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Sradoc
Space Road Truckers. Sev3rance
0
|
Posted - 2012.05.23 14:46:00 -
[1] - Quote
So I tried this module, and found it to be extremely impotent. CCP stated that in order for this to be effective you need "A LOT" of active aggressors. I tested it with 18, and that only consistently yielded a 33% success rate, oddly though 100% of the time my lock was broken.
So even if 33% is reasonable, the major issue I had with this is the fact that the NPCs that you'll most likely want to 'lock break' are tacklers...and these have a pretty darn high scan res.
On top of that, the mod is designed for a mid slot. Now, if you're going to fit this to a Blops, or Marauder you'd want this in a high slot. As there is room to spare when doing PVE. For a Battleship, maybe... the point is, the med slot this mod takes up hinders your tank and if properly fit you wouldn't need this mod anyway.
So, I like to come up with a thought process of a person or group of people when I see something that falls short/fails epically. So here goes:
Enter Guy 1 and Guy 2:
Guy 1: "Hey, lets have a meeting to discuss the idea of a 'lock breaker mod'!"
Guy 2: "Sure, lets make this mod ONLY available to Battle Ships...their size makes them really easy to target by tacklers. So lets add a minor inconvenience for those small ships with high scan resolution."
Guy 1: "Great idea! Now lets make it so it will break your own lock too, but penalize your scan res so re-locking your target is SUPER difficult."
Guy 2: "Love it! Should we set this up so it makes your tank worse by making it a mid slot item? Rather than using a high slot?"
Guy 1: "Of course!! Better yet, lets allow Marauders to use it too...they have free high slots that should be used for tractor beams."
Guy 2: "Now that you mention it, Black Ops could do well with this. They already get a penalty to scan res from their cloak, and have a poor tank to start off with. Lets set it up so they can attempt to PvE!"
Guy 1: "But wouldn't Black Ops use this in PvP, since that's sort of their thing?"
Guy 2: "Nah, the effectiveness is terrible for a small group of PvPer and will only keep the black ops from fighting back."
Guy 1: "Great! Should we have a follow up meeting with other intelligent people and get feedback from the community?"
Guy 2: "Nah, lets just load it and get back to work with making awesome turret animations."
Exit Guy 1 and Guy 2 from their adjacent bathroom stalls.
|

Falkwen
Caldari Navy Operations INQUISITION.
6
|
Posted - 2012.05.23 14:53:00 -
[2] - Quote
Sradoc wrote:So I tried this module, and found it to be extremely impotent. CCP stated that in order for this to be effective you need "A LOT" of active aggressors. I tested it with 18, and that only consistently yielded a 33% success rate, oddly though 100% of the time my lock was broken.
So even if 33% is reasonable, the major issue I had with this is the fact that the NPCs that you'll most likely want to 'lock break' are tacklers...and these have a pretty darn high scan res.
On top of that, the mod is designed for a mid slot. Now, if you're going to fit this to a Blops, or Marauder you'd want this in a high slot. As there is room to spare when doing PVE. For a Battleship, maybe... the point is, the med slot this mod takes up hinders your tank and if properly fit you wouldn't need this mod anyway.
So, I like to come up with a thought process of a person or group of people when I see something that falls short/fails epically. So here goes:
Enter Guy 1 and Guy 2:
Guy 1: "Hey, lets have a meeting to discuss the idea of a 'lock breaker mod'!"
Guy 2: "Sure, lets make this mod ONLY available to Battle Ships...their size makes them really easy to target by tacklers. So lets add a minor inconvenience for those small ships with high scan resolution."
Guy 1: "Great idea! Now lets make it so it will break your own lock too, but penalize your scan res so re-locking your target is SUPER difficult."
Guy 2: "Love it! Should we set this up so it makes your tank worse by making it a mid slot item? Rather than using a high slot?"
Guy 1: "Of course!! Better yet, lets allow Marauders to use it too...they have free high slots that should be used for tractor beams."
Guy 2: "Now that you mention it, Black Ops could do well with this. They already get a penalty to scan res from their cloak, and have a poor tank to start off with. Lets set it up so they can attempt to PvE!"
Guy 1: "But wouldn't Black Ops use this in PvP, since that's sort of their thing?"
Guy 2: "Nah, the effectiveness is terrible for a small group of PvPer and will only keep the black ops from fighting back."
Guy 1: "Great! Should we have a follow up meeting with other intelligent people and get feedback from the community?"
Guy 2: "Nah, lets just load it and get back to work with making awesome turret animations."
Exit Guy 1 and Guy 2 from their adjacent bathroom stalls.
I ain't tried it yet so bow to your testing of it. Ill give it a go later but already agree in some ways mate as yea taking out a mid slot. Moving to high would make sense and more so in the Marauders mate.
Interesting enough your Guy 1 and Guy 2 but as I was reading it I kepting seeing Gay 1 Gay 2. Don't know what that says about me to be honest. Perhaps im slowly coming out of a closet I didn't know I was in wanting to come out of..... |

Tamiya Sarossa
Hedion University Amarr Empire
169
|
Posted - 2012.05.23 17:57:00 -
[3] - Quote
I'm pretty sure it's aimed at large fleet battles, not helping you break NPC tackles. Get it tested in a proper fleet fight with 500+ people and then get back to us?
EDIT: and to be honest the Black Ops and Marauder inclusion is probably for consistency since they're the only other BS-class ships out there, not out of any misplaced hope that they'll frequently fit them. It would be more odd if they couldn't, tbh. |

mxzf
Shovel Bros
1653
|
Posted - 2012.05.23 18:09:00 -
[4] - Quote
Tamiya Sarossa wrote:I'm pretty sure it's aimed at large fleet battles, not helping you break NPC tackles. Get it tested in a proper fleet fight with 500+ people and then get back to us?
EDIT: and to be honest the Black Ops and Marauder inclusion is probably for consistency since they're the only other BS-class ships out there, not out of any misplaced hope that they'll frequently fit them. It would be more odd if they couldn't, tbh.
This. The module is designed for "Oh, crap, I'm primary in the fleet fight. Start spamming warp and activate this thing to warp away and live". It's not designed for breaking the lock of tackle rats, or PvE at all. It's a PvP module (specifically for large fleet fights), any PvE use is purely coincidental.
tl;dr: Stop complaining about something not working as you expect it to when you're using it wrong. |

