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Pointing with the Utility Hi Slot

Author
Phaade
Know-Nothings
Snuffed Out
#1 - 2014-03-10 15:55:24 UTC
Okay, so what do you guys think....

I am suggesting that warp disruptors be able to fit in utility hi slots. I know CCP does not distinguish between regular hi's and utilities so a potential problem may be ships fitting a full rack of points; there would need to be a way to limit this to one, like Damage Controls in lows.

This would help to alleviate the almost requirement of having 3 mid slots to effectively pvp, particularly solo. At this time, mid slots are so much more valuable because you must bring a point, and 95% of the time you must also bring a propulsion mod and web.

Yes, you can get away with not bringing a point / prop mod / web sometimes, but only if your target pays little attention, or if you are in a highly situational fight, or you have a bunch of friends with said modules.

I do not believe this to be broken because points long and short require a fair amount of CPU, and would most likely require you to make sacrifices elsewhere in the fitting to fit multiple points.

This would immensely help those ships stuck with two mid slots and a utility hi slot, ie punisher, crusader.

Perhaps this isn't the best way, but I think would good change.
Morgan North
Dark-Rising
Wrecking Machine.
#2 - 2014-03-10 15:59:52 UTC
Maybe the Amarr could get that while everyone else couldn't!
Bohneik Itohn
10.K
#3 - 2014-03-10 16:17:57 UTC
Morgan North wrote:
Maybe the Amarr could get that while everyone else couldn't!


Minmatar ships would benefit the most, actually. P

While a disruptor may be a bad example, he has a good point in another regard.

There aren't enough utility modules that go into high slots, and these are often left empty or just filled for the sake of aesthetics. Maybe it'd be a good idea to turn this thread into suggestions for utility high's in general.

Wait, CCP kills kittens now too?!  - Freyya

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Batelle
Federal Navy Academy
#4 - 2014-03-10 16:25:05 UTC
haha no

"**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

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Noxisia Arkana
Deadspace Knights
#5 - 2014-03-10 16:29:59 UTC
Fly a Interdictor or a HIC? They already have that feature (High slot tackle).

You can definitely bust some balls in a broadsword.
Samillian
Angry Mustellid
#6 - 2014-03-10 16:35:32 UTC
Not supported.

By the way an empty utility hi slot is not necessarily wasted, if positioned correctly it can extend the overheating duration of your weapons systems.

NBSI shall be the whole of the Law

Gizznitt Malikite
Agony Unleashed
Agony Empire
#7 - 2014-03-10 16:51:25 UTC
Noxisia Arkana wrote:
Fly a Interdictor or a HIC? They already have that feature (High slot tackle).

You can definitely bust some balls in a broadsword.


They also have serious drawbacks to their Highslot tackle:

A dictor launches a stationary form a tackle, that tackles himself and everyone else within a 20 km radius sphere.

A hictor's disruption field tackles himself, and everyone else within a similar sized sphere, although the sphere follows the hictor around. The hictor also becomes very slow when this happens.

An infinity point scripted disruptor on a HIC is about the only "highslot point" in the game, and that's on a very, very specialized ship. I'm not sure making highslot tackle modules for all ships would be a good thing, unless they came with some serious drawbacks.

Otherwise, imagine using a destroyer now... warp in, tackle 7 different ships, lol. Or the Dragoon, with neuts and points in the highs... sound interesting, but I don't think it would be good for the game. Perhaps if these highslot points prevented the utilization of prop modules? I don't know, I'm not a big fan of this to be honest!


Bohneik Itohn
10.K
#8 - 2014-03-10 17:08:47 UTC
Gizznitt Malikite wrote:
Noxisia Arkana wrote:
Fly a Interdictor or a HIC? They already have that feature (High slot tackle).

You can definitely bust some balls in a broadsword.


They also have serious drawbacks to their Highslot tackle:

A dictor launches a stationary form a tackle, that tackles himself and everyone else within a 20 km radius sphere.

A hictor's disruption field tackles himself, and everyone else within a similar sized sphere, although the sphere follows the hictor around. The hictor also becomes very slow when this happens.

