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Erasmus Phoenix
Balls to the Walls No Response
8
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Posted - 2014.01.06 18:34:00 -
[1] - Quote
The MJD thing is... odd, but I suppose it could be interesting. The scan inhibitor, on the other hand, will be broken in wormholes and broken in FW. Wormholes rely on dscan, and there are already ways to hide yourself from it or to take advantage of someone not paying enough attention.
All this is going to lead to is covops ships spamming fifty of these all over someone's wormhole, making sure they can't possibly check all of them before a fleet is formed up and ready. It's going to be hell getting information.
And being able to completely block information about what is in an FW plex will add yet another factor disincentivising fights. Can't warp directly to the inhibitor, can't dscan, have to throw yourself blindly in.
It needs to be unable to be put up within a plex, and there needs to be something balancing it or making its use exceptional for wormholes. |

Erasmus Phoenix
Balls to the Walls No Response
12
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Posted - 2014.01.07 04:32:00 -
[2] - Quote
Laventhros Ormus wrote:LEARN TO ADAPT
That is all.
Why should we have to adapt to terrible ideas?
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Erasmus Phoenix
Balls to the Walls No Response
12
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Posted - 2014.01.07 04:40:00 -
[3] - Quote
James Amril-Kesh wrote:Omnathious Deninard wrote:Te more I think about the MSI the less I like it. It seems that it would be useful to a complex runner or ratter, but it is only good by the hundreds to make it impossible to chose the right one. From an offensive standpoint it is good as a trap, but then again it is too obvious a trap.
I'm not really sure the direction you were trying to go with this module. There is no direction. They obviously put about 5 minutes of thought into it and went "yeah sounds good we'll worry about balance later".
Every possible use of the scanning inhibitor that I can think of falls into at least one of these catagories; No advantage because both sides will do it, cheap traps, making isk grinding easier/safer, or causing unfun structure grinds for anyone who actually wants a decent fight. |

Erasmus Phoenix
Balls to the Walls No Response
15
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Posted - 2014.01.07 14:40:00 -
[4] - Quote
Kagura Nikon wrote:I am impressed how people think the AOE cloak is the overpowered one. ITs power is nothing and illusory as long as local exist (because you know the location still).
Not if you're in a wormhole.
Currently, hiding from d-scan requires smarts. You can find places off d-scan to hide assets that can hide non-cloaked ships, and use cloakies with all the disadvantages therin. What you CAN'T do is hide an entire cap escalation fleet, or build up forces without the enemy being able to know composition.
There's nothing stopping a corp putting up ten or twenty with bubbles anchored within them, screwing over anyone hunting for more than long enough to allow disengagement from the sleepers or preparation for PVP. You need a lot of scouts, or you have to be using cloaky/nulli T3s which is just pushing one ship into being the only option for a particular role, something Eve is supposedly against.
It can simultaneously be used to remove even more of the risk from PvE and to add an advantage to an invading fleet, and while that might seem balanced all it's going to do is MAKE BOTH SIDES LESS LIKELY TO FIGHT. This is the exact opposite of what we need.
Okay, in k-space you know there's someone there, you know their NUMBERS, you know exactly where they could be coming from (barring wormhole exits), but in w-space there's a lot less information and a lot more variables, and this will allow non-cloaky ships to come through a wormhole without giving away exact composition, which is just going to mean more people hide behind their POS shields and we get less good fights. No longer does hiding from d-scan require a cloak or clever/lucky placement out of d-scan range. The enemy will know that SOMETHING is coming, but that could be one T1 cruiser from a high or nullsec entrance screwing with the big scary wormholers by anchoring a bubble on the hole, or it could be a fifty-man T3 gang with a bubble already anchored to pull your scout right into the middle of them, and you have physcally no way of knowing any more. |

Erasmus Phoenix
Balls to the Walls No Response
16
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Posted - 2014.01.07 15:31:00 -
[5] - Quote
Kagura Nikon wrote:Erasmus Phoenix wrote:Kagura Nikon wrote:I am impressed how people think the AOE cloak is the overpowered one. ITs power is nothing and illusory as long as local exist (because you know the location still). Not if you're in a wormhole. Currently, hiding from d-scan requires smarts. You can find places off d-scan to hide assets that can hide non-cloaked ships, and use cloakies with all the disadvantages therin. What you CAN'T do is hide an entire cap escalation fleet, or build up forces without the enemy being able to know composition. There's nothing stopping a corp putting up ten or twenty with bubbles anchored within them, screwing over anyone hunting for more than long enough to allow disengagement from the sleepers or preparation for PVP. You need a lot of scouts, or you have to be using cloaky/nulli T3s which is just pushing one ship into being the only option for a particular role, something Eve is supposedly against. It can simultaneously be used to remove even more of the risk from PvE and to add an advantage to an invading fleet, and while that might seem balanced all it's going to do is MAKE BOTH SIDES LESS LIKELY TO FIGHT. This is the exact opposite of what we need. Okay, in k-space you know there's someone there, you know their NUMBERS, you know exactly where they could be coming from (barring wormhole exits), but in w-space there's a lot less information and a lot more variables, and this will allow non-cloaky ships to come through a wormhole without giving away exact composition, which is just going to mean more people hide behind their POS shields and we get less good fights. No longer does hiding from d-scan require a cloak or clever/lucky placement out of d-scan range. The enemy will know that SOMETHING is coming, but that could be one T1 cruiser from a high or nullsec entrance screwing with the big scary wormholers by anchoring a bubble on the hole, or it could be a fifty-man T3 gang with a bubble already anchored to pull your scout right into the middle of them, and you have physcally no way of knowing any more. Yeah Wormhole space is not most of my experience is. But i think the best emergent gameplay that can appear is from wholespace. But needs to be better balanced than current proposal. This thing should in fact appear in OVERVIEW, not needing a probe to find it. THen I think we might have it balanced.
being able to warp to it would definitely help, since then it's a risk using it at all, you use it to temporarily hide a fleet actively forming up instead of to hide ongoing activities.
This would require further balancing for FW (Or not allowing it to work in deadspace) as then you either have the exact same problem you have now (it's physically impossible to see what's inside without being in a known position), or you have an exploitable way of warping right into a plex.
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Erasmus Phoenix
Balls to the Walls No Response
17
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Posted - 2014.01.07 16:03:00 -
[6] - Quote
Sura Sadiva wrote:Kagura Nikon wrote: This thing should in fact appear in OVERVIEW, not needing a probe to find it. THen I think we might have it balanced.
Now this is a good idea. Warpable beacon in overwiew and not usable inside plexes. Still I think MSI is bad, but at least in this way their damage to the gameplay could be limited.
Prevent bubbles (or perhaps any anchorable/deployable object) from being within the hidden area as well. And maybe even have launching a bubble from a dictor or bubbling up in a hic break the concealment completely. |

