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Thread Statistics | Show CCP posts - 11 post(s) |
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CCP Fozzie
C C P C C P Alliance
8801
|
Posted - 2014.01.06 17:22:00 -
[1] - Quote
Hello one and all. Happy New Year and I hope you all had an enjoyable and fulfilling holiday season.
Today we're updating Singularity with its first version of the patch that will one day become Rubicon 1.1. With it comes working versions of the first two of the 1.1 Mobile Structures that we're ready to tell you about and start collecting feedback for.
I'm very excited about both of these structures and the new creative options they will open up. Both were intentionally chosen to provide the most open ended gameplay possible.
The versions described in this thread and on SISI are of course still open to change, and it is very likely that a lot of specific stats will be tweaked between now and release. We will also be announcing more structures for 1.1 (and more for later patches) at later points.
Mobile Micro Jump Unit
This baby does pretty much exactly what the name implies. When active, any player within range can use it to launch their ship 100km in the direction that the ship is travelling when it makes use of the structure. It has no cooldown or limit to how many ships can use it at once, but it does have a spoolup time just like the MJD module. This spoolup duration is not modified by skills and on the base structure it is 12s (just like the MJD module would be if you could use it without skills).
The actual Micro Jump effect works exactly the same as the effect from the module. So during the cycle your 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.
There will be mass restrictions to prevent caps and supercaps from using it, but everything else is fair game. We are currently planning to set the mass restrictions such that freighters can use it but anything larger is blocked. Like I mentioned above, it is usable by everyone and is not restricted to the owner or their corp/fleet. This means you can feel free to use it to try and escape, but your assailant is also free to use it to follow you.
Like the Cynosaural Inhibitor and the Siphon Unit, the MJU is a single use structure. Once dropped it can never be scooped and will stay in space until it either gets blown up or finishes its lifetime.
Right now we have the base version set to 20s module activation time, 48hr lifetime, 25k ehp (mostly structure), 50m3 volume and a build cost of about 1m isk. Micro Jump spoolup is 12s like an unskilled MJD. Current activation range is 2500m but we're already leaning towards expanding that. It can't be placed within 20km of gates or stations, within 40km of a starbase tower or within 6km of another MJU.
Please note that the version on SISI at the time of this post has a few known defects, including the lack of a visual model in space and the lack of a working mass restriction.
Mobile Scan Inhibitor
This is the structure that caused the biggest buzz from the recent round of Chaos observation, time for some details that I think will significantly change how you all see it.
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.
Players inside the radius of the structure will be able to scan as normal, except that they won't get scan results from anything that's right beside them inside the radius.
Another single use structure, no rescooping. Current stats are 60s activation time, 2h lifetime, 45k ehp (once again mostly structure), 50m3 volume and a build cost of ~5m isk. Like I said above, it has an effective radius of 30km, meaning that even if you're at the edge, someone warping to 0 on it can still catch you fairly easily, especially with inties. Can't be deployed within 75km of gates or stations, or within 40km of control towers. Can't be deployed within 40km of another scan inhibitor so you can overlap them but you can never use one to mask the central structure of another.
Like I said above, we chose these structures as part of our second wave because we think that they have a lot of possibilities for creative use that will enrich the sandbox. We'll be announcing more as we get closer to 1.1 and the future Rubicon point releases but for now thanks in advance for taking the time to provide us your feedback on these first two structures.
Both of these structures are currently live on SISI with the first public version of Rubicon 1.1. For a general list of changes available on this SISI build please take a look at CCP Habakuk's thread here. To learn how to set up the SISI test server for yourself and get a sneak peak at the future of EVE, take a look at the guide here.
Thanks! -Fozzie Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/ |
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Carolina Gold
High Tech Industries Molotov Coalition
0
|
Posted - 2014.01.06 17:24:00 -
[2] - Quote
http://imgur.com/FcEf4iG
What about the other items in our overview?? |
Omnathious Deninard
Novis Initiis
2108
|
Posted - 2014.01.06 17:25:00 -
[3] - Quote
Seems interesting, the scan inhibitor looks great for traps. Novis Initiis is Recruting-á --á Ideas for Drone Improvement |
Two step
Aperture Harmonics No Holes Barred
4379
|
Posted - 2014.01.06 17:31:00 -
[4] - Quote
I'd love to see the scan inhibitor disable d-scan when people are within its area of effect. CSM 7 Secretary CSM 6 Alternate Delegate @two_step_eve on Twitter My Blog
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CCP Fozzie
C C P C C P Alliance
8801
|
Posted - 2014.01.06 17:31:00 -
[5] - Quote
Carolina Gold wrote:http://imgur.com/FcEf4iG
What about the other items in our overview??
Some of those might be planned for 1.1 but we're not ready to announce them, some might be planned for releases beyond 1.1, some might be experimental test categories that have been in the database for a while and may never go anywhere. Afraid I can't tell you which (beyond these two) quite yet.
Usual test server disclaimer applies. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/ |
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BadAssMcKill
Love Squad
593
|
Posted - 2014.01.06 17:33:00 -
[6] - Quote
Interesting stuff http://i.imgur.com/6j6cIZE.gif-á |
Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
2530
|
Posted - 2014.01.06 17:34:00 -
[7] - Quote
So... Lets get the MMJU train going. jump, spool, jump, spool, jump, spool, jump and I'm 400km away in 48 seconds. Steve Ronuken for CSM 9! http://www.fuzzwork.co.uk/
Twitter: @fuzzysteve on Twitter |
Powers Sa
820
|
Posted - 2014.01.06 17:34:00 -
[8] - Quote
CCP Fozzie wrote: Mobile Scan Inhibitor
This is the structure that caused the biggest buzz from the recent round of Chaos observation, time for some details that I think will significantly change how you all see it.
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.
Players inside the radius of the structure will be able to scan as normal, except that they won't get scan results from anything that's right beside them inside the radius.
Another single use structure, no rescooping. Current stats are 60s activation time, 2h lifetime, 45k ehp (once again mostly structure), 50m3 volume and a build cost of ~5m isk. Like I said above, it has an effective radius of 30km, meaning that even if you're at the edge, someone warping to 0 on it can still catch you fairly easily, especially with inties. Can't be deployed within 75km of gates or stations, or within 40km of control towers. Can't be deployed within 40km of another scan inhibitor so you can overlap them but you can never use one to mask the central structure of another.
This is massively broken if the radius is bigger than 15km (30km diameter), and the build cost needs to be that of like a t2 medium bubble or a t1 large bubble.
With a 30km radius you can hide capfleets and super fleets. lol |
El Space Mariachi
Love Squad Black Legion.
29
|
Posted - 2014.01.06 17:36:00 -
[9] - Quote
please make the scan inhibitor structure trivially easy to probe down. good job making them actually show up though when i first saw them announced i figured it'd hide you from scan completely which would suck mega chodes. capital mjd seems cool.
thanks fozzie love you babe . |
Drake Doe
SVER Bloodpack Insidious Empire
439
|
Posted - 2014.01.06 17:37:00 -
[10] - Quote
/me crafts full gank domi fits with the micro jump unit in mind. "The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! *pops more corn*" ---Evernub-- |
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Bienator II
madmen of the skies
2392
|
Posted - 2014.01.06 17:40:00 -
[11] - Quote
MSI inside complexes - you can't directly warp to it and you don't know who is inside. best trap ever eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |
Rek Seven
Probe Patrol Polarized.
1247
|
Posted - 2014.01.06 17:43:00 -
[12] - 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 |
Hatsumi Kobayashi
Origin. Black Legion.
332
|
Posted - 2014.01.06 17:47:00 -
[13] - Quote
How big an increase of the activation range of the MMJU would you say you'd be ready to go for? No sig. |
Liam Inkuras
Chaotic Tranquility Casoff
815
|
Posted - 2014.01.06 17:50:00 -
[14] - Quote
yay I wear my goggles at night.
Any spelling/grammatical errors come complimentary with my typing on a phone |
Jack bubu
GK inc. Pandemic Legion
506
|
Posted - 2014.01.06 17:51:00 -
[15] - Quote
Powers Sa wrote:CCP Fozzie wrote: Mobile Scan Inhibitor
This is the structure that caused the biggest buzz from the recent round of Chaos observation, time for some details that I think will significantly change how you all see it.
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.
Players inside the radius of the structure will be able to scan as normal, except that they won't get scan results from anything that's right beside them inside the radius.
Another single use structure, no rescooping. Current stats are 60s activation time, 2h lifetime, 45k ehp (once again mostly structure), 50m3 volume and a build cost of ~5m isk. Like I said above, it has an effective radius of 30km, meaning that even if you're at the edge, someone warping to 0 on it can still catch you fairly easily, especially with inties. Can't be deployed within 75km of gates or stations, or within 40km of control towers. Can't be deployed within 40km of another scan inhibitor so you can overlap them but you can never use one to mask the central structure of another.
This is massively broken if the radius is bigger than 15km (30km diameter), and the build cost needs to be that of like a t2 medium bubble or a t1 large bubble. With a 30km radius you can hide capfleets and super fleets.
so send in a covert ops and get visual intel you babby |
Celestarias
Sniggwaffe WAFFLES.
3
|
Posted - 2014.01.06 17:56:00 -
[16] - Quote
Would the Scan inhibitor affect things like Cosmic Signatures? Or do those classify in the same field as gates? |
Nicen Jehr
Brave Newbies Inc. Brave Collective
315
|
Posted - 2014.01.06 17:59:00 -
[17] - Quote
Sounds good, thanks Fozzie! I cant even begin to imagine what people will end up using the MJU for, and I like that the scan inhibitor is a baby step towards more gameplay-driven intel systems :) Little Things to improve GëíGïüGëí-á| My Little Things posts |
Streya Jormagdnir
Alexylva Paradox
307
|
Posted - 2014.01.06 18:00:00 -
[18] - Quote
These look awesome! It's just a shame they're one-time use only. As soon as my friends told me about this announcement I was really looking forward to setting up my own baby deadspace complex with a series of MJUs, and depot cities hidden with scan inhibitors for awesome wspace PvP.
Any chance they will become scoopable? Pleeeease? I am also a human, straggling between the present world... and our future. I am a regulator, a coordinator, one who is meant to guide the way.
Destination Unreachable: the worst Wspace blog ever |
Capqu
Love Squad
386
|
Posted - 2014.01.06 18:02:00 -
[19] - Quote
so what you're saying is every ship gets a free module slot and in it is an mjd
that's the dumbest thing i've ever heard http://pizza.eve-kill.net |
Ayallah
Sniggwaffe WAFFLES.
71
|
Posted - 2014.01.06 18:04:00 -
[20] - Quote
Well looks like every FW plex ever will read "Mobile Scan Inhibitor "
And be full of Crows probably -áFear The Tribes |
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DingoGS
We are not bad. Just unlucky Goonswarm Federation
28
|
Posted - 2014.01.06 18:04:00 -
[21] - Quote
MJU networks... oh god good times ahead. |
Nova alt
Corus Industries Ltd Corus Conglomerate
3
|
Posted - 2014.01.06 18:05:00 -
[22] - Quote
Steve Ronuken wrote:So... Lets get the MMJU train going. jump, spool, jump, spool, jump, spool, jump and I'm 400km away in 48 seconds.
has a very good point |
Nova alt
Corus Industries Ltd Corus Conglomerate
3
|
Posted - 2014.01.06 18:09:00 -
[23] - Quote
Mobile Micro Jump Unit
This baby does pretty much exactly what the name implies. When active, any player within range can use it to launch their ship 100km in the direction that the ship is travelling when it makes use of the structure. It has no cooldown or limit to how many ships can use it at once, but it does have a spoolup time just like the MJD module. This spoolup duration is not modified by skills and on the base structure it is 12s (just like the MJD module would be if you could use it without skills).
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.
There will be mass restrictions to prevent caps and supercaps from using it, but everything else is fair game. We are currently planning to set the mass restrictions such that freighters can use it but anything larger is blocked. Like I mentioned above, it is usable by everyone and is not restricted to the owner or their corp/fleet. This means you can feel free to use it to try and escape, but your assailant is also free to use it to follow you.
Like the Cynosaural Inhibitor and the Siphon Unit, the MJU is a single use structure. Once dropped it can never be scooped and will stay in space until it either gets blown up or finishes its lifetime.
Right now we have the base version set to 20s module activation time, 48hr lifetime, 25k ehp (mostly structure), 50m3 volume and a build cost of about 1m isk. Micro Jump spoolup is 12s like an unskilled MJD. Current activation range is 2500m but we're already leaning towards expanding that. It can't be placed within 20km of gates or stations, within 40km of a starbase tower or within 6km of another MJU.
Please note that the version on SISI at the time of this post has a few known defects, including the lack of a visual model in space and the lack of a working mass restriction.
would be nice if you could jump a rorq threw it then light a cyno next to it jump and jump right into pos shilds or a jf would be nice lol |
Grunanca
Doughboys Shadow Cartel
117
|
Posted - 2014.01.06 18:09:00 -
[24] - Quote
Oh god that micro jump unit is gamebreaking! Havent we got enough in the cynojammer for gatecamps to be secure? |
Masao Kurata
Z List
40
|
Posted - 2014.01.06 18:12:00 -
[25] - Quote
Hmm, I think the price point is maybe still a bit too low for the scan inhibitor, but single use is absolutely correct. Please do consider turning them into beacons, not just making them easy to probe.
The MJU is... wow, was not expecting that. |
Morwennon
Aliastra Gallente Federation
63
|
Posted - 2014.01.06 18:16:00 -
[26] - Quote
The scan disruptor seems like it might be a bit overpowered in space that's behind an acceleration gate since there will be no way to get information on whatever it's concealing without exposing yourself whereas in normal space you'd have multiple options for dong so. Ceterum censeo, the RLML and HML nerfs must be undone. |
Hatsumi Kobayashi
Origin. Black Legion.
332
|
Posted - 2014.01.06 18:16:00 -
[27] - Quote
Can cloaked ships use the MJD unit and and if yes remain cloaked while doing so?
Can HICs use it with their bubble up?
Questions needing answers No sig. |
Capqu
Love Squad
386
|
Posted - 2014.01.06 18:17:00 -
[28] - Quote
Masao Kurata wrote:Hmm, I think the price point is maybe still a bit too low for the scan inhibitor, but single use is absolutely correct. Please do consider turning them into beacons, not just making them easy to probe.
The MJU is... wow, was not expecting that.
quoting the beacon idea, this thing should come with some kind of drawback http://pizza.eve-kill.net |
Kristoffon vonDrake
Forceful Resource Acquisition Inc
101
|
Posted - 2014.01.06 18:19:00 -
[29] - Quote
Please stop ruining the game just for the sake of piling new stuff on it. Thank you. |
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CCP Fozzie
C C P C C P Alliance
8806
|
Posted - 2014.01.06 18:20:00 -
[30] - Quote
Hatsumi Kobayashi wrote:Can cloaked ships use the MJD unit and and if yes remain cloaked while doing so?
Can HICs use it with their bubble up?
Questions needing answers
In its current iteration the answer to both is yes. We're not dead set on keeping that as is however. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/ |
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Isadie
suddenly nyx Cap Stable.
4
|
Posted - 2014.01.06 18:22:00 -
[31] - Quote
Kristoffon vonDrake wrote:Please stop ruining the game just for the sake of piling new stuff on it. Thank you.
this. wtf is wrong with you CCP? |
NearNihil
Every time is Fuwa time
102
|
Posted - 2014.01.06 18:29:00 -
[32] - Quote
The MSI hides EVERYTHING in its radius? Does this include Cosmic Anomalies/Signatures, bubbles, POS mods? Bombs? Cynos? |
Rivr Luzade
Coreli Corporation Ineluctable.
156
|
Posted - 2014.01.06 18:30:00 -
[33] - Quote
So what is the point of the Scan disruptor? To put 3 or 4 up around the system and cause scanner pilots some seconds delay? Now people are going to scan those instead of the harder to scan down ships, after they dscan'd for wrecks... A joke.
Give us some timers for the MJD, not such jokes. |
muhadin
Origin. Black Legion.
173
|
Posted - 2014.01.06 18:30:00 -
[34] - Quote
You did not specify whether the Mobile Scan Unit will be useable on wormholes?
Also i hope you are planning on adding the micro jump drive disruptor bubbles, if not then adding this new mjd module is a terrible idea. "Love the Life you Live, Live the Life you Love" |
Hatsumi Kobayashi
Origin. Black Legion.
332
|
Posted - 2014.01.06 18:32:00 -
[35] - Quote
CCP Fozzie wrote:Hatsumi Kobayashi wrote:Can cloaked ships use the MJD unit and and if yes remain cloaked while doing so?
Can HICs use it with their bubble up?
Questions needing answers In its current iteration the answer to both is yes. We're not dead set on keeping that as is however.
I may not have your insight and data on this but I KIND OF think it'd be a little uncool to keep that as is. No sig. |
Erasmus Phoenix
Balls to the Walls No Response
8
|
Posted - 2014.01.06 18:34:00 -
[36] - 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. |
Winthorp
Sky Fighters
568
|
Posted - 2014.01.06 18:34:00 -
[37] - Quote
CCP teaching noobs that learning how to dscan is not needed, just pop probes and do a 1 pass scan to find the fleet. |
Aquila Sagitta
Blue-Fire
155
|
Posted - 2014.01.06 18:36:00 -
[38] - Quote
What happens if you light a cyno in the scan inhibitor? Does it still appear on overview? Can you mjd with cyno up? What happens if you put scan inhibitor on a scan sig? Blue-Fire Best Fire |
Querns
GBS Logistics and Fives Support Goonswarm Federation
138
|
Posted - 2014.01.06 18:37:00 -
[39] - Quote
Quick question: are the new deployables able to be shot in highsec without incurring the wrath of CONCORD, like the MTU/yurts? This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |
Ethel Rose
Sebiestor Tribe Minmatar Republic
7
|
Posted - 2014.01.06 18:39:00 -
[40] - Quote
Now for the local chat inhib. Get on it CCP. |
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Theon Severasse
Sniggwaffe WAFFLES.
43
|
Posted - 2014.01.06 18:39:00 -
[41] - Quote
Both of these things need to be stopped from being able to anchor in FW plexes, since they will essentially stop a lot of PvP from happening - who is seriously going to enter an FW plex that is scan cloaked unless they are in a blob?
They are also impossible to kill in practical terms by the ships that are able to enter them, since the MJU is about the EHP of a cruiser, whilst the MSI is about the EHP of a battlecruiser. |
Zulu Death Mask
Yaxchilan
20
|
Posted - 2014.01.06 18:44:00 -
[42] - Quote
CCP Fozzie wrote:Hatsumi Kobayashi wrote:Can cloaked ships use the MJD unit and and if yes remain cloaked while doing so?
Can HICs use it with their bubble up?
Questions needing answers In its current iteration the answer to both is yes. We're not dead set on keeping that as is however.
You are joking right? |
Vinyl 41
Perkone Academy
14
|
Posted - 2014.01.06 18:44:00 -
[43] - Quote
so with the introduction of the MJU what type of buff / change will the large MJD get ? pls CCP dont state that the faster spool time is rly worth it when we get a huge cap consumtion and a cd on it |
Tertius Tallang
House Tallang Glorious Legion
0
|
Posted - 2014.01.06 18:46:00 -
[44] - Quote
Three suggestions that immediately come to mind:
- Disable scan disruption unit use inside deadspace. Being forced to warp at zero into deadspace without any way of knowing what you're warping into is stupid, stupid, stupid.
- Make scan disruption units beacons on the overview similar to cynos. Complete disruption of any not-on-grid intel gathering is an immensely powerful tool (especially when paired with well-placed bubbles - as the disruption unit is now the only warpable thing on the grid, you know exactly that anything warping to the unit (even at range) will get caught in a bubble and quite likely decloaked if your inties are good). They need some sort of noticable disadvantage - an immediate "here's someone trying to hide something" marker on the overview is a good start.
- Alternately, prevent anyone in the area of effect of a scan disruption unit from using DScan themselves and commanding their probes (warping to previously-scanned results is fine, obviously).
Also, the Micro Jump Unit seems like a hardly-thought-out gimmick that serves no real purpose except "ooh shiny". Incidentally, they're also a perfect 100% guaranteed way of escaping a noscram inty if you have them down before getting jumped - pre-aligned MJU use means even if the inty pilot also activates the unit on the same tick, they'd still lose lock and you could simply warp out during that second. I'm not sure if that's really something that improves the game in any way. |
Matthias Duran
Red Federation RvB - RED Federation
43
|
Posted - 2014.01.06 18:47:00 -
[45] - Quote
Since the only way to tell what's at one of the scan inhibitors is to warp onto its grid, how is it going to interact with bubbles, particularly if you then surround it with smartbombing BS just inside the inhibitor's radius? |
Bane Nucleus
Sky Fighters
682
|
Posted - 2014.01.06 18:52:00 -
[46] - Quote
If you could just make wormholes immune to most changes in Eve, that would greeeeeeeeeeeeat. No trolling please |
Vatek
GoonWaffe Goonswarm Federation
98
|
Posted - 2014.01.06 18:52:00 -
[47] - Quote
Just what we need, more things that make nullsec ratters even safer! Warp disruptors are now obsolete, better fit scrams on everything because even a ratting ship that doesn't fit an MJD can still MJD away!
Scrap both of these, they're ****. |
Grunanca
Doughboys Shadow Cartel
117
|
Posted - 2014.01.06 18:53:00 -
[48] - Quote
Matthias Duran wrote:Since the only way to tell what's at one of the scan inhibitors is to warp onto its grid, how is it going to interact with bubbles, particularly if you then surround it with smartbombing BS just inside the inhibitor's radius?
And now add the smatbombing battleships in low sec you can no long see, that doesnt even need MJD anymore to get away. I have a really hard time seeing how these are gonna improve the game more than they damage it:-s |
Alexander McKeon
The Suicide Express
34
|
Posted - 2014.01.06 18:54:00 -
[49] - Quote
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 'east 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. |
Capqu
Love Squad
387
|
Posted - 2014.01.06 18:54:00 -
[50] - Quote
is there a reason for adding this free-extra-slot-mjd gimmick for all ships before you try introducing smaller versions of the already existing mjd?
why exactly have you gone from "only usable on battleships, requires a midslot and a lot of fitting" to the opera winfrey style of "you get an mjd, and you get an mjd, mjds for everyone in the audience"
just seems like adding content for the sake of content without any real thought behind it
http://pizza.eve-kill.net |
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Tytos Khamez
BOVRIL bOREers Mining CO-OP Brave Collective
0
|
Posted - 2014.01.06 18:56:00 -
[51] - Quote
What does the MSI do to a cyno lit inside of it? How does that appear on the overview and/or dscan? |
Berluth Luthian
Meltdown.
172
|
Posted - 2014.01.06 19:01:00 -
[52] - Quote
Can CONCORD see me do illegal things near this MSU? Also, CONCORD scrams you right? So you couldn't micro jump away? |
Burl en Daire
The Ecstatic Cult of Dionysus Trifectas Syndicate
28
|
Posted - 2014.01.06 19:01:00 -
[53] - Quote
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. |
M5 Tuttle
Deadly Harmony Fidelas Constans
60
|
Posted - 2014.01.06 19:03:00 -
[54] - Quote
Balance issues aside, its great that CCP is adding new mechanics to the game with these mobile structures. A think a lot of the hate in this thread is not necessary aimed at the mechanics themselves but at potential exploitation. The other mobile structures are seeing a fair amount of use and haven't totally broken the game yet, so I hope that trend will continue with these.
Hopefully CCP will err on the side caution and release them in a more underpowered state, then buff them later if they are unusable. |
Joshu Mumon
Four Corners Exploration Unsung Voices
14
|
Posted - 2014.01.06 19:04:00 -
[55] - Quote
Tertius Tallang wrote:Three suggestions that immediately come to mind:
- Disable scan disruption unit use inside deadspace. Being forced to warp at zero into deadspace without any way of knowing what you're warping into is stupid, stupid, stupid.
This came to mind for me as well.
If an inhibitor is used in space you can still warp on grid at 100km.
If someone drops an inhibitor after activating an acceleration gate, it leaves no way to know what is hiding without someone else warping right on top of it.
|
|
CCP Fozzie
C C P C C P Alliance
8807
|
Posted - 2014.01.06 19:05:00 -
[56] - Quote
Tytos Khamez wrote:What does the MSI do to a cyno lit inside of it? How does that appear on the overview and/or dscan?
The Scan Inhib does not prevent anything from showing up on overviews or the discovery scanner. So beacons such as cynos will still appear.
Thanks for the feedback so far everyone. We'll be discussing everything brought up in this thread with the team tomorrow.
It's 7 here so I'm off to get some dinner, have a good night. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/ |
|
Powers Sa
820
|
Posted - 2014.01.06 19:06:00 -
[57] - Quote
What are the mass restrictions on mobile jump thingies? will freighters and titans be able to use them?
"We are currently planning to set the mass restrictions such that freighters can use it but anything larger is blocked." Please no. If i'm bumping a freighter for ransom, and he drops one of these, then peaces out, then this will be just like a GM moved him. lol |
Kerplakershtat Rova
EVE University Ivy League
5
|
Posted - 2014.01.06 19:07:00 -
[58] - Quote
Can MMJDs work while in a bubble? |
Grunanca
Doughboys Shadow Cartel
118
|
Posted - 2014.01.06 19:08:00 -
[59] - Quote
M5 Tuttle wrote:Balance issues aside, its great that CCP is adding new mechanics to the game with these mobile structures. A think a lot of the hate in this thread is not necessary aimed at the mechanics themselves but at potential exploitation. The other mobile structures are seeing a fair amount of use and haven't totally broken the game yet, so I hope that trend will continue with these.
Hopefully CCP will err on the side caution and release them in a more underpowered state, then buff them later if they are unusable.
What the difference in your opinion brtween use and exploitation? Because all I see is posts about how legitimate use of the structures will be making a worse game, not a better. In EVE people use everything to the full potential, so if something is possible with it, it will be done!
|
Hatsumi Kobayashi
Origin. Black Legion.
332
|
Posted - 2014.01.06 19:08:00 -
[60] - Quote
Kerplakershtat Rova wrote:Can MMJDs work while in a bubble?
yes No sig. |
|
Grunanca
Doughboys Shadow Cartel
118
|
Posted - 2014.01.06 19:09:00 -
[61] - Quote
Kerplakershtat Rova wrote:Can MMJDs work while in a bubble?
Big one does, so would assume yes. |
Hanazava Karyna
The Foundation Of Mammon
4
|
Posted - 2014.01.06 19:09:00 -
[62] - Quote
Bane Nucleus wrote:If you could just make wormholes immune to most changes in Eve, that would greeeeeeeeeeeeat.
Almost all Rubicon changes + dumbscovery scanner from Oddy, this is the most annoying thing ever made.
And yes, another pile of toys just for sake of adding things up is bad idea. Horrible idea. Don't make expansion just to add something that could only break game for months. Don't make expansions just to rebalance stats either.
Take your time and work out POS revamps, people are still waiting for them! |
Penny Ibramovic
Wormhole Engineers Greater Realms
140
|
Posted - 2014.01.06 19:13:00 -
[63] - Quote
CCP Fozzie wrote: 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.
Players inside the radius of the structure will be able to scan as normal, except that they won't get scan results from anything that's right beside them inside the radius.
Why do you hate w-space so much?
When the only intel we have in a system is what our probes or d-scan tell us, having that probe or d-scan intel is really freaking important. Allowing one side to have it and the other not significantly alters the environment to favour the defender.
Now when we enter a system, we'll have to scan and visit each and every MSI before we can ascertain if anyone is even in the system, and that's whilst anyone actually in the system and shielded by them sees our probes all over the place.
This is a really bad idea for w-space. |
Theon Severasse
Sniggwaffe WAFFLES.
43
|
Posted - 2014.01.06 19:15:00 -
[64] - Quote
Powers Sa wrote:What are the mass restrictions on mobile jump thingies? will freighters and titans be able to use them?
"We are currently planning to set the mass restrictions such that freighters can use it but anything larger is blocked." Please no. If i'm bumping a freighter for ransom, and he drops one of these, then peaces out, then this will be just like a GM moved him.
He said caps/supercaps will be blocked from using them, so I assume carriers/dreads & supers/titans will be blocked. |
Gummy Worm
Divided Unity The Night Crew Alliance
302
|
Posted - 2014.01.06 19:15:00 -
[65] - Quote
Interesting. |
Warde Guildencrantz
TunDraGon
987
|
Posted - 2014.01.06 19:16:00 -
[66] - Quote
Penny Ibramovic wrote:CCP Fozzie wrote: 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.
Players inside the radius of the structure will be able to scan as normal, except that they won't get scan results from anything that's right beside them inside the radius.
Why do you hate w-space so much? When the only intel we have in a system is what our probes or d-scan tell us, having that probe or d-scan intel is really freaking important. Allowing one side to have it and the other not significantly alters the environment to favour the defender. Now when we enter a system, we'll have to scan and visit each and every MSI before we can ascertain if anyone is even in the system, and that's whilst anyone actually in the system and shielded by them sees our probes all over the place. This is a really bad idea for w-space.
Could just not allow them in w-space, something about how they need to be uplinked to concorde to function correctly.
CCP Fozzie wrote: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.
Ok good, cause otherwise it would be a free ticket to plex in any security without consequences
The micro jump structure is cool. Sounds like an interesting mechanic, i've already been dropping mobile depots mid 1v1 and i enjoy that new tactic in fights. |
Grarr Dexx
Snuff Box
305
|
Posted - 2014.01.06 19:17:00 -
[67] - Quote
Grunanca wrote:Oh god that micro jump unit is gamebreaking! Havent we got enough in the cynojammer for gatecamps to be secure?
I know you guys want to add new stuff, but seriously in this case it seems like you add stuff just to add it. Have you considered the consequenses of these? We already got people refitting stabs when they get tackled in a carrier from the mobile units. We already got gatecamps you cannot kill because they are cynojammed and arent too lazy to scout. Now you add a cheap cyno jammer in the form of a module that lets you start micro jump when you see the cyno, and before the enemy jump through and manage to load and lock, you will be long gone - even if bubbled.
Everytime you add these structures, you add to the total number of people needed to catch lock down a single or a few ships. This will lead to nothing but larger gangs ganking even harder because you got to prepare for every single escape method the enemy would want. I thought you wanted to promote pvp, not do what you can to make people able to avoid it/leave when they commit to a fight.
Is there any chance of use seeing new ships like the asome SOE ones instead from some of the other factions? Would be way better than more gamebreaking structures!
I see a use for the scan inhibitor. Problem is its really hard to balance. Either you got to spam a system with it, or you can way too easy be probed down anyway. If you couldnt probe the structure it would be too powerful. This means its mainly gonna be for large groups capable of doing a lot in one system in a short time (large group in a wormhole for example). I see limited use for it, as it can end up doing the exact opposite of what its supposed to if you only place 1 or 2 in the system.
The mobile depot takes a minute to online, has barely any hitpoints in shields or armor and can't be used when reinforced. Maybe you need to prioritize your targets. |
Lunkwill Khashour
Red Federation RvB - RED Federation
179
|
Posted - 2014.01.06 19:23:00 -
[68] - Quote
The MMJD is a 32s stab: 20s to anchor, 12s to spool up. As long as you survive and not be scrammed, you'll get out.
I'm somewhat worried about Malcanis' law for these deployables. The single pilot or small fleet will have way more relative difficulty in using or avoiding these than larger fleets. So for e.g. the FW plex possibilities, let alone systems with 50 antiscans or off grid rows of MJD's.
Sad to see the revamped Marauders uniqueness disappear so fast.
Also: fleet of sentrydomis + blasters/SB's + MMJD: drop sentries spool in and engage at point blank range. Have another MMJD to jump back next to your drones. You can do this with all sentry+blaster ships. |
Money Makin Mitch
Paid in Full
286
|
Posted - 2014.01.06 19:28:00 -
[69] - Quote
can we get a mobile cloaking field generator at some point? >XD |
MeBiatch
GRR GOONS
1658
|
Posted - 2014.01.06 19:28:00 -
[70] - Quote
all this looks pretty cool there fozz good job... There are no stupid Questions... just stupid people... Winter Expansion new ship request |
|
Daenna Chrysi
Omega Foundry Unit Shadows Of Betrayal
96
|
Posted - 2014.01.06 19:30:00 -
[71] - Quote
the micro jump thing will be interesting, imagine making your own acceleration gate path from point to point, or a escape point for ore fields, so if your near enough you can use it to escape gankers. |
Liang Nuren
Heretic Army Heretic Initiative
4310
|
Posted - 2014.01.06 19:31:00 -
[72] - Quote
CCP Fozzie wrote: Mobile Micro Jump Unit
I like this a lot. You're just one step from allowing us to create our own deadspace environments with this so that makes me pretty excited.
Quote: Mobile Scan Inhibitor
Hahahahaha, that's a good one!! Oh wait. I just noticed. It's January 1st, not April 1st.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
Twitter: http://twitter.com/LiangNuren
|
Katrina Oniseki
Revenent Defence Corperation Ishuk-Raata Enforcement Directive
2876
|
Posted - 2014.01.06 19:34:00 -
[73] - Quote
Penny Ibramovic wrote: Now when we enter a system, we'll have to scan and visit each and every MSI before we can ascertain if anyone is even in the system, and that's whilst anyone actually in the system and shielded by them sees our probes all over the place.
The MSI has a lifetime of two measly hours. If you see one active, it's a safe bet that somebody is active and doing something at that location and it's something your scouts should be sniffing ASAP. Ch+½j+ì Katrina Oniseki ~ (RDC) Chief Operations Officer ~ [I-RED] Director of Public Relations |
Rek Seven
Probe Patrol Polarized.
1247
|
Posted - 2014.01.06 19:36:00 -
[74] - 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 |
Marlona Sky
D00M. Northern Coalition.
4715
|
Posted - 2014.01.06 19:38:00 -
[75] - Quote
I like the direction the inhibitor module is going. The less free intel the better. That said, I'm not 100% sure it is balanced so I will do my part to test it on the test server later. . |
darius mclever
59
|
Posted - 2014.01.06 19:40:00 -
[76] - Quote
Matthias Duran wrote:Since the only way to tell what's at one of the scan inhibitors is to warp onto its grid, how is it going to interact with bubbles, particularly if you then surround it with smartbombing BS just inside the inhibitor's radius?
- Interceptors are immune to bubbles. So are some Tech3.
- Warp to it from a different angle than people would expect. The chances, that they bubbled all angles, are pretty low.
|
Seamus Donohue
EVE University Ivy League
42
|
Posted - 2014.01.06 19:41:00 -
[77] - Quote
Steve Ronuken wrote:So... Lets get the MMJU train going. jump, spool, jump, spool, jump, spool, jump and I'm 400km away in 48 seconds. If the railroad has already been laid, then yes. If you're laying it out yourself at each step, then it's 400 kilometers in 128 seconds. Placing a Mobile Micro Jump Unit requires waiting 20 seconds for it to come online before you can initiate the 12-second spool-up.
Capqu wrote:so what you're saying is every ship gets a free module slot and in it is an mjd Not precisely. It takes up 50 cubic meters and once you've used the thing, you're 100 kilometers away from it. You would have to return to the MMJU to use it again (and this is under circumstances where you had reason to microjump AWAY from that location in the first place). Survivor of Teskanen. -áFan of John Rourke.
I have video tutorials for EVE Online on my YouTube channel: http://www.youtube.com/user/SeamusDonohueEVE |
Rivr Luzade
Coreli Corporation Ineluctable.
156
|
Posted - 2014.01.06 19:41:00 -
[78] - Quote
Katrina Oniseki wrote:Penny Ibramovic wrote: Now when we enter a system, we'll have to scan and visit each and every MSI before we can ascertain if anyone is even in the system, and that's whilst anyone actually in the system and shielded by them sees our probes all over the place.
The MSI has a lifetime of two measly hours. If you see one active, it's a safe bet that somebody is active and doing something at that location and it's something your scouts should be sniffing ASAP.
Do you want to say that CCP brings in modules to cosy PVEers along while actually telling PVPers with huge neon signs "There's your target! And we even make it easier for you to get to your target."? How very sly of CCP. |
Marlona Sky
D00M. Northern Coalition.
4715
|
Posted - 2014.01.06 19:42:00 -
[79] - Quote
Powers Sa wrote:What are the mass restrictions on mobile jump thingies? will freighters and titans be able to use them?
"We are currently planning to set the mass restrictions such that freighters can use it but anything larger is blocked." Please no. If i'm bumping a freighter for ransom, and he drops one of these, then peaces out, then this will be just like a GM moved him. Shoot it while it anchors? Bump him out of range before it onlines? . |
Paul Otichoda
Electric Sun Associates
185
|
Posted - 2014.01.06 19:48:00 -
[80] - Quote
CCP Fozzie wrote:
Mobile Scan Inhibitor
Can't be deployed within 75km of gates or stations, or within 40km of control towers. Can't be deployed within 40km of another scan inhibitor so you can overlap them but you can never use one to mask the central structure of another.
By stations and control towers does this include the station/tower in a faction warfare plex? Because if so then this might not be as overpowered as it seems.
|
|
MisterAl tt1
Pretenders Inc W-Space
123
|
Posted - 2014.01.06 19:55:00 -
[81] - Quote
Now, as someone playing this game just about wormholes: reading the current description about Scan Inhibitor, the first thing coming to my mind is "why wasn't it this guy who left CCP for good?". Or is it another case when you don't care at all about the influence on a "small part of the community", which is wormhole population?
Remember, we don't have local chat here, yeah? And that scanning is way more important source of intel here.
Present: opened the hole, see wrecks and capitals on d-scan - and when you are ready to warp to them - the fleet is ready too.
Future: opened a hole, "well, what does that inhibitor cover?". Find it (and well, if the thing covers both signature and capitals - I'd expect it to be more difficult to find, that a farming fleet is now). land on grid, see that is farm... You lose 2 minutes, ESSENTIAL 2 minutes, giving much more chance for farmers to escape.
Now, that's just the first application I could think about.
This is something that should not be allowed in wormholes, as the impact of this thing is way greater then for k-space, while it doesn't look like you have taken us into consideration.
Or make it seen in over like cyno. |
Miasmos
Aliastra Gallente Federation
72
|
Posted - 2014.01.06 19:55:00 -
[82] - Quote
MDI + Drag Bubble + Smartbombing BS = CURIOSITY KILLED THE CAT |
MeBiatch
GRR GOONS
1658
|
Posted - 2014.01.06 19:57:00 -
[83] - Quote
Paul Otichoda wrote:CCP Fozzie wrote:
Mobile Scan Inhibitor
Can't be deployed within 75km of gates or stations, or within 40km of control towers. Can't be deployed within 40km of another scan inhibitor so you can overlap them but you can never use one to mask the central structure of another.
By stations and control towers does this include the station/tower in a faction warfare plex? Because if so then this might not be as overpowered as it seems.
is it that people who do fw plexes are now afarid they might loose thier incursus? There are no stupid Questions... just stupid people... Winter Expansion new ship request |
Tetsuo Tsukaya
Itinerant Empire
237
|
Posted - 2014.01.06 20:00:00 -
[84] - Quote
Woo Rubicon brawler supremacy! Get tackled by a nano kiting ship in your brick tank 200m/s point blank blaster melee ship? Drop mobile MJD and peace out. |
Epigene
Z3R0 Return Mining Inc. Illusion of Solitude
32
|
Posted - 2014.01.06 20:02:00 -
[85] - Quote
Penny Ibramovic wrote:CCP Fozzie wrote: 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.
Players inside the radius of the structure will be able to scan as normal, except that they won't get scan results from anything that's right beside them inside the radius.
Why do you hate w-space so much? When the only intel we have in a system is what our probes or d-scan tell us, having that probe or d-scan intel is really freaking important. Allowing one side to have it and the other not significantly alters the environment to favour the defender. Now when we enter a system, we'll have to scan and visit each and every MSI before we can ascertain if anyone is even in the system, and that's whilst anyone actually in the system and shielded by them sees our probes all over the place. This is a really bad idea for w-space.
Its not "that" bad. We already scan / hunt with cloaky ships and we already hunt for cloaky ships. Scanning down the mobile unit doesn't seem hard, just get on grid and find out what they have. If anything, the opposing team just gave a time point away, someone was active in this hole max 2h ago. Any CovOps can find out in a minute whats inside, so there isn't much hiding.
But I agree, WHs need more love. The dumbscanner is indeed "dumb" for example.
__________________________ My Blog: -ásplatus.wordpress.com-á |
Arthur Aihaken
The.VOID
2712
|
Posted - 2014.01.06 20:02:00 -
[86] - Quote
Mobile Scan Inhibitor, aka: The Game of Shells. I am currently away, traveling through time and will be returning last week. |
Alx Warlord
SUPERNOVA SOCIETY Last Resort.
543
|
Posted - 2014.01.06 20:06:00 -
[87] - Quote
30Km for the scan inhibitor is too small, make it 100Km.... And make a 30Km mobile cloaking device that is the same as the Mobile scan Inhibitor but doesn't show anyway...
Also... Still need a POS revamp... These mobile structures are going into a path that i'm not liking.... They are not interactive, can't interact with each-other nor other structures... We can Bubble gates, why not Scan Inhibit them?
I was expecting something different... and more game changing Please read these! > New POS system > New SOV system |
Penny Ibramovic
Wormhole Engineers Greater Realms
142
|
Posted - 2014.01.06 20:06:00 -
[88] - Quote
Katrina Oniseki wrote:Penny Ibramovic wrote: Now when we enter a system, we'll have to scan and visit each and every MSI before we can ascertain if anyone is even in the system, and that's whilst anyone actually in the system and shielded by them sees our probes all over the place.
The MSI has a lifetime of two measly hours. If you see one active, it's a safe bet that somebody is active and doing something at that location and it's something your scouts should be sniffing ASAP.
So I'm going to do some PvE in a wormhole system. First thing I do is make safe spots and drop a handful of these around a system, because I know what they can do to anyone who comes along.
No d-scan, no probes, no local. These are already decoy units. |
MisterAl tt1
Pretenders Inc W-Space
124
|
Posted - 2014.01.06 20:07:00 -
[89] - Quote
Epigene wrote:
Its not "that" bad. We already scan / hunt with cloaky ships and we already hunt for cloaky ships. Scanning down the mobile unit doesn't seem hard, just get on grid and find out what they have. If anything, the opposing team just gave a time point away, someone was active in this hole max 2h ago. Any CovOps can find out in a minute whats inside, so there isn't much hiding.
How do you plan to find out FAST at what site is the enemy farming fleet, when they are already at number 5 site for the evening, and at each site they have left an inhibitor? |
Soldarius
Deadman W0nderland Test Alliance Please Ignore
464
|
Posted - 2014.01.06 20:07:00 -
[90] - Quote
Not thrilled with the mobile MJD thing. Seems like shiny new junk.
The Mobile Scan Inhibitor is pretty powerful. Coupled with an anchored bubble and you have an instant death trap. Free Ripley Weaver! |
|
Jelani Akinyemi Affonso
Republic Military School Minmatar Republic
62
|
Posted - 2014.01.06 20:10:00 -
[91] - Quote
Marlona Sky wrote:Powers Sa wrote:What are the mass restrictions on mobile jump thingies? will freighters and titans be able to use them?
"We are currently planning to set the mass restrictions such that freighters can use it but anything larger is blocked." Please no. If i'm bumping a freighter for ransom, and he drops one of these, then peaces out, then this will be just like a GM moved him. Shoot it while it anchors? Bump him out of range before it onlines?
would also quote Rivr Luzade but don't know how to double quote.
Sometimes people act like they don't even have a brain. Seriously
Even though I relatively new, when I first read that, I was like well "Destroy b4 it online or bump him outrange, you already the ship for it"..
Funny all I do is shoot NPCs and consider myself to be an "extreme carebear"... Carebear and proud
Before you post or go full rage and insult the intelligence of CCP devs please go afk, have drink and sit down and think..
CCP is trying to improve the games and add more diversity to the sandbox, making it more fun for all of us. Please don't discourage them.
Next thing you know, "EVE Online is dying because game is sh**t"
smh |
1Robert McNamara1
The Graduates RAZOR Alliance
34
|
Posted - 2014.01.06 20:13:00 -
[92] - Quote
MSI + Bubble = Nuli-T3 only effective combat probing platform. |
Penny Ibramovic
Wormhole Engineers Greater Realms
143
|
Posted - 2014.01.06 20:17:00 -
[93] - Quote
MisterAl tt1 wrote:Epigene wrote:
Its not "that" bad. We already scan / hunt with cloaky ships and we already hunt for cloaky ships. Scanning down the mobile unit doesn't seem hard, just get on grid and find out what they have. If anything, the opposing team just gave a time point away, someone was active in this hole max 2h ago. Any CovOps can find out in a minute whats inside, so there isn't much hiding.
How do you plan to find out FAST at what site is the enemy farming fleet, when they are already at number 5 site for the evening, and at each site they have left an inhibitor?
AND you NEED probes to find them, which gives the fleet ample opportunity to notice you and time to flee? |
Hesod Adee
Kiwis In Space
233
|
Posted - 2014.01.06 20:17:00 -
[94] - Quote
Lets say I place down an MSI. I also place a warp disruption bubble so that, while the deployable is within the MSI's area of effect, the outer edge of the bubble is outside the edge of the MSI field. Will the warp disruption bubble show up on Dscan ? |
Toshiro Ozuwara
Sniggwaffe WAFFLES.
