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Mole Guy
Xoth Inc Unclaimed.
59
|
Posted - 2013.04.15 14:00:00 -
[1] - Quote
i love the scram turning it off. but once gets within range and hits the scram, its deffinate. there is no counter, no % chance to NOT work, no counter against it.
how about this (and i fly inties, so i know the implications):
new rigs or mods that will allow a % chance to not shut off your mwd. warping is still impossible, but the mwd might still function. the % would be rerolled every scram cycle.
10% on rigs, 15% on t2 rgs 20% chance on the low mods, 25% on the t2.
these wouldnt mess up your scan reso like warp stabs. maybe call them microwarp stabs. it would allow a new dynamic. most of the time you catch your foe, sometimes he gets away.. stacking penalty still applies. |

Akuyaku
Brave Newbies Inc.
24
|
Posted - 2013.04.15 14:06:00 -
[2] - Quote
The thing you are looking for is called an "afterburner". |

Mole Guy
Xoth Inc Unclaimed.
59
|
Posted - 2013.04.15 14:20:00 -
[3] - Quote
you forgot to say "drum roll"... usually follow funny jokes (and maybe your not so funny joke.)
i know the diff between the 2. i almost run burners exclusively for the lower sig radius and so it doesnt get shut off, but alliance and null sec rules dictate otherwise.
webs were dropped to 60% to allow for a more dynamic pvp experience and to allow some to escape and others to perrish. what i am proposing would do the same.
|

Jonas Sukarala
Deep Core Mining Inc. Caldari State
85
|
Posted - 2013.04.15 14:30:00 -
[4] - Quote
Nah mwd's are mostly fine they could use some work on making T2's better than the meta variations for sure and maybe lower the sig penalty aswell to help attack ships and low sig ships from being popped so easy.
Afterburners are the mods that need some work really the have the same mass penalty as mwds but give a lot less in return which is strange especially as AB's are normally used on orbiting frigs/on some cruisers. - mass reduction to increase agility and speed - web resistance bonus to give people a reason to use it at all levels/better brawling mod - easier fittings would be nice to allow more dual prop setups on tight ships. 'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place..... where is the TD missile change?-á ,...projectiles should use capacitor. |

Mole Guy
Xoth Inc Unclaimed.
59
|
Posted - 2013.04.15 14:36:00 -
[5] - Quote
Jonas Sukarala wrote:Nah mwd's are mostly fine they could use some work on making T2's better than the meta variations for sure and maybe lower the sig penalty aswell to help attack ships and low sig ships from being popped so easy.
Afterburners are the mods that need some work really the have the same mass penalty as mwds but give a lot less in return which is strange especially as AB's are normally used on orbiting frigs/on some cruisers. - mass reduction to increase agility and speed - web resistance bonus to give people a reason to use it at all levels/better brawling mod - easier fittings would be nice to allow more dual prop setups on tight ships.
kewl, topic derailed.
this is about the scrams and mods to counter their effect on a % chance.
im all for a burner discussion somewhere else. |

Jonas Sukarala
Deep Core Mining Inc. Caldari State
85
|
Posted - 2013.04.15 14:49:00 -
[6] - Quote
Mole Guy wrote:Jonas Sukarala wrote:Nah mwd's are mostly fine they could use some work on making T2's better than the meta variations for sure and maybe lower the sig penalty aswell to help attack ships and low sig ships from being popped so easy.
Afterburners are the mods that need some work really the have the same mass penalty as mwds but give a lot less in return which is strange especially as AB's are normally used on orbiting frigs/on some cruisers. - mass reduction to increase agility and speed - web resistance bonus to give people a reason to use it at all levels/better brawling mod - easier fittings would be nice to allow more dual prop setups on tight ships. kewl, topic derailed. this is about the scrams and mods to counter their effect on a % chance. im all for a burner discussion somewhere else.
Well you're idea is going nowhere and i did mention mwd's to begin with plus you mentioned webs and the other guy mentioned AB's ... 'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place..... where is the TD missile change?-á ,...projectiles should use capacitor. |

