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Moneta Curran
Lunar Industries Ltd
139
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Posted - 2013.08.17 10:36:00 -
[1] - Quote
I was thinking it would be nice to if Transports were able to fit a MJD. You could scrap the +2 warp strength role bonus in favor of this one, for all I care.
I feel transports are underused and will be even more obsolete when the revamped T1 industrials hit TQ. They don't bring anything to the table to justify their cost.
Being able to fit a MJD would make them far more effective at being able to have a chance to pass through "lawless space".
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Druthlen
Republic Military School Minmatar Republic
1
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Posted - 2013.08.17 11:43:00 -
[2] - Quote
++++++++ |

Maximus Aerelius
PROPHET OF ENIGMA
374
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Posted - 2013.08.17 14:37:00 -
[3] - Quote
These are my thought son this idea:
Mastodon Signature: 150m Mastodon MJD'ing: 225m (150 +150%) Time to jump form activation: 12 seconds Activation Cost: 786GJ Mastodon Cap: 1000GJ
Obviously those or "Base Stats" without skills
You're going to get locked down before you even jump. I know you can't Warp Scram a MJD (well AFAIK) despite the description but I for one don't think I'd use it because:
Reactivation: 3 minutes Activation Cost: 786GJ Signature Bloom = Faster locking for those trying to get you Signature Bloom = More damage taken
MWD+Cloak = bigger signature radius (+500%) but you can burn away quicker and cloak in about 1-2 seconds and then hit warp. It takes some practice but it works. And if you fail you still have more cap to rep yourself with while Gate Guns\Support takes it toll on the attackers. Fast Character Switching "XP Stylee" Undocking - More Routes Out of Station Here's my tear jar > |_| < Fill 'er up! |

Moneta Curran
Lunar Industries Ltd
141
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Posted - 2013.08.17 15:15:00 -
[4] - Quote
A scrambler will stop a MJD, a disruptor will not. This means they have to get on top of you with a scram within spool-up time to keep you from jumping 100k out.
A dedicated gate camp can manage this, of course. I'm not proposing something which will escape unscathed time and time again, in play style most people would firmly place me in the pirate camp.
What matters here is that MJD spool-up is definitely less than the terrible time to warp on transports. If you feel more confident with the cloak trick, you could still fit that way.
MJDs also have more tactical uses than just as a GTFO button. You can warp to 100k of anything, check grid, consider your options and decide if you want to jump in, for example. |

Moneta Curran
Lunar Industries Ltd
142
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Posted - 2013.08.17 18:04:00 -
[5] - Quote
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Tepalica
ACME-INC
2
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Posted - 2013.08.18 12:05:00 -
[6] - Quote
This could be an interesting thing....maybe give deep space transports a bonus to the spool-up time of MJD's?
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Moneta Curran
Lunar Industries Ltd
146
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Posted - 2013.08.20 11:08:00 -
[7] - Quote
With the current fitting and activation requirements some adjustment would be necessary.. it would make a decent role bonus.
I don't know if the spool-up time should be sped up, that could possibly make them too zippy. Bear in mind that while alignment time on transports is slow as hell, a MJD doesn't need to be aligned to trigger.
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Debora Tsung
The Investment Bankers Guild
287
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Posted - 2013.08.20 11:30:00 -
[8] - Quote
Moneta Curran wrote: With the current fitting and activation requirements some adjustment would be necessary.. it would make a decent role bonus.
I don't know if the spool-up time should be sped up, that could possibly make them too zippy. Bear in mind that while alignment time on transports is slow as hell, a MJD doesn't need to be aligned to trigger.
Bonus so MJD sig bloom is 50% less than for other ships?
Kinda like AF's and MWD's... There's nothing a million chinese guys can't do cheaper.
Also This --> https://forums.eveonline.com/default.aspx?g=posts&t=216699
Please stop making "afk cloak" threads, thanks in advance. |

Moneta Curran
Lunar Industries Ltd
146
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Posted - 2013.08.20 11:39:00 -
[9] - Quote
I'd rather see the concept given a try on general principle first before we stack additional bonuses on top of it. Let's start with actually being able to fit and fire one.
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Maximus Aerelius
PROPHET OF ENIGMA
442
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Posted - 2013.08.20 11:55:00 -
[10] - Quote
Moneta Curran wrote:A scrambler will stop a MJD, a disruptor will not. This means they have to get on top of you with a scram within spool-up time to keep you from jumping 100k out.
A dedicated gate camp can manage this, of course. I'm not proposing something which will escape unscathed time and time again, in play style most people would firmly place me in the pirate camp.
What matters here is that MJD spool-up is definitely less than the terrible time to warp on transports. If you feel more confident with the cloak trick, you could still fit that way.
MJDs also have more tactical uses than just as a GTFO button. You can warp to 100k of anything, check grid, consider your options and decide if you want to jump in, for example.
Thanks for not flaming me on this and for the heads up.
It IS an interesting concept, and that you:
Don't have to be aligned to spool up Land at max speed Can align once you land.
As for the lose of the +2 Warp Strength I'd say a happy medium would be reduce it to +1 Warp Strength. It's still a DST and an Interceptor should be on you in any decent organised camp before you can spool up the MJD. If it's one guy on a gate then he should be OH'ing and moving his @rse to be on you but point is that it still allows a solo-gate camper to pin you with a +1 as well.
That being said I've outlasted 2 x BS and a 1 x BC in a Mastodon at a gate when I've been jumped...they're hardy little buggers. Fast Character Switching "XP Stylee" Undocking - More Routes Out of Station Here's my tear jar > |_| < Fill 'er up! |
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Moneta Curran
Lunar Industries Ltd
149
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Posted - 2013.08.20 14:21:00 -
[11] - Quote
Maximus Aerelius wrote: If it's one guy on a gate then he should be OH'ing and moving his @rse to be on you but point is that it still allows a solo-gate camper to pin you with a +1 as well.
Not really, if the solo dude doesn't have a scrambler on you (+2), the only thing preventing you from activating the MJD and jumping away from him would be a possible lack of cap.. unless with pinning you mean preventing you from warping out.
The transport's current role bonus negates a one or two disruptors or a single scrambler, the MJD negates a single disruptor only.. but you could always fit any number of warp core stabilizers to compensate for that loss if you so desire.
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Eric Raeder
No Fee Too High
56
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Posted - 2013.08.20 20:57:00 -
[12] - Quote
I'm all for giving deep space transports a role. I dunno if this will really add anything, but they sure need something. |
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