347
|
Posted - 2014.01.06 20:27:00 -
[95] - Quote
Grunanca wrote:And now add the smatbombing battleships in low sec you can no long see, that doesnt even need MJD anymore to get away. I have a really hard time seeing how these are gonna improve the game more than they damage it:-s If you're warping gate to gate and it is 14AU+ warp, you wouldn't see them anyway. --- |
Dersen Lowery
Laurentson INC StructureDamage
930
|
Posted - 2014.01.06 20:30:00 -
[96] - Quote
Eeeenterestink.
I love the idea of the Mobile Scan Inhibitor, especially with the proviso that it can't hide things from the Discovery Scanner (finally, something good about the Discovery Scanner!). As to the implementation: if I were you, I'd offer them in Small, Medium, Large and X-Large, with the difference being the radius and the cost increasing exponentially. X-Large would be the current 30km. I think it's wonderful that there's a way to make an enemy wonder whether all those people in Local are a subcapital fleet, or a capital fleet--it shakes things up nicely and adds some tasty uncertainty--but the ability to conceal supercaps shouldn't come cheap. The size would show up on scan.
I'd also strongly consider whacking any scanning done from inside the MSI with a stiff penalty, if you allow it at all.
As for the MMJD, it's... novel. I've dreamed up a couple of tentative applications for it. It's so close to being an acceleration gate, but so far away. Proud founder and member of the Belligerent Desirables. |
Grunanca
Doughboys Shadow Cartel
119
|
Posted - 2014.01.06 20:34:00 -
[97] - Quote
Grarr Dexx wrote:Grunanca wrote:Oh god that micro jump unit is gamebreaking! Havent we got enough in the cynojammer for gatecamps to be secure?
I know you guys want to add new stuff, but seriously in this case it seems like you add stuff just to add it. Have you considered the consequenses of these? We already got people refitting stabs when they get tackled in a carrier from the mobile units. We already got gatecamps you cannot kill because they are cynojammed and arent too lazy to scout. Now you add a cheap cyno jammer in the form of a module that lets you start micro jump when you see the cyno, and before the enemy jump through and manage to load and lock, you will be long gone - even if bubbled.
Everytime you add these structures, you add to the total number of people needed to catch lock down a single or a few ships. This will lead to nothing but larger gangs ganking even harder because you got to prepare for every single escape method the enemy would want. I thought you wanted to promote pvp, not do what you can to make people able to avoid it/leave when they commit to a fight.
Is there any chance of use seeing new ships like the asome SOE ones instead from some of the other factions? Would be way better than more gamebreaking structures!
I see a use for the scan inhibitor. Problem is its really hard to balance. Either you got to spam a system with it, or you can way too easy be probed down anyway. If you couldnt probe the structure it would be too powerful. This means its mainly gonna be for large groups capable of doing a lot in one system in a short time (large group in a wormhole for example). I see limited use for it, as it can end up doing the exact opposite of what its supposed to if you only place 1 or 2 in the system. The mobile depot takes a minute to online, has barely any hitpoints in shields or armor and can't be used when reinforced. Maybe you need to prioritize your targets.
Whats the dps on your interceptors?
|
Grunanca
Doughboys Shadow Cartel
119
|
Posted - 2014.01.06 20:39:00 -
[98] - Quote
Toshiro Ozuwara wrote:Grunanca wrote:And now add the smatbombing battleships in low sec you can no long see, that doesnt even need MJD anymore to get away. I have a really hard time seeing how these are gonna improve the game more than they damage it:-s If you're warping gate to gate and it is 14AU+ warp, you wouldn't see them anyway.
Which is why I dont... There are only few systems with no planets within 14 au of a gate. |
Randy Wray
Euphoria Released Triumvirate.
136
|
Posted - 2014.01.06 20:41:00 -
[99] - Quote
If I've got this right this means that a nullsec ratter running anomalies can sit at 0 on an anomaly with scan inhib and MJU up, which blocks anyone that doesn't have a prober from doing anything to them and if something warps in you can just micro jump away.
Does the scan inhib block anomalies from showing up on the ship scanner? Because if this is the case you're effectively killing off solo pvpers ability to kill anomaly ratters and once again pushing people towards pvping in larger groups or with multiple accounts.
I'm gonna have to follow the general opinion in this thread and say that these two units are absolutely awfull and if they get released into the game you're gonna be stepping on alot of peoples feet. Mainly those who don't like big blue donut gameplay. Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @-áhttp://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec
twitch.tv/randywray |
Mizhir
Euphoria Released Triumvirate.
49641
|
Posted - 2014.01.06 20:41:00 -
[100] - Quote
Not really that keen on the scan inhibitor.
In the perfect EVE, according to my head, it should be easier to hide a small group of ships while a larger group of ships should be much much easier to detect. With the MSI people can now hide huge blobs as long as the ships can fit within the radius.
It shouldn't be able to hide bubbles either. But it is a good thing that it can't be placed directly on gates. One Man Crew - The official Bringing Solo Back contest
SCL5 Winner |
|
Zircon Dasher
319
|
Posted - 2014.01.06 20:42:00 -
[101] - Quote
best idea...EVAH!
Looking forward to finding ways to abuse these! Nerfing High-sec is never the answer. It is the question. The answer is 'YES'. |
Dersen Lowery
Laurentson INC StructureDamage
930
|
Posted - 2014.01.06 20:45:00 -
[102] - Quote
Randy Wray wrote:If I've got this right this means that a nullsec ratter running anomalies can sit at 0 on an anomaly with scan inhib and MJU up, which blocks anyone that doesn't have a prober from doing anything to them and if something warps in you can just micro jump away.
If they aren't moving when they jump, they still aren't moving when they land, so if you have a significantly faster ship you can align to them and use the same MMJD to jump on top of them before they can get away. Or, if you're in an interceptor, you can point your ship in the same direction their ship is pointed in and "slowboat" your way there in about the same amount of time it takes the MMJD to spool up. You know exactly how far away they'll land, after all.
Randy Wray wrote:Does the scan inhib block anomalies from showing up on the ship scanner?
No, per CCP Fozzie.
Also, if the ratter's in a capital, they can't use the MMJD at all. Proud founder and member of the Belligerent Desirables. |
Deen Wispa
Justified Chaos
661
|
Posted - 2014.01.06 20:45:00 -
[103] - Quote
The MMJD does not propel you into an infinite distance, as some would think. Once are MJD 100km from the MMJD, you can't activate it again because you need to be within 2500m of it. High Five. Yeah! C'est La Eve . |
Strockhov
The Shire
3
|
Posted - 2014.01.06 20:47:00 -
[104] - Quote
Seamus Donohue wrote:Steve Ronuken wrote:So... Lets get the MMJU train going. jump, spool, jump, spool, jump, spool, jump and I'm 400km away in 48 seconds. If the railroad has already been laid, then yes. If you're laying it out yourself at each step, then it's 400 kilometers in 128 seconds. Placing a Mobile Micro Jump Unit requires waiting 20 seconds for it to come online before you can initiate the 12-second spool-up. ...
I wonder if you you will be able to stack activations. If already laid 6100m apart. You could pass thu multiple MMJU activating each as you go. Depending on speed you could easily activate 4-6 units before the first 12 second spoolup completed. |
Susan Black
KA POW POW Inc Late Night Alliance
108
|
Posted - 2014.01.06 20:51:00 -
[105] - Quote
I'd be interested to know if the Mobile Scan Inhibitor will be deployable inside of a Faction War plex.
I am really hoping this will not be the case, as easy probability and the ability to warp to the structure (once probed) at range to see who's hiding will not be applicable in the context of a plex. There would really be little counter except to suicide oneself inside to see who (and what) is there.
www.gamerchick.net Follow me on Twitter! @gamerchick42 |
Epigene
Z3R0 Return Mining Inc. Illusion of Solitude
32
|
Posted - 2014.01.06 20:52:00 -
[106] - Quote
Penny Ibramovic wrote:MisterAl tt1 wrote:Epigene wrote:
Its not "that" bad. We already scan / hunt with cloaky ships and we already hunt for cloaky ships. Scanning down the mobile unit doesn't seem hard, just get on grid and find out what they have. If anything, the opposing team just gave a time point away, someone was active in this hole max 2h ago. Any CovOps can find out in a minute whats inside, so there isn't much hiding.
How do you plan to find out FAST at what site is the enemy farming fleet, when they are already at number 5 site for the evening, and at each site they have left an inhibitor? AND you NEED probes to find them, which gives the fleet ample opportunity to notice you and time to flee?
and how is that different from today? If the MSI is inside an ANOM, just warp to it (cloaked) and take a look. If the ships are inside a SIG, you would have to scan them down anyway.
I _do_ agree with the problem that the opposing team scatters many across their system to confuse hunters. Wild hypothesis: some wrecks will be outside outside the 30km range before they can be tracktored into the MSI range. Thus, find the Sig coinciding with the MSI and wrecks and do the famous "penny-scan-down-maneuver" - should be easier with the MSI than without it.
But we agree, I don't think they will add anything really to WH space. Its just something else we need to deal with.
__________________________ My Blog: -ásplatus.wordpress.com-á |
Epigene
Z3R0 Return Mining Inc. Illusion of Solitude
32
|
Posted - 2014.01.06 20:53:00 -
[107] - Quote
MisterAl tt1 wrote:Epigene wrote:
Its not "that" bad. We already scan / hunt with cloaky ships and we already hunt for cloaky ships. Scanning down the mobile unit doesn't seem hard, just get on grid and find out what they have. If anything, the opposing team just gave a time point away, someone was active in this hole max 2h ago. Any CovOps can find out in a minute whats inside, so there isn't much hiding.
How do you plan to find out FAST at what site is the enemy farming fleet, when they are already at number 5 site for the evening, and at each site they have left an inhibitor?
Good point.
__________________________ My Blog: -ásplatus.wordpress.com-á |
Max Kolonko
High Voltage Industries Ash Alliance
375
|
Posted - 2014.01.06 20:55:00 -
[108] - Quote
Fozzie, why didnt You mentioned new named version of siphons?
'Rote' that specialise in stealing processed materials 'Hybrid' that steals hybrid polymers reactions results
Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |
Escobar Slim III
YOLOSWAGHASHTAGDOLLARBILLZSWIMMINGPOOLICECREAMS xXPlease Pandemic Citizens Reloaded Alliance.Xx
59
|
Posted - 2014.01.06 20:58:00 -
[109] - Quote
Hello sexy people.
Could we have clarification please if these scan inhibitors can be used inside of a faction warfare complex?
I sincerely hope they can, this has the potential to put an end to plex farmers. And that my friends is a very good thing.
yolo. |
Alice Saki
Mind Games. Suddenly Spaceships.
102038
|
Posted - 2014.01.06 21:06:00 -
[110] - Quote
Terrible.
|
|
Hesod Adee
Kiwis In Space
234
|
Posted - 2014.01.06 21:07:00 -
[111] - Quote
Susan Black wrote:I'd be interested to know if the Mobile Scan Inhibitor will be deployable inside of a Faction War plex.
I am really hoping this will not be the case, as easy probability and the ability to warp to the structure (once probed) at range to see who's hiding will not be applicable in the context of a plex. There would really be little counter except to suicide oneself inside to see who (and what) is there.
Unless you are confident that your ship can warp before they can lock you.
Or if you're stabbed
Escobar Slim III wrote:Hello sexy people.
Could we have clarification please if these scan inhibitors can be used inside of a faction warfare complex?
I sincerely hope they can, this has the potential to put an end to plex farmers. And that my friends is a very good thing.
yolo. I don't see how this would end farmers. They would just treat a MSI like they treat a ship in a plex and avoid that plex. |
M1k3y Koontz
Thorn Project Surely You're Joking
508
|
Posted - 2014.01.06 21:11:00 -
[112] - Quote
Kristoffon vonDrake wrote:Please stop ruining the game just for the sake of piling new stuff on it. Thank you.
Elaborate? If you're going to make such bold claims you need to explain your thought process. How much herp could a herp derp derp if a herp derp could herp derp. |
M1k3y Koontz
Thorn Project Surely You're Joking
508
|
Posted - 2014.01.06 21:16:00 -
[113] - Quote
Vatek wrote:Just what we need, more things that make nullsec ratters even safer! Warp disruptors are now obsolete, better fit scrams on everything because even a ratting ship that doesn't fit an MJD can still MJD away!
Scrap both of these, they're ****.
Mobile MJDs are one time use, NO SCOPING, and are going to cost ~5m. Per site. Carebears won't sacrifice their bottom line like that. How much herp could a herp derp derp if a herp derp could herp derp. |
Takari
Brave Newbies Inc. Brave Collective
351
|
Posted - 2014.01.06 21:19:00 -
[114] - Quote
Powers Sa wrote:What are the mass restrictions on mobile jump thingies? will freighters and titans be able to use them?
"We are currently planning to set the mass restrictions such that freighters can use it but anything larger is blocked." Please no. If i'm bumping a freighter for ransom, and he drops one of these, then peaces out, then this will be just like a GM moved him.
If he drops one, at bump distance won't you also be fired off in the same direction at the same speed and distance? At which point you can continue bumping?
If this thing launches every ship in range 100km at the end of spool-up time, this will be an interesting tool. Tackle Frigate drops one in range of enemy fleet in a large battle and suddenly enemy logi is.. somewhere else... "Roll the dice, don't think twice. This is the way of things.
Welcome to EVE." ~ CCP Falcon |
Vatek
GoonWaffe Goonswarm Federation
102
|
Posted - 2014.01.06 21:22:00 -
[115] - Quote
M1k3y Koontz wrote:Vatek wrote:Just what we need, more things that make nullsec ratters even safer! Warp disruptors are now obsolete, better fit scrams on everything because even a ratting ship that doesn't fit an MJD can still MJD away!
Scrap both of these, they're ****. Mobile MJDs are one time use, NO SCOPING, and are going to cost ~5m. Per site. Carebears won't sacrifice their bottom line like that.
It still gives every single ship with 50m3 of cargo space a free out against anything tackling them that doesn't have a scram fit. |
Josh Cox
FC Build 'n Trade
2
|
Posted - 2014.01.06 21:29:00 -
[116] - Quote
Would a BS equipment with a MJD be able to activate a MMJD and MJD almost simultaneously, effectively jumping 200km in a split second (after the MMJD 12s spool up, of course)?
Or in other words, can you spool up a MMJD and MJD at the same time? |
Juliette Asanari
Saeder-Krupp Trading Division
42
|
Posted - 2014.01.06 21:35:00 -
[117] - Quote
Vatek wrote:M1k3y Koontz wrote:Vatek wrote:Just what we need, more things that make nullsec ratters even safer! Warp disruptors are now obsolete, better fit scrams on everything because even a ratting ship that doesn't fit an MJD can still MJD away!
Scrap both of these, they're ****. Mobile MJDs are one time use, NO SCOPING, and are going to cost ~5m. Per site. Carebears won't sacrifice their bottom line like that. It still gives every single ship with 50m3 of cargo space available a free out against anything tackling them that doesn't have a scram fit. MJDs or warp core stabs come with fitting compromises, this has no downside at all.
Except 50m3 less room for loot/ammo/charges, 32s until you can use it (20s deploy (after which you have to be in activation range) + 12s spool-up) - yeah, no downside oO
|
logic principle3
Knights-of-Cydonia
4
|
Posted - 2014.01.06 21:38:00 -
[118] - Quote
So, you gave marauders back their rightful crown... And then you are removing part of it by giving every other ship the ability to jump all over the place like they do? ... Well done CCP, give the bleeding heart carebears more to cry about.
Nah but seriously, with the exception of being butthurt about the MJD thing, I like the idea; it now means I dont have to tank a ship at all for a mission; I can just constantly jump 100km, unload a world of hurt & when the NPC's get too close; jump to another MJD structure I have set up.
I would suggest giving these structures a lifespan of a matter of mins before they become useless (and still make them open to every player to use). |
M1k3y Koontz
Thorn Project Surely You're Joking
508
|
Posted - 2014.01.06 21:38:00 -
[119] - Quote
Alice Saki wrote:Terrible.
Gudpoast.
If you're going to post, make it quality. Explain your opinions. "Terrible" is not constructive, and is not at all helpful to making them not "terrible"
Thank you, do not come again. How much herp could a herp derp derp if a herp derp could herp derp. |
NEONOVUS
Diabolically Sexy Eureka-Secret Science R Us
775
|
Posted - 2014.01.06 21:40:00 -
[120] - Quote
CCP Fozzie wrote:Hatsumi Kobayashi wrote:Can cloaked ships use the MJD unit and and if yes remain cloaked while doing so?
Can HICs use it with their bubble up?
Questions needing answers In its current iteration the answer to both is yes. We're not dead set on keeping that as is however. Keep it this way, I love the image of shouting pull and launching bubbled HICs at enemies. And if cloakies do this then BLOPs can do something fun of jump around and suddenly blow things up. |
|
DeeJ1
BetaMax Beta
6
|
Posted - 2014.01.06 21:41:00 -
[121] - Quote
Tetsuo Tsukaya wrote:Woo Rubicon brawler supremacy! Get tackled by a nano kiting ship in your brick tank 200m/s point blank blaster melee ship? Drop mobile MJD and peace out. If you manage to survive that long then yeah, but I doubt it you'll be on grid long enough for it to spool up. Also your ganker will be after you in a mere 12 seconds ;) |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
477
|
Posted - 2014.01.06 21:42:00 -
[122] - Quote
This is what CCP are doing instead of fixing light missiles. |
Abdiel Kavash
Paladin Order Fidelas Constans
2601
|
Posted - 2014.01.06 21:43:00 -
[123] - Quote
1) Scatter 50 scan disruptors across the system. 2) Hide your fleet at one. 3) Laugh as the enemy probers spend an hour trying to figure out which.
(How did nobody think about this yet? I am disappoint, EVEO forums.) |
Lord Jita
Lord Jita's Big Gay Corp
117
|
Posted - 2014.01.06 21:43:00 -
[124] - Quote
Yeah this is cool, we really needed more ways for people to avoid PVP.
|
M1k3y Koontz
Thorn Project Surely You're Joking
508
|
Posted - 2014.01.06 21:43:00 -
[125] - Quote
Vatek wrote:M1k3y Koontz wrote:Vatek wrote:Just what we need, more things that make nullsec ratters even safer! Warp disruptors are now obsolete, better fit scrams on everything because even a ratting ship that doesn't fit an MJD can still MJD away!
Scrap both of these, they're ****. Mobile MJDs are one time use, NO SCOPING, and are going to cost ~5m. Per site. Carebears won't sacrifice their bottom line like that. It still gives every single ship with 50m3 of cargo space available a free out against anything tackling them that doesn't have a scram fit. MJDs or warp core stabs come with fitting compromises, this has no downside at all.
A free out? Scams would stop it, so any frigate or inty could stop it. It takes 20 seconds to anchor, it could be killed before that, or the person anchoring it could be bumped off and webbed. It could be killed in the 20 (32? If it's killed before spooling does the person still jump?) seconds before they jump.
It's about as much of a get-out-of-jail-free card as a cloak is, by which I mean it isn't. How much herp could a herp derp derp if a herp derp could herp derp. |
DeeJ1
BetaMax Beta
6
|
Posted - 2014.01.06 21:45:00 -
[126] - Quote
Strockhov wrote: I wonder if you you will be able to stack activations. If already laid 6100m apart. You could pass thu multiple MMJU activating each as you go. Depending on speed you could easily activate 4-6 units before the first 12 second spoolup completed.
Doubt it as they jump you 100km in the direction you were facing, not propelling you through 100km of space. |
Alice Saki
Mind Games. Suddenly Spaceships.
102040
|
Posted - 2014.01.06 21:49:00 -
[127] - Quote
M1k3y Koontz wrote:Alice Saki wrote:Terrible. Gudpoast. If you're going to post, make it quality. Explain your opinions. "Terrible" is not constructive, and is not at all helpful to making them not "terrible" Thank you, do not come again.
^_^
|
DeeJ1
BetaMax Beta
7
|
Posted - 2014.01.06 21:52:00 -
[128] - Quote
Abdiel Kavash wrote:1) Scatter 50 scan disruptors across the system. 2) Hide your fleet at one. 3) Laugh as the enemy probers spend an hour trying to figure out which.
Get bored to death as the enemy will also be sitting at one, and most probably it will be one you have deployed before ;) (remember, they block all scans, even yours) Hmm, I see a rise in covert cynos as you only need to find a disruptor your enemy deployed, light a covert cyno, get you covops fleet through it and enjoy a free disruptor! |
mr roadkill
Boris Johnson's Love Children
10
|
Posted - 2014.01.06 21:52:00 -
[129] - Quote
When CCP spoke of new deployables I was hoping for something that would start to replace the old pos system. Not funky gizmos and stuff. |
Rekkr Nordgard
The Ardency of Faith
252
|
Posted - 2014.01.06 21:56:00 -
[130] - Quote
Oh look, more dumb shiny crap added for the sake of adding stuff, while huge issues get ignored once again.
Also, if the MSI works inside FW plexes, then you will have effectively kill a significant portion of FW PvP, great job. |
|
Tertius Tallang
House Tallang Glorious Legion
1
|
Posted - 2014.01.06 21:57:00 -
[131] - Quote
To everyone saying "you can always use the MMJD to follow your prey" - that is simply untrue. Even if you managed to instantly activate the MMJD yourself as soon as you saw the activation, you would still lose lock as the target jumps and if they're prealigned they can instantly warp out.
Something along the lines of "velocity is set to zero upon landing" might be useful both to balance this concern and to give the fitted MJD a reason to exist. |
Tetsuo Tsukaya
Itinerant Empire
238
|
Posted - 2014.01.06 22:01:00 -
[132] - Quote
DeeJ1 wrote:Tetsuo Tsukaya wrote:Woo Rubicon brawler supremacy! Get tackled by a nano kiting ship in your brick tank 200m/s point blank blaster melee ship? Drop mobile MJD and peace out. If you manage to survive that long then yeah, but I doubt it you'll be on grid long enough for it to spool up. Also your ganker will be after you in a mere 12 seconds ;) I'm not so sure. It takes 32 seconds to anchor and Mjd away using these things. If I'm in a brawler and get snagged by some nano kitey ship, it probably isn't doing enough damage at long point range to kill me in that 32 seconds, not is it doing enough does to kill my 25K ehp Mjd depoloyable. All I have to do is pre align to a gate or station, then once I land from my Mjd I Instagram away.
It makes brawlers a lot more viable which makes me happy just for the sake of being a big change to the meta |
Michael Harari
Genos Occidere HYDRA RELOADED
1043
|
Posted - 2014.01.06 22:03:00 -
[133] - Quote
Can you take 5 minutes in an interceptor to blanket every anom in your system with a MSI?
Is your intent really to require longpoint ships to do at least 1250 dps to stop a ship from anchoring a MMJD and jumping? Frigates should have to do over a thousand dps in order to not fight inside scram range?
MSI should be two way - people inside should not be able to dscan from outside. It should also not be deployable in deadspace, as to prevent wrecking FW.
The MMJD should have a longer online time, lower hp, and be large enough that carrying one in every single frigate you fly is not possible. 1250 dps in order to fight outside scram range is way too high a bar. |
Alundil
The Unnamed. The NME Alliance
375
|
Posted - 2014.01.06 22:03:00 -
[134] - Quote
Two step wrote:I'd love to see the scan inhibitor disable d-scan when people are within its area of effect.
Agreed - Turnabout is fair play.
Winthorp wrote:CCP teaching noobs that learning how to dscan is not needed, just pop probes and do a 1 pass scan to find the fleet. Roll You're not kidding
Bane Nucleus wrote:If you could just make wormholes immune to most changes in Eve, that would greeeeeeeeeeeeat. I'd agree with this as well. Clone mechanics enchancements Deep Space Probe Revival |
Tetsuo Tsukaya
Itinerant Empire
238
|
Posted - 2014.01.06 22:05:00 -
[135] - Quote
Michael Harari wrote:What is the size of these things?
Can you take 5 minutes in an interceptor to blanket every anom in your system with a MSI?
Is your intent really to require longpoint ships to do at least 1250 dps to stop a ship from anchoring a MMJD and jumping? Frigates should have to do over a thousand dps in order to not fight inside scram range?
MSI should be two way - people inside should not be able to dscan from outside. It should also not be deployable in deadspace, as to prevent wrecking FW.
The MMJD should have a longer online time, lower hp, and be large enough that carrying one in every single frigate you fly is not possible.
The number you are looking for is 781 dps, not 1250.
|
Michael Harari
Genos Occidere HYDRA RELOADED
1043
|
Posted - 2014.01.06 22:06:00 -
[136] - Quote
Tetsuo Tsukaya wrote:Michael Harari wrote:What is the size of these things?
Can you take 5 minutes in an interceptor to blanket every anom in your system with a MSI?
Is your intent really to require longpoint ships to do at least 1250 dps to stop a ship from anchoring a MMJD and jumping? Frigates should have to do over a thousand dps in order to not fight inside scram range?
MSI should be two way - people inside should not be able to dscan from outside. It should also not be deployable in deadspace, as to prevent wrecking FW.
The MMJD should have a longer online time, lower hp, and be large enough that carrying one in every single frigate you fly is not possible. The number you are looking for is 781 dps, not 1250.
If you activate the module and then it blows up, you will still jump. |
Juliette Asanari
Saeder-Krupp Trading Division
43
|
Posted - 2014.01.06 22:08:00 -
[137] - Quote
Michael Harari wrote:Can you take 5 minutes in an interceptor to blanket every anom in your system with a MSI?
Is your intent really to require longpoint ships to do at least 1250 dps to stop a ship from anchoring a MMJD and jumping? Frigates should have to do over a thousand dps in order to not fight inside scram range?
MSI should be two way - people inside should not be able to dscan from outside. It should also not be deployable in deadspace, as to prevent wrecking FW.
The MMJD should have a longer online time, lower hp, and be large enough that carrying one in every single frigate you fly is not possible. 1250 dps in order to fight outside scram range is way too high a bar.
50m3 - I highly doubt you could put that many into your intis cargohold |
Michael Harari
Genos Occidere HYDRA RELOADED
1043
|
Posted - 2014.01.06 22:10:00 -
[138] - Quote
Juliette Asanari wrote:Michael Harari wrote:Can you take 5 minutes in an interceptor to blanket every anom in your system with a MSI?
Is your intent really to require longpoint ships to do at least 1250 dps to stop a ship from anchoring a MMJD and jumping? Frigates should have to do over a thousand dps in order to not fight inside scram range?
MSI should be two way - people inside should not be able to dscan from outside. It should also not be deployable in deadspace, as to prevent wrecking FW.
The MMJD should have a longer online time, lower hp, and be large enough that carrying one in every single frigate you fly is not possible. 1250 dps in order to fight outside scram range is way too high a bar. 50m3 - I highly doubt you could put that many into your intis cargohold
Warp speed rigged blockade runner can carry 155 of them |
MisterAl tt1
Pretenders Inc W-Space
126
|
Posted - 2014.01.06 22:10:00 -
[139] - Quote
A little "for great justice" fix to Abdiel Kavash's post:
1) Scatter 50 scan disruptors across the wormhole system. 2) Hide your fleet at one. 3) Laugh as the enemy probers spend an hour trying to figure out is there any active fleet at all in the system?
About "wrecks out of MSI range": with now widely used farming tactics in high-class wormhole sites, there will be no wrecks out of its radius. |
Vatek
GoonWaffe Goonswarm Federation
103
|
Posted - 2014.01.06 22:14:00 -
[140] - Quote
M1k3y Koontz wrote:Vatek wrote:M1k3y Koontz wrote:Vatek wrote:Just what we need, more things that make nullsec ratters even safer! Warp disruptors are now obsolete, better fit scrams on everything because even a ratting ship that doesn't fit an MJD can still MJD away!
Scrap both of these, they're ****. Mobile MJDs are one time use, NO SCOPING, and are going to cost ~5m. Per site. Carebears won't sacrifice their bottom line like that. It still gives every single ship with 50m3 of cargo space available a free out against anything tackling them that doesn't have a scram fit. MJDs or warp core stabs come with fitting compromises, this has no downside at all. A free out? Scams would stop it, so any frigate or inty could stop it. It takes 20 seconds to anchor, it could be killed before that, or the person anchoring it could be bumped off and webbed. It could be killed in the 20 (32? If it's killed before spooling does the person still jump?) seconds before they jump. It's about as much of a get-out-of-jail-free card as a cloak is, by which I mean it isn't.
Congratulations on failing to read my post, which in fact reads "a free out against anything tackling them that does not have a scram fit.
You're not going to bump a ratting ship 30km in 32 seconds without a very specific setup and the thing has 25k ehp which means you need a minimum of 782 dps to kill it just from the raw numbers without taking lock time into consideration.
The net effect is that if you only have a point fit, you better be able to kill your target in less than 30 seconds otherwise they're just going to pop one of these things out and duckwalk to the nearest station or POS. Yes, you can already do this with normal MJDs or warp core stabs, but both of those require fitting compromises and/or have significant drawbacks.
They may as well just introduce a deployable that gives +1 warp core strength to everything inside the radius because that's exactly what this thing does. |
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Rivr Luzade
Coreli Corporation Ineluctable.
158
|
Posted - 2014.01.06 22:15:00 -
[141] - Quote
TrouserDeagle wrote:This is what CCP are doing instead of fixing light missiles.
Or everything else that's broken or missing, like MJD timers! |
Michael Harari
Genos Occidere HYDRA RELOADED
1043
|
Posted - 2014.01.06 22:17:00 -
[142] - Quote
Vatek wrote:
They may as well just introduce a deployable that gives +1 warp core strength to everything inside the radius because that's exactly what this thing does.
Its worse than that, since multiple longpoints dont stop it.
A much more reasonable set of stats for it would be a 45s online time and 5k ehp, similar to the mobile depot |
Nicen Jehr
Brave Newbies Inc. Brave Collective
315
|
Posted - 2014.01.06 22:18:00 -
[143] - Quote
Erasmus Phoenix wrote:The scan inhibitor, on the other hand, will be broken in wormholes ... 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. the scan inhibitor is 50 m3, a cheetah with 3 T2 expanders and 2 T1 rigs holds 548 m3. you'd have to risk your blockade runner to be a real nuisance. also with 45k HP they will die to even small fleets quickly, like while the scanner is getting 100% on the rest of the inhibitors.
Of course you never know what is inside...
I think it will make some great content :D
Little Things to improve GëíGïüGëí-á| My Little Things posts |
Michael Harari
Genos Occidere HYDRA RELOADED
1043
|
Posted - 2014.01.06 22:20:00 -
[144] - Quote
Nicen Jehr wrote:Erasmus Phoenix wrote:The scan inhibitor, on the other hand, will be broken in wormholes ... 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. the scan inhibitor is 50 m3, a cheetah with 3 T2 expanders and 2 T1 rigs holds 548 m3. you'd have to risk your blockade runner to be a real nuisance. also with 45k HP they will die to even small fleets quickly, like while the scanner is getting 100% on the rest of the inhibitors. Of course you never know what is inside... I think it will make some great content :D
Thats one way to use them.
Another way is to anchor one side the plex with a stabbed cloaky FW farming frigate, and if anyone comes in and doesnt see you, they have no idea if you were even there.
Ofc, they might also run into a dozen sebo thrashers and bunch of manner kitsunes, while you are out looking for some frigate pvp. Because roaming wasnt frustrating enough. |
MisterAl tt1
Pretenders Inc W-Space
126
|
Posted - 2014.01.06 22:23:00 -
[145] - Quote
Fozzie, get yourself and alt and join any decent wormhole alliance. Maybe that will let you know that your idea of the game is not always same with how people play and want to play it. |
Liang Nuren
Heretic Army Heretic Initiative
4312
|
Posted - 2014.01.06 22:33:00 -
[146] - Quote
MisterAl tt1 wrote:Fozzie, get yourself an alt and join any decent wormhole alliance. Maybe that will let you know that your idea of the game is not always same with how people play and want to play it.
I'd argue that Fozzie has systematically nerfed WH space with every expansion since coming to CCP. It's not his fault though - WH space really is a small number of players. Which typically includes me when I play. I can see that buying a new computer so that I can play Eve is really gonna turn out well for me.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
Twitter: http://twitter.com/LiangNuren
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Tetsuo Tsukaya
Itinerant Empire
238
|
Posted - 2014.01.06 22:39:00 -
[147] - Quote
Michael Harari wrote:Vatek wrote:
They may as well just introduce a deployable that gives +1 warp core strength to everything inside the radius because that's exactly what this thing does.
Its worse than that, since multiple longpoints dont stop it. A much more reasonable set of stats for it would be a 45s online time and 5k ehp, similar to the mobile depot
No, it's fine as is. You won't be able to blast T1 frigs in a linked and snaked rlml Cerberus anymore, but brawling is viable again.
Adapt or die and all that |
Marga Vhiran
Ice Fire Warriors Late Night Alliance
6
|
Posted - 2014.01.06 22:41:00 -
[148] - Quote
I'd like to add my voice to those saying please don't allow the scan inhibitors to work inside of FW plexes. Being able to set up inside a plex is already a big advantage, forcing the enemy to suicide a ship into the plex to see what's there is too much.
I also very much agree that ships covered by the scan inhibitor should not be able to use dscan themselves. |
Sabriz Adoudel
Mission BLITZ
1659
|
Posted - 2014.01.06 22:42:00 -
[149] - Quote
The MMJD unit really, really needs to be suppressed by any and all forms of warp interdiction. Local bubbles, anchored bubbles, long points, scrams, infinite points - presently only two of these suppress the MMJD and all five should.
There is a big difference between a 'My ship can escape' tool that requires moderate fitting sacrifices, and a 'My whole fleet can escape' tool that only slightly cuts into the amount of ammunition you can carry and has no other meaningful cost. As someone that likes selling to both sides of the various null wars, I do not want my clients being able to extract three-quarters of their ships from a lost fight by having everyone drop one of these then use the ones that don't get popped.
I also believe these MMJDs should have paper-thin EHP prior to being completely anchored. Cruiser EHP once they are anchored is fine, but in that 20 second anchoring time they should be no more durable than a capsule.
As for the scan inhibitors - these are going to be spammed in numbers that you would not believe. I really think these should have paper-thin EHP (akin to a capsule) even when anchored, cost at least as much as a fitted cruiser to reduce spamming, and they should appear on the overview like cynos (in which case they need to be banned from trade hubs and not be renamable), or at the least they should appear on the discovery scanner like anomolies.
In their present incarnation, there will likely be 100+ MSIs at any time in any system in which a fleet fight is expected to occur. https://forums.eveonline.com/default.aspx?g=posts&t=238931 - an idea for a new form of hybrid PVE/PVP content. An enemy is just a friend that you stab in the front. |
Ilaister
Task Force Proteus Protean Concept
73
|
Posted - 2014.01.06 22:42:00 -
[150] - Quote
Positive changes, if OPs are correct and these are building blocks, signs of things to come.
The anti-change crowd is neglecting that all of these deployables expire, complex traps would require organisation, which should be rewarded. Think of the benefits an anchorable bubble brings for far longer.
You give away too much in w-space by dropping one of these in the first place for PvP... but this will make PVE extremely safe. Has this been factored into the thinking? |
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Michael Harari
Genos Occidere HYDRA RELOADED
1043
|
Posted - 2014.01.06 22:43:00 -
[151] - Quote
Tetsuo Tsukaya wrote:Michael Harari wrote:Vatek wrote:
They may as well just introduce a deployable that gives +1 warp core strength to everything inside the radius because that's exactly what this thing does.
Its worse than that, since multiple longpoints dont stop it. A much more reasonable set of stats for it would be a 45s online time and 5k ehp, similar to the mobile depot No, it's fine as is. You won't be able to blast T1 frigs in a linked and snaked rlml Cerberus anymore, but brawling is viable again. Adapt or die and all that
No, RLM cerbs will still be just as "good" vs frigs, since they can kill them before the thing onlines. In fact, by the time the thing finishes going online, you will be just about ready to reload anyway, so that works out perfect for you.
But say a slicer vs a propless incursus? Gl.
Or ham caracal vs rupture? Again, gl.
Artycane vs any other bc? Nope. |
James Amril-Kesh
4S Corporation Goonswarm Federation
8136
|
Posted - 2014.01.06 22:43:00 -
[152] - Quote
Mobile scan inhibitor should disable dscan or probe scanning for anyone inside of it. My EVE Videos |
Sura Sadiva
Entropic Tactical Crew
1003
|
Posted - 2014.01.06 22:50:00 -
[153] - Quote
The scan inhibitor is a major nerf to d-scan and to the chance to find people in a system, sounds like horrible. Will not improve "traps" or anything, will only discourage people to chace others and in general make people harder to be found (while, on the countrary, the godlike intel from local stay the same).
Ratters will spam systms of scan inibhitors (just the first thing coming in my mind: one for each belt) and good luck in catching anyone, with or without a probe scanner.
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Sura Sadiva
Entropic Tactical Crew
1003
|
Posted - 2014.01.06 22:52:00 -
[154] - Quote
James Amril-Kesh wrote:Mobile scan inhibitor should disable dscan or probe scanning for anyone inside of it.
This, eventually.
But even so I think could be more discourage for engagments than an incentive |
MisterAl tt1
Pretenders Inc W-Space
127
|
Posted - 2014.01.06 22:53:00 -
[155] - Quote
Ilaister wrote: You give away too much in w-space by dropping one of these in the first place for PvP... but this will make PVE extremely safe. Has this been factored into the thinking?
PVE fleet is usually not willing to take part in PVP. This makes this task lot easier. The only plus for those liking to PVP is their own PVE will be be more safe. But the problem for those liking to PVP in wormholes is that hell lot of pure carebears around, who want nothing but farm. And for those that's a HUGE present.
For PVP - dropping this thing on hole changes little. Few will commit to the hole-brawl without a scanner jumping the other side.
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Michael Harari
Genos Occidere HYDRA RELOADED
1043
|
Posted - 2014.01.06 22:55:00 -
[156] - Quote
In terms of catching ratters, the MSI replaces a skill based mechanic (being good at scanning quickly) with a luck based mechanic (pick a random anom, and warp to it).
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Sabriz Adoudel
Mission BLITZ
1661
|
Posted - 2014.01.06 22:56:00 -
[157] - Quote
James Amril-Kesh wrote:Mobile scan inhibitor should disable dscan or probe scanning for anyone inside of it.
The MMJD is alright I guess. Needs closer inspection. At first I thought it was a "get away free" tool for fleets but with the restrictions that you can't anchor two within 6 km, and it can't be used more than once every 20s renders that somewhat less overpowered.
If the fleet isn't densely packed, they can still extract a lot of ships with these.
Think in a 25 v 22 fight, where the 25 decide they are losing and want to extract. Presently, they order MJD ships to evacuate to sniper range and shoot at both anchored bubbles and ships with local bubbles, then they try to warp, and they lose 7 or 8 stragglers that get pointed or scrammed as well as the 7 or 8 ships that get popped while they are shooting bubbles and/or dictors, so perhaps 10 ships escape.
In the MMJD era, the 25 all drop MMJDs. 18 actually start anchoring (the others are too close), 13 MMJDUs actually anchor and 5 get popped while anchoring. Then those ships with local MJDs use those, then the remaining ships all use an MMJD if they can. Chances are you get a good 16 to 18 of your fleet out alive, a big increase on 10 in the first example. https://forums.eveonline.com/default.aspx?g=posts&t=238931 - an idea for a new form of hybrid PVE/PVP content. An enemy is just a friend that you stab in the front. |
Vatek
GoonWaffe Goonswarm Federation
103
|
Posted - 2014.01.06 22:58:00 -
[158] - Quote
Sabriz Adoudel wrote:The MMJD unit really, really needs to be suppressed by any and all forms of warp interdiction. Local bubbles, anchored bubbles, long points, scrams, infinite points - presently only two of these suppress the MMJD and all five should.
It's actually only one of out of five, the only way to prevent an MJD activation is a scram. |
Sabriz Adoudel
Mission BLITZ
1661
|
Posted - 2014.01.06 23:00:00 -
[159] - Quote
Vatek wrote:Sabriz Adoudel wrote:The MMJD unit really, really needs to be suppressed by any and all forms of warp interdiction. Local bubbles, anchored bubbles, long points, scrams, infinite points - presently only two of these suppress the MMJD and all five should. It's actually only one of out of five, the only way to prevent an MJD activation is a scram.
Or infinite point, right? Which is of course a bit of overkill but might happen from time to time.
Or am I wrong on that one? https://forums.eveonline.com/default.aspx?g=posts&t=238931 - an idea for a new form of hybrid PVE/PVP content. An enemy is just a friend that you stab in the front. |
Michael Harari
Genos Occidere HYDRA RELOADED
1044
|
Posted - 2014.01.06 23:01:00 -
[160] - Quote
Sabriz Adoudel wrote:Vatek wrote:Sabriz Adoudel wrote:The MMJD unit really, really needs to be suppressed by any and all forms of warp interdiction. Local bubbles, anchored bubbles, long points, scrams, infinite points - presently only two of these suppress the MMJD and all five should. It's actually only one of out of five, the only way to prevent an MJD activation is a scram. Or infinite point, right? Which is of course a bit of overkill but might happen from time to time. Or am I wrong on that one?
Scrams only. |
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Vatek
GoonWaffe Goonswarm Federation
103
|
Posted - 2014.01.06 23:01:00 -
[161] - Quote
Sabriz Adoudel wrote:Vatek wrote:Sabriz Adoudel wrote:The MMJD unit really, really needs to be suppressed by any and all forms of warp interdiction. Local bubbles, anchored bubbles, long points, scrams, infinite points - presently only two of these suppress the MMJD and all five should. It's actually only one of out of five, the only way to prevent an MJD activation is a scram. Or infinite point, right? Which is of course a bit of overkill but might happen from time to time. Or am I wrong on that one?
Scripted hictor points are effectively warp disruptors with infinite strength, they do not apply the scram effect that disables MWDs or MJDs. |
Theon Severasse
Sniggwaffe WAFFLES.
44
|
Posted - 2014.01.06 23:03:00 -
[162] - Quote
Michael Harari wrote:In terms of catching ratters, the MSI replaces a skill based mechanic (being good at scanning quickly) with a luck based mechanic (pick a random anom, and warp to it).
MSI spam could be fixed by reducing the duration of the module to something quite low, like 10 or 15 minutes.
I'm so happy that I learned to D-Scan anomalies quickly... |
James Amril-Kesh
4S Corporation Goonswarm Federation
8143
|
Posted - 2014.01.06 23:03:00 -
[163] - Quote
Sabriz Adoudel wrote:James Amril-Kesh wrote:Mobile scan inhibitor should disable dscan or probe scanning for anyone inside of it.
The MMJD is alright I guess. Needs closer inspection. At first I thought it was a "get away free" tool for fleets but with the restrictions that you can't anchor two within 6 km, and it can't be used more than once every 20s renders that somewhat less overpowered. If the fleet isn't densely packed, they can still extract a lot of ships with these. Think in a 25 v 22 fight, where the 25 decide they are losing and want to extract. Presently, they order MJD ships to evacuate to sniper range and shoot at both anchored bubbles and ships with local bubbles, then they try to warp, and they lose 7 or 8 stragglers that get pointed or scrammed as well as the 7 or 8 ships that get popped while they are shooting bubbles and/or dictors, so perhaps 10 ships escape. In the MMJD era, the 25 all drop MMJDs. 18 actually start anchoring (the others are too close), 13 MMJDUs actually anchor and 5 get popped while anchoring. Then those ships with local MJDs use those, then the remaining ships all use an MMJD if they can. Chances are you get a good 16 to 18 of your fleet out alive, a big increase on 10 in the first example. I agree with your point that the MMJD should need more means of preventing its usage, but keep in mind again there is the fact that you have 12 second spool up for the MMJD, 8 seconds more until someone else can use it, and another 12 second spool up for that second person.
So assuming everyone activates as soon as they possibly can, that's 12 seconds it takes to jump for the first person on that MMJD, and 20 more seconds for the next person, 20 more for the next, etc. My EVE Videos |
Vatek
GoonWaffe Goonswarm Federation
103
|
Posted - 2014.01.06 23:10:00 -
[164] - Quote
James Amril-Kesh wrote:Sabriz Adoudel wrote:James Amril-Kesh wrote:Mobile scan inhibitor should disable dscan or probe scanning for anyone inside of it.
The MMJD is alright I guess. Needs closer inspection. At first I thought it was a "get away free" tool for fleets but with the restrictions that you can't anchor two within 6 km, and it can't be used more than once every 20s renders that somewhat less overpowered. If the fleet isn't densely packed, they can still extract a lot of ships with these. Think in a 25 v 22 fight, where the 25 decide they are losing and want to extract. Presently, they order MJD ships to evacuate to sniper range and shoot at both anchored bubbles and ships with local bubbles, then they try to warp, and they lose 7 or 8 stragglers that get pointed or scrammed as well as the 7 or 8 ships that get popped while they are shooting bubbles and/or dictors, so perhaps 10 ships escape. In the MMJD era, the 25 all drop MMJDs. 18 actually start anchoring (the others are too close), 13 MMJDUs actually anchor and 5 get popped while anchoring. Then those ships with local MJDs use those, then the remaining ships all use an MMJD if they can. Chances are you get a good 16 to 18 of your fleet out alive, a big increase on 10 in the first example. I agree with your point that the MMJD should need more means of preventing its usage, but keep in mind again there is the fact that you have 12 second spool up for the MMJD, 8 seconds more until someone else can use it, and another 12 second spool up for that second person. So assuming everyone activates as soon as they possibly can, that's 12 seconds it takes to jump for the first person on that MMJD, and 20 more seconds for the next person, 20 more for the next, etc.
