Implementation of Assault Damage Control

Insta locking tornado (for example) says its pretty damn easy to kill interceptors, covert ops and blockade runners in highsec, happens daily.

So its not irrelevant that assault frigates will get a module that gives 80% resistance for a limited time period, basically turning it into a cruiser sized tank, wrapped in a frigate size hull.
Saying that a module like this changes nothing for anyone, is a blatant lie.

So you can blap a covops before an attentive pilot gets his cloak up, but you can’t blap an AF before he realizes he’s in trouble and hits his panic button?

Whatever… you’re the expert.

Again, its all about the EHP. Its actually not easy to insta blap an assault frigate, because of the resistances. Covert ops, blockade runners and interceptors doesnt have that kind of tank and wont have this module either.
So this means the assault frigate has a way higher chance of surviving the initial blap, then any of the others and then he pops +80% resist for 20 secs, making it near impossible to kill him.
You see?

Well damn. I guess I’ll haul my bpc’s in an AF from now on then.

If this module gets introduced, it will be the safest way of transporting high value, low mass items through highsec.

This is why we can’t have nice things.

Which was my whole point of saying after a gank attempt they can just dock up hit repair and have the panic button ready to roll again.

Yeah to the ganker its no real value because Concord doesn’t care. For those who would be the gankee? Whole different ball game.

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Ahh yes, i misunderstood your first post then, sorry :slight_smile:

I don’t get it. If they design an entire ship class around one module, why not just make that module the ship class’ inherent ability?

T3 destroyers can switch between three modes, surely Assault Frigates/Cruisers can get an “Assault Mode” button.

Same with Marauders, the entire point of a Marauder is the Bastion, so just make it the ship’s ability. Adjust the slots and mineral cost, it can be safely removed from the game.

On topic, looks like a very exploitable idea that doesn’t even fit the “theme” of Assault ships. There is nothing “assaulty” about high resists. If anything, it should be the opposite, Assault ships should be tanky and slow by nature but with a “Boost” that lets them easily get into the thick of it. Or something like an Assault Jump Drive that lets you jump 25/50km.

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for one it would make the ships EXTREMELY OP, but I believe this module will do some good for the assault frigate class especially. Sure there are some methods on making this extremely OP. Hawk while already a super tanky ship will have an insane tank with this as well. Retri + deacon fleets will melt any kitchen sink gang in low sec. But for the not so popular AFs it could turn them to a new role of “Heavy Tackle” not as fast a ceptor but can take at least a bit of punishment till friendlies show up on grid.

Im pretty sure its simply because they didnt have the option of making “buttons” on ships when they made marauders.
That option might have been developed with the t3d development :slight_smile:

This. Thank you.

MWD bloom reduction already allows for that.

The general complaint is that bloom bonus is not sufficient. Not sure I agree with it 100%, but it is a valid point.

Honestly, if the MWD bloom reduction was improved to 75%, they’d get a lot more out of the whole mobility thing.

Just the same, mobility is kind of already the meta. I’d really like to see battleships come back in a meaningful way. Then again… that’s neither here nor there in this thread :frowning:

I think you are wrong.

Even with the stupid button, no AF is going to survive a garmur, unless the garm runs out of ammo.

They are still to slow too deal with frigs even T1 frigates, and not small enough to deal with cruisers. That 33% tank advantage doesn’t do much good if you aren’t scram kiting. They are a niche ship that the only place I even see them as practical is low sec, FW specifically because you know exactly where your target is going to land due to all of the plex gates.

HACs have their own issues in the form of both the T3C and ABC…they didn’t go far enough with either tank, application or raw damage to make the hulls competitive.

I don’t think the goal should be to make an HF the equal of a garmur in a 1v1 situation. Why the heck would we need a garmur?

The fleet-oriented nature of the hulls is very important. HFs should never be solo pwnmobiles. The HFs have potential as great heavy tacklers. Beyond that though, they need a unique roll or style of gameplay, far more than they need a simple buff. An idea (not my own,see the podcast I posted earlier) is to give them special EWAR resists.

Something needs to be done to liven up the rock-paper-scissors dynamic between hulls. A crude buff, temporary or otherwise, simply doesn’t do that.

Hopefully never. Adcu is a bad idea.

The reason I think you’re right is because the proposed Adcu kinda does make the AF a solo pwnmobile. Imagine the effect on solo 1v1s, especially in LS… nobody would fly anything else! Worse, the fights would turn into stupid, mind-numbing F1 slugfests.

This would be essentially the final nail in the coffin for a style of gameplay that is sadly already on its deathbed.

It always comes back to t3s being broken.
AF is useless cause t3d does same thing better and has more versatility and better stats.

No one uses hac cause again t3c do more damage and have better tank.
T3 is supposed to be inferior to any single t2 in the t2s role.

Solution is real nerfs to t3 or remove t3s from game.