Mole Guy
Xoth Inc Unclaimed.
59
|
Posted - 2013.04.15 15:26:00 -
[7] - Quote
true, but it was only as a reference towards the fact. i would love to hear your idea on the burners tho cause im a huge burner fan.
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Jonas Sukarala
Deep Core Mining Inc. Caldari State
85
|
Posted - 2013.04.15 15:37:00 -
[8] - Quote
Mole Guy wrote:true, but it was only as a reference towards the fact. i would love to hear your idea on the burners tho cause im a huge burner fan.
well the problem atm with them is they reduce your agility as much as mwd's which in itself isn't bad as you can turn it off whilst turning but the only reason to use the AB is to orbit close range to reduce damage through speed + low sig but its impractical to expect a frig to do this as they are too quick for the cycle to finish to allow for the mass penalty to disappear.
so the frig slows down to turn +combined with a web really kills its speed and this is compounded further up the class you go as they are slower too begin with.
only way to make them more viable is to reduce the agility penalty and to make them resistant to webs. And the reduced mass would help with boosting its speed bonus although maybe they could buff that a bit too to help. And maybe the different meta variations could affect these differently like more agility or more base speed 'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place..... where is the TD missile change?-á ,...projectiles should use capacitor. |

Onomerous
Shockwave Innovations Shockwave Sovereign Industries
66
|
Posted - 2013.04.15 19:52:00 -
[9] - Quote
Jonas Sukarala wrote:Nah mwd's are mostly fine they could use some work on making T2's better than the meta variations for sure and maybe lower the sig penalty aswell to help attack ships and low sig ships from being popped so easy.
Afterburners are the mods that need some work really the have the same mass penalty as mwds but give a lot less in return which is strange especially as AB's are normally used on orbiting frigs/on some cruisers. - mass reduction to increase agility and speed - web resistance bonus to give people a reason to use it at all levels/better brawling mod - easier fittings would be nice to allow more dual prop setups on tight ships.
This.
There are counters to scrams which are just fine (you may not like them but they are available). If your alliance requires MWD to be fit then either fit one, convince them to change or change to another alliance.
|

Mole Guy
Xoth Inc Unclaimed.
59
|
Posted - 2013.04.15 20:09:00 -
[10] - Quote
or make a suggestion on an ideas forum and see where it goes.
|

Zan Shiro
Alternative Enterprises
124
|
Posted - 2013.04.15 23:52:00 -
[11] - Quote
Mole Guy wrote:i know the diff between the 2. i almost run burners exclusively for the lower sig radius and so it doesnt get shut off, but alliance and null sec rules dictate otherwise.
0.0 dictates it because chances are good a fleet will see a bubble at some point. MWD burns through bubbles faster. No one wants to wait for 100 bs' to be crawling to clear these bubbles AB powered. And if its no titan you are humping to the target system (or running like rats from a fire) you don't want to be a slow poke ship to be picked off as a poorly backed up straggler (all your boys with MWD are way ahead of you).
Not in fleet fit or else fleet...ab can be run if so desired. You will just be slower burning bubbles met on the way. Or dual prop if you can to get the best of both worlds. |

Akuyaku
Brave Newbies Inc.
25
|
Posted - 2013.04.16 00:19:00 -
[12] - Quote
Zan Shiro wrote: dual prop This is what I was getting at with the afterburners comment. |

ShahFluffers
Ice Fire Warriors Late Night Alliance
2216
|
Posted - 2013.04.16 01:55:00 -
[13] - Quote
OP is looking for counters that already exist.
Warp Core Stabilizers: counters 1 point of warp disruption per mod (note: disruptors apply 1 point, scramblers apply 2). ECM: jams a target and prevents it from targeting anything for 20 seconds. Death: you can't really tackle anything if you are dead, now can you? Change isn't bad, but it isn't always good. Sometimes, the oldest and most simple of things can be the most elegant and effective. |

Valleria Darkmoon
Heretic Army Atrocitas
117
|
Posted - 2013.04.16 04:07:00 -
[14] - Quote
The cycle time on a warp scrambler is only 5 seconds, meaning that even with a paltry 10% chance you can pretty much rely on getting your MWD back in under a minute. Probably still too late in an inty if it takes that long but there are plenty of other ships that fit MWDs that can undo all the hard work of the scramming ship catching a faster opponent by sheer chance.
You're also talking about a 25% chance on a T2 low module, that means an MWD cycle about every 20 seconds more or less depending on how much RNG likes you. In addition to everything that has already been said suggesting that this is a bad idea, it's also too reliable considering the risk one has to take to scram ships as opposed to using a long point.
EDIT: are you also supposed to be able to stack them because a couple of mods and a couple rigs on a fleet interceptor like an ares and you can almost not even worry about getting scrammed considering how likely it would be that you'll get your MWD back on the next cycle assuming it works at all the first time. |