It clearly states in the OP that there is no limit on how many people can use it at once and no cooldown, so I'm not sure where you're getting this 20 second thing from. |
Gorski Car
ElitistOps Pandemic Legion
200
|
Posted - 2014.01.06 23:10:00 -
[165] - Quote
M1k3y Koontz wrote:Alice Saki wrote:Terrible. Gudpoast. If you're going to post, make it quality. Explain your opinions. "Terrible" is not constructive, and is not at all helpful to making them not "terrible" Thank you, do not come again.
The rlml thread has shown that ccp doesn't really care about constructive criticism though. They will simply do stuff.
The dscan hiders should not work in deadspace/fw plexes. |
Vatek
GoonWaffe Goonswarm Federation
103
|
Posted - 2014.01.06 23:12:00 -
[166] - Quote
If it's far enough along in development to get an F&ID thread they will never ever scrap it so I look forward to having these new deployables forced on us with few (if any) changes. |
Omnathious Deninard
Novis Initiis
2108
|
Posted - 2014.01.06 23:15:00 -
[167] - Quote
Regarding the MSI, Admiral Ackbar said it best Novis Initiis is Recruting-á --á Ideas for Drone Improvement |
Michael Harari
Genos Occidere HYDRA RELOADED
1044
|
Posted - 2014.01.06 23:15:00 -
[168] - Quote
Vatek wrote:If a shiny new thing is far enough along in development to get an F&ID thread they will never ever scrap it so I look forward to having these new deployables forced on us with few (if any) changes.
With 2-3x the anchoring time and 10-20% the hp, the MMJD thing would be pretty balanced.
|
Michael Harari
Genos Occidere HYDRA RELOADED
1044
|
Posted - 2014.01.06 23:17:00 -
[169] - Quote
Also bastion should prevent use of the MMJD for obvious reasons. |
BayneNothos
United Electro-Magnetic Federation Business Alliance of Manufacturers and Miners
28
|
Posted - 2014.01.06 23:18:00 -
[170] - Quote
This is going to make WH living all kinds of fun. Fozzie I'm assuming you count WH's as gates for anchoring distance? Also to confirm, these MMJU's can be anchored next to other deployables within 6km no problems, just not another MMJU? |
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Vatek
GoonWaffe Goonswarm Federation
104
|
Posted - 2014.01.06 23:19:00 -
[171] - Quote
Michael Harari wrote:Vatek wrote:If a shiny new thing is far enough along in development to get an F&ID thread they will never ever scrap it so I look forward to having these new deployables forced on us with few (if any) changes. With 2-3x the anchoring time and 10-20% the hp, the MMJD thing would be pretty balanced.
Scramming the MMJD itself should block it from being used, that's my genius idea. The MMJD is definitely the lesser of two evils here though, the MSI is something that never should have gotten past the design phase. |
Ougaa Baalstomp
XStratagemX
5
|
Posted - 2014.01.06 23:20:00 -
[172] - Quote
Seriously?
What a waste of dev resources.
I cant see the point in either of these modules.
I'm sure I have never seen the community clamouring for these ...ever.
pointless waste. |
Liang Nuren
Heretic Army Heretic Initiative
4314
|
Posted - 2014.01.06 23:23:00 -
[173] - Quote
Ougaa Baalstomp wrote:Seriously?
What a waste of dev resources.
I cant see the point in either of these modules.
I'm sure I have never seen the community clamouring for these ...ever.
pointless waste.
It is a game designer's job to be visionary.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
|
James Amril-Kesh
4S Corporation Goonswarm Federation
8144
|
Posted - 2014.01.06 23:26:00 -
[174] - Quote
Vatek wrote:It clearly states in the OP that there is no limit on how many people can use it at once and no cooldown, so I'm not sure where you're getting this 20 second thing from. Yeah, you're right. I was looking at the anchor time. I'm ********. My EVE Videos |
James Amril-Kesh
4S Corporation Goonswarm Federation
8144
|
Posted - 2014.01.06 23:29:00 -
[175] - Quote
Vatek wrote:Michael Harari wrote:Vatek wrote:If a shiny new thing is far enough along in development to get an F&ID thread they will never ever scrap it so I look forward to having these new deployables forced on us with few (if any) changes. With 2-3x the anchoring time and 10-20% the hp, the MMJD thing would be pretty balanced. Scramming the MMJD itself should block it from being used, that's my genius idea. This is actually a really good idea. My EVE Videos |
Petrus Blackshell
Rifterlings Point Blank Alliance
2818
|
Posted - 2014.01.06 23:32:00 -
[176] - Quote
Nope, to both of them.
CCP Fozzie wrote:Mobile Micro Jump Unit This is a bit less egregious than the second one. It is simply not viable due to how alignment mechanics and client lag work.
Are you actually aligned to the guy you want to warp to, or just rubberbanding and actually pointing 60 degrees in another direction? Who knows? Better wait 12 seconds and find out!
While Eve still has no good way to know exactly towards what your ship is pointing, any mechanic that relies on "aiming" your ship is just a bad, bad idea. Bombs are marginally "okay" because they have some give due to their AoE. Something like this has no room for mistakes, especially when propelling you 100 km, where a simple 10 degree deviation throws you 17 km off your mark.
Try this: close your eyes, put a ruler down in an oblique position on your desk, then open just one eye and, without moving your head, accurately pinpoint the most distant object in the room the ruler is pointing at. Hard? Now do it in space, with a non-linearly-shaped ship.
To fix it: Alignment needs to match the actual ship's heading, with some visual indication of what you're actually aligned to. Cool concept, but nightmarishly unusable execution if you want any sort of accuracy with it.
CCP Fozzie wrote:Mobile Scan Inhibitor
Trolling people with cloaking wasn't enough, I see. Now we have space shell-games! Featuring two super-fun perspectives:
1. The safest shell game. Something I'm sure a lot of people have already pointed out is that those doing stationary activities (including ratting, mining, missioning, etc) can completely obscure their locations from any interlopers. Not only that, but it is passive -- they do not even have to stop their activity and cloak or warp when a potential target shows up. In addition, they can see the threat coming, without their aggressor even knowing if he's going for a red herring or not.
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? Why was your practiced fast d-scanning and target-finding trumped risk-free by a skill-less spamming of d-scan and warp? (Which, I should mention, gives botting a big pat on the back)
So you do all you can: you spend the next chunk of valuable time, blowing these up, frustrated that what used to be a good chase and a contest between a hunter's skill at finding prey, and the prey's ability to evade... just turned into structure shooting.
The most dangerous shell game. Meanwhile, the vulnerable people in your alliance have noticed MSIs popping up all around the system. Now and again, a hostile sits in the system for hours, just as the "AFK" cloakers of old.* Now and then he pops up kills (or hotdrops)* someone, and then goes away being as invisible as he was before. So you do what is most reasonable to do: you get in your probing ship and probe down the MSI's. But... oh no! Because the hostile can still use his d-scan, he sees that you're probing him down! And, just like the PvEer before, he can warp off before you even know he was there! How's that for fun? So your PvP turns into structure-grinding once again as you tear down his MSIs.
(* Ignore these if you're in a wormhole. All you know is these MSIs on scan are vaguely threatening to your very existence and if you want to know what's actually going on, you have to... you guessed it, grind structures)
Now, one of three things happens: either he leaves since he knows he can't take you (info you don't even know about him); or he returns to you, confident he can kill you, and ganks you as you are structure-grinding (sort of escapable, since the MSI works for you now); or the most fun: he sets up a mobile small warp disruptor inside of another MSI, and waits for you there.
What fun! Isn't it great how this one structure lets any enemy force you either into a compromising PvP situation, into structure grinding, or into just leaving? It doesn't even matter what you're doing, or what skill you have; without information, you are permanently at a disadvantage. I know I can't wait to be a victim of this.
Lastly any sort of disabling of d-scan is a legitimization of the only other instant intel tool: local channel. I thought CCP agreed that using local as an intel tool is awful and needs to be replaced with something better. Why are you pushing for modules that make it more vital to gameplay?
tl;dr: MSIs hate fun.
How to fix it: Put it in the wastebasket, and go back to the drawing board.
I am usually not this negative, but this idea is absolutely purely awful. Rifterlings - small gang frigate PvP - lowsec pirate operation, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |
Cromwell Savage
Quantum Cats Syndicate Samurai Pizza Cats
165
|
Posted - 2014.01.06 23:35:00 -
[177] - Quote
With over 4.5 years in FW...this MSI is a firm no-go for me if it can be used inside plexes.
I'm already barely hanging on with the current state of Farm Warfare...this may be the nail in the coffin... |
Randy Wray
Euphoria Released Triumvirate.
138
|
Posted - 2014.01.06 23:36:00 -
[178] - Quote
I don't see what the hell people have going on in their heads when they say this is "interesting". The MMJD is going to completely kill any kiting setups in faction warfare. As people have mentioned earlier it's already gone pretty bad with the depots, pretty much any ship that gets caught by a kiter can just launch a depot, refit warp stabs and warp away!
This is not expanding the sandbox, the warp scrambler is already an extremely powerfull module and now you're restricting it so any solo/small gang pvp setup has to operate within scrambler range fitting a warp scrambler if they want to have any chance at keeping the target tackled.
MJD's only work on battleships for a reason. Keep it that way. Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @-áhttp://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec
twitch.tv/randywray |
Petrus Blackshell
Rifterlings Point Blank Alliance
2818
|
Posted - 2014.01.06 23:36:00 -
[179] - Quote
Add-on: Do you really want to make the extremely expensive to fit Expanded Probe Launcher mandatory for intel gathering? Because that's what I'm getting here: an implication that solo pilots, or small gangs who cannot afford to sacrifice one of their pilots to tow around a scanning ship can... well... get dunked. Rifterlings - small gang frigate PvP - lowsec pirate operation, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |
mr roadkill
Boris Johnson's Love Children
12
|
Posted - 2014.01.06 23:37:00 -
[180] - Quote
Liang Nuren wrote:Ougaa Baalstomp wrote:Seriously?
What a waste of dev resources.
I cant see the point in either of these modules.
I'm sure I have never seen the community clamouring for these ...ever.
pointless waste. It is a game designer's job to be visionary. -Liang
Actually there is a thread asking for ideas from the community about what structures they wold like to see... The devs picked ones from this collection of terrible suggestions .
I would suggest going to that thread and suggesting our own alternatives. |
|
darius mclever
59
|
Posted - 2014.01.06 23:44:00 -
[181] - Quote
Michael Harari wrote:Also bastion should prevent use of the MMJD for obvious reasons.
so far ... ships with active cynos are allowed to use it. so... at the current logic it seems they should be allowed it. |
aetherguy881
Malformed Entity C.L.O.N.E.
27
|
Posted - 2014.01.06 23:48:00 -
[182] - Quote
Theon Severasse wrote:Both of these things need to be stopped from being able to anchor in FW plexes, since they will essentially stop a lot of PvP from happening - who is seriously going to enter an FW plex that is scan cloaked unless they are in a blob?
FW plexes need fixed anyway... If this is going to be introduced and allowed in FW plexes, there need to be penalties to using it. Like no cloaking and the user can't utilize the Dscan. |
James Amril-Kesh
4S Corporation Goonswarm Federation
8146
|
Posted - 2014.01.06 23:49:00 -
[183] - Quote
darius mclever wrote:Michael Harari wrote:Also bastion should prevent use of the MMJD for obvious reasons. so far ... ships with active cynos are allowed to use it. so... at the current logic it seems they should be allowed it. Well they shouldn't. Nor should ships in bastion. Nor should cloaked ships. Nor should HICs with bubble or infinipoint active.
And the way to stop the MMJD from working should be, as suggested above, scramming it. My EVE Videos |
Bienator II
madmen of the skies
2397
|
Posted - 2014.01.06 23:52:00 -
[184] - Quote
just a thought: wouldn't it be more interesting if the MMJD would define the direction where the ship will jump? Like a micro acceleration gate. eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |
Tertius Tallang
House Tallang Glorious Legion
1
|
Posted - 2014.01.06 23:52:00 -
[185] - Quote
Actually, how about "any type of targeted warp disruption used on the MMJD disables the structure for the duration"? It still requires you to have two points or two tackling ships, but it doesn't make non-scrams completely useless for counteracting it. |
Eram Fidard
Republic Military School Minmatar Republic
649
|
Posted - 2014.01.06 23:56:00 -
[186] - Quote
1Robert McNamara1 wrote:MSI + Bubble = Nuli-T3 only effective combat probing platform.
Yep, nice job making one shiptype the only feasible option for a role.
Sandbox. Poster is not to be held responsible for damages to keyboards and/or noses caused by hot beverages. |
Petrus Blackshell
Rifterlings Point Blank Alliance
2824
|
Posted - 2014.01.06 23:56:00 -
[187] - Quote
Bienator II wrote:just a thought: wouldn't it be more interesting if the MMJD would define the direction where the ship will jump? Like a micro acceleration gate. This is a far, far more feasible and useful idea. Rifterlings - small gang frigate PvP - lowsec pirate operation, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |
Tetsuo Tsukaya
Itinerant Empire
238
|
Posted - 2014.01.06 23:57:00 -
[188] - Quote
Michael Harari wrote:Vatek wrote:If a shiny new thing is far enough along in development to get an F&ID thread they will never ever scrap it so I look forward to having these new deployables forced on us with few (if any) changes. With 2-3x the anchoring time and 10-20% the hp, the MMJD thing would be pretty balanced.
Yeah, with 3 times the anchoring time and 10% the ehp it will only require 41 dps to kill it before it anchors, making it pretty balanced*
*useless in every use case |
Domanique Altares
Rifterlings Point Blank Alliance
2247
|
Posted - 2014.01.07 00:04:00 -
[189] - Quote
darius mclever wrote:Michael Harari wrote:Also bastion should prevent use of the MMJD for obvious reasons. so far ... ships with active cynos are allowed to use it. so... at the current logic it seems they should be allowed it.
I'm wondering to myself exactly which direction those ships will be propelled in? Rifterlings pirate corporation is now recruitng members for lowsec PvP operations. Newbie friendly, free T1 frigate and dessy hangar, solo tutoring and PvP classes for new members. Join our in game channel 'weflyrifters' and speak to a recruiter today. |
darius mclever
59
|
Posted - 2014.01.07 00:06:00 -
[190] - Quote
Domanique Altares wrote:darius mclever wrote:Michael Harari wrote:Also bastion should prevent use of the MMJD for obvious reasons. so far ... ships with active cynos are allowed to use it. so... at the current logic it seems they should be allowed it. I'm wondering to myself exactly which direction those ships will be propelled in?
where their nose points to?
|
|
Vivian Marcos
The Suicide Express
7
|
Posted - 2014.01.07 00:10:00 -
[191] - Quote
You say their are 3 belts in that direction the targets could be at. If there weren't MSI's there, there would still be 3 belts with a barge on D towards them. It would still require you to warp to each one, or to a planet and scan each of them. Now if your gate was close enough to have distingished the 3 belts before hand then ya, that stinks.
Also, i dont see how the MSI helps the hostil to get away. If it wasnt there then what? you scan his ship down (which is HARDER to do as possibly implied by fozzie) and he warps before you even land because he sees your probes? If he is a hostile in your system, aka you pretty much know who he is as he should be one of the few neuts in the system. Then you know his most probable ship and if he hotdrops. I suppose what I am trying to say is I dont quite understand how this mobile structure helps him so much, if he warps away from it as you warp to it then you can see him on D. If he is cloaked then nothin matters. Hey sky, get back to work! U 2 cips.... |
Sura Sadiva
Entropic Tactical Crew
1003
|
Posted - 2014.01.07 00:13:00 -
[192] - Quote
Petrus Blackshell wrote:Add-on: Do you really want to make the extremely expensive to fit Expanded Probe Launcher mandatory for intel gathering? Because that's what I'm getting here: an implication that solo pilots, or small gangs who cannot afford to sacrifice one of their pilots to tow around a scanning ship can... well... get dunked.
yes I agree.
But even with one or more dedicated prober... It's not relevant:
I will fill my ratting system with 100 MSI. You enter and want to find me. You'll have to probe and warp on grid to see. Reaping this 100 times (in the meantime of course I see you and your probes on MY d-scan). How long will be? Let's see 10 seconds to scan + 20 seconds to warp. 30 seonds repeated 100 times.
So will be something:
1. time consuming and boring like hell 2. uneffective 3. Even if you success (after 1-2 hours of pure boredom) in finding somoene will be most likely a trap and you'll run in a blob
Go figure...
People will give up even only to try.
|
Michael Harari
Genos Occidere HYDRA RELOADED
1046
|
Posted - 2014.01.07 00:19:00 -
[193] - Quote
Tetsuo Tsukaya wrote:Michael Harari wrote:Vatek wrote:If a shiny new thing is far enough along in development to get an F&ID thread they will never ever scrap it so I look forward to having these new deployables forced on us with few (if any) changes. With 2-3x the anchoring time and 10-20% the hp, the MMJD thing would be pretty balanced. Yeah, with 3 times the anchoring time and 10% the ehp it will only require 41 dps to kill it before it anchors, making it pretty balanced* *useless in every use case
The depot is far from useless, and it requires only 62 dps to reinforce, and it requires unfitting your lowslots to escape.
(62 dps happens to be smack in the middle of the range I gave) |
Vivian Marcos
The Suicide Express
7
|
Posted - 2014.01.07 00:20:00 -
[194] - Quote
Sura Sadiva wrote:Petrus Blackshell wrote:Add-on: Do you really want to make the extremely expensive to fit Expanded Probe Launcher mandatory for intel gathering? Because that's what I'm getting here: an implication that solo pilots, or small gangs who cannot afford to sacrifice one of their pilots to tow around a scanning ship can... well... get dunked. yes I agree. But even with one or more dedicated prober... It's not relevant: I will fill my ratting system with 100 MSI. You enter and want to find me. You'll have to probe and warp on grid to see. Reaping this 100 times (in the meantime of course I see you and your probes on MY d-scan). How long will be? Let's see 10 seconds to scan + 20 seconds to warp. 30 seonds repeated 100 times. So will be something: 1. time consuming and boring like hell 2. uneffective 3. Even if you success (after 1-2 hours of pure boredom) in finding somoene will be most likely a trap and you'll run in a blob Go figure... People will give up even only to try.
so you wait on field ratting until something pops up on d? you dont warp as soon as a hostile enters system proabably from a gate off D scan and cloaked up? or who hit cloak in the 4 secs it takes to be able to re-scan? I have seen more so where people tend to warp when you enter system or shortly after :(
Hey sky, get back to work! U 2 cips.... |
Michael Harari
Genos Occidere HYDRA RELOADED
1046
|
Posted - 2014.01.07 00:20:00 -
[195] - Quote
darius mclever wrote:Michael Harari wrote:Also bastion should prevent use of the MMJD for obvious reasons. so far ... ships with active cynos are allowed to use it. so... at the current logic it seems they should be allowed it.
Ships in bastion are immune to scrams. |
Sura Sadiva
Entropic Tactical Crew
1003
|
Posted - 2014.01.07 00:21:00 -
[196] - Quote
Vivian Marcos wrote:I suppose what I am trying to say is I dont quite understand how this mobile structure helps him so much, if he warps away from it as you warp to it then you can see him on D. If he is cloaked then nothin matters.
The difference is that actually you don't need to have a prober to find people in belt, celestials, anomalies, FW plexes and missions. With MSI you will need it. Or you'll have to simple waprs around randomly.
It's a major nerf to gameplay.
|
Sid Crash
47
|
Posted - 2014.01.07 00:21:00 -
[197] - Quote
Stop making more MJD related stuff, it's just another weird funky thing that'll be impossible to balance once ppl start using it in ways you never thought possible. |
Liang Nuren
Heretic Army Heretic Initiative
4315
|
Posted - 2014.01.07 00:26:00 -
[198] - Quote
Sid Crash wrote:Stop making more MJD related stuff, it's just another weird funky thing that'll be impossible to balance once ppl start using it in ways you never thought possible.
MJDs are the Eve equivalent to pounce, dash, teleport, and other traditional Dungeons and Dragons style gameplay. "I cast my magic missile at the darkness!"
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
|
Katrina Oniseki
Revenent Defence Corperation Ishuk-Raata Enforcement Directive
2878
|
Posted - 2014.01.07 00:30:00 -
[199] - Quote
Sura Sadiva wrote: I will fill my ratting system with 100 MSI. You enter and want to find me. You'll have to probe and warp on grid to see. Reaping this 100 times (in the meantime of course I see you and your probes on MY d-scan). How long will be? Let's see 10 seconds to scan + 20 seconds to warp. 30 seonds repeated 100 times.
How long do you think it will take you to lay down 100 MSI's around the system?
If you're assuming 20 seconds for him to warp - you're either talking about 10AU and up distance between them in a frigate.. right? Or did you mean shorter distances and assume he's in something more like a cruiser?
Well, first of all, to carry 100 MSIs, you're probably going to need an industrial (unless you plan to stop and pick up more from station), which warps as slow as a cruiser, so even a 1,000,000km warp (less than 1AU) will take you 21 seconds to warp. Let's also assume that you have bookmarks set up around the system, so you don't have to create your own.
So dropping off all 100 MSIs will take you, in that industrial, with perfect timing and no pit stops or bookmark making... half an hour to make.
That leaves you an hour and a half to do your ratting before they start disappearing and you need to replace them. Then you get to do it all over again with 100 more MSIs (at a cost of 100 million).
Meanwhile, the guy hunting you is using a covops (as fast as an interceptor) to find you. It takes less effort on his part to find you than it does for you to go through the motions of laying them all out.
Terrible idea is terrible. Ch+½j+ì Katrina Oniseki ~ (RDC) Chief Operations Officer ~ [I-RED] Director of Public Relations |
EI Digin
Sniggerdly Pandemic Legion
1645
|
Posted - 2014.01.07 00:34:00 -
[200] - Quote
You should be very careful when introducing additional complexity onto a system that isn't quite understood in the first place, that you don't know the future to, and especially to a system that is way due for an overhaul.
In this case, intelligence (via local, dscan, probing) is definitely something that both the players and the devs know must eventually change. Do not try to fix a broken existing system or try to implement a bandaid solution without first completely understanding how intel should work on a massive scale because more often than not you will just end up causing more harm than good. |
|
Domanique Altares
Rifterlings Point Blank Alliance
2256
|
Posted - 2014.01.07 00:36:00 -
[201] - Quote
darius mclever wrote:Domanique Altares wrote:darius mclever wrote:Michael Harari wrote:Also bastion should prevent use of the MMJD for obvious reasons. so far ... ships with active cynos are allowed to use it. so... at the current logic it seems they should be allowed it. I'm wondering to myself exactly which direction those ships will be propelled in? where their nose points to?
Your ship doesn't have a nose, and it doesn't point anywhere that it's not already moving toward.
Your ship is an invisible sphere roughly the size of your sig radius. That fun model that follows it around has no bearing on its movement or heading. Rifterlings pirate corporation is now recruitng members for lowsec PvP operations. Newbie friendly, free T1 frigate and dessy hangar, solo tutoring and PvP classes for new members. Join our in game channel 'weflyrifters' and speak to a recruiter today. |
Rukh Solette
Solette Enterprises
0
|
Posted - 2014.01.07 00:37:00 -
[202] - Quote
I think these will be interesting and am looking forward to seeing inventive ways of using them.
I do like the suggestion that was made that ships inside the MSI should lose the ability to dscan. The mechanic would be a lot like the ability of a POS shield to prevent targeting.
I also like the idea to make the MMJD jump pilots in one direction. Chasing a ship that uses a MMJD would be very difficult if you had to use the exact same vector that they did to jump after them. 25 ships using a MMJD could potentially end up at 25 different points on a sphere with a diameter of 200km. It seems more balanced to drop those 25 ships all in the same direction to give attackers a chance to follow them.
As far as the ability to use the MMJD while cloaked, I don't think this should be too much of an issue. You have to approach the MMJD and align your ship within a 500m space. If you're further than 2.5k, you can't use the MMJD. If you're closer than 2k, you aren't cloaked.
|
ExookiZ
The Dark Space Initiative Scary Wormhole People
173
|
Posted - 2014.01.07 00:39:00 -
[203] - Quote
As a wormholer I like the idea of the MSI, but i can't really say the current implementation is something I see helping us at all.
1. Since the structure itself isn't hidden at all, this doesn't really help much at all when creating traps or attempting covert maneuvers. Any PVP corp worth their salt will assume there's a fleet with one and prepare as such.
2. 30 KM is large enough to cloak an entire PVE fleet running capital escalations, making it even safer to run sites than the discovery scanner made it. Proper warpins and webs usually has the BSs within 30 so in many cases youll never even know we are farming.
To that end I find the following a much better interpretation, and offer my suggestions.
1. Shrink it's radius down to 15, if you want to hide a larger fleet use multiple, make coordination required, 15 is also small enough your not running any sites hiding inside these.
2. Don't let the module itself be visible from D scan, if I am taking steps to hide the existence of my fleet, a billboard saying "HEY SOMEONES HERE HIDING THEIR FLEET" doesn't do me any good.
3. To counter the above, allow ships and the module to be scanned down via combat probes, and make it easier to do so.
4. Ships inside the field cannot see outside either, if your combat probing them they don't know it. Make everything hidden to their D scans.
5. Reduce their HP, I dont see the need for it to be so sturdy, its a fragile piece of electronics. This way IF people spam them ceptors/scanners can easily take them out.
tldr; Don't make it show up on D so everyone knows im hiding a ship, that makes it fairly pointless, and also wont make people resort to just spamming them to hide.
Carebears can use it to hide the fact that theyre farming, but wont know your scanning them down either. The Wormhole Kid |
Tetsuo Tsukaya
Itinerant Empire
238
|
Posted - 2014.01.07 00:39:00 -
[204] - Quote
Katrina Oniseki wrote:Sura Sadiva wrote: I will fill my ratting system with 100 MSI. You enter and want to find me. You'll have to probe and warp on grid to see. Reaping this 100 times (in the meantime of course I see you and your probes on MY d-scan). How long will be? Let's see 10 seconds to scan + 20 seconds to warp. 30 seonds repeated 100 times.
How long do you think it will take you to lay down 100 MSI's around the system? If you're assuming 20 seconds for him to warp - you're either talking about 10AU and up distance between them in a frigate.. right? Or did you mean shorter distances and assume he's in something more like a cruiser? Well, first of all, to carry 100 MSIs, you're probably going to need an industrial (unless you plan to stop and pick up more from station), which warps as slow as a cruiser, so even a 1,000,000km warp (less than 1AU) will take you 21 seconds to warp. Let's also assume that you have bookmarks set up around the system, so you don't have to create your own. So dropping off all 100 MSIs will take you, in that industrial, with perfect timing and no pit stops or bookmark making... half an hour to make. That leaves you an hour and a half to do your ratting before they start disappearing and you need to replace them. Then you get to do it all over again with 100 more MSIs (at a cost of 100 million). Meanwhile, the guy hunting you is using a covops (as fast as an interceptor) to find you. It takes less effort on his part to find you than it does for you to go through the motions of laying them all out. Terrible idea is terrible.
The MSI is going to have a 5 mil build cost, so his idea is actually 250 million ISK per hour |
STSxLight
Corporate Scum Northern Associates.
111
|
Posted - 2014.01.07 00:45:00 -
[205] - Quote
Dear FOzzie i respect you and your work at CCP but please consider these simple ideas. I am looking at this module from the perspective of a solo/small gang pvper.
THe Mobile Scan inhibitor is gamebreaking....let me tell you why.
It afects important areas of space.
First of all FW space right now is the ideal place for new players to experiment pvp, and for veteran ones to test their skills in battle. The plex sistem allowed you to truly fight in a nice confined place, with the posibility to see what you will engage and to disengage when you se ships coming on short d-scan.
With this new d-scan disruptor it will change drasticaly, all farmers will use this, and a lot of people will blob using this mechanic thuss discouraging PVP. FW pvp will drop drasticaly, and you will loose a lot of small gang pvpers.
Oke now lets take a look at nullsec. Besides the blobfare,camps, and fast tackle interceptors with bubble imunity, a small fleet could recive intel via the d-scan and try to separate gans on field, or make a tactice to destroy the blob or the gate camp with pure tactice and game knowlege.
With the new stupid dumb awful disruptor you wont have any intel, eve if you have a scaning ship, a buble with ships,cans will anihilate that thuss eliminating any change of geting valuable intel to fight vs the blob.
So boom you are eliminatig a lot of solo/small gang pvp in null with this item because you are forced to bring scaning ship that will eventualy die because every device like this will have a buble in its range.
I havent got a lot of exp in WH but, d-scan is the most valuable EVE asset in WH space, so basicaly you are taking that away from them to.
SO with just one module you anihilate a lof of FW pvp,null pvp, and wh basic lifestyle, all with a simple item that you force upon us, please make new ship, pos,stations, ship modules, NOT these things wich will deeply impact a lot of game aspects that we truly enjoy in one sweep. "Oh, you think nullsec is your ally. But you merely adopted nullsec; I was born in it, moulded by it. I didn't see the light until I was already a man, by then it was nothing to me but BLINDING!"
my eve youtube channel-á http://www.youtube.com/user/stsxlight/videos |
Rukh Solette
Solette Enterprises
0
|
Posted - 2014.01.07 00:46:00 -
[206] - Quote
Also, as far as spamming MSIs goes:
5m/unit, 50m3/unit, 2hr life
Reducing the chance of somebody warping to you on the first attempt to 10% using 10 MSIs costs 25m/hour. Worth it?
|
Rukh Solette
Solette Enterprises
1
|
Posted - 2014.01.07 00:51:00 -
[207] - Quote
I propose the following change to the Mobile Scan Inhibitor:
Continue to block the ability to see ships within the MSI bubble on D-scan, but:
Give Combat Scanner Probes the ability to detect the number of ships in the bubble, but not the type.
For example, I see a MSI on dscan. I drop probes and scan it down, I see signatures for 12 ships of unknown type.
|
Laventhros Ormus
Insanely Twisted D3vil's Childr3n
9
|
Posted - 2014.01.07 00:52:00 -
[208] - Quote
LEARN TO ADAPT
That is all. |
Marlona Sky
D00M. Northern Coalition.
4718
|
Posted - 2014.01.07 00:58:00 -
[209] - Quote
I can't help but wonder where my Mobile Local Disruptor is. One could argue it would be more useful than the directional scanner thing. . |
STSxLight
Corporate Scum Northern Associates.
111
|
Posted - 2014.01.07 01:01:00 -
[210] - Quote
Oke lets take a look at the Micro Jump drive.
Initialy it sounds good, but when you take a deep perspective on it it is NOT.
NOW all of eve pvp revolves around Rock Paper Spock combat. Let me explain, as a brawler you try to dps the hell out of other ships from close range, or separate a gang killing them one by one than escaping, thus requiring a lof of skill. A lot of brawlers as you well know learn to SPiral and Slingshot catching the kiter, developing true piloting skill.
Now the kiter evolves its skill by manual piloting, managing ranges, and keeping brawlers or other kiters an range, or as you have see in many pvp video and situations sperating large gangs and killing them. This is viable both solo and small gang fleets wich is the true beauty of eve.
With this item placed strategicaly a brawler will always escape a KIter thuss distroying the balance. Trust me every brawler will have one and every brawler ratter etc will escape a kiter. Now the new meta prefers sniping nano kity stuff, so basicaly the prey will always be able to escape, if lets say a profecy fleet gets bubles and shot by nagas at range the simply deploy these things and you only need 1 active to escape.
The main concern is giving the brawler the means to escape efectly the kiter. You give the Rock the means to Counter Paper in every situation DAMIT.
How about sniping fleets and the I AM THERE trailer , catching a sniping fleet providing a warp in is nice, now a sniping fleet can deploy these and even if you are brave avoid 200 km of fire and get a warp in, the fleet can now MWJ away dosent matter if they have a mJD or not.
So basicaly its another small module that discourages small gang pvp, even fleet pvp, both modules giving people huge means of disengaging.
Please hear me ut and read the arguments, You are efectivly giving more means to pilots to evade pvp, this is EVE it suposed to be a crue dark place, where not eve in highsec you are not safe yet you encourage Disengaging from pvp more and more.
For what? only to have funn with new modules? to test the modular items? STop making suck game breaking things and focus on the important this wich are and have always been space ships themselfs. Not 100 floating items in space.
Best regards STS. Sry for my spelling just woke up and saw this horrible ideas of modules.
You are inteligent fozzi stop making these. Let us pvp and burn our ships, let us teach noobs how to d-scan and get intel o n the field.
Let us REMAIN THE HUNTER stop giving the prey means to escape making the game easymode. "Oh, you think nullsec is your ally. But you merely adopted nullsec; I was born in it, moulded by it. I didn't see the light until I was already a man, by then it was nothing to me but BLINDING!"
my eve youtube channel-á http://www.youtube.com/user/stsxlight/videos |
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Liang Nuren
Heretic Army Heretic Initiative
4316
|
Posted - 2014.01.07 01:03:00 -
[211] - Quote
Marlona Sky wrote:I can't help but wonder where my Mobile Local Disruptor is. One could argue it would be more useful than the directional scanner thing.
At least it doesn't actively screw over the wormhole community. ;-)
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
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Infinity Ziona
Cloakers
1390
|
Posted - 2014.01.07 01:10:00 -
[212] - Quote
Powers Sa wrote:CCP Fozzie wrote: Mobile Scan Inhibitor
This is the structure that caused the biggest buzz from the recent round of Chaos observation, time for some details that I think will significantly change how you all see it.
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.
Players inside the radius of the structure will be able to scan as normal, except that they won't get scan results from anything that's right beside them inside the radius.
Another single use structure, no rescooping. Current stats are 60s activation time, 2h lifetime, 45k ehp (once again mostly structure), 50m3 volume and a build cost of ~5m isk. Like I said above, it has an effective radius of 30km, meaning that even if you're at the edge, someone warping to 0 on it can still catch you fairly easily, especially with inties. Can't be deployed within 75km of gates or stations, or within 40km of control towers. Can't be deployed within 40km of another scan inhibitor so you can overlap them but you can never use one to mask the central structure of another.
This is massively broken if the radius is bigger than 15km (30km diameter), and the build cost needs to be that of like a t2 medium bubble or a t1 large bubble. With a 30km radius you can hide capfleets and super fleets. So you can hide cap and supercap fleets? That's the point I think. Too much information from D-Scan and local for too long makes you think that's a bad idea. Its a good idea actually. Dynamic combat > knowing everything and blueballing unless you know you have huge numerical superiority. |
Petrus Blackshell
Rifterlings Point Blank Alliance
2825
|
Posted - 2014.01.07 01:17:00 -
[213] - Quote
Infinity Ziona wrote: So you can hide cap and supercap fleets? That's the point I think. Too much information from D-Scan and local for too long makes you think that's a bad idea. Its a good idea actually. Dynamic combat > knowing everything and blueballing unless you know you have huge numerical superiority.
Which is what anyone using MSIs will do. It's not dynamic when only one side knows everything.
Or are you suggesting that the module should be renamed to Mandatory Sensor Inhibitor because everyone will need to have it unless they want to be at a huge disadvantage? Isn't that mandatory line of thought too similar to that behind why supercaps got nerfed (more mandatory to be competitive) or why off-grid boosts are going to be nerfed soon (mandatory to be competitive)? Rifterlings - small gang frigate PvP - lowsec pirate operation, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |
Liang Nuren
Heretic Army Heretic Initiative
4316
|
Posted - 2014.01.07 01:18:00 -
[214] - Quote
Infinity Ziona wrote: So you can hide cap and supercap fleets? That's the point I think. Too much information from D-Scan and local for too long makes you think that's a bad idea. Its a good idea actually. Dynamic combat > knowing everything and blueballing unless you know you have huge numerical superiority.
I don't know if that's true. The desire to know everything simply means that many combat opportunities will pass without action because the scout wasn't in place to investigate the D-Scan ****** Upper in a reasonable time frame. Thus, while you expect overall combat to increase, I would expect it to actually decrease.
Also, according to your own logic then every ship should be able to cyno to any other ship so that combat can be more "dynamic".
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
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Gorion Wassenar
Stimulus Rote Kapelle
80
|
Posted - 2014.01.07 01:22:00 -
[215] - Quote
Stop introducing features who's only purpose is to prevent or hinder PVP.
If they don't want to its called Hi sec. |
Domanique Altares
Rifterlings Point Blank Alliance
2258
|
Posted - 2014.01.07 01:32:00 -
[216] - Quote
Liang Nuren wrote: I would expect it to actually decrease.
So does EA. Rifterlings pirate corporation is now recruitng members for lowsec PvP operations. Newbie friendly, free T1 frigate and dessy hangar, solo tutoring and PvP classes for new members. Join our in game channel 'weflyrifters' and speak to a recruiter today. |
Mr Doctor
Sex Machineguns
82
|
Posted - 2014.01.07 01:33:00 -
[217] - Quote
How does it do that? If anything its a big sign saying "scan me and fight me!".
To be honest, they seem ineffectual though I also dont want them to be unscanable so... meh... mobile rep station powered by nanite paste (doesnt rep if you have weapons timer) would be better. |
Liang Nuren
Heretic Army Heretic Initiative
4316
|
Posted - 2014.01.07 01:33:00 -
[218] - Quote
Domanique Altares wrote:Liang Nuren wrote: I would expect it to actually decrease.
So does EA.
I thought CCP was buddying up to Sony, not EA?
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
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Domanique Altares
Rifterlings Point Blank Alliance
2258
|
Posted - 2014.01.07 01:35:00 -
[219] - Quote
Liang Nuren wrote:Domanique Altares wrote:Liang Nuren wrote: I would expect it to actually decrease.
So does EA. I thought CCP was buddying up to Sony, not EA? -Liang
Sony gave them the taste for it. EA will end up being the sugar daddy. Rifterlings pirate corporation is now recruitng members for lowsec PvP operations. Newbie friendly, free T1 frigate and dessy hangar, solo tutoring and PvP classes for new members. Join our in game channel 'weflyrifters' and speak to a recruiter today. |
Petrus Blackshell
Rifterlings Point Blank Alliance
2825
|
Posted - 2014.01.07 01:37:00 -
[220] - Quote
Domanique Altares wrote:Liang Nuren wrote:Domanique Altares wrote:Liang Nuren wrote: I would expect it to actually decrease.
So does EA. I thought CCP was buddying up to Sony, not EA? -Liang Sony gave them the taste for it. EA will end up being the sugar daddy. Unsubbed my 27 accounts just in case. Rifterlings - small gang frigate PvP - lowsec pirate operation, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |
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Lin Fatale
24th Imperial Crusade Amarr Empire
20
|
Posted - 2014.01.07 01:57:00 -
[221] - Quote
CCP, why do you think that the game needs more run away and hide options? Is it not worse enough already with what we have right now unstoppable ceptors, cloak, asign drones, mjd, op logis, cynos, falcons, 50 anchored bubbles on each ratting gate in empty 0.0 sec
and will it also hide bubbles? |
Tasha Saisima
State War Academy Caldari State
78
|
Posted - 2014.01.07 02:09:00 -
[222] - Quote
More tools to help prey hide and get away. Not interested |
James Amril-Kesh
4S Corporation Goonswarm Federation
8156
|
Posted - 2014.01.07 02:15:00 -
[223] - Quote
EI Digin wrote:You should be very careful when introducing additional complexity onto a system that isn't quite understood in the first place, that you don't know the future to, and especially to a system that is way due for an overhaul.
In this case, intelligence (via local, dscan, probing) is definitely something that both the players and the devs know must eventually change. Do not try to fix a broken existing system or try to implement a bandaid solution without first completely understanding how intel should work on a massive scale because more often than not you will just end up causing more harm than good.
In short, create a vision of what you think the game would be like before implementing features like these, because it seems to me like this is another "wouldn't it be cool if" idea rather than what actually needs to be done. Yeah, definitely this. My EVE Videos |
M1k3y Koontz
Thorn Project Surely You're Joking
510
|
Posted - 2014.01.07 02:24:00 -
[224] - Quote
Vatek wrote:M1k3y Koontz wrote:Vatek wrote:M1k3y Koontz wrote:Vatek wrote:Just what we need, more things that make nullsec ratters even safer! Warp disruptors are now obsolete, better fit scrams on everything because even a ratting ship that doesn't fit an MJD can still MJD away!
Scrap both of these, they're ****. Mobile MJDs are one time use, NO SCOPING, and are going to cost ~5m. Per site. Carebears won't sacrifice their bottom line like that. It still gives every single ship with 50m3 of cargo space available a free out against anything tackling them that doesn't have a scram fit. MJDs or warp core stabs come with fitting compromises, this has no downside at all. A free out? Scams would stop it, so any frigate or inty could stop it. It takes 20 seconds to anchor, it could be killed before that, or the person anchoring it could be bumped off and webbed. It could be killed in the 20 (32? If it's killed before spooling does the person still jump?) seconds before they jump. It's about as much of a get-out-of-jail-free card as a cloak is, by which I mean it isn't. Congratulations on failing to read my post, which in fact reads "a free out against anything tackling them that does not have a scram fit. You're not going to bump a ratting ship 30km in 32 seconds
Stop. MMJDs have a 2500m activation range, not 30km. How much herp could a herp derp derp if a herp derp could herp derp. |
Rowells
Unknown Soldiers Against ALL Authorities
216
|
Posted - 2014.01.07 02:24:00 -
[225] - Quote
will this hide towers? |
Draconic Slayer
Tempest Legion Psychotic Tendencies.
64
|
Posted - 2014.01.07 02:25:00 -
[226] - Quote
These ideas are really dumb.
Go suck an egg, CCP. |
Michael Harari
Genos Occidere HYDRA RELOADED
1048
|
Posted - 2014.01.07 02:33:00 -
[227] - Quote
Tetsuo Tsukaya wrote: The MSI is going to have a 5 mil build cost, so his idea is actually 250 million ISK per hour
250m isk/hour is quite cheap for making your c6 bearing ops so much safer |
Omnathious Deninard
Novis Initiis
2108
|
Posted - 2014.01.07 02:35:00 -
[228] - Quote
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. Novis Initiis is Recruting-á --á Ideas for Drone Improvement |
Katran Luftschreck
Stillwater Corporation
2156
|
Posted - 2014.01.07 02:43:00 -
[229] - Quote
Rek Seven wrote: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.
FW control hubs. Place a ring around them and your sniper/kite fleet is now completely untouchable.
Nullsec in a Nutshell: http://nedroid.com/comics/2006-08-24-2155-arrrdino.gif |
Domanique Altares
Rifterlings Point Blank Alliance
2262
|
Posted - 2014.01.07 02:49:00 -
[230] - Quote
Katran Luftschreck wrote:Rek Seven wrote: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. FW control hubs. Place a ring around them and your sniper/kite fleet is now completely untouchable.
Doubtful. I just run your sniper fleet off with ewar and detonate your fun machines. Rifterlings pirate corporation is now recruitng members for lowsec PvP operations. Newbie friendly, free T1 frigate and dessy hangar, solo tutoring and PvP classes for new members. Join our in game channel 'weflyrifters' and speak to a recruiter today. |
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Nerf Burger
Republic Military School Minmatar Republic
189
|
Posted - 2014.01.07 02:55:00 -
[231] - Quote
excellent ideas! This is exactly what we need. "I think weGÇÖre just getting closer and closer to a place where the people we lose are people that itGÇÖs okay to lose." -Kristoffer Touborg, Eve lead designer
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Nerf Burger
Republic Military School Minmatar Republic
189
|
Posted - 2014.01.07 03:01:00 -
[232] - Quote
Tasha Saisima wrote:More tools to help prey hide and get away. Not interested
hahaha! suck it grief monkey! whats the matter, you don't like fair gameplay? I'm loving this change. "I think weGÇÖre just getting closer and closer to a place where the people we lose are people that itGÇÖs okay to lose." -Kristoffer Touborg, Eve lead designer
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M1k3y Koontz
Thorn Project Surely You're Joking
510
|
Posted - 2014.01.07 03:01:00 -
[233] - Quote
Rowells wrote:will this hide towers?
They have a 30km range, and cannot be anchored within 40km of towers, no MSIs won't hide towers. They can hide POS mods though, including moon mining gear. How much herp could a herp derp derp if a herp derp could herp derp. |
M1k3y Koontz
Thorn Project Surely You're Joking
510
|
Posted - 2014.01.07 03:02:00 -
[234] - Quote
Randy Wray wrote:I don't see what the hell people have going on in their heads when they say this is "interesting". The MMJD is going to completely kill any kiting setups in faction warfare. As people have mentioned earlier it's already gone pretty bad with the depots, pretty much any ship that gets caught by a kiter can just launch a depot, refit warp stabs and warp away!
This is not expanding the sandbox, the warp scrambler is already an extremely powerfull module and now you're restricting it so any solo/small gang pvp setup has to operate within scrambler range fitting a warp scrambler if they want to have any chance at keeping the target tackled.
MJD's only work on battleships for a reason. Keep it that way.
EDIT: Oh and this might be off topic but seriously increase the cargo space required for the depot, right now it's pretty ridiculously low.
Oh no. You can't simply run around in a Cynabal, Cerberus, or Talos and win every fight, and run from the ones you can't. Brawling ships no longer totally suck.