Sradoc
Space Road Truckers. Sev3rance
0
|
Posted - 2012.05.23 18:21:00 -
[5] - Quote
mxzf wrote:Tamiya Sarossa wrote:I'm pretty sure it's aimed at large fleet battles, not helping you break NPC tackles. Get it tested in a proper fleet fight with 500+ people and then get back to us?
EDIT: and to be honest the Black Ops and Marauder inclusion is probably for consistency since they're the only other BS-class ships out there, not out of any misplaced hope that they'll frequently fit them. It would be more odd if they couldn't, tbh. This. The module is designed for "Oh, crap, I'm primary in the fleet fight. Start spamming warp and activate this thing to warp away and live". It's not designed for breaking the lock of tackle rats, or PvE at all. It's a PvP module (specifically for large fleet fights), any PvE use is purely coincidental. tl;dr: Stop complaining about something not working as you expect it to when you're using it wrong.
I seriously doubt you've even attempted to use this mod. And if you have, you haven't seriously used it in a fleet battle of 500+ people. And if you have you are lying about it being useful in such a situation.
|

Michael Harari
The Hatchery Team Liquid
88
|
Posted - 2012.05.23 18:28:00 -
[6] - Quote
Sradoc wrote:mxzf wrote:Tamiya Sarossa wrote:I'm pretty sure it's aimed at large fleet battles, not helping you break NPC tackles. Get it tested in a proper fleet fight with 500+ people and then get back to us?
EDIT: and to be honest the Black Ops and Marauder inclusion is probably for consistency since they're the only other BS-class ships out there, not out of any misplaced hope that they'll frequently fit them. It would be more odd if they couldn't, tbh. This. The module is designed for "Oh, crap, I'm primary in the fleet fight. Start spamming warp and activate this thing to warp away and live". It's not designed for breaking the lock of tackle rats, or PvE at all. It's a PvP module (specifically for large fleet fights), any PvE use is purely coincidental. tl;dr: Stop complaining about something not working as you expect it to when you're using it wrong. I seriously doubt you've even attempted to use this mod. And if you have, you haven't seriously used it in a fleet battle of 500+ people. And if you have you are lying about it being useful in such a situation.
You havent tested it there either. If 18 people has a 33% break rate, than 500 people should be quite a bit higher, making this very useful in certain fleets. |

Sradoc
Space Road Truckers. Sev3rance
0
|
Posted - 2012.05.23 18:34:00 -
[7] - Quote
Michael Harari wrote:Sradoc wrote:mxzf wrote:Tamiya Sarossa wrote:I'm pretty sure it's aimed at large fleet battles, not helping you break NPC tackles. Get it tested in a proper fleet fight with 500+ people and then get back to us?
EDIT: and to be honest the Black Ops and Marauder inclusion is probably for consistency since they're the only other BS-class ships out there, not out of any misplaced hope that they'll frequently fit them. It would be more odd if they couldn't, tbh. This. The module is designed for "Oh, crap, I'm primary in the fleet fight. Start spamming warp and activate this thing to warp away and live". It's not designed for breaking the lock of tackle rats, or PvE at all. It's a PvP module (specifically for large fleet fights), any PvE use is purely coincidental. tl;dr: Stop complaining about something not working as you expect it to when you're using it wrong. I seriously doubt you've even attempted to use this mod. And if you have, you haven't seriously used it in a fleet battle of 500+ people. And if you have you are lying about it being useful in such a situation. You havent tested it there either. If 18 people has a 33% break rate, than 500 people should be quite a bit higher, making this very useful in certain fleets.
I have tested it, and I provided my parameters for the test. If you can test it with 500+ people (and prove it) I'll listen to something you may have to say.
Other than that, you have nothing to provide that's useful. |

Cpt AngelNova
Licentia Ex Vereor Intrepid Crossing
0
|
Posted - 2012.05.23 18:38:00 -
[8] - Quote
Michael Harari wrote:Sradoc wrote:mxzf wrote:Tamiya Sarossa wrote:I'm pretty sure it's aimed at large fleet battles, not helping you break NPC tackles. Get it tested in a proper fleet fight with 500+ people and then get back to us?
EDIT: and to be honest the Black Ops and Marauder inclusion is probably for consistency since they're the only other BS-class ships out there, not out of any misplaced hope that they'll frequently fit them. It would be more odd if they couldn't, tbh. This. The module is designed for "Oh, crap, I'm primary in the fleet fight. Start spamming warp and activate this thing to warp away and live". It's not designed for breaking the lock of tackle rats, or PvE at all. It's a PvP module (specifically for large fleet fights), any PvE use is purely coincidental. tl;dr: Stop complaining about something not working as you expect it to when you're using it wrong. I seriously doubt you've even attempted to use this mod. And if you have, you haven't seriously used it in a fleet battle of 500+ people. And if you have you are lying about it being useful in such a situation. You havent tested it there either. If 18 people has a 33% break rate, than 500 people should be quite a bit higher, making this very useful in certain fleets.
With all do respect. if you are being targeted by 500+ people you're already dead, those of us who have been in large battles even under the best minimal possible lag situations will confirm this, thus i personally have my doubts about this module |

Warpshade
2
|
Posted - 2012.05.23 21:49:00 -
[9] - Quote
The only situation I can see it being really useful, is on something like a bait scorpion? |

