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Author |
Thread Statistics | Show CCP posts - 11 post(s) |
Optimo Sebiestor
Intentionally Dense Easily Excited
222
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Posted - 2014.01.19 13:03:00 -
[931] - Quote
Imo, disabeling People from using probes is redicoulus. A ship skanner yes, but probes no... |
DaRk'TaLoN90
Black Omega Security Goonswarm Federation
7
|
Posted - 2014.01.19 18:06:00 -
[932] - Quote
For the price and the fact that it cant be recovered, I would rather have a Scan Inhibitor Probe added as well, to launch from an Interdictor's Sphere Launcher. Give it the same properties as the mobile deployable, but cut the time to live down to 120-180 seconds or something and make it a lot cheaper to build/buy ( around the same price as a Warp Disruption Probe maybe ). That way it will do the same thing as the deployable, but you wont have to blow 15m to temporarily hide a small destroyer/frig gang for a few minutes. Just a thought. |
Vaju Enki
Secular Wisdom
1213
|
Posted - 2014.01.20 19:50:00 -
[933] - Quote
no more iteration on this modules? The Tears Must Flow |
Andy Landen
Sub--Zero Catastrophic Uprising
496
|
Posted - 2014.01.21 02:24:00 -
[934] - Quote
All these ideas are reminding me of dump in the thread requesting player ideas for new modules. Most of them were really stupid. Why hide what is in a certain area from scan? Some one doesn't like scanning ships, apparently. Someone doesn't like intelligence gathering and scouts. Mobile Micro Jump Unit doesn't even make sense. How can an external device do what an internal system is supposed to do? And why would anyone do it unless they were trying to keep their fleet from getting scrammed and bubbled. "We cannot solve our problems with the same thinking we used when we created them." Albert Einstein-á |
Medalyn Isis
Tribal Liberation Force Minmatar Republic
12
|
Posted - 2014.01.21 11:18:00 -
[935] - 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. Maybe I'm just being unimaginative but I can't see much point to these structures. The Mobile Scan Inhibitor may be useful for large fleets, although everyone knows if they see 100+ in local then it is probably a fleet of carriers with sentries.
MJU sounded kind of good at first, but one minute activation time.... really? I could slow boat 100km in that time |
Medalyn Isis
Tribal Liberation Force Minmatar Republic
12
|
Posted - 2014.01.21 11:30:00 -
[936] - Quote
Sura Sadiva wrote:Aside any theorycraft we know MSI will be used only to conceal PVE activities and blobbing gatecamps. And in general adding time sinks and deadlocks to the gameplay I don't see the use in concealing PVE activities. If someone see's the unit then they can simply use it as warpin straight to location of the PVE ships and gank them even more easily.
Yes it could be a trap, but I don't think anyone would take that risk of practically anyone warping in on them with an expensive PVE ship. For it to be useful it need to not show up on dscan, perhaps only by probing can it be found. |
Priestess Lin
Center for Advanced Studies Gallente Federation
76
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Posted - 2014.01.21 16:28:00 -
[937] - Quote
Medalyn Isis wrote:Sura Sadiva wrote:Aside any theorycraft we know MSI will be used only to conceal PVE activities and blobbing gatecamps. And in general adding time sinks and deadlocks to the gameplay I don't see the use in concealing PVE activities. If someone see's the unit then they can simply use it as warpin straight to location of the PVE ships and gank them even more easily. Yes it could be a trap, but I don't think anyone would take that risk of practically anyone warping in on them with an expensive PVE ship. For it to be useful it need to not show up on dscan, perhaps only by probing can it be found.
Before the status quo-maintaining CSMs got ahold it the MSI, they used to be affordable and last 2 hours, and you used to be able to scan outside of them. They would have been useful to the vast majority of players and caused many pirate tears. In their current iteration they are too expensive and too niche to find any practical use. They could have been the best thing to happen to EVE in a long time. So much for upsetting that status quo and giving people some defensive tools that would embolden them to take risks outside high sec. The status quo seems to be happy with the MSI it now that it is near useless.
Success?
I was really looking forward to using this module as a casual solo PVE player that doesn't have time for a corp. Thanks for nothing.
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Rekkr Nordgard
The Ardency of Faith
353
|
Posted - 2014.01.21 18:31:00 -
[938] - Quote
Priestess Lin wrote:The status quo seems to be happy with the MSI it now that it is near useless.
