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Author |
Thread Statistics | Show CCP posts - 11 post(s) |

Rek Seven
Probe Patrol Polarized.
1247
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Posted - 2014.01.06 17:43:00 -
[1] - Quote
The Mobile Scan Inhibitor could be cool but it should be a permanent structure than can be re-scooped.
The mobile micro jump unit sound interesting at first but i struggle to think of any good application for it other than letting ships avoid bombing fleets. +1 |

Rek Seven
Probe Patrol Polarized.
1247
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Posted - 2014.01.06 19:36:00 -
[2] - Quote
Burl en Daire wrote:Rek Seven wrote:The Mobile Scan Inhibitor could be cool but it should be a permanent structure than can be re-scooped IMHO.
The mobile micro jump unit sound interesting at first but i struggle to think of any good application for it other than letting ships avoid bombing fleets. 12s spool up and bombs only have 10s flight time. It would be a tight squeeze when jumping.
I think you can get the MJ time down to 6 seconds with skills, right?
+1 |

Rek Seven
Probe Patrol Polarized.
1256
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Posted - 2014.01.08 20:09:00 -
[3] - Quote
anyone else think it's silly that the scan inhibitor shown up on d-scan? This thing should only be detectable via probes. +1 |

Rek Seven
Probe Patrol Polarized.
1256
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Posted - 2014.01.08 20:32:00 -
[4] - Quote
well it pretty simple...
1. PVE'ers will just deploy multiple of these to make in harder for people to find them. 2. In PVP it will be used to bait using a inhibitor and a warp bubble 3. It can be used in place of a deep safe spot to hide your fleet
The problem is that if someone sees it on D-scan, they know someone is active, which kind of defeats the purpose imo. +1 |

Rek Seven
Probe Patrol Polarized.
1257
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Posted - 2014.01.08 21:32:00 -
[5] - Quote
Priestess Lin wrote: Now that you know you can't hide cosmic signatures/anomalies with the MSI, can't we all agree this is a tool that will greatly benefit the game?
No. How does making it easier for PEV'er to avoid getting caught make the game better?
I might be wrong but to me it sounds like this deployable is intended for 2 things:
1. Make it safer for PVE in dangerous areas (mission success) 2. Allow wormhole fleets to hide (half success success) +1 |

Rek Seven
Probe Patrol Polarized.
1260
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Posted - 2014.01.10 12:01:00 -
[6] - Quote
CCP Fozzie wrote:Ok everyone, here is our first round of changes since the beginning of public feedback. These are some quite large changes but we think the end result is a much stronger design.
Mobile Micro Jump Unit
We're cutting the EHP of the structure by 80%, to 5000hp. We're increasing the time that the MJU takes to activate to 1 minute. We're increasing the range at which the MJU can be used to 5000m. We're increasing the minimum range from other MJU structures to 10km. We're disabling the ability to jump while cloaked.
Mobile Scan Inhibitor
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.
Most of those changes go in the complete opposite direction to what i would expect. Sometimes it feels like CCP just make things up as they go, without giving it the proper thought needed.
* 1 minute activation time for a structure that will die in less than 10 seconds. * Restricting the placement of a structure in a region that has no police. * Arbitrary and illogical rules that make these units impractical for 50% of situations in eve.
I'm not sure whether EVE development is struggling because it's and old game filled with bad, out dated mechanics or misguided/unimaginative staff. You all seem to have good intentions/ideas but totally mess up the implementation.
Look at the mobile depot; A great new device that allow solo players to live a semi-nonodic lifestyle and finally allows people to swap sub-systems in wormhole space... But for some crazy reason, someone at CCP decided people in the same corp as the deployer shouldn't be able to refit from it while at the same time, they place an arbitrary limit on how close one structure can be placed to the other.
Then there is the mobile cyno jamer which i've yet to see in game, probably because of the nonsensical decision to make them unusable on gates, where most fights happen.  +1 |

Rek Seven
Probe Patrol Polarized.
1261
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Posted - 2014.01.10 12:46:00 -
[7] - Quote
Kagura Nikon wrote: All reasons have been explained. Too much EHP and it would make small ships irrelevant.
Need some restrictions to avoid abuse of things like hiding wormhole exits
Restrictign the D-Scan is on the baseline that no specially powerful capability shoudl come without a cost or risk...
What do mobile structures have to do with small ships? i didn't see that explanation but i'd imagine the logic is flawed.
Why not just make it so you can't hid cosmic anomalys? When hunting someone at a site in wormhole space, you can currently warp to sites and find a target through a process of elimination. The ability to hide sigs forces you to use combat probes, revealing your presence.
Restricting d-scan and probe scan from inside the inhibitor field, is acceptable. +1 |

