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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Logix42
Project Write Down All The Things
68
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Posted - 2012.10.26 16:45:00 -
[1] - Quote
It would be awesome if the 5 min cool down on the MJD was shown in the module tooltip Operation WRITE DOWN ALL THE THINGS!!!-á Collecting and compiling all fixes and ideas for EVE.-á Check out the G-Doc list at http://bit.ly/wdatt or the Eve-áforum post at http://bit.ly/I56ebm |
Raze Zindonas
Asgard. Exodus.
29
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Posted - 2012.10.26 20:33:00 -
[2] - Quote
Video: http://www.youtube.com/watch?v=VWorZl-70f4
Anyways. Wouldnt it be better to have a "unable to lock or do anything for x amount of time" be a better idea?
Mega was 100 off me, Jumped in front of me, locked and engaged me without a penalty. I was thinking there would be a small delay after a jump. |
Temuken Radzu
Bendebeukers Green Rhino
14
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Posted - 2012.10.26 20:57:00 -
[3] - Quote
Raze Zindonas wrote:Video: http://www.youtube.com/watch?v=VWorZl-70f4Anyways. Wouldnt it be better to have a "unable to lock or do anything for x amount of time after jump" be a better idea? Mega was 100 off me, Jumped in front of me, locked and engaged me without a penalty. I was thinking there would be a small delay after a jump.
Looks awsome. A big buff for Galente blasterfest |
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CCP Tuxford
C C P C C P Alliance
380
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Posted - 2012.10.26 22:18:00 -
[4] - Quote
Logix42 wrote:It would be awesome if the 5 min cool down on the MJD was shown in the module tooltip That goes for pretty much any module reactivation delay tbh.
https://gate.eveonline.com/Profile/CCP%20Tuxford/StatusUpdates |
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Akirei Scytale
Test Alliance Please Ignore
2541
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Posted - 2012.10.27 07:32:00 -
[5] - Quote
I see that you're trying to make Blasters fleet-viable with this change, but you may want to consider one more addition, as in most situations the target fleet will simply align as the hilariously obvious spooling animation plays, and warp on the jump.
That change? Allow Heavy Interdictors to fit them. That way, tackle can be assured before a blaster fleet commits to jumping. As is, its a cool new toy, but won't win any battles, and probably won't see widespread use. The fact that logi can't come along is already penalty enough for the use of MJDs. TEST Alliance BEST Alliance |
MeBiatch
Republic University Minmatar Republic
627
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Posted - 2012.10.27 17:31:00 -
[6] - Quote
Akirei Scytale wrote:I see that you're trying to make Blasters fleet-viable with this change, but you may want to consider one more addition, as in most situations the target fleet will simply align as the hilariously obvious spooling animation plays, and warp on the jump.
That change? Allow Heavy Interdictors to fit them. That way, tackle can be assured before a blaster fleet commits to jumping. As is, its a cool new toy, but won't win any battles, and probably won't see widespread use. The fact that logi can't come along is already penalty enough for the use of MJDs.
well they only jump 100 km and whats the range on logi these days... like 80 km?
so you are only in theory 20km from activating the logi ships...
all you would have to do is when spooling warp away the logi's and get a closer warp in for them so that when the ships jump... your logis are in range... Ok, so you've corrected my spelling,do you care to make a valid point? -áThere are no stupid Questions... just stupid people... |
Morgan North
The Wild Bunch Electus Matari
90
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Posted - 2012.10.27 18:08:00 -
[7] - Quote
It would also be nice if the counter reset when you docked/undocked. I foresee a lot of silliness kills if that isn't looked at. |
Akirei Scytale
Test Alliance Please Ignore
2542
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Posted - 2012.10.28 00:35:00 -
[8] - Quote
MeBiatch wrote: well they only jump 100 km and whats the range on logi these days... like 80 km?
so you are only in theory 20km from activating the logi ships...
all you would have to do is when spooling warp away the logi's and get a closer warp in for them so that when the ships jump... your logis are in range...
The point is you use them when the hostiles are within 150km. If they were farther, you wouldn't bother using a MJD, you'd just have the FC drop a few probes and warp on top of them. This is why Sniper Battleships don't really happen anymore.