Success?
Yes, definitely. Everyone other than you prefers useless deployables to game-breaking ones.
Of course we prefer actual useful features over useless deployables, but that's a different matter. |
Saede Riordan
Alexylva Paradox
5646
|
Posted - 2014.01.21 18:56:00 -
[939] - Quote
please, please, please, please let us deploy and recover MJUs. I can think of all sorts of amazing uses for them if they were permanent or recoverable structures. With them decaying and being unrecoverable, they're effectively useless.
Torn from grace, gotta find your faith or the devils gonna claim your soul
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Dav Varan
Spiritus Draconis Sicarius Draconis
140
|
Posted - 2014.01.22 12:40:00 -
[940] - Quote
MSI
Given a cost of 15M it's pretty much useless for PVE.
Given it can be seen on dscan and probed out easily I can't see it being much use for staging an attacking fleet as a covert ops will be on it and reporting withiun minutes of the spike in local.
Might have some use in wh but is no substitute for cloaks.
Only usage I can see it being successfull in is in hiding gate camp fleets from casual scouting.
Hardly a sandbox concept.
I would like to see it invisible itself to dscan but not probes. Easy to find once you realise its there, but not obvious its there in first place. This gives it some value for concealing the presence of an attacking fleet during staging. Also re-enable the dcan from inside, currently this does nothing to impact fleets ops as all good fleets have covert scouts or can incorporate them. Lack of dcan from inside only penalises solo players who have already made them selves easier to probe in order to conceal on dscan.
6 hour life span , rescoopable and a pricetag of 25-50M with very little hp. to make it useful in a varity of situations.
Expensive loss if your not paying attention but otherwise affordable for many activities. |
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ArmEagle Kusoni
Knights of Nii The 20 Minuters
32
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Posted - 2014.01.23 16:53:00 -
[941] - Quote
I don't know whether the scan inhibitor is grouped with the already existing mobile structures. But since it hides signatures you would have seen before, it should be added to all overview settings that have any of the objects the thing can hide.
Else people that pay a little bit less to updates will be penalized and literally wouldn't know what hit them. |
Harrigan VonStudly
Void Squad Disband.
60
|
Posted - 2014.01.23 16:59:00 -
[942] - Quote
I can see the emergent game play idea with the ESS. Null mission bears/ratters having to defend, pay attention, etc... But 210 seconds for someone to risk their ass to a blob of bears to steal their easily earned isk? MEH |
Oddsodz
Norse'Storm Battle Group Li3 Federation
79
|
Posted - 2014.01.23 17:21:00 -
[943] - Quote
I have a question about the Mobile Scan Inhibitor.
If I light a CYNO (not a covert one) when inside the sphere of the Mobile Scan Inhibitor. Will it show up on the overview as a warpable object to the rest of the system?
PS: Sorry if this has already been answered. I must have missed it.
|
Malphas Vynneve
The New Gallentean Combine Brave Collective
6
|
Posted - 2014.01.23 20:40:00 -
[944] - Quote
I love these two new structures!
But some of you are trying to ruin it!!!
Make the cost of the MSI greater?! Terrible idea. In fact, it should be a little cheaper. Limit the range of the MSI?! Terrible idea. It's perfect the way it is.
And for those of you hating, you just have no creative ability and i'm surprised that you live long enough to know what the outside of a station looks like. The MSI should stay the way it is and stay visible to Dscan and Probes. And being unable to use Dscan and probes are a fair cost to being inside the MSI. If you want someone to Dscan or Probe, JUST GO OUTSIDE THE SPHERE. It's a Scan Inhibitor. Why would you be able to use scans inside it?!
And for the MJU being unrecoverable, i think that's perfect. It would be too much to have them permanent or recoverable. It would keep everything running smoothly and it just makes sense that they deploy and decay.
This should be something that benefits everyone, but doesn't have stoopid big advantages. Keep in mind that what has an advantage, should also have a drawback. Otherwise, you're breaking what you think is broke. |
Katran Luftschreck
Royal Ammatar Engineering Corps
2242
|
Posted - 2014.01.24 02:44:00 -
[945] - Quote
Zappity wrote:And yes, scrams are unaffected but if a Condor gets into scram range you won't need the unit.
