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Tonto Auri
Vhero' Multipurpose Corp
Posted - 2009.03.28 12:13:00 - [181]
 

Originally by: Felysta Sandorn
If you are taking this away, can the other offensive subsystem be changed from optimal range to tracking? Lasers suffer from poor tracking at close range, and a tracking bonus would really make a difference... Optimal bonus won't change that much to be honest...

Thanks


Tried sniping?

IceAero
Amarr
Shadow Company
Posted - 2009.03.28 13:53:00 - [182]
 

Originally by: Felysta Sandorn
Originally by: CCP Nozh
"Legion Offensive - Convergent Beam Focuser" is being changed into a Khanid subsystem. Now getting a 5% bonus to missile launcher rate of fire and a 5% bonus heavy assault missile damage with 5 launcher hardpoints. Coupled with the changed "Legion Engineering - Power Core Multiplier" you'll be able to field 6 launchers, dealing plenty of damage.


If you are taking this away, can the other offensive subsystem be changed from optimal range to tracking? Lasers suffer from poor tracking at close range, and a tracking bonus would really make a difference... Optimal bonus won't change that much to be honest...

Thanks


woah woah woah WOAH!

no

skye orionis
Posted - 2009.03.28 16:12:00 - [183]
 

Another idea for the sensor subsystem would be racial bonuses to scanning down certain exploration sites. Now I know the whole probing system lost the multiple probe types, but I'm guessing that the system still knows about different signature types.

So, take the racial sensor types and give the ships bonuses to tracking down the matching site type
i.e.
Caldari -> Gravimetric -> bonus to find hidden asteroid fields
Amarr -> Radar -> Bonus to finding Archaeology sites
Minmatar -> Ladar -> bonus to Finding Gas Clouds
Gallente -> Magnetometric -> bonus to Finding hacking sites

Obviously, other 'unknown' sites would all benefit from the strength boost, but scanning for the wrong type of site would give no bonus

Lijhal
Posted - 2009.03.28 17:38:00 - [184]
 

Edited by: Lijhal on 28/03/2009 17:39:07
Originally by: skye orionis
Another idea for the sensor subsystem would be racial bonuses to scanning down certain exploration sites. Now I know the whole probing system lost the multiple probe types, but I'm guessing that the system still knows about different signature types.

So, take the racial sensor types and give the ships bonuses to tracking down the matching site type
i.e.
Caldari -> Gravimetric -> bonus to find hidden asteroid fields
Amarr -> Radar -> Bonus to finding Archaeology sites
Minmatar -> Ladar -> bonus to Finding Gas Clouds
Gallente -> Magnetometric -> bonus to Finding hacking sites

Obviously, other 'unknown' sites would all benefit from the strength boost, but scanning for the wrong type of site would give no bonus



why should amarr and gallente get the best bonus in terms of scanning down radar or magneto sites? this would be a huge mistake if 2 races can scan down the lucrative explo sites better then the others ...
no thanks!

skye orionis
Posted - 2009.03.28 19:01:00 - [185]
 

Well gas clouds are essential to building t3, so your assertion that they're less valuable than the other sites may need to be examined with the new t3 market dynamics.

Similarly, Grav sites are worthless in empire and lowsec right now because of the high price of tritanium - if the market changes the value changes. (In 'tame' 0.0 grav sites are essential to alliances to find the High end ores - Mercoxit, Arkonor, Bistot and Crokite)

Lijhal
Posted - 2009.03.29 11:29:00 - [186]
 

Originally by: skye orionis
Well gas clouds are essential to building t3, so your assertion that they're less valuable than the other sites may need to be examined with the new t3 market dynamics.

Similarly, Grav sites are worthless in empire and lowsec right now because of the high price of tritanium - if the market changes the value changes. (In 'tame' 0.0 grav sites are essential to alliances to find the High end ores - Mercoxit, Arkonor, Bistot and Crokite)


of course are ladars sites essential necessary to build t3 ships ... but please go to one wormhole system and start scanning ...

then you'll see, that you will find more gravi & ladar sites all over the place instead of radar or even magneto ... and to tell you the truth ... ladar and gravi sites arent really a problem to be found, b/c in most cases you can drop 4(four) non-faction core probs with 4au scanrange, hit scan and get an almost 100% result!

i can speak from my own experience that after dozend of dozends of wh's, i was able to find exactly 3 radar and 2 magneto sites (at least i found some).
guess how many ladar sites i found ? guess how many f******* gravi sites i found ? the last time i did i wasnt able to find any acient relics or decryptor etc i a ladar site ..