Erasmus Phoenix
Balls to the Walls No Response
17
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Posted - 2014.01.07 17:46:00 -
[7] - Quote
Feyd Rautha Harkonnen wrote:From the eye of a hisec pirate, why is it everything CCP does these days seems to be about making hisec carebears safer, and nerfing non-consensual pew in hisec?
Now the little bears in mission pockets can get an extra layer of protection from pirate scan-downs, the pirate having to warp into the pocket to see whats actually there -- then the little bear can agress and micro jump about the field to his hearts content while sniping and avoiding tackle without a cooldown?
A sad day for non-consensual pew in hisec. -1 CCP.
p.s. Reduce the structure hit points on existing modules like the tractor unit for christs sake, make it feasible to warp into a pocket and blap one before a bear can recover it. Or again, is it all about carebear love CCP?
F#$()*#)($*#
To be fair, if the ratter decides to engage and then uses mechanics that have been added it's hardly "non-consensual PvP". If he shoots back he's choosing to fight. |

Erasmus Phoenix
Balls to the Walls No Response
17
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Posted - 2014.01.07 19:23:00 -
[8] - Quote
The MSI would be so, so hard to balance anywhere between utterly broken and totally useless, and either way it's going to make people less inclined to actually fight.
Really... CCP should be wondering if it's worth it at all for what it will add. I don't think it is. |

Erasmus Phoenix
Balls to the Walls No Response
18
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Posted - 2014.01.07 19:59:00 -
[9] - Quote
If you're going down the cost-balancing route it needs to be the kind of cost that will make it only viable for large scale operations.
Of course, that kind of cost doesn't actually exist in Eve. Look at Titans. Cost balancing basically doesn't work. |

Erasmus Phoenix
Balls to the Walls No Response
18
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Posted - 2014.01.07 20:40:00 -
[10] - Quote
James Amril-Kesh wrote:Grath Telkin wrote:Anything that makes the already laughably easy life of an NPCer easy is out of the gate a bad idea. They're hard enough to catch, if they want safety they go to high sec, if they want riches and danger, 0.0, but safe riches and danger is dumb, so the MSI is bad, because if you think cost will prohibit these from being used in broken ******** ways to make NPCing easy then I'd like to sell you a bridge.
MMJD is bad, the ships using it get something for nothing, they suffer no penalties and make no fitting concessions to gain the ability to MJD. Coupled with the fact that it instantly obsoletes the LMJD module because why ever bother fitting one if you can just drop this thing and get it done?
Scrap both mods, they're garbage. Holy **** it's Grath and I'm agreeing with him.
It takes a truly horrific idea to bring together people this different against it. |
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Erasmus Phoenix
Balls to the Walls No Response
19
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Posted - 2014.01.07 21:07:00 -
[11] - Quote
Priestess Lin wrote:Erasmus Phoenix wrote: It takes a truly horrific idea to bring together people this different against it.
So many delicious pirate tears in this thread. EVE is supposed to be a harsh environment, why should it not be so for aggressors? They have had it far too easy for far too long. These are excellent ideas that will add much needed balance to the game. We know you are angry because EVE got a little harder for you. Adapt or die.
Yes, because this will only make things harder for pirates. It has absolutely no effect on people trying to get decent WH PvP or trying to find actual fights in faction warfare.
And I am obviously a pirate. |

Erasmus Phoenix
Balls to the Walls No Response
19
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Posted - 2014.01.07 22:10:00 -
[12] - Quote
Liang Nuren wrote:Gizznitt Malikite wrote:Kaeda Maxwell wrote:Gizznitt Malikite wrote: Instead it creates an increased need for intel gatherers, and that's very much for the better.
When out solo it will basically force you to dual box or pass up every fight opportunity in systems with MSI's, warping to them is almost certain death as they can hide bubbles (or fast locking hard tackle in lowsec). Engaging anything else in a system with any unknowns in local and one of these on scan without visually checking first is basically a dice roll. And even when out with a gang all that forcing the need for a certain roles in fleet does, is take up human resources and raising the barrier to participation (while many of us will simply bring dual boxed link ships to fill the role, not everybody has access to that resource after all). But look at the time frame these are online for. 2 Hours... That means someone put that up recently, and with purpose. Engaging hostiles in a system with one of these up is little different than engaging hostiles in a system with other unscouted players (be they cloaked, docked in an inaccessible station, or hiding in a deep safe). Remember, players will still be in local and these only last two hours. If these are spammed around a system, then something is up. We'll learn pretty quickly who put these up and why. I'm really trying to understand why this will ruin solo PvP. There honestly is one area that I can think will directly alter solo travels. When you see this on scan by a gate, and hostiles in local, it becomes very difficult to know whether you can warp to that gate (more often than not, you shouldn't). But these are static, meaning they are easily bypassed. They have a 30 km's radius, can't be within 75km's of a gate or station, nor 40 km's of a POS. This means it will only obfuscate those campers on a catch bubble. Anyone with mild preparation (i.e. having bookmarks in yoru roaming area) can still warp to the area, check out what's up, and fly about. I think you're dramatically underestimating the effect that these will have on wormholes. -Liang
Here here. The cost to put up a number of these with bubbles in to give you time to GTFO or prepare support is NOTHING compared to the isk you get running cap escalations. And this is coming from the point of view of someone who does them, I don't think we need additional security.
Hell, we got a great fight last week from someone warping in on our site to try and kill us. And we kicked their asses. That kind of thing creates content for both sides, and having someone fill their system with even ten of these things will mean ballache and lack of actual fights.
And did someone seriously suggest throwaway alts in shuttles? Really? absolutely requiring somebody to pay for and bring along additional characters in order to find a fight is stupid. Some people can't or don't want to play that way.
This is going to end up requiring either suicide or nulli, cloaky T3s to gather intel. Which is not a good position to force people into. |

Erasmus Phoenix
Balls to the Walls No Response
19
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Posted - 2014.01.07 22:11:00 -
[13] - Quote
Vincent Athena wrote:By the way, the MSI hides cosmic signatures...sort of. The sig still shows on the scanner. It shows as a red sphere in the solar system map. But scan probes cannot see a sig near a MSI. Drop one on a wormhole and that wormhole cannot be scanned out.
Of course if they have an expanded probe launcher and combat probes they can find the MSI, warp to it and find the wormhole. If they got that equipment and are willing to do it.
Oh my god that is utterly ridiculous. |

Erasmus Phoenix
Balls to the Walls No Response
21
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Posted - 2014.01.07 22:21:00 -
[14] - Quote
Atomic Option wrote:Alexander McKeon wrote:I believe that in the current iteration, the scan disruptor provides too great a margin of safety for PvE fleets in C5/C6 W-Space; Just anchor a few dozen of these around your system before rolling out the PvE capital fleet, and by the time any hostiles roll into your system and have correctly identified which site you're in, all assets will have gotten off the field.
If by 'easy to scan down' you mean that a 16 or 32-AU scan will resolve them in a single cycle, that might be tolerable, but likely still tilts the advantage too much towards the defender. Maybe. But if you're running capital escalations in a C5/C6 without closing/mass-critting your exits first, you're not going to last long in WH space anyway.
There is still a risk (if you aren't watching carefully enough for sigs), which is really the only thing making the amounts of isk you can make fair, and that can definitely be exploited with skill. Except now someone trying to get a warpin might have a hell of an uphill struggle to find them and get tackle. |