Rek Seven
Probe Patrol Polarized.
1262
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Posted - 2014.01.10 13:00:00 -
[8] - Quote
Kagura Nikon wrote:Rek Seven wrote:Kagura Nikon wrote: All reasons have been explained. Too much EHP and it would make small ships irrelevant.
Need some restrictions to avoid abuse of things like hiding wormhole exits
Restrictign the D-Scan is on the baseline that no specially powerful capability shoudl come without a cost or risk...
What do mobile structures have to do with small ships? i didn't see that explanation but i'd imagine the logic is flawed. Why not just make it so you can't hid cosmic anomalys? When hunting someone at a site in wormhole space, you can currently warp to sites and find a target through a process of elimination. The ability to hide sigs forces you to use combat probes, revealing your presence. Restricting d-scan and probe scan from inside the inhibitor field, is acceptable. Not flawed at all. Previous the jump drive had 45k ehp and took 20 sec to deploy. How a ship that cannot do 780 dps stop other ship from ALWAYS escaping using this damm device? Only option is everyone forget forever disruptors and decide that living inside web range is the only way to have PVP.
So in this scenario you describe you are solo in a frigate without a scram fitted and you land on grid with something that fears you so much that he launches a mobile jump unit and escapes after 12 seconds.
A. If you are solo, you wouldn't be able to kill the structure anyway and if you attempted, you would have to enter that dreaded web range you fear so much.
B. if you have a friend with you, one guy should have a scram and one a instructor
As i said, flawed logic. +1 |

Rek Seven
Probe Patrol Polarized.
1263
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Posted - 2014.01.10 15:01:00 -
[9] - Quote
Jori McKie wrote: Sorry to say but either you are dumb or your reading comprehension lacks lvl 1, borrowed from my evil twin Grath Jori. The reason why the MMJU with 45k EHP and 20s to deploy were a bad idea were explained a lot of times in this topic, it would be in short words a 100% get out of jail free card for any combo with less than 780 DPS thus making long points in this kind of combat useless.
Got it?
Did you read what i said?
The structure is now useless for in PVP because it can be destroyed by most ships before it is even activated and if you can't see that, you're an idiot.
In what situation would yo use this structure?
+1 |

Rek Seven
Probe Patrol Polarized.
1263
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Posted - 2014.01.10 15:12:00 -
[10] - Quote
You guys aren't making any sense but tbh, i don't care anymore. The Jump unit will hardly ever be used in PVP but if you disagree, then please describe a scenario in which you could deploy these things in battle without them being instantly reinforced. +1 |
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Rek Seven
Probe Patrol Polarized.
1263
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Posted - 2014.01.10 16:11:00 -
[11] - Quote
Kagura Nikon wrote:Rek Seven wrote:You guys aren't making any sense but tbh, i don't care anymore. The Jump unit will hardly ever be used in PVP but if you disagree, then please describe a scenario in which you could deploy these things in battle without them being instantly reinforced. That is a challenge? Ok.. Simple so might be better examples. You want to ambush on entrance of a gate, put a bubble.. smartbomb battleships.. and about 8 km ahea some of these units. WHen their scouts come trough you explode them.. and if enemy heavy forces arrive you use the units to get the F out after a short movment There are several other options. But The thing is this is not a REACTION tool. That is more like a preparation of battlefield.
You just picked the worst example which says it all really... Try asking yourself why you would use this structure in conjunction with a battle ship when you could just fit a MJD to your ship and escape in half the time. +1 |

Rek Seven
Probe Patrol Polarized.
1263
|
Posted - 2014.01.10 16:36:00 -
[12] - Quote
No, i am completely oblivious to the fact that you can fit modules to ships in eve. 
Face it, your scenario is unrealistic for multiple reason the primary one being that if you are not in range to smartbomb your own structures, it will take you a minimum of 6 seconds to get in activation range and and additional 12 seconds to micro jump. The hostile fleet will be all over you in that time and any fleet worth their salt will have dedicated tackle with scrams fitted.
Feel free to take your time and come up with a better example as to how these will be used in PVP. I'll wait... +1 |

Rek Seven
Probe Patrol Polarized.
1263
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Posted - 2014.01.10 17:28:00 -
[13] - Quote
My brain is working at 100% efficiency and with perfect logic thank you very much! 
i think both you guys are wrong and either don't really know what you are talking PVP wise or are bending the reality to support your weak arguments and unrealistic views of PVP.
But let's agree to disagree, as I've said what i want to say and neither of us are getting anything from this exchange. +1 |

Rek Seven
Probe Patrol Polarized.
1280
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Posted - 2014.01.12 19:49:00 -
[14] - Quote
Kitty Bear wrote: You just invaded someone else's wormhole You deploy your MSI, or deploy several at multiple locations
The defenders know there is an MSI out there They gain no intel on fleet composition They will have conflicting intel on your fleet location
It can be a useful tool for aggressors especially in preparation for engagement conditions
Or you could log off like people do now, which would do a better job of hiding your fleet comp. +1 |

Rek Seven
Probe Patrol Polarized.
1288
|
Posted - 2014.01.14 12:01:00 -
[15] - Quote
Speedkermit Damo wrote: I am seriously questioning whether to carry on with this game is this is the direction it's going in.
Pointless gimmicky spammable structures that completely overide actually training skills and fitting modules to ships. OP modules that discourage PvP and give bears even more safety.
I kind of feel the same. This gimmicky additions get old after the first couple of weeks because they are implemented wrong.
I say scrap the MSI and introduce a local inhibitor (hides from local) instead because after all, we already have cloaks to hide us from D-scan. +1 |
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