Having logi entirely alone flying towards the hostile fleet while the blaster ships dismantle them would mean the hostile fleet would be focusing on the logi (and killing them rather handily) - they would be the only ships not under their guns. TEST Alliance BEST Alliance |
TZeer
BURN EDEN Northern Coalition.
0
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Posted - 2012.10.28 10:00:00 -
[9] - Quote
Seems like CCP don't like sniping in any way or form.
>150km, Probes and warp on top <150km, MJD to less then 50km away and start shooting. lol |
Akirei Scytale
Test Alliance Please Ignore
2542
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Posted - 2012.10.28 10:04:00 -
[10] - Quote
TZeer wrote:Seems like CCP don't like sniping in any way or form.
>150km, Probes and warp on top <150km, MJD to less then 50km away and start shooting. lol
They're trying to make blasters viable. I consider that a worthy goal. TEST Alliance BEST Alliance |
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Bienator II
madmen of the skies
1071
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Posted - 2012.10.28 16:37:00 -
[11] - Quote
i somehow don't like the current mechanics.
i would try to go a different direction with the penalties.. something like that: - reduce cooldown significantly - make it use more cap (like 3 MWD cycles or something) - now add a penalty: unable to warp for X minutes after use
this would make this module much more fun as it is right now. It could be used to repeatatly get into sniping range, however as soon you use it you commit to stay on grid for a long time. Frigs will still catch you. MWD BS will have a hard time to fight you. a eve-style bounty system https://forums.eveonline.com/default.aspx?g=posts&m=359105 You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |
Tyrus Tenebros
Celestial Janissaries Curatores Veritatis Alliance
20
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Posted - 2012.10.28 21:00:00 -
[12] - Quote
Anything about after-jump penalties: People ITT who don't understand possible intended uses.
Penalizing after-jump engagement or warping would make this more laughable than it already has potential to be. If anything the 12 seconds of spool is already too long. |
Michael Harari
The Hatchery Team Liquid
335
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Posted - 2012.10.29 03:05:00 -
[13] - Quote
The built in warp core stab is surely a joke, right? |
Felicia McVanders
xTESLAx
0
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Posted - 2012.10.29 10:21:00 -
[14] - Quote
What if the range was variable, and the spool up was a function of that range? (I don't neccesarily propose it be linear) |
Akirei Scytale
Test Alliance Please Ignore
2554
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Posted - 2012.10.29 11:33:00 -
[15] - Quote
Felicia McVanders wrote:What if the range was variable, and the spool up was a function of that range? (I don't neccesarily propose it be linear)
It would be interesting to have "scripts" for it, I agree. I feel this module would be better balanced if it consumed fuel, as well, and would be interesting if it could "lock on" to on-grid cynos. TEST Alliance BEST Alliance |
Demolishar
United Aggression
390
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Posted - 2012.10.29 13:59:00 -
[16] - Quote
Michael Harari wrote:The built in warp core stab is surely a joke, right?
Confirmed by ISD BH in-game that warp disurptor will not effect this module. Warp scrambler and bubbles only. I won't even bother saying more. |
Gheyna
Rayn Enterprises Test Alliance Please Ignore
46
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Posted - 2012.10.29 14:17:00 -
[17] - Quote
Should make this mod work for hics, logis, tech 3 and recons. No point warping a bs fleet and leave your support behind. Nobody uses rr bs anymore btw ccp. |
Eitan Neveh
Tribal Liberation Force Minmatar Republic
0
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Posted - 2012.10.29 16:13:00 -
[18] - Quote
Demolishar wrote:Michael Harari wrote:The built in warp core stab is surely a joke, right? Confirmed by ISD BH in-game that warp disurptor will not effect this module. Warp scrambler and bubbles only. I won't even bother saying more.
This is probably the silliest thing I have heard of ccp ever doing |
Eitan Neveh
Tribal Liberation Force Minmatar Republic
0
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Posted - 2012.10.29 16:42:00 -
[19] - Quote
Demolishar wrote:Michael Harari wrote:The built in warp core stab is surely a joke, right? Confirmed by ISD BH in-game that warp disurptor will not effect this module. Warp scrambler and bubbles only. I won't even bother saying more.