Erasmus Phoenix
Balls to the Walls No Response
21
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Posted - 2014.01.07 22:24:00 -
[15] - Quote
Priestess Lin wrote:Cameron Freerunner wrote:Just a couple of thoughts:
As it currently stands with the latest scan and warp speed changes, the time it takes a hunter to enter a system, find a target, warp, and point is ridiculously low. Additionally, the warp changes have made warping away even harder for prey.
There seems to be a weird assumption that hunters should have it easy and prey should have it hard. All of the advice to prey who are doing anything besides PvP in a system is basically to warp or cloak when local spikes. And because thatGÇÖs the only option available to prey, AFK cloakers can shut down a system. The MSI actually provides options that reduce the GÇ£powerGÇ¥ of the AFK cloaker. He canGÇÖt just sit there and present a possible threat; he has to warp around to present an actual threat.
While I can understand some of the dismay over the upcoming "shell game," I don't see any inherent problems with making the hunter have to work more than 30 seconds to find and point prey. The shell game also has an easy counter: throwaway alts in shuttles. IGÇÖve also not seen anyone propose the counter use of MSIs against a shell game. They have a whole bunch of MSIs placed? You setup a whole bunch of MSIs. Better yet, you get there first and you put MSIs on every anomaly. Hide and seek works both ways. I can think of lots of other ways to use these against other players who are using them and for other offensive purposes.
As for the suggestion that ships inside the MSI field not be able to d-scan, thatGÇÖs absurd. The hunter has only a 30km bubble in the system that he canGÇÖt scan. The prey in that scenario would have an entire system he canGÇÖt scan. ThatGÇÖs not an equal tradeoff; especially since nothing prevents the hunter from scanning down the MSI or in any way prevents him from finding or engaging the prey.
Personally, IGÇÖm happy to see that a scout has to do more than enter local, read the local member list, and spam d-scan. well said. It is about time this game stopped being so easy for aggressors.
I'm sure wormholers are going to have a great amount of success reading local to see who's in the system... |

Erasmus Phoenix
Balls to the Walls No Response
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Posted - 2014.01.07 22:45:00 -
[16] - Quote
Domanique Altares wrote:Gizznitt Malikite wrote: the prepared pilot with bookmarks in the area. So basically we're back to Malcanis' law, and only the people who have been around long enough to be 'prepared' and already have a few thousand BMs all over nullsec will benefit. Good job, then.
We might as well remove warping to zero while we're at it... |

Erasmus Phoenix
Balls to the Walls No Response
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Posted - 2014.01.08 03:38:00 -
[17] - Quote
Sure, both sides can benefit from the MSIs, but only in a way which is going to discourage combat. Discouraging combat is the last thing we need, particularly in a way that pushes everyone into blobs at the same time.
They will hurt a huge variety of people doing a huge variety of things. |

Erasmus Phoenix
Balls to the Walls No Response
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Posted - 2014.01.08 04:23:00 -
[18] - Quote
James Amril-Kesh wrote:There is no positive aspect to the MSI as far as PVP is concerned.
It is certainly not going to encourage more PVP.
Well... I suppose that depends if you count suiciding "Alts in shuttles" as PvP... |

Erasmus Phoenix
Balls to the Walls No Response
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Posted - 2014.01.08 05:07:00 -
[19] - Quote
Petrus Blackshell wrote:Erasmus Phoenix wrote:James Amril-Kesh wrote:There is no positive aspect to the MSI as far as PVP is concerned.
It is certainly not going to encourage more PVP. Well... I suppose that depends if you count suiciding "Alts in shuttles" as PvP... I can't decide if "Alts in Shuttles Online" is better than "OGB Alts Online".
Everyone will now need a shuttle alt as well as their booster and falcon alts... |

Erasmus Phoenix
Balls to the Walls No Response
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Posted - 2014.01.08 05:08:00 -
[20] - Quote
Priestess Lin wrote:Erasmus Phoenix wrote:James Amril-Kesh wrote:There is no positive aspect to the MSI as far as PVP is concerned.
It is certainly not going to encourage more PVP. Well... I suppose that depends if you count suiciding "Alts in shuttles" as PvP... Don't be so afraid to lose your ship, its just pixels. MSI is about providing risk vs reward and balance. Its about time. The MSI is easy enough to scan down. You can have probes in space less time than it would take to scan someone down normally, which means you have a better chance of getting the jump on them, IF you are willing to take a risk. If you bear-rats want that SAFETY you are so accustomed to, you will have to send a scout first, in which case your prey will also be given time and options. Whoever thought of this mechanic should be given an award as this gives much needed balance to the game on more than one level. Adapt or die.
yes, because it's the people doing the hunting that are safe, and because I am obviously somebody who never does PvE.
I'm looking at this from both sides. It's a bad idea. |
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Erasmus Phoenix
Balls to the Walls No Response
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Posted - 2014.01.08 05:42:00 -
[21] - Quote
It's possible to add additional FUN tools for ratters without wrecking FW and W-space and making core scan probes completely and utterly useless for most things. |

Erasmus Phoenix
Balls to the Walls No Response
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Posted - 2014.01.08 05:53:00 -
[22] - Quote
Petrus Blackshell wrote:Priestess Lin wrote:For the first time in EVE, pirates will be forced to take risks if they want a better chance at the rewards. You keep repeating that. Have you ever taken the risk of having no information at all? Minimize local, don't use d-scan, and try to calculate what "risks" you can take. Can you warp to that belt safely? Is there a guy waiting for you in that anomaly? Is this FW complex going to have just a rat in it, a farmer who just warps out, a solo pvper, or a gang of 10 guys who alpha you? Who knows? So how can you overcome this? Scouting? What if you're solo, or if dedicating a ship of your gang to being a disposable scout would cripple the fleet? Use alts or have a bigger fleet? In other words, multiboxing and blobbing, both very dirty words for very limiting and unfriendly playstyles. Just clarifying... that's the risk you're looking for, and its effects?
Really, these things are yet another change that will hurt solo PvP. |

Erasmus Phoenix
Balls to the Walls No Response
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Posted - 2014.01.08 06:08:00 -
[23] - Quote
Priestess Lin wrote:people say, " well whut if there is a bunch of MSI in the system, then the bears will have a lots of time to see the probes!! We will nevur catch em!"
If someone has invested into multiple MSI, cutting into their profits, they deserve the extra protection. This is just what you pirates are always telling people about taking precautions to not get exploded. If you want to counter this you can easily bring more people and then you will be able to scan down multiple MSI quickly and have a better chance of the probes not being detected. You have the tools at your disposal but you refuse to use them. It is shameful how some people are opposed to these great mechanics that will bring more challenging game play and risk/ reward to the game for pirates where it hardly existed before.
The risk is that someone actually forms up to fight. Then everyone gets a good story, and some fun.
I absolutely hate people who repeatedly go for utterly defenseless targets, and I'm not a fan of AFK cloakers in systems. at all. But this is not the way to go about fixing things like that, because it just means that more people will be not fighting. And that's not risk or reward. |