The horror.
How much herp could a herp derp derp if a herp derp could herp derp. |
Michael Harari
Genos Occidere HYDRA RELOADED
1048
|
Posted - 2014.01.07 03:21:00 -
[235] - Quote
M1k3y Koontz wrote:Randy Wray wrote:I don't see what the hell people have going on in their heads when they say this is "interesting". The MMJD is going to completely kill any kiting setups in faction warfare. As people have mentioned earlier it's already gone pretty bad with the depots, pretty much any ship that gets caught by a kiter can just launch a depot, refit warp stabs and warp away!
This is not expanding the sandbox, the warp scrambler is already an extremely powerfull module and now you're restricting it so any solo/small gang pvp setup has to operate within scrambler range fitting a warp scrambler if they want to have any chance at keeping the target tackled.
MJD's only work on battleships for a reason. Keep it that way.
EDIT: Oh and this might be off topic but seriously increase the cargo space required for the depot, right now it's pretty ridiculously low. Oh no. You can't simply run around in a Cynabal, Cerberus, or Talos and win every fight, and run from the ones you can't. Brawling ships no longer totally suck. The horror.
All of the ships you mentioned are sort of average, middle of the line ships nowadays. The talos in particular is quite mediocre due to how slowly it warps, and how very vulnerable it is to interceptors, which are everywhere. It also took the tracking enhancer nerff quite badly.
Anyway, you make it sound like nobody has ever lost a cynabal. There is a lot of video footage of people losing cynabals. Here is one such fight, by Prometheus Exenthal, killing a cynabal in his HAM cerb. http://www.youtube.com/watch?feature=player_detailpage&v=57qXsU_ryUA#t=926 |
Jelani Akinyemi Affonso
Republic Military School Minmatar Republic
64
|
Posted - 2014.01.07 03:24:00 -
[236] - Quote
Just had an interesting idea pop in my hide.
Buy a few of MSI.
Place few at random anywhere in a low or nullsec system.
Everytime some1 or a know pirate pops in local , type "Marco!" in local...lol
Now you can play hide and go seek in space...
or catch me if you can.. lol
So many possibilities to create mini games within game...
Nice... |
Strockhov
The Shire
3
|
Posted - 2014.01.07 03:42:00 -
[237] - Quote
DeeJ1 wrote:Strockhov wrote: I wonder if you you will be able to stack activations. If already laid 6100m apart. You could pass thu multiple MMJU activating each as you go. Depending on speed you could easily activate 4-6 units before the first 12 second spoolup completed.
Doubt it as they jump you 100km in the direction you were facing, not propelling you through 100km of space.
During the spool up I'm flying in a straight line thru prelaid MMJDs. I haven't jumped yet. At 3km/sec I would be able to pass by several MMJD before the first 12sec spool completes. I don't think it 100km from where the spool up started. I think it jumps you 100km from where you are at the end of the spool up. Will need to test that with a regular mjd. So the first unit finishes spool up and you jump 100km forward. The second unit finishes spool up 2-4 seconds later and jumps you from your new location.
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Rhavas
Future Corps Sleeper Social Club
229
|
Posted - 2014.01.07 04:20:00 -
[238] - Quote
Bienator II wrote:MSI inside complexes - you can't directly warp to it and you don't know who is inside. best trap ever
Yeah, my take would be that you should be able to warp directly to it (once probed) even inside a Plex. Last thing a plex needs is more safety. Maybe make this a way to bypass the gate and warp directly to the structure. Author of Interstellar Privateer Shattered Planets, Wormholes and Game Commentary |
Erasmus Phoenix
Balls to the Walls No Response
12
|
Posted - 2014.01.07 04:32:00 -
[239] - Quote
Laventhros Ormus wrote:LEARN TO ADAPT
That is all.
Why should we have to adapt to terrible ideas?
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James Amril-Kesh
4S Corporation Goonswarm Federation
8158
|
Posted - 2014.01.07 04:34:00 -
[240] - Quote
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". My EVE Videos |
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Erasmus Phoenix
Balls to the Walls No Response
12
|
Posted - 2014.01.07 04:40:00 -
[241] - 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. |
Iudicium Vastus
Federal Navy Academy Gallente Federation
224
|
Posted - 2014.01.07 04:42:00 -
[242] - Quote
hmmm, might the MSI pave way for the often asked Cloaking Field deployable or ship module? Nerf stabs/cloaks in FW? No, just.. -Fit more points -Fit faction points -Bring a friend or two with points (an alt is fine too) |
Jessica Danikov
Clan Shadow Wolf Fatal Ascension
205
|
Posted - 2014.01.07 04:43:00 -
[243] - Quote
Yeah, I'm not too fond of the MSI either. I could debate back and forth about it's questionable utility and who it'll empower the most (campers, probably) and whether it's needed, but...
I think this is just a big '**** you' to d-scan tools. Now the guys have to go away and work out a way to parse Overview output instead. |
Arthur Aihaken
The.VOID
2714
|
Posted - 2014.01.07 05:15:00 -
[244] - Quote
It's pointless trying to suggest improvements or variations, as the design for these is already set in stone. It's just a question of what extent they're going to screw with gameplay. Case in-point: Heavy assault cruisers, Marauders and the new Rapid light and heavy missile launchers. Constructive criticism will be conveniently ignored; negative feedback will be used as justification for ignoring the thread entirely... I am currently away, traveling through time and will be returning last week. |
Omnathious Deninard
Novis Initiis
2108
|
Posted - 2014.01.07 05:18:00 -
[245] - Quote
Arthur Aihaken wrote:It's pointless trying to suggest improvements or variations, as the design for these is already set in stone. It's just a question of what extent they're going to screw with gameplay. Case in-point: Heavy assault cruisers, Marauders and the new Rapid light and heavy missile launchers. Constructive criticism will be conveniently ignored; negative feedback will be used as justification for ignoring the thread entirely... This is CCP Fozzie here, he tends to listen more. Novis Initiis is Recruting-á --á Ideas for Drone Improvement |
Arthur Aihaken
The.VOID
2714
|
Posted - 2014.01.07 05:21:00 -
[246] - Quote
Omnathious Deninard wrote:This is CCP Fozzie here, he tends to listen more.
I am currently away, traveling through time and will be returning last week. |
Catherine Laartii
Providence Guard Templis CALSF
45
|
Posted - 2014.01.07 05:53:00 -
[247] - Quote
Powers Sa wrote:
This is massively broken if the radius is bigger than 15km (30km diameter), and the build cost needs to be that of like a t2 medium bubble or a t1 large bubble.
With a 30km radius you can hide capfleets and super fleets.
Isn't that kind of the point? Shaking up gameplay is fine as long as there's an effective counterbalance, and it seems like this structure's high visibility is an effective counter. The fact that you don't know what's in there when it's active makes it just as easy to turn it into a Mobile Bluffing Field. There's plenty of opportunities for shaking up traditional fleet gameplay by giving commanders more options, which is exactly what this will do.
|
James Amril-Kesh
4S Corporation Goonswarm Federation
8163
|
Posted - 2014.01.07 05:54:00 -
[248] - Quote
An effective balance would be not being able to scan what's outside if you're inside, since nobody who's outside can scan what's inside. My EVE Videos |
Terranid Meester
Tactical Assault and Recon Unit
213
|
Posted - 2014.01.07 06:09:00 -
[249] - Quote
Morwennon wrote:The scan disruptor seems like it might be a bit overpowered in space that's behind an acceleration gate since there will be no way to get information on whatever it's concealing without exposing yourself whereas in normal space you'd have multiple options for dong so.
Whats stopping you from putting one in front of an acceleration gate and coming back with a bigger gang/better ships? Oh right nothing, your stupid. [Assuming they are placeable within deadspace which I personally hope so].
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Catherine Laartii
Providence Guard Templis CALSF
45
|
Posted - 2014.01.07 06:27:00 -
[250] - Quote
One of the common themes I'm seeing in this thread is about how bad this is going to be for w-space. I would like to reiterate the factoid that wormhole space, since its inception, was intended to be completely unscripted; the devs simply created it, and left it open to the players without any themes or instructions for how to do it. So it makes it harder to find pve cap fleets in them? Good! That means there's more ways for people to not only secure their home turf, just as it should be; the current system of pvp in w-space needs more ways for players to defend themselves, since it literally is the last frontier in this game; the more tools to defend your homestead, the better.
That being said, the MSI has ENORMOUS potential for abuse in factional warfare. While this has both advantages and disadvantages, if they end up allowing it in deadspace complexes it will be used more or less as a Mobile Bluffing Field or the like. I agree with a lot of people on this thread that introducing that kind of gameplay where you HAVE to warp into a specific area sets up the perfect formula for exploitation and ambush. That being said, I would love it if I was in the fleet using one, soooo.... |
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Sid Crash
47
|
Posted - 2014.01.07 06:39:00 -
[251] - Quote
EI Digin wrote:You should be very careful when introducing additional complexity onto a system that isn't quite understood in the first place, that you don't know the future to, and especially to a system that is way due for an overhaul.
In this case, intelligence (via local, dscan, probing) is definitely something that both the players and the devs know must eventually change. Do not try to fix a broken existing system or try to implement a bandaid solution without first completely understanding how intel should work on a massive scale because more often than not you will just end up causing more harm than good.
In short, create a vision of what you think the game would be like before implementing features like these, because it seems to me like this is another "wouldn't it be cool if" idea rather than what actually needs to be done.
Exactly this.
|
Kane Fenris
NWP
140
|
Posted - 2014.01.07 06:41:00 -
[252] - Quote
CCP Fozzie wrote:Hello one and all. Happy New Year and I hope you all had an enjoyable and fulfilling holiday season.
Today we're updating Singularity with its first version of the patch that will one day become Rubicon 1.1. With it comes working versions of the first two of the 1.1 Mobile Structures that we're ready to tell you about and start collecting feedback for.
I'm very excited about both of these structures and the new creative options they will open up. Both were intentionally chosen to provide the most open ended gameplay possible.
The versions described in this thread and on SISI are of course still open to change, and it is very likely that a lot of specific stats will be tweaked between now and release. We will also be announcing more structures for 1.1 (and more for later patches) at later points.
Mobile Micro Jump Unit
This baby does pretty much exactly what the name implies. When active, any player within range can use it to launch their ship 100km in the direction that the ship is travelling when it makes use of the structure. It has no cooldown or limit to how many ships can use it at once, but it does have a spoolup time just like the MJD module. This spoolup duration is not modified by skills and on the base structure it is 12s (just like the MJD module would be if you could use it without skills).
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.
There will be mass restrictions to prevent caps and supercaps from using it, but everything else is fair game. We are currently planning to set the mass restrictions such that freighters can use it but anything larger is blocked. Like I mentioned above, it is usable by everyone and is not restricted to the owner or their corp/fleet. This means you can feel free to use it to try and escape, but your assailant is also free to use it to follow you.
Like the Cynosaural Inhibitor and the Siphon Unit, the MJU is a single use structure. Once dropped it can never be scooped and will stay in space until it either gets blown up or finishes its lifetime.
Right now we have the base version set to 20s module activation time, 48hr lifetime, 25k ehp (mostly structure), 50m3 volume and a build cost of about 1m isk. Micro Jump spoolup is 12s like an unskilled MJD. Current activation range is 2500m but we're already leaning towards expanding that. It can't be placed within 20km of gates or stations, within 40km of a starbase tower or within 6km of another MJU.
Please note that the version on SISI at the time of this post has a few known defects, including the lack of a visual model in space and the lack of a working mass restriction.
im really dislike this one. i dont think this should exist without major disadvantages to the bs mjd like 20s+ spooltime or somewhat else of a disadvantage. |
Travasty Space
Pilots of Epic
56
|
Posted - 2014.01.07 06:44:00 -
[253] - Quote
Michael Harari wrote:Tetsuo Tsukaya wrote: The MSI is going to have a 5 mil build cost, so his idea is actually 250 million ISK per hour
250m isk/hour is quite cheap for making your c6 bearing ops so much safer
Which is why I'd only need to go to anomalies or data/relic sites(but no one does those anymore, or so I'm told). And with that 200mil of that is wasted. |
Demica Diaz
SE-1
119
|
Posted - 2014.01.07 06:51:00 -
[254] - Quote
I hope that in order to activate MMJ you dont need to right click it and then select from menu to jump. Add keybind or something that when you are in range you see Green Icon of that structure which tells you that you are in range. You hit "H" for example and your ship jumps. Otherwise its too cluncky and "old" EVE style which is slow and boring. |
Andski
GoonWaffe Goonswarm Federation
9965
|
Posted - 2014.01.07 06:52:00 -
[255] - Quote
yes let's give MJDs to every ship in the game short of caps (but let freighters have it!) because somebody at CCP found out about antimage, great idea
oh and a deployable that hides every ship within a ridiculously sized radius? brilliant! so not only do we effectively allow people to conceal an entire mining op or even a supercapital fleet by anchoring a disposable deployable, we give them another disposable deployable that lets them get to safety if the first plan didn't work out! immunity, woot~ Twitter: @EVEAndski
TheMittani.com: The premier source for news, commentary and discussion of EVE Online and other games of interest.-á |
stoicfaux
3800
|
Posted - 2014.01.07 07:11:00 -
[256] - Quote
CCP Admiral Ackbar called, and he wants his MSI back, you ungrateful louts.
WASABI: -áWarp Speed Module
|
Dinsdale Pirannha
Pirannha Corp
1826
|
Posted - 2014.01.07 08:22:00 -
[257] - Quote
Omnathious Deninard wrote:Arthur Aihaken wrote:It's pointless trying to suggest improvements or variations, as the design for these is already set in stone. It's just a question of what extent they're going to screw with gameplay. Case in-point: Heavy assault cruisers, Marauders and the new Rapid light and heavy missile launchers. Constructive criticism will be conveniently ignored; negative feedback will be used as justification for ignoring the thread entirely... This is CCP Fozzie here, he tends to listen more.
Sorry, you are talking about some other dev. This guy's track record is the opposite of what you are thinking about. Fozzie trashed drone activity in PvE, completely ignoring the damage it would do. He was deeply involved in the destruction of the Marauder class.
He listens to no one. Most people viewed Orwell's writings as a warning. The harper regime and the goons treat them as a guidebook. |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1024
|
Posted - 2014.01.07 08:53:00 -
[258] - Quote
The mobile Micro jump Unit: I do not like it. WHy? Because it takes away the SINGLE advantage that battleships had over other ship classes.
That again is HOMOGENIZATION! Its horrible for game and still ccp continue making everything the same.
If you gonna go trough with that, please think about boosting the MJD of the battleships a bit. These majestic class of ships deserve something for them!
The deployable Harry potter Invisibility Cloak is interesting, but maybe too powerful. IT affects the game so much that is fightening you touch that before dealign with local . "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1024
|
Posted - 2014.01.07 08:58:00 -
[259] - Quote
Nerf Burger wrote:Tasha Saisima wrote:More tools to help prey hide and get away. Not interested hahaha! suck it grief monkey! whats the matter, you don't like fair gameplay? I'm loving this change. My main gripe with this game is that hostiles take very few risks and have it easy, and I am very happy to see that changing.
Its not FAIR gameplay. Now you just have to not be afk to be 100% immune to ANY attempt to kill you in space.
Basically this HORRIBLE set of things leaves more and more GATES as the SINGLE place where PVP can happen.
No it is nto fair when one side will escape 100% of time even when the other side spends far far more skils, time and effort.
These set of changes in very few hours are makign me reconsidering if to continue payign for this game. .... "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1024
|
Posted - 2014.01.07 09:03:00 -
[260] - Quote
Capqu wrote:so what you're saying is every ship gets a free module slot and in it is an mjd that's the dumbest thing i've ever heard Quote: It can't be placed within 20km of gates or stations, within 40km of a starbase tower or within 6km of another MJU.
probably the only reason it isn't completely and utterly stupid, but seriously whats the point? why put this in the game? if it's just for the cool another mobile thing i'm really not buying it
CCP is just making even more clear that they want to remove ALL pvp from open space liuek missions and belts. They are carebearing even more this stupid game that is loosing its identity!
It will be nearly impossible to get ANYONe inside a mission now.. really impossible. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
|
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1024
|
Posted - 2014.01.07 09:17:00 -
[261] - Quote
Jelani Akinyemi Affonso wrote:Just had an interesting idea pop in my hide. Buy a few of MSI. Place few at random anywhere in a low or nullsec system. Everytime some1 or a know pirate pops in local , type "Marco!" in local...lol Now you can play hide and go seek in space... or catch me if you can.. lol So many possibilities to create mini games within game... Nice...
all that while you are cloaked in ANOTHER place :P "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Marlona Sky
D00M. Northern Coalition.
4719
|
Posted - 2014.01.07 09:19:00 -
[262] - Quote
Liang Nuren wrote: The desire to know everything simply means that many combat opportunities will pass without action because the scout wasn't in place to investigate the D-Scan ****** Upper in a reasonable time frame. Thus, while you expect overall combat to increase, I would expect it to actually decrease.
I'm surprised to see you say this, given you stated earlier you live in unknown space. If what you said is true, then the number of inhabitants in unknown space would be exactly zero. Given the fact that you don't have local and even if the direction scanner doesn't show any ships out there, there is no way to be 100% sure it is safe. There was even some hesitation to not include local with it was designed in fear no one would use, much less live in those types of conditions.
Guess what? Players did move in. It was literally a shot hear around the galaxy that said, "Yes, we will actually leave the safety of the POS shield to do things out there even though we are not 100% sure it is safe. So you see, players will use all tools and intel available to ensure their internet spaceships is safe. The issue is outside of unknown space they currently have access to the tools and intel to make sure their ship will be 100% safe.
Unknown space proved that players will still play the game, even if they can't get 100% on the safety. Perhaps I am crazy, but I believe it should not be possible to be 100% safe. While this direction scanner immobilizer thing is a bit rough right now, it is a step in the right direction to lower the safety below 100%. . |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1024
|
Posted - 2014.01.07 09:29:00 -
[263] - Quote
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).
ON the other hand the MDJ deployable its freaking powerful! Specially if marauders in bastion, cloaked ships, cyno ships all can use them.
To make that thing remotely balanced it needs to take more time in spool up.
Also the battleship ones now are nearly uselles and need a SERIOUS buff ( i think the one most people woudl rpefer woudl be allow a 50 km or a 150 km script .
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Jepp
Sebiestor Tribe Minmatar Republic
8
|
Posted - 2014.01.07 09:32:00 -
[264] - Quote
Am I the only one that thinks that these new structures are completely stupid and would like them not to be added to the game? |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1024
|
Posted - 2014.01.07 09:52:00 -
[265] - Quote
Jepp wrote:Am I the only one that thinks that these new structures are completely stupid and would like them not to be added to the game?
No you are not.
Things somewhat based on them could be cool. But as they are presented they are really detrimental to several activities.
Deploying such powerful structures should take at LEAST 1 minute. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Ciba Lexlulu
Stay Frosty.
34
|
Posted - 2014.01.07 09:53:00 -
[266] - Quote
I am particularly concerned with the mobile dscan disruptor in FW plex.
Effectively this is like a cloaking device without any penalty. With cloak, at least there is penalty in scan resolution and sensor calibration delay. Although the opponent may decloak, you will have time to decide whether the engagement is 'fair' or lopsided.
With dscan disruptor, you effectively need to jump in blind - and your opponent can immediately react to you. Alternatively, you have a 'throwable scout alt' to check on each of the site prior to jumping into FW plex. So much for solo roaming...
Please consider some sort of 'penalty' for deploying the mobile dscan disruptor either: 1. pilot inside the dscan disruptor bubble cannot use dscan, or 2. similar to cloaking module, there is penalty to the scan resolution and some sort of targettng delay
|
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1024
|
Posted - 2014.01.07 09:56:00 -
[267] - Quote
Ciba Lexlulu wrote:I am particularly concerned with the mobile dscan disruptor in FW plex.
Effectively this is like a cloaking device without any penalty. With cloak, at least there is penalty in scan resolution and sensor calibration delay. Although the opponent may decloak, you will have time to decide whether the engagement is 'fair' or lopsided.
With dscan disruptor, you effectively need to jump in blind - and your opponent can immediately react to you. Alternatively, you have a 'throwable scout alt' to check on each of the site prior to jumping into FW plex. So much for solo roaming...
Please consider some sort of 'penalty' for deploying the mobile dscan disruptor either: 1. pilot inside the dscan disruptor bubble cannot use dscan, or 2. similar to cloaking module, there is penalty to the scan resolution and some sort of targettng delay
all these changes are made clearly nerfing solo (or near solo as I call a pair of pilots).
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
G'host Warrot
Low-Sec Survival Ltd.
2
|
Posted - 2014.01.07 09:58:00 -
[268] - Quote
Well, I can imagine some really nasty tactics with this "not"-so mighty tool for mining ops in Low-Sec.
Need definitly to try those out.
Afais they aren't senseless. They will block ur mighty D-Scan. Enough for me. Because atm. the only way to "counter" this tool, was Cloaking. And afaik u can go and take a look. So far looks fine for me.
Greetings |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1024
|
Posted - 2014.01.07 10:01:00 -
[269] - Quote
G'host Warrot wrote:Well, I can imagine some really nasty tactics with this "not"-so mighty tool for mining ops in Low-Sec.
Need definitly to try those out.
Afais they aren't senseless. They will block ur mighty D-Scan. Enough for me. Because atm. the only way to "counter" this tool, was Cloaking. And afaik u can go and take a look. So far looks fine for me.
Greetings
you mean you will warp into the very common group of Battlehsipw with smartbombs waiting for you?
or how will you get a marauder that cannot be scrammed in bastion but that can continuously deploy a hundred of those MJD devices and move like a mad untackable butterfly until you loose your patience? "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Delarian Rox
S. B. INC.
14
|
Posted - 2014.01.07 10:09:00 -
[270] - Quote
Ok thets my ideas as a mostly solo\small scale pilot D-scan disruptors: - they should be at least 200m3 volume if not 300+ To prevent them from being spammed in anomalies, i know this whouldn't work, but still. - d scan disruptors should prevent mobile disruptors from being anchored in range or at least they should not cover them. We already have cloaky distors, thats enough. - there should be beacons on d-scan disruptors Because you can't afford to fit probes if you're alone or at least fit them fast enough with mobile depot, not to mention scanning will take time. - they shouldn't be placed in areas where you can't control your warp distance Any plex pockets come to mind immediately - they shouldn't be placed near wormholes same as gates i doubt that they should work in wormholes at all but thats mostly about entrances to w-space They act like gates so they should follow the same rules for the same reasons - they shouldn't work in w-space at all Wormholes about d-scan thats all it is. - they maybe should be targetable by NPCs and there fore they should have far less hitpoints to prevent their usage as a buffer If you want to prevent the whole system from being spammed with them and allow only strategical use NPCs sould pick them off ASAP, otherwise you can just jump into amomaly with your 2 days alt and place d-scan disruptor in each or at least in most of them.
MMJD: - there should be cooldown on MJD if MMJD used Otherwise BS can get 200 KM away in no time - cloaky ships shouldn't be able to use it, except covert cloaked ones But anyway it's broken because you can place it within 100 KM from anomaly and then MJD your Naga 200 KM away still being able to hit whatever will come to you, being nearly uncatchable by most of the ships. And it again can be done on a frigate. |
|
Michael Harari
Genos Occidere HYDRA RELOADED
1051
|
Posted - 2014.01.07 10:28:00 -
[271] - Quote
Terranid Meester wrote:Morwennon wrote:The scan disruptor seems like it might be a bit overpowered in space that's behind an acceleration gate since there will be no way to get information on whatever it's concealing without exposing yourself whereas in normal space you'd have multiple options for dong so. Whats stopping you from putting one in front of an acceleration gate and coming back with a bigger gang/better ships? Oh right nothing, your stupid. [Assuming they are placeable within deadspace which I personally hope so].
Putting one on the acceleration gate does absolutely nothing since the people inside can see you warping to the gate and they can have a cloaked scout on the outside anyway. |
Luwc
Easy Co. Fatal Ascension
33
|
Posted - 2014.01.07 10:40:00 -
[272] - Quote
Dear CCP,
TL'DR
Please fix your ******* Pos and SOV mechanics instead of putting out this childish and plain ******** bullshit.
and for the mercy of god... stop adding crap that allows people to permantly run away. I.e. mobile depots for instant warp core fit and now this ******* anti scan/MJD thing.
Too many cloaks. Too much bubble immunity.
stop that. |
Sura Sadiva
Entropic Tactical Crew
1005
|
Posted - 2014.01.07 10:53:00 -
[273] - Quote
MSI is a major nerf to EVE gameplay.
Today to have a chance to find someone in system you need:
- your ship and D-Scan.
After MSI you will need: - a dedicated prober - eventually a scout, - lots of more time, - far less chances to success
It's a nerf. Dismishing the chance for people to "meet" on the same grid is detrimental and do not add anything to a game like EVE.
Suspecting of your enemy setting a trap/bait, having a friendly blob ready jump in, backup support and so on simply discourage engagements.
Beside the obious disruptive effects on FW and exploits coming from massive spamming MSI in the most crowded systems.
|
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1024
|
Posted - 2014.01.07 10:53:00 -
[274] - Quote
Luwc wrote:Dear CCP,
TL'DR
Please fix your ******* Pos and SOV mechanics instead of putting out this childish and plain ******** bullshit.
and for the mercy of god... stop adding crap that allows people to permantly run away. I.e. mobile depots for instant warp core fit and now this ******* anti scan/MJD thing.
Too many cloaks. Too much bubble immunity.
stop that.
Agreed 1 trillion billion times. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Jepp
Sebiestor Tribe Minmatar Republic
10
|
Posted - 2014.01.07 11:30:00 -
[275] - Quote
Luwc wrote:Dear CCP,
TL'DR
Please fix your ******* Pos and SOV mechanics instead of putting out this childish and plain ******** bullshit.
and for the mercy of god... stop adding crap that allows people to permantly run away. I.e. mobile depots for instant warp core fit and now this ******* anti scan/MJD thing.
Too many cloaks. Too much bubble immunity.
stop that.
wow, didn't think I'll ever like a post and agree with someone from FA |
astral dominix
Stay Frosty.
0
|
Posted - 2014.01.07 11:33:00 -
[276] - Quote
This MSI is a idiotic idea.. Will just see more hiding and less fighting, please restrict its use in lowsec and make it for high sec or null only.. This will only hurt lowsec as a whole both for faction warefare and piracy!!!
It's a freaking PvP area a for god sake!!!!! |
Gogela
Freeport Exploration Loosely Affiliated Pirates Alliance
3010
|
Posted - 2014.01.07 11:34:00 -
[277] - Quote
http://media3.giphy.com/media/6dJaim7ELSxmE/giphy.gif
|
Kaeda Maxwell
Calamitous-Intent Feign Disorder
262
|
Posted - 2014.01.07 11:34:00 -
[278] - Quote
Having not yet tested anything but just going of what the descriptions say, to a solo pilot this means a few things:
1. Gangs just got harder to engage, yet again, they can now effectively shield bubbles from showing up on scan and move an entire fleet out of tackle range if I'm in anything not brawly (and thus scram fit). 2. Kiting ships jut got nerfed again (see above) aligning with a target using a MMJD is a non-option, it makes my flight path predictable (ergo I'll get scrammed). 3. The Infamous Sabre/Falcon combo now has 2 new tools making them even better at killing things and even less likely to die in the process. 4. Gathering information became a lot harder and now essentially requires a nullified scout. Any nerf to the ability to gather information always hits solo'ers harder then anybody else because they more heavily upon it in their decision making process. 5. You're essentially telling me to just bring a link ship wherever I go, since I'd be an idiot to to not dual box with a cloaky scout after these changes and since in 0.0 it is going to have to be nullified (MSI+Bubbles) I might as well just bring a link ship everywhere. 6. Carry a MMJD always everywhere you can effectively give any solo kiting ship with a long point that can't kill you fast enough the finger. |
nikon56
UnSkilleD Inc. Reverberation Project
36
|
Posted - 2014.01.07 11:36:00 -
[279] - Quote
astral dominix wrote:This MSI is a idiotic idea.. Will just see more hiding and less fighting, please restrict its use in lowsec and make it for high sec or null only.. This will only hurt lowsec as a whole both for faction warefare and piracy!!!
It's a freaking PvP area a for god sake!!!!! +1 this will just make lowsec pvp shrink even more, it's already in a poor state anyway..... |
Randy Wray
Euphoria Released Triumvirate.
140
|
Posted - 2014.01.07 11:38:00 -
[280] - Quote
M1k3y Koontz wrote:Randy Wray wrote:I don't see what the hell people have going on in their heads when they say this is "interesting". The MMJD is going to completely kill any kiting setups in faction warfare. As people have mentioned earlier it's already gone pretty bad with the depots, pretty much any ship that gets caught by a kiter can just launch a depot, refit warp stabs and warp away!
This is not expanding the sandbox, the warp scrambler is already an extremely powerfull module and now you're restricting it so any solo/small gang pvp setup has to operate within scrambler range fitting a warp scrambler if they want to have any chance at keeping the target tackled.
MJD's only work on battleships for a reason. Keep it that way.
EDIT: Oh and this might be off topic but seriously increase the cargo space required for the depot, right now it's pretty ridiculously low. Oh no. You can't simply run around in a Cynabal, Cerberus, or Talos and win every fight, and run from the ones you can't. Brawling ships no longer totally suck. The horror. I hope you're trolling mikey I really do. Cause otherwise you really don't have a clue.
As I understand it you have little to no actual experience with small gang combat and you just picked a bunch of ships that you've heard of being good kiters without having the slightest idea of what the current meta looks like and how it works. Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @-áhttp://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec
twitch.tv/randywray |
|
I am disposable
Republic University Minmatar Republic
43
|
Posted - 2014.01.07 11:41:00 -
[281] - Quote
Powers Sa wrote:CCP Fozzie wrote: Mobile Scan Inhibitor
This is the structure that caused the biggest buzz from the recent round of Chaos observation, time for some details that I think will significantly change how you all see it.
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.
Players inside the radius of the structure will be able to scan as normal, except that they won't get scan results from anything that's right beside them inside the radius.
Another single use structure, no rescooping. Current stats are 60s activation time, 2h lifetime, 45k ehp (once again mostly structure), 50m3 volume and a build cost of ~5m isk. Like I said above, it has an effective radius of 30km, meaning that even if you're at the edge, someone warping to 0 on it can still catch you fairly easily, especially with inties. Can't be deployed within 75km of gates or stations, or within 40km of control towers. Can't be deployed within 40km of another scan inhibitor so you can overlap them but you can never use one to mask the central structure of another.
This is massively broken if the radius is bigger than 15km (30km diameter), and the build cost needs to be that of like a t2 medium bubble or a t1 large bubble. With a 30km radius you can hide capfleets and super fleets.
Local spikes massively. You scan down inhibitor. You now know exactly where they are. This is not rocket science. |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1024
|
Posted - 2014.01.07 12:13:00 -
[282] - Quote
I am disposable wrote:Powers Sa wrote:CCP Fozzie wrote: Mobile Scan Inhibitor
This is the structure that caused the biggest buzz from the recent round of Chaos observation, time for some details that I think will significantly change how you all see it.
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.
Players inside the radius of the structure will be able to scan as normal, except that they won't get scan results from anything that's right beside them inside the radius.
Another single use structure, no rescooping. Current stats are 60s activation time, 2h lifetime, 45k ehp (once again mostly structure), 50m3 volume and a build cost of ~5m isk. Like I said above, it has an effective radius of 30km, meaning that even if you're at the edge, someone warping to 0 on it can still catch you fairly easily, especially with inties. Can't be deployed within 75km of gates or stations, or within 40km of control towers. Can't be deployed within 40km of another scan inhibitor so you can overlap them but you can never use one to mask the central structure of another.
This is massively broken if the radius is bigger than 15km (30km diameter), and the build cost needs to be that of like a t2 medium bubble or a t1 large bubble. With a 30km radius you can hide capfleets and super fleets. Local spikes massively. You scan down inhibitor. You now know exactly where they are. This is not rocket science.
oo yeah because people will not deploy 20 of them in local when they are inside a single one of them .
Do not underestimate people. most have IQ above 40.
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Shade Millith
Fortis Defensor.
116
|
Posted - 2014.01.07 12:15:00 -
[283] - Quote
CCP Fozzie wrote: Mobile Micro Jump Unit
This baby does pretty much exactly what the name implies. When active, any player within range can use it to launch their ship 100km in the direction that the ship is travelling when it makes use of the structure. It has no cooldown or limit to how many ships can use it at once, but it does have a spoolup time just like the MJD module. This spoolup duration is not modified by skills and on the base structure it is 12s (just like the MJD module would be if you could use it without skills).
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.
There will be mass restrictions to prevent caps and supercaps from using it, but everything else is fair game. We are currently planning to set the mass restrictions such that freighters can use it but anything larger is blocked. Like I mentioned above, it is usable by everyone and is not restricted to the owner or their corp/fleet. This means you can feel free to use it to try and escape, but your assailant is also free to use it to follow you.
Like the Cynosaural Inhibitor and the Siphon Unit, the MJU is a single use structure. Once dropped it can never be scooped and will stay in space until it either gets blown up or finishes its lifetime.
Right now we have the base version set to 20s module activation time, 48hr lifetime, 25k ehp (mostly structure), 50m3 volume and a build cost of about 1m isk. Micro Jump spoolup is 12s like an unskilled MJD. Current activation range is 2500m but we're already leaning towards expanding that. It can't be placed within 20km of gates or stations, within 40km of a starbase tower or within 6km of another MJU.
Please note that the version on SISI at the time of this post has a few known defects, including the lack of a visual model in space and the lack of a working mass restriction.
As someone who loves solo PVP, this thing is going to be a kick in the teeth. Again.
20 seconds to go through 25k EHP is 1,250 DPS. So unless you have a scrambler or capable of applying 1,250 DPS to this thing, or are capable of killing them within 32 seconds, you're not going to kill a ratter. ANY ratter. And they don't even need to take up a mid slot to do it!
Seriously, what the hell!? This is a horrible idea, and just makes hunting and killing people harder than it's ever been. To the point of lunacy.
|
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1024
|
Posted - 2014.01.07 12:19:00 -
[284] - Quote
Shade Millith wrote:CCP Fozzie wrote: Mobile Micro Jump Unit
This baby does pretty much exactly what the name implies. When active, any player within range can use it to launch their ship 100km in the direction that the ship is travelling when it makes use of the structure. It has no cooldown or limit to how many ships can use it at once, but it does have a spoolup time just like the MJD module. This spoolup duration is not modified by skills and on the base structure it is 12s (just like the MJD module would be if you could use it without skills).
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.
There will be mass restrictions to prevent caps and supercaps from using it, but everything else is fair game. We are currently planning to set the mass restrictions such that freighters can use it but anything larger is blocked. Like I mentioned above, it is usable by everyone and is not restricted to the owner or their corp/fleet. This means you can feel free to use it to try and escape, but your assailant is also free to use it to follow you.
Like the Cynosaural Inhibitor and the Siphon Unit, the MJU is a single use structure. Once dropped it can never be scooped and will stay in space until it either gets blown up or finishes its lifetime.
Right now we have the base version set to 20s module activation time, 48hr lifetime, 25k ehp (mostly structure), 50m3 volume and a build cost of about 1m isk. Micro Jump spoolup is 12s like an unskilled MJD. Current activation range is 2500m but we're already leaning towards expanding that. It can't be placed within 20km of gates or stations, within 40km of a starbase tower or within 6km of another MJU.
Please note that the version on SISI at the time of this post has a few known defects, including the lack of a visual model in space and the lack of a working mass restriction.
As someone who loves solo PVP, this thing is going to be a kick in the teeth. Again. 20 seconds to go through 25k EHP is 1,250 DPS. So unless you have a scrambler or capable of applying 1,250 DPS to this thing, or are capable of killing them within 32 seconds, you're not going to kill a ratter. ANY ratter. And they don't even need to take up a mid slot to do it! Seriously, what the hell!? This is a horrible idea, and just makes hunting and killing people harder than it's ever been. To the point of lunacy.
yes, as i said. CCp game designers need to play more on several types of activities, because they are clearly overlookign several play styles. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
MisterAl tt1
Pretenders Inc W-Space
132
|
Posted - 2014.01.07 12:28:00 -
[285] - Quote
Catherine Laartii wrote:One of the common themes I'm seeing in this thread is about how bad this is going to be for w-space. I would like to reiterate the factoid that wormhole space, since its inception, was intended to be completely unscripted; the devs simply created it, and left it open to the players without any themes or instructions for how to do it. So it makes it harder to find pve cap fleets in them? Good! That means there's more ways for people to not only secure their home turf, just as it should be; the current system of pvp in w-space needs more ways for players to defend themselves, since it literally is the last frontier in this game; the more tools to defend your homestead, the better. . People are already leaving wormholes for the lack of pew-pew, many systems taken by carebearing alts who care of nothing but farm. They don't give a damn about "defending", what they need is TIME to escape the site when a new sig pops-up. And this is exactly what this module gives. |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1024
|
Posted - 2014.01.07 12:43:00 -
[286] - Quote
MisterAl tt1 wrote:Catherine Laartii wrote:One of the common themes I'm seeing in this thread is about how bad this is going to be for w-space. I would like to reiterate the factoid that wormhole space, since its inception, was intended to be completely unscripted; the devs simply created it, and left it open to the players without any themes or instructions for how to do it. So it makes it harder to find pve cap fleets in them? Good! That means there's more ways for people to not only secure their home turf, just as it should be; the current system of pvp in w-space needs more ways for players to defend themselves, since it literally is the last frontier in this game; the more tools to defend your homestead, the better. . People are already leaving wormholes for the lack of pew-pew, many systems taken by carebearing alts who care of nothing but farm. They don't give a damn about "defending", what they need is TIME to escape the site when a new sig pops-up. And this is exactly what this module gives. 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).
What about places it does not exist? So many people posting these ideas are idiotic. Guess will they hear us? I doubt.
Yes i know the level of power is different in wormhole space. But a lot of the alarm came from other people. Just tryign to point that the other structure is far more capable of giving the free from jail ticket than the mobile cloak unit. It does not matter if someoen can find you if you are harder to tackle than a mothership "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Barrogh Habalu
Imperial Shipment Amarr Empire
782
|
Posted - 2014.01.07 12:43:00 -
[287] - Quote
Kagura Nikon wrote:yes, as i said. CCp game designers need to play more on several types of activities, because they are clearly overlookign several play styles. Or maybe they really want people to fly with scrams... |
Oxide Ammar
Equilibrium Tech Labs
37
|
Posted - 2014.01.07 12:47:00 -
[288] - Quote
If you add the MSI to the previous CCP statement regarding tackling the local channel and how it's very powerful tool for Intel, so most likely they will remove it or drastically change it as result you will be converting the whole K-space to big giant W space filled with booby traps called MSI.
Anyway I'm ok with these new features, it opens more ways and methods to play the game, only nullsec alliances and grievers are shedding tears over these. |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1024
|
Posted - 2014.01.07 12:50:00 -
[289] - Quote
Barrogh Habalu wrote:Kagura Nikon wrote:yes, as i said. CCp game designers need to play more on several types of activities, because they are clearly overlookign several play styles. Or maybe they really want people to fly with scrams...
We do, but means its impossible to catch someone that has moved anything inside the mission. Jus tmove 40 km in the mission and you are 100% safe... "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Debir Achen
The Red Circle Inc.
78
|
Posted - 2014.01.07 13:10:00 -
[290] - Quote
What happens if someone deploys a drag bubble inside the D-Scan inhibitor? Will it drag people warping to the inhibitor into the bubble? If so, it seems the only way to get "eyes on grid" without ending up inside the bubble and whatever camp is set up there is with an inty or nullified T3. This seems excessively limiting to me. Or have I missed something? Aren't Caldari supposed to have a large signature? |
|
Kane Fenris
NWP
140
|
Posted - 2014.01.07 13:15:00 -
[291] - Quote
Shade Millith wrote:CCP Fozzie wrote: Mobile Micro Jump Unit
This baby does pretty much exactly what the name implies. When active, any player within range can use it to launch their ship 100km in the direction that the ship is travelling when it makes use of the structure. It has no cooldown or limit to how many ships can use it at once, but it does have a spoolup time just like the MJD module. This spoolup duration is not modified by skills and on the base structure it is 12s (just like the MJD module would be if you could use it without skills).
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.
There will be mass restrictions to prevent caps and supercaps from using it, but everything else is fair game. We are currently planning to set the mass restrictions such that freighters can use it but anything larger is blocked. Like I mentioned above, it is usable by everyone and is not restricted to the owner or their corp/fleet. This means you can feel free to use it to try and escape, but your assailant is also free to use it to follow you.
Like the Cynosaural Inhibitor and the Siphon Unit, the MJU is a single use structure. Once dropped it can never be scooped and will stay in space until it either gets blown up or finishes its lifetime.
Right now we have the base version set to 20s module activation time, 48hr lifetime, 25k ehp (mostly structure), 50m3 volume and a build cost of about 1m isk. Micro Jump spoolup is 12s like an unskilled MJD. Current activation range is 2500m but we're already leaning towards expanding that. It can't be placed within 20km of gates or stations, within 40km of a starbase tower or within 6km of another MJU.
Please note that the version on SISI at the time of this post has a few known defects, including the lack of a visual model in space and the lack of a working mass restriction.
As someone who loves solo PVP, this thing is going to be a kick in the teeth. Again. 20 seconds to go through 25k EHP is 1,250 DPS. So unless you have a scrambler or capable of applying 1,250 DPS to this thing, or are capable of killing them within 32 seconds, you're not going to kill a ratter. ANY ratter. And they don't even need to take up a mid slot to do it! And no, following them using their own deployable won't work, as if they're aligned out just before they jumped, they're aligned out after they jump, and they can just warp off. Seriously, what the hell!? This is a horrible idea, and just makes hunting and killing people harder than it's ever been. To the point of lunacy.
THIS is exactly what i think....
maybe a solution would be make it take some time to anchor (about the time average ship needs to lock it) and give it about 1kehp so it would be limited to offensive use only (jump someone or reposition outside the enemys weapon range). |
Luscius Uta
Unleashed' Fury Forsaken Federation
68
|
Posted - 2014.01.07 13:19:00 -
[292] - Quote
In its current form, MMJD will propel even a sieged Dread. Knowing Fozzie, I can't say if that's a bug or he's just trolling us
Also, just like salvage drones and depots, both new structures aren't showing on the default "All" overview profile. |
Theon Severasse
Sniggwaffe WAFFLES.
44
|
Posted - 2014.01.07 13:20:00 -
[293] - Quote
Debir Achen wrote:What happens if someone deploys a drag bubble inside the D-Scan inhibitor? Will it drag people warping to the inhibitor into the bubble? If so, it seems the only way to get "eyes on grid" without ending up inside the bubble and whatever camp is set up there is with an inty or nullified T3. This seems excessively limiting to me. Or have I missed something?
No you have not, that is exactly how it will work. |
Theon Severasse
Sniggwaffe WAFFLES.
44
|
Posted - 2014.01.07 13:21:00 -
[294] - Quote
Luscius Uta wrote:In its current form, MMJD will propel even a sieged Dread. Knowing Fozzie, I can't say if that's a bug or he's just trolling us Also, just like salvage drones and depots, both new structures aren't showing on the default "All" overview profile.
Caps can't use it, so Dreads shouldn't be able to. Unless this is coming from experience on the test server in which case it is probably a bug. |
Asuka Solo
Stark Fujikawa Stark Enterprises
2624
|
Posted - 2014.01.07 13:27:00 -
[295] - Quote
I approve of these modules. Eve is about Capital ships, WiS, Boobs, PI and Isk! |
MisterAl tt1
Pretenders Inc W-Space
132
|
Posted - 2014.01.07 13:31:00 -
[296] - Quote
oO
One of my guys just tested MSI. This thing can be ECCMed! As a result a t2 fitted cov-op, not-perfect skills, no implants, got a 82.3% signal at 0.5 AU probe radius. Needed manual probe-moving to scan it down.
Have fun seeking for capitals under it! |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1024
|
Posted - 2014.01.07 13:34:00 -
[297] - Quote
MisterAl tt1 wrote:oO
One of my guys just tested MSI. This thing can be ECCMed! As a result a t2 fitted cov-op, not-perfect skills, no implants, got a 82.3% signal at 0.5 AU probe radius. Needed manual probe-moving to scan it down.
Have fun seeking for capitals under it!
There goes the neighborhood!!
Eve online! Now safer than hello kiti online adventures! "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Theon Severasse
Sniggwaffe WAFFLES.
44
|
Posted - 2014.01.07 13:36:00 -
[298] - Quote
Oxide Ammar wrote:If you add the MSI to the previous CCP statement regarding tackling the local channel and how it's very powerful tool for Intel, so most likely they will remove it or drastically change it as result you will be converting the whole K-space to big giant W space filled with booby traps called MSI.
Anyway I'm ok with these new features, it opens more ways and methods to play the game, only nullsec alliances and grievers are shedding tears over these.
Or anybody whole does Solo/Smallgang, people in FW, people in WHs...
Actually the only people who I don't see complaining about this is ratters...
