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Player Features and Ideas Discussion

 
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Rigs for modifying Turrent/Missile hardports or slot layouts

Author
Deckel
Island Paradise
#1 - 2016-12-02 01:00:11 UTC  |  Edited by: Deckel
I love building ships and finding ways to optimize the damage and fittings, but sometimes I just get stuck with wanting one more gun or defensive slot than the ship provides me with.

I think it would be great if you could sacrifice a rig slot to modify your turret or slot layouts.
Fill up that utility high with a sixth launcher, turn your Nanofibre low into a Shield Extender mid, or Mid Tracking computer into another low Gyrostabilizer.

It could really help make PVP ships PVE viable and vice versa.
Daichi Yamato
Jabbersnarks and Wonderglass
#2 - 2016-12-02 02:22:51 UTC
Potential to break balance. Command bc's with a full rack? A hyp that does as much dps as a vindi?

A turret is worth more than a rig in a lot of cases. 8 gun ships will be short changed by this.

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

Deckel
Island Paradise
#3 - 2016-12-02 03:13:18 UTC  |  Edited by: Deckel
Daichi Yamato wrote:
Potential to break balance. Command bc's with a full rack? A hyp that does as much dps as a vindi?

A turret is worth more than a rig in a lot of cases. 8 gun ships will be short changed by this.


Rigs have corresponding costs for inserting it. I image, adding a new Turret port would lower powergrid, and another Missile port would lower CPU availability, thus reducing available upgrades. It might also require the removal of the opposite type of port or even the loss of a mid/low slot. I think a balance could be attained as long as appropriate costs are worked out.

As for additional lows and mids, a straight swap might work, or a general decrease in power/cpu too.

I was going to also suggest a way of increasing the number of high slots but I think that would be a complete no-go as I can't even contemplate what type of cost you would need to balance it.

As for 8-gun ships being shortchanged, already not every rig is applicable to every ship, and since the ships using the rig would have detrimental effects, they likely would not be able to balance their resources as easily.
Zan Shiro
Doomheim
#4 - 2016-12-02 03:29:03 UTC
CCP balances the game many ways, one of them is slot layouts.

If thinking this boat would really really good with one 1 high slot...CCP probably thought of that too lol.

Inb4...well you'd lose a rig slot. My usual top of the head counter to this is Shields tanks. Caldari looked at specifically (em and thermal holes, as covered below).

Lets have me run SB or SE, 1 invul, 1 hardener/amp for say thermal. In a rig slot could go an EM rig. Leaves some mids left for other goodies. Here is where you have balance issues.

That EM rig even at t2 is not as good as a hardener or shield amp.

That EM rig gives a tradeoff of increased sig radius. Easier to track for guns and missiles hit you better downsides there.

In the case of t2 rig cost...once on death is the only way its coming off most likely.


So by replacing this rig with a mid slot +1 rig I make out really good. Better resists and no sig radius hit. And I can change out the +1 mid slot resist at will. And I didn't "lose" a rig slot. It would have been a shield rig regardless. I am using this rig slot to boost tank in either case. With +1 mid slot....I make out much better on the deal.

Deckel
Island Paradise
#5 - 2016-12-02 03:43:35 UTC
Zan Shiro wrote:
CCP balances the game many ways, one of them is slot layouts.

If thinking this boat would really really good with one 1 high slot...CCP probably thought of that too lol.

Inb4...well you'd lose a rig slot. My usual top of the head counter to this is Shields tanks. Caldari looked at specifically (em and thermal holes, as covered below).

Lets have me run SB or SE, 1 invul, 1 hardener/amp for say thermal. In a rig slot could go an EM rig. Leaves some mids left for other goodies. Here is where you have balance issues.

That EM rig even at t2 is not as good as a hardener or shield amp.

That EM rig gives a tradeoff of increased sig radius. Easier to track for guns and missiles hit you better downsides there.