Bacchanalian
Stimulus Rote Kapelle
66
|
Posted - 2012.05.23 21:58:00 -
[10] - Quote
mxzf wrote:Tamiya Sarossa wrote:I'm pretty sure it's aimed at large fleet battles, not helping you break NPC tackles. Get it tested in a proper fleet fight with 500+ people and then get back to us?
EDIT: and to be honest the Black Ops and Marauder inclusion is probably for consistency since they're the only other BS-class ships out there, not out of any misplaced hope that they'll frequently fit them. It would be more odd if they couldn't, tbh. This. The module is designed for "Oh, crap, I'm primary in the fleet fight. Start spamming warp and activate this thing to warp away and live".
Bubbles > your argument.
That said, I know very little about this module outside of the fact that I'm less likely to use it than I am to use an ECM burst, and the ONLY time I could imagine using an ECM burst would be on a trollfit solo Scorpion.
End of the day plenty of interesting modules did come into the game with Inferno. This just happens to not be one of them. NBD |
|

Jezs
Missions Mining and Mayhem Northern Coalition.
9
|
Posted - 2012.05.23 22:13:00 -
[11] - Quote
lol |

Drunken Bum
School of Applied Knowledge Caldari State
23
|
Posted - 2012.05.23 22:24:00 -
[12] - Quote
stopped reading at npc. Herp. |

Sradoc
Space Road Truckers. Sev3rance
0
|
Posted - 2012.05.23 22:58:00 -
[13] - Quote
the lolz would be when you use this in PvP...I dare you :P
Seriously, fit a BS up with this thing and head to sev space. I would love to see the result. |

Sradoc
Space Road Truckers. Sev3rance
0
|
Posted - 2012.05.23 22:59:00 -
[14] - Quote
Drunken Bum wrote:stopped reading at npc. Herp.
Yeah, I tested it with players first...but CCP said I needed to have "A LOT". Well, where can you find "A LOT" of ships to lock you? Derp Derp |

Michael Harari
The Hatchery Team Liquid
88
|
Posted - 2012.05.23 23:21:00 -
[15] - Quote
Sradoc wrote:Drunken Bum wrote:stopped reading at npc. Herp. Yeah, I tested it with players first...but CCP said I needed to have "A LOT". Well, where can you find "A LOT" of ships to lock you? Derp Derp
You could go to VFK |

Sradoc
Space Road Truckers. Sev3rance
0
|
Posted - 2012.05.23 23:34:00 -
[16] - Quote
Michael Harari wrote:Sradoc wrote:Drunken Bum wrote:stopped reading at npc. Herp. Yeah, I tested it with players first...but CCP said I needed to have "A LOT". Well, where can you find "A LOT" of ships to lock you? Derp Derp You could go to VFK
Option. |

James Amril-Kesh
4S Corporation RAZOR Alliance
258
|
Posted - 2012.05.24 00:04:00 -
[17] - Quote
mxzf wrote:any PvE use is purely coincidental. You mean like how one intended use is on marauders? How does that make sense? Support showing T2 and faction frequency crystal damage in the info window. (Link was wrong, now fixed) |

Sradoc
Space Road Truckers. Sev3rance
0
|
Posted - 2012.05.24 00:41:00 -
[18] - Quote
James Amril-Kesh wrote:mxzf wrote:any PvE use is purely coincidental. You mean like how one intended use is on marauders? How does that make sense?
Yeah, he's another one that needs to fit one of these out on a navy mega and head down to null sec.
Seriously though, this mod will take some balls to fit on a PvP battleship. |

Lili Lu
231
|
Posted - 2012.05.24 01:10:00 -
[19] - Quote
When I first saw this on the test server I misunderstood it and thought great how does the game need more ecm. But what it really is is a gtfo option to possibly avoid being alpha'd by artillery module. Now I have not tested it in a fleet battle. But I'm sure it will get tested in this way.
So there you are with an overview of yellow boxes. You could hit it at that moment and congrats when they do turn red you may survive the first volley as quite possibly a majority of the enemy may not realize that they lost target on you when you were the secondary or tertiary. They may be stuck trying to reaquire you as a target while your logis are enjoying a chance to rehabilitate your hp or you are already warping out.
Alternately, sometimes in fleet fights you can guage when your numbers been picked. Not every yellow box becomes a red box at the exact same instant. So oh look on your watch list or over comms someone in your fleet just went down and you just saw a couple yellows turn red. Click. Now fewer yellows in overview can start turning red. Again this may or may not be enough to allow warp out or your logis to pull you back.
Tbh, this probably beats the alternative of nerfing artillery alpha in a lot of people's minds. I still think alpha and slowed rof on arty was overdone, but this is a creative solution to the alpha fleet problem. So I have to commend CCP on this one despite my initial horror at seeing what looked like a new ecm module.
And, OP, this was obviously not intended as a pve module. I think the inclusion of Marauders was simply to include all BS classes in the ability to use it for consistency sake.
So, as for pvp whether it will indeed perform as intended we will know in a month or a few weeks or so. I don't think balls will have anything to do with a decision to fit it. It will boil down to whether it can actually paritally counter an alpha fleet- whether it performs as a percent chance to survive an alpha from the get go, or instead operates as a method to speed up the threshhold of reaching a point where your fleet has killed enough alpha maels to no longer die instantly to the alpha strike. Will be interesting to see if it's stats as presently set work as intended, or not enough or too much and whether it gets altered once it has become apparent which is the situation.
edit- There you go CCP. Here's some overdue praise for your introduction of this module. o7 I'm ashamed of my flame post in the test server thread.  |

ulrack
Sci-Corp
0
|
Posted - 2012.05.24 02:06:00 -
[20] - Quote
Sradoc wrote:Drunken Bum wrote:stopped reading at npc. Herp. Yeah, I tested it with players first...but CCP said I needed to have "A LOT". Well, where can you find "A LOT" of ships to lock you? Derp Derp
Head to Jita, When you enter the system invite everyone to check out your new officer fit Marauder.
But honestly, thanks for your initial review. Was about to go pick one up but I think I will wait and see |
|