Erasmus Phoenix
Balls to the Walls No Response
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Posted - 2014.01.08 06:23:00 -
[24] - Quote
Priestess Lin wrote:James Amril-Kesh wrote:There's a big difference between having extra protection and having every advantage there is. Bullshit. Thats what you bear-rats have had for years. How do you think you are entitled to blow up another player that doesn't make any mistakes? God forbid pirates should have to take any real risks, right?  Sorry kids, 100% intel days are over. Time to HTFU. Adapt or die.
Yes, because not being prepared to fight and not stopping whatever you're doing and getting prepared to defend yourself or at least hide when someone comes in is not making a mistake. Of course.
I live in a goddamn wormhole. We have little enough information as it is. This is taking too much. |

Erasmus Phoenix
Balls to the Walls No Response
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Posted - 2014.01.08 17:23:00 -
[25] - Quote
Callic Veratar wrote:Kagura Nikon wrote:You mean the scram taht cannot be applied over a marauder in bastion mode..t he same marauder that can use that thing while in bastion mode? The same bastion mode that inhibits activation of MJD?
Does it inhibit the MMJD unit, though? someone needs to test that if someone hasn't already. |

Erasmus Phoenix
Balls to the Walls No Response
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Posted - 2014.01.08 17:25:00 -
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Priestess Lin wrote:Alundil wrote:Petrus Blackshell wrote: Picture this: you are raiding an enemy system, and you jump into a system known to be full of vulnerable targets. You see three asteroid belts and an anomaly on d-scan, all with MSIs in them. So you warp to one. 20 seconds of travel later... there's nothing there except some wrecks. You warp to the next. Nope, same thing. On to the next. Nope. And in the last one? Nothing there but some more wrecks. How can this be? Well, at some point during your warping around, you were on the way to the right place. Your mark, though, if it were ever even there, saw you on 10,000,000 km D-scan, and warped off before you could even land on grid.
What could you have done instead?
Well said. Not really. He somehow thinks he is entitled to blow up someone who takes precautions and doesn't make any mistakes. This is hilarious hearing from pirates about what is "not fun" that other people can do to defend themselves against them. ******* classic. 
When a hunter catches someone, that person has already made at least one mistake. It is actually really hard to catch someone who isn't AFK or completely dumb. I've been on both sides of that, including completely dumb when I was new. With local, it's almost impossible to get anyone who's paying any kind of attention already, and that doesn't need to be made more difficult. At least not in a way that doesn't make it more fun for either party.
At this point, you have said nothing new for days. you are obviously just a shill account for somebody wanting to cause drama and terrible additions to the game. |

Erasmus Phoenix
Balls to the Walls No Response
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Posted - 2014.01.08 18:48:00 -
[27] - Quote
Priestess Lin wrote:seth Hendar wrote: dude, it is already impossible to catch even a BS if it is within a deadspace pocket provided the pilot has more iq than an oister, thx local + dscan.
Good, it should be impossible to catch people who are paying attention and don't many any mistakes. What I'm loving about these modules is their usefulness to me as a solo wormhole PVEr, which is currently much more risk than it is worth.
It IS already impossible to catch people who are paying attention and do everything right.
And wormholes are really not intended for solo PvE, not on any kind of scale. They are harsh places.
You're so fond of saying "adapt or die", but apparently you think it's too much to expect someone to change ships to fight, to call for friends or to simply move somewhere else in the case of a semi-AFK cloaker.
As to Fozzie's post - it's good to hear that some of the problems are bugs that are being addressed, and I look forward to hearing what the balancing changes are. I have been trying my best to provide constructive criticism with examples to support what I'm saying, but some people are making that difficult with continued repetitive attacks against playstyles other than their own. |

Erasmus Phoenix
Balls to the Walls No Response
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Posted - 2014.01.08 19:33:00 -
[28] - Quote
commander aze wrote:If deployed in an anomaly will it mask the anom?
No. Currently on sisi it does mask sigs, but that's apparently a bug/being fixed. |

Erasmus Phoenix
Balls to the Walls No Response
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Posted - 2014.01.08 21:21:00 -
[29] - Quote
Gizznitt Malikite wrote:Rek Seven wrote:anyone else think it's silly that the scan inhibitor shown up on d-scan? This thing should only be detectable via probes. IMO that would be overpowering!
Well, no. They can still be used as traps, or to prevent information gathering about a fleet, but using them all over the place would be a much less attractive proposition, since then anyone dedicated enough would be able to find you after going to all of them without repeated and easy to detect scanning. Maintaining the decoys with decloaking bubble traps would make this a valid means of forcing a cloaky scout to decloak if he makes the wrong choice.
They'll still be attractive for a PvP fleet trying to hide its composition, but nowhere near as nice for PvE groups just trying to HIDE. |

Erasmus Phoenix
Balls to the Walls No Response
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Posted - 2014.01.08 21:48:00 -
[30] - Quote
Kagura Nikon wrote:Erasmus Phoenix wrote:Gizznitt Malikite wrote:Rek Seven wrote:anyone else think it's silly that the scan inhibitor shown up on d-scan? This thing should only be detectable via probes. IMO that would be overpowering! Well, no. They can still be used as traps, or to prevent information gathering about a fleet, but using them all over the place would be a much less attractive proposition, since then anyone dedicated enough would be able to find you after going to all of them without repeated and easy to detect scanning. Maintaining the decoys with decloaking bubble traps would make this a valid means of forcing a cloaky scout to decloak if he makes the wrong choice. They'll still be attractive for a PvP fleet trying to hide its composition, but nowhere near as nice for PvE groups just trying to HIDE. How so? They already are massively overpowered sicen you an only pinpoint them with COMBAT probes. That basically means its now impossible to solo PVP hunt any PVe activity (because covert ops is basically only thing that can fidn them). This is already a huge nerf to any chance of solo or very small groups catching any PVE active players :( Except of course in space without local, there chances continue even
Oh, balls. Yeah, I thought I was replying to one about being able to warp straight to them, my bad. Will go back and edit. |
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Erasmus Phoenix
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Posted - 2014.01.08 22:48:00 -
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Kagura Nikon wrote:Candente wrote:Giving people more ways to defend themselves from ganking is not necessarily a bad thing, if it's about fairness. The same thing can be said not to allow a warp bubble be set up within the effect of a MSI. It shouldn't be used behind an acceleration gate for the same principle.
These should be no brainers no matter how much status quo is to be changed. Looking forward to see the balance changes. I am much more worrie don the fact aht now you need to be able to kill your target within 32 secodns 9that measn blob) or you need to be in a blaster boat :(
It's basically going to kill solo kiting fits, yeah. |