Mole Guy
Xoth Inc Unclaimed.
59
|
Posted - 2013.04.16 13:58:00 -
[15] - Quote
ShahFluffers wrote:OP is looking for counters that already exist.
Warp Core Stabilizers: counters 1 point of warp disruption per mod (note: disruptors apply 1 point, scramblers apply 2). ECM: jams a target and prevents it from targeting anything for 20 seconds. Death: you can't really tackle anything if you are dead, now can you?
i think you misread in your attempt to make me look foolish
ccp saw the web as OP and toned it down some years ago for a more dynamic play style. webs went from 90% (all webs) to 60% or less). mwd's altho i hate em, could be given a chance to break through the interference, reharmonize and turn back on. i am not concerned with the % chance, i am more interested in the fact that we can gain that ability through mods or rigs or even a skill. MWD stabilization- 2% chance per level to recalibrate your mwd and gain the ability to turn it on req: high speed man-V
a warp stab does nothing to break a scrams hold on an mwd. you would have to run 2 to protect yourself and be able to warp but we arent talking about warping, and what if you are the aggressor? now you have a -50% scan reso and STILL no mwd.
a rig in the low, now you have a 5% or 10% or something chance. |

Meditril
T.R.I.A.D
255
|
Posted - 2013.04.16 14:11:00 -
[16] - Quote
Mole Guy wrote:i love the scram turning it off. but once gets within range and hits the scram, its deffinate. there is no counter, no % chance to NOT work, no counter against it.
how about this (and i fly inties, so i know the implications):
new rigs or mods that will allow a % chance to not shut off your mwd. warping is still impossible, but the mwd might still function. the % would be rerolled every scram cycle.
10% on rigs, 15% on t2 rgs 20% chance on the low mods, 25% on the t2.
these wouldnt mess up your scan reso like warp stabs. maybe call them microwarp stabs. it would allow a new dynamic. most of the time you catch your foe, sometimes he gets away.. stacking penalty still applies.
There are currently two solutions for your issue: a) Fit a web to hover out of scram range of your enemy. b) Fit an AB in addition to your MWD. Much more powerful then a)
Unfortunatelly we still have many ships which have only two med slots making boths counters not usable on them. |

Sura Sadiva
Entropic Tactical Crew
412
|
Posted - 2013.04.16 14:26:00 -
[17] - Quote
Mole Guy wrote: i know the diff between the 2. i almost run burners exclusively for the lower sig radius and so it doesnt get shut off, but alliance and null sec rules dictate otherwise.
Not like we can change EVE mechanics to match some null sec alliance rules...
MWD/AB/SCRAMB dynamics seems balanced to me. Any direct or indirect buff to MWD should be balanced with a relevant reduction for his speed bonus or a buff to MWD. Problem is MWD: you could just remove it from the game and replace with a new tier of AB, would be fine.
In general, I see the good part of having more unpredictable variables in the equation, however I think actually in EVE the chances to evade fights are already too many, and "crowd control" should be buffed |

Derath Ellecon
Washburne Holdings Situation: Normal
1303
|
Posted - 2013.04.16 14:46:00 -
[18] - Quote
You say this topic isn't about burners but actually it is.
First, everything in eve doesn't have an exact counter, and it doesn't need it.
What you are asking for is akin to "having your cake and eating it too" which is most definitely NOT an EVE design idea.
Your "counter" in this case happens at the fitting screen. It comes down to another great EVE concept, choices and consequences. You can choose a MWD, which gives you more speed, but you can get caught. Or an AB which leaves you potentially too slow, but better potential for escaping a scram.
You can also choose a web, to hopefully allow you to coast outside scram range
Or ECM to try and break the lock
Or ECM drones. Which becomes another choice/consequence decision. Do I pack ECM drones, or damage drones. One might help me get away, while the other may add enough dps that I can kill my target instead of worrying about getting away.
Bottom line, IMO this mechanic is working as intended. Fit your ships, make your choice, deal with the consequences. |