TotalRapeage
Republic Military School Minmatar Republic
5
|
Posted - 2012.05.24 02:15:00 -
[21] - Quote
Tamiya Sarossa wrote:I'm pretty sure it's aimed at large fleet battles, not helping you break NPC tackles. Get it tested in a proper fleet fight with 500+ people and then get back to us?
EDIT: and to be honest the Black Ops and Marauder inclusion is probably for consistency since they're the only other BS-class ships out there, not out of any misplaced hope that they'll frequently fit them. It would be more odd if they couldn't, tbh.
Note: Will affect all targeting computers, including those of friendly vessels and of the host ship itself.
What's this thing do to other ships in your fleet as far as their ability to target the enemy? Also, due to the 50% scan res hit you take for fitting this, I just don't see this being used in fleets unless your talking disco fleets.
This module is more of a GTFO for a solo travel fit or disco bs. |

Cambarus
Baros Reloaded
169
|
Posted - 2012.05.24 02:18:00 -
[22] - Quote
TotalRapeage wrote:Tamiya Sarossa wrote:I'm pretty sure it's aimed at large fleet battles, not helping you break NPC tackles. Get it tested in a proper fleet fight with 500+ people and then get back to us?
EDIT: and to be honest the Black Ops and Marauder inclusion is probably for consistency since they're the only other BS-class ships out there, not out of any misplaced hope that they'll frequently fit them. It would be more odd if they couldn't, tbh. Note: Will affect all targeting computers, including those of friendly vessels and of the host ship itself. What's this thing do to other ships in your fleet as far as their ability to target the enemy? Also, due to the 50% scan res hit you take for fitting this, I just don't see this being used in fleets unless your talking disco fleets. This module is more of a GTFO for a solo travel fit or disco bs. As someone whose name starts with a C, I could see fitting this on a fleet ship. |

Sradoc
Space Road Truckers. Sev3rance
0
|
Posted - 2012.05.24 02:18:00 -
[23] - Quote
-herp derp, double post. |

Sradoc
Space Road Truckers. Sev3rance
0
|
Posted - 2012.05.24 02:19:00 -
[24] - Quote
Lili Lu wrote:When I first saw this on the test server I misunderstood it and thought great how does the game need more ecm. But what it really is is a gtfo option to possibly avoid being alpha'd by artillery module. Now I have not tested it in a fleet battle. But I'm sure it will get tested in this way. So there you are with an overview of yellow boxes. You could hit it at that moment and congrats when they do turn red you may survive the first volley as quite possibly a majority of the enemy may not realize that they lost target on you when you were the secondary or tertiary. They may be stuck trying to reaquire you as a target while your logis are enjoying a chance to rehabilitate your hp or you are already warping out. Alternately, sometimes in fleet fights you can guage when your numbers been picked. Not every yellow box becomes a red box at the exact same instant. So oh look on your watch list or over comms someone in your fleet just went down and you just saw a couple yellows turn red. Click. Now fewer yellows in overview can start turning red. Again this may or may not be enough to allow warp out or your logis to pull you back. Tbh, this probably beats the alternative of nerfing artillery alpha in a lot of people's minds. I still think alpha and slowed rof on arty was overdone, but this is a creative solution to the alpha fleet problem. So I have to commend CCP on this one despite my initial horror at seeing what looked like a new ecm module. And, OP, this was obviously not intended as a pve module. I think the inclusion of Marauders was simply to include all BS classes in the ability to use it for consistency sake. So, as for pvp whether it will indeed perform as intended we will know in a month or a few weeks or so. I don't think balls will have anything to do with a decision to fit it. It will boil down to whether it can actually paritally counter an alpha fleet- whether it performs as a percent chance to survive an alpha from the get go, or instead operates as a method to speed up the threshhold of reaching a point where your fleet has killed enough alpha maels to no longer die instantly to the alpha strike. Will be interesting to see if it's stats as presently set work as intended, or not enough or too much and whether it gets altered once it has become apparent which is the situation. edit- There you go CCP. Here's some overdue praise for your introduction of this module. o7 I'm ashamed of my flame post in the test server thread.   edit 2- also, OP, you seem to think there is no tank but a mid slot tank. There are ships that low slot tank. And their logis reps activate at the end of the cycle so putting it as a mid slot is fine. Other than a DC or armor hardeners I'm presently drawing a blank as to any other active low slot item. This mod obviously need to be highly energized like most ewar (all midslot) to have an effect, and thus it is midslot.
Unfortunately, it's not a gtfo quick mod. It's more of a 'I need to reduce incoming dps'. Like I've said before, I challenge you to try this out in null sec as a gtfo quick option and see how you do.
So there you are, yellow boxes on the overview. You hit your fancy new mod...but wait, only (generously) half of the ships loose their lock. And by the way, of that half, a quarter was your logi. That scenario you proposed will most likely only exist in the best of cases and in very few occurrences.
I do think you have a point against an alpha fleet if you're trying to get back to gate or station. As this mod doesn't cause aggression timer to kick in. Well done on spotting that. I will be anxious to see the results of that (positive for the mod I hope).
This mod is hardly going to be introduced into many PvP fits, but I do think some will attempt it. And I do wish to see that, especially in my space. I'll be having a good time with a BS as it puts on the light show in an attempt to retreat.
I do still believe this is mainly for PvE, the penalty to scan res makes it hardly worth putting on a BS for PvP. If it was outright for PvP I'm sure it wouldn't have such a high scan res penalty. I've seen it time and time again, that CCP considers ships/mods intended for PvE to have a lower scan res and sensor strength. It's just history, not opinion. So no one can say it's 'not a pve mod'. That's just not going to sit well ever.
You're right on the tank, it's called armor/daft hull tanking (guess you could call it low slot tanking). It's how amarr and gallante tank and sometimes minmatar. You're forgetting about Heavy Interdictors, that use a high slot for the mobile warp disruption field. That's an ewar mod as well. Neuts and Vamps also 'could' fall into that category as well. Thing is, the ships this mod was designed for have (usually) more high slots than they can fit guns.
I appreciate your input, that alpha fleet counter will be interesting. I can't wait to see how that turns out.
|

