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New tech 2 battleship idea with new use for tech 2 "scanner" frigs

Author
Zircon Dasher
#21 - 2013-03-31 18:54:18 UTC
Ranger 1 wrote:

I'm going to have to say I'd prefer changes to the current scanning mechanic to enable traditional snipers to function as intended again.


OMG THIS!

My internal optimist is reeeeaally hoping this happens with the new changes.
My internal realist scoffs and says "noOb."
Sad

Nerfing High-sec is never the answer. It is the question. The answer is 'YES'.

Hakan MacTrew
Science and Trade Institute
Caldari State
#22 - 2013-04-01 00:10:04 UTC
Zircon Dasher wrote:
Ranger 1 wrote:

I'm going to have to say I'd prefer changes to the current scanning mechanic to enable traditional snipers to function as intended again.


OMG THIS!

My internal optimist is reeeeaally hoping this happens with the new changes.
My internal realist scoffs and says "noOb."
Sad

Well, looking at the photo's on the net from PAX, you both may well get what your asking for...
Industrial Production Toon
Neptune PVP Corporation
#23 - 2013-04-02 19:20:29 UTC
Hakan MacTrew wrote:
Zircon Dasher wrote:
Ranger 1 wrote:

I'm going to have to say I'd prefer changes to the current scanning mechanic to enable traditional snipers to function as intended again.


OMG THIS!

My internal optimist is reeeeaally hoping this happens with the new changes.
My internal realist scoffs and says "noOb."
Sad

Well, looking at the photo's on the net from PAX, you both may well get what your asking for...


what do you mean?
Hakan MacTrew
Science and Trade Institute
Caldari State
#24 - 2013-04-03 11:32:16 UTC
Industrial Production Toon wrote:
what do you mean?

PAX REVEAL PHOTOS from the 'Jesters Trek' blog.

THIS IMAGE in particular. The exploration mechanic is being looked at, and other pictures seem to have either a new form of scanning or new hacking/analyzing mechanics. Also the actual scanner is being looked at it seems.

As for the OP, I think the biggest problem it faces in the balancing aspect is its biggest attraction. Dealing damage without being on grid.

Is that concept over powered?
Ned Plantagenet
Science and Trade Institute
Caldari State
#25 - 2013-04-03 12:10:14 UTC
I think so to 10 AU's is way overkill. I think the most it should beis 1,000km its not to much or to little. The canon idea is a good theory for sniping. But it'll have limitations such as it can hit BS size and up ships. Also it sounds likea good pos bashing ship.

As of covert ops frig idk its role is recon and scannin. I rather have the sniper have a special probe launcher instead. But that's just me.

This is all a good idea on paper but different in practice.

I'm also going to say that the ship won't be able to fit 8 of these weapons. Maybe 4 at most so you have 1 or 2 extra high slots for other things. But I do like the idea of getting tech 2 versions ofthe currently tier 3 BS.
Xia Kairui
Perkone
Caldari State
#26 - 2013-04-03 12:44:05 UTC
Industrial Production Toon wrote:
The sniper becomes unmovable for 30 seconds after firing, which is enough time to be probed caught and killed.


30 seconds? That means you can probe a target within 10AU down, (eventually bookmark it,) align your fleet to it and warp there all in 30 seconds? I'm really good at probing, but unless you already have the probes out nailing something down in 30 seconds AND travelling there sounds nigh impossible.

This also assumes that the victim will have a fleet nearby to find that sniper.

What I believe this would cause is overtanked frigates hanging around every low sec gate with a pirate sniper gang 9.99AU away. In fact this feature will give pirates the ability to camp all gates within 10AU of the fleet at the same time.

And while I sometimes like to play the role of hidden sniper I also expect it to be a rather boring gameplay.
Industrial Production Toon
Neptune PVP Corporation
#27 - 2013-04-03 18:30:20 UTC
that is a fair point, possibly having a "just off" grid sniper would be better, easier to probe out as well. As i did say earlier in my post and as i do in all my posts, these are ideas, there are obviously balancing research that would need doing and such, and as for the cannon, the reason for having a new tech 2 battleship was to specialize the high slots to make it only fit 1 highly powered cannon.

As stated before, these are just initial ideas.

But i am happy for the feedback, it gives something to think about.
Callic Veratar
#28 - 2013-04-03 18:53:16 UTC
The style of weapon I see that would be "balanced" would be a stealth bomber style bomb, considering you're dealing with tracking and transversal otherwise. How about a Starcraft style nuke and ghost system?

The battleships must enter some sort of siege cycle and form a fleet with the painter frigate. The frigate is on grid and can be shot but must survive a 10-15s end-of-cycle weapon activation (like armour reps) for the shots to hit. The battleships are stuck in place for the duration of their siege and have a cool down between shots of a minute or so.

To keep it balanced, the painting frigate should be in the blast radius, meaning a couple shots would take it out or require that the shots are spaced out enough that your targets should be able to clear the grid before popping.

With this, you'd get 3-5 Arbalest Ships which could soften up a fleet rather than 100-200 that clear any grid.
Industrial Production Toon
Neptune PVP Corporation
#29 - 2013-04-03 19:05:35 UTC
Callic Veratar wrote:
The style of weapon I see that would be "balanced" would be a stealth bomber style bomb, considering you're dealing with tracking and transversal otherwise. How about a Starcraft style nuke and ghost system?

The battleships must enter some sort of siege cycle and form a fleet with the painter frigate. The frigate is on grid and can be shot but must survive a 10-15s end-of-cycle weapon activation (like armour reps) for the shots to hit. The battleships are stuck in place for the duration of their siege and have a cool down between shots of a minute or so.

To keep it balanced, the painting frigate should be in the blast radius, meaning a couple shots would take it out or require that the shots are spaced out enough that your targets should be able to clear the grid before popping.

With this, you'd get 3-5 Arbalest Ships which could soften up a fleet rather than 100-200 that clear any grid.


now that is good =D thank you sir

that kind of basis would be perfect and is roughly what i was aiming for, a friend of mine did have the idea of a missile that uses the warp mechanics or autopilot mechanics to hit its target, combined with the painter frig, the missile would enter warp to 10km of the target, then approach the target before detonation.

More ideas on this please =D loving the feedback
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