An infinity point scripted disruptor on a HIC is about the only "highslot point" in the game, and that's on a very, very specialized ship. I'm not sure making highslot tackle modules for all ships would be a good thing, unless they came with some serious drawbacks.

Otherwise, imagine using a destroyer now... warp in, tackle 7 different ships, lol. Or the Dragoon, with neuts and points in the highs... sound interesting, but I don't think it would be good for the game. Perhaps if these highslot points prevented the utilization of prop modules? I don't know, I'm not a big fan of this to be honest!





OP mentioned them being similar to a Damage Control Module, where only one module can be active on a ship at any given time. Cloaks are the same way, and I believe you can only fit one at a time of either. That would prevent the abuse of overheating your points without penalty by just burning it out and then activating the next one in the line.

But anyways, Warp disruptors in high is a bad idea because the fact that they use a mid slot is part of what balances them. Players have to make decisions about how they fit their ships revolving around the very fact that their warp tackle is going to take at least 1 mid slot. If the warp tackle can be fitted to either mid or high, it changes every other aspect of **** fitting balance, and ship balance.

There are other things that can be put in a utility high though. Salvagers, Tractor Beams, Auto-targeting computers, Probe Launchers, etc... All of these are modules that I would define as "Utility". Suggestions for expanding this line of modules should continue in the same vein, in my opinion.

We have some good ones already, we just need more of them, because not everyone uses those that are currently available.

Wait, CCP kills kittens now too?!  - Freyya

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King Rothgar
Deadly Solutions
#9 - 2014-03-10 17:12:55 UTC
I think the core problem is that all the useful high slot mods for pvp use tons of PG (guns, neuts, nos, smartbombs...). Most ships simply don't have the needed PG to make use of these without making serious compromises on tank or damage output. I suppose that's fine, but it does leave a lot of ships with empty high slots.

I don't think adding high slot tackle is necessarily a good idea (or a bad one, I'm undecided) but we could use some new low PG high slot mods that are useful for combat. I'm thinking sensor upgrades and EW as those are traditionally high CPU but low PG. We already have a low slot signal amp and mid slot sensor booster, so why not add a high slot version too? The same can be done for ECCM/sensor backup arrays.

[u]Fireworks and snowballs are great, but what I really want is a corpse launcher.[/u]

Batelle
Federal Navy Academy
#10 - 2014-03-10 17:41:37 UTC
King Rothgar wrote:
I think the core problem is that all the useful high slot mods for pvp use tons of PG (guns, neuts, nos, smartbombs...). Most ships simply don't have the needed PG to make use of these without making serious compromises on tank or damage output. I suppose that's fine, but it does leave a lot of ships with empty high slots.


This used to be the case. Very few ships have serious PG problems since tiericide.

"**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

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Arthur Aihaken
CODE.d
#11 - 2014-03-10 17:41:58 UTC
Phaade wrote:
Okay, so what do you guys think….

I think they should be left as mids, lest they compete with neuts and vampires for limited real estate.

I am currently away, traveling through time and will be returning last week.

Reaver Glitterstim
The Scope
Gallente Federation
#12 - 2014-03-10 17:43:48 UTC
Bohneik Itohn wrote:
he has a good point in another regard.

I see what you did there.

Also, I would certainly like to see more utility high items. I think it would be neat to have some sort of interdiction module you can put in a high slot that can be fit to normal ships. Maybe a warp capacitor muncher, it drains the target's capacitor and then if they try to enter warp, the warp jump costs way more capacitor than normal and the amount over their capacitor gets taken from their shields. They can still jump away but are easier to pop when they land. And then maybe also the warp drive has a chance to fizzle out and waste the capacitor, draining shields anyway.

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

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Liafcipe9000
Critically Preposterous
#13 - 2014-03-10 18:06:09 UTC
l2p eve its already done its calld hevy interdictorz
Reaver Glitterstim
The Scope
Gallente Federation
#14 - 2014-03-10 19:43:43 UTC
Liafcipe9000 wrote:
l2p eve its already done its calld hevy interdictorz

How du ai fit an hevy interdictorz to mai Nrutix?

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."