TotalRapeage
Republic Military School Minmatar Republic
5
|
Posted - 2012.05.24 02:20:00 -
[25] - Quote
Cambarus wrote:TotalRapeage wrote:Tamiya Sarossa wrote:I'm pretty sure it's aimed at large fleet battles, not helping you break NPC tackles. Get it tested in a proper fleet fight with 500+ people and then get back to us?
EDIT: and to be honest the Black Ops and Marauder inclusion is probably for consistency since they're the only other BS-class ships out there, not out of any misplaced hope that they'll frequently fit them. It would be more odd if they couldn't, tbh. Note: Will affect all targeting computers, including those of friendly vessels and of the host ship itself. What's this thing do to other ships in your fleet as far as their ability to target the enemy? Also, due to the 50% scan res hit you take for fitting this, I just don't see this being used in fleets unless your talking disco fleets. This module is more of a GTFO for a solo travel fit or disco bs. As someone whose name starts with a C, I could see fitting this on a fleet ship.
might as well fit warp stabs while your at it and gimp your ship even more and go down like a true carebear. |

MeBiatch
Republic University Minmatar Republic
335
|
Posted - 2012.05.24 05:54:00 -
[26] - Quote
i am thinking this mod would do nicely on a domi fleet...
PLEX FOR PIZZA!
TECH iii MINNING SHIPS! |

Crellion
Parental Control
22
|
Posted - 2012.05.24 06:57:00 -
[27] - Quote
MeBiatch wrote:i am thinking this mod would do nicely on a domi fleet...
If it affect everyone on grid I d be obliged to agree 0_0
also +1 to Cambarus... I know something about fleet fights and char names starting with a C myself... |

Sradoc
Space Road Truckers. Sev3rance
0
|
Posted - 2012.05.24 13:41:00 -
[28] - Quote
I think maybe the best use of this mod (so far that I've figured) would be if you're doing sites in low/null sec. Say you have 30+ NPCs, and then a lone bomber or recon hot drops you. Well now you have 30+ what ever they bring in. The mod all of a sudden becomes a lot more useful.
It may break the lock of the PvPers and/or allow the NPCs to retarget the aggressing fleet.
|

James Amril-Kesh
4S Corporation RAZOR Alliance
258
|
Posted - 2012.05.24 13:55:00 -
[29] - Quote
Sradoc wrote:I think maybe the best use of this mod (so far that I've figured) would be if you're doing sites in low/null sec. Say you have 30+ NPCs, and then a lone bomber or recon hot drops you. Well now you have 30+ what ever they bring in. The mod all of a sudden becomes a lot more useful.
It may break the lock of the PvPers and/or allow the NPCs to retarget the aggressing fleet.
Makes sense, especially for Marauders. I kind of like the idea of marauders filling a niche as nullsec anom runners. I'd like to see how this would play out (being part of the hotdrop fleet ) Support showing T2 and faction frequency crystal damage in the info window. (Link was wrong, now fixed) |

Bouh Revetoile
The Rough Riders Ares Protectiva
21
|
Posted - 2012.05.24 13:57:00 -
[30] - Quote
Sradoc wrote: Makes sense, especially for Marauders.
You really want this mod to fit on a marauder... |
|

Tobiaz
Spacerats
494
|
Posted - 2012.05.24 14:13:00 -
[31] - Quote
Can anyone tell me if the modules has a X chance to break ALL locks, or for each individual lock a X chance to break it? Operation WRITE DOWN ALL THE THINGS!!!-á Check out the list at http://bit.ly/wdatt Collecting and compiling all fixes and ideas for EVE. Looking for more editors! |

Sradoc
Space Road Truckers. Sev3rance
1
|
Posted - 2012.05.24 16:29:00 -
[32] - Quote
Bouh Revetoile wrote:Sradoc wrote: Makes sense, especially for Marauders.
You really want this mod to fit on a marauder...
This mod does fit on a marauder, what is there to want? |

Sradoc
Space Road Truckers. Sev3rance
1
|
Posted - 2012.05.24 16:31:00 -
[33] - Quote
Tobiaz wrote:Can anyone tell me if the modules has a X chance to break ALL locks, or for each individual lock a X chance to break it?
Each lock has X chance to be broken. Oddly though, breaking the originating ship's lock is 100%. |

Sradoc
Space Road Truckers. Sev3rance
1
|
Posted - 2012.05.24 16:45:00 -
[34] - Quote
I tested my theory (anti site gank) in a null sec site, and had a buddy of mine warp in as if he was going to tackle me for a red fleet.
Did it 5 times, and I had a 0% success rate at getting out of there 'alive'. And, actually a couple times I almost lost my ship because I only broke 3 of the 20 NPCs lock, but never the test tackle.
Then my buddy proposed "ok, now let me try it in a dictor"...yeah, idea crushed.
I fit a armor BS, but chewing up the mid slot I'd normally have for boosters I couldn't run the reppers...so whom ever it was that said the mid slot doesn't affect the armor tank needs to give it a go. It DOES hurt the tank, seriously.
Sooo, I wouldn't say using this mod to avoid being ganked doing null sec sites is a good idea.
This mod, from what I can see is for the hardcore care bear who needs to have maybe 3 seconds of 5% less dps because they weren't aligned out.
I've tested all I can stand with this thing, I hope others don't die a horrible death (unless it's me killing you) while you use it. |

Sjofn Ogsdottr
Furyan Federation
0
|
Posted - 2012.05.24 17:50:00 -
[35] - Quote
OK, so the use of this new module in PvE / PvP is still debateable.
I haven't seen the mod's restrictions, could this be used on a Blockade Runner? Along the lines of materializing the other side of a gate in low-sec, only to run into a camp. Align/TSB/Warp/Cloak? And does it count as offensive by CONCORD? |