Quite honestly the MSI is an insult to anybody who has learned how to Dscan, turning a skill based mechanic (which was already dumbed down by the Odyssey scanner) into a luck based one |
Rufus Mc'owen
Xenon Inc. Nap or War
3
|
Posted - 2014.01.07 13:45:00 -
[299] - Quote
About "Mobile Scan Inhibitor" i see this coming:
A large group of carebear in their system gonna just put as much as possible MSI in their system (Belt, Random safe in space) to discourage pirate from search them you gonna just help those who make pve all the time and reduce the interaction beetween player even more.
The ONLY way to prevent sutch behaviour is to make the MSI expensive enough (50M / 150M) |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1024
|
Posted - 2014.01.07 13:55:00 -
[300] - Quote
Rufus Mc'owen wrote:About "Mobile Scan Inhibitor" i see this coming:
A large group of carebear in their system gonna just put as much as possible MSI in their system (Belt, Random safe in space) to discourage pirate from search them you gonna just help those who make pve all the time and reduce the interaction beetween player even more.
The ONLY way to prevent sutch behaviour is to make the MSI expensive enough (50M / 150M)
10M would be enough since they exist for 2 hours max. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
|
Tsobai Hashimoto
24th Imperial Crusade Amarr Empire
185
|
Posted - 2014.01.07 14:04:00 -
[301] - Quote
Theon Severasse wrote:Both of these things need to be stopped from being able to anchor in FW plexes, since they will essentially stop a lot of PvP from happening - who is seriously going to enter an FW plex that is scan cloaked unless they are in a blob?
They are also impossible to kill in practical terms by the ships that are able to enter them, since the MJU is about the EHP of a cruiser, whilst the MSI is about the EHP of a battlecruiser.
meh....really? your gonna bring 10 of these along in your hull, and drop one in each plex....costing you 5 mill isk each, to...what...make isk?
the guys that want to hide from pvp in fw will do the same ol stabbed fits....no need to stop you from scaning
|
WhyTry1
Bredrin
81
|
Posted - 2014.01.07 14:06:00 -
[302] - Quote
Powers Sa wrote:CCP Fozzie wrote: Mobile Scan Inhibitor
This is the structure that caused the biggest buzz from the recent round of Chaos observation, time for some details that I think will significantly change how you all see it.
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.
Players inside the radius of the structure will be able to scan as normal, except that they won't get scan results from anything that's right beside them inside the radius.
Another single use structure, no rescooping. Current stats are 60s activation time, 2h lifetime, 45k ehp (once again mostly structure), 50m3 volume and a build cost of ~5m isk. Like I said above, it has an effective radius of 30km, meaning that even if you're at the edge, someone warping to 0 on it can still catch you fairly easily, especially with inties. Can't be deployed within 75km of gates or stations, or within 40km of control towers. Can't be deployed within 40km of another scan inhibitor so you can overlap them but you can never use one to mask the central structure of another.
This is massively broken if the radius is bigger than 15km (30km diameter), and the build cost needs to be that of like a t2 medium bubble or a t1 large bubble. With a 30km radius you can hide capfleets and super fleets.
But you cant really can you, i dont see the point of this unit. You can scan the unit down and warp to it, and then youll find whats there, so i dont get the point of it. or am i missing something.
The first thing you will do now is scan for these straighaway knowing they could be something there. i dont get it |
Sura Sadiva
Entropic Tactical Crew
1005
|
Posted - 2014.01.07 14:07:00 -
[303] - Quote
The cost doesn't matter. Corporations and alliances will manage to keep a number of MSI always up in their home and farming systems. is not like each ratter have to place an MSI in each belt; you place an MSI for each belt and ALL your ratters and miners gain safety.
This (added to the other usual safety tools like godlike intel from local, bubbles and so on) will allow to run 24/7 safe areas.
|
Sid Crash
48
|
Posted - 2014.01.07 14:15:00 -
[304] - Quote
This will be just as unbalanced as all the other "wouldn't it be cool if" ideas and it will, just as all the other ideas, create massive problems which you can't control because us players WILL find hilarious ways to break it and mess stuff up.
Seriously Fozzie, don't do this because once you introduce it you can't wish it away any more. |
Mike Whiite
Stupid Stunts The Wolfpack Nexus
319
|
Posted - 2014.01.07 14:18:00 -
[305] - Quote
I'm not sure.
both have good points.
though I'm a bit concerned of the following:
The MJD unit:
not the unit itself, but the ripple efect that it might have. I'm a bit concerned for Battleships, the new warp mechanics already kicked Battleships in the groin, the MJD was something that could help battles ships out a little, not much but it gave them a small edge, that will be gone. assault Battleships where already a joke since the warp changes, now is the small advantage of the MJD gone.
The Scan disrupter.
I'm quite afraid that it will become a tactical weapon, keeping from engaging eachother than that it will create more encounters. and it's already quite hard to find a small gang encounters.
In large fleets it might have more potential as a real weapon, instead of scaring anyone from engaging anyone.
Don't know if that is enough to change them, though I think it's good to consider. |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1024
|
Posted - 2014.01.07 14:19:00 -
[306] - Quote
WhyTry1 wrote:Powers Sa wrote:CCP Fozzie wrote: Mobile Scan Inhibitor
This is the structure that caused the biggest buzz from the recent round of Chaos observation, time for some details that I think will significantly change how you all see it.
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.
Players inside the radius of the structure will be able to scan as normal, except that they won't get scan results from anything that's right beside them inside the radius.
Another single use structure, no rescooping. Current stats are 60s activation time, 2h lifetime, 45k ehp (once again mostly structure), 50m3 volume and a build cost of ~5m isk. Like I said above, it has an effective radius of 30km, meaning that even if you're at the edge, someone warping to 0 on it can still catch you fairly easily, especially with inties. Can't be deployed within 75km of gates or stations, or within 40km of control towers. Can't be deployed within 40km of another scan inhibitor so you can overlap them but you can never use one to mask the central structure of another.
This is massively broken if the radius is bigger than 15km (30km diameter), and the build cost needs to be that of like a t2 medium bubble or a t1 large bubble. With a 30km radius you can hide capfleets and super fleets. But you cant really can you, i dont see the point of this unit. You can scan the unit down and warp to it, and then youll find whats there, so i dont get the point of it. or am i missing something. The first thing you will do now is scan for these straighaway knowing they could be something there. i dont get it
you are missing that there will be 10 or more of these in system. Each one with a drag bubble on it.. and smartbomb battlehips killing all your scouts trying to find the real fleet. At same time the real fleet can eve change locations.
ITs will nto be impossible.. but will be a HELISH pain in the ass and need suicidal people by the dozens.
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Jureth22
Perkone Caldari State
149
|
Posted - 2014.01.07 14:24:00 -
[307] - Quote
lol,i dont even.hey i have an ideea,what about mobile ecm unit. |
Sura Sadiva
Entropic Tactical Crew
1005
|
Posted - 2014.01.07 14:24:00 -
[308] - Quote
Tsobai Hashimoto wrote: meh....really? your gonna bring 10 of these along in your hull, and drop one in each plex....costing you 5 mill isk each, to...what...make isk?
the guys that want to hide from pvp in fw will do the same ol stabbed fits....no need to stop you from scaning
Except that you will not be able to know who is plexing and where. You cannot relay ond-scan to find them: looks empty becuase nobody is there or because there's a MSI thing? you will have always to warp in ALL the plexes in the system to find out.
Already now the system is balanced to advantage plexers: I'm plexing, I see you warping to the gate, I decide: if I want to engage I stay otherwise I warp away. The MSI add a further advantage for the plexer.
|
Speedkermit Damo
Demonic Retribution Nullsec Ninjas
214
|
Posted - 2014.01.07 14:30:00 -
[309] - Quote
Jepp wrote:Luwc wrote:Dear CCP,
TL'DR
Please fix your ******* Pos and SOV mechanics instead of putting out this childish and plain ******** bullshit.
and for the mercy of god... stop adding crap that allows people to permantly run away. I.e. mobile depots for instant warp core fit and now this ******* anti scan/MJD thing.
Too many cloaks. Too much bubble immunity.
stop that. wow, didn't think I'll ever like a post and agree with someone from FA
I also second this. There are already far too many ways to avoid or escape PvP. Even if you do somehow manage to get a lock on a nullified cloaky or Interceptor, chances are that fecking module activation delay will allow the target to escape anyway.
I haven't been playing Eve for very long, not even 18 months but I see the way things are going. null and low-sec gets safer and safer for those who don't want to PvP. These unwanted gimmick modules are another nail in the coffin of solo/small-gang PvP which was already on life support.
Fix nullsec, sov, POS's, lag, tidi, etc. Stop with these gimmicks. Don't Panic.
|
Erasmus Phoenix
Balls to the Walls No Response
15
|
Posted - 2014.01.07 14:40:00 -
[310] - 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. |
|
Terranid Meester
Tactical Assault and Recon Unit
213
|
Posted - 2014.01.07 15:02:00 -
[311] - Quote
Sura Sadiva wrote:Stupid stuff
They only last for 2 hours you dunderhead. How on earth are you going to fill a system with 100 before their timer expires. Personally I wish they didn't have timers, which leaves the fact that you can use your own MSI's to hide yourself, they can be blown up and that you will have to warp to wherever the enemy is anyway, so if they are an active d-scanner it won't make much of a difference anyway.
|
Terranid Meester
Tactical Assault and Recon Unit
213
|
Posted - 2014.01.07 15:04:00 -
[312] - Quote
Double post |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1027
|
Posted - 2014.01.07 15:22:00 -
[313] - Quote
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. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Grozen
Titan Core
31
|
Posted - 2014.01.07 15:26:00 -
[314] - Quote
Sura Sadiva wrote:Petrus Blackshell wrote:Add-on: Do you really want to make the extremely expensive to fit Expanded Probe Launcher mandatory for intel gathering? Because that's what I'm getting here: an implication that solo pilots, or small gangs who cannot afford to sacrifice one of their pilots to tow around a scanning ship can... well... get dunked. yes I agree. But even with one or more dedicated prober... It's not relevant: I will fill my ratting system with 100 MSI. You enter and want to find me. You'll have to probe and warp on grid to see. Reaping this 100 times (in the meantime of course I see you and your probes on MY d-scan). How long will be? Let's see 10 seconds to scan + 20 seconds to warp. 30 seonds repeated 100 times. So will be something: 1. time consuming and boring like hell 2. uneffective 3. Even if you success (after 1-2 hours of pure boredom) in finding somoene will be most likely a trap and you'll run in a blob Go figure... People will give up even only to try.
Their build cost is around 5m right.So on market they will sell 6-7m even when prices settle somehow placing 100 of these would mean someone just wasted 600m to cover his trail.Does not seem very cheap tactic to me. knowledge is power. |
Elgin Stone
Republic Military School Minmatar Republic
0
|
Posted - 2014.01.07 15:27:00 -
[315] - Quote
I liked the suggestion from another forum member about the proximity MJU. Maybe a 15km proximity and every ship in it jumps.
wait.....it takes 20sec for you to be able to activate it so time to get away from it (battleships etc maybe not), doesn't have to be activated straight away or even by the person who dropped it (Bit like a "Go ahead, theres the button, push it" sort of thing. or I'm scrammed somebody push my button, or even the MJU is scrammable if you lock and scram before the end of the 12sec activation time). maybe a 100km jump in a random direction. when deployed theres the 20secs to get away (if you can) or close in to jump with all involved in the jump. you stay locked to targets when you MJD anyway. maybe not deployable in high sec or even low sec.
even a new wormhole anomaly effect, also including battleship MJDs. sort of "these wormholes have a proximity effect of ??km on all Jump Drives"
Doubt I'll use any of these deployables, but a proximity jump would be a great effect to watch on someone's Twitch stream or youtube.
(sorry if someone else has already thought of this, I couldn't be bothered to read all the replies) |
|
ISD LackOfFaith
ISD Community Communications Liaisons
1056
|
Posted - 2014.01.07 15:28:00 -
[316] - Quote
Deleted a double post at the poster's request.
And no, I don't think the forum will have a readily available "delete post" button both for reasons of not enabling trolling, and since there needs to be some serious coding to make it happen (the delete button we use as mods is already sort of funky). ISD LackOfFaith Lieutenant Community Communication Liaisons (CCLs) Interstellar Services Department @ISD_LackOfFaith on Twitter |
|
Theon Severasse
Sniggwaffe WAFFLES.
48
|
Posted - 2014.01.07 15:28:00 -
[317] - Quote
Tsobai Hashimoto wrote:Theon Severasse wrote:Both of these things need to be stopped from being able to anchor in FW plexes, since they will essentially stop a lot of PvP from happening - who is seriously going to enter an FW plex that is scan cloaked unless they are in a blob?
They are also impossible to kill in practical terms by the ships that are able to enter them, since the MJU is about the EHP of a cruiser, whilst the MSI is about the EHP of a battlecruiser. meh....really? your gonna bring 10 of these along in your hull, and drop one in each plex....costing you 5 mill isk each, to...what...make isk? the guys that want to hide from pvp in fw will do the same ol stabbed fits....no need to stop you from scaning
No, you anchor them in the plex that you and your fleet are sitting in. Anyone who Dscans that plex would have to assume that everyone in local is in that plex, and would have to bring a fleet capable of countering that.
Regardless of whether there is actually just one person in it sitting in a merlin, or twenty all sitting in daredevils.
|
Erasmus Phoenix
Balls to the Walls No Response
16
|
Posted - 2014.01.07 15:31:00 -
[318] - 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.
|
Dinsdale Pirannha
Pirannha Corp
1828
|
Posted - 2014.01.07 15:39:00 -
[319] - Quote
I would be curious to read some CSM members' takes on these new mechanisms. I would think that some of them would have VERY strong opinions about them. Most people viewed Orwell's writings as a warning. The harper regime and the goons treat them as a guidebook. |
Sura Sadiva
Entropic Tactical Crew
1005
|
Posted - 2014.01.07 15:46:00 -
[320] - Quote
Grozen wrote: Their build cost is around 5m right.So on market they will sell 6-7m even when prices settle somehow placing 100 of these would mean someone just wasted 600m to cover his trail.Does not seem very cheap tactic to me.
Doesn't matter. 100, 50, 10... one is enough: you deploy only one in the system (or there's some already deployed) and then anyone entering the system (if hasn't combat probes) will have to warp to any belts, anomaly, celestial, to find out.
Is an huge nerf to engament opportunities.
|
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Sura Sadiva
Entropic Tactical Crew
1006
|
Posted - 2014.01.07 15:48:00 -
[321] - Quote
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.
|
Erasmus Phoenix
Balls to the Walls No Response
17
|
Posted - 2014.01.07 16:03:00 -
[322] - 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. |
Krasavitca
State War Academy Caldari State
0
|
Posted - 2014.01.07 16:08:00 -
[323] - Quote
CCP from the beginning fix drones. Only then create useless modules |
I am disposable
Republic University Minmatar Republic
45
|
Posted - 2014.01.07 16:11:00 -
[324] - Quote
WhyTry1 wrote:Powers Sa wrote:CCP Fozzie wrote: Mobile Scan Inhibitor
This is the structure that caused the biggest buzz from the recent round of Chaos observation, time for some details that I think will significantly change how you all see it.
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.
Players inside the radius of the structure will be able to scan as normal, except that they won't get scan results from anything that's right beside them inside the radius.
Another single use structure, no rescooping. Current stats are 60s activation time, 2h lifetime, 45k ehp (once again mostly structure), 50m3 volume and a build cost of ~5m isk. Like I said above, it has an effective radius of 30km, meaning that even if you're at the edge, someone warping to 0 on it can still catch you fairly easily, especially with inties. Can't be deployed within 75km of gates or stations, or within 40km of control towers. Can't be deployed within 40km of another scan inhibitor so you can overlap them but you can never use one to mask the central structure of another.
This is massively broken if the radius is bigger than 15km (30km diameter), and the build cost needs to be that of like a t2 medium bubble or a t1 large bubble. With a 30km radius you can hide capfleets and super fleets. But you cant really can you, i dont see the point of this unit. You can scan the unit down and warp to it, and then youll find whats there, so i dont get the point of it. or am i missing something. The first thing you will do now is scan for these straighaway knowing they could be something there. i dont get it
They are definitely of very questionable value, especially with the 2 hour time limit and the fact that they can not be retrieved. The pattern of marginal, niche mobile structures continues. |
Vivian Marcos
The Suicide Express
7
|
Posted - 2014.01.07 16:21:00 -
[325] - Quote
First off, the MSI modules looks frickin amazing! I love the skin of that little bugger!
I am quite looking forward to these modules, this will make scouts a lot more important and the need of actually good professional scouts. I have mixed feelings about this being used by larger corps to punish smaller corps, but once more It should inspire a different kind of scouting. However i am sorta advocating against them being in FW plexes.
You want to scout it with a triple stabbed MSE/MWD supper fast warping ship? Triple scram inty+smart bombing ship for dat pod! Might make alts in a non fitted frig to suicide in plexes to get the fleet comp as my good buddy just said on comms :)
I would like to know if the MMJD works on ONLY fleet members of your fleet or eveyone in the radius? I assume the former but i would LOVE the latter :D Hey sky, get back to work! U 2 cips.... |
Petrus Blackshell
Rifterlings Point Blank Alliance
2839
|
Posted - 2014.01.07 16:28:00 -
[326] - Quote
Vivian Marcos wrote: I would like to know if the MMJD works on ONLY fleet members of your fleet or eveyone in the radius? I assume the former but i would LOVE the latter :D
Anyone can use them.
Fun fact for everyone: all these structures are also warp-to-able-by-everyone (is there a better term for this?), like wrecks or other space junk. Rifterlings - small gang frigate PvP - lowsec pirate operation, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |
Daichi Yamato
Xero Security and Technologies
1001
|
Posted - 2014.01.07 16:36:00 -
[327] - Quote
Vivian Marcos wrote:
I would like to know if the MMJD works on ONLY fleet members of your fleet or eveyone in the radius? I assume the former but i would LOVE the latter :D
OP says anyone can use it friend or foe.
cant wait to see whats done with these structures. MSI's are scary for FW sites tho. There are no vets in EVE. Only varying levels of Noobery. |
Herzog Wolfhammer
Sigma Special Tactics Group
4095
|
Posted - 2014.01.07 16:42:00 -
[328] - Quote
Steve Ronuken wrote:So... Lets get the MMJU train going. jump, spool, jump, spool, jump, spool, jump and I'm 400km away in 48 seconds.
I was just thinking "Grid Fu is back" |
Herzog Wolfhammer
Sigma Special Tactics Group
4095
|
Posted - 2014.01.07 16:58:00 -
[329] - Quote
Hatsumi Kobayashi wrote:CCP Fozzie wrote:Hatsumi Kobayashi wrote:Can cloaked ships use the MJD unit and and if yes remain cloaked while doing so?
Can HICs use it with their bubble up?
Questions needing answers In its current iteration the answer to both is yes. We're not dead set on keeping that as is however. I may not have your insight and data on this but I KIND OF think it'd be a little uncool to keep that as is.
Don't worry.
Just complain about it enough and the next iteration of the MMJU will have a 40 second spoolup time in addition to needing to decloak to use it.
See what they did to the rapid missile launchers is why I am not excited about these new devices. People will get creative with them, and they will be nerfed into ridiculousness. |
Alx Warlord
SUPERNOVA SOCIETY Last Resort.
547
|
Posted - 2014.01.07 17:17:00 -
[330] - Quote
So, The Inhibitor is a FW feature?
Maybe a bigger version of IT to remove the D-scan and the probing from the system so the player willing to probe had to warp to it... and deactivate it.... Please read these! > New POS system > New SOV system |
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Feyd Rautha Harkonnen
Lords.Of.Midnight The Devil's Warrior Alliance
417
|
Posted - 2014.01.07 17:32:00 -
[331] - Quote
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. Would you like to know more? |
Poarn Staash
Freight Club The Marmite Collective
0
|
Posted - 2014.01.07 17:32:00 -
[332] - Quote
Terranid Meester wrote:Sura Sadiva wrote:Stupid stuff
They only last for 2 hours you dunderhead. How on earth are you going to fill a system with 100 before their timer expires.
If your fleet anchors a new one each minute, there will be 120 in system at any given time. A blockade runner can carry hundreds.
Every two minutes and you are still looking at a 60-MSI shell game. Roulette is not a game of skill. |
Rhavas
Future Corps Sleeper Social Club
229
|
Posted - 2014.01.07 17:36:00 -
[333] - Quote
Sura Sadiva wrote: The cost doesn't matter. Corporations and alliances will manage to keep a number of MSI always up in their home and farming systems. is not like each ratter have to place an MSI in each belt; you place an MSI for each belt and ALL your ratters and miners gain safety.
This (added to the other usual safety tools like godlike intel from local, bubbles and so on) will allow to run 24/7 safe areas.
Sadly I suspect you're right. I liked the design until you reminded me of this. Long story short of you have 20+ of these in a system it does in fact work as a real cloak in effect. Author of Interstellar Privateer Shattered Planets, Wormholes and Game Commentary |
Erasmus Phoenix
Balls to the Walls No Response
17
|
Posted - 2014.01.07 17:46:00 -
[334] - 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. |
Kane Rizzel
NovaKane Incorporated You've got RED on you
76
|
Posted - 2014.01.07 17:52:00 -
[335] - Quote
Anyone inside the scan inhibitor should have local disabled and their scanners shouldn't be able to work either in my opinion. Double edged sword. A Pirate's Perspective Official EVE Online Fan Site |
Vaju Enki
Secular Wisdom
1206
|
Posted - 2014.01.07 18:18:00 -
[336] - Quote
This post would work as a april fools joke. The Tears Must Flow |
Frumpylumps Faplord
Republic Military School Minmatar Republic
2
|
Posted - 2014.01.07 18:29:00 -
[337] - 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?
F#$()*#)($*#
It is for the better. Currently, high sec pirates are able to operate with no real risks and pay very negligible costs for their actions on success or failure.
The MSI is an excellent way to make aggressors take some risks for a change. Props to CCP for these fantastic new tools. Much love to the Foz man. |
Xindi Kraid
Caldari Provisions Caldari State
697
|
Posted - 2014.01.07 18:34:00 -
[338] - Quote
Information is far too important in EvE to have something that no sensors can breach. I understand that the Scan Disruptor can easily be found and probed out, but I still think it gives too much of an advantage to the people inside. I'd rather it just block D-Scan but allow probes to pierce it.
As for the anchorable MJD. I am not sure what to think about this. The only uses I have thought of so far is using one to jump through/into a bubble swarm, or drop it while you're ratting to gain a few seconds to warp off hopefully.
The fact that other people can use it nullifies it's ability to let you use it to kite, and the fact it is fixed also means it can easily be rendered moot without being destroyed just by the combatants moving. |
Quesa
D00M. Northern Coalition.
26
|
Posted - 2014.01.07 18:59:00 -
[339] - Quote
Honestly, this just reeks of adding to add.
New shinies are cool but that doesn't mean you need to constantly add them to make people happy. If you continue to add in this fashion, you'll just have a game with a lot of unnecessary clutter. You just added some nice deployables and they haven't even had enough time to marinate with the current meta for us to see the full extent of how they change/morph that meta.
These new mods don't really add anything to the game. The scan blocker shows up on your dScan and can be probed? So when you see it on your probe results you scan it down and VIOLA a ship that you couldn't scan. It's a gimmick deployable. The same thing goes with the deployable MJD. There isn't any need for this and it would be better to look at Capital/BC/Cruiser sized MJD modules instead of another stationary deployable.
All in all, stop adding new shinies because they are shiny. There is a whole grip of depth to this game and with that comes alot of necessary maintenance that has been falling to the wayside, despite their being different teams working on different aspects of the game. These are unnecessary items being added to the game, I'm sure there are more interesting things that have been thought of that won't be such a waste of development time. |
Erasmus Phoenix
Balls to the Walls No Response
17
|
Posted - 2014.01.07 19:23:00 -
[340] - 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. |
|
Jureth22
Perkone Caldari State
149
|
Posted - 2014.01.07 19:36:00 -
[341] - Quote
everytime ccp makes a post,solo pvp dies a little.
example : Mobile Scan Inhibitor
you are a solo vagabond trying to kill a drake of a ibis,irelevant.you check scan and bam nothing.but just 1000km of grid there 1000 people in ibises hiding waiting for a warp in you.i`m just saying. |
Domanique Altares
Rifterlings Point Blank Alliance
2271
|
Posted - 2014.01.07 19:43:00 -
[342] - Quote
Petrus Blackshell wrote:Vivian Marcos wrote: I would like to know if the MMJD works on ONLY fleet members of your fleet or eveyone in the radius? I assume the former but i would LOVE the latter :D
Anyone can use them. Fun fact for everyone: all these structures are also warp-to-able-by-everyone (is there a better term for this?), like wrecks or other space junk.
Petrus and I got on SiSi last night and played with these new shitshow items. I wasn't terribly impressed with them, considering they're currently both warpable space junk.
Cyno'd ships cannot use the Mobile Jump Drive; I dunno if that was patched out at SiSi downtime or not, but Petrus was unable to use it with a cyno going. We did not have access to a Marauder to test if it would actually go anywhere under bastion.
The fact that dictor bubbles and anchorables could be placed inside the Scan Inhbitor isn't too hot, especially since it works as some fear; anything approximating a direct warp-to earns you a drag effect.
Over all, I'm not too impressed.
The Jump Drive deployable is a rather clunky 'escape mechanism' (that still left me enough time to burn away to 160km+, warp back to, and tackle Petrus' Tornado before he could alpha my Daredevil off the field or use this thing to escape) that seems more of a toy than a serious thing for most uses.
The Scan Inhibitor is paradigm shifting, and not in a good way. This thing is going to do nothing but promote even more blob warfare, and make already cautious or risk averse players even moreso. This particular flavor of one-way intel is, frankly, bullshit. The only way that these things could be remotely considered balanced is if the inhibitor effect was applied to any ships inside the AOE, rendering their d-scan useless, and preventing their ability to target when within the module's 'field,' just as when one is inside a POS forcefield.
I honestly have to question whether anyone at CCP thinks about these things at all before they send Fozzie out here with it. I suppose it's a bit too much to ask that Devs spend any time playing EVE Online under current metas before they decide to start pissing in the pool with these poorly instituted 'game changers.'
As an aside, CCP karkur and her people have continued knocking homeruns out of the park with small quality of life UI tweaks. I'm honestly more looking forward to these things hitting TQ than I am anything from the balance/shiny toys group. Rifterlings pirate corporation is now recruitng members for lowsec PvP operations. Newbie friendly, free T1 frigate and dessy hangar, solo tutoring and PvP classes for new members. Join our in game channel 'weflyrifters' and speak to a recruiter today. |
Draconic Slayer
Tempest Legion Psychotic Tendencies.
69
|
Posted - 2014.01.07 19:51:00 -
[343] - Quote
Here's a summary of the thread for you, CCP:
MSI shows how much you enjoy taking a doo-doo on the face of solo and small gang PVPers while making it harder for people with expensive ratting ships to die.
10/10 idea, would pay more money to CCP. |
I am disposable
Republic University Minmatar Republic
47
|
Posted - 2014.01.07 19:55:00 -
[344] - Quote
Rufus Mc'owen wrote:About "Mobile Scan Inhibitor" i see this coming:
A large group of carebear in their system gonna just put as much as possible MSI in their system (Belt, Random safe in space) to discourage pirate from search them you gonna just help those who make pve all the time and reduce the interaction beetween player even more.
The ONLY way to prevent sutch behaviour is to make the MSI expensive enough (50M / 150M)
50-150 million isk for an unrecoverable deployable that lasts 2 hours? Rofl... |
Erasmus Phoenix
Balls to the Walls No Response
18
|
Posted - 2014.01.07 19:59:00 -
[345] - 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. |
Marlona Sky
D00M. Northern Coalition.
4719
|
Posted - 2014.01.07 20:05:00 -
[346] - Quote
Jureth22 wrote:everytime ccp makes a post,solo pvp dies a little.
example : Mobile Scan Inhibitor
you are a solo vagabond trying to kill a drake of a ibis,irelevant.you check scan and bam nothing.but just 1000km of grid there 1000 people in ibises hiding waiting for a warp in you.i`m just saying. You would engage a Drake solo with 1000 bad guys showing up in local? . |
Petrus Blackshell
Rifterlings Point Blank Alliance
2842
|
Posted - 2014.01.07 20:08:00 -
[347] - Quote
Marlona Sky wrote:Jureth22 wrote:everytime ccp makes a post,solo pvp dies a little.
example : Mobile Scan Inhibitor
you are a solo vagabond trying to kill a drake of a ibis,irelevant.you check scan and bam nothing.but just 1000km of grid there 1000 people in ibises hiding waiting for a warp in you.i`m just saying. You would engage a Drake solo with 1000 bad guys showing up in local? Would you rather fight 1000 Ibis-sized Drakes, or one Drake-sized Ibis? Rifterlings - small gang frigate PvP - lowsec pirate operation, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |
Liang Nuren
Heretic Army Heretic Initiative
4325
|
Posted - 2014.01.07 20:13:00 -
[348] - Quote
Marlona Sky wrote:Jureth22 wrote:everytime ccp makes a post,solo pvp dies a little.
example : Mobile Scan Inhibitor
you are a solo vagabond trying to kill a drake of a ibis,irelevant.you check scan and bam nothing.but just 1000km of grid there 1000 people in ibises hiding waiting for a warp in you.i`m just saying. You would engage a Drake solo with 1000 bad guys showing up in local?
I've engaged a Drake solo with 50 bad guys in local. I wouldn't think that's a reasonable thing to do with 5 of these DSIs on scan.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
Twitter: http://twitter.com/LiangNuren
|
Lin Fatale
24th Imperial Crusade Amarr Empire
20
|
Posted - 2014.01.07 20:18:00 -
[349] - Quote
Marlona Sky wrote:Jureth22 wrote:everytime ccp makes a post,solo pvp dies a little.
example : Mobile Scan Inhibitor
you are a solo vagabond trying to kill a drake of a ibis,irelevant.you check scan and bam nothing.but just 1000km of grid there 1000 people in ibises hiding waiting for a warp in you.i`m just saying. You would engage a Drake solo with 1000 bad guys showing up in local?
ofc jump in check d-scan whats close - decide - start the fight if **** appears on scan - decide if you can handle it - maybe burn away, try separate them / kite them decide when u have to gtfo
maybe u die in that process because u decided wrong, maybe u get a good fight and get some opportunity kills but at least u had a fight
but i would not warp to anything unscannable with 100 ppl in system or start the fight when such a thing is just 1k off gate
|
Grath Telkin
Sniggerdly Pandemic Legion
2096
|
Posted - 2014.01.07 20:23:00 -
[350] - Quote
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. Malcanis - Without drone assign, the slowcat doctrine will wither and die.
|
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James Amril-Kesh
4S Corporation Goonswarm Federation
8187
|
Posted - 2014.01.07 20:24:00 -
[351] - Quote
Erasmus Phoenix wrote: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. No, it isn't. It's a terrible idea that should never have gotten to the "post on forums" stage. My EVE Videos |
James Amril-Kesh
4S Corporation Goonswarm Federation
8187
|
Posted - 2014.01.07 20:25:00 -
[352] - Quote
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. My EVE Videos |
Jessica Danikov
Clan Shadow Wolf Fatal Ascension
213
|
Posted - 2014.01.07 20:34:00 -
[353] - Quote
MMJD + Freighters- CCP just want to do bowling in space with big spaceships (especially given the mass restriction isn't implemented on SISI right now- do it with Titans while you still can, and don't forget to youtube it with Benny Hill music).
Seriously, the MMJD could be hillarious if you keep the fixed 12 second spool up but buff the sig bloom to the same as an MWD (after all, your ship doesn't have a drive and any compensatory measures installed with it). Instant bomber-bait. |
Erasmus Phoenix
Balls to the Walls No Response
18
|
Posted - 2014.01.07 20:40:00 -
[354] - 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. |
Gizznitt Malikite
Agony Unleashed Agony Empire
3342
|
Posted - 2014.01.07 20:59:00 -
[355] - Quote
I think the mobile scan inhibitor sounds like a great addition to the game. It can be used to create intel voids that need a pilot to actively explore. Don't listen to these nay-sayers, as they'll adapt or die like they should! |
Priestess Lin
Center for Advanced Studies Gallente Federation
0
|
Posted - 2014.01.07 21:04:00 -
[356] - Quote
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. |
Gizznitt Malikite
Agony Unleashed Agony Empire
3342
|
Posted - 2014.01.07 21:04:00 -
[357] - Quote
Liang Nuren wrote:Marlona Sky wrote:Jureth22 wrote:everytime ccp makes a post,solo pvp dies a little.
example : Mobile Scan Inhibitor
you are a solo vagabond trying to kill a drake of a ibis,irelevant.you check scan and bam nothing.but just 1000km of grid there 1000 people in ibises hiding waiting for a warp in you.i`m just saying. You would engage a Drake solo with 1000 bad guys showing up in local? I've engaged a Drake solo with 50 bad guys in local. I wouldn't think that's a reasonable thing to do with 5 of these DSIs on scan. -Liang
These things have a 2 hour time limit, which means they won't be spammed all over the universe. If there are 5 on scan, there is probably a pretty damn good reason!
Now, at 5 m isk build cost... that may be a tad lowball. I'd recommend a 20m isk price tag, and then people won't spam them as much, and if they are spamming them, you know they are doing so for a good reason!
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Erasmus Phoenix
Balls to the Walls No Response
19
|
Posted - 2014.01.07 21:07:00 -
[358] - 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. |
Gizznitt Malikite
Agony Unleashed Agony Empire
3343
|
Posted - 2014.01.07 21:10:00 -
[359] - Quote
Domanique Altares wrote:
The Scan Inhibitor is paradigm shifting, and not in a good way. This thing is going to do nothing but promote even more blob warfare, and make already cautious or risk averse players even moreso. This particular flavor of one-way intel is, frankly, bullshit. The only way that these things could be remotely considered balanced is if the inhibitor effect was applied to any ships inside the AOE, rendering their d-scan useless, and preventing their ability to target when within the module's 'field,' just as when one is inside a POS forcefield.
A cloaked ship can't be dscanned, but can still dscan. The MSI is a stationary object that you can easily identify and know that forces may be hiding there. This is hardly game breaking. Instead it creates an increased need for intel gatherers, and that's very much for the better.
The sky is not falling with the introduction of this item. Instead, new tactical possibilities are opening up. |
Randy Wray
Euphoria Released Triumvirate.
142
|
Posted - 2014.01.07 21:14:00 -
[360] - Quote
Erasmus Phoenix wrote: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. Calm down it's just a troll. Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @-áhttp://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec
twitch.tv/randywray |
|
Loki Feiht
Feiht Family Clan
162
|
Posted - 2014.01.07 21:26:00 -
[361] - Quote
This sounded like a good idea becuase? if the thing hid me from local it would be awesome, otherwise i'll just fit a cloak :P
Although i suppose it could theoretically hide me in a plex like someone else mentioned /me shrugs More NPC - Randomly Generated Modular Content-áthread https://forums.eveonline.com/default.aspx?g=posts&t=220858 |
Kaeda Maxwell
Calamitous-Intent Feign Disorder
265
|
Posted - 2014.01.07 21:32:00 -
[362] - Quote
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). |
Gizznitt Malikite
Agony Unleashed Agony Empire
3344
|
Posted - 2014.01.07 21:52:00 -
[363] - Quote
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. |
Cameron Freerunner
Long Jump.
84
|
Posted - 2014.01.07 21:53:00 -
[364] - Quote
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. |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1032
|
Posted - 2014.01.07 21:56:00 -
[365] - Quote
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.
There is a difference between making harder for the scout.. and making IMPOSSIBLE to catch anyone that is not afk.
THe changes are stupid when they make one side win 100% of time as long as that side is able to click 1 button. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1032
|
Posted - 2014.01.07 22:00:00 -
[366] - Quote
Vivian Marcos wrote:First off, the MSI modules looks frickin amazing! I love the skin of that little bugger!
I am quite looking forward to these modules, this will make scouts a lot more important and the need of actually good professional scouts. I have mixed feelings about this being used by larger corps to punish smaller corps, but once more It should inspire a different kind of scouting. However i am sorta advocating against them being in FW plexes.
You want to scout it with a triple stabbed MSE/MWD supper fast warping ship? Triple scram inty+smart bombing ship for dat pod! Might make alts in a non fitted frig to suicide in plexes to get the fleet comp as my good buddy just said on comms :)
Still that means that smaller groups could use them to mask their fleet against larger foes, the larger foes would have to suicide someone to get the comp as well... Double edged sword, benifits and hurts both parties the same hehehe i like it!
I would like to know if the MMJD works on ONLY fleet members of your fleet or eveyone in the radius? I assume the former but i would LOVE the latter :D
Completely NONSESNE! If you know your group is considerably larger that is when you dont give a **** for the MSI and warp your fleet direclty to it and balst the smaller group!
People simply have no clue how other players act in eve? "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Marlona Sky
D00M. Northern Coalition.
4719
|
Posted - 2014.01.07 22:00:00 -
[367] - Quote
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. What? I bet you any amount of ISK you would never catch me bearing it up in a system if you were not there already. I will be half way to warp initiation before you even press that directional scan button. That is fact. . |
mynnna
GoonWaffe Goonswarm Federation
2771
|
Posted - 2014.01.07 22:01:00 -
[368] - Quote
Dinsdale Pirannha wrote:I would be curious to read some CSM members' takes on these new mechanisms. I would think that some of them would have VERY strong opinions about them.
Sorry I'm a bit off my game lately, can you please inform me what strong opinion lead financier of the nullsec cartel is supposed to have on them so that I may adopt it? Thanks. Member of the Goonswarm Economic Warfare Cabal |
Liang Nuren
Heretic Army Heretic Initiative
4326
|
Posted - 2014.01.07 22:01:00 -
[369] - Quote
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 Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
Twitter: http://twitter.com/LiangNuren
|
Gizznitt Malikite
Agony Unleashed Agony Empire
3344
|
Posted - 2014.01.07 22:03:00 -
[370] - Quote
Increase the build cost to say... 20m isk instead of 5m isk. They won't be spammed in Anomalies, because they cost as much as you earn in the anomaly, and they are single use objects. |
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Theon Severasse
Sniggwaffe WAFFLES.
49
|
Posted - 2014.01.07 22:05:00 -
[371] - Quote
Gizznitt Malikite wrote:Kaeda Maxwell wrote:[quote=Gizznitt Malikite] Instead it creates an increased need for intel gatherers, and that's very much for the better.
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.
When I solo I will often pick a point in deep null that I haven't necessarily been to before, it's just somewhere that has quite a bit of activity (players in system, rats killed, whatever). What you are essentially saying is that before roaming somewhere I should scout it well in advance in a nullified T3?
The fact that I am competent at using D-Scan suddenly becomes useless, I may as well not even have the window open for all the good it will do me if these are released. |
Vincent Athena
V.I.C.E.
2592
|
Posted - 2014.01.07 22:08:00 -
[372] - Quote
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. http://vincentoneve.wordpress.com/ |
Erasmus Phoenix
Balls to the Walls No Response
19
|
Posted - 2014.01.07 22:10:00 -
[373] - 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. |
Domanique Altares
Rifterlings Point Blank Alliance
2272
|
Posted - 2014.01.07 22:11:00 -
[374] - Quote
Gizznitt Malikite wrote:Domanique Altares wrote:
The Scan Inhibitor is paradigm shifting, and not in a good way. This thing is going to do nothing but promote even more blob warfare, and make already cautious or risk averse players even moreso. This particular flavor of one-way intel is, frankly, bullshit. The only way that these things could be remotely considered balanced is if the inhibitor effect was applied to any ships inside the AOE, rendering their d-scan useless, and preventing their ability to target when within the module's 'field,' just as when one is inside a POS forcefield.
A cloaked ship can't be dscanned, but can still dscan. The MSI is a stationary object that you can easily identify and know that forces may be hiding there. This is hardly game breaking. Instead it creates an increased need for intel gatherers, and that's very much for the better. The sky is not falling with the introduction of this item. Instead, new tactical possibilities are opening up.
A cloaked ship also can't do anything while it's cloaked, with the exception of warp away if it falls under the covops domain. Ships inside the AOE field of this thing retain all of their functionality. They retain perfect intel via Local and d-scan, while those outside of the AOE field lose that capability.
They sky is certainly not falling; it's just begun to rain even more ****. Rifterlings pirate corporation is now recruitng members for lowsec PvP operations. Newbie friendly, free T1 frigate and dessy hangar, solo tutoring and PvP classes for new members. Join our in game channel 'weflyrifters' and speak to a recruiter today. |
Erasmus Phoenix
Balls to the Walls No Response
19
|
Posted - 2014.01.07 22:11:00 -
[375] - 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. |
Theon Severasse
Sniggwaffe WAFFLES.
49
|
Posted - 2014.01.07 22:13:00 -
[376] - 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.
So it's going to break exploration as well? Congratulations CCP, I think this is probably your biggest fuckup since WiS |
Atomic Option
Taggart Transdimensional Virtue of Selfishness
79
|
Posted - 2014.01.07 22:16:00 -
[377] - Quote
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. |
Gizznitt Malikite
Agony Unleashed Agony Empire
3344
|
Posted - 2014.01.07 22:19:00 -
[378] - Quote
Liang Nuren wrote:
I think you're dramatically underestimating the effect that these will have on wormholes.
-Liang
To be honest, I do not consider myself a regular WH'er, so I may not have the relevant experience.
I would think these can be deployed a little too close to a tower (40 km's means you can have a large portion of assets within the force field hidden from scan. Outside of this, what is truly changing?
How do you envision these breaking WH activity?
Someone obfuscates their WH Farming fleet -- So you warp a covops to the site and see what's there? That takes what, maybe an extra 45 seconds? Capitals will be sieged/tTriaged, so it won't change your ability to hit them by much. And wrecks sure as hell aren't going to be within the nice 30 km's coverage area, so pinpointing where they are at won't be hard at all!
Next, you could obfuscate the size of a force entering a WH by deploying these ahead of time -- So what.... anyone in an inty or T3 can get eyes on them easily.
Next, you could have a trap setup in the WH with a bunch of ships hidden by these -- Well gee... I see a MSI on scan... what moron wouldn't investigate such a thing, seeing as it is put up to hide ships at that location, and had to be done recently. These things can be reconned so easily that players will generally stay logged off rather than risk giving intel to the enemy about your readiness.
What am I missing, because none of these are, "OMG the sky is falling scenarios!".
|
James Amril-Kesh
4S Corporation Goonswarm Federation
8191
|
Posted - 2014.01.07 22:20:00 -
[379] - 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. HAHAHAHAHAHAHAHA OH GOD My EVE Videos |
Erasmus Phoenix
Balls to the Walls No Response
21
|
Posted - 2014.01.07 22:21:00 -
[380] - 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. |
|
Priestess Lin
Center for Advanced Studies Gallente Federation
0
|
Posted - 2014.01.07 22:23:00 -
[381] - Quote
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. |
Erasmus Phoenix
Balls to the Walls No Response
21
|
Posted - 2014.01.07 22:24:00 -
[382] - 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... |
Gizznitt Malikite
Agony Unleashed Agony Empire
3344
|
Posted - 2014.01.07 22:24:00 -
[383] - Quote
Theon Severasse wrote:Gizznitt Malikite wrote:Kaeda Maxwell wrote:[quote=Gizznitt Malikite] Instead it creates an increased need for intel gatherers, and that's very much for the better.
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. When I solo I will often pick a point in deep null that I haven't necessarily been to before, it's just somewhere that has quite a bit of activity (players in system, rats killed, whatever). What you are essentially saying is that before roaming somewhere I should scout it well in advance in a nullified T3? The fact that I am competent at using D-Scan suddenly becomes useless, I may as well not even have the window open for all the good it will do me if these are released.
If you are hunting, it means your prey could potentially setup a trap for you, assuming you rashly warp into an anomaly with one of these on scan. Their price & size is prohibitive enough to prevent endless spamming of these, so it is not likely to be there unless a trap is being laid.
If you are worried about escaping, These things DONT COVER GATES. 75 km's - 40 km's means any body "hidden" by an MSI is at least 30 km's off a gate. Don't warp gate to gate when you see this on scan, and bounce off an unaligned celestial.
I'm saying you need to use your head, and these things won't inhibit you at all! |
James Amril-Kesh
4S Corporation Goonswarm Federation
8191
|
Posted - 2014.01.07 22:24:00 -
[384] - Quote
mynnna wrote:Dinsdale Pirannha wrote:I would be curious to read some CSM members' takes on these new mechanisms. I would think that some of them would have VERY strong opinions about them. Sorry I'm a bit off my game lately, can you please inform me what strong opinion lead financier of the nullsec cartel is supposed to have on them so that I may adopt it? Thanks. Okay. What if Dinsdale weren't the one asking the question? Because that's something I was wondering myself. Were you consulted? What was your input? My EVE Videos |
James Amril-Kesh
4S Corporation Goonswarm Federation
8191
|
Posted - 2014.01.07 22:26:00 -
[385] - Quote
Priestess Lin wrote:well said. It is about time this game stopped being so easy for aggressors. What game have you been playing? My EVE Videos |
Domanique Altares
Rifterlings Point Blank Alliance
2274
|
Posted - 2014.01.07 22:27:00 -
[386] - Quote
James Amril-Kesh wrote: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. HAHAHAHAHAHAHAHA OH GOD
Exactly.
We see how much thought went into this mechanic before it was released to SiSi.