In the case of t2 rig cost...once on death is the only way its coming off most likely.


So by replacing this rig with a mid slot +1 rig I make out really good. Better resists and no sig radius hit. And I can change out the +1 mid slot resist at will. And I didn't "lose" a rig slot. It would have been a shield rig regardless. I am using this rig slot to boost tank in either case. With +1 mid slot....I make out much better on the deal.



Yes, you get better tank, but you lose a low, so have less potential damage/sensor application. Also if the cost of the rig is more than a low, you also lose CPU/Power/CAP/Sensor you may not be able to field a weapon, or shield you previously could, Or new vulnerabilities open up.
baltec1
Bat Country
Pandemic Horde
#6 - 2016-12-02 04:03:21 UTC
Bad idea, slot layouts are the way they are for very good reasons.
Zan Shiro
Doomheim
#7 - 2016-12-02 04:23:49 UTC  |  Edited by: Zan Shiro
Deckel wrote:
Zan Shiro wrote:
CCP balances the game many ways, one of them is slot layouts.

If thinking this boat would really really good with one 1 high slot...CCP probably thought of that too lol.

Inb4...well you'd lose a rig slot. My usual top of the head counter to this is Shields tanks. Caldari looked at specifically (em and thermal holes, as covered below).

Lets have me run SB or SE, 1 invul, 1 hardener/amp for say thermal. In a rig slot could go an EM rig. Leaves some mids left for other goodies. Here is where you have balance issues.

That EM rig even at t2 is not as good as a hardener or shield amp.

That EM rig gives a tradeoff of increased sig radius. Easier to track for guns and missiles hit you better downsides there.

In the case of t2 rig cost...once on death is the only way its coming off most likely.


So by replacing this rig with a mid slot +1 rig I make out really good. Better resists and no sig radius hit. And I can change out the +1 mid slot resist at will. And I didn't "lose" a rig slot. It would have been a shield rig regardless. I am using this rig slot to boost tank in either case. With +1 mid slot....I make out much better on the deal.



Yes, you get better tank, but you lose a low, so have less potential damage/sensor application. Also if the cost of the rig is more than a low, you also lose CPU/Power/CAP/Sensor you may not be able to field a weapon, or shield you previously could, Or new vulnerabilities open up.



Some of my ships have "junk" lows. Filled just because. For PVE they can be that 3rd (in the case of rapids...I and others have found ROF has diminishing returns faster here and 2 is pretty good, 3 is meh...it be why you see pve rattler go DDA happy really...hell even 4 DDA stacked to hell can be better than stacked bcu BCU) or 4th damage mod that is stacked to almost uselessness.

I being big into damage application than raw damage could give up the low slot to get that a mid to be better application (I would not kick an extra RF paint out of bed in my rattlesnake....rapid heavies and drones love painted targets) or more tank.

Case of shield tankers your missing low could be DCU dropped as an example. Which if used for tank in mids probably works out better. DCU I find of more benefit to armour than shield. based on pvp in caldari ships you can only rely on DCU resists boosts to armour and hull for one thing. A few seconds more to pick a nice safer celestial to start spamming warp to.

You know...to get the ball rolling for when your shields fail completely and your are hard tackled and death is real imminent. May as well plan where you will take your pod ASAP. I'd be looking at some PVP rokhs I ran...where DCU fit since its eve law for PVP. DCU's did not wow me here tbh. Now on armour tankers...yes I saw the value of DCU much more.

Here enters another imba...you saw loss of low slot a downside. To armour tankers...well yes it is. Shield it may not be. The imba is the age old flame fest of shield vs armour and their tradeoffs on fitting. Lets have another rig that does mid to low shift....I am sure we can find an armour tank fit or 2 that can lose a mid slot and not care as well.
Daichi Yamato
Jabbersnarks and Wonderglass
#8 - 2016-12-02 04:45:58 UTC  |  Edited by: Daichi Yamato
Try this for perspective,

A frig has three turrets. Adding a 4th is a 33% damage increase that is NOT stacking penalised. Think thats worth some tank and a rig or low slot? What about a daredevil? And extra turret is a 50% damage increase and that already hits like a beast. The mag stab this rig replaces offers 25% at best.

