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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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Moneta Curran
Lunar Industries Ltd
141
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Posted - 2013.08.17 15:15:00 -
[2] - 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 -
[3] - Quote
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Moneta Curran
Lunar Industries Ltd
146
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Posted - 2013.08.20 11:08:00 -
[4] - 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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Moneta Curran
Lunar Industries Ltd
146
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Posted - 2013.08.20 11:39:00 -
[5] - 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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Moneta Curran
Lunar Industries Ltd
149
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Posted - 2013.08.20 14:21:00 -
[6] - 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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