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Assault Frigates: Incendiary rounds

Author
Char Aznobel
Remnants Of Zeon
#1 - 2017-01-13 16:18:58 UTC  |  Edited by: Char Aznobel
Assault Frigates: Incendiary rounds

This role specific ability is a debuff applied to the repair rate of target ships. Damage applied by these ships reduces the ability of target ships to receive/activate shield/armor reps based on hull size, stacking to a maximum debuff of 20%. The type of debuff could also be race specific,

Amarr/Caldari - debuff applies to shield

Gallante/Minmatar - debuff applies to armor


Here is an example of how hull type would impact the debuff, per ship against target hull.



Assault Frigate

Frigate - 2%

Destroyer - 1.5%

Cruiser/Battlecruiser - 1%

Battleship - 0.5%

Capital - 0.1%

So it would take a 200 man AF fleet to reach the 20% cap against a capital ship.



Heavy Assault Cruiser

Frigate - 4%

Destroyer - 3%

Cruiser/Battlecruiser - 2%

Battleship - 1%

Capital - 0.2%



Ship info could be something like this,

Jaguar
Minmatar Frigate bonuses (per skill level):
5% bonus to Small Projectile Turret damage
7.5% bonus to Small Projectile Turret tracking speed

Assault Frigates bonuses (per skill level):
10% bonus to Small Projectile Turret optimal range
5% bonus to Incendiary round effectiveness against armor
Role Bonus: Incendiary rounds, disrupting the effectiveness repair modules.

In large fleet battles you could set up a wing of AF’S/HAC’S to do hit and run tactics against specific targets, thoughts?
Danika Princip
GoonWaffe
Goonswarm Federation
#2 - 2017-01-13 16:24:30 UTC
...You don't tend to be repairing your modules during a fleet fight. You do that while you're off grid, out of system, or generally not being engaged by anything.

Which makes your module repair debuff rather useless, doesn't it.

Also, how does an incendiary round affect a module if there's a shield in the way?
Char Aznobel
Remnants Of Zeon
#3 - 2017-01-13 16:36:33 UTC
Danika Princip wrote:
...You don't tend to be repairing your modules during a fleet fight. You do that while you're off grid, out of system, or generally not being engaged by anything.

Which makes your module repair debuff rather useless, doesn't it.

Also, how does an incendiary round affect a module if there's a shield in the way?


I wasn't talking about repairing overheated modules, I was referring to the shield booster/armor rep module effectiveness. Sorry for the confusion I edited the post.
Ralph King-Griffin
New Eden Tech Support
#4 - 2017-01-13 17:47:26 UTC
How do you think incendiary rounds would work in space?
Omnathious Deninard
University of Caille
Gallente Federation
#5 - 2017-01-13 17:52:50 UTC
Ralph King-Griffin wrote:
How do you think incendiary rounds would work in space?

not saying I like the idea, but certain chemical reactions are self contained and are able to function in conditions where you would not expect things to be able to burn.

If you don't follow the rules, neither will I.

Char Aznobel
Remnants Of Zeon
#6 - 2017-01-13 17:53:50 UTC
Ralph King-Griffin wrote:
How do you think incendiary rounds would work in space?


you mean "EvE space."
SurrenderMonkey
State Protectorate
Caldari State
#7 - 2017-01-13 18:12:45 UTC
Eh. At least it's a newish idea, I guess, but I don't think it would really change the landscape for AFs any.

Buffer tanks with logi support are more common than local active tanks in any sizeable engagement, and even if it reduced incoming remote reps, the existing strategies for thwarting logi (ECM, damps, MJFGs, blapping logi off the field, etc.) do a more thorough job, with fewer pilots necessary.

"Help, I'm bored with missions!"