Erasmus Phoenix
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Posted - 2014.01.09 00:08:00 -
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Bienator II wrote:idea how to make the MSI more interesting: the more mass it hides the easier it is to scan it down. Imagine it would focus signature of everything in range at one point for sensors, creating a larger signature.
if there is too much around it it could even appear on the overview. Would also add another attribute for future, improved versions. (T2 etc)
Interesting. That way you know the decoys, you won't get strong hits on them. could be viable, I suppose. |

Erasmus Phoenix
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Posted - 2014.01.09 00:39:00 -
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Sura Sadiva wrote:Beside the severe issues already pointed out in this thread by everyone there's a bad basic concept behind their design: they override EVE skillsets, advancement and fitting requirements.
I mean: any character, no matter the ship, no matter the trained skill, can spam any of this toys and produce overpowered effect, with a massive multiplier from numbers, far beyond what a specializzed character with a proper ship can do in the same area.
This can be accettable for personal utility tools, like the mobile depots and the tractor unit but becomes gamebreaking when it comes to toys able to heavly mess combat and such. This toys ca be used in the same way and with the same identical consequences by any character able to undock and and any ship witha a cargo; no skill training is required, no ships or fitting, no constraints, no player skill.
Not even a cost in terms of ISK (please don't tell me that 5 mil ISK is a balancement factor).
They will never be "good" or balanced. The only hope is to get them nerfed to the point to be usless.
Not only that, but the MSIs will replace the skill of a good d-scanner (or even prober) with the requirement to bring along a whole gang if you hope to land tackle on somebody. Removing a requirement for actual player skill is never a good step to take.
I also agree with the above comments that change for change's sake is not a good idea. Too much shaking up without a clear goal will just shake things to pieces.
Or should I perhaps say that if you shake the sandbox too much, all the sand will come out... |

Erasmus Phoenix
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Posted - 2014.01.09 02:09:00 -
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CCP Fozzie wrote:Liang Nuren wrote:CCP Fozzie wrote: That being said, these structures are intentionally provocative so even after this round of adjustments we expect them to be very disruptive to the status quo in a valuable and exciting way.
This is an interesting statement to make. It seems to me that you believe that constantly and dramatically shaking up the game balance of Eve Online with wholly new mechanics is good in its own right; that you don't believe in destructive disruption of the status quo. I can't decide if I think you're shaking it up because you think that the core game design of Eve Online is fundamentally broken, or because you're hoping to use constant chaos to prevent the meta stagnation we saw for so many years. Either way it's pretty obvious that you're heavily betting on the sandbox nature of Eve to cover over the flaws. I guess the point of this post is to say that I'm deeply concerned by the constant introduction of new mechanics and the whipsaw effect on game balance that comes has come with them. I'm afraid that this kind of cavalier approach to introducing new mechanics just for the sake of shaking things up will lead to a place of exponential chaos and a future outright collapse of the system. I'm also concerned that it may lead to a more mundane demise: a place where the core user base no longer recognizes a future incarnation of Eve as the game they've played for so long. I don't believe that we need either of these two modules, and I believe they will be disruptive to the game in a way that is destructive. -Liang I definitely agree that not all change is good, but I would strongly argue that one of the areas of value provided by good changes in a sandbox game is the opportunity for players to explore new forms of gameplay, discover how changes affect their current gameplay, and compete with each other to be the first to capitalize on those new tricks. In that regard, disruption itself is one of the values provided by a good change to a game. I also wholeheartedly disagree with your assessment that any of these additions risk causing exponential chaos or making EVE unrecognizable. They are new tools with which to interact with the sandbox (specifically to modify your local environment) and insuring that EVE players have access to a diverse and healthy "toolbox" is at the core of our job as caretakers of the sandbox. As for specific concerns with the details of these structures, we do think that a lot of the points raised in this thread so far (including many of yours) are extremely valid and we think that the next iteration of the design should go a long way to addressing those specific concerns. I've been chatting with the CSM about the latest iteration of the design since earlier this afternoon, and things are looking positive from that end so far. Current plan is to give the CSM (especially the North Americans that got off work more recently) some more time to look over and comment on the changes and then if all looks satisfactory I'll bring them to you all in the morning Iceland time. Have a good night everyone.
Looking forwards to reading them. I'm all for additional tools that bring new options with good balance, but the deployables as originally suggested are far too close to new weapons given specifically to one type of player to be used against another. |

Erasmus Phoenix
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Posted - 2014.01.09 02:52:00 -
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Stalence wrote:I for one would love to deploy the Mobile Scan Inhibitor inside and outside Faction Warfare plexs. Would be interesting to see fleets on both sides of the acceleration gate mask their compositions and numbers before engagements. I anticipate a lot of scouts meeting untimely ends and a potential for more fights in general as players slide into complexes against unknown odds.
Except most players aren't going to take unknown odds. There are already far too many things done in FW to avoid fights. MSIs will just result in either the person inside running when they see what's outside, or nobody being willing to warp in without a blob, because of what might be inside. |

Erasmus Phoenix
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Posted - 2014.01.09 03:14:00 -
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It's similar to why drone assist is not a fun doctrine to fly for most of the fleet, regardless of its effectiveness - the most fun is had when it's player skill that makes the difference, be it d-scan or manual piloting or managing multiple reppers or decloaking or getting a good warpin or even just knowing how to pick your fights - and these are items which, unless properly balanced, will make some of those skills less important. |

Erasmus Phoenix
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Posted - 2014.01.09 03:33:00 -
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It depends how you're using it - if you're trying to keep a fleet hidden within one or several, then yes, that requires skill. Placing bubbles for gatecaps arguably would too, if you're trying to catch more than just the gate-to-gate route. But simply layering them around a system as decoys won't, and trying to catch ratters or somebody hiding will go from something requiring skill with d-scan or probes to something that requires luck, repeated warps, or more people. |