The blood raider set of ships, marauders, sansha ships, bc's with a 10% damage bonus....the can of worms being opened is not a can, its a barrel. No way in hell can you balance a rigs penalties between a 7 turret mega with a rof bonus and a 4 turret nightmare with a 125% damage bonus.

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

Deckel
Island Paradise
#9 - 2016-12-02 05:04:41 UTC  |  Edited by: Deckel
Daichi Yamato wrote:
Try this for perspective,

A frig has three turrets. Adding a 4th is a 33% damage increase that is NOT stacking penalised. Think thats worth some tank and a rig or low slot? What about a daredevil? And extra turret is a 50% damage increase and that already hits like a beast. The mag stab this rig replaces offers 25% at best.

The blood raider set of ships, marauders, sansha ships, bc's with a 10% damage bonus....the can of worms being opened is not a can, its a barrel. No way in hell can you balance a rigs penalties between a 7 turret mega with a rof bonus and a 4 turret nightmare with a 125% damage bonus.


The daredevil, the maruaders and many other ships that this would break also have zero hardports for the type that is unbonused. If the requirement of the rig is to change one hard port to another kind then any ship that this rig breaks, you just have to ensure there are no junk hard ports of the other kind.
-Or CCP could just get rid of junk hard ports and stop mixing turrets with missiles.

This doesn't make it so you can attach more weapons, it just stops you from a need of attaching unbonused weapons to max dps.
Lugh Crow-Slave
#10 - 2016-12-02 05:23:05 UTC
no yeah this could not go wrongRoll
ShahFluffers
Ice Fire Warriors
#11 - 2016-12-02 06:02:09 UTC  |  Edited by: ShahFluffers
Not supported for all the reasons point out above.

The problem with these types of ideas is that certain kinds of stats and slots are more valuable than others... especially when certain bonuses are taken into account.


Ranged, kiting ships would not hesitate to trade tanking stats (or even a slot) to add an extra weapon.
Why? Because their tank is their speed and range. To absorb damage directly means death in the first place.

Ships with high damage potential will not hesitate to trade slots or stats for an extra weapon... especially if they have a large damage bonus. Their tank IS their damage.


Quote:
-Or CCP could just get rid of junk hard ports and stop mixing turrets with missiles.

This doesn't make it so you can attach more weapons, it just stops you from a need of attaching unbonused weapons to max dps.

Ah... now we have the heart of the issue.

Have you considered that the DEVs want to leave ships open to different types of fits?
Take the Hurricane for example.

If it had nothing but turret slots in the highs, people would be compelled to fill them all with turrets.
But instead, they leave one slot open.

Now you can fit a missile launcher there for "max damage" or, if you want, you can fit something else that may be useful. After all, losing a little bit of damage potential is not a big deal considering that it will be unbonsed damage.


Those slots you dislike for whatever reason are there for flexibility reasons. That is part of how ships are balanced.
"Make something good with certain fits, but not so specialized that it can't be fit any other way."
Deckel
Island Paradise
#12 - 2016-12-02 06:51:20 UTC
ShahFluffers wrote:


Quote:
-Or CCP could just get rid of junk hard ports and stop mixing turrets with missiles.

This doesn't make it so you can attach more weapons, it just stops you from a need of attaching unbonused weapons to max dps.

Ah... now we have the heart of the issue.

Have you considered that the DEVs want to leave ships open to different types of fits?
Take the Hurricane for example.

If it had nothing but turret slots in the highs, people would be compelled to fill them all with turrets.
But instead, they leave one slot open.

