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[IDEA] WARP CORE STABS

Author
Master Sergeant MacRobert
Red Sky Morning
The Amarr Militia.
#21 - 2014-04-02 18:25:31 UTC
Mike Voidstar +1 mate.


However, I think Warp Core Stabiliser modules could do with a re-work.

My current take on a new version:

Active module: Warp Core Stabilser I

Passive effect: When fitted, the module reduces the ships “Max Number of Targets” to zero.

Activation: 10
Duration: 60 seconds (may need to be longer or may need to be shorter)

Skill Requirement: As currently set

Powergrid: As current
CPU: As current

Active Effect: Adds +1 to warp core at end of each cycle (counter resets after entering warp).

New Skill

Warp Core Stabilisation: 10% bonus to the effect of Warp Core Stabilisation Accelerators per level
Rank 1 Skill section: Engineering so Primary & Secondary Attributes - Intelligence / Memory

New Module

Warp Core Stabilisation Accelerator I Fitting: Medium Slot Required Skill: Warp Core Stablisation (at level 1)

Passive Effect: Reduces (quicker) the duration of Warp Core Stabilisers by 30% (give or take balancing)

Power Grid: TBC
CPU: TBC Stacking penalty applies, same as other modules

Module is affected by the new skill listed above, which is also a requirement of fitting.



There should be zero combat application when you have chosen a “Get out of jail free card”. So by fitting this module you are unable to lock any targets.

"Remedy this situation or you shall live out the rest of your life in a pain amplifier"

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#22 - 2014-04-02 18:28:55 UTC
Master Sergeant MacRobert wrote:


There should be zero combat application when you have chosen a “Get out of jail free card”. So by fitting this module you are unable to lock any targets.


They aren't 'Get out of jail free', they are 'Get out of jail if you brought more WCS than the enemy brought Scram and don't even think you can target something' cards...

If someone catches you and are prepared for your level of WCS you are dead. That's pretty well balanced already I think :)
Master Sergeant MacRobert
Red Sky Morning
The Amarr Militia.
#23 - 2014-04-02 18:29:58 UTC
Corraidhin Farsaidh wrote:
Master Sergeant MacRobert wrote:


There should be zero combat application when you have chosen a “Get out of jail free card”. So by fitting this module you are unable to lock any targets.


They aren't 'Get out of jail free', they are 'Get out of jail if you brought more WCS than the enemy brought Scram and don't even think you can target something' cards...

If someone catches you and are prepared for your level of WCS you are dead. That's pretty well balanced already I think :)


Not with my version. it has a thoeretical infinite if you can tank long enough.

"Remedy this situation or you shall live out the rest of your life in a pain amplifier"

Master Sergeant MacRobert
Red Sky Morning
The Amarr Militia.
#24 - 2014-04-02 18:36:50 UTC
Master Sergeant MacRobert wrote:
Mike Voidstar +1 mate.


However, I think Warp Core Stabiliser modules could do with a re-work.

My current take on a new version:

Active module: Warp Core Stabilser I

Passive effect: When fitted, the module reduces the ships “Max Number of Targets” to zero.

Activation: 10
Duration: 60 seconds (may need to be longer or may need to be shorter)

Skill Requirement: As currently set

Powergrid: As current
CPU: As current

Active Effect: Adds +1 to warp core at end of each cycle (counter resets after entering warp).

New Skill

Warp Core Stabilisation: 10% bonus to the effect of Warp Core Stabilisation Accelerators per level
Rank 1 Skill section: Engineering so Primary & Secondary Attributes - Intelligence / Memory

New Module

Warp Core Stabilisation Accelerator I Fitting: Medium Slot Required Skill: Warp Core Stablisation (at level 1)

Passive Effect: Reduces (quicker) the duration of Warp Core Stabilisers by 30% (give or take balancing)

Power Grid: TBC
CPU: TBC Stacking penalty applies, same as other modules

Module is affected by the new skill listed above, which is also a requirement of fitting.



There should be zero combat application when you have chosen a “Get out of jail free card”. So by fitting this module you are unable to lock any targets.


If something along these lines was applied to Tranquility, then I would also look for a modification to take place to mobile warp disruption bubbles.

Along the lines of:

Mobile Warp Disruptor (all sizes)– tech 1: Warp Disruption value 3
Mobile warp Disruptor (all sizes) – Tech 2: Warp Disruption value 5

Interdictor Warp Disuption Probe – Warp Disruption value 5
Navy Interdictor Warp Disruption Probe – Warp Disruption value 10

Heavy Interdictor Disruptoin – warp disruption remains infinite

If a person chooses to haul something through null sec, he should have a chance (if fitted with wcs) to get out of a bubble camp (and the campers should have a chance to kill the target if they have setup correctly with enough dps to kill before escape).

"Remedy this situation or you shall live out the rest of your life in a pain amplifier"

Daichi Yamato
Jabbersnarks and Wonderglass
#25 - 2014-04-02 19:53:55 UTC
Mike Voidstar wrote:
It isnt abuse to use the benefit the module is meant for.

This goes back to my constantly harping about the failure of the game to give real goals in pvp other than ship kills and tears. If it had no drawbacks you could still catch a target with faction mods, multiple ships, dual scram, or heavy interdictors... But without a reason to stay and fight hard tackle is required for every fight and eve pvp will always be about victimizing someone rather than fighting them over something else.


CCP disagreed and rightly nerfed them because ppl were warping out and back in at range. it can still be used in the way it was meant for, and thats not being scarmmed easily, and this rightly gimps a combat fit in the same way an armour tank gimps ur speed.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Mike Voidstar
Voidstar Free Flight Foundation
#26 - 2014-04-02 20:07:26 UTC
There was an era when development heavily favored pirate playstyles and victimizing for fun. Its not quite over yet, but there have been strides made. The WCS nerfs were put in at an upswing in this attitude.

I am not calling for a removal of the penalty at all, I am just stating they dont need it for balance. Warping out and in at range is as sandbox as anything else, and still came with a price in opportunity cost of a low slot. If anything this nerf harmed the sandbox.

The suggestion of the op, to make the WCS more valuable for travel in a way that does not currently exist on a module is not a bad idea, and harms nothing in its combat application.
Daichi Yamato
Jabbersnarks and Wonderglass
#27 - 2014-04-02 20:14:42 UTC
Mike Voidstar wrote:
Its not quite over yet, but there have been strides made.


or setbacks and compromises Blink

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Mike Voidstar
Voidstar Free Flight Foundation
#28 - 2014-04-02 20:46:51 UTC
Daichi Yamato wrote:
Mike Voidstar wrote:
Its not quite over yet, but there have been strides made.


or setbacks and compromises Blink


True, but I tend to cling to the dream of the sandbox where all playstyles are welcome and the game is what you make of it.
Ashlar Vellum
Esquire Armaments
#29 - 2014-04-02 22:02:22 UTC
OP, if people were using WCS only as a traveling mod from point A to point B then why not, but they are not only used for travel.
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