What i want to tell you is, that you dont need high sp's in the astrometric skilltree to find those sites within a wormhole system! and thats why, iam sorry, your idea fails!

hacking and salvaging sites are the worst ones, in terms of scanning down ... so giving amarr and gal a subsystem with bonuses to find these sites better than other sites, would make the other 2 races useless in terms of scanning a wormhole for lucrative loot

hell, iam going to start harvest that ladar site after the downtime again ..

Siigari Kitawa
Gallente
Perditus Peregrinus
Posted - 2009.03.29 11:54:00 - [187]
 

Tech 3 in my opinion should bear the value of "tech 3."

Let's take a look at these stats and think, are they really good? Bordering overpowered, you have to realize that it is TECH 3 after all. If you get a fleet together of tech 3 ships you should quiver in fear because they have maxed out bonuses that no other ship can touch.

Today I took on 3 ships at once in a cruiser hull (tech 3). Two Thoraxes and a Hurricane. I melted the first thorax (he was not plated) and then chewed through the other one, then jammed the hurricane and warped off. Thing is, I probably could have taken him but local spike, so yeah.

Anyway, what I am trying to say here is there is ability the tech 3 ships have. I think the HP is right, and I feel like the ship moves like a cruiser should. However I think the bonuses could use a bit more polishing. Let's tack on 5% more damage so you get a maximum of a 75% damage bonus. Let's add a subsystem that greatly reduces the amount of grid guns use. Let's make a cargo subsystem that gives you 1000m3 cargospace (and looks equally as huge). Let's ramp up ECM/Sensor Booster/Tracking Disruptor/Painter bonuses to silly levels where one mod acts like 2. Let's give remote reps a cap reduction and allow to fit larges. Let's give the people who want to make THEIR OWN SHIP the ability to do it, without limits, whether it be for PVP, exploration, mission running, salvaging, trading, whatever. Let's break the game.

Tech 3 should be awe-inspiring, not just another new ship. Let's do some stuff that is off-the-wall crazy and max out damage, tanks and electronic warfare capabilities so things that may seem overpowered can be really looked at as "oh my gosh, that's a tech 3 ship" and people feel like it's not something to casually engage.

Make Tech 3 awesome.

Nnamuachs
Caldari
Kiith Paktu
Curatores Veritatis Alliance
Posted - 2009.03.29 17:49:00 - [188]
 

Originally by: Siigari Kitawa
Tech 3 in my opinion should bear the value of "tech 3."

Let's take a look at these stats and think, are they really good? Bordering overpowered, you have to realize that it is TECH 3 after all. If you get a fleet together of tech 3 ships you should quiver in fear because they have maxed out bonuses that no other ship can touch.

Today I took on 3 ships at once in a cruiser hull (tech 3). Two Thoraxes and a Hurricane. I melted the first thorax (he was not plated) and then chewed through the other one, then jammed the hurricane and warped off. Thing is, I probably could have taken him but local spike, so yeah.

Anyway, what I am trying to say here is there is ability the tech 3 ships have. I think the HP is right, and I feel like the ship moves like a cruiser should. However I think the bonuses could use a bit more polishing. Let's tack on 5% more damage so you get a maximum of a 75% damage bonus. Let's add a subsystem that greatly reduces the amount of grid guns use. Let's make a cargo subsystem that gives you 1000m3 cargospace (and looks equally as huge). Let's ramp up ECM/Sensor Booster/Tracking Disruptor/Painter bonuses to silly levels where one mod acts like 2. Let's give remote reps a cap reduction and allow to fit larges. Let's give the people who want to make THEIR OWN SHIP the ability to do it, without limits, whether it be for PVP, exploration, mission running, salvaging, trading, whatever. Let's break the game.

Tech 3 should be awe-inspiring, not just another new ship. Let's do some stuff that is off-the-wall crazy and max out damage, tanks and electronic warfare capabilities so things that may seem overpowered can be really looked at as "oh my gosh, that's a tech 3 ship" and people feel like it's not something to casually engage.

Make Tech 3 awesome.


Too bad it varies from CCP's idea of tech 3, "Different, not better"

Tonto Auri
Vhero' Multipurpose Corp
Posted - 2009.03.29 18:08:00 - [189]
 

Originally by: Nnamuachs
Too bad it varies from CCP's idea of tech 3, "Different, not better"

Actually, it's good that CCP still not lost it's mind on balance.
T3 is good... quite. Not OP, though.

