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[Proposal] Railgun issues and possible fix

Author
GeeShizzle MacCloud
#1 - 2011-10-20 15:53:58 UTC
ive heard a lot about fixes with hybrids and 9/10 of that discussion is of blasters and tracking/falloff/DPS.

THIS IS NOT A DISCUSSION ABOUT THAT!

Ive put up thoughts about railgun changes and some were rather tricky i guess to implement and some pretty overpowered (with damage bleed etc..) now i have them out of my system and time to think about other areas of fleet warfare that could be exploited.

This is my Proposal:

  • Set railguns to add a small 5% per turret increase in sensor resolution, lock range and sensor strength of the ship its fitted on. (im open to dropping the sensor strength bit possibly, but its a nice addition)

  • Set railguns to do a raceID check on the ship its being fitted on. if its not one of 2 ID's (Gallente and Caldari) the bonuses above dont get applied.

  • The less peculiar change is a rof increase and tracking increase.


What this means:

With a 6 turret hardpoint ship like the ferox, you'd get a 30% increase in scan res, lock range and sensor strength. Equivalent to a non scripted t2 sebo and less than 1/3 of an ECCM t2, boosting sensor strength to 24.7

with an 8 turret Gallente or Caldari BS its a 40% increase with a sensor strength boost to a mega from 21 to 29.4.

Gallente and Caldari LR ships will fill a fleet niche of getting between logi reps. being able to lock faster and swap targets faster and further naturally. You dont encroach on the alpha of artillery, you dont have the speed at swapping out ammo like beams do but you do fill a unique niche that may actually be effective with decent fleet discipline against another fleet with logi.

So with these fleets ud look for long range dps not alpha, it would not be to the scale of AC's or Pulses at all. But enough to take advantage of being able to pull dps away and apply it quicker than any other long range platform.

Plus it also means that although rail based ceptors would get a bit of a boost, its wouldnt be much due to turret hardpoint restrictions.

RP
Idea behind a RP reasoning for the bonuses is that initially a Gallentean design, built in secret into Gallente turret hardpoints to be a secret weapon against caldari military advances, unfortunately the plans were stolen by Caldari spies and passed to Caldari shipyards to even out the fight. Since the discovery of the leak Gallente have activated the tech, with caldari following suit.
Vertisce Soritenshi
The Scope
Gallente Federation
#2 - 2011-10-20 19:48:42 UTC
I think this is one of the more "off the wall" suggestions I have seen in a while. Not saying it wouldn't work but I think if you did this with one weapon subset you would need to do something similar with them all.

Bounties for all! https://forums.eveonline.com/default.aspx?g=posts&m=2279821#post2279821

Endovior
PFU Consortium
#3 - 2011-10-21 01:54:30 UTC
Restricting a module bonus to certain shiptypes seems dubious. I'm all for 'railguns have integrated sensor systems', that's a cool idea... but if an Amarrian or Minmatar captain wants to mount railguns too, I don't see any reason to **** on them.
GeeShizzle MacCloud
#4 - 2011-10-21 11:29:10 UTC
tbh been looking at the numbers in evehq and looking at the bonuses itd bring compared to logi lock times the 5% is still lacking so id be tempted to boost it to 10% per turret (with no stacking penalty btw)

yahh and drop that race ID thing i think. it was more there to encourage use of lesser used pvp ships... bt tbh they individually need to be rebalanced instead of having additional trinkets bundled in with them.