Friggz
Dirt Nap Squad Dirt Nap Squad.
82
|
Posted - 2013.04.16 14:59:00 -
[19] - Quote
Mole Guy wrote:Jonas Sukarala wrote:Nah mwd's are mostly fine they could use some work on making T2's better than the meta variations for sure and maybe lower the sig penalty aswell to help attack ships and low sig ships from being popped so easy.
Afterburners are the mods that need some work really the have the same mass penalty as mwds but give a lot less in return which is strange especially as AB's are normally used on orbiting frigs/on some cruisers. - mass reduction to increase agility and speed - web resistance bonus to give people a reason to use it at all levels/better brawling mod - easier fittings would be nice to allow more dual prop setups on tight ships. kewl, topic derailed. this is about the scrams and mods to counter their effect on a % chance. im all for a burner discussion somewhere else.
Scrams shutting off MWDs are part of the balance between MWDs and ABs, as well as the balance between scrams and disruptors. You can't just put your fingers in your ears and say "I'm not listening" when people point out how your changes have effects down the line. Changing one thing can and does effect other things in EvE.
Personally I don't see what your suggestion adds to the game other than an unneeded luck factor deciding fights. I think the decision between AB and MWD is a fairly balanced one as it stands. Everytime you vote for Trebor, DNSBlack's Arazu dies. |

Wolf Kyosuke
Blue Republic RvB - BLUE Republic
4
|
Posted - 2013.04.16 15:40:00 -
[20] - Quote
Mole Guy wrote:you forgot to say "drum roll"... usually follow funny jokes (and maybe your not so funny joke.)
i know the diff between the 2. i almost run burners exclusively for the lower sig radius and so it doesnt get shut off, but alliance and null sec rules dictate otherwise.
webs were dropped to 60% to allow for a more dynamic pvp experience and to allow some to escape and others to perrish. what i am proposing would do the same.
Webs were reduced during the nano nerf from 90% to 50%-60% partly because of the huge speed reduction ships were also getting. 90% would have made them incredibly overpowered.
I could legitimately see allowing warp core stabs allowing a mwd to continue to run, but otherwise I would say that it's a balanced mechanic. With a MWD you really should be going fast enough to avoid scrams most of the time anyways in a small ship and being that you don't actually see the cycle time of a module your opponent is using, a chance based system would be nearly useless unless you intend on trying to activate the module constantly. |

Mole Guy
Xoth Inc Unclaimed.
59
|
Posted - 2013.04.16 16:27:00 -
[21] - Quote
Wolf Kyosuke wrote:Mole Guy wrote:you forgot to say "drum roll"... usually follow funny jokes (and maybe your not so funny joke.)
i know the diff between the 2. i almost run burners exclusively for the lower sig radius and so it doesnt get shut off, but alliance and null sec rules dictate otherwise.
webs were dropped to 60% to allow for a more dynamic pvp experience and to allow some to escape and others to perrish. what i am proposing would do the same.
Webs were reduced during the nano nerf from 90% to 50%-60% partly because of the huge speed reduction ships were also getting. 90% would have made them incredibly overpowered. I could legitimately see allowing warp core stabs allowing a mwd to continue to run, but otherwise I would say that it's a balanced mechanic. With a MWD you really should be going fast enough to avoid scrams most of the time anyways in a small ship and being that you don't actually see the cycle time of a module your opponent is using, a chance based system would be nearly useless unless you intend on trying to activate the module constantly.
fitting a warp core stab to avoid this issue would be one fix if they were changed a little. recently, cap batteries were changed to reflect incoming neuts and vamps onto their aggressors. this wasnt in the original design, but was added in. i know the difference between the ab and mwd.
i have a maladiction with a dread scram (13km) and a dread web (13km). when i sit in the middle of a small gate, you wont escape my 1700mm scan res and the insta "stop in your tracks" move that follows. with a sentinel standing by with dual scripted tracking disruptors, you arent hitting me to kill the ceptor. you wont escape, you wont do anything but maybe drop dps drones (which wont catch me) or drop ecm drones which you will prolly be dead before you get them to work properly against both of us with scrams on and our dps on stand by. i have bounced off of blockaides, decloaked several things before, and once decloaked, yer mine. you jump in, i start clicking, your mwd shuts off before it even fires up and u stick around in slow poke mode.
i just thought it would be kewl for an mwd to have that chance, as small as it may be, to actually break free and take off and we have to persue. |