Nnamuachs
Caldari
Kiith Paktu
Curatores Veritatis Alliance
Posted - 2009.03.29 19:13:00 - [190]
 

Originally by: Tonto Auri
Originally by: Nnamuachs
Too bad it varies from CCP's idea of tech 3, "Different, not better"

Actually, it's good that CCP still not lost it's mind on balance.
T3 is good... quite. Not OP, though.


i was saying different but not better is a good thing, not a bad thing. Wink

EvilSpork
Caldari
Posted - 2009.03.29 22:12:00 - [191]
 

Edited by: EvilSpork on 29/03/2009 22:14:05
how about adding more and more subsystems. the best and coolest ones using higher subsystem skills. who says we cant have 2 or even more subsystems that use a certain level of subsystem skill.

more options = awesome

and to the guy on the last page that says HAMs are never used... you are daft. they are used very often.
drake, nighthawk, sacrilege, absolution, hurricane, rupture etc

Originally by: Shadow Devourer
Quote:
Don't limit it to JUST heavy assault missiles! give the bonus to heavy missiles too!!!!



I'd agree with that only if the Tengu's bonus got from kinetic to all damage types. But really it's fine as it is, Caldari get more limited damage types and better range selection, Amarr get up close rainbow damage. Different flavors of missile boats.

hmm... i see your point. i've just wanted to see a sacrilege with a decent range, and this seemed like a good candidate. you present a good argument though.

Mad Axe
Caldari
Caldari Provisions
Posted - 2009.03.31 07:34:00 - [192]
 

I agree longer overheat is kinda boring. Why not introduce a new feature with that module; my idea would be to make the overheat last less time and as your modules hit breaking point overload would turn off till heat reaches zero, at that point modules would start regenerating.

Nova Fox
Gallente
Novafox Shipyards
Posted - 2009.03.31 10:40:00 - [193]
 

The command link one though awsome needs other things to bite with, cant entirely defang the cruiser it needs some self 'defense' though unbonused turrents is okay an expanded drone bay would be more 'flexible' for all the ships.

Tamer
Posted - 2009.03.31 13:34:00 - [194]
 

tier-4 subsystems.

Electronics: Can fit Covert Ops Coloaking device, ability to use covert bridge
Offensive: +10%/lvl to (medium) smatrbombs damage and 5% to ROF (oh yeah!)
Defensive: mass reduction, cargo expansion
Proplusion: +2 warp core strength, close-range jump drive like B.O. (yeah!)
Engineering: 20%/level to nosferatu/neuth range

Stitcher
Caldari
Posted - 2009.03.31 16:40:00 - [195]
 

Ugh, no. No covops cloak, PLEASE. We're already losing the thing that made stealth bombers so unique and satisfying to use, don't make tech 3 "Lol I warpe claokde" as well, PLEASE.


ChalSto
Galactic Shipyards Inc
Huzzah Federation
Posted - 2009.04.01 12:47:00 - [196]
 

Why, for gods shake, does a t3-cruiser, which is supposed to use
overheat, still rely on Nanite Repair Paste?

Its just stupid....

And an Astarte still whipes the floor with every Proteus-config....

IceAero
Amarr
Shadow Company
Posted - 2009.04.01 15:01:00 - [197]
 

Edited by: IceAero on 01/04/2009 15:43:27
Legion - Augmented Capacitor Reservoir needs to add a launcher! (it already adds a turret)

The 4th electronics subsystem I think would do well with a bonus to salvaging.

The 4th Engineering subsystem has a bonus to heat damage. I think it should get a SMALL bonus to heat-bonus also, just being able to overload a little bit longer doesn't seem worth it to use this.

Khanid subsystem needs drones, just 3 lights :)

They are all seeded now, off to play!

Ahz
Posted - 2009.04.02 00:12:00 - [198]
 

Originally by: CCP Nozh
madness...
We're completely doing obsoleting the current tech II cruisers then? Not that I'm complaining but we should just state that as a long term goal up front.

Anyway, my suggestion is to simply make subsystem 4 about heat. 5% heat reduction / level for modules affected by that sub-system. This would, of course be on top of the 5% reduction associated with the hull.

Would make for very evil ships.

Logan Xerxes
Xerxes Security
Posted - 2009.04.02 03:42:00 - [199]
 

There needs to be the addition of an "eject NOW DAMMIT" button that just kicks you straight out of your ship. Twice now i've laost skillpoints because of the "you suuuuure you wanna do that?" prompt and lag.