Cunanium
NUTS AND BOLTS MANUFACTURING En Garde
13
|
Posted - 2012.05.24 20:06:00 -
[36] - Quote
Sradoc wrote:I tested my theory (anti site gank) in a null sec site, and had a buddy of mine warp in as if he was going to tackle me for a red fleet.
Did it 5 times, and I had a 0% success rate at getting out of there 'alive'. And, actually a couple times I almost lost my ship because I only broke 3 of the 20 NPCs lock, but never the test tackle.
Then my buddy proposed "ok, now let me try it in a dictor"...yeah, idea crushed.
I fit a armor BS, but chewing up the mid slot I'd normally have for boosters I couldn't run the reppers...so whom ever it was that said the mid slot doesn't affect the armor tank needs to give it a go. It DOES hurt the tank, seriously.
Sooo, I wouldn't say using this mod to avoid being ganked doing null sec sites is a good idea.
This mod, from what I can see is for the hardcore care bear who needs to have maybe 3 seconds of 5% less dps because they weren't aligned out.
I've tested all I can stand with this thing, I hope others don't die a horrible death (unless it's me killing you) while you use it.
Your problem here.... reppers.
This is an awesome module. Can't wait for it to be fitted on a bait domi. Can't wait until we get the first videos of a ship jumping into a camp, seeing fast tackle run at them only to have their locks broken as the ship aligns and warps off. This is of course not guaranteed, but is a lot more reliable than ECM drones.
Hell it might even be used simply for reducing incoming dps to allow the fleet to make it there before the domi pops (I have been on the bad end of a poor calculation of tank durability when baiting more times then I really should have...)
Would you call ECM drones useless because their chance to jam is significantly less than that of a falcon and they take valuable warrior 2's out of your drone bay?
You have a misplaced idea that this is intended for doctrine fit, pve fit, or anything regular. And I'm sorry, but anyone who puts this on a marauder... lawl. This is not a typical module like tanking or prop mods. Its a lightweight version of ECM burst, which I have seen used to devastating effect. Ever had a triage carrier attempting to tactically refit for resists while being primaried and have an ECM burst go off at just the right time to let his local reppers save his ass? Yeah. There is a purpose for this. |

sabre906
Old Spice Syndicate Sailors of the Sacred Spice
76
|
Posted - 2012.05.24 21:14:00 -
[37] - Quote
http://jestertrek.blogspot.com/2012/05/well-thats-about-same.html
This module fails.
Why can't CCP just implement aoe on ship destruction in null. What's wrong with the tried and true method of blob control in every other game that it's not good enough for Eve? |

Mfume Apocal
Origin. Black Legion.
458
|
Posted - 2012.05.24 21:24:00 -
[38] - Quote
sabre906 wrote:http://jestertrek.blogspot.com/2012/05/well-thats-about-same.html This module fails. Why can't CCP just implement aoe on ship destruction in null. What's wrong with the tried and true method of blob control in every other game that it's not good enough for Eve? 
Probably because they want sig-tanked, close range comps like AHACs to remain viable and not reduce fleet warfare to a collection of the biggest brick tanked arty boats pounding each other until the first side to lose a ship has the rest of it's fleet explode. |

Cambarus
Baros Reloaded
171
|
Posted - 2012.05.24 23:21:00 -
[39] - Quote
TotalRapeage wrote:might as well fit warp stabs while your at it and gimp your ship even more and go down like a true carebear.  If you can't imagine a reason why breaking the locks of 500 ships might be something worth doing then name calling isn't going to change the fact that you're a moron :) |

Mechael
Ouroboros Executor Collective
96
|
Posted - 2012.05.25 00:17:00 -
[40] - Quote
Cambarus wrote:The no BPO thing was a terrible idea on CCPs part though, not sure what they were thinking.
I really don't understand this either. Makes me a little angry, to be honest. So much for the idea that most of the stuff in the game is made by players. Rare faction/complex/officer stuff is one thing, but this is just too much. I'd rather die in battle against a man who will lie to me, than for a man who will lie to me. |
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Drew Solaert
University of Caille Gallente Federation
174
|
Posted - 2012.05.25 00:46:00 -
[41] - Quote
I'm having problems finding a use for it. If im targeted by 500 people unless at that level it has a 100% lock break chances even if it doesn't work on say 20 of them, chances are I'm going to die. Not to mention drones from carriers and the like will still be munching on you (side note do drones make it stronger?)
The main gripe I have with it the -50% scan resolution, it completely nukes your lock time, its like having 3 unscripted and bonused t2 sensor damps on you personally, at all times. I lied :o
|

Trinkets friend
Sudden Buggery
337
|
Posted - 2012.05.25 04:47:00 -
[42] - Quote
This module is simply an ECM burst with no crap range The skilful employer of men will employ the wise man, the brave man, the covetous man, and the stupid man. Sun Tzu localectomy.blogspot.com.au
|

XNordak BalremX
Reprisal. Infernal Creations
0
|
Posted - 2012.05.26 07:59:00 -
[43] - Quote
I attempted to use this in conjunction with 5 ECM bursts... It didn't do anything and I lasted about 2 sec vs 11 gate campers |

Misato Katsuragi
Insidious Design
29
|
Posted - 2012.05.26 08:35:00 -
[44] - Quote
Anyone tried this against POS guns? Out of curiosity... |

