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Player Features and Ideas Discussion

 
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Expanding usage for "Heavy" Disruptors and Scramblers

Author
Rowells
Pator Tech School
Minmatar Republic
#1 - 2016-08-30 16:22:22 UTC
Two of the new modules introduced in the Citadel exspansion were Heavy versions of the warp disruptor and scrambler. The primary improvements of these modules were slightly extra range, but more importantly, significantly stronger warp disruption strength (300% respectively).

Now, the apparent intent of these modules extra fitting, cost, and bonuses seemed to be aimed at making tackling supers easier, to cover the extra warp core strength they have, while still maintaining their usage as scramblers and disruptors.

Unfortunately it seems that they don't get used much. With capitals being particularly specialized in killing, saving, or surviving in a capital environment. And the role is somewhat overshadowed by HICs who have longer range and unlimited scram strength. Seperate methods with their own benefits and drawbacks, but the requirement of multiple scramblers and disruptors before you can even tackle a super carrier.

To summarize, the modules serve an interesting purpose, but fall short of other options available in most situations.

I still like the idea of bigger ship-specific modules that have improved strength over the standard versions, so I have some proposals to make them more useful in other situations as well or simply make them more enticing to use in current situations.

1. Reduce the PG cost

For most of my ideas, this will be an important factor in making it work properly. For capitals, 6k PG may not seem like much, but often enough, fittings do become tight enough where the cost/benefit of that fitting vs another module doesn't meet the needs of many situations. Another reason for the reduction will be explained in the idea below:

2. Allow fitting to battleships

Pretty straightforward idea. Include battleships in the listing of allowed classes to fit the modules. Similar to the Stasis Grappler. Adding these modules to battleships also gives them a little extra strength in that area that is fitting for the heaviest hitters of the su capital class. Of course using battleships instead of HICs (or dictors in some cases) still won't be the most efficient method for tackle, it does allow more accessible options for existing fleets/gangs of battleships to use en masse.

3. Increase stats further

Seprate from the above proposals, another idea to make them more enticing for common usage would be to straight up buff them. Longer ranges and stronger strengths. This is an easy and simple method, but also has potential to really mess up more aspects related to them. But that could be a welcome change for capitals.
FT Cold
FT Cold Corporation
#2 - 2016-08-30 17:20:47 UTC  |  Edited by: FT Cold
I'm not opposed to a rework of the web, disruptor, and scram system. I've always thought that a tiered system, where small, medium, large, and extra large ships get their own tiers of control modules might be fun. The idea being that they might help facilitate more of a metagame within the larger classes of ships, similar to the system of scram brawlers, scram kiters, and disruption kiters we see at present within the frigate class.

I think at this time, though, that if a change like you've proposed were to happen, it would have to be comprehensive among all the classes of ships and modules to make it work well. Such a change would be pretty disruptive (pun intended,) especially for smaller classes of ships, and thus might not be a good idea. As for the live servers, the heavy scrams and points do serve a valuable function, even if it's relatively un-utilized because of the relative strength of hic points. Maybe looking at those might be a better idea to investigate first?
Rowells
Pator Tech School
Minmatar Republic
#3 - 2016-08-31 16:26:38 UTC
FT Cold wrote:
I'm not opposed to a rework of the web, disruptor, and scram system. I've always thought that a tiered system, where small, medium, large, and extra large ships get their own tiers of control modules might be fun. The idea being that they might help facilitate more of a metagame within the larger classes of ships, similar to the system of scram brawlers, scram kiters, and disruption kiters we see at present within the frigate class.

I think at this time, though, that if a change like you've proposed were to happen, it would have to be comprehensive among all the classes of ships and modules to make it work well. Such a change would be pretty disruptive (pun intended,) especially for smaller classes of ships, and thus might not be a good idea. As for the live servers, the heavy scrams and points do serve a valuable function, even if it's relatively un-utilized because of the relative strength of hic points. Maybe looking at those might be a better idea to investigate first?

I would argue their limitations and similarity counter the value of their (perceived) function.

I wouldn't mind looking at the whole system of class-sized EWAR as a whole, but I figured changing the existing modules first would be a good litmus test for further implementation.