Erasmus Phoenix
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Posted - 2014.01.09 03:42:00 -
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Sura Sadiva wrote:Xaarous wrote:I think adding 'terrain' to this serious spaceships game is a good idea.
I agree that not having character skills tied to it in some ways (either the deployer, the users, or both) is an unusual choice for a game so focused on character progression.
Having said that, I disagree that there's no player skill involved, especially in gangs (player != character, in case that wasn't clear). Get even 5 pilots to use one of these together and see how well their fleet can control their formation and ranges in a combat situation; further, this coordination scales poorly as fleet size goes up which (IMHO) is A Good Thing.
If anything, I think using the MJU in combat will demand MORE player skill - from everyone, not just the FC - not less. Ok, other example: cloacking. Actually requires: - Specific training - Specific module and fitting - Specific ship Have havy limitations: - cannot use any module - is decloacked by proximity - ship fitting is limited - speed limitations - poor tank and DPS - limited engagment opportunities - targetting delay after decloacking And more. MSI not only give cloacking bypassing all the requirements (nothing is required, only having cargo space), not only ignore any penalities... but (as this wasn't already overpowered enough) allow to extend the cloacking to any number of ships around! it's probably the most overpowered and unbalanced thing ever seen in the MMORPG history. But, hey, is balanced, it costs 5 milions ISK!
While I agree with your point in general, the MSI is available on d-scan and can be found and warped to, while a cloaked player at a safe is literally impossible to find so long as they stay logged in.
We have to make sure we're being fair if we're to be taken seriously.
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Erasmus Phoenix
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Posted - 2014.01.09 13:41:00 -
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That balancing is definitely progress, yes. I would say that it should not be able to be anchored within at the very least FW plexes, though I suppose the need is less so now that it can't be a solo pilot who is still getting all the information he was anyway.
I'd be interested to see how much effect a whole ton of remote ECCM would have... Is it stacking penalised? I'm assuming that's what Fozzie was referring to when he said "go ahead and apply as many as you want", suggesting that you won't be able to have any real effect regardless of what you try.
I think the only real issues left are looking at whether or not the MSI should be anchorable within a plex, and looking at the issue of bubbles within MSIs. I agree with other comments that anchorable bubbles should be off limits, but I'm torn between having dictors/hictors break the MSI's effect or saying that hictors at least should be fair game since they require active piloting to work. |

Erasmus Phoenix
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Posted - 2014.01.09 13:48:00 -
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The new version is basically going to act as a great big "DON'T COME IN HERE" button in FW, to be fair. A big fleet can use MSIs since they can have a scout on the acceleration gate, but a single farmer can't use one because he'd have to give up his own intel completely. That does seem more balanced, however it comes back to the problem of it making fights less likely to happen. |
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Erasmus Phoenix
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Posted - 2014.01.09 16:44:00 -
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Super Stallion wrote:I am worried about off grid boosting ships using this MMJU to jump into their pos at the moment of possible danger. Those ships are hard enough to kill as it is.
A boosting ship that's sitting on the pos shields is going to be almost impossible to get anyway. I'd actually argue that it's probably going to take longer to spool up an MMJD than it would for it to change its orbit or start moving to cover the last KM to the forcefield. That's not something that's going to change unless boosting is totally redone. A bump that will make it die against the shields will still make it die by going away from the MMJD, and will probably be easier to pull off. |

Erasmus Phoenix
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Posted - 2014.01.09 16:51:00 -
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Do we have confirmation of whether scraming the ship trying to use the MMJD stops it or not?
If it doesn't, it really should. |

Erasmus Phoenix
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Posted - 2014.01.09 16:57:00 -
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Theon Severasse wrote:Erasmus Phoenix wrote:Do we have confirmation of whether scraming the ship trying to use the MMJD stops it or not?
If it doesn't, it really should. They do according to the first post.
yeap, there it is.
so these won't be broken for OGBs. If you could web them to stop them making it into the shields, you can damn well scram them to stop them using an MMJD |

Erasmus Phoenix
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Posted - 2014.01.09 17:01:00 -
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Cameron Freerunner wrote:Ships inside the area of a MSI's effect will have their own directional scanner and probe results disabled.
And just like that, you made the unit utterly pointless. Why on earth would I sit inside a field that left my location visible and probable but blinded me to any attempts to probe me down? You'd be a fool to put one of these up and sit in its field. This unit had the potential to break the power of the AFK cloaker, but not anymore. Would a dev please explain what the intended purpose of this module is?
As a follow up question, if you can apply limitless ECCM to it, does the baseline limit still apply like it does for ships? In other words, can you make it unprobable?
It seems to me like it's to hide the composition of a forming fleet, not to hide an ongoing activity like PvE.
It would never have done anything against an AFK cloaker. If he could have got to you without dropping probes, he can get to the MSI still cloaked. If he would have had to drop probes, then he still does.
If you have multiple in a system, it will affect a new hunter jumping in, but an AFK cloaker deciding to act won't be affected because you have no warning that he is moving now unless you have bubble/decloak traps that you are actually watching with ships inside them to see him get caught. It would in no way have ever affected AFK cloaking. I don't see how the hell you would think it would.
If you're forming a fleet up, you can sit in one of these, and your enemy won't get your exact fleet makeup without putting a scout in beside you. you can have your own scouts. If you want to cover a PvE activity, you need scouts outside the field, which seems fair to me.
Making it able to be made unprobable would be completely stupid. Fozzie's post seems to imply you can't do that, but that's just how I'm reading it. |

Erasmus Phoenix
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Posted - 2014.01.09 17:11:00 -
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Cameron Freerunner wrote:Petrus Blackshell wrote:Cameron Freerunner wrote:This unit had the potential to break the power of the AFK cloaker, but not anymore. From the perspective of the "AFK" cloaker, how does this make any difference to him? And from the perspective of the one using the MSI, how does it make any difference if the cloaker is cloaked? Neither one sees the other in either case. I don't get it. In my previous post in this thread, I point out that the MSI (as it was originally) meant that the prey could put up multiple MSIs to hide where exactly he was. The only way an in-system cloaked probing ship (I use that laborious term so that you won't get hung up on the terminology of "afk cloaker") presents a danger in that scenario is if he's actively probing. He can't just sit cloaked and wait for you to start running anomaly, dscan you, and warp to you. He would have to go investigate each MSI to present any actual danger and the only way he can do that is to put out his probes. In other words, you could run content in a system with an in-system cloaked probing ship and not have to dock up until there were actual probes on scan. Now, not only does in-system cloaked probing ship have the "power" it did before, but if you actually use an MSI, you're just blinding yourself. Even if you tried using a bubble or something, you'll also be inside the bubble, which is not where you want to be while running content blind. Apparently the intended use of this module is hiding supercaps from scans.
I... What...
Okay. If you are in a location where he has to probe it to find you, then he would have dropped probes without an MSI, and he will have to drop them with an MSI. Nothing will change there, except that if you use an MSI, you don't inconvenience him in any way, and you only inconvenience yourself by meaning that you can't d-scan the probes. The MSI would have offered little protection anyway, but you can still get that protection with a cloaky scout of your own.
If you are in an anom, or a belt, or whatever, he can use d-scan to work out which anoms or belts have MSIs in. He can then warp TO THE ANOM OR BELT, as he would always have been able to do, without using probes.
You can catch him using bubble + can traps, with someone sitting in the MSI to decloak him. If you do that, more power to you. If they take out the ability to have a bubble inside an MSI (Which I hope they do) then you can't do that, but you're no worse off than you already were. you can set a trap in another way, because he doesn't know what you've got in the anom if he wasn't paying attention as you warped.
You seem to be under the false assumption that the MSI would have stopped someone warping to an anom you were in. It would never have. They can just d-scan where the damn MSIs are and go to those anoms. |

