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 Author Suggestion: Jump Disruptors
Forger of Destiny
Chief Marshal
We Kick Arse


Joined: October 10, 2009
Posts: 826
Posted: 2011-08-17 09:19   
im a dictor pilot myself, and i say this by experience - dictors need a energy usage increase and a cooldown. their range is ok, the class of ship its used on is ok.

any other class for dictors is not suitable. dessies and below can have very high speeds with enh (dessy with tuners can go upto 34.3). dreads and stations on the other hand have a lot of space on board, so even if you load them with a dictor device, they'll have enough place for powerful armament or utility devices.

also phoebuzz, you should try out the ugto dictor some time. it gets repeatedly beaten by icc cruisers and kluth dreads (favourites of their respective factions), whereas the icc one has a lot of maneuverability and pulse beams, and your piercer has cloak.

believe me, the piercer gives a biased idea of the general effectiveness of interdictor ships in general. so aside from energy increase and cooldown of 10 seconds, the jump disruptor device is great (@those who think dictor field should stop friendly ships :- tell that to planetary dictor fields. also stop being dependent on your jump drives, the sublight engines do a good job aswell).

ps:- why doesnt someone put blue enhancements on frigates, like the nymph, interceptor or assault frigate? is it because they dont have the full set of 8/7 defense devices? :< not fair
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CM7
Midshipman
Faster than Light


Joined: October 15, 2009
Posts: 1812
Posted: 2011-08-17 11:35   
ive two fully moded frigs
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µOmniVore
Grand Admiral

Joined: September 13, 2006
Posts: 171
Posted: 2011-08-17 17:50   
I would much rather have interdictors have the field and a weapon that damages the jump drive that would be aswome and make interdictors more useful.
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Viskel the Muffin Muncher
Grand Admiral

Joined: November 13, 2009
Posts: 38
From: Your Fridge
Posted: 2011-08-24 14:55   
On the energy issue, ICC Dictors do lose energy fairly quickly. I switched the shields on mine to Reactives in order to lower the energy consumption on it. Even then, with 2 destroyers, or one good one, on me, I still run out of energy pretty fast trying to stay alive with my shields up.

UGTO dictors needs an energy reduction to fix them.

Kluth dictors are the real problem here. They don't need to jump, so an enemy dico with 2 destroyers can't kill it... It'll just cloak. In my opinion, the Kluth dico needs its cloak removed.

I know, "BUT CLOAK IS THE KLUTH'S MAIN WEAPON!" Yes, it is. But combining a dico with the ability to just cloak whenever you want is insanely overpowered and unbalanced. Either it needs cloak taken away, Kluth don't get a dico, or the Dico loses a lot of energy and/or armor.
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Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1789
Posted: 2011-08-24 18:57   
We're looking at increasing Interdictor energy costs and reducing the field size to somewhere around 750 to 650 gu. Those are the only two changes on the table at this point.
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jimjimjaroo
Grand Admiral

Joined: March 06, 2009
Posts: 308
From: Michigan, USA
Posted: 2011-08-24 19:23   
Quote:

On 2011-08-24 18:57, Pantheon wrote:
We're looking at increasing Interdictor energy costs and reducing the field size to somewhere around 750 to 650 gu. Those are the only two changes on the table at this point.



to add on to this, put more energy drain and put a protective layer of shield on the ship(this should be an option to the user, but only available when the interdictor is on)
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*Flash*
Chief Marshal

Joined: April 19, 2009
Posts: 291
From: Semi retired after 1.67 !
Posted: 2011-08-24 19:24   
energy drain on dictors should be alot higher even if they r not moving.
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Nekatil
1st Rear Admiral
Team Germany

Joined: April 07, 2010
Posts: 43
Posted: 2011-08-24 21:50   
i just have a idea abour dictors:

what about
- reduce energy drain from dictor gadget
- dictor-ships have multiple dictor gadgets
- instead of a dictor-field, it's now a channeled effect
eg.
dictor-ship have 5 dictor-gadgets
to prevent (up to) 5 enemy ships from jumping the pilot must target those enemies and activate the gadgets for every single enemy

this way it's controllable how many ships can be trapped
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2011-08-24 22:59   

Some of the ideas here do make sense.

- Increased energy use for dico (this is probably eventual anyway)
- Short cooldown for dico (something like ecm or cloak? 15 secs?)
- Can't jump while dico is running (definitely needs to be looked at. Easy to implement too, just like cloak/jump mechanics)

- Shorten range of dico to ~~750gu. LOL. Even Jack has thought of the idea while playing UGTO with PB the other day. But he'll prob consider the first 3 ideas above before messing with the dico range. Could possibly be a game changer/breaker.


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Borgie
Chief Marshal
Pitch Black


Joined: August 15, 2005
Posts: 2256
From: close by
Posted: 2011-08-25 00:23   
Quote:

On 2011-08-16 19:53, Crim wrote:
Well, removing or reducing dictor range is just a plain bad idea. It doesn't matter if it's a 'fun wrecker', since when has warfare ever been a fun thing?
"other large block of text"




i agree with everything crim said. but would like to add that with grouping, a dictor pilot can earn pres from his team mates killing everything around them. i know PB uses grouping all the time, its comes in real nice when say im in a bomber killing troops and necro and gigga are protecting me.
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Animyx
Chief Marshal
Army Of Darkness


Joined: December 08, 2008
Posts: 108
From: Ground Zero
Posted: 2011-08-25 15:47   
dictors are fine as they are, and the "dico bug" as people call it should be left in, jumping into a dictor field is like shooting a bullet into a block of honey, yeah, your gonna stop, but you wont just hit the edge and stop dead from them kinda speeds, and the more mass you have, the further you will get inside the field...
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Azure Prower
Chief Marshal

Joined: March 14, 2006
Posts: 309
Posted: 2011-08-26 00:47   
Quote:

On 2011-08-24 18:57, Pantheon wrote:
We're looking at increasing Interdictor energy costs and reducing the field size to somewhere around 750 to 650 gu. Those are the only two changes on the table at this point.




If this is the only changes you're making to the interdictor cruiser, then you've probably successfully killed off any use of it.

It's bad enough that it rewards nothing and is simply a support ship for the team.
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2011-08-26 01:04   
Quote:

On 2011-08-24 18:57, Pantheon wrote:
We're looking at increasing Interdictor energy costs and reducing the field size to somewhere around 750 to 650 gu. Those are the only two changes on the table at this point.




Don't mess w the range yet, Jack.

Besides increasing energy costs, try adding a cooldown of 15 secs, and also preventing the cruiser from jumping while the dico is active.


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Kaepora
Fleet Admiral

Joined: February 08, 2011
Posts: 77
Posted: 2011-08-26 02:00   
Quote:

On 2011-08-16 16:12, Talien wrote:
The only change that Interdictors need is prevent them from jumping while their own field is active, that in itself will solve a lot of the "fun wrecking" issues. And/or increase energy drain from an active field so they can't fly full speed for more than a minute or so while it's on.




This.

This.

A thousand times this.


Also give the interdictor gadget a 20 second cooldown to prevent "Hop and Stop" .
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