Copine Callmeknau
Kangaroos With Frickin Lazerbeams Ninja Unicorns with Huge Horns
171
|
Posted - 2012.05.26 08:52:00 -
[45] - Quote
Sradoc wrote:Michael Harari wrote:Sradoc wrote:mxzf wrote:Tamiya Sarossa wrote:I'm pretty sure it's aimed at large fleet battles, not helping you break NPC tackles. Get it tested in a proper fleet fight with 500+ people and then get back to us?
EDIT: and to be honest the Black Ops and Marauder inclusion is probably for consistency since they're the only other BS-class ships out there, not out of any misplaced hope that they'll frequently fit them. It would be more odd if they couldn't, tbh. This. The module is designed for "Oh, crap, I'm primary in the fleet fight. Start spamming warp and activate this thing to warp away and live". It's not designed for breaking the lock of tackle rats, or PvE at all. It's a PvP module (specifically for large fleet fights), any PvE use is purely coincidental. tl;dr: Stop complaining about something not working as you expect it to when you're using it wrong. I seriously doubt you've even attempted to use this mod. And if you have, you haven't seriously used it in a fleet battle of 500+ people. And if you have you are lying about it being useful in such a situation. You havent tested it there either. If 18 people has a 33% break rate, than 500 people should be quite a bit higher, making this very useful in certain fleets. I have tested it, and I provided my parameters for the test. If you can test it with 500+ people (and prove it) I'll listen to something you may have to say. Other than that, you have nothing to provide that's useful. Hey I tested a module too! ECM, I figure if I fill my scorp with ECM I will be invincible in mission because I can just jam all the enemy NPC all the time
Except when I tested it I found that it didn't really work
Here's how I think the dev conversation went: Dev1: HURR DURR I R MAKINGS MODULE! Dev2: LAWL WUT IT DO? Dev1: IT DOES NOTHING OF COURSE! I CALLS IT EE SEA EM Dev2: DELICIOUS! SHALL WE MAKE USELESS SHIPS TO GO WITH IT?? Dev1: YUS! LET US MAKE THE SHIPS OF USELESSNESS!
And now we have falcon, rook, and scorpion. These ships SUCK and are totally USELESS because they are bonussedified to ECM, a useless module of does-nothing that doesn't win me missions good.
I tested it so it are fact
/troll
Try using light drones to kill frig tacklers instead of modules that are clearly designed for PvP. nub /flame There should be a rather awesome pic here |

Sradoc
Space Road Truckers. Sev3rance
4
|
Posted - 2012.06.17 12:38:00 -
[46] - Quote
Copine Callmeknau wrote:[ Hey I tested a module too! ECM, I figure if I fill my scorp with ECM I will be invincible in mission because I can just jam all the enemy NPC all the time
Except when I tested it I found that it didn't really work
Here's how I think the dev conversation went: Dev1: HURR DURR I R MAKINGS MODULE! Dev2: LAWL WUT IT DO? Dev1: IT DOES NOTHING OF COURSE! I CALLS IT EE SEA EM Dev2: DELICIOUS! SHALL WE MAKE USELESS SHIPS TO GO WITH IT?? Dev1: YUS! LET US MAKE THE SHIPS OF USELESSNESS!
And now we have falcon, rook, and scorpion. These ships SUCK and are totally USELESS because they are bonussedified to ECM, a useless module of does-nothing that doesn't win me missions good.
I tested it so it are fact
/troll
Try using light drones to kill frig tacklers instead of modules that are clearly designed for PvP. nub /flame
You now know that ECM doesn't work with NPC. Well done. :D
And if you need this mod to deal with NPC frigs you have bigger issues. |

mama guru
Evolution The Retirement Club
46
|
Posted - 2012.06.17 14:53:00 -
[47] - Quote
It is a useful mod, pop it when yellow boxed and broadcast for reps and damage gets cut by 50%. I've survived being primiraried by 100 + battleships long before this mod was added and there is no way in hell this mod is Useless. ______
EVE online is the fishermans friend of MMO's. If it's too hard you are too weak. |

Fronkfurter McSheebleton
Inglorious Waffles
99
|
Posted - 2012.06.17 15:51:00 -
[48] - Quote
Sradoc wrote:
You now know that ECM doesn't work with NPC. Well done. :D
This isn't entirely true... Triple rep Myrms are like what you'd get if you strapped a beehive to Robocop. |

Minamel
Stardust Heavy Industries Persona Non Gratis
1
|
Posted - 2012.07.06 09:36:00 -
[49] - Quote
XNordak BalremX wrote:I attempted to use this in conjunction with 5 ECM bursts... It didn't do anything and I lasted about 2 sec vs 11 gate campers
You know that you only can use one ECM Burst?
For me the breaker looks promising, but all depends from the break chance in big fights.
If the chance increase with involved ships it has to be desinged for large fleet fights. In large fleet fights u usally get reps from 10 logistics, this will not work if you would break their locks. In fleetfights you will usally shoot stuff this will not work if you hav -50% scan resolution.
You cant just reduce damage with this module because if you break 50% of enemys locks and 50% of your logistics locks the incoming damage should stay the same..
So what you can do? The only thing that could maybe make sense for me is to fly a battleship that need no rep and need not to target someone.
So a heavy tanked suicide smartbomb ecm burst battleship that is warped @zero into the hostile fleet to die.
If you are primaried by 100 ships and the break chance is near 100% every 9 seconds this could be a fun thing to use. If the break chance is too low this module shoud be useless as long as it breaks the lock of your logistics too because after all you die in seconds from 50 ships as you die in seconds from 100 ships. |