Erasmus Phoenix
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Posted - 2014.01.09 17:13:00 -
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Priestess Lin wrote:CCP Fozzie wrote: Ships inside the area of a MSI's effect will have their own directional scanner and probe results disabled. We're adding a minimum distance of 75km from wormholes. We're reducing the sensor strength of the structure to 5 and increasing the signature radius to 500. Go ahead and apply as many projected ECCM to that as you want. We're increasing the build cost to ~15m isk. We're decreasing the structure's lifetime in space to 1 hour. Minimum distance to another MSI is now 100km. We're increasing the volume of the structure to 100m3.
I'll be updating the OP momentarily.
Way to go nerfing it into uselessness Fozzie. I thought I would be able to use these things to give myself an added layer of protection in wormholes and outside of high sec so maybe I could take a **** or answer the door without having to worry about hitting d-scan every single second, but I can see now that they are nerfed into uselessness due the outcry of the status quo and a small fraction of the playerbase. Sad to see CCP cave on the principles this thing was designed around. I guess ill be staying in high sec after all.
Maybe it's for the best, you obviously aren't ready for a decent amount of risk. |

Erasmus Phoenix
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Posted - 2014.01.09 17:17:00 -
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Petrus Blackshell wrote: I wonder... can probes pick up other probes on scan? That might be a hilarious way to check if someone is probing you out, without using your d-scan.
Fozzie's post implies that you can't get probe results for anything that would require a combat probe while you're in an MSI, but you can get stuff like wormholes. Basically you can't see anything that would require combats or d-scan. |

Erasmus Phoenix
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Posted - 2014.01.09 17:26:00 -
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Rekkr Nordgard wrote: Seriously, that's how silly this is. The only way this garbage isn't game-breaking is to nerf it to the point of uselessness outside of tiny niches. Don't get me wrong, I'm very happy that that has happened. I would be perfectly fine with never running into either of these two deployables in game ever. However when your shiny new flagship concept gets announced and you get 30 pages of negative and lackluster responses and then the only way to fix it is to make the deployables so weak as to discourage widespread use, then I think you need to seriously reexamine your design process and work priorities.
+1. When the only vocal and serious support to a change is a noob corp account with zero other activity on the forums, no employment history, and a total of 17 days in the game, you know that there's something wrong with the idea.
The people who support it don't even feel comfortable using their main accounts to do so. |

Erasmus Phoenix
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Posted - 2014.01.09 17:30:00 -
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Petrus Blackshell wrote:Erasmus Phoenix wrote:Petrus Blackshell wrote: I wonder... can probes pick up other probes on scan? That might be a hilarious way to check if someone is probing you out, without using your d-scan. Fozzie's post implies that you can't get probe results for anything that would require a combat probe while you're in an MSI, but you can get stuff like wormholes. Basically you can't see anything that would require combats or d-scan. Wait, so while you (but not your probes) are in a MSI, your probes don't work? How does that make any sense? I get that probes can't scan stuff that's inside a MSI, and that d-scan does not work to find ships inside a MSI, and is disabled for the ships inside the MSI, but why would your probe launcher be effectively disabled? /me goes back to read Fozzie's post. Quote:Ships inside the area of a MSI's effect will have their own directional scanner and probe results disabled.
Well that's silly. Probing is a difficult and expensive form of scouting, and it does not make much sense to disable it with the MSI. I will edit my main feedback post to mention this.
I can kind of see why it's done. A probing ship will almost always be one with a covops cloak anyway, so they can sit outside the MSI to provide additional intel. Almost no ship that isn't bonused for it would be fitting an expanded probe launcher anyway, a core probe launcher won't be doing anything that will be affected by the MSI.
Then again, it all comes down to "Bring along an alt" on both sides which is exactly one of the things I've been saying was bad about this change. |

Erasmus Phoenix
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Posted - 2014.01.09 17:37:00 -
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I must admit I haven't seen many scanning T3s without covert ops cloaks, but there is a place for them in certain kinds of fleet warfare. I think it is probably a good piece of balancing, though - they have to stick their head in to see what's inside, so you should have to stick your head out. |
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Erasmus Phoenix
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Posted - 2014.01.09 17:47:00 -
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Petrus Blackshell wrote:Erasmus Phoenix wrote:I must admit I haven't seen many scanning T3s without covert ops cloaks, but there is a place for them in certain kinds of fleet warfare. I think it is probably a good piece of balancing, though - they have to stick their head in to see what's inside, so you should have to stick your head out. I had exploration T3s in mind. You often do not want the covops subsystem on them, since it completely ruins your damage.
Unless you're a proteus, yeah.
I'm unsure what would lead to an exploration T3 using one of these, though... For the size, you'd be better off with a mobile depot and refitting your subsystem if you want to hide. You run into cargo issues either way, though. As part of a group, I suppose you could have a viator or something to do the job. I just don't really see anything other than a gang with defined roles wanting to use one of these things, though. |

Erasmus Phoenix
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Posted - 2014.01.09 18:00:00 -
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Omnathious Deninard wrote:Petrus Blackshell wrote:Erasmus Phoenix wrote:I must admit I haven't seen many scanning T3s without covert ops cloaks, but there is a place for them in certain kinds of fleet warfare. I think it is probably a good piece of balancing, though - they have to stick their head in to see what's inside, so you should have to stick your head out. I had exploration T3s in mind. You often do not want the covops subsystem on them, since it completely ruins your damage. You can carry a mobile depot and a subsystem change for exploration in a t3.
You do run into serious space issues. Maybe not in a legion that uses no kinds of charges, but you're severely limited with anything else, especially if you want to take loot back with you. an MSI would be even worse. |

Erasmus Phoenix
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Posted - 2014.01.09 18:00:00 -
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Priestess Lin wrote:Considering you can scan down and warp to the MSI faster than you could any other PVE ship. What PVEr is ever going to use this at the cost of 15 mil an hour.
Another great idea utterly ruined by a vocal minority. So much for giving players the tools they need to embolden them to move out of high sec.
success?
Fix sov and you have a good reason for people to move out of highsec.
This would also not completely break wormholes like the MSI would have. |

Erasmus Phoenix
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Posted - 2014.01.09 18:05:00 -
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Priestess Lin wrote: scroll back and you'll see its just you and 5 of the same people spamming the thread over and over with one-sided opinions.
Let he who is without sin throw the first stone.
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Erasmus Phoenix
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Posted - 2014.01.09 18:23:00 -
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It's a system that appears to be balanced around the idea of local providing partial information. |

Erasmus Phoenix
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Posted - 2014.01.09 18:27:00 -
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An attacker takes at least some kind of risk every time they attack. I don't really see how you don't see that, unless you know perfectly well what's going on and you're just baiting for a reaction. Hint - defenders can d-scan too. Defenders can have probes out in preparation. Defenders will almost always have a chance to safe up unless they're AFK. The amount of risk an attacker takes is usually directly proportional to how much fun they end up having, so people take those risks.
you use the exact same words in every single post. An MSI in its original state wouldn't have brought people out of highsec, except maybe once or twice until they discover that they're still going to get killed if they don't pay enough attention, which many of them wouldn't out of a false sense of being untouchable. |