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

Lugh Crow-Slave
#8 - 2017-01-13 18:18:19 UTC
SurrenderMonkey wrote:
Eh. At least it's a newish idea.



not really the only new part is the name and it only being on AF the rest has come up time and time again
Maekchu
Doomheim
#9 - 2017-01-13 18:21:53 UTC  |  Edited by: Maekchu
Why would I want AFs, when I can just damp the **** out of a logi and get -100% efficiency?

It's a new idea, but I don't think this would make the AF useful.

But on the note of "debuffing rounds", I would find it more interesting if an AF applied a debuff that would increase the incoming dps on a ship. Say for example, AF could fit a weapon system with rounds, that applied a 10s debuff that increased all damage on a target for 10%. I think something like that would be more interesting that decreasing rep efficiency.

Anyway, I'm just brainstorming now so this might be OP as **** or useless as hell... Haven't decided yet. :D
Lugh Crow-Slave
#10 - 2017-01-13 18:24:02 UTC
Maekchu wrote:
Why would I want AFs, when I can just damp the **** out of a logi and get -100% efficiency?

It's a new idea, but I don't think this would make the AF useful.

But on the note of "debuffing rounds", I would find it more interesting if an AF applied a debuff that would increase the incoming dps on a ship. Say for example, AF could fit a weapon system with rounds, that applied a 10s debuff that increased all damage on a target for 10%. I think something like that would be more interesting that decreasing rep efficiency.

Anyway, I'm just brainstorming now so this might be OP as **** :D




i want you to stop and think.....


does this really sound balanced? just try for a few seconds and see if you can find a way to break this??

you figure a way out? yeah this is broken
Maekchu
Doomheim
#11 - 2017-01-13 18:25:46 UTC
Lugh Crow-Slave wrote:

i want you to stop and think.....


does this really sound balanced? just try for a few seconds and see if you can find a way to break this??

you figure a way out? yeah this is broken

As I said, I was just brainstorming :D At least it's more useful than decreasing rep rounds.
Lugh Crow-Slave
#12 - 2017-01-13 18:29:03 UTC
Maekchu wrote:
Lugh Crow-Slave wrote:

i want you to stop and think.....


does this really sound balanced? just try for a few seconds and see if you can find a way to break this??

you figure a way out? yeah this is broken

As I said, I was just brainstorming :D At least it's more useful than decreasing rep rounds.



so is giving them a grid nukeShocked
Char Aznobel
Remnants Of Zeon
#13 - 2017-01-13 18:34:56 UTC
Lugh Crow-Slave wrote:
Maekchu wrote:
Why would I want AFs, when I can just damp the **** out of a logi and get -100% efficiency?

It's a new idea, but I don't think this would make the AF useful.

But on the note of "debuffing rounds", I would find it more interesting if an AF applied a debuff that would increase the incoming dps on a ship. Say for example, AF could fit a weapon system with rounds, that applied a 10s debuff that increased all damage on a target for 10%. I think something like that would be more interesting that decreasing rep efficiency.

Anyway, I'm just brainstorming now so this might be OP as **** :D




i want you to stop and think.....


does this really sound balanced? just try for a few seconds and see if you can find a way to break this??

you figure a way out? yeah this is broken



If it's applied to either shield/armor pick the according ship, or you could introduce a module similar to defender missles that nullify it or even have certain ship types immune to its effects like pirate factions.
Lugh Crow-Slave
#14 - 2017-01-13 18:37:29 UTC
Char Aznobel wrote:
Lugh Crow-Slave wrote:
Maekchu wrote:
Why would I want AFs, when I can just damp the **** out of a logi and get -100% efficiency?

It's a new idea, but I don't think this would make the AF useful.

But on the note of "debuffing rounds", I would find it more interesting if an AF applied a debuff that would increase the incoming dps on a ship. Say for example, AF could fit a weapon system with rounds, that applied a 10s debuff that increased all damage on a target for 10%. I think something like that would be more interesting that decreasing rep efficiency.

