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Reload rigs

Author
FT Diomedes
The Graduates
#21 - 2015-02-21 16:39:21 UTC
I'm not opposed to this idea. I've always thought there should be a rig for increased clip size as well.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Sisohiv
Center for Advanced Studies
Gallente Federation
#22 - 2015-02-21 17:42:25 UTC
If you want this to be DOA just reduce dps as a penalty. As a weapons based rig it 'should' get the PG penalty and that is penalty enough really.

It won't be OP in PvP. Consider blap fest EVE and ask how many times you ran out of ammo. I don't recall it ever being an issue in missions either but if you think we need another rig nobody will trade in for defense, sure add it to the BPO pile.
Lady Rift
His Majesty's Privateers
#23 - 2015-02-21 18:02:44 UTC
Zura Namee wrote:
Ncc 1709 wrote:
To mare wrote:
Celthric Kanerian wrote:
And what do Amarr ships get in return?

faster cap booster reload?Big smile


Faster Ancilary armor repair reload....
they already got the fastest reload in the game.. what more do you want

I was thinking 20% and 30% at first, but that might be overpowered. but at the cost of a rig slot....


What more do we want? Well... I'd like my lasers to automatically switch lenses to keep the best damage/range combo for my target. Having a 0 second reload and needing to actually take the time to turn off the module before instantly changing ranges is such a chore.

/s



make it so our lasers do different dmg types.
afkalt
Republic Military School
Minmatar Republic
#24 - 2015-02-21 18:11:52 UTC
Sisohiv wrote:
If you want this to be DOA just reduce dps as a penalty. As a weapons based rig it 'should' get the PG penalty and that is penalty enough really.

It won't be OP in PvP. Consider blap fest EVE and ask how many times you ran out of ammo. I don't recall it ever being an issue in missions either but if you think we need another rig nobody will trade in for defense, sure add it to the BPO pile.


Missile (and drone) rigs take CPU Smile
Lyra Gerie
Garoun Investment Bank
Gallente Federation
#25 - 2015-02-21 18:46:19 UTC
This could be interesting. It does need a drawback though, one that will bring those with long reloads back in line so they are not over powered. Perhaps increased cap usage of all modules by a %?

You can fight harder for a shorter time, even though you might have cap boosters and they would reload faster this means your draining cap faster and running through your charges faster. This would also likely make ships with this rig more susceptible to neuts.
Enya Sparhawk
Black Tea and Talons
#26 - 2015-02-22 08:38:38 UTC  |  Edited by: Enya Sparhawk
Celthric Kanerian wrote:
And what do Amarr ships get in return?


Hahaha...

Hmmm, more shot fired at them??

(a few Amarr ships do use missles don't they? Besides you already have capacitor batteries to fit to your ships...)


But seriously... I like the idea of an increased magazine capacity. Unfortunately, it has to be balanced in some form. (too many rapid launching mods out there which would then be over powered.) Giving Faction mods an obvious advantage though. I like.

It would be nice if with this rig you could create some sort of ammo queue so you wouldn't have manually switch out your damage type (eliminate a reload delay while the clip is still full)....

Turns it into some sort of tool... for testing the defenses of your enemy's ships...

- I also don't like the idea of the rig penalty for this... it wouldn't fit within the list of know ones atm.
- I guess a longer reload time penalty would be the most obvious... add that to the rapid laucher's pre-existing reload times might make it only usable during certain tactical situations...

Fíorghrá: Grá na fírinne

Maireann croí éadrom i bhfad.

Bíonn súil le muir ach ní bhíonn súil le tír.

Is maith an scéalaí an aimsir.

When the lost ships of Greece finally return home...

Lugh Crow-Slave
#27 - 2015-02-22 11:28:42 UTC
you understand this would mean they would have to nerf current reload times right?
baltec1
Bat Country
Pandemic Horde
#28 - 2015-02-22 12:01:36 UTC
Artillery would be rather broken with this.
Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#29 - 2015-02-22 12:33:31 UTC  |  Edited by: Hakan MacTrew
Celthric Kanerian wrote:
And what do Amarr ships get in return?


Rigs that reduce weapon cap use.

Oh, wait...


I am not sold on this idea. It does feel like a lot of balance issues would arise. Artillary wouldn't be OP with it, because it's the cycle time that hinders Artillary, not the 10 second reload time that is standard for all projectile and missile based weapons.
...Rapid Missile Launchers however...

I am totally against ASB's and AAR's getting any benefit from these, though cap boosters I am ok with. But thats probably more of a personal thing.
Zan Shiro
Doomheim
#30 - 2015-02-22 12:39:36 UTC
Lugh Crow-Slave wrote:
you understand this would mean they would have to nerf current reload times right?



Gonna say this. IMO CCP has a magical number they like to see for max DPS on a ship. They probably throw in the shiniest mods and such they can to get this number. As DPS is a value that is measured based on a 60 second interval reload times factor into that magical number I am sure.

Not gimping this, some ships jump up real quick on the damage output level. A level ccp probably didn't want them to have in the first place.

CCP has a kind of precedence here. When they finally gave freighters slots they said okay here are your slots. With the caveat carrying capacity was adjusted just in in case someone want to go crazy with carrying capacity fits.
Steppa Musana
Doomheim
#31 - 2015-02-22 18:04:14 UTC  |  Edited by: Steppa Musana
How bout reload rigs for hybrids and projecticles only, listed under the weapons rigs section. And same for electronic warfare modules listed under the electronics rigs section. None for missiles and none for boosters of the cap, shield or armor variety.
afkalt
Republic Military School
Minmatar Republic
#32 - 2015-02-22 20:04:57 UTC
baltec1 wrote:
Artillery would be rather broken with this.


How? This is about reloads - i.e. Ammo swapping, not cycle time of the mods themselves.
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