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4 LOM
Serenus Legion
Posted - 2006.03.03 22:17:00 - [31]
 

Yep they need a boost badly... i was kinda hopeing that would slip into blood... but in eve hopeing usually does not work.

Lexor SLice
The Collective
Against ALL Authorities
Posted - 2006.03.09 19:42:00 - [32]
 

BOOST!! to the top

4 LOM
Serenus Legion
Posted - 2006.03.09 20:06:00 - [33]
 

I know asking for a responce from a dev is dispicable but well i really want one. i would just love a definitive NO we are not planning on changing them or a Maybe we are looking into it reply. i just want to know cause untill someone says NO i will still think there is a chance it could happen and i really want to know either way.

MOOstradamus
Posted - 2006.03.16 00:32:00 - [34]
 


James Lyrus
Lyrus Associates
The Star Fraction
Posted - 2006.03.21 10:59:00 - [35]
 

Signature radius reduction is hard to directly measure, so is often percieved as an irrelevant stat. But I really don't agree - Halos are some of the best pirate set implants out there - their bonus is subtle, true, but a 20% reduction on _everyone_ trying to lock you, _every_ missile hit, and on the tracking calculation (which isn't linear, but even so...). It's like half a tracking disruptor that's always on, and works against missiles too.

And more importantly, this is about the only way to get a lower sig in most ships. Surely that is an indicator of how important it is.

SavageThrash
Caldari Provisions
Posted - 2006.03.21 12:29:00 - [36]
 

To be honest, until i try them i dont know if the halos really give a great boost or none at all but, if the devs do plan to fix it, please increase the halo and not lower the others as this will cause a great uproar from all the people who paid 2+ bill for a high grade crytal set. Thats also one reason i havent invested in any pirae imps because if they get nerfed or are goign to i cant sell them or anything, so i could spend 2 bill and then they get nerfed and are only worth 500 mill.

Skeltek
Caldari
Asgard Schiffswerften
Ev0ke
Posted - 2006.10.14 02:01:00 - [37]
 

Edited by: Skeltek on 14/10/2006 02:24:02
I just found this thread when I was making a research on the varous implant types.

Snake Set:
Background: Precision light missiles have 4500m/s with maxed out skills (3000m/s x 1.5). Target navigation prediction, doesnīt compensate enemy speed by percentage, but increases explosion velocity(that is why the Nighthawk Bonus for example sucks).
Letīs assume a Crow pilot is flying 4500m/s. He will receive full damage.

With a full Snake Set, Crow speed increases to 4500m/s x 1.54 = 6930m/s. Damage getīs reduced by 93% (93.01986% to be exact). It will receive only 7% damage from the light missiles. I know of Crow pilots able flying 10000+m/s, wonīt say much about that(0.0001% damage, invulnerable to almost any form of sniping; if webbified, they get out of webberrange before speed drops even below 8000m/s).

Halo Set:
On Frigates and Ceptors, useless, since they draw their defence from speed, not sigradius; locking is insanely fast due to MWD anyway.
On Cruisers: The fact you get locked in 2.5 instead of 3 seconds is a real great advantage, yeah... <.<
Speed increases your evasion probability on a linear basis, with greater speeds it increases exponentialy on dramatic scales. Signature Radius reduction by HALF/50% on the other hand, merely moves the hitprobability-at-distance-curve about 17% towards the left(run simulator if you donīt believe me). This will probably increase your evasion probability at all possible ranges by about 5% maybe.

If halving Signature radius decreases your damagereceival by only 3-10%, you can imaging how "beneficial" reducing Sigradius by 20% probably is.

kind regards, Skeltek

ps: The formula all you forumdiscussors and calculator-programmers were looking for for so long:

Damagereduction by Velocity:

Damage received by missile:
Dr=(1/2)^((targetvelocity-explosionvelocity/1240)ē)

So Damage Reduction is:
DR=1-Dr

Sir Bart
Vendetta Underground
Rule of Three
Posted - 2006.10.18 22:06:00 - [38]
 

Originally by: Tachy
@Joshua:
I don't know about others, but I got Halo, and only Halo implants from Thukker Tribe agents. But who cares for Angels handing out the Halo implants when the Thukkers do too?