Derath Ellecon
Washburne Holdings Situation: Normal
1303
|
Posted - 2013.04.16 20:01:00 -
[22] - Quote
Mole Guy wrote:Wolf Kyosuke wrote:Mole Guy wrote:you forgot to say "drum roll"... usually follow funny jokes (and maybe your not so funny joke.)
i know the diff between the 2. i almost run burners exclusively for the lower sig radius and so it doesnt get shut off, but alliance and null sec rules dictate otherwise.
webs were dropped to 60% to allow for a more dynamic pvp experience and to allow some to escape and others to perrish. what i am proposing would do the same.
Webs were reduced during the nano nerf from 90% to 50%-60% partly because of the huge speed reduction ships were also getting. 90% would have made them incredibly overpowered. I could legitimately see allowing warp core stabs allowing a mwd to continue to run, but otherwise I would say that it's a balanced mechanic. With a MWD you really should be going fast enough to avoid scrams most of the time anyways in a small ship and being that you don't actually see the cycle time of a module your opponent is using, a chance based system would be nearly useless unless you intend on trying to activate the module constantly. fitting a warp core stab to avoid this issue would be one fix if they were changed a little. recently, cap batteries were changed to reflect incoming neuts and vamps onto their aggressors. this wasnt in the original design, but was added in. i know the difference between the ab and mwd. i have a maladiction with a dread scram (13km) and a dread web (13km). when i sit in the middle of a small gate, you wont escape my 1700mm scan res and the insta "stop in your tracks" move that follows. with a sentinel standing by with dual scripted tracking disruptors, you arent hitting me to kill the ceptor. you wont escape, you wont do anything but maybe drop dps drones (which wont catch me) or drop ecm drones which you will prolly be dead before you get them to work properly against both of us with scrams on and our dps on stand by. i have bounced off of blockaides, decloaked several things before, and once decloaked, yer mine. you jump in, i start clicking, your mwd shuts off before it even fires up and u stick around in slow poke mode. i just thought it would be kewl for an mwd to have that chance, as small as it may be, to actually break free and take off and we have to persue.
While your e-peen is strong. I am curious about one thing.
If you have me webbed and scrammed, you are going to have to stay in range (13km) and you won't be able to go too fast with that tight of an orbit so how exactly will drones not catch you.
And on the flip side, if you were to catch my AB taranis, I'd scram web you back, and even with your web i'd be moving 825m/s with the AB overheated, which is going to be a couple hundred faster than you, if you happen to be MWD fit.
Bottom line that is a potential counter, without needing to change any mods.
Oh and the cap batteries were changed because they were near useless and never used. Sadly even with the stat change they are near useless and never used. I am fairly certain MWD's don't suffer from that problem. |

Aglais
Liberation Army Li3 Federation
224
|
Posted - 2013.04.16 21:04:00 -
[23] - Quote
The only thing that's a problem with MWDs is the bizarre spread of relative capacitor destruction caused by each kind of MWD on each ship type. With my skills considering Caldari in particular, the following holds true:
Most, maybe all frigates are cap stable with solely the MWD running. T1 and T2.
Most T1 cruisers get 2.5-3 minutes of capacitor with solely the MWD running. T2 tends to be higher but not much. Doesn't matter because the Caracal's fast, at least.
T1 battlecruisers can have anywhere from 6 to 12 minutes of capacitor with the MWD running, and IIRC, ALSO having shield hardeners on (lol Drake).
T1 battleships with just the MWD running go for anywhere from 50 seconds, to a minute and fifty seconds, and take like two and a half to three cycles to reach top speed. Which means they often DONT reach top speed. This is something that I think will literally punch the new Raven in the face here. It's supposed to be an attack battleship but it's not capable of running it's MWD in anything but the most sparse of pulsing techniques, which will stop it from moving particularly fast under any circumstances that aren't it being bumped off station by a typhoon or SFI or something. |

Jonas Sukarala
Deep Core Mining Inc. Caldari State
89
|
Posted - 2013.04.16 21:21:00 -
[24] - Quote
mwd's do scale quite badly really i think they need looking at in terms of T2 mwd needs to be better than the meta mwd's at speed. various metas could be useful at various functions.
1 - base mwd 2 - lower cap requirement/penalty 3 - lower fitting requirements 4 - lower mass addition/ lower speed boost 5 - higher top speed, /higher fitting requirement, /higher cap requirement 'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place..... where is the TD missile change?-á ,...projectiles should use capacitor. |

Meditril
T.R.I.A.D
259
|
Posted - 2013.04.18 15:23:00 -
[25] - Quote
Jonas Sukarala wrote:mwd's do scale quite badly really i think they need looking at in terms of T2 mwd needs to be better than the meta mwd's at speed. various metas could be useful at various functions.
1 - base mwd 2 - lower cap requirement/penalty 3 - lower fitting requirements 4 - lower mass addition/ lower speed boost 5 - higher top speed, /higher fitting requirement, /higher cap requirement
A clear nope for 5. In the past T2 MWD provided higher speed then T1, CCP has fixed this for good reason. The least thing we need in this game is more speed. |
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