ISD trolling in game? |
Asteroid Pulverizer
Perkone Caldari State
0
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Posted - 2012.10.29 16:56:00 -
[20] - Quote
Hahahahahaha, CCP clearly thought this change out |
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octahexx Charante
Morior Invictus. Ethereal Dawn
22
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Posted - 2012.10.29 20:26:00 -
[21] - Quote
i see the module i watched the video. but i dont get it.
CCP what is the intended use with this module what scenario was it designed for?
Im not asking random people on forum to reply im asking the devs. The spoolup animation and time seems to remove the entire suprise idea i thought it would have.
I dont understand the purpose |
Nyancat Audeles
Center for Advanced Studies Gallente Federation
28
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Posted - 2012.10.30 03:24:00 -
[22] - Quote
Well, I have some things to say about this :P
I went into Combat Field 2, where I was targeted by a Moros and some Minmatar super (forgot name) and disrupted by a cruiser. I was able to escape the engagement and disruption by just using this module, then warping to the nearest station. Am I the only one that sees this as wrong? I might be playing the game for only a few months, but if you were trying to make it so blaster boats could jump into range, there is no need for it to not be affected by disrupt- because if you are disrupted, you're already in Battleship blaster range of some hostile or another.
The only additional penalty needed is for the MJD to be disabled by disruptors. Also, a tooltip for the 5-minute cool down would be nice. |
GeeShizzle MacCloud
228
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Posted - 2012.10.30 09:52:00 -
[23] - Quote
look ffs theres already been talk that the whole disruptors not working to nullify this module was an oversight and that its going to change, so dont pull ur hair out over something that IS going to change.
i for one like the idea of a variable range for spool up timer idea... tho i think itd be difficult to script, bt not impossible. and i also believe the should be allowed on HICs but BS's and HIC's only, and tbh if ur that bad at pvp and fleets that u dont operate with multiple frigs for bounce options then ur doing it wrong!
im glad of this module because it makes blasters a viability... or at least has the potential to make them viable in more situations.
=) |
Sentamon
202
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Posted - 2012.10.30 09:56:00 -
[24] - Quote
This module might be interesting on a mining barge if it gave you a shot to escape the solo ganker. More people might try mining lowsec. ~ Professional Forum Alt -á~ |
Felicia McVanders
xTESLAx
0
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Posted - 2012.10.30 10:19:00 -
[25] - Quote
Felicia McVanders wrote:What if the range was variable, and the spool up was a function of that range? (I don't neccesarily propose it be linear)
In reference to my previous post, instead of a script for different ranges as someone else suggested, why not be able to type in a # of km? I feel like the amount of cap used should also be dependent on the selected range. This should put a hard maximum on how far you can blink, and if a minimum range is built in, you couldn't spam the button to continuously blink away.
TL;DR:
1) Cap needed = f(range) ; range >= minimum | module fails to begin spooling (read:activate) if more cap is needed than you have
2) Spool time = g(range); rang >= minimum
3) f(range) and g(range) do not need to be linear, in fact probably shouldn't be for the spool time. Consider how it takes increasingly more HP to make a car go faster.
I also feel like you should be able to cancel the spool up, but it should unspool for the same time as it had spooled for. E.g. spool time is 20sec, cancel at 12sec, needs 12sec before you can activate it again. |
Meditril
T.R.I.A.D Ushra'Khan
146
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Posted - 2012.10.30 10:40:00 -
[26] - Quote
Nyancat Audeles wrote:I went into Combat Field 2, where I was targeted by a Moros and some Minmatar super (forgot name) and disrupted by a cruiser. I was able to escape the engagement and disruption by just using this module, then warping to the nearest station. Am I the only one that sees this as wrong?
Yes you are. The MJD is only deactivated by a scrambler and not by a disruptor. I think this is in line with the fact that MWD is also deactivated by a scrambler only. Furthermore, it gives another incentive for people to come close if they really want to keep you in place... which on the other hand gives you more chances to kill the tackler. |
Vaal Erit
Science and Trade Institute Caldari State
352
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Posted - 2012.10.30 22:55:00 -
[27] - Quote
octahexx Charante wrote:i see the module i watched the video. but i dont get it.
CCP what is the intended use with this module what scenario was it designed for?
Im not asking random people on forum to reply im asking the devs.
Too bad, you get me anyways.