CCP Fozzie wrote:The actual Micro Jump effect works exactly the same as the effect from the module. So during the cycle you go full throttle in one direction with a sig radius penalty, it can't be cancelled, scrams prevent you from jumping, it preserves speed on landing, all that jazz. You only have to be within range of the structure at the start of the micro jump cycle, not at the end. If the structure is destroyed during your spoolup time, you do not get launched. Since the MJU has no cooldown, a player can start the jump cycle from a Micro Jump module or MJU immediately after finishing a previous jump facilitated by a different MJU.
Nullsec in a Nutshell: http://nedroid.com/comics/2006-08-24-2155-arrrdino.gif |
Reiisha
Evolution
495
|
Posted - 2014.01.24 15:33:00 -
[946] - Quote
Medalyn Isis wrote: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. Maybe I'm just being unimaginative but I can't see much point to these structures. The Mobile Scan Inhibitor may be useful for large fleets, although everyone knows if they see 100+ in local then it is probably a fleet of carriers with sentries. MJU sounded kind of good at first, but one minute activation time.... really? I could slow boat 100km in that time
Putting down 5-10 in a system prior to a large battle. Inside it, a few cyno fields. Which one is the right one? With some gridfu you can play some amazing poker games with this structure. Loving it.
If you do things right, people won't be sure you've done anything at all... |
Vincintius Agrippa
F L O O D
22
|
Posted - 2014.01.24 17:48:00 -
[947] - Quote
The mmju would only be useful for mission runners and null ratters. don't get me wrong, i like the effects of a microjump, more so than regular jumpdrives (which resemble stargate travel.
A more useful structure would be
1. a mobile jump unit. this structure, depending on type/size 1 to 3 would have increased range and simultaneous user capacity. Meaning the amount of people capable of jumping at the same time, with out waiting for next cycle. Obviously higher version means less cooldown. of course a user would need a fleet member to light cyno to lock onto. 30 second deploy time
2. a mobile bridge unit with unlimted fleet members to bridge to next location. benifits: no cooldown, comsumes more fuel, passive, anyone who approaches will instantly get jumped to target system, friend or foe. multiple units can be linked to a max of lets say ~3. used in lowsec and below. only lasts an hour or two. nigh invulnerability. visible on scan etc.....
Downside: requires another unit in target destination that works in conjunction.
Add to this if you wish............. |
May Arethusa
Summary Executions Test Alliance Please Ignore
6
|
Posted - 2014.01.25 14:17:00 -
[948] - Quote
Your posting system sucks CCP. |
Ned Black
Driders
73
|
Posted - 2014.01.25 21:26:00 -
[949] - Quote
Hmmm I have 100 red in system and a single inhibitor on scan... I wonder where those 100 may be holed up...
Is it just me or does the local intel channel (yet again) spoil this very interresting module? If it removed anyone inside from local as well THEN it would be interresting.
|
Arthur Aihaken
State Protectorate Caldari State
2835
|
Posted - 2014.01.27 05:20:00 -
[950] - Quote
Isn't $15-million ISK a tad expensive for the Game of Shells, I mean - MSI. I am currently away, traveling through time and will be returning last week. |
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Flaming Butterfly
Revenge For The Fallen
0
|
Posted - 2014.01.28 00:42:00 -
[951] - Quote
if someone is bumped during activation, will they travel in initial vector or vector at time the activation occurs?
5000 hp... so snipers can nail it pretty good and F* a gang hoping to use one to close distance instead of fitting mwd to close gap.
Is MMJU anchorable? Can it be scooped/stolen? Is it disposable? Does it require Liquid Ozone? |
Debir Achen
The Red Circle Inc.
81
|
Posted - 2014.01.28 10:34:00 -
[952] - Quote
Thought: what if the MJU (and MJD) disabled the warp drive for 5 seconds (or 10 seconds - rank 3 skill :) ) after jumping? I see the MJD being used often as a quick escape-and-align mechanism, and having the short cooldown would allow chasing ships a short window of opportunity to re-establish a point. Aren't Caldari supposed to have a large signature? |
Desaster Master
Chicagos Hardcore Gamers Mining Division
0
|
Posted - 2014.01.28 12:04:00 -
[953] - Quote
In game I can find the new prints for the Mobile scan inhibitor but can't seem to find where to buy the new Mobile Micro Jump unit. Anyone know where they are selling them or did they get deleted from 1.1 ?
|
Proddy Scun
Renfield Inc
48
|
Posted - 2014.02.03 04:03:00 -
[954] - Quote
Type fields seen in contracts refer to Mobile Cynosural and Mobile Tractor -- which in game play are specific cousins devices which do not describe the new devices in a more general way.