Angel belt rats drop them, which is where I thought they all came from. If you can get them from doing missions too, great.

AKULA UrQuan
Caldari
Druuge Crimson Corporation
Posted - 2006.10.19 06:03:00 - [39]
 

Halo can be nice on afterburner INTY setups or in cases where getting the first lock is highly imporant....but that's pretty much it.

Kathira
Gallente
Denial of Service
Freelancer Coalition
Posted - 2006.10.19 10:23:00 - [40]
 

I am not a pirate.

But when a pirate attacks someone he had to lock fast and should be locked not so fast.

The one who locked faster can Jam ... ECM ... all that overpowered stuff earlier than his opponent.

So the discussion about how much you will be hit by your enemy is ....

When 2 identical Doms will start attacking each other ... the Dom with the halos has the first and maybe the important advantage. In this moment its not very important that the other Dom can fly a bit faster ( without beeing webbed ) or that the armor is a bit higher ( cause he cant make damage while he is electronical blocked in targeting his enemy ).

So you can't only look at the raw numbers..


Skeltek
Caldari
Asgard Schiffswerften
Ev0ke
Posted - 2006.10.20 08:27:00 - [41]
 

To be totaly honest, you could apply such an argumentation on almost any module that improves a certain attribute in a certain situation and make it look deciding. There are so many factors in battle that count, and I just will not believ that you will be able to make that half a second of locking time advantage always be a deciding factor, especialy not, when you are busy clicking elsewhere in most cases.

No good justification for making it look worth billions imho.

kind regards, Skel

Syllke Aronstein
Gallente
Le Moulin Rouge
Posted - 2006.10.24 14:42:00 - [42]
 

A decent bonus to the Halo set would be to increase the scan resolution stat of the ship as well as reducing the sig radius, this would not overpower the ship's damage avoidance, which is probably what the devs are worried about, but would make them comparable to the other sets, and fitting into the high tech favouring bracket that the Angels sit in.

It would make the implant set choice for recon, covert ops and EW specialists. Who fall back on the snake set just now for their roles.


Skeltek
Caldari
Asgard Schiffswerften
Ev0ke
Posted - 2006.10.24 23:18:00 - [43]
 

Originally by: Syllke Aronstein
A decent bonus to the Halo set would be to increase the scan resolution stat of the ship as well as reducing the sig radius, this would not overpower the ship's damage avoidance, which is probably what the devs are worried about, but would make them comparable to the other sets, and fitting into the high tech favouring bracket that the Angels sit in.

It would make the implant set choice for recon, covert ops and EW specialists. Who fall back on the snake set just now for their roles.





I can only agree on that. Futher decrease of sigradius would overpower it for smaller ships while having less lockingtime advantage for bigger ships. Even if the set would reduce the sigradius by 70%, it would only affect missiles greater than your shipclass size. Not much effect on turrettracking though.

The currently insane price of the Halo highgrade set is derived from itīs rarity, not from itīs usability. Adding sensorresolutionbonus of 20% and/or maybe a VERY small 3-5% bonus to EW-strenght would be fitting I guess.
Although a 5% EW bonus would make people believe itīs overpowered or something and let the price gauge to hell and heaven. Small advantage, big priceincrease.

Roemy Schneider
Vanishing Point.
Posted - 2006.10.25 02:16:00 - [44]
 

eeep... maybe not the EW bonus
however, i dont know how much the coders wanted the sets to be purely defensive. so maybe something like a bonus to sensor strength might have more of a chance (.

signature radius _does_ have a huge impact on anything smaller than a BC; the smaller the merrier. as stated before, it has influence on more than just plain damage "input" - and there's only two other thingies with which one can reduce it; that weird gang assist module and the interceptor-ship-bonus (well... that and the simple choice to pick smaller ships and/or minmatar)
so i wouldn't exactly fiddle with the amount.
just an addition in some other field would be my preference


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