I don't see a lot of BS fleet applications but in small gangs it could be useful. For example if a blackbird/falcon/scorpion is jamming you at 80km or a t3 is sniping you, boom you can be instantly on top of them. Would I give up a mid slot for such a highly situational module, hell no.
This module is pretty fail just like the reactive armor hardener thing that no one ever uses but CCP spent money on the design and don't know when to quit. CCP is just throwing away more money and precious developer time down the drain because they already sunk money into it and don't want to admit it was a bad idea. Common rookie business mistake.
Not being affected by a warp disruptor is the epitome of bad game design, I assume it will change soon. |
Akirei Scytale
Test Alliance Please Ignore
2567
|
Posted - 2012.10.31 00:12:00 -
[28] - Quote
Vaal Erit wrote:octahexx Charante wrote:i see the module i watched the video. but i dont get it.
CCP what is the intended use with this module what scenario was it designed for?
Im not asking random people on forum to reply im asking the devs. Too bad, you get me anyways. I don't see a lot of BS fleet applications but in small gangs it could be useful. For example if a blackbird/falcon/scorpion is jamming you at 80km or a t3 is sniping you, boom you can be instantly on top of them. Would I give up a mid slot for such a highly situational module, hell no. This module is pretty fail just like the reactive armor hardener thing that no one ever uses but CCP spent money on the design and don't know when to quit. CCP is just throwing away more money and precious developer time down the drain because they already sunk money into it and don't want to admit it was a bad idea. Common rookie business mistake. Not being affected by a warp disruptor is the epitome of bad game design, I assume it will change soon.
"This module is useless, make it more useless."
Sigh. TEST Alliance BEST Alliance |
Iam a Spy2
solo and loveing it
27
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Posted - 2012.10.31 03:25:00 -
[29] - Quote
Nyancat Audeles wrote:Well, I have some things to say about this :P
I went into Combat Field 2, where I was targeted by a Moros and some Minmatar super (forgot name) and disrupted by a cruiser. I was able to escape the engagement and disruption by just using this module, then warping to the nearest station. Am I the only one that sees this as wrong? I might be playing the game for only a few months, but if you were trying to make it so blaster boats could jump into range, there is no need for it to not be affected by disrupt- because if you are disrupted, you're already in Battleship blaster range of some hostile or another.
The only additional penalty needed is for the MJD to be disabled by disruptors. Also, a tooltip for the 5-minute cool down would be nice.
If you read the info of the MJD warp dis. dont work on it. Warp Scams work on shuting it down just like MWD so its works as planed read the stats. |
Tyrus Tenebros
Celestial Janissaries Curatores Veritatis Alliance
20
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Posted - 2012.10.31 04:31:00 -
[30] - Quote
Not being affected by a long point is an excellent design decision, because things like recons at long range and interceptors at speed are certainly NOT a target for Large blasters (keeping in mind this is a BS only module)
Quote:This module is pretty fail just like the reactive armor hardener thing that no one ever uses but CCP spent money on the design and don't know when to quit. CCP is just throwing away more money and precious developer time down the drain because they already sunk money into it and don't want to admit it was a bad idea. Common rookie business mistake. the RAH is currently moderately useful in a ganglinked PvE setup (specifically, you can drop the "odd man out" hardener in a Rep/3Hardener tank and use Rep/2hard/RAH, because you avoid the stacking penalty when compared to an EANM and the assured resist switch profile is significantly better than a triplestacked EANM)
Their are changes coming to the RAH so rather than a rookie business mistake I'd class it along with many "not sure if OP or useless" changes CCP makes. They still aren't exactly balancing gods, but it's better than "rookie business mistake" class of throwing money away, given they are apparently (just now in 2012!) beginning to more quickly react to the need for changes.
Back to the MJD:
TBH I think not being affected by bubbles and long points, but being nullified by scrams, is the correct way to go here. Obviously there's MASSIVE problems with leaving support behind in a large fleet scenario, but support is generally able to handle being locked down a bit better than the slow, large, ships of the line of today. This is a "stealth" buff to Armor tanking fleet concepts, since it drains a slot from a shield tank (unless you fit no-MWD/only MJD, which seems relatively unlikely).
All of that said I expect it's effectively going to be useless in a vast number of situations. |
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