Heh can we see in-game general categories please. Motion Field Towers and Sensor Confusing Towers maybe.
Most of us have no need to know code evolution. |
Kahali Tao
Furyan Federation Carthage Empires
1
|
Posted - 2014.02.12 18:40:00 -
[955] - Quote
I think the responses on here are quite amusing...
People either embrace the new structures, or they hate them. Almost everyone who 'hates' them explain some flaw in them that makes them a game-breaker, but does not have the time, patients, or intelligence to realize that the 'broken' mechanic is not actually broken.
Everyone is saying the MMJU is a get-out-of-jail-free module. It takes away from the Mauraders... Look at the details and you can figure out that this is not game-breaking.
Option 1. Drop a deployable, wait for it to anchor, wait for it to spool, and your 100km away from the tackler. You now need to actually align to warp-out now which gives the tackler plenty of time to get you again. Option 2. Fit a Warp Stab on said ship.
In either case, one disruptor would not catch your target, consider using a scram. If you can't deal with someone taking a 30s break then you're doing it wrong.
I can see this potentially ruining long drawn-out 1v1 PvP, but only on rare occasion.
Then there is the MSI. It's a mouse trap. Don't fly to it, and realize that if someone has the resources to drop 10+ of these in your wormhole while they assemble a fleet that you are probably outgunned anyway. If not, you should be able to field enough resistance to kill the MSIs or at least make bookmarks so 1 or 2 scouts can fly between them to look for activity.
The only issue if seen complained about that is legit, is it being anchored at a FW complex, but that can easily be dealt with by not allowing it to be anchored near a beacon. TBH, I'm looking forward to trying to drop one of these with a bubble, but as they are a one time use, I'm not sure it would be worth dropping 15Mil mouse traps in WH space. Especially considering you may get a Rat that is too big for your trap. (Remember, that while you are hiding in one of these, you CANT D-scan or PROBE. YOU ARE BLIND TOO!.... unless you use an alt) |
Subrahmaya Chandrasekhar
42
|
Posted - 2014.02.14 06:38:00 -
[956] - Quote
It looks like someone forgot to add the fact that the Mobile Micro Jump Unit is unrecoverable* to the info for it.
Also from the info, " This structure represents the cutting edge in portable Micro Jump technology."
Definition of GÇ£portableGÇ¥. English ... A portable machine or device is designed to be easily carried or moved.
A single-use device and you're calling it portable.
Would you consider making this thing truly portable?
...or revise the information in the info (it's too late to save/help me, but maybe someone else will benefit)
Please.
___________________________________________________________________
* (When it comes time to actually use something, most people consult the info, not the forums. At least not for a structure whose name basically says what it is. I'm sure I read about it in the forums, but I didn't memorize the details because I didn't anticipate using it at that time and only thought of a use for it later, at which time I consulted the info).
I thought it would be handy to use in a mission in place of an actual micro jump drive. I had noticed I was having a little delay in killing ships when they got too close, so the plan was to warp in, deploy the unit, micro jump out 100km and snipe the npc's, then micro jump back and collect the unit. I quickly discovered once I jumped out I couldn't jump back - the info clearly stated you have to be within 5km to use it. I missed that. The second surprise was that I couldn't pull it back into my cargo bay. I based my whole fit on my wonderful idea to save a mid slot (micro jump drive) and just use a portable, but of course I fell flat on my face. It happens. It was a trial run, after all. The fitting work I did may still be useful. I'll keep moving and see what I can do.
The democracy will cease to exist when you take away from those who are willing to work and give to those who would not.-á |
Altrue
Exploration Frontier inc Brave Collective
1048
|
Posted - 2014.03.21 20:24:00 -
[957] - Quote
Up !
So, now that we had time to toy with the structures...
What are the metrics on the usage of the Mobile Scan Inhibitor? Because I know for a fact that in its current state I would not use it in 99.5% of my PvP Situations... Signature Tanking - Best Tanking.
Proposed change for ECM - Not chance based - not max target reduction based |
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