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The New Target Breaker Module: Massive Impact on Fleet Fights?

Author
HARD STEEL
Caldari Capital Construction Company
#81 - 2012-03-28 18:43:55 UTC
why not just add a game dynamic that increases lock time exponentially the more people lock on one signal target

"signal interference distortion"

ONLY THE HARD.  ONLY THE STRONG.

Ardamalis
State War Academy
Caldari State
#82 - 2012-03-28 18:56:15 UTC  |  Edited by: Ardamalis
HARD STEEL wrote:
why not just add a game dynamic that increases lock time exponentially the more people lock on one signal target

"signal interference distortion"


Good question.

General consensus in many features and ideas threads was that it abusable for friendly ships. Friendly ships could lock onto each other to make themselves extremely hard to target. This also makes logistics too powerful in fleet fights since they would generally have the locks first. We would see of situation of same amount of logi but much less dps applied per ship.

The lock breaker module skirts around this issue because it breaks any friendly locks also. Unless a fleet has the coordination of a hive mind, they cannot feasibly manage constant retargetting of friendly multiple ships. This also prevents logistics from making ships too hard to kill since they also lose locks on a ship that uses a target breaker. While no dps is being applied to you, no reps are either. The above cannot be said for the first scenario.
EI Digin
irc.zulusquad.org
#83 - 2012-03-28 19:18:03 UTC
I don't think that the "target breaker" module is a good role for a single, self-use module. I think that this effect could potentially replace the current Caldari ECM effect, make ECM more useful on fleets, make solo falcons less annoying, and prevent every single ship from fitting one mandatory module.

IE: Rook jams someone, any target that is being shot at currently will have their locks cleared.

Just a thought.
Destination SkillQueue
Doomheim
#84 - 2012-03-28 19:24:46 UTC
Does it work on NPCs?
Hauling Hal
The Scope
Gallente Federation
#85 - 2012-03-28 22:05:45 UTC
DUMB IDEA. TOO EXPLOITABLE.

What stops you having 2 fleets that are separate alliances/corps but working together that lock each other before a fight.? Two ships in the enemy fleet lock a ship that now has 8 locks and everyone loses lock. The friendlies relock, the enemy relocks and they all lose lock again.

adam smash
Department of Gub'nent Welfare
Harkonnen Federation
#86 - 2012-03-28 22:40:20 UTC
Ardamalis wrote:
I - adaptive hardeners (gives +resists all across the board but much less than an invulnerability field, these resists adapt to incoming damage with each cycle and increase the resist in the categories of damage you've recently taken and decrease resists in other areas to compensate)
-



So wait CCP already ****** up on the new names?

Cause we have adaptive inuvs already and last I checked... they don't change resist type?

So either the whole mod is gona change or CCP is gona rename it again or more likely option... CCP ****** up again?

Or am I missing something.