I eagerly await tomorrow's post by Fozzie telling us that they're taking long and detailed notes about our concerns. Rifterlings pirate corporation is now recruitng members for lowsec PvP operations. Newbie friendly, free T1 frigate and dessy hangar, solo tutoring and PvP classes for new members. Join our in game channel 'weflyrifters' and speak to a recruiter today. |
Gizznitt Malikite
Agony Unleashed Agony Empire
3344
|
Posted - 2014.01.07 22:29:00 -
[387] - 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.
My understanding this is because the MSI is currently buggy, and not the intended mechanic. If indeed you can prevent WH's from being scanned down, or if you can hide your anomaly with one of these, then they their balance needs to be more closely examined.
|
Domanique Altares
Rifterlings Point Blank Alliance
2274
|
Posted - 2014.01.07 22:30:00 -
[388] - Quote
Gizznitt Malikite wrote: Don't warp gate to gate when you see this on scan, and bounce off an unaligned celestial.
I hope that you gate campers are taking notes. Make sure that when you set this up, it's on narrow scan from the gate, but the inhibitor and the hidden bubble inside are aligned to the 'unaligned' celestial. Rifterlings pirate corporation is now recruitng members for lowsec PvP operations. Newbie friendly, free T1 frigate and dessy hangar, solo tutoring and PvP classes for new members. Join our in game channel 'weflyrifters' and speak to a recruiter today. |
Petrus Blackshell
Rifterlings Point Blank Alliance
2843
|
Posted - 2014.01.07 22:31:00 -
[389] - Quote
Domanique Altares wrote:that they're taking long and detailed notes about our concerns. You mean that they're enjoying the "lively discussion" and "controversy" and will release it as-is regardless just to see what happens, right?
:effort: Rifterlings - small gang frigate PvP - lowsec pirate operation, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |
Cameron Freerunner
Long Jump.
85
|
Posted - 2014.01.07 22:31:00 -
[390] - Quote
Marlona Sky wrote:What? I bet you any amount of ISK you would never catch me bearing it up in a system if you were not there already. I will be half way to warp initiation before you even press that directional scan button. That is fact. You're validating my point: if you don't warp away shortly after I enter the system, I will catch you. And even if you make it off grid, I can cloak up and wait. Then you're done with whatever you were doing until I leave. If you had a couple of MSIs out or you and your buddies each had one while you run separate sites, I have a problem I have to solve before I can catch anyone. If you're clever about MSI use and have the capability (like, say, a mobile fitting unit), you have the option and the time to either hunt me in turn or run sites in a clever manner. If you were using MSIs and just had low SP alts docked in system, I would have to make a lot more decisions about how or whether to engage.
PvE shouldn't be easy, but neither should PvP. It should take more than my presence to lock you out of content in your system. |
|
Domanique Altares
Rifterlings Point Blank Alliance
2274
|
Posted - 2014.01.07 22:32:00 -
[391] - Quote
Petrus Blackshell wrote:Domanique Altares wrote:that they're taking long and detailed notes about our concerns. You mean that they're enjoying the "lively discussion" and "controversy" and will release it as-is regardless just to see what happens, right? :effort:
Pretty much. Rifterlings pirate corporation is now recruitng members for lowsec PvP operations. Newbie friendly, free T1 frigate and dessy hangar, solo tutoring and PvP classes for new members. Join our in game channel 'weflyrifters' and speak to a recruiter today. |
Randy Wray
Euphoria Released Triumvirate.
142
|
Posted - 2014.01.07 22:35:00 -
[392] - Quote
Domanique Altares wrote:Gizznitt Malikite wrote: Don't warp gate to gate when you see this on scan, and bounce off an unaligned celestial.
I hope that you gate campers are taking notes. Make sure that when you set this up, it's on narrow scan from the gate, but the inhibitor and the hidden bubble inside are aligned to the 'unaligned' celestial. Just anchor a couple of large bubbles inside the inhibitor field and you're fine.
This basically just made sure that if I'm going to nullsec roaming I'm bringing an interceptor. Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @-áhttp://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec
twitch.tv/randywray |
Priestess Lin
Center for Advanced Studies Gallente Federation
1
|
Posted - 2014.01.07 22:35:00 -
[393] - Quote
James Amril-Kesh wrote: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. HAHAHAHAHAHAHAHA OH GOD
goon tears best tearsyummy!
Come prepared into wormholes and you won't have any problems. Don't be angry just because the game got a little more challenging for aggressors. This is about balance. For far too long EVE has been a game where aggressors had all the power. Maybe now being a successful EVE pirate will actually mean something. |
Vincent Athena
V.I.C.E.
2592
|
Posted - 2014.01.07 22:36:00 -
[394] - Quote
Gizznitt Malikite wrote: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. My understanding this is because the MSI is currently buggy, and not the intended mechanic. If indeed you can prevent WH's from being scanned down, or if you can hide your anomaly with one of these, then they their balance needs to be more closely examined. It cannot hide an anomaly as those still show on the scanner, and that is all that's needed to warp to one. But even though a sig will still show on a scanner, you cannot warp to it without probing it out. Once an MSI is dropped on the sig that cannot be done. I tested this on a combat site and a wormhole. You see the map with your probes nicely covering the red sphere and above it the words "No scan signature detected". Even if you previously scanned out said sig and are floating right beside it.
I would not be surprised to see this declared a bug and changed. http://vincentoneve.wordpress.com/ |
Gizznitt Malikite
Agony Unleashed Agony Empire
3344
|
Posted - 2014.01.07 22:40:00 -
[395] - Quote
Randy Wray wrote:Domanique Altares wrote:Gizznitt Malikite wrote: Don't warp gate to gate when you see this on scan, and bounce off an unaligned celestial.
I hope that you gate campers are taking notes. Make sure that when you set this up, it's on narrow scan from the gate, but the inhibitor and the hidden bubble inside are aligned to the 'unaligned' celestial. Just anchor a couple of large bubbles inside the inhibitor field and you're fine. This basically just made sure that if I'm going to nullsec roaming I'm bringing an interceptor.
lol.... and all your hard work will be negated by the prepared pilot with bookmarks in the area. It is not hard to bypass most gate camps, and this does nothing to change that difficulty. It only alters whether there you know there is a gate camp there from dscanning. FYI: There are many camped gates that don't have any celestials nearby for you to use dscan on them anyway, meaning little changes in this regard! |
Petrus Blackshell
Rifterlings Point Blank Alliance
2843
|
Posted - 2014.01.07 22:42:00 -
[396] - Quote
Cameron Freerunner wrote:PvE shouldn't be easy, but neither should PvP. It should take more than my presence to lock you out of content in your system. I found a wormhole to nullsec once, and that system had an 8/10 plex in it. Never having been on the PvE side of the issue, I decided to see what this whole "gankers are going to ruin your day" thing is really all about. So I fit up my Abaddon for PvE and went to run it.
Turns out that gankers will come ruin your day, but without needing any of the fancy Rubicon modules that make everything much easier, the day ended with a Navy Omen, Deimos, two Zealots, and a Pilgrim killed, and my Abaddon still alive, with its site completed. Of course, the attackers weren't all together, and being able to kill them all was a combination of luck, preparation and skill, but even if I had not managed to kill any of them, the completion of my site and safety of my Abaddon were never in question.
It turns out that with some foresight and preparation, you can safely engage in only fights you want to engage in. The ganker has little to no control.
Had I had access to mobile depots, mobile micro jump units, and mobile sensor inhibitors, much of that fighting would simply not have happened -- especially if I were more risk-averse about welping an Abaddon. Is this the sort of effect we want from "omg wow shiny new" mechanics introduced with no reasoning or niche other than "it's cool"? Rifterlings - small gang frigate PvP - lowsec pirate operation, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |
Domanique Altares
Rifterlings Point Blank Alliance
2275
|
Posted - 2014.01.07 22:43:00 -
[397] - Quote
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. Rifterlings pirate corporation is now recruitng members for lowsec PvP operations. Newbie friendly, free T1 frigate and dessy hangar, solo tutoring and PvP classes for new members. Join our in game channel 'weflyrifters' and speak to a recruiter today. |
Petrus Blackshell
Rifterlings Point Blank Alliance
2843
|
Posted - 2014.01.07 22:44:00 -
[398] - Quote
Domanique Altares wrote:Petrus Blackshell wrote:Domanique Altares wrote:that they're taking long and detailed notes about our concerns. You mean that they're enjoying the "lively discussion" and "controversy" and will release it as-is regardless just to see what happens, right? :effort: Pretty much. Oh right, I forgot: "We will certainly look at its effects and iterate SoonGäó"
That's an essential part of receiving and valuing negative player feedback on features that are already forgone conclusions. Rifterlings - small gang frigate PvP - lowsec pirate operation, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |
Erasmus Phoenix
Balls to the Walls No Response
21
|
Posted - 2014.01.07 22:45:00 -
[399] - 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... |
James Amril-Kesh
4S Corporation Goonswarm Federation
8191
|
Posted - 2014.01.07 22:47:00 -
[400] - Quote
Priestess Lin wrote:James Amril-Kesh wrote: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. HAHAHAHAHAHAHAHA OH GOD goon tears best tears yummy! Come prepared into wormholes and you won't have any problems. Don't be angry just because the game got a little more challenging for aggressors. This is about balance. For far too long EVE has been a game where aggressors had all the power. Maybe now being a successful EVE pirate will actually mean something. I don't think I need to explain why this post is stupid. My EVE Videos |
|
Domanique Altares
Rifterlings Point Blank Alliance
2275
|
Posted - 2014.01.07 22:51:00 -
[401] - Quote
Erasmus Phoenix wrote: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...
Might as well. CCP keeps clamoring for newb-friendly income sources. I hear that selling cans of warp-to-zero bookmarks was quite lucrative for newbies back in the day. Rifterlings pirate corporation is now recruitng members for lowsec PvP operations. Newbie friendly, free T1 frigate and dessy hangar, solo tutoring and PvP classes for new members. Join our in game channel 'weflyrifters' and speak to a recruiter today. |
Priestess Lin
Center for Advanced Studies Gallente Federation
1
|
Posted - 2014.01.07 22:53:00 -
[402] - Quote
Cameron Freerunner wrote:Marlona Sky wrote:What? I bet you any amount of ISK you would never catch me bearing it up in a system if you were not there already. I will be half way to warp initiation before you even press that directional scan button. That is fact. You're validating my point: if you don't warp away shortly after I enter the system, I will catch you. And even if you make it off grid, I can cloak up and wait. Then you're done with whatever you were doing until I leave. If you had a couple of MSIs out or you and your buddies each had one while you run separate sites, I have a problem I have to solve before I can catch anyone. If you're clever about MSI use and have the capability (like, say, a mobile fitting unit), you have the option and the time to either hunt me in turn or run sites in a clever manner. If you were using MSIs and just had low SP alts docked in system, I would have to make a lot more decisions about how or whether to engage. PvE shouldn't be easy, but neither should PvP. It should take more than my presence to lock you out of content in your system.
Well put. My biggest issue with the game is that aggressors can so easily **** with you and hinder you with so little risk to themselves. The MSI is a fantastic tool that will force aggressors to take a risk themselves or force them to scout first at least. |
Gizznitt Malikite
Agony Unleashed Agony Empire
3344
|
Posted - 2014.01.07 22:57:00 -
[403] - 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.
Any newb in a t1 frigate can make a set of bookmarks around a region within a night or three. You can also sell them to corp/alliance mates if you want to make some income doing it. You hardly need to be a vet to have access to such things.
Furthermore, even if you don't have them, you can use common sense: Primarily, don't warp gate to gate with hostiles in local. These things don't change the landscape when you are attempting to safely navigate hostile null / lowsec. |
James Amril-Kesh
4S Corporation Goonswarm Federation
8191
|
Posted - 2014.01.07 22:58:00 -
[404] - Quote
Gizznitt Malikite wrote: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. Any newb in a t1 frigate can make a set of bookmarks around a region within a night or three. You can also sell them to corp/alliance mates if you want to make some income doing it. You hardly need to be a vet to have access to such things. Furthermore, even if you don't have them, you can use common sense: Primarily, don't warp gate to gate with hostiles in local. These things don't change the landscape when you are attempting to safely navigate hostile null / lowsec. People don't just bubble gate to gate inlines. My EVE Videos |
Priestess Lin
Center for Advanced Studies Gallente Federation
1
|
Posted - 2014.01.07 23:02:00 -
[405] - Quote
Petrus Blackshell wrote:Cameron Freerunner wrote:PvE shouldn't be easy, but neither should PvP. It should take more than my presence to lock you out of content in your system. I found a wormhole to nullsec once, and that system had an 8/10 plex in it. Never having been on the PvE side of the issue, I decided to see what this whole "gankers are going to ruin your day" thing is really all about. So I fit up my Abaddon for PvE and went to run it. Turns out that gankers will come ruin your day, but without needing any of the fancy Rubicon modules that make everything much easier, the day ended with a Navy Omen, Deimos, two Zealots, and a Pilgrim killed, and my Abaddon still alive, with its site completed. Of course, the attackers weren't all together, and being able to kill them all was a combination of luck, preparation and skill, but even if I had not managed to kill any of them, the completion of my site and safety of my Abaddon were never in question. It turns out that with some foresight and preparation, you can safely engage in only fights you want to engage in. The ganker has little to no control. Had I had access to mobile depots, mobile micro jump units, and mobile sensor inhibitors, much of that fighting would simply not have happened -- especially if I were more risk-averse about welping an Abaddon. Is this the sort of effect we want from "omg wow shiny new" mechanics introduced with no reasoning or niche other than "it's cool"?
Pay 2 win multiple accounts helps too, I understand. Too bad you cancelled 27 of your accounts because of this change, huh? Looks like you are going to need them.
These mechanics are introduced for a very good reason if you were paying attention. The MSI will force aggressors to take risks or scout first and the MMJU has several excellent uses.
If you are so good at EVE, why are you crying that EVE is getting more skill demanding? You honestly make no sense, but your tears are delicious all the same. |
Gizznitt Malikite
Agony Unleashed Agony Empire
3344
|
Posted - 2014.01.07 23:05:00 -
[406] - Quote
James Amril-Kesh wrote:Gizznitt Malikite wrote: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. Any newb in a t1 frigate can make a set of bookmarks around a region within a night or three. You can also sell them to corp/alliance mates if you want to make some income doing it. You hardly need to be a vet to have access to such things. Furthermore, even if you don't have them, you can use common sense: Primarily, don't warp gate to gate with hostiles in local. These things don't change the landscape when you are attempting to safely navigate hostile null / lowsec. People don't just bubble gate to gate inlines.
So what? Do you have a point?
There are very few systems with massive bubble camps that catch all celestials and gates. Those systems are generally easy to identify, and can be avoided by any half-wit. They can also be easily bypassed by an inty, by a IN T3, or by anyone with bookmarks. |
Domanique Altares
Rifterlings Point Blank Alliance
2276
|
Posted - 2014.01.07 23:10:00 -
[407] - Quote
Priestess Lin wrote:aggressors
Who are these 'aggressors?'
Do you have that much of a victim mentality that you see boogeymen everywhere? Rifterlings pirate corporation is now recruitng members for lowsec PvP operations. Newbie friendly, free T1 frigate and dessy hangar, solo tutoring and PvP classes for new members. Join our in game channel 'weflyrifters' and speak to a recruiter today. |
Petrus Blackshell
Rifterlings Point Blank Alliance
2845
|
Posted - 2014.01.07 23:11:00 -
[408] - Quote
Priestess Lin wrote:so little risk to themselves The risk to PvEers is the loss of a ship, or loss of ISK/hr, both of which translate to money.
"Gankers" also have the risk of ship loss, but also that of time wasted, or Fun/hr. That doesn't necessarily mean actual kills. Chasing, mind-games, and the like can all be quite enjoyable. When fun is expected and it fails to materialize, it's a "blue ball" situation.
When a "ganker" jumps into system and sees a MSI on an anomaly/belt/whatever, that is an automatic blue ball situation. Without information on what is inside the MSI, the "ganker" has a couple options:
1. Go in anyway. This can have the following outcomes:
- There was never anything there in the first place. The possible target in system might not even be in space at all. Blue ball.
- There was something there, but it left immediately as it saw you on short range d-scan. To the "ganker" this is functionally different to the first bullet point. Blue ball.
- It's a trap, and the "ganker" dies without a little chance to apply any skill or knowledge.
2. Set up your own MSI/cloak. This kills the Fun/Hr.
3. Leave. It's a waste of time anyway.
Where's the risk for the guy using the MSI? For a module worth 5 mil ISK, he has eliminated all forethought, preparation, and skill potential of PvP, leaving "bring more numbers to try to counter possible traps" as the only solution. This applies to any situation where someone does not want to be disturbed, and provides a serious existential threat to Eve's classic non-consensual PvP (and with it, the risk/reward structure of PvE).
I'm not saying the current situation is perfect either, and it would be nice for PvEers to have further recourse than leaving (which is already shaping to be the case, with mobile depots), but the MSI goes way too far in switching the balance of this encounter. Rifterlings - small gang frigate PvP - lowsec pirate operation, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |
James Amril-Kesh
4S Corporation Goonswarm Federation
8191
|
Posted - 2014.01.07 23:17:00 -
[409] - Quote
Priestess Lin wrote:Petrus Blackshell wrote:Cameron Freerunner wrote:PvE shouldn't be easy, but neither should PvP. It should take more than my presence to lock you out of content in your system. I found a wormhole to nullsec once, and that system had an 8/10 plex in it. Never having been on the PvE side of the issue, I decided to see what this whole "gankers are going to ruin your day" thing is really all about. So I fit up my Abaddon for PvE and went to run it. Turns out that gankers will come ruin your day, but without needing any of the fancy Rubicon modules that make everything much easier, the day ended with a Navy Omen, Deimos, two Zealots, and a Pilgrim killed, and my Abaddon still alive, with its site completed. Of course, the attackers weren't all together, and being able to kill them all was a combination of luck, preparation and skill, but even if I had not managed to kill any of them, the completion of my site and safety of my Abaddon were never in question. It turns out that with some foresight and preparation, you can safely engage in only fights you want to engage in. The ganker has little to no control. Had I had access to mobile depots, mobile micro jump units, and mobile sensor inhibitors, much of that fighting would simply not have happened -- especially if I were more risk-averse about welping an Abaddon. Is this the sort of effect we want from "omg wow shiny new" mechanics introduced with no reasoning or niche other than "it's cool"? Pay 2 win multiple accounts helps too, I understand. Too bad you cancelled 27 of your accounts because of this change, huh? Looks like you are going to need them. These mechanics are introduced for a very good reason if you were paying attention. The MSI will force aggressors to take risks or scout first and the MMJU has several excellent uses. If you are so good at EVE, why are you crying that EVE is getting more skill demanding? You honestly make no sense, but your tears are delicious all the same. Why are you demanding that EVE be made even easier for the carebear? My EVE Videos |
Petrus Blackshell
Rifterlings Point Blank Alliance
2845
|
Posted - 2014.01.07 23:17:00 -
[410] - Quote
Priestess Lin wrote: Pay 2 win multiple accounts helps too, I understand. Too bad you cancelled 27 of your accounts because of this change, huh? Looks like you are going to need them.
Joke's on you. I still have 52 other accounts, and that's just on my main personality. The other me might have 74 of his own.
Priestess Lin wrote: These mechanics are introduced for a very good reason if you were paying attention. The MSI will force aggressors to take risks or scout first and the MMJU has several excellent uses.
"Take risks or scout first". Yeah, I'm sure that the people hunting me needed a lot more obstacles and scouting to let them get killed. I just had literally no chance to fight or survive under current mechanics.
"MMJU has several excellent uses". Yep, I would love it if I didn't have to fit a MJD, and I could set up "shortcut" routes to the plex's acceleration gates. My PvE experience was far too difficult, and it needs serious easing.
Priestess Lin wrote:If you are so good at EVE, why are you crying that EVE is getting more skill demanding? You honestly make no sense, but your tears are delicious all the same. It's not getting "more skill demanding". It's changing to demanding blind risks by aggressors (which is not skill, just stupidity), and in requiring less skill for someone defending.
I am upset because it makes Eve both easier and stupider at the same time. I'd be all up for making it harder all around: make the MSI disable the d-scan of anything inside it, and widen its effect radius to 100 km. Now everyone has to take the same blind risks, and we're on even footing. Sound good? Rifterlings - small gang frigate PvP - lowsec pirate operation, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |
|
Streya Jormagdnir
Alexylva Paradox
310
|
Posted - 2014.01.07 23:19:00 -
[411] - Quote
I don't understand the concern about Scan Inhibitors being used in complexes.
You already can't see what's on the other side of a jump gate unless you send a scout first. With the scan inhibitor, it can be the same way with acceleration gates. And so, too, can the use of a scout save your fleet in a scenario where a complex is Scan Inhibited. This is a good thing, since it encourages proper intel gathering, scouting, and teamwork.
I love it. I am also a human, straggling between the present world... and our future. I am a regulator, a coordinator, one who is meant to guide the way.
Destination Unreachable: the worst Wspace blog ever |
Petrus Blackshell
Rifterlings Point Blank Alliance
2845
|
Posted - 2014.01.07 23:21:00 -
[412] - Quote
Streya Jormagdnir wrote:You already can't see what's on the other side of a jump gate unless you send a scout first. With the scan inhibitor, it can be the same way with acceleration gates. False. If jump gates worked like the current scan inhibitor does, you would not be able to see what was on the other side of the jump gate, but anyone on the other side of that gate would see you just fine.
Disable d-scan for anyone inside the MSI's range and you get the situation you described, which I would be a-ok with.
Ed: I think you're also forgetting that you can much more easily get away after jumping into a hostile system than after warping into a hostile complex. At the very least, the people waiting for you after you jump through a gate don't know an exact button that you will land on/next to. It is hard to guarantee you will catch anyone on a jump gate, simply because they could show up too far away through pure luck.
Acceleration gates also give you no gate cloak. Rifterlings - small gang frigate PvP - lowsec pirate operation, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |
Gizznitt Malikite
Agony Unleashed Agony Empire
3344
|
Posted - 2014.01.07 23:22:00 -
[413] - Quote
Petrus Blackshell wrote:Priestess Lin wrote:so little risk to themselves The risk to PvEers is the loss of a ship, or loss of ISK/hr, both of which translate to money. "Gankers" also have the risk of ship loss, but also that of time wasted, or Fun/hr. That doesn't necessarily mean actual kills. Chasing, mind-games, and the like can all be quite enjoyable. When fun is expected and it fails to materialize, it's a "blue ball" situation. When a "ganker" jumps into system and sees a MSI on an anomaly/belt/whatever, that is an automatic blue ball situation. Without information on what is inside the MSI, the "ganker" has a couple options: 1. Go in anyway. This can have the following outcomes:
- There was never anything there in the first place. The possible target in system might not even be in space at all. Blue ball.
- There was something there, but it left immediately as it saw you on short range d-scan. To the "ganker" this is functionally different to the first bullet point. Blue ball.
- It's a trap, and the "ganker" dies without a little chance to apply any skill or knowledge.
2. Set up your own MSI/cloak. This kills the Fun/Hr. 3. Leave. It's a waste of time anyway. Where's the risk for the guy using the MSI? For a module worth 5 mil ISK, he has eliminated all forethought, preparation, and skill potential of PvP, leaving "bring more numbers to try to counter possible traps" as the only solution. This applies to any situation where someone does not want to be disturbed, and provides a serious existential threat to Eve's classic non-consensual PvP (and with it, the risk/reward structure of PvE). I'm not saying the current situation is perfect either, and it would be nice for PvEers to have further recourse than leaving (which is already shaping to be the case, with mobile depots), but the MSI goes way too far in switching the balance of this encounter.
Sorry Petrus, but I simply disagree with your scenario:
1.) Your a ganker jumping into system. You get to see how many pilots are in system, and you can chose to hunt there or not.
2.) You see an MSI on scan. If it is a trap, why didn't they just attack you when you came into system? It takes 60 seconds to anchor/online the MSI, but it takes much less time to warp to a gate.
3.) With this in mind, your options are to warp to the MSI, or look at some other anomaly. The MSI only covers a 30 km radius. How often are rats going to be shot dead within that 30 km scan-proof zone? Dscan the anomaly and see if there are NPC kills there. Alternatively, ignore it and look at the other anomalies.
Hell, increasing the price from 5m to say 20m isk to deplay will stop people spamming these in anomalies, as it will cut too much into their isk/hr.
Finally, as a hunter, I can tell you that we get blueballed over and over and over all the time. An aware ratter will warp the moment you enter local, leaving you no chance to catch them.
Do you have another reason why these break the game somehow? |
Domanique Altares
Rifterlings Point Blank Alliance
2276
|
Posted - 2014.01.07 23:27:00 -
[414] - Quote
Streya Jormagdnir wrote:I don't understand the concern about Scan Inhibitors being used in complexes.
You already can't see what's on the other side of a jump gate unless you send a scout first. With the scan inhibitor, it can be the same way with acceleration gates. And so, too, can the use of a scout save your fleet in a scenario where a complex is Scan Inhibited. This is a good thing, since it encourages proper intel gathering, scouting, and teamwork.
I love it.
Yes. Acceleration gates and jump gates are exactly the same thing.
I can totally see what's on the other side of a jump gate waiting to come to me.
I can totally set up at 0 on a jump gate, and wait for my prey to land right on top of me and be tackled.
Jump gates totally don't deposit someone at a semi-random point in space, and they are definitely not cloaked when they arrive. Rifterlings pirate corporation is now recruitng members for lowsec PvP operations. Newbie friendly, free T1 frigate and dessy hangar, solo tutoring and PvP classes for new members. Join our in game channel 'weflyrifters' and speak to a recruiter today. |
Petrus Blackshell
Rifterlings Point Blank Alliance
2846
|
Posted - 2014.01.07 23:28:00 -
[415] - Quote
Gizznitt Malikite wrote: Hell, increasing the price from 5m to say 20m isk to deplay will stop people spamming these in anomalies, as it will cut too much into their isk/hr.
I am mostly fine with this solution to it. It would stop them from being spammed in FW complexes, a place much more relevant to my interests than Sansha's Sanctums.
Gizznitt Malikite wrote:Finally, as a hunter, I can tell you that we get blueballed over and over and over all the time. An aware ratter will warp the moment you enter local, leaving you no chance to catch them. The MSI lowers the amount of awareness required to cause blueballing by a ton. I am perfectly fine with aware PvEers getting away, but they do not need more help getting away. They need more help doing stuff other than running away, if anything. I have no idea how to accomplish that, though.
Gizznitt Malikite wrote:Do you have another reason why these break the game somehow? I wrote a novel on it back on page 9: https://forums.eveonline.com/default.aspx?g=posts&m=4080247#post4080247
Right now I'm just bored and stirring crap around.
Ed: I get why my scenario doesn't sound believable, and I know that it will not be a trap 99.9% of the time. I have some sweet trap ideas for these modules, though, which I will not be sharing here.
My point was that MSIS turn hunting non-AFK people into one of two results: "there's nothing here" and "I'm not even gonna bother". A single cheap anchorable module singlehandedly doing this is completely unacceptable. Rifterlings - small gang frigate PvP - lowsec pirate operation, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |
Flyinghotpocket
Amarrian Vengeance Team Amarrica
230
|
Posted - 2014.01.07 23:30:00 -
[416] - Quote
finally mobile scan inhibitor! now that significant changes are being done to d-scan can we make the recons you know, better at d-scanning than any other ship? so they can you know, recon! |
Streya Jormagdnir
Alexylva Paradox
310
|
Posted - 2014.01.07 23:33:00 -
[417] - Quote
Petrus Blackshell wrote:Streya Jormagdnir wrote:You already can't see what's on the other side of a jump gate unless you send a scout first. With the scan inhibitor, it can be the same way with acceleration gates. False. If jump gates worked like the current scan inhibitor does, you would not be able to see what was on the other side of the jump gate, but anyone on the other side of that gate would see you just fine. Disable d-scan for anyone inside the MSI's range and you get the situation you described, which I would be a-ok with. Ed: I think you're also forgetting that you can much more easily get away after jumping into a hostile system than after warping into a hostile complex. At the very least, the people waiting for you after you jump through a gate don't know an exact button that you will land on/next to. It is hard to guarantee you will catch anyone on a jump gate, simply because they could show up too far away through pure luck. Acceleration gates also give you no gate cloak.
I also like the idea of disbling the dscan of anyone inside the inhibitor field. This forces a fleet using it to have their own eyes on the outside of the complex.
I am all for anything that makes intel less readily available, promotes scouting, but doesn't change fleet information superiority dynamics as they currently stand. If one side is forced to have scouts, so too should the other.
Good points, sir. I am also a human, straggling between the present world... and our future. I am a regulator, a coordinator, one who is meant to guide the way.
Destination Unreachable: the worst Wspace blog ever |
Sura Sadiva
Entropic Tactical Crew
1007
|
Posted - 2014.01.07 23:35:00 -
[418] - Quote
Priestess Lin wrote:Well put. My biggest issue with the game is that aggressors can so easily **** with you and hinder you with so little risk to themselves. The MSI is a fantastic tool that will force aggressors to take a risk themselves or force them to scout first at least.
MSI doesn't increase any risk. Simply make the process currently needed to find someone more boring, time expansive, less effective (close to usless) to the point that people will not bother anymore to try.
Do not ADD "risk" or anything to the game, it removes; removes engagments opportunities and gameplay by making the mechanics so boring and useless to push people in spending their time doing something else.
The lack of risk for the gankers actually come from the fact that tha ratters/PvEers is not prepared, fitted and willing to fight back (with or without good reasons, now the point is not this). MSI will not change this, only give more room to it.
They doesn't bother to trade some ISK/hour efficiency for a PVP prepared fit. Go figure if they will sacrifice precious ISK/Hour to set up traps. They will simply use this to have more room when hhalf-afk. The same as bubble being used not to force engagments or to defend against enemies but simply as a tool to slow down neutrals entering the ratting systems.
|
Flyinghotpocket
Amarrian Vengeance Team Amarrica
230
|
Posted - 2014.01.07 23:36:00 -
[419] - Quote
Morwennon wrote:The scan disruptor seems like it might be a bit overpowered in space that's behind an acceleration gate since there will be no way to get information on whatever it's concealing without exposing yourself whereas in normal space you'd have multiple options for dong so.
doing its job
deal with it. the days of 100% intel are over |
Marlona Sky
D00M. Northern Coalition.
4719
|
Posted - 2014.01.07 23:36:00 -
[420] - Quote
Priestess Lin wrote:Cameron Freerunner wrote:Marlona Sky wrote:What? I bet you any amount of ISK you would never catch me bearing it up in a system if you were not there already. I will be half way to warp initiation before you even press that directional scan button. That is fact. You're validating my point: if you don't warp away shortly after I enter the system, I will catch you. And even if you make it off grid, I can cloak up and wait. Then you're done with whatever you were doing until I leave. If you had a couple of MSIs out or you and your buddies each had one while you run separate sites, I have a problem I have to solve before I can catch anyone. If you're clever about MSI use and have the capability (like, say, a mobile fitting unit), you have the option and the time to either hunt me in turn or run sites in a clever manner. If you were using MSIs and just had low SP alts docked in system, I would have to make a lot more decisions about how or whether to engage. PvE shouldn't be easy, but neither should PvP. It should take more than my presence to lock you out of content in your system. Well put. My biggest issue with the game is that aggressors can so easily **** with you and hinder you with so little risk to themselves. The MSI is a fantastic tool that will force aggressors to take a risk themselves or force them to scout first at least. The very core issue, which I have argued for a change a good while now, is the massive difference between income levels of line members doing PvE content across the game and the ship fitting difference between what they must fit compared to a hunters PvP fit.
99% of the time a player doing PvE content will be safe before a hunter can catch them. 99% of the time the hunter will kill them if they are caught. Factor in that if the player shifts their fit to something useful for PvP, their income on the PvE content will suffer dramatically. So much so that it is more profitable for them to open up a second account to PvE in high sec to PLEX one account and generate ISK for the actual main that is in null and low sec.
That right there, is the very core issue when it comes to the hunter and prey dynamic of EVE. All this 'xyz module is going to make killing bears OP and or will make bears too safe' is just noise over the real problem. Until they properly address this we will just all sit here arguing over the 0.1% of things. . |
|
Petrus Blackshell
Rifterlings Point Blank Alliance
2847
|
Posted - 2014.01.07 23:43:00 -
[421] - Quote
Marlona Sky wrote:Until they properly address this we will just all sit here arguing over the 0.1% of things. For what it's worth, at least in words CCP are aware of this issue and it needing fixing. I have not seen a single viable, concrete, detailed idea on it yet though, either from players or CCP.
Maybe some day. Rifterlings - small gang frigate PvP - lowsec pirate operation, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |
Gizznitt Malikite
Agony Unleashed Agony Empire
3344
|
Posted - 2014.01.07 23:46:00 -
[422] - Quote
Petrus Blackshell wrote:Gizznitt Malikite wrote: Hell, increasing the price from 5m to say 20m isk to deplay will stop people spamming these in anomalies, as it will cut too much into their isk/hr.
I am mostly fine with this solution to it. It would stop them from being spammed in FW complexes, a place much more relevant to my interests than Sansha's Sanctums. Gizznitt Malikite wrote:Finally, as a hunter, I can tell you that we get blueballed over and over and over all the time. An aware ratter will warp the moment you enter local, leaving you no chance to catch them. The MSI lowers the amount of awareness required to cause blueballing by a ton. I am perfectly fine with aware PvEers getting away, but they do not need more help getting away. They need more help doing stuff other than running away, if anything. I have no idea how to accomplish that, though. Gizznitt Malikite wrote:Do you have another reason why these break the game somehow? I wrote a novel on it back on page 9: https://forums.eveonline.com/default.aspx?g=posts&m=4080247#post4080247Right now I'm just bored and stirring crap around. Ed: I get why my scenario doesn't sound believable, and I know that it will not be a trap 99.9% of the time. I have some sweet trap ideas for these modules, though, which I will not be sharing here. My point was that MSIS turn hunting non-AFK people into one of two results: "there's nothing here" and "I'm not even gonna bother". A single cheap anchorable module singlehandedly doing this is completely unacceptable.
I read your post on Page 9 now. A few points: A 2 hrs lifespan, a not-completely-negligible cost, and taking up 50 m3 of space means these won't be willy-nilly spammed. I honestly don't see that happening, although it is also why I advocate increasing their cost some (thereby making it even less likely). The truth is, whenever you see these on scan, that will certainly mean someone is doing something they want to keep clandestine. That screams explore here for content to me, and is exactly why I think they are a good idea.
It all really comes down to moderation. If you can spam these everywhere, all the time, you can undermine the primary active intel function in the game (dscan), which is a bad thing. But as long as that balance exists, where their use is limited to scenarios where their mere presence has meaning, then they would be a great addition! |
FT Diomedes
The Graduates RAZOR Alliance
280
|
Posted - 2014.01.07 23:46:00 -
[423] - 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.
This is not a good change. |
Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
4780
|
Posted - 2014.01.07 23:47:00 -
[424] - Quote
CCP Fozzie wrote:The Scan Inhib does not prevent anything from showing up on overviews or the discovery scanner. So beacons such as cynos will still appear.
Since the inhibitor prevents things showing on D-Scan or scan probes, doesn't it just make sense that those things shouldn't show up on the system overlay?
In the last two expansions we've seen magic tractor beams that can pick up spew cans but nothing else and a magic system overlay that can pinpoint signatures that the pilot doesn't even have the equipment to discover much less scan to 100%. That's an awful lot of inconsistent magic happening in this sci-fi game. The very least the MSI could do is be consistent about preventing you discovering things in space.
It's like I'm walking through the library and seeing signs with grocer's apostrophes, "their/there/they're" confusion and TXT-speak.
Day 0 advice for new players: Day 0 Advice for New Players |
Petrus Blackshell
Rifterlings Point Blank Alliance
2848
|
Posted - 2014.01.07 23:52:00 -
[425] - Quote
Gizznitt Malikite wrote:It all really comes down to moderation. If you can spam these everywhere, all the time, you can undermine the primary active intel function in the game (dscan), which is a bad thing. But as long as that balance exists, where their use is limited to scenarios where their mere presence has meaning, then they would be a great addition! I agree fundamentally that everything should have a counter, and I suppose d-scan should be no exception. However, as is, the MSI carries too few costs for its enormous usefulness. I'm not sure cost would be a good enough balancing factor, but it might be.
Instead, if it has to be implemented in a manner similar to the current proposal, I would want it to either disable d-scan for anyone made un-scannable. This way it requires effort and preparation on both sides, and actually creates a type of battlefield not seen before, rather than simply giving a huge advantage to people who prefer to sit still, as the proposed MSI currently does. Rifterlings - small gang frigate PvP - lowsec pirate operation, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |
Samuel Wess
Stain Police Happy Cartel
48
|
Posted - 2014.01.08 00:11:00 -
[426] - Quote
Eve should be a strategy game. Making decisions based on some input. Cyno mechanic is bad enough allready and cuts down a lot on pvp. Only times we engage lately is inside combat plexes because of the anti cyno safety that i am sure it is not intended just a coincidence. There would be a lot of fun fights with proper intel tools. This d-scan module just cuts more from the intel and more fights are just not gonna happen because we will not be able to make a decision blindly and will just dock/leave/whatever.
Take for example poker and roulette. Poker is even considered a sport, while roulette is gambling. Eve becomes a gambling game where random decisions have same value as planned decisions.
Walk into the club like "What up? I got a big cockpit!" |
Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
4781
|
Posted - 2014.01.08 00:13:00 -
[427] - Quote
Samuel Wess wrote:Only times we engage lately is inside combat plexes because of the anti cyno safety that i am sure it is not intended just a coincidence.
The design intent of combat dungeons is to allow players to select the type of PvP they're after. This is why there are ship restrictions on acceleration gates, and why you can't cyno into a deadspace dungeon. Day 0 advice for new players: Day 0 Advice for New Players |
Gizznitt Malikite
Agony Unleashed Agony Empire
3344
|
Posted - 2014.01.08 00:24:00 -
[428] - Quote
Petrus Blackshell wrote:Gizznitt Malikite wrote:It all really comes down to moderation. If you can spam these everywhere, all the time, you can undermine the primary active intel function in the game (dscan), which is a bad thing. But as long as that balance exists, where their use is limited to scenarios where their mere presence has meaning, then they would be a great addition! I agree fundamentally that everything should have a counter, and I suppose d-scan should be no exception. However, as is, the MSI carries too few costs for its enormous usefulness. I'm not sure cost would be a good enough balancing factor, but it might be. Instead, if it has to be implemented in a manner similar to the current proposal, I would want it to either disable d-scan for anyone made un-scannable. This way it requires effort and preparation on both sides, and actually creates a type of battlefield not seen before, rather than simply giving a huge advantage to people who prefer to sit still, as the proposed MSI currently does.
I think have the MSI inhibit dscan for all those under its influence to be very interesting and creative. I could definitely go for that. |
Theon Severasse
Sniggwaffe WAFFLES.
52
|
Posted - 2014.01.08 00:28:00 -
[429] - Quote
Marlona Sky wrote:Priestess Lin wrote:Cameron Freerunner wrote:Marlona Sky wrote:What? I bet you any amount of ISK you would never catch me bearing it up in a system if you were not there already. I will be half way to warp initiation before you even press that directional scan button. That is fact. You're validating my point: if you don't warp away shortly after I enter the system, I will catch you. And even if you make it off grid, I can cloak up and wait. Then you're done with whatever you were doing until I leave. If you had a couple of MSIs out or you and your buddies each had one while you run separate sites, I have a problem I have to solve before I can catch anyone. If you're clever about MSI use and have the capability (like, say, a mobile fitting unit), you have the option and the time to either hunt me in turn or run sites in a clever manner. If you were using MSIs and just had low SP alts docked in system, I would have to make a lot more decisions about how or whether to engage. PvE shouldn't be easy, but neither should PvP. It should take more than my presence to lock you out of content in your system. Well put. My biggest issue with the game is that aggressors can so easily **** with you and hinder you with so little risk to themselves. The MSI is a fantastic tool that will force aggressors to take a risk themselves or force them to scout first at least. The very core issue, which I have argued for a change a good while now, is the massive difference between income levels of line members doing PvE content across the game and the ship fitting difference between what they must fit compared to a hunters PvP fit. 99% of the time a player doing PvE content will be safe before a hunter can catch them. 99% of the time the hunter will kill them if they are caught. Factor in that if the player shifts their fit to something useful for PvP, their income on the PvE content will suffer dramatically. So much so that it is more profitable for them to open up a second account to PvE in high sec to PLEX one account and generate ISK for the actual main that is in null and low sec. That right there, is the very core issue when it comes to the hunter and prey dynamic of EVE. All this 'xyz module is going to make killing bears OP and or will make bears too safe' is just noise over the real problem. Until they properly address this we will just all sit here arguing over the 0.1% of things.
You've just said that they are currently safe 99.1% of the time. That means that ratters do not need to have any additional means of escaping gankers, since their survival rate far exceeds that of any gankers, since gankers actually have to get themselves to that system through hostile space to start with.
Your justification for this is that nullsec ratting is currently not worth the risk, but are also admitting that their is virtually no risk anyway. Should nullsec ratting income get a buff? Maybe. But it isn't something that should be used as an argument for safer ratting.
Realistically if you are going to balance risk and reward then doing this should cause nullsec ratting to drop in income, since you are increasing safety. |
Arthur Aihaken
The.VOID
2727
|
Posted - 2014.01.08 00:30:00 -
[430] - Quote
22 pages and the response thus far has been clearly lackluster or outright negative. Standard CCP dev policy will thus be to leave this for another week without comment, make a minor (read: token) adjustment - all the while indicating that testing and feedback indicate the new mobile structures will perform as intended (and that we can't see the "full" picture). Meanwhile, preparations to essentialy roll these out for Rubicon 1.1 in their present state proceed uninterrupted... I am currently away, traveling through time and will be returning last week. |
|
Jaz Antollare
Deadly Loneliness
73
|
Posted - 2014.01.08 00:38:00 -
[431] - Quote
Dis things are awesome! We need more things like that! Like you said, more sand to the sand box!!! |
Theon Severasse
Sniggwaffe WAFFLES.
52
|
Posted - 2014.01.08 00:38:00 -
[432] - Quote
Gizznitt Malikite wrote:Petrus Blackshell wrote:Gizznitt Malikite wrote:It all really comes down to moderation. If you can spam these everywhere, all the time, you can undermine the primary active intel function in the game (dscan), which is a bad thing. But as long as that balance exists, where their use is limited to scenarios where their mere presence has meaning, then they would be a great addition! I agree fundamentally that everything should have a counter, and I suppose d-scan should be no exception. However, as is, the MSI carries too few costs for its enormous usefulness. I'm not sure cost would be a good enough balancing factor, but it might be. Instead, if it has to be implemented in a manner similar to the current proposal, I would want it to either disable d-scan for anyone made un-scannable. This way it requires effort and preparation on both sides, and actually creates a type of battlefield not seen before, rather than simply giving a huge advantage to people who prefer to sit still, as the proposed MSI currently does. I think have the MSI inhibit dscan for all those under its influence to be very interesting and creative. I could definitely go for that.
In my opinion it wouldn't make a difference. Those inside the bubble can still use a cloaky alt sitting just outside the MSI, but there are still the problems of gaining intel on those inside the bubble, since you still put a bubble inside and have everything bar intys and T3s die to you.
And it still wouldn't fix the problem of FW plexes, since it is impossible to warp into one of those safely without being able to dscan it before going in. |
Marlona Sky
D00M. Northern Coalition.
4719
|
Posted - 2014.01.08 00:40:00 -
[433] - Quote
Theon Severasse wrote:Marlona Sky wrote:Priestess Lin wrote:Cameron Freerunner wrote:Marlona Sky wrote:What? I bet you any amount of ISK you would never catch me bearing it up in a system if you were not there already. I will be half way to warp initiation before you even press that directional scan button. That is fact. You're validating my point: if you don't warp away shortly after I enter the system, I will catch you. And even if you make it off grid, I can cloak up and wait. Then you're done with whatever you were doing until I leave. If you had a couple of MSIs out or you and your buddies each had one while you run separate sites, I have a problem I have to solve before I can catch anyone. If you're clever about MSI use and have the capability (like, say, a mobile fitting unit), you have the option and the time to either hunt me in turn or run sites in a clever manner. If you were using MSIs and just had low SP alts docked in system, I would have to make a lot more decisions about how or whether to engage. PvE shouldn't be easy, but neither should PvP. It should take more than my presence to lock you out of content in your system. Well put. My biggest issue with the game is that aggressors can so easily **** with you and hinder you with so little risk to themselves. The MSI is a fantastic tool that will force aggressors to take a risk themselves or force them to scout first at least. The very core issue, which I have argued for a change a good while now, is the massive difference between income levels of line members doing PvE content across the game and the ship fitting difference between what they must fit compared to a hunters PvP fit. 99% of the time a player doing PvE content will be safe before a hunter can catch them. 99% of the time the hunter will kill them if they are caught. Factor in that if the player shifts their fit to something useful for PvP, their income on the PvE content will suffer dramatically. So much so that it is more profitable for them to open up a second account to PvE in high sec to PLEX one account and generate ISK for the actual main that is in null and low sec. That right there, is the very core issue when it comes to the hunter and prey dynamic of EVE. All this 'xyz module is going to make killing bears OP and or will make bears too safe' is just noise over the real problem. Until they properly address this we will just all sit here arguing over the 0.1% of things. You've just said that they are currently safe 99.1% of the time. That means that ratters do not need to have any additional means of escaping gankers, since their survival rate far exceeds that of any gankers, since gankers actually have to get themselves to that system through hostile space to start with. Your justification for this is that nullsec ratting is currently not worth the risk, but are also admitting that their is virtually no risk anyway. Should nullsec ratting income get a buff? Maybe. But it isn't something that should be used as an argument for safer ratting. Realistically if you are going to balance risk and reward then doing this should cause nullsec ratting to drop in income, since you are increasing safety. My entire point was we only have 0.01% room to balance between the hunter and the prey. So one smidge one way and whatever it is is OP for the hunter. Take it a smidge the other way and it is OP for the prey.