Erasmus Phoenix
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Posted - 2014.01.09 18:41:00 -
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If you're mining, then you are going to be in a location which can be warped to anyway, without having to drop probes (Which was a stupid change to hidden belts, but let's ignore that for now)
Unless you were planning on spamming lots of MSIs all over a system, exactly what protection that you didn't already have did you expect to gain?
Someone looking to kill you would just have gone "Oh, look, an MSI in a mining belt", and you're back where you would have been, with them warping in on you with no added warning. |

Erasmus Phoenix
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Posted - 2014.01.09 18:57:00 -
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You can dscan a bubble on a gate... and more importantly, you know if there are people in the system or not. If there's nobody else, or only blues, you know you're good to go. If there's a bunch of reds, no stations, and you can't get anything on d-scan anywhere else you're probably not safe.
You don't have that information in wormholes. You're relying on what you can actively find for yourself already, taking away more information is just making it harder for no real reason.
Hell, I know people that'll probably dump MSIs in random holes they have connections to just to screw with people. |

Erasmus Phoenix
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Posted - 2014.01.09 19:21:00 -
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Priestess Lin wrote:Zircon Dasher wrote:Argument against MSI: If we send a scout, it might tip our hand and let a bear escape. If we warp en mass, we might get slaughtered because it could be a trap set up by non-bears. SOoooo...Risk averse bears are going to be too safe because risk averse PVPers won't commit without knowing exactly who/what/how many are hiding beneath the MSI skirt.  You can't have your cake and eat it too, if YOU are going to play it SAFE, by sending an expendible scout. You also give opportunities for your prey. If you want to get the jump on them, you might actually have to take a real risk for a reward for once. See how that works? What you are saying is you want to take no risks and get kills. This seems to be the status quo mentality of EVE. That lamps are presented up for slaughter at the mere press of a button (d-scan). I guess the "good" news for you pirates is that you should never expect to encounter a solo PVErs in one of these things are they are far too costly for their duration in addition to disabling all Intel. Shitting in your own nest is the way of EVE, apparently.
I absolutely love it when I can easily slaughter light fitting after light fitting.
Oh a more serious note, do you really, really not see that it is far easier for a PvE solo ship to GTFO when a pirate comes into system than it is for said pirate to catch that player? The PvEr has local on their side. they know the instant there is anyone else there. More than that, they have d-scan too, and rather than having to fiddle around working out exactly where their hunter is coming from, they just have to know that they're there and they can hit warp.
If you catch someone ratting, they are either stupid or AFK. It's that simple. |

Erasmus Phoenix
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Posted - 2014.01.09 19:25:00 -
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If you're doing any kind of PvE activity in a wormhole where you aren't constantly watching for signatures and don't have all the other exits closed then you are AFK or stupid.
Try again. |
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Erasmus Phoenix
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Posted - 2014.01.09 19:40:00 -
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It takes skill to learn to probe someone down quickly, and even more skill to d-scan. Locating with absolute certainty which anom someone is at requires you to warp to multiple locations, doing multiple scans from each, unless you're lucky enough to get an isolated anom within d-scan range of the gate you enter from. Have you ever tried to find somebody with d-scan alone? Try it some time. It's not easy.
The fact is that you're just too lazy to actually watch local and use d-scan regularly. And you can't complain about being killed because you chose to leave your computer when you were vulnerable. It's not the pirate's fault that you had more important things to do and hadn't put your ship into a safe location, that's just a ludicrous argument.
I don't want all PvErs to stay in highsec. I want people to be smarter, or at the very least to stop whining that it's unfair that they have to press d-scan or god forbid look at local. |

Erasmus Phoenix
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Posted - 2014.01.09 19:49:00 -
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Priestess Lin wrote: The increased cost does not factor well into the reward for solo PVErs who want a reason to take risks in low, null and wormhole space.
I don't even...
Every time we counter all your arguments, you just revert back to quoting Fozzie and complaining that people who want to fight aren't taking any risk by doing so.
It's Eve. People are going to shoot you. Adapt or die. |

Erasmus Phoenix
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Posted - 2014.01.09 20:01:00 -
[63] - Quote
I asked you before if you had any experience finding somebody using d-scan. In order to probe someone in a short amount of time, you ideally should know roughly where they are, using d-scan, then you have to have both player and character skill in order to use the probes quickly, on the right place, to get the right sig. Finding them without probes is even harder, but I already talked about that. If you have a cluster of anoms or belts, it becomes necessary to try from multiple locations, or to find exact ranges. Non-trivial. I'm sure somebody else will back me up that this takes skill and practice.
There are ham sandwiches, and there are ham sandwiches.
A cheap MSI would be left all over the system, while just using one makes it just as difficult/easy to find with d-scan. Some hunters won't carry probes at all, and most will want to hold off on droping probes until they know their target hasn't moved and they can't get a warpin any other way. If you're in a sig, it's gonna much, much faster to find the sig itself than it will be to find you. If you're at a safe, then you shot yourself in the foot by putting an MSI there, before or after.
Also, here's a little thing - the second you warp OUT of your MSI, you appear on d-scan. the hunter knows you're on the move, and he either moves on or he gets smart and sets a trap. |

Erasmus Phoenix
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Posted - 2014.01.09 20:07:00 -
[64] - Quote
Are you seriously trying to imply that there is literally only one thing a solo PvEr can do that will provide any kind of protection? |

Erasmus Phoenix
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Posted - 2014.01.09 20:09:00 -
[65] - Quote
Gives away the fact that you have seen them. Whether or not there turns out to be a bubble there.
EDIT: I'm not trying to suggest that's necessarily a bad gameplay mechanic, it's just that it forces the scouting to be done in one of two ships, and only one SP intensive ship if you want to be unseen. This is not exactly in the spirit of most parts of Eve. |

Erasmus Phoenix
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Posted - 2014.01.10 18:23:00 -
[66] - Quote
Resgo wrote:Quote:Mobile Scan Inhibitor
This structure prevents anything inside its 30km radius from appearing on either DScan or Probe Scans. The Scan Inhibitor structure itself however does show up on both types of scan and is very easy to probe down. So you can prevent people from knowing what is inside it but you can't prevent people from knowing that something is there.
This wouldn't bother me as a mechanic if it weren't for the fact that mounting an expanded probe launcher to scan it down ties up so much of a ship's resources and a lot just can't fit one period. This virtually eliminates the possibility of anyone using one of these getting caught in a solo pvp type situation.
The thing is, if you can find someone without probes now, you can find them without probes if they're using an MSI, provided you're willing to warp to every other MSI that might be in the system to see if they're there. It changes things, for sure, but if an MSI is off grid then you would have needed combats to find the ship there anyway.
The MSI doesn't stop you d-scanning for where an anom is, or using cores to find a signature. It just means you're taking a chance on whether there's actually a pilot there or not, and if someone sets up five or ten then you have to go to all of them one by one. |

Erasmus Phoenix
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Posted - 2014.01.11 19:33:00 -
[67] - Quote
Dude, get that GM response out of your post right now if you don't want a ban. |
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