CrestoftheStars
Caldari
Recreation Of The World
Posted - 2009.04.02 05:20:00 - [200]
 

Originally by: Logan Xerxes
There needs to be the addition of an "eject NOW DAMMIT" button that just kicks you straight out of your ship. Twice now i've laost skillpoints because of the "you suuuuure you wanna do that?" prompt and lag.


there is a mark you can set so it will not ask you again. and no we don't want this "i accidentially jumped out of my ship" bottum

Logan Xerxes
Xerxes Security
Posted - 2009.04.02 05:27:00 - [201]
 

Originally by: CrestoftheStars
Originally by: Logan Xerxes
There needs to be the addition of an "eject NOW DAMMIT" button that just kicks you straight out of your ship. Twice now i've laost skillpoints because of the "you suuuuure you wanna do that?" prompt and lag.


there is a mark you can set so it will not ask you again. and no we don't want this "i accidentially jumped out of my ship" bottum


Oh, well you should at least be able to hotkey it then. Right click menus in a fight are crap.

ShadowGod56
Posted - 2009.04.02 06:39:00 - [202]
 

i think the new 4th subsystem for the Caldari should use rails, but not some wish wash range bonus, we can deal with the range our self, give it a 5% damage per lvl and ether add 4 turret slots or make it mixed so we can choose which ones we want on the 4th subsystem

Caya
Amarr
Body Count Inc.
Against ALL Authorities
Posted - 2009.04.02 10:47:00 - [203]
 

Im glad that some1 in CCP read my mind. God bless the change of amarr off. subsystem from tracking to missile one.

el caido
School of Applied Knowledge
Posted - 2009.04.02 17:27:00 - [204]
 

Originally by: Caya
Im glad that some1 in CCP read my mind. God bless the change of amarr off. subsystem from tracking to missile one.

Funny ... I was thinking the exact opposite. Comparing Harbi-like heavy pulse with the tracking to hit frigs (which it needed, having no drone bay) to what is now essentially a Drake with no drone bay? Yeah ... whee. Rolling Eyes

SirSpectre
Gallente
Harbingers Of Destruction
Posted - 2009.04.02 18:50:00 - [205]
 

Not sure if this was answered, but with the covert ops subsystem, does this mean it will be able to use Black Ops jump portals?

TimMc
Brutal Deliverance
Gypsy Band
Posted - 2009.04.02 18:56:00 - [206]
 

New bonuses sound awesome Very Happy Previously I've had no interest in t3 besides playing on test server, but these new 4th slot modules will make them alot of fun.

Radiation Poisoning
Posted - 2009.04.02 23:32:00 - [207]
 

Originally by: Vecila
Just how many ships and modules does scram immunity nullify, i.e. make totaly worthless? How many development hours were put into creating all those ships, only to have someone come along now and say sorry, you wasted your time?

Cloak, invincible to tackle, each ss tank 40m3 for easy transport means no one will go traveling without one in their cargo ( i know i wouldn't). Incidentally, how does this effect concord?


You're dumb, its IMMUNE TO FIELDS, so normal scam and disrupt can get you i believe. Just not HICS and bubbles.

Bellum Eternus
Gallente
The Scope
Posted - 2009.04.02 23:34:00 - [208]
 

Originally by: TimMc
New bonuses sound awesome Very Happy Previously I've had no interest in t3 besides playing on test server, but these new 4th slot modules will make them alot of fun.


Confirming I'm making some really cool cloaky fits. \o/

4 LOM
Serenus Legion
Posted - 2009.04.03 03:06:00 - [209]
 

Edited by: 4 LOM on 03/04/2009 03:06:47
Defensive:
None warp drive effecting EWAR emunity?

Offensive:
Caldari - give them a drone subsystem (call it stolen gallenty tech or guristas)
Amarr - Smart bomb bonus
Gallenty - allow for 1 or 2 fighters
Minmitar - 100% damage modifier with -100% rate of fire, give them some serious alpha (could be tweaked more... maybe even 200% damage modifire and a - to weapon cpacaity to allow for only 1 or 2 rounds)

Electronic:
Some kind of decloacking, emits an energy feild that provents hostile ships from cloacking within 15km (dont know how to make it logical that friendly ships can)

Enginnering:
Some kind of heat damage repaire ability, moduals that are not currently active repair 5% damage per minute?

Propulsion:
A 1 system jump drive that drops you randomly in the next system (should use a consumable, and perhaps not allow the ship to use gates at all)

Well those are my crazy ass ideas, figure i might as well get the out there.

Rawr Cristina
Caldari
Naqam
Posted - 2009.04.03 03:57:00 - [210]
 

Immunity to Bubbles + Covops Cloak + Expanded Probe Launcher?? ShockedShocked

Me want


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