, web to insane ranges, become harder to jam or any of the other things you're asking for.
Lugh Crow-Slave
#9 - 2016-12-03 02:13:06 UTC
Jason Aiderona wrote:
I've been wondering if ther could be a way to increase the usefulness/ability of strategic cruisers, however maintaining a balanced ship



i know he is new.... but even then this has to be a troll right? right?
Arden Elenduil
Unlimited Bear Works
#10 - 2016-12-03 07:09:32 UTC
Jason Aiderona wrote:
as a relatively new player somehow got himself at the bridge of a t3c.



Well there's your problem
Zan Shiro
Doomheim
#11 - 2016-12-03 13:30:19 UTC
OP...there is already a t3 that does boosted webs. Google Loki......Want the webs train that.

Rest...yeah....since new you amy have missed the mobs running with torches and pitchforks who want t3's head on a platter. You picked the one ship class that needs no help in the performance department really. Can be quite the opposite actually, some nerf the t3 stuff is legit.