Understand? . |
Theon Severasse
Sniggwaffe WAFFLES.
52
|
Posted - 2014.01.08 00:47:00 -
[434] - Quote
Ok sure, but I'm still saying that the MSI isn't needed. Those ratters that are sensible enough to be aligned and are looking at dscan deserve to keep their ships. Those that don't do those things don't deserve something to help hold their hands. |
Marlona Sky
D00M. Northern Coalition.
4719
|
Posted - 2014.01.08 01:11:00 -
[435] - Quote
Theon Severasse wrote:Ok sure, but I'm still saying that the MSI isn't needed. Those ratters that are sensible enough to be aligned and are looking at dscan deserve to keep their ships. Those that don't do those things don't deserve something to help hold their hands. I think it has a place in the meta. It does need some work though. Many in this thread have expressed concern about it being used in FW plexes and you and others have brought up the carebear using them to hide while they swim in oceans of ISK. Also is the, most likely a bug, of it making anomalies impossible to scan. Even still reports that you can remote ECCM one to make it incredibly hard to probe down. Most likely another bug. This is what the test server is for.
Once again I have to express how broken the current system of gathering intel is. Far too many fights never happen because everyone has the intel, runs the numbers and ultimately one of the two parties will stand down/run because they know they will most likely lose.
We need to curb the intel gathering and make it more risky. . |
Ciba Lexlulu
Stay Frosty.
37
|
Posted - 2014.01.08 01:32:00 -
[436] - Quote
Gizznitt Malikite wrote:Domanique Altares wrote:
The Scan Inhibitor is paradigm shifting, and not in a good way. This thing is going to do nothing but promote even more blob warfare, and make already cautious or risk averse players even moreso. This particular flavor of one-way intel is, frankly, bullshit. The only way that these things could be remotely considered balanced is if the inhibitor effect was applied to any ships inside the AOE, rendering their d-scan useless, and preventing their ability to target when within the module's 'field,' just as when one is inside a POS forcefield.
A cloaked ship can't be dscanned, but can still dscan. The MSI is a stationary object that you can easily identify and know that forces may be hiding there. This is hardly game breaking. Instead it creates an increased need for intel gatherers, and that's very much for the better. The sky is not falling with the introduction of this item. Instead, new tactical possibilities are opening up.
My point in previous post is cloaked ship comes with some sort of penalties (sensor calibration and targeting delay) - except for Stealth Bomber which comes with very low EHP. MSI will basically allow players to 'cloak' without any disadvantages of cloaking device. You even free up your high power slot using this mobile structure. The only way you find out what is behind the scan disruptor bubble is by sending a scout which may well die. On the other hand, the pilots inside the bubble can easily decide if they want to engage or disengage. IMHO this is not very balanced - and will lead to less fight in FW plexes.
I am not advocating to completely scrap this structure. However a more balanced approach will promote more choices which is healthy for the game in the long run. A completely un-balanced module/structure will lead to less 'fun' and ultimately less activities.
|
Theon Severasse
Sniggwaffe WAFFLES.
52
|
Posted - 2014.01.08 02:22:00 -
[437] - Quote
Marlona Sky wrote:Theon Severasse wrote:Ok sure, but I'm still saying that the MSI isn't needed. Those ratters that are sensible enough to be aligned and are looking at dscan deserve to keep their ships. Those that don't do those things don't deserve something to help hold their hands. I think it has a place in the meta. It does need some work though. Many in this thread have expressed concern about it being used in FW plexes and you and others have brought up the carebear using them to hide while they swim in oceans of ISK. Also is the, most likely a bug, of it making anomalies impossible to scan. Even still reports that you can remote ECCM one to make it incredibly hard to probe down. Most likely another bug. This is what the test server is for. Once again I have to express how broken the current system of gathering intel is. Far too many fights never happen because everyone has the intel, runs the numbers and ultimately one of the two parties will stand down/run because they know they will most likely lose. We need to curb the intel gathering and make it require more effort.
|
Priestess Lin
Center for Advanced Studies Gallente Federation
1
|
Posted - 2014.01.08 02:58:00 -
[438] - Quote
Arthur Aihaken wrote:22 pages and the response thus far has been clearly lackluster or outright negative. Standard CCP dev policy will thus be to leave this for another week without comment, make a minor (read: token) adjustment - all the while indicating that testing and feedback indicate the new mobile structures will perform as intended (and that we can't see the "full" picture). Meanwhile, preparations to essentialy roll these out for Rubicon 1.1 in their present state proceed uninterrupted...
It is just a vocal minority spamming the thread with one-sided nonsense. They are absolutely livid and afraid over the thought that EVE might get a little harder for them. The MSI is an excellent tool that will force aggressors to take risks for a change while simultaneously providing a much needed layer of protection for PVE ops. Adapt or die. |
Omnathious Deninard
Novis Initiis
2110
|
Posted - 2014.01.08 03:01:00 -
[439] - Quote
Priestess Lin wrote:Arthur Aihaken wrote:22 pages and the response thus far has been clearly lackluster or outright negative. Standard CCP dev policy will thus be to leave this for another week without comment, make a minor (read: token) adjustment - all the while indicating that testing and feedback indicate the new mobile structures will perform as intended (and that we can't see the "full" picture). Meanwhile, preparations to essentialy roll these out for Rubicon 1.1 in their present state proceed uninterrupted... They are absolutely livid and afraid over the thought that EVE might get a little harder for them. The MSI is an excellent tool that will force aggressors to take risks for a change while simultaneously providing a much needed layer of protection for PVE ops. An aggressor takes more risk by simply undocking there ship than any PVE group. PVE does not need to be any safer than it already is.
The MSI only promotes blob style game play and kills off solo play even more. EDIT:Priestess Lin wrote: It is just a vocal minority spamming the thread with one-sided nonsense.
The same cold be said for the proponents. Novis Initiis is Recruting-á --á Ideas for Drone Improvement |
Kitty Bear
Disturbed Friends Of Diazepam Disturbed Acquaintance
1183
|
Posted - 2014.01.08 03:16:00 -
[440] - Quote
I think the MSI could make pvp encounters within wormholes far more 'interesting' to be fair I believe most of the forum whining comes from the 'leet pvp'ers' .. you know the type, the ones that only shoot at industrial ships.
in any other region of space local will inform a hostile gang exactly who is around, so I don't see any real use for it there unless there are dockable stations where locals can be as well. |
|
Priestess Lin
Center for Advanced Studies Gallente Federation
1
|
Posted - 2014.01.08 03:29:00 -
[441] - Quote
Ciba Lexlulu wrote: The only way you find out what is behind the scan disruptor bubble is by sending a scout which may well die. On the other hand, the pilots inside the bubble can easily decide if they want to engage or disengage.
Exactly, the aggressors will be forced to either take a risk themselves in order to get the jump on people, OR play it safe and send a scout in first, in which case those inside the MSI would have options. The MSI is the very thing that is going to help create balance.
Aggressors have had all the advantages and had it easy-mode for so long in EVE, and it shouldn't be any surprise that people who are afraid of challenge will be upset with this change rather than try think of ways to benefit from it. |
Erasmus Phoenix
Balls to the Walls No Response
23
|
Posted - 2014.01.08 03:38:00 -
[442] - 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. |
James Amril-Kesh
4S Corporation Goonswarm Federation
8200
|
Posted - 2014.01.08 04:21:00 -
[443] - Quote
There is no positive aspect to the MSI as far as PVP is concerned.
It is certainly not going to encourage more PVP. My EVE Videos |
Erasmus Phoenix
Balls to the Walls No Response
23
|
Posted - 2014.01.08 04:23:00 -
[444] - 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... |
Priestess Lin
Center for Advanced Studies Gallente Federation
1
|
Posted - 2014.01.08 04:55:00 -
[445] - Quote
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. |
Petrus Blackshell
Rifterlings Point Blank Alliance
2850
|
Posted - 2014.01.08 04:57:00 -
[446] - Quote
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". Rifterlings - small gang frigate PvP - lowsec pirate operation, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |
Erasmus Phoenix
Balls to the Walls No Response
24
|
Posted - 2014.01.08 05:07:00 -
[447] - 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... |
Priestess Lin
Center for Advanced Studies Gallente Federation
1
|
Posted - 2014.01.08 05:07:00 -
[448] - 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".
or cry. pirate tears are the best tears. |
Erasmus Phoenix
Balls to the Walls No Response
24
|
Posted - 2014.01.08 05:08:00 -
[449] - 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. |
James Amril-Kesh
4S Corporation Goonswarm Federation
8200
|
Posted - 2014.01.08 05:13:00 -
[450] - Quote
Priestess Lin wrote:Don't be so afraid to lose your ship, its just pixels. MSI is about providing risk vs reward and balance. Its about time. Repeating the mantra doesn't make it true. The MSI decreases risk to ratters, the group which is already at less risk between the two. Also making the choice not to lose ships unnecessarily is not the same as being afraid to lose ships. For most of us winning fights is more fun than losing them pointlessly (not saying that can't be fun though).
Priestess Lin wrote: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. Hahaha no. Because if there are more than one (you'd be stupid to deploy just one) that decreases the chance of getting the right one significantly. In any case ratters will see you coming long before you've scanned them down. I should also mention that prior to this you could use regular core scan probes to find the complex, whereas now you'd need the Comcast scan probes to find the MSI.
Priestess Lin wrote:If you bear-rats want that SAFETY you are so accustomed to, What about the bears that want even more safety than they already have, who are clamoring for this change without any regard for balance?
Priestess Lin wrote:you will have to send a scout first, in which case your prey will also be given 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. They already have several options. I have never, as a ratter, thought that I needed to be safer. My EVE Videos |
|
James Amril-Kesh
4S Corporation Goonswarm Federation
8200
|
Posted - 2014.01.08 05:16:00 -
[451] - Quote
Priestess Lin wrote: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". or cry. pirate tears are the best tears. I only see stupid gloating from worthless carebear scrubs. The same people who would cry the loudest should CCP reconsider going through with this plan. My EVE Videos |
Petrus Blackshell
Rifterlings Point Blank Alliance
2850
|
Posted - 2014.01.08 05:37:00 -
[452] - Quote
Priestess Lin wrote:or cry. pirate tears are the best tears. I'm not sure you understand. MSIs are the sort of mechanic that I would (and I will) abuse the hell out of to troll people and generally have a merry time ruining their fun. This goes alike for PvE and PvP.
A lot of people will use it to their advantage to either dissuade, escape, or destroy anyone who approaches their MSI-entrenched position. It is so powerful and so many people will use it that entire swathes of playstyles would be negatively affected. Ganking nullsec ratters aside, I expect negative impacts on: all PvP in FW space (complex shellgame), solo/smallgang PvP elsewhere (can't afford bringing a probe launcher all the time), any activity that involves conflict around missions, deadspace or other scanned locations (e.g. w-space, because core probes are automatically no longer sufficient), securing a nullsec system (and you thought AFK cloakers were problematic?), and a variety of other niches.
MSIs sacrifice all of this to benefit whom? Carebears, and PvPers who like to camp / lay traps for one-sided uninteresting brutal murders.
From where I'm standing, I see MSIs having the potential of wrecking a variety of dynamic player interaction while encouraging static gameplay. Eve does not need to be more boring and static.
So can all this jazz be labeled tears? Sure, look at them: But they're hardly "pirate" tears. More like "player who likes interacting with others" tears. Feel free to continue gloating about how you want less dynamic interaction in Eve, if that's what you think is good for the game. Rifterlings - small gang frigate PvP - lowsec pirate operation, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |
Priestess Lin
Center for Advanced Studies Gallente Federation
1
|
Posted - 2014.01.08 05:38:00 -
[453] - Quote
James Amril-Kesh wrote: The MSI decreases risk to ratters, the group which is already at less risk between the two.
I have never, as a ratter, thought that I needed to be safer.
Besides being wrong about who takes more risk, we aren't just talking about ratters, but nice try.
Are you going to also claim say that pirates are taking more risk than miners or any other pve profession that currently screams "BIG FAT TARGET" for any grief monkey that wanders into the system and presses D-scan? Do really think that is fair? That EVE should be a game where sheep are produced for slaughter at the press of a button?
The MSI is an excellent layer of protection from pirates who have it all too easy. For the first time in EVE, pirates will be forced to take risks if they want a better chance at the rewards. Why should aggressors have all the advantages after all? |
Petrus Blackshell
Rifterlings Point Blank Alliance
2850
|
Posted - 2014.01.08 05:41:00 -
[454] - Quote
James Amril-Kesh wrote:Comcast scan probes Not Xfinity scan probes? Those are much better! (they have a different skin)
Rifterlings - small gang frigate PvP - lowsec pirate operation, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |
Erasmus Phoenix
Balls to the Walls No Response
24
|
Posted - 2014.01.08 05:42:00 -
[455] - 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. |
James Amril-Kesh
4S Corporation Goonswarm Federation
8200
|
Posted - 2014.01.08 05:47:00 -
[456] - Quote
Petrus Blackshell wrote:James Amril-Kesh wrote:Comcast scan probes Not Xfinity scan probes? Those are much better! (they have a different skin) Haha, autocorrect. My EVE Videos |
Petrus Blackshell
Rifterlings Point Blank Alliance
2852
|
Posted - 2014.01.08 05:48:00 -
[457] - Quote
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? Rifterlings - small gang frigate PvP - lowsec pirate operation, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |
Erasmus Phoenix
Balls to the Walls No Response
24
|
Posted - 2014.01.08 05:53:00 -
[458] - 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. |
Priestess Lin
Center for Advanced Studies Gallente Federation
1
|
Posted - 2014.01.08 06:01:00 -
[459] - Quote
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. |
James Amril-Kesh
4S Corporation Goonswarm Federation
8200
|
Posted - 2014.01.08 06:07:00 -
[460] - Quote
There's a big difference between having extra protection and having every advantage there is. My EVE Videos |
|
Erasmus Phoenix
Balls to the Walls No Response
25
|
Posted - 2014.01.08 06:08:00 -
[461] - 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. |
Priestess Lin
Center for Advanced Studies Gallente Federation
1
|
Posted - 2014.01.08 06:15:00 -
[462] - Quote
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?
Why should aggressors have all the advantages? If anything, defenders should. God forbid pirates should have to take any real risks, right?
Sorry kids, 100% intel days are over. Time to HTFU. |
Erasmus Phoenix
Balls to the Walls No Response
25
|
Posted - 2014.01.08 06:23:00 -
[463] - 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. |
Priestess Lin
Center for Advanced Studies Gallente Federation
1
|
Posted - 2014.01.08 06:37:00 -
[464] - Quote
Erasmus Phoenix wrote: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. .
This is just what i'm talking about, just because you come into the system, everyone is forced to stop what they are doing and wait you out. Getting into any ships to fight you causes you to flee. MSI takes away the power your mere presence has and forces you to take a risk for a great chance at a reward. You can't pick and chose all your engagements anymore if you want to be an aggressor. Risk/reward for all. MSI is an excellent balancing tool.
|
Petrus Blackshell
Rifterlings Point Blank Alliance
2855
|
Posted - 2014.01.08 08:10:00 -
[465] - Quote
Lin, do you legitimately think that repeating the same stuff over and over, post after post, really accomplishes anything?
As a change of pace, please just answer one thing: do you believe that requiring alts or a large gang to have any intel will lead to interesting player interactions? If so, why and how? Rifterlings - small gang frigate PvP - lowsec pirate operation, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1033
|
Posted - 2014.01.08 09:04:00 -
[466] - 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.
It could be interesting if it was made alongside local changes. For a complete metagame change. But as it is.. is just another ave the failbears" module. But the greatest offfender is the other. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1033
|
Posted - 2014.01.08 09:05:00 -
[467] - Quote
Priestess Lin wrote:Arthur Aihaken wrote:22 pages and the response thus far has been clearly lackluster or outright negative. Standard CCP dev policy will thus be to leave this for another week without comment, make a minor (read: token) adjustment - all the while indicating that testing and feedback indicate the new mobile structures will perform as intended (and that we can't see the "full" picture). Meanwhile, preparations to essentialy roll these out for Rubicon 1.1 in their present state proceed uninterrupted... It is just a vocal minority spamming the thread with one-sided nonsense. They are absolutely livid and afraid over the thought that EVE might get a little harder for them and that they might actually have to use their brain to get kills. The MSI is an excellent tool that will force aggressors to take risks for a change while simultaneously providing a much needed layer of protection for PVE ops. Adapt or die.
No, its a wise group of people postign with supporting examples of breaking effects. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Tyby
Little Willies
0
|
Posted - 2014.01.08 09:07:00 -
[468] - 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? Why should aggressors have all the advantages? If anything, defenders should have the advantage. God forbid pirates should have to take any real risks, right? Sorry kids, 100% intel days are over. Time to HTFU.
are you trolling?if so, pls stop if not... let me give you a piece of advice: stay in high sec! there are no risks there.... oh wait, in fact there are some risks even there... s let me try another piece of advice: don't undock! you may lose your ship, you know... |
Jori McKie
Friends Of Harassment
115
|
Posted - 2014.01.08 09:14:00 -
[469] - Quote
Mobile Micro Jump Unit Makes kiting ships obsolete in most combat formats, except very large 0.0 fleet fights when you can instantly kill the Unit. In solo, small and med scale this Unit is a get out of jail for free card for the non kiting ships. Even if you increase the spool up time to something like a 60sec or more, it will be still broken. The only way to balance this Unit is you can't use it, if you are pointed or scrammed. Implementing it without both tackle methods preventing the use of the Unit will kill any kiting engangments in non large 0.0 fleet fights.
Mobile Scan Inhibitor This will be balanced, if you forbid the use in deadspace (any space that has to be accessed via an acceleration gate) and WH environment. |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1033
|
Posted - 2014.01.08 09:14:00 -
[470] - Quote
Gizznitt Malikite wrote:Theon Severasse wrote:Gizznitt Malikite wrote:Kaeda Maxwell wrote:[quote=Gizznitt Malikite] Instead it creates an increased need for intel gatherers, and that's very much for the better.
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. When I solo I will often pick a point in deep null that I haven't necessarily been to before, it's just somewhere that has quite a bit of activity (players in system, rats killed, whatever). What you are essentially saying is that before roaming somewhere I should scout it well in advance in a nullified T3? The fact that I am competent at using D-Scan suddenly becomes useless, I may as well not even have the window open for all the good it will do me if these are released. If you are hunting, it means your prey could potentially setup a trap for you, assuming you rashly warp into an anomaly with one of these on scan. Their price & size is prohibitive enough to prevent endless spamming of these, so it is not likely to be there unless a trap is being laid. If you are worried about escaping, These things DONT COVER GATES. 75 km's - 40 km's means any body "hidden" by an MSI is at least 30 km's off a gate. Don't warp gate to gate when you see this on scan, and bounce off an unaligned celestial. I'm saying you need to use your head, and these things won't inhibit you at all!
What about hiding wormhole entrances? What about laying drag bubble traps on soem eclestials exaclty to catch peopel tryign to do what you describe?
The simple option of hiding a wormhole entrance is enough so that this should be blocked until its solved.
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
|
Grath Telkin
Sniggerdly Pandemic Legion
2102
|
Posted - 2014.01.08 09:37:00 -
[471] - Quote
Priestess Lin wrote: Sorry kids, 100% intel days are over. Time to HTFU.
So you'd be fine of course if they nuked local at the same time as putting this mod in then right, I mean you're against 100% intel after all aren't you?
Malcanis - Without drone assign, the slowcat doctrine will wither and die.
|
Tertius Tallang
House Tallang Glorious Legion
2
|
Posted - 2014.01.08 09:41:00 -
[472] - Quote
Grath Telkin wrote:Priestess Lin wrote: Sorry kids, 100% intel days are over. Time to HTFU.
So you'd be fine of course if they nuked local at the same time as putting this mod in then right, I mean you're against 100% intel after all aren't you?
+1. I mean, if I find myself agreeing with a Grath post, there most be some truth in there. |
Tyby
Little Willies
0
|
Posted - 2014.01.08 09:47:00 -
[473] - Quote
the msi thing is basically "the bears wet dreams come true"; bye-bye solo/small roaming gangs running around;
if anything, this structure will encourage even more the "afk cloak camping"; instead of running around 100 jumps and catch nothing, it will be more easy/less time consuming/more rewarding to just get some t3 nullified/probbing alts in a farming constellation and use a covert cyno to jump/kill things
about the mobile mjd unit: did you finally just managed to get a good bubble on that pesky hac/t3/whaterver sniper gang,? time to ki... oh wait they are now 100 km away from your bubble... sniping your tackle ... and this ^^ is just one example; this thing will make warp distruptor point kind of useless and with that the kitting ships also : you got tackled by a small ship that won't come in your web/scrambler range? don't worry, deploy the mjd thing and jump away...
i should, like allot of other ppl, say that thise structures are more game breaking that beneficial and not nedded; i wont do that tho, since i know that ccp, will go ahead and deploy them anyway adding the customary "we will keep an aye on it and tune it if we see the need"
oh, and speaking of keeping your eyes on stuff and that, are there any plans to "tweak" the mobile depot so that ppl cant use it to refit stabs in mid fight and run away? or is this "working as intended"? |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1033
|
Posted - 2014.01.08 10:00:00 -
[474] - Quote
Grath Telkin wrote:Priestess Lin wrote: Sorry kids, 100% intel days are over. Time to HTFU.
So you'd be fine of course if they nuked local at the same time as putting this mod in then right, I mean you're against 100% intel after all aren't you?
That is the problem with the MSI, its being done in separate to a MUCH neede revamp of local. IF this was done with a remake on all intel systems, everythign would be ok. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1033
|
Posted - 2014.01.08 10:02:00 -
[475] - Quote
Tyby wrote:the msi thing is basically "the bears wet dreams come true"; bye-bye solo/small roaming gangs running around; if anything, this structure will encourage even more the "afk cloak camping"; instead of running around 100 jumps and catch nothing, it will be more easy/less time consuming/more rewarding to just get some t3 nullified/probbing alts in a farming constellation and use a covert cyno to jump/kill things about the mobile mjd unit: did you finally just managed to get a good bubble on that pesky hac/t3/whaterver sniper gang,? time to ki... oh wait they are now 100 km away from your bubble... sniping your tackle ... and this ^^ is just one example; this thing will make warp distruptor point kind of useless and with that the kitting ships also : you got tackled by a small ship that won't come in your web/scrambler range? don't worry, deploy the mjd thing and jump away... i should, like allot of other ppl, say that thise structures are more game breaking that beneficial and not nedded; i wont do that tho, since i know that ccp, will go ahead and deploy them anyway adding the customary "we will keep an aye on it and tune it if we see the need" oh, and speaking of keeping your eyes on stuff and that, are there any plans to "tweak" the mobile depot so that ppl cant use it to refit stabs in mid fight and run away? or is this "working as intended"?
Simpoly ALL these structures shoudl ahve their deploy time increased severely. For all of the,
If you have prepared your battlefield in anteciptaion and deployed jump things and refit places.. ok.. all the pwoer to you.
But improvisign it at middle of a fight in 20 seconds.. it is NOT ok
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
erg cz
Sliperer
52
|
Posted - 2014.01.08 10:08:00 -
[476] - Quote
We, rampaging solo carebears, welcome those new structures. Exactly the way they are suggested. |
gascanu
Bearing Srl.
48
|
Posted - 2014.01.08 10:13:00 -
[477] - Quote
question: can you use those msi things to hide your combat probes from dscan? or at least a part of them? |
Sura Sadiva
Entropic Tactical Crew
1010
|
Posted - 2014.01.08 10:25:00 -
[478] - Quote
Gizznitt Malikite wrote: The truth is, whenever you see these on scan, that will certainly mean someone is doing something they want to keep clandestine. That screams explore here for content to me, and is exactly why I think they are a good idea.
Let me try with an example.
I spend most of my EVE time (limited to few hours per week due to real life) roaming FW plexes searching for suitable a 1vs1 engagment. 9 out of 10 this resolve in people warping away as I enter the plex, but is fine so, when I find one the fun compensate all.
Now, if I see a MSI on scan is not going to be "wow, exciting, some secret activiting is going on here, let me explore this player created content". I know what this secret, exciting actrivity is: someone is orbiting a button. So there're only 2 options:
1. he's alone but will not engage anyway (otherwise why to set up a MSI?) and will warp away (cause he see me, his d-scan is not nerfed like mine) helped further more by the added MSI delay.
2. is a blob trap and I'd be stupid engaging.
In repsect of this there's no incentive to find it out, what should I explore?? Is more exciting to keep jumping trough the Amamake-Ossongur gate. I will skip and warp to the next system. So it only translate in more time spent in warp and more room for the plexer to earn their LP undisturbed.
Is not a risk added (anyway I close the evening with some ship loss, is not relevant to me) or new tactic or opportunities, is simply less gameplay, more delays and deadtimes, more boredom.
In null will be similar. There's a belt covered by an MSI? What kind of clandestine activity is goin on? We already know: someone is mining and using the MSI to add a further delay for neutrals. Or is a blob trap.
People is not going to change their security procedures, they will keep docking as a neutral arrive, using bubble to prevent fast warp in belt and so on. MSi only add more margin to this, add more safety discouragging neutrals/hostiles not due to added risk but trough added delay and boredom.
We can say this is good or needed. But please don't insult our intelligence trying to sell us as new gameplay opportunities, it is - sic et simpliciter - a buff to farming and a nerf for players interactions. |
Arthur Aihaken
The.VOID
2729
|
Posted - 2014.01.08 10:35:00 -
[479] - Quote
Despite the fact that I don't think this will influence anything, I'm going to offer some constructive feedback.
Quote:Mobile Micro Jump Unit Right now we have the base version set to 20s module activation time, 48hr lifetime, 25k ehp (mostly structure), 50m3 volume and a build cost of about 1m isk. Micro Jump spoolup is 12s like an unskilled MJD. Current activation range is 2500m but we're already leaning towards expanding that. If this is primary intended as a "get-out-of-jail-free" card, then the EHP should be on par with the Mobile Tractor Unit. And I would be inclined to *not* increase the activation range.
Quote:Mobile Scan Inhibitor Current stats are 60s activation time, 2h lifetime, 45k ehp (once again mostly structure), 50m3 volume and a build cost of ~5m isk. Like I said above, it has an effective radius of 30km, meaning that even if you're at the edge, someone warping to 0 on it can still catch you fairly easily, especially with inties. Since these are literally going to be plastered everywhere, I think they should have an abysmal EHP - something like 1k. I also think that attacking these should not generate any suspect or criminal flag, and NPCs should actively engage and destroy these. I also like the suggestion that was made to inhibit D-scans while in one of these. I am currently away, traveling through time and will be returning last week. |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1033
|
Posted - 2014.01.08 10:39:00 -
[480] - Quote
erg cz wrote:We, rampaging solo carebears, welcome those new structures. Exactly the way they are suggested.
yet will continue to die liek sheeps.
The problem liies on peopel with brains enough to sue them well (and that exclude carebears).
The Deplyable jump thing is what will !@##!@ the game.
It furthers push the game into blasters range only. I know current generation of devs love blasters. But this is getting ridiculous.
9 km is the new LONG range now, since anything over that and ANY ship can escape. Since no ship can defeat gallente ships at that range..
WELCOME to the most stupidly unbalanced metagame of eve history. Also say goodbye to solo and near solo pvp because short poitns have too short range to get anyone at gates except by sheer luck.
These jump structures are the most overpowered thing ever suggested in this game. They make the remote trough cyno AOE doomsdays look like wellt ought and balanced devices! "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
|
Theon Severasse
Sniggwaffe WAFFLES.
52
|
Posted - 2014.01.08 11:11:00 -
[481] - Quote
Priestess Lin's claim of a vocal minority spamming this thread is correct. She is the vocal minority.
You can't take anything that she says seriously, since nothing that she says is grounded in reality. But what else can you expect from someone who posts on a 15 day old alt? |
Speedkermit Damo
Demonic Retribution Nullsec Ninjas
215
|
Posted - 2014.01.08 11:33:00 -
[482] - Quote
Priestess Lin wrote:Arthur Aihaken wrote:22 pages and the response thus far has been clearly lackluster or outright negative. Standard CCP dev policy will thus be to leave this for another week without comment, make a minor (read: token) adjustment - all the while indicating that testing and feedback indicate the new mobile structures will perform as intended (and that we can't see the "full" picture). Meanwhile, preparations to essentialy roll these out for Rubicon 1.1 in their present state proceed uninterrupted... It is just a vocal minority spamming the thread with one-sided nonsense. They are absolutely livid and afraid over the thought that EVE might get a little harder for them and that they might actually have to use their brain to get kills. The MSI is an excellent tool that will force aggressors to take risks for a change while simultaneously providing a much needed layer of protection for PVE ops. Adapt or die.
Worthless NPC alt opinion. Don't Panic.
|
Speedkermit Damo
Demonic Retribution Nullsec Ninjas
215
|
Posted - 2014.01.08 11:44:00 -
[483] - 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".
Now we have both - Great job CCP! Don't Panic.
|
ITTigerClawIK
Galactic Rangers SpaceMonkey's Alliance
429
|
Posted - 2014.01.08 12:00:00 -
[484] - Quote
i for one am looking foward to the new modules, they are both counter-able just by taking them out the scan inhib is apparently incredibly easy to scan down, and you will still know how many reds are in system, wormholes are pretty much unchanged apart from the fact if you see a inhib on D-scan you know enemies are in system pretty much just like you did before just not an exact number and most folks run at the sight of one person in system and the inhib is easy to go and check out. |
Speedkermit Damo
Demonic Retribution Nullsec Ninjas
215
|
Posted - 2014.01.08 12:11:00 -
[485] - 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? Why should aggressors have all the advantages? If anything, defenders should have the advantage. God forbid pirates should have to take any real risks, right? Sorry kids, 100% intel days are over. Time to HTFU.
Do you have any idea at all how hard it actually is to catch a ratter on a roam? It's extremely hard. First problem is that most of null-sec is an unpopulated wasteland. Second problem is local. The second I enter local, any ratters or miners who aren't stupid are already spamming the warp button. That's before I even decloak or start spamming D-scan, or I can just warp straight away to a random anomaly although the chances of actually warping into an anomaly with someone in it are astronomical. Even if I do, I then need to be lucky enough to warp in close enough that they don't warp off before I am able to get close enough to tackle.
And if after all these obstacles I do actually manage to catch something, I then have to actually win a fight, all the while wondering when the blob is going to arrive.
I lived in Providence for a year as a member of CVA. you probably know nothing of providence because you are an entitled high-sec bear. But Providence is the most polulous null-sec region, and generally swarming with roamers looking for ratters to gank. In all that time I lost just one ratting ship! Which should tell you just how difficult it already is to catch ratters when they have access to instant 100% intel.
Outside of faction war, solo and small-gang pvp is already dying on it's arse. These modules that no-one actually asked for is going to kill it altogether.
Ratters already have the odds stacked in their favour. Don't Panic.
|
Theon Severasse
Sniggwaffe WAFFLES.
55
|
Posted - 2014.01.08 12:23:00 -
[486] - Quote
ITTigerClawIK wrote:i for one am looking foward to the new modules, they are both counter-able just by taking them out the scan inhib is apparently incredibly easy to scan down, and you will still know how many reds are in system, wormholes are pretty much unchanged apart from the fact if you see a inhib on D-scan you know enemies are in system pretty much just like you did before just not an exact number and most folks run at the sight of one person in system and the inhib is easy to go and check out.
Someones already said that they are actually very difficult to probe down.
How is something that requries a nullified ship easy to check out?
Who are these "most folks" that run at the sight of one person? Do you mean ratters? The very people that would be using these to hide themselves from the occasional one person who turns up in local? Or do you mean people who are camping a bubble and are actively looking for people travelling through their systems alone? |
Auduin Samson
Do not disturb Sanctuary Pact
154
|
Posted - 2014.01.08 12:39:00 -
[487] - Quote
Drop scan inhibitor, position a fleet 29km from the center on all sides, put a drag bubble at the very middle. Anyone that warps in gets sucked to the center of a killzone. |
Adoris Nolen
Sama Guild
33
|
Posted - 2014.01.08 12:39:00 -
[488] - Quote
What I'm really interested in is: Can MSI's be deployed on different grids but with in 30km of each other? |
Blastcaps Madullier
Celestial Horizon Corp.
102
|
Posted - 2014.01.08 12:39:00 -
[489] - Quote
I can see a chain of these being abused in systems, factor in a mjd as well and well that's going to get interesting |
Moonaura
The Dead Rabbit Society
584
|
Posted - 2014.01.08 12:41:00 -
[490] - Quote
What will be the price of these things?
Frankly a cyno jammer is no use to me at the current prices and reserved for the 0.0 alliances.
And what does this really do for CCP's long term goal of getting rid of Local for intel gain? "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |
|
Jason Ozran
0mega.
12
|
Posted - 2014.01.08 12:42:00 -
[491] - Quote
I have a really simple question: why adding so many new items to simply protect missionners?
It is becoming really boring. Plexers (red district, ...) in low sec are virtually untouchable because we already have to use probes to locate them, and now you want us to have to probe the item that protect them before even locate them. What's next? A message that pops up on their screen saying that someone that might be a threat is coming for them and just warped to their plex?! You invented D-scan, that's not for monkeys...
And don't tell me people will hide supers fleet. That concerns 0.1% of the people in this game at most, be serious.
And in the meantime you still authorize people to enter plex with all the lows filled with warp core stab in FW, or anybody to use more than one Ancillary Shield Booster (that doesn't require any capa) when AAR is limited to 1 and use a shitload of cap. Seriously, some days, this game is turning into a baby sitting joke :) |
Dring Dingle
Polaris Rising Gentlemen's Agreement
114
|
Posted - 2014.01.08 12:44:00 -
[492] - Quote
Damn....
cant be deployed to cover a starbase.... / pos..... it would have opened up some interesting tactics for wormhole invading! and well any system invading. CLOAK THE TOWER..... (close enough anyway) |
nerdman234
Revenent Defence Corperation Ishuk-Raata Enforcement Directive
35
|
Posted - 2014.01.08 12:58:00 -
[493] - Quote
Carolina Gold wrote:http://imgur.com/FcEf4iG
What about the other items in our overview??
Good find, Sir. In time I suppose. |
Leafar Nightfall
Angels and Demons Inc. Mordus Angels
105
|
Posted - 2014.01.08 13:07:00 -
[494] - Quote
MSI will be very easy to abuse of if they don't have a more severe drawback, like showing in overview. Pushing D-scan every 3 seconds already is a pain in the ass enough just to know if there is anything around in a 14au radius. And it is also pretty obvious that they will only be scanned by combat probes, which just a minority of ships can use. And there is also the problem of spamming several of them...
About the MMJD, let's just say I'd rather see MJD modules of all sizes instead of something like that. |
Nalha Saldana
Saldana Hardware Corporation
791
|
Posted - 2014.01.08 13:11:00 -
[495] - Quote
Can a pod use the jump drive and if so could I jump into enemy POSs and steal unpiloted ships? |
Random Woman
Federal Navy Academy Gallente Federation
116
|
Posted - 2014.01.08 13:17:00 -
[496] - Quote
I guess the jump thing has it's uses, even though shooting freighters into Large Collideble Objects is the only thing i can come up with.
As for the scan thing I think it's a bit one sided right now there should be a drawback to sitting within, like disabling Lolcal. |
Logan Joriksa
Shockwave Unlimited SteRoid.
28
|
Posted - 2014.01.08 13:27:00 -
[497] - Quote
Scenario 1:
If I activate a warp jammer on a MJU will it prevent it from functioning?
Scenario 2:
I'm 105 km off from a mobile cyno inhibitor, I light a cyno and then activate the MJU facing the direction of the cyno inhibitor will I therefore be catapulted (with my cyno still active) into the cyno inhibitor bubble, thus neutralizing their purpose completely?
Scenario 3: I'm ratting with a shiny faction battleship and as a noob, I'm not watching local and/or d-scan. Hostiles warp in 50km off my position. Luckily I have an MJU already deployed and in range to catapult me to safety! Now they are are 150km me and little threat! Hmm whats that interceptor doing near my MJU? He's activated it too? Oh noes! now he's within range to scram, web, and/or act as warp in for his fleet mates to kill me anyway....
Questions regarding the MJU. Laughs regarding the Scan Inhibitor.
Need more details! Part of the Ship, Part of the Crew. |
Altrue
Exploration Frontier inc Brave Collective
821
|
Posted - 2014.01.08 13:28:00 -
[498] - Quote
Vatek wrote:Just what we need, more things that make nullsec ratters even safer! Warp disruptors are now obsolete, better fit scrams on everything because even a ratting ship that doesn't fit an MJD can still MJD away!
Scrap both of these, they're ****.
These two structures seems quite good in my opinion, but I have to agree with this one. This needs tweaking.
Let me offer a few :
1- After the use of a MJU, you cannot initiate warp for the next 10 seconds. This way a good interceptor is able to see where you'll land, follow you, and catch you. In its current iteration, even a very clever and reactive interceptor pilot couldn't do anything if you insta warp after the MJU jump.
2- Also something fun : The MJU could send people by "waves", meaning that if you activate it to follow your target that activated it 4 seconds later, you both get teleported 12 seconds after the first ship initiated the jump. Maybe not fesible code-wise, but would be cool. 1 would certainly resove most of the current issues that I see with the MJU though.
Edit - Mobile Scan Inhibitor part :
Dring Dingle wrote:Damn....
cant be deployed to cover a starbase.... / pos..... it would have opened up some interesting tactics for wormhole invading! and well any system invading. CLOAK THE TOWER..... (close enough anyway)
Why not allowing people to cloak towers ? It's not like if towers weren't on specified locations anyway. And this structure only stays for two hours, nothing OP here, you cannot perma-cloak a tower without putting a tangible amount of effort in it. And warping to it at 100 would still be possible, at opposed to the combo MSI + Bubble. So that's way less OP. (I'm not against this combo btw, but imo the mobile warp disruptor should still be visible on the Dscan even if you cannot warp to it.)
Also this deployable lacks a penalty for the people sitting in it. There is litteraly no risk involved since they can still see who is coming their way. At least if you needed to be outside the field to use the D-scan, this would require the help of a cloaked player or something. G££ <= Me |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1037
|
Posted - 2014.01.08 13:36:00 -
[499] - Quote
Easiest way to balance these things is increase their deployment time to 1 minute. So they are less likely to be used as get out of jail card and more as a tactical tool in preparation to a battle that is surely forth comming in a location that you are defending.
20 seconds basically means that PVP on smaller scale is relegated to balsters range ONLY. Good that I trained all blaster specs to 5 for some years already. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1037
|
Posted - 2014.01.08 13:37:00 -
[500] - Quote
Altrue wrote:
Why not allowing people to cloak towers ? It's not like if towers weren't on specified locations anyway. And this structure only stays for two hours, nothing OP here, you cannot perma-cloak a tower without putting a tangible amount of effort in it. And warping to it at 100 would still be possible, at opposed to the combo MSI + Bubble. So that's way less OP. (I'm not against this combo btw, but imo the mobile warp disruptor should still be visible on the Dscan even if you cannot warp to it.)
Because woudl be hard to see in probign map if the unit is in a grid near the moon or in the moon. And if it in the moon you might warp into a death star.
Its a too powerful trap.
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
|
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1037
|
Posted - 2014.01.08 13:38:00 -
[501] - Quote
Logan Joriksa wrote:Scenario 1: If I activate a warp jammer on a MJU will it prevent it from functioning? Scenario 2: I'm 105 km off from a mobile cyno inhibitor, I light a cyno and then activate the MJU facing the direction of the cyno inhibitor will I therefore be catapulted (with my cyno still active) into the cyno inhibitor bubble, thus neutralizing their purpose completely? Scenario 3: I'm ratting with a shiny faction battleship and as a noob, I'm not watching local and/or d-scan. Hostiles warp in 50km off my position. Luckily I have an MJU already deployed and in range to catapult me to safety! Now they are are 150km me and little threat! Hmm whats that interceptor doing near my MJU? He's activated it too? Oh noes! now he's within range to scram, web, and/or act as warp in for his fleet mates to kill me anyway.... Questions regarding the MJU. Laughs regarding the Scan Inhibitor. Need more details!
In the 12 secodns of spool up of the interceptors you can EASILY warp away. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Altrue
Exploration Frontier inc Brave Collective
821
|
Posted - 2014.01.08 13:41:00 -
[502] - Quote
Kagura Nikon wrote:Altrue wrote:
Why not allowing people to cloak towers ? It's not like if towers weren't on specified locations anyway. And this structure only stays for two hours, nothing OP here, you cannot perma-cloak a tower without putting a tangible amount of effort in it. And warping to it at 100 would still be possible, at opposed to the combo MSI + Bubble. So that's way less OP. (I'm not against this combo btw, but imo the mobile warp disruptor should still be visible on the Dscan even if you cannot warp to it.)
Because woudl be hard to see in probign map if the unit is in a grid near the moon or in the moon. And if it in the moon you might warp into a death star. Its a too powerful trap.
I disagree :D
1- Do you realize the amount of MSI needed to fully cloak a deathstar with its guns included ? It would be fesible but the cost and time involed would match the increased threat of the tower. Nothing out of balance here ^^ 2- You can still warp out before being locked in most cases, and warp at range, or warp cloaked. That is WAY more secure than warp to a MSI with a bubble in it, as I said. G££ <= Me |
Omnathious Deninard
Novis Initiis
2110
|
Posted - 2014.01.08 13:43:00 -
[503] - Quote
It would be interesting if the MMJD worked in the opposite fashion. After the 12 second spool up, all ships within 100km are sucked within 5km of the MMJD. This of course would make it more of a one shot pop item rather than a 2hr item. Novis Initiis is Recruting-á --á Ideas for Drone Improvement |
scottysg1
Azgrad Federation
0
|
Posted - 2014.01.08 13:45:00 -
[504] - Quote
Mobile Scan Inhibitor my wife and I are so exciting |
Aedh Phelan
Krannon of Sherwood Carthage Empires
38
|
Posted - 2014.01.08 13:50:00 -
[505] - Quote
Why not just make smaller versions of the MJD so ships other than battleships can use them? The MMJDU just seems to be a weird way to give an extra slot or smaller ships the ability to micro jump.
As for the scan inhibitor: Will it only hide ships or will it also hide something like bubbles? As someone else said, sounds like these will end up as thick in FW space as mobile depots are around Jita. |
Jureth22
Perkone Caldari State
149
|
Posted - 2014.01.08 13:59:00 -
[506] - Quote
ei ccp,while you`re there,why dont you make mobile local chat inhibitors lol. |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1037
|
Posted - 2014.01.08 14:04:00 -
[507] - Quote
Omnathious Deninard wrote:It would be interesting if the MMJD worked in the opposite fashion. After the 12 second spool up, all ships within 100km are sucked within 5km of the MMJD. This of course would make it more of a one shot pop item rather than a 2hr item.
that woudl be incredbly overpowered. PVP woudl be only smartbombing battleships with those. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Dorian Ragnar
High Voltage Industries Ash Alliance
0
|
Posted - 2014.01.08 14:05:00 -
[508] - Quote
if u launch MSI on site u will be able to hide site for 2h? interesting
|
Kaeda Maxwell
Calamitous-Intent Feign Disorder
265
|
Posted - 2014.01.08 14:05:00 -
[509] - Quote
From the test server it looks like the MJDD only allows 1 person to use it at a time and has 20 sec activation delay after the last use.
If that's working as intended that removes most my gang based objections to the thing. Still don't much care for it from a 'good luck with your long point mate' perspective in smaller/solo engagements though. |
Goran Konjich
Imperial Collective
97
|
Posted - 2014.01.08 14:14:00 -
[510] - Quote
I can see a consensus here. CCP, do not add this deployables to game. I'm a diplomat. Sometimes i throw 425mm wide briefcases at enemy. Such is EVE. |
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Christopher Mabata
Dominion Tenebrarum Axiomatic Dominion
2
|
Posted - 2014.01.08 14:16:00 -
[511] - Quote
Have to admit the Mobile Micro Jump structure i think is a bit stupid, 90% of battleships have MJD's fit as is so allowing sub-BS class ships and freighters use these makes catching anything when your in Low/Null/WH Space Next to impossible. think of finding a null mining fleet with an Orca in the belt, but as soon as they see you on d-scan they jump 100kms away and then align out and warp, its dream crushing! But on the flip side it has it uses (Aside from what i just mentioned). 2 stars
Now when it comes to the Scan Inhibitor OMG that looks awesome, hiding a small fleet in WH space of non cloakies or support ships sitting off-grid at a gatecamp or brawl seems Awesome, plus using them to conceal pipe-bombs or camps forces people to act a little smarter about what it is that they are doing as they travel. Once CCP gets on top of the fixes to local chat that were mentioned in a prior post i think that is when you will really start to see this device come into its own and become even more useful. 4 stars |
Christopher Mabata
Dominion Tenebrarum Axiomatic Dominion
2
|
Posted - 2014.01.08 14:18:00 -
[512] - Quote
Jureth22 wrote:ei ccp,while you`re there,why dont you make mobile local chat inhibitors lol.