Proxay
Stimulus Rote Kapelle
12
|
Posted - 2012.08.26 13:59:00 -
[50] - Quote
This is a terrible module, it destroys any element of solo or small gang PVP against a battleship, here is why:
I was out hunting with a corpmate in Syndicate. We were both in Cynabals.
We were spending a bit of time potting about the Orvolle gate in PF-, to our surprise, a Scorpion Navy Issue jumped solo into PF-.
He cloaked.
We spent a while trying to decloak but couldn't get a good bead on him, so we waited. He eventually decloaked, and aligned. I pointed him, and he activated his TARGET SPECTRUM BREAKER. This broke my lock and he warped away.
"what the **** was that". Not to be left wondering, we made quickly into the direction he fled, we were not letting this prey get away.
We chased him to his destination gate. Our Cynabals landed near him (9km away), wherein he cloaked. I moved in quickly and de-cloaked his ship, thinking "AHA WE GOT YOU NOW". No.
He sat there, wouldn't shoot back at us or anything, no no no. He just left that module cycling, breaking one of our locks at a time, while the other would re-lock and attempt to engage the scram again / or bump his alignment, he'd break their lock not long after.
This continued until he was in 1/4 shield, where we both lost lock, and he was aligned, and warped out.
He did not fire a shot back, he just sat there, cycling his stupid TARGET SPECTRUM BREAKER.
How are you meant to pin a battleship down if he can just cycle this 'GET OUT' button until it eventually clicks onto his favour and he can escape.
Issues with module:
- Cycles too quickly .
- No range limit
- Cap usage isn't high enough
- Doesn't require charges
- Chance rate isn't displayed clearly in item info - no way to 'improve' odds as an aggressor.
--
How we could've stopped him escaping?
- More people? - that's a load of bullshit though, all the ******* ratting scrubs are going to amass in the belts and plexes of EVE sporting this magical 'anti-ganker' button. What a piece of ****.
- Bump better? - I'm pretty ******* good at bumping if I do say so myself, but it takes me about 10 seconds to turn around and gain significant enough speed to bump again. In that time he could realign.
I don't know... this module needs some serious revision. It is not small-gang / soloist friendly. It's too easy for battleships to run off.
Loading signature... |
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Marcus Gideon
Federal Defense Operations Gentlemen's Interstellar Nightclub
25
|
Posted - 2012.08.26 15:33:00 -
[51] - Quote
Just drive through him next time... |

Proxay
Stimulus Rote Kapelle
13
|
Posted - 2012.08.26 16:04:00 -
[52] - Quote
Marcus Gideon wrote:Just drive through him next time... THIS GUY. THIS GUY IS FUNNY Loading signature... |

Hrett
Justified Chaos
176
|
Posted - 2012.08.26 17:31:00 -
[53] - Quote
Proxay wrote:This is a terrible module, it destroys any element of solo or small gang PVP against a battleship, here is why: I was out hunting with a corpmate in Syndicate. We were both in Cynabals. We were spending a bit of time potting about the Orvolle gate in PF-, to our surprise, a Scorpion Navy Issue jumped solo into PF-. He cloaked. We spent a while trying to decloak but couldn't get a good bead on him, so we waited. He eventually decloaked, and aligned. I pointed him, and he activated his TARGET SPECTRUM BREAKER. This broke my lock and he warped away. "what the **** was that". Not to be left wondering, we made quickly into the direction he fled, we were not letting this prey get away. We chased him to his destination gate. Our Cynabals landed near him (9km away), wherein he cloaked. I moved in quickly and de-cloaked his ship, thinking "AHA WE GOT YOU NOW". No. He sat there, wouldn't shoot back at us or anything, no no no. He just left that module cycling, breaking one of our locks at a time, while the other would re-lock and attempt to engage the scram again / or bump his alignment, he'd break their lock not long after. This continued until he was in 1/4 shield, where we both lost lock, and he was aligned, and warped out. He did not fire a shot back, he just sat there, cycling his stupid TARGET SPECTRUM BREAKER. How are you meant to pin a battleship down if he can just cycle this 'GET OUT' button until it eventually clicks onto his favour and he can escape. Issues with module:
- Cycles too quickly .
- No range limit
- Cap usage isn't high enough
- Doesn't require charges
- Chance rate isn't displayed clearly in item info - no way to 'improve' odds as an aggressor.
-- How we could've stopped him escaping?
- More people? - that's a load of bullshit though, all the ******* ratting scrubs are going to amass in the belts and plexes of EVE sporting this magical 'anti-ganker' button. What a piece of ****.
- Bump better? - I'm pretty ******* good at bumping if I do say so myself, but it takes me about 10 seconds to turn around and gain significant enough speed to bump again. In that time he could realign.
I don't know... this module needs some serious revision. It is not small-gang / soloist friendly. It's too easy for battleships to run off.
You sure he wasnt using an ECM burst? I have trouble believing the TSB landed so often with just 2 of you. I'm probably typing on an iPad, which means the auto-correct is silly and fixing typos is a pain. I ain't fixing them. |

Emperor Ryan
The Illuminatii Mildly Intoxicated
37
|
Posted - 2012.08.27 09:06:00 -
[54] - Quote
Tamiya Sarossa wrote:I'm pretty sure it's aimed at large fleet battles, not helping you break NPC tackles. Get it tested in a proper fleet fight with 500+ people and then get back to us?
EDIT: and to be honest the Black Ops and Marauder inclusion is probably for consistency since they're the only other BS-class ships out there, not out of any misplaced hope that they'll frequently fit them. It would be more odd if they couldn't, tbh.
As Intelligent as that may sound, You wouldn't use Murders in big fleet fights, Especially due to price, Lower base Hp, and You also need ECCM for them.
and You wouldn't use it on Black Ops because For example the redeemer starts with 6k base amour the geddon has much more, they dont have the EHP for such scale battles. Not to mention you'd be screwing your buddies over to since it's not a remote ECM which would be somewhat useful over hey lets make it so all my friends shooting the target lose their lock! |

Irregessa
Obfuscation and Reflections
6
|
Posted - 2012.09.11 15:50:00 -
[55] - Quote
Since the devs are posting all sorts of stuff for the winter expansion, I thought I would start a thread about this orphaned module, and found this thread.
So, the plan was to make them usable on all non-capital ships. What all happened to that? Admittedly it isn't that pressing an issue, as the module itself isn't very effective. I tried it out a while back on a bait Domi vs. about 35 reds in nullsec. If it broke an appreciable number of the locks per cycle (and my character has the skill trained to 3), I didn't notice it.
Now I have a container in station with 60+ 50 run bpcs for this thing from what I have just looted myself. Will this module be made remotely useful? |
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