Anyway, I'm just brainstorming now so this might be OP as **** :D




i want you to stop and think.....


does this really sound balanced? just try for a few seconds and see if you can find a way to break this??

you figure a way out? yeah this is broken



If it's applied to either shield/armor pick the according ship, or you could introduce a module similar to defender missles that nullify it or even have certain ship types immune to its effects like pirate factions.



you didn't stop and think did you? or maybe you didn't try hard enough?

your little additions there did not help... think of what would happen to the meta if you added in something that made alpha easier once your down with that now think of adding in ships that are immune to it
Fek Mercer
Native Freshfood
Minmatar Republic
#15 - 2017-01-14 04:11:57 UTC  |  Edited by: Fek Mercer
The idea sounds cool, i see quite a few videos where fleets of ships are unable to break the tank of larger singular ships and this idea could help AFs get a new role in helping with that.

Another idea would be for incendiaries to put the target's modules into a state in which:
a) they cannot be overheated
b) they take heat damage as if they were overheated
c) the cycle time stays the same

also crow needs to chill out
Lugh Crow-Slave
#16 - 2017-01-14 04:55:23 UTC
Fek Mercer wrote:

Another idea would be for incendiaries to put the target's modules into a state in which:
a) they cannot be overheated
b) they take heat damage as if they were overheated
c) the cycle time stays the same

also crow needs to chill out



a) broken
b)really broken
c) wut


ppl need to think their ideas through
Char Aznobel
Remnants Of Zeon
#17 - 2017-01-14 10:22:41 UTC  |  Edited by: Char Aznobel
Lugh Crow-Slave wrote:


ppl need to think their ideas through


Yeah? And guess how that happens, by having a discussion about their ideas! Do you really think every good idea just came out perfect? Or maybe, just maybe it had some inherent flaws and so some people had a conversation about it to make it better.

Do you know the difference between criticism and constructive criticism? Didn't think so.
Lugh Crow-Slave
#18 - 2017-01-14 11:14:29 UTC
i'm just telling you how the ideas are broken. you doing something constructive with that is up to you
ShahFluffers
Ice Fire Warriors
#19 - 2017-01-14 17:22:55 UTC  |  Edited by: ShahFluffers
I am not sure how I feel about this idea.

On one hand... it is not the most "horrible" idea I have come across in F&I. And it is a pretty interesting concept with some practical use (without being totally overpowered).

On the other hand... it would not help Assault Frigates in large engagements (Remote Repairs and Logi) and would serve to put solo players (who generally rely on active tanks) at more of a disadvantage than they already are.

And if the concept were applied to RR as well... I could definitely see large gangs having Assault Frigate wings whose primary task is to neutralize Logi ships... which will cause some SERIOUS upsets in the current fleet/gang meta and perhaps even devolve things back into a "Alpha everything" meta.


I get that people want to see AFs get some more "OOMPH" but I don't think this is it.
It is too narrow of a focus and won't help AFs overall... especially since Tech 3 Destroyers will still be better than them in almost every respect (which I think is the exact crux of the problem to begin with).




edit:
To elaborate on the T3D point: Before Tech 3 Destroyers were introduced, an Assault Frigate vs Destroyer match-up would generally favor the Destroyer (due to the Dessie's higher native firepower).

However the AFs had the advantage in terms of speed and mobility. And they could even be "special fit" to be a serious threat to a Destroyer (hint: fit up a gank-fit Enyo or a super-tanked Vengeance... both of those ships made Destroyers leery).

In a larger sense, AFs and Dessies were the "same thing"... one cheaper and more ganky, the other tougher and more mobile.

Tech 3 Destroyers blew that balance out of the water by creating a ship that was highly mobile, quite tanky, and packed a lot of firepower into a relatively affordable (see: under 100 million ISK) package.
Mole Guy
Bob's Bait and Tackle
#20 - 2017-01-14 18:35:28 UTC
Ralph King-Griffin wrote:
How do you think incendiary rounds would work in space?

navy torpedo fuel creates its own oxygen. doesnt need it to burn.

im sure there could be something like this in the future.
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