Now you can fit a missile launcher there for "max damage" or, if you want, you can fit something else that may be useful. After all, losing a little bit of damage potential is not a big deal considering that it will be unbonsed damage.


Those slots you dislike for whatever reason are there for flexibility reasons. That is part of how ships are balanced.
"Make something good with certain fits, but not so specialized that it can't be fit any other way."


I have considered why devs leave slots open, and yes it works for the most part because it comes down to needing to think about what to do and a choice. You want to get the maximum potential out of your ship and to do that you have to use all it's resources. This then would just become another choice. And as far as giving a ship more dps, so what? There are many ships that hit above their weight class, if opening up a vulnerability is required to get some ships up to the same level, then more is the better I say, as long as those that are at the top are restricted from the same benefit.

Just like top DPS ships can dumb down their damage for utility I see no problem with a utility ship giving up it's utility for extra damage.


Also, just curious, but what do you thing of the idea of being able to swap Lows/Mids?
ShahFluffers
Ice Fire Warriors
#13 - 2016-12-02 07:02:23 UTC
Deckel wrote:
I have considered why devs leave slots open, and yes it works for the most part because it comes down to needing to think about what to do and a choice. You want to get the maximum potential out of your ship and to do that you have to use all it's resources. This then would just become another choice.

...

Just like top DPS ships can dumb down their damage for utility I see no problem with a utility ship giving up it's utility for extra damage.

See what I wrote above.

Some stats and slots are more valuable on some ships and than others. For some, making that kind of choice will be a trivial "no brainer."

Deckel wrote:
And as far as giving a ship more dps, so what? There are many ships that hit above their weight class, if opening up a vulnerability is required to get some ships up to the same level, then more is the better I say, as long as those that are at the top are restricted from the same benefit.

I don't think you understand what "balance" means.

There such a thing as a ship having "too much" of one thing. This opens the door for that

Deckel wrote:
Also, just curious, but what do you thing of the idea of being able to swap Lows/Mids?

That is an idea that pops up from time to time here. It is also a "no-go" for the same reasons listed in this thread.
elitatwo
Zansha Expansion
#14 - 2016-12-02 11:29:38 UTC
The game has a solution for everything. In case your boat doesn't fit your requirements, fly a different one that does. Problem solved.

Crisis averted.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Zan Shiro
Doomheim
#15 - 2016-12-02 15:30:11 UTC  |  Edited by: Zan Shiro
Deckel wrote:
This doesn't make it so you can attach more weapons, it just stops you from a need of attaching unbonused weapons to max dps.



Your issue is you get balance nightmares.

You'd have to tell us what ships you'd have in mind. As if left to our own devices, well...we will find problem children.

Rattlesnake. Cruise or rapid and even just 2 BCU's (t2 or shiny to taste) can put out some missile damage max skill. I like heavy rapid snake. And since MR/SR range anyway....I like heavy drones. I fit a DLA in utility I rarely even use as base control range exceeds my engagement range with HML most of the time. heavies at uber long range on nasty agro shifts die fast....so I don't send them all way out usually.

Your idea I can run a slot changer, get that DLA (non launcher) slot changed to launcher slot and have some fun times with +1 rapid. OP fun.

I can find the rig space. I just pull my CCC which gives me decent run times since I am one of those who likes decent cap run times for pve rides. Bit more conservative on the cap use but tank by gank gets even better....I can live with that . And as mentioned...I won't be missing DLA ranges since I rarely use that anyway.

I know, you will say well I picked a decent ship not "broken". that's the point...Being nice I will have you have good intentions for this and you just want to make a less than stellar ship (or ships) better. Which is cool, who doesn't want to fix some broken ships. Issue is your fix makes some very nice as is ships, even nicer. Nicer than they need to be really.

AKA....power creep. YOu make the sick ship healthier to take on the healthy ship. By and large...those healthier ships basically get a steroid injection from this to be even stronger when they apply the same fix.

end result....the better ship will still dominate, even more so if this in play.