I laughed at this, be within 30kms of it and your not even in local chat, seems legit, would buy |
Christopher Mabata
Dominion Tenebrarum Axiomatic Dominion
2
|
Posted - 2014.01.08 14:23:00 -
[513] - Quote
Nalha Saldana wrote:Can a pod use the jump drive and if so could I jump into enemy POSs and steal unpiloted ships?
Im pretty sure what would result would be a pod bouncing off the shields like a ping pong ball, but according to what ive read yes it does seem like pods can use them, could be an interesting tactic to get pods out when your bubbled, hope you get out before you get scrammed or exploded and then warp away to reship |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1037
|
Posted - 2014.01.08 14:31:00 -
[514] - Quote
Kaeda Maxwell wrote:From the test server it looks like the MJDD only allows 1 person to use it at a time and has 20 sec activation delay after the last use.
If that's working as intended that removes most my gang based objections to the thing. Still don't much care for it from a 'good luck with your long point mate' perspective in smaller/solo engagements though.
That basically makes IMPOSSIBLE to catch ANYONE on pvp with smalelr gangs.
ITs the most stupid thing ever conceived! "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Tsukinosuke
Id Est
10
|
Posted - 2014.01.08 14:33:00 -
[515] - Quote
good things for making in game actions and strategies more flex and more deadly :)
intereting and seem funny anti-antagonist-á "not a friend of enemy of antagonist" |
Omnathious Deninard
Novis Initiis
2110
|
Posted - 2014.01.08 14:34:00 -
[516] - Quote
Kagura Nikon wrote:Omnathious Deninard wrote:It would be interesting if the MMJD worked in the opposite fashion. After the 12 second spool up, all ships within 100km are sucked within 5km of the MMJD. This of course would make it more of a one shot pop item rather than a 2hr item. that woudl be incredbly overpowered. PVP woudl be only smartbombing battleships with those. Yeah.... Forgot about those, was thinking brawling ships. Novis Initiis is Recruting-á --á Ideas for Drone Improvement |
Anthar Thebess
REPUBLIKA ORLA C0VEN
263
|
Posted - 2014.01.08 14:50:00 -
[517] - Quote
A bit broken for me.
So i place this thing on gate, and i see someone is showing up 200k away , so i align my captor, use this and at full speed land 100k closer to the target?
For non BS ships there will be a way to "overcome" the gate camps - so no more "holding the ground".
TIDI IS NIGHTMARE - CCP SHOW US THE TIMERS Reactivation timers on : MJD and more. Please like & post in this idea to keep it visible. |
Maru Sha
The Department of Justice
35
|
Posted - 2014.01.08 14:53:00 -
[518] - Quote
Mobile Scan Inhibitor
I can already imagine all those cutthroats hiding in the bubble with a cloaked spotting alt looking for prey. Furthermore, I wonder if the majority of "carebears" adapts and is going to hide within the Mobile Scan Inhibitor range. |
Xaarous
Woopatang Primary.
10
|
Posted - 2014.01.08 15:02:00 -
[519] - Quote
Will a newly-dropped mobile scan inhibitor show up in the probe scanner as a new signature? And will you need core or combat probes to scan it down?
I'm thinking about the scenario of wormhole players who want to be 'sufficiently vigilant' and that will cost. Right now, d-scan, staying aligned, and watching for new signatures is the minimum; having a player or at least a multi-boxed character watching existing entrance(s) is recommended.
If I scan down my static, jump in, and drop an MSI, will anyone outside of d-scan range have a clue that I just arrived? Will they have to keep probes - perhaps even combat probes - out and scanning just to realize something's up?
My concern here is that this is too biased towards the aggressor, in the sense that defenders have to do lots of very boring things just to have a chance to escape, meanwhile the aggressors get to do lots of fun things and now have reduced risk since a defender has even less information about them.
I say this as someone who often plays both roles - if I only have fun as an aggressor, I'm going to burn out on everything else. It's OK if being the bad guy is the MOST fun, but earning my upkeep should still be fun as well. |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1037
|
Posted - 2014.01.08 15:09:00 -
[520] - Quote
Xaarous wrote:Will a newly-dropped mobile scan inhibitor show up in the probe scanner as a new signature? And will you need core or combat probes to scan it down?
I'm thinking about the scenario of wormhole players who want to be 'sufficiently vigilant' and that will cost. Right now, d-scan, staying aligned, and watching for new signatures is the minimum; having a player or at least a multi-boxed character watching existing entrance(s) is recommended.
If I scan down my static, jump in, and drop an MSI, will anyone outside of d-scan range have a clue that I just arrived? Will they have to keep probes - perhaps even combat probes - out and scanning just to realize something's up?
My concern here is that this is too biased towards the aggressor, in the sense that defenders have to do lots of very boring things just to have a chance to escape, meanwhile the aggressors get to do lots of fun things and now have reduced risk since a defender has even less information about them.
I say this as someone who often plays both roles - if I only have fun as an aggressor, I'm going to burn out on everything else. It's OK if being the bad guy is the MOST fun, but earning my upkeep should still be fun as well.
Are you nuts? All these modules are completely in favor of the defenser! They help in NOTHIGN the agresssor!! And they make basically impossible to catch a non AFK person.
Defenders just need to check for cobmat probes. because no one can ever get to them without cobmat probes!! and if tackled because they are sleeping.. they just jump 100 km away with the even more overpowered device. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
|
Petrus Blackshell
Rifterlings Point Blank Alliance
2860
|
Posted - 2014.01.08 15:20:00 -
[521] - Quote
Aedh Phelan wrote:As for the scan inhibitor: Will it only hide ships or will it also hide something like bubbles? As someone else said, sounds like these will end up as thick in FW space as mobile depots are around Jita. It hides anything. Ships, bubbles, MMJDs, wrecks, and apparently even wormholes.
Xaarous wrote:Will a newly-dropped mobile scan inhibitor show up in the probe scanner as a new signature? And will you need core or combat probes to scan it down? It won't show up in the on-board scanner list, but it will presumably show up if you do a pass with probes. Combat probes, that is. It can only be scanned down with combat probes, making it very hard to deal with for solo pilots and small gangs.
Xaarous wrote:If I scan down my static, jump in, and drop an MSI, will anyone outside of d-scan range have a clue that I just arrived? Will they have to keep probes - perhaps even combat probes - out and scanning just to realize something's up?
They can notice a new MSI on d-scan, but that's about it. They can have no intel with regards to what ship, or even how many ships, just entered system. Keep in mind the MSI does have an online time, so if they're diligent about spamming d-scan, they may spot you before the MSI goes online.
Xaarous wrote:My concern here is that this is too biased towards the aggressor, in the sense that defenders have to do lots of very boring things just to have a chance to escape, meanwhile the aggressors get to do lots of fun things and now have reduced risk since a defender has even less information about them.
It's not too biased towards the aggressor; it's too biased towards anyone using an MSI. Completely depriving your opponent of any way to gather intel on you short of facechecking you, while retaining all your intel abilities intact, is an enormous advantage. Rifterlings - small gang frigate PvP - lowsec pirate operation, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |
Arthur Aihaken
The.VOID
2733
|
Posted - 2014.01.08 15:30:00 -
[522] - Quote
Petrus Blackshell wrote:It hides anything. Ships, bubbles, MMJDs, wrecks, and apparently even wormholes. GreatGǪ now all we need are Mobile Mines that do bomb-level damage in a 30km radius and we're all set. We can create the EVE equivalent of Minesweeper.
I am currently away, traveling through time and will be returning last week. |
Galmas
United System's Commonwealth
141
|
Posted - 2014.01.08 15:34:00 -
[523] - Quote
I am skeptic towards both these mods. Below my 2 cent from the point of view of a smallish w-space pvp group. Not so much focusing on the details of when to bump who or how many seconds it takes to drop on a plexing fleet... more on general direction these mods seem to go.
The MMJD sounds a bit like an extra med slot for any ship that got the cargo hold for it and basically enables every ship to fit a MJD even though only BS can?! Overall it doesn't sound like something that promotes fights but rather promotes emergency exits. For me Eve is fun/thrilling because of the risk vs reward. This seems to lower the risk significantly. On the other hand i understood that anyone can use a MMJD once deployed. So whats the point?!
The mobile scan inhibitor sounds just obsolete and overly complicated. If it hides mobile bubbles as well it will be really just scaring newer players away from eve. These players who probably have a terribly hard time to drill through all these special cases that exist in Eve already.
Sorry, but why make this strange scan inhibitor? wouldn't it make much more sense to do some changes to the local channel? for w-space (where we live) i cannot see any significant impact of the scan inhibitor. We need to scan everything anyway. (unless that thing hides anomalies, which would be awful)
I think both these modules are heading into a direction i don't like. Making engagements somewhat more complicated and making running away even easier if you do it right.
Somehow in contrary to the changes done to the scanning system and scanning user interface lately which were really good. These changes removed tediousness from the game.
These two new modules seem to add tediousness to pvp. Especially the MMJD giving long range platforms even more options (you know the pussies who stay out of point range, not risking anything but gaining some easy kills until their friendly tacklers got killed and they run away to their hive). A pesky method of not committing to a fight but still maybe sneak on some kills, which got overly promoted with the tier 3 battle cruisers already.
Sorry to say, but both mods sound flawed to me. Overly complicated, giving a lot of room for running away in already hard to find smaller scale pvp. We, as a small corp/fleet, already most of the time invest a hell of a lot of ISK into a fleet to be able to stand up against the odds (especially in k-space null sec) just to find that it already is super easy for the blobs (to first cyno in and then) to just run away when blobing starts to not work as good as planned. So we already go higher risk by fighting 3...4...5 vs 1 and try to compensate via ISK and end up having a fleet of 20 ships be worth 10 times the ISK the 50 man hostile fleet is worth. Just to watch them MMJD from one spot to the next trying to down some of us without committing to anything.... awful outlook.
Looking at these two mods i somehow just want to say two things:
Get local channel sorted (instead of scan inhibitor) Get POS fixed (instead of wasting time on stuff no one needs - MMJD). |
corporal hicks
The Praetorium
8
|
Posted - 2014.01.08 15:43:00 -
[524] - Quote
Gonna hide the Mobile scan distrupter in recon 3 missions in osman and let all them little loot ninja's warp into the gas cloud and get fragged. |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1037
|
Posted - 2014.01.08 15:46:00 -
[525] - Quote
Some huge bad effect is that if you have just a normal probe launcher you may get stuck in a wormhole if the main forces of the system simply decide to keep you there by cloaking the exits.
Every single time I stop to think of these deployables and I think more and more they are incredlby stupid. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Petrus Blackshell
Rifterlings Point Blank Alliance
2862
|
Posted - 2014.01.08 15:49:00 -
[526] - Quote
Kagura Nikon wrote:Some huge bad effect is that if you have just a normal probe launcher you may get stuck in a wormhole if the main forces of the system simply decide to keep you there by cloaking the exits.
Every single time I stop to think of these deployables and I think more and more they are incredlby stupid. ~Interesting mechanics~
Rifterlings - small gang frigate PvP - lowsec pirate operation, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |
Priestess Lin
Center for Advanced Studies Gallente Federation
4
|
Posted - 2014.01.08 16:05:00 -
[527] - Quote
Petrus Blackshell wrote:Kagura Nikon wrote:Some huge bad effect is that if you have just a normal probe launcher you may get stuck in a wormhole if the main forces of the system simply decide to keep you there by cloaking the exits.
Every single time I stop to think of these deployables and I think more and more they are incredlby stupid. ~Interesting mechanics~
They only last 2 hours so crying as if it is going to be a real problem is pretty silly . So much delicious tears from the poor pirates crying about the MSI. Great change CCP! |
Petrus Blackshell
Rifterlings Point Blank Alliance
2862
|
Posted - 2014.01.08 16:08:00 -
[528] - Quote
Priestess Lin wrote:Petrus Blackshell wrote:Kagura Nikon wrote:Some huge bad effect is that if you have just a normal probe launcher you may get stuck in a wormhole if the main forces of the system simply decide to keep you there by cloaking the exits.
Every single time I stop to think of these deployables and I think more and more they are incredlby stupid. ~Interesting mechanics~ They only last 2 hours so crying as if it is going to be a real problem is pretty silly . So much delicious tears from the poor pirates crying about the MSI. Great change CCP! Mmyep, pirates crying about it being easy to trap clueless/unprepared people in wormholes by using MSIs. Sounds like a thing pirates would cry about, because pirates would never want to have easy-mode trapping, and pirates are never prepared for all eventualities.
Sounds legit. Rifterlings - small gang frigate PvP - lowsec pirate operation, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1038
|
Posted - 2014.01.08 16:11:00 -
[529] - Quote
Priestess Lin wrote:Petrus Blackshell wrote:Kagura Nikon wrote:Some huge bad effect is that if you have just a normal probe launcher you may get stuck in a wormhole if the main forces of the system simply decide to keep you there by cloaking the exits.
Every single time I stop to think of these deployables and I think more and more they are incredlby stupid. ~Interesting mechanics~ They only last 2 hours so crying as if it is going to be a real problem is pretty silly . So much delicious tears from the poor pirates crying about the MSI. Great change CCP!
CCP should really ban people from NPC corps from posting. This is a clear example of no clue. that should automatically not be listened to. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Onnen Mentar
Murientor Tribe Defiant Legacy
77
|
Posted - 2014.01.08 16:15:00 -
[530] - Quote
Mobile Micro Jump Unit Pretty much just have to echo the concerns others have voiced already. If you want it to be a get out of jail free card, then at least make people sacrifice something other than a measly 50m3? I understand it could add some nice tactical stuff for fleets, but for small gang pvp it is going to really suck. Really difficult to understand how a BS only module can be turned into a 50m3 deployable that will micro jump anything that is not a proper capital ship?
Mobile Scan Inhibitor The idea seems at least worth testing. Just make it a beacon to warp to? :P |
|
Petrus Blackshell
Rifterlings Point Blank Alliance
2862
|
Posted - 2014.01.08 16:19:00 -
[531] - Quote
Kagura Nikon wrote:Priestess Lin wrote:Petrus Blackshell wrote:Kagura Nikon wrote:Some huge bad effect is that if you have just a normal probe launcher you may get stuck in a wormhole if the main forces of the system simply decide to keep you there by cloaking the exits.
Every single time I stop to think of these deployables and I think more and more they are incredlby stupid. ~Interesting mechanics~ They only last 2 hours so crying as if it is going to be a real problem is pretty silly . So much delicious tears from the poor pirates crying about the MSI. Great change CCP! CCP should really ban people from NPC corps from posting. This is a clear example of no clue. that should automatically not be listened to. Read back through the thread. All Lin is doing is repeating "yay pirates have risk" and "adapt or die" or other cliches with little to no substance. She's either a troll or is in some sort of euphoric trance because this particular change would be a big improvement of life for her main. Don't mind her. Rifterlings - small gang frigate PvP - lowsec pirate operation, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |
Flyinghotpocket
Amarrian Vengeance Team Amarrica
232
|
Posted - 2014.01.08 16:21:00 -
[532] - Quote
Jason Ozran wrote:I have a really simple question: why adding so many new items to simply protect missionners?
the pvpers of eve have been demanding changes to local and d-scan for a while this is not to protect missionners |
Priestess Lin
Center for Advanced Studies Gallente Federation
4
|
Posted - 2014.01.08 16:24:00 -
[533] - Quote
Goran Konjich wrote:I can see a consensus here. CCP, do not add this deployables to game.
Hilarious how willfully ignorant those opposed to these excellent change really are. |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1038
|
Posted - 2014.01.08 16:26:00 -
[534] - Quote
Priestess Lin wrote:Goran Konjich wrote:I can see a consensus here. CCP, do not add this deployables to game. Hilarious how willfully ignorant those opposed to these excellent change really are.
This incredible line full of arguments and deep reasoning will really be important to change people minds or be taken as feedback....
OR NOT! "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Sura Sadiva
Entropic Tactical Crew
1010
|
Posted - 2014.01.08 16:39:00 -
[535] - Quote
Flyinghotpocket wrote: the pvpers of eve have been demanding changes to local and d-scan for a while this is not to protect missionners
MSI is biased toward people sitting inside it. Players actively seeking for engagments hardly sit inside things. It's a nerf to d-scan but not balanced with other changes: is nerf to d-scan only for a side the ones roaming around and seeking for engagment; farmers and campers have their d-scan functionalities 100% working as well as as their traditional evading tools untouched.
Sure, you can set a trap inside a MSI, but why someone not activelly searching for a fight should warp inside an obvious trap????
Hell, is not rocket science...
|
seth Hendar
I love you miners
357
|
Posted - 2014.01.08 16:39:00 -
[536] - Quote
Herzog Wolfhammer wrote:Hatsumi Kobayashi wrote:CCP Fozzie wrote:Hatsumi Kobayashi wrote:Can cloaked ships use the MJD unit and and if yes remain cloaked while doing so?
Can HICs use it with their bubble up?
Questions needing answers In its current iteration the answer to both is yes. We're not dead set on keeping that as is however. I may not have your insight and data on this but I KIND OF think it'd be a little uncool to keep that as is. Don't worry. Just complain about it enough and the next iteration of the MMJU will have a 40 second spoolup time in addition to needing to decloak to use it. See what they did to the rapid missile launchers is why I am not excited about these new devices. People will get creative with them, and they will be nerfed into ridiculousness. wich is exactly why, such modules should never go farther than CCP's break room......
those two modules are ********, they are OP as they are because ppl WILL abuse them (i already see at least 10 ways of abuse for each one, and i didn't even searched for it) => so they will be nerfed hard, or worse, other game mechanics will be impacted, in a pathetic attempt to balance them.
in the mean time, the real problems of the game are not adressed (SOV / GRINDING / POS / DRONES / insane delay / broken grids) |
Xaarous
Woopatang Primary.
10
|
Posted - 2014.01.08 16:43:00 -
[537] - Quote
Kagura Nikon wrote:Xaarous wrote:Will a newly-dropped mobile scan inhibitor show up in the probe scanner as a new signature? And will you need core or combat probes to scan it down?
I'm thinking about the scenario of wormhole players who want to be 'sufficiently vigilant' and that will cost. Right now, d-scan, staying aligned, and watching for new signatures is the minimum; having a player or at least a multi-boxed character watching existing entrance(s) is recommended.
If I scan down my static, jump in, and drop an MSI, will anyone outside of d-scan range have a clue that I just arrived? Will they have to keep probes - perhaps even combat probes - out and scanning just to realize something's up?
My concern here is that this is too biased towards the aggressor, in the sense that defenders have to do lots of very boring things just to have a chance to escape, meanwhile the aggressors get to do lots of fun things and now have reduced risk since a defender has even less information about them.
I say this as someone who often plays both roles - if I only have fun as an aggressor, I'm going to burn out on everything else. It's OK if being the bad guy is the MOST fun, but earning my upkeep should still be fun as well. Are you nuts? All these modules are completely in favor of the defenser! They help in NOTHIGN the agresssor!! And they make basically impossible to catch a non AFK person. Defenders just need to check for cobmat probes. because no one can ever get to them without cobmat probes!! and if tackled because they are sleeping.. they just jump 100 km away with the even more overpowered device.
Evidently you don't spend much time in WH space. I agree that it favors "people that use them over people who don't" - but that IMHO favors aggressors more than defenders.
I jump into a system in cov ops, drop the MSI and cloak up. Only people in d-scan range of the MSI (which is right at the new WH, so you don't even know THAT exists if it's new) are aware that anything has happened, or people who choose to keep system-wide combat probes out and scan every few seconds, redeploy their probes every hour or so, etc. etc. - pretty tedious for something called 'a game'.
Meanwhile, I'm using d-scan and my cov ops to - fairly safely - face check any MSIs, anomalies, and celestials, all invisibly, and all pretty engaging. Once that's done, I either have a warp-in on you or I know which of a small number of signatures you're at. That's when I finally deploy combat probes and I'll have you probed down within 30 seconds. That's enough time to alert someone who's monitoring their d-scan diligently - again, is someone saving vs. tedium while I'm Stalking All The Things.
So yes, the MSI will give both predators and prey a tool to help cover their tracks. The point is, finding tracks is something the predator is already good at and motivated to do, while prey HAS to do it but doesn't derive enjoyment from it.
My proposal is not to scrap the MSI; rather, please take a look at giving prey tools to make their lives engaging as well. For example, make a one-shot 'scan monitor' or something, similar stats to the MSI, lets you configure a whitelist of things to ignore and plays an audio (hah, Eve has sound?) and some kind of UI alert when something new shows up. It can never replace scouting, keeping eyes out and ears open, etc. but it could make those things *easier and more fun* at some material cost. |
Omnathious Deninard
Novis Initiis
2111
|
Posted - 2014.01.08 16:43:00 -
[538] - Quote
Well you can pretty much guarantee that in null and WHs every single MSI will have a large T2 bubble in it. Either for a trap or to delay you from getting to the bling PvE ship. Novis Initiis is Recruting-á --á Ideas for Drone Improvement |
Speedkermit Damo
Demonic Retribution Nullsec Ninjas
216
|
Posted - 2014.01.08 16:50:00 -
[539] - Quote
Lets sum up shall we?
All solo roamers are now going to be obliged to fit an expanded probe launcher, horribly gimping any combat capability.
Meanwhile bears will be able to use a MJD in without even having to bother fitting one to their ship!
Don't Panic.
|
Xaarous
Woopatang Primary.
10
|
Posted - 2014.01.08 16:54:00 -
[540] - Quote
Speedkermit Damo wrote:Lets sum up shall we?
All solo roamers are now going to be obliged to fit an expanded probe launcher, horribly gimping any combat capability.
Meanwhile bears will be able to use a MJD in without even having to bother fitting one to their ship!
Let's not forget that scram'ing a target prevents the MJD.
I'm having trouble believing that people will religiously drop either an "I'm here!" marker on themselves every location, plus 0-N "I might be here!" markers for smoke screen, when every one of those drops costs 5m ISK. That's a sizeable dent in income. |
|
Priestess Lin
Center for Advanced Studies Gallente Federation
4
|
Posted - 2014.01.08 17:00:00 -
[541] - Quote
Omnathious Deninard wrote:Well you can pretty much guarantee that in null and WHs every single MSI will have a large T2 bubble in it. Either for a trap or to delay you from getting to the bling PvE ship.
I guess if you want to kill a bling pve ship that has gone to the trouble of setting up multiple defenses and maintaining them every 2 hours, you might actually have to do some preparation yourself or bring some friends. God forbid pirates should be challenged in this game, right?
This reaction from the pirate crowd is to be expected. Aggressors have had all the power and have had it easy for far too long in this game, and it can be expected they will say anything to be able to maintain that.
PVErs will likely be emboldened by these new modules to take some risks outside high sec due to aggressors not having every advantage anymore. Good for CCP for adding some much needed balance to the game despite having to rustle a few jimmies.
CCP has a message for those of you who are upset about these great new changes. |
Alundil
The Unnamed. The NME Alliance
379
|
Posted - 2014.01.08 17:02:00 -
[542] - Quote
Petrus Blackshell wrote:Nope, to both of them. CCP Fozzie wrote:Mobile Micro Jump Unit This is a bit less egregious than the second one. It is simply not viable due to how alignment mechanics and client lag work. Are you actually aligned to the guy you want to warp to, or just rubberbanding and actually pointing 60 degrees in another direction? Who knows? Better wait 12 seconds and find out! While Eve still has no good way to know exactly towards what your ship is pointing, any mechanic that relies on "aiming" your ship is just a bad, bad idea. Bombs are marginally "okay" because they have some give due to their AoE. Something like this has no room for mistakes, especially when propelling you 100 km, where a simple 10 degree deviation throws you 17 km off your mark. Try this: close your eyes, put a ruler down in an oblique position on your desk, then open just one eye and, without moving your head, accurately pinpoint the most distant object in the room the ruler is pointing at. Hard? Now do it in space, with a non-linearly-shaped ship. To fix it: Alignment needs to match the actual ship's heading, with some visual indication of what you're actually aligned to. Cool concept, but nightmarishly unusable execution if you want any sort of accuracy with it. CCP Fozzie wrote:Mobile Scan Inhibitor Trolling people with cloaking wasn't enough, I see. Now we have space shell-games! Featuring two super-fun perspectives: 1. The safest shell game. Something I'm sure a lot of people have already pointed out is that those doing stationary activities (including ratting, mining, missioning, etc) can completely obscure their locations from any interlopers. Not only that, but it is passive -- they do not even have to stop their activity and cloak or warp when a potential target shows up. In addition, they can see the threat coming, without their aggressor even knowing if he's going for a red herring or not. 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? Why was your practiced fast d-scanning and target-finding trumped risk-free by a skill-less spamming of d-scan and warp? (Which, I should mention, gives botting a big pat on the back) So you do all you can: you spend the next chunk of valuable time, blowing these up, frustrated that what used to be a good chase and a contest between a hunter's skill at finding prey, and the prey's ability to evade... just turned into structure shooting. The most dangerous shell game. Meanwhile, the vulnerable people in your alliance have noticed MSIs popping up all around the system. Now and again, a hostile sits in the system for hours, just as the "AFK" cloakers of old.* Now and then he pops up kills (or hotdrops)* someone, and then goes away being as invisible as he was before. So you do what is most reasonable to do: you get in your probing ship and probe down the MSI's. But... oh no! Because the hostile can still use his d-scan, he sees that you're probing him down! And, just like the PvEer before, he can warp off before you even know he was there! How's that for fun? So your PvP turns into structure-grinding once again as you tear down his MSIs. (* Ignore these if you're in a wormhole. All you know is these MSIs on scan are vaguely threatening to your very existence and if you want to know what's actually going on, you have to... you guessed it, grind structures)Now, one of three things happens: either he leaves since he knows he can't take you (info you don't even know about him); or he returns to you, confident he can kill you, and ganks you as you are structure-grinding (sort of escapable, since the MSI works for you now); or the most fun: he sets up a mobile small warp disruptor inside of another MSI, and waits for you there. What fun! Isn't it great how this one structure lets any enemy force you either into a compromising PvP situation, into structure grinding, or into just leaving? It doesn't even matter what you're doing, or what skill you have; without information, you are permanently at a disadvantage. I know I can't wait to be a victim of this. Lastly any sort of disabling of d-scan is a legitimization of the only other instant intel tool: local channel. I thought CCP agreed that using local as an intel tool is awful and needs to be replaced with something better. Why are you pushing for modules that make it more vital to gameplay? tl;dr: MSIs hate fun. How to fix it: Put it in the wastebasket, and go back to the drawing board. I am usually not this negative, but this idea is absolutely purely awful.
This is a truly excellent write up of the issues and problems that these items will create.
Well said.
Clone mechanics enchancements Deep Space Probe Revival |
Tertius Tallang
House Tallang Glorious Legion
2
|
Posted - 2014.01.08 17:06:00 -
[543] - Quote
Priestess Lin wrote:There has not been one decent argument put forth on how MSI or MMJU are a bad idea.
Not even taking you seriously at this point anymore. |
seth Hendar
I love you miners
357
|
Posted - 2014.01.08 17:07:00 -
[544] - Quote
Priestess Lin wrote:Omnathious Deninard wrote:Well you can pretty much guarantee that in null and WHs every single MSI will have a large T2 bubble in it. Either for a trap or to delay you from getting to the bling PvE ship. I guess if you want to kill a bling pve ship that has gone to the trouble of setting up multiple defenses and maintaining them every 2 hours, you might actually have to do some preparation yourself or bring some friends. God forbid pirates should be challenged in this game, right? This reaction from the pirate crowd is to be expected. Aggressors have had all the power and have had it easy for far too long in this game, and it can be expected they will say anything to be able to maintain that. PVErs will likely be emboldened by these new modules to take some risks outside high sec due to aggressors not having every advantage anymore. Good for CCP for adding some much needed balance to the game despite having to rustle a few jimmies. CCP has a message for those of you who are upset about these great new changes. 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. |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1039
|
Posted - 2014.01.08 17:09:00 -
[545] - Quote
Xaarous wrote:Kagura Nikon wrote:Xaarous wrote:Will a newly-dropped mobile scan inhibitor show up in the probe scanner as a new signature? And will you need core or combat probes to scan it down?
I'm thinking about the scenario of wormhole players who want to be 'sufficiently vigilant' and that will cost. Right now, d-scan, staying aligned, and watching for new signatures is the minimum; having a player or at least a multi-boxed character watching existing entrance(s) is recommended.
If I scan down my static, jump in, and drop an MSI, will anyone outside of d-scan range have a clue that I just arrived? Will they have to keep probes - perhaps even combat probes - out and scanning just to realize something's up?
My concern here is that this is too biased towards the aggressor, in the sense that defenders have to do lots of very boring things just to have a chance to escape, meanwhile the aggressors get to do lots of fun things and now have reduced risk since a defender has even less information about them.
I say this as someone who often plays both roles - if I only have fun as an aggressor, I'm going to burn out on everything else. It's OK if being the bad guy is the MOST fun, but earning my upkeep should still be fun as well. Are you nuts? All these modules are completely in favor of the defenser! They help in NOTHIGN the agresssor!! And they make basically impossible to catch a non AFK person. Defenders just need to check for cobmat probes. because no one can ever get to them without cobmat probes!! and if tackled because they are sleeping.. they just jump 100 km away with the even more overpowered device. Evidently you don't spend much time in WH space. I agree that it favors "people that use them over people who don't" - but that IMHO favors aggressors more than defenders. I jump into a system in cov ops, drop the MSI and cloak up. Only people in d-scan range of the MSI (which is right at the new WH, so you don't even know THAT exists if it's new) are aware that anything has happened, or people who choose to keep system-wide combat probes out and scan every few seconds, redeploy their probes every hour or so, etc. etc. - pretty tedious for something called 'a game'. Meanwhile, I'm using d-scan and my cov ops to - fairly safely - face check any MSIs, anomalies, and celestials, all invisibly, and all pretty engaging. Once that's done, I either have a warp-in on you or I know which of a small number of signatures you're at. That's when I finally deploy combat probes and I'll have you probed down within 30 seconds. That's enough time to alert someone who's monitoring their d-scan diligently - again, is someone saving vs. tedium while I'm Stalking All The Things. So yes, the MSI will give both predators and prey a tool to help cover their tracks. The point is, finding tracks is something the predator is already good at and motivated to do, while prey HAS to do it but doesn't derive enjoyment from it. My proposal is not to scrap the MSI; rather, please take a look at giving prey tools to make their lives engaging as well. For example, make a one-shot 'scan monitor' or something, similar stats to the MSI, lets you configure a whitelist of things to ignore and plays an audio (hah, Eve has sound?) and some kind of UI alert when something new shows up. It can never replace scouting, keeping eyes out and ears open, etc. but it could make those things *easier and more fun* at some material cost.
but the defending guy can deployt it before the agressor is there. THe agressor must arrive and be visible until it deploy his own. That is hwy is superio for defender! "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1039
|
Posted - 2014.01.08 17:11:00 -
[546] - Quote
Xaarous wrote:Speedkermit Damo wrote:Lets sum up shall we?
All solo roamers are now going to be obliged to fit an expanded probe launcher, horribly gimping any combat capability.
Meanwhile bears will be able to use a MJD in without even having to bother fitting one to their ship!
Let's not forget that scram'ing a target prevents the MJD. I'm having trouble believing that people will religiously drop either an "I'm here!" marker on themselves every location, plus 0-N "I might be here!" markers for smoke screen, when every one of those drops costs 5m ISK. That's a sizeable dent in income.
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? "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Priestess Lin
Center for Advanced Studies Gallente Federation
4
|
Posted - 2014.01.08 17:11:00 -
[547] - Quote
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. |
gascanu
Bearing Srl.
49
|
Posted - 2014.01.08 17:13:00 -
[548] - Quote
you guys know the forum has an option to "block" idiots or trolls, don't you? in case you don't: click on the name of the guy/girl >hide posts, or something |
Speedkermit Damo
Demonic Retribution Nullsec Ninjas
216
|
Posted - 2014.01.08 17:14:00 -
[549] - Quote
So when do we start shooting monuments in Jita? Don't Panic.
|
Speedkermit Damo
Demonic Retribution Nullsec Ninjas
216
|
Posted - 2014.01.08 17:16:00 -
[550] - Quote
gascanu wrote:you guys know the forum has an option to "block" idiots or trolls, don't you? in case you don't: click on the name of the guy/girl >hide posts, or something
Thanks very much
+1
Priestess dullard = blocked Don't Panic.
|
|
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1040
|
Posted - 2014.01.08 17:18:00 -
[551] - Quote
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.
so you think you are entitled to not being blow up by someone that does not make any mistakes? Let be clear.. the game TODAY.. you only die if you are idiot, drunk , have a connection issue or was betrayed.
So do YOU DIE NOWADAYS IN BELTS?
You think its right to remove 100% of PVP against non AFK people in game? "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Callic Veratar
576
|
Posted - 2014.01.08 17:21:00 -
[552] - Quote
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? |
Petrus Blackshell
Rifterlings Point Blank Alliance
2863
|
Posted - 2014.01.08 17:22:00 -
[553] - Quote
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. People already get away all the time because they take precautions and make no mistakes. Even if I don't kill them though, the chase is fun.
MSI's turn the pirate/carebear relationship from one of a game of "tag" to one of a game of "hide and seek" where the one who's "it" has to wear a blindfold and earmuffs. Unless you blindly charge at places not even knowing if there are people there, you get lucky and someone is there, and they forget to step out of the way, it's impossible to tag anyone.
I get that you don't like being chased around against your will, and there should be mechanics other than "run away" to deal with someone wanting to screw with you. Yeah, the MSI provides that. Try to look at it from the other side though: would you want to play hide and seek while blindfolded and deafened? Rifterlings - small gang frigate PvP - lowsec pirate operation, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |
Erasmus Phoenix
Balls to the Walls No Response
27
|
Posted - 2014.01.08 17:23:00 -
[554] - 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. |
Petrus Blackshell
Rifterlings Point Blank Alliance
2863
|
Posted - 2014.01.08 17:24:00 -
[555] - 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? According to some people's reports on Sisi, while you can't use the MJD on your own ship, you can activate the MMJD in space while in Bastion mode.
It would be great if someone definitively confirms this, though (screenshots or something), since it seems completely stupid and broken. If it's true, MMJDs need some serious work. Rifterlings - small gang frigate PvP - lowsec pirate operation, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |
Erasmus Phoenix
Balls to the Walls No Response
27
|
Posted - 2014.01.08 17:25:00 -
[556] - Quote
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. |
Callic Veratar
576
|
Posted - 2014.01.08 17:28:00 -
[557] - Quote
Petrus Blackshell wrote: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? According to some people's reports on Sisi, while you can't use the MJD on your own ship, you can activate the MMJD in space while in Bastion mode. It would be great if someone definitively confirms this, though (screenshots or something), since it seems completely stupid and broken. If it's true, MMJDs need some serious work.
From what was said earlier, capitals can also use the Sisi-MMJD. That suggests that usage restrictions haven't been added. If Bastion Mauraders can use MMJD on TQ, that would be amazing/terrible. In this instance I'm willing to defer to it's not complete yet rather than fire and pitchforks. |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1040
|
Posted - 2014.01.08 17:29:00 -
[558] - Quote
Erasmus Phoenix wrote: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.
According to some people that tested, it does not inhibit it. Same way it doe snot inhibit cyno ships using it. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1040
|
Posted - 2014.01.08 17:30:00 -
[559] - Quote
Callic Veratar wrote:Petrus Blackshell wrote: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? According to some people's reports on Sisi, while you can't use the MJD on your own ship, you can activate the MMJD in space while in Bastion mode. It would be great if someone definitively confirms this, though (screenshots or something), since it seems completely stupid and broken. If it's true, MMJDs need some serious work. From what was said earlier, capitals can also use the Sisi-MMJD. That suggests that usage restrictions haven't been added. If Bastion Mauraders can use MMJD on TQ, that would be amazing/terrible. In this instance I'm willing to defer to it's not complete yet rather than fire and pitchforks.
CCP stated mass limits woudl be used to impede capital ships from using it. That would do nothing for Bastion mode. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Louis Catcher
J-Space BrotherHood Zombie Pony Express
2
|
Posted - 2014.01.08 17:42:00 -
[560] - Quote
I can see how this can work, it will need a lot of restrictions though both to the MJD and the scan inhibitor. Seriously, having an inhibitor in a p |
|
Callic Veratar
576
|
Posted - 2014.01.08 17:47:00 -
[561] - Quote
Kagura Nikon wrote:According to some people that tested, it does not inhibit it. Same way it doe snot inhibit cyno ships using it.
So, raise a bug report. |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1040
|
Posted - 2014.01.08 17:58:00 -
[562] - Quote
Callic Veratar wrote:Kagura Nikon wrote:According to some people that tested, it does not inhibit it. Same way it doe snot inhibit cyno ships using it. So, raise a bug report.
Why should I take this as a BUG and not as an intended feature? Everything answered to us up to know supports this is INTENTIONAL!
This does not look like a bug at all! Seems people are just unable to see how dangerous these deployed units will be. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Theon Severasse
Sniggwaffe WAFFLES.
56
|
Posted - 2014.01.08 18:13:00 -
[563] - Quote
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.
If they get caught then they quite obviously made a mistake.
I'm honestly curious as to what advantages you feel the "aggressor" has. Because from where I am looking they don't have any. |
Petrus Blackshell
Rifterlings Point Blank Alliance
2865
|
Posted - 2014.01.08 18:24:00 -
[564] - Quote
Kagura Nikon wrote:Same way it doe snot inhibit cyno ships using it. I tested it a couple days ago, and ships with cynos active cannot use it. I can't use a Marauder or Heavy Interdictor though, so I couldn't test those.
Rifterlings - small gang frigate PvP - lowsec pirate operation, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |
Priestess Lin
Center for Advanced Studies Gallente Federation
4
|
Posted - 2014.01.08 18:35:00 -
[565] - Quote
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.
What is currently imbalanced is the power the mere presence of a pirate has on a system and the fact that they can know exactly what is going on in that system so easily via D-scan. Everyone is forced to stop their activities and wait for the pirate to get bored, as getting into any ships to fight causes the pirate to flee, only for his game to ensue where he comes back once everyone is back into PVE ships and this goes on for however long the pirate likes. As soon as the pirate detects any combat ships they flee and it currently requires a very disproportionate amount of effort to deal with these pests who usually pay very little costs upon failure.
With the MSI and MMJU, PVErs have some excellent tools to more easily lay traps for aggressors who took no real risks before, in addition to providing some defense against having PVErs current activities known and locations compromised the moment a pirate enters the system and presses d-scan. Why should pirates have it so easy? Finally, pirates will be required to use their brains and perhaps do some preparation themselves if they want to be successful.
With excellent balancing tools like these and crimewatch, EVE is slowly shaking that reputation as a griefers paradise. |
|
CCP Fozzie
C C P C C P Alliance
8830
|
Posted - 2014.01.08 18:37:00 -
[566] - Quote
Hey everyone. Thanks to everyone who has provided useful feedback so far. We're busy squashing bugs that have been reported so far as well as incorporating your valuable balance input into some significant design changes.
As many of you have noticed, these structures arrived on SISI in a relatively untested state due to our opening up of the test server immediately after the Christmas holidays. We decided that the earliest possible testing was the way to go, and I think this was the correct call. We're knocking the bugs down at a very rapid rate and the structures are already in a much improved state in our internal builds in part thanks to your testing help.
We're also implementing a set of significant balance changes that incorporate your feedback. I just put these changes in front of the CSM today so I'll probably give them a chance to look it over before going public, but we believe the changes we have in the works are a strong improvement that will address a lot of the community's concerns. 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.
I'll quickly go over a few of the bugs that we've either squashed internally or are very close to being squashed, since I know there is quite a bit of confusion:
The Micro Jump Unit mass restrictions are not working on SISI, this is a bug and once fixed capital ships (anything above 1,000,000,000 mass) will not be able to use the MJU. The fact that you can eject or board a ship while the MJU is spooling is a bug and will be fixed in an upcoming update. The fact that you can use the MJU while in Bastion mode is a bug and will be fixed in an upcoming update. The fact that the MJU has no graphical model is a bug and will be fixed in an upcoming update.
The fact that the Scan Inhibitor prevents scanning of Cosmic Signatures is a bug that will be fixed in an upcoming update. Although Cosmic Anomalies are always visible and warpable in both the discovery scanner and the scan window even when covered by a Inhib, the fact that it prevented probes themselves from getting Anom results (a consistency issue) is a bug and will be fixed in an upcoming update. Although they are always visible on system-wide overviews and (in the case of celestials on right click menus), the fact that the Inhib prevented beacons and celestials from showing up on directional scans is a bug that will be fixed in an upcoming update.
The fact that neither structure have proper descriptions on SISI is a bug and will be fixed in an upcoming update. The fact that neither structure are in default overviews is something that we just hadn't had time to do yet as of the most recent SISI update but will be fixed in an upcoming update. (Custom overviews will need to decide if they want to add the structures)
None of our tests have ever shown the MJU to allow someone to jump with an active Cyno. The MJU should not allow someone to jump with an active Cyno. It appears likely that the rumor that the MJU jumps people with active cynos is in fact false, but if you have experienced otherwise please submit a bug report.
That is not the entire extent of the changes we currently have in the works to these deployables, it does not cover the extensive balance changes we have in the pipeline. I will be giving the CSM a few hours to comment on the changes first and then bring that plan to you asap.
I'll remind people that hyperbole, personal attacks and rumor mongering are not effective forms of feedback. If you want to argue for a change the most effective way to do so it to provide reasoning for your assessments. Feedback doesn't need to be positive to be constructive, but constructive reasoned feedback is vastly more useful for influencing actual changes.
Big thanks to everyone who has contributed in a constructive manner to this discussion so far. Like I said, we have a significant set of balance changes currently before the CSM and I'll be sharing those with you very soon as well as going over some of the specific larger scope issues that have been raised. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
|
David Magnus
239
|
Posted - 2014.01.08 18:42:00 -
[567] - Quote
Ahh, thanks for the update! That clears a lot up, though I think most reasonable people would have assumed a lot of this wouldn't be final http://soundcloud.com/davidkmagnus/fight-us-maybe http://soundcloud.com/davidkmagnus/winterupdate http://soundcloud.com/davidkmagnus/supercaps http://soundcloud.com/davidkmagnus/pandemiclegion |
Erasmus Phoenix
Balls to the Walls No Response
27
|
Posted - 2014.01.08 18:48:00 -
[568] - 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. |
Xaarous
Woopatang Primary.
10
|
Posted - 2014.01.08 18:50:00 -
[569] - Quote
Kagura Nikon wrote:Xaarous wrote:Speedkermit Damo wrote:Lets sum up shall we?
All solo roamers are now going to be obliged to fit an expanded probe launcher, horribly gimping any combat capability.
Meanwhile bears will be able to use a MJD in without even having to bother fitting one to their ship!
Let's not forget that scram'ing a target prevents the MJD. I'm having trouble believing that people will religiously drop either an "I'm here!" marker on themselves every location, plus 0-N "I might be here!" markers for smoke screen, when every one of those drops costs 5m ISK. That's a sizeable dent in income. 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 Marauder jumps and so what? He still can't move further, unless he waits for more MJU's to online (20s) and use (12s) again and again. An Inty can cover 100km in 32seconds, no problem, keep up with him throughout this sequence and scram him whenever the bastion cycle ends.
Granted that does buy the Marauder TIME but he still needs a rescue by the end of it.
|
Petrus Blackshell
Rifterlings Point Blank Alliance
2865
|
Posted - 2014.01.08 19:13:00 -
[570] - Quote
Thank you for the feedback, CCP Fozzie. I will be eagerly awaiting the balance changes. With significant changes (as you indicated), both of these modules can have great futures, so I'm hopeful that this thread was informative to what the problems were with the original proposal, and some perspective on what players would think fair and reasonable for the mechanics. Rifterlings - small gang frigate PvP - lowsec pirate operation, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |
|
James Amril-Kesh
4S Corporation Goonswarm Federation
8224
|
Posted - 2014.01.08 19:14:00 -
[571] - Quote
David Magnus wrote:Ahh, thanks for the update! That clears a lot up, though I think most reasonable people would have assumed a lot of this wouldn't be final Nobody did. Giving feedback isn't predicated on that assumption. My EVE Videos |
Penny Ibramovic
Wormhole Engineers Greater Realms
151
|
Posted - 2014.01.08 19:18:00 -
[572] - Quote
CCP Fozzie wrote:I'll remind people that hyperbole, personal attacks and rumor mongering are not effective forms of feedback.
I'm sorry for suggesting that you hate w-space. |
Petrus Blackshell
Rifterlings Point Blank Alliance
2865
|
Posted - 2014.01.08 19:19:00 -
[573] - Quote
James Amril-Kesh wrote:David Magnus wrote:Ahh, thanks for the update! That clears a lot up, though I think most reasonable people would have assumed a lot of this wouldn't be final Nobody did. Giving feedback isn't predicated on that assumption. Indeed based on past occurrences and not :words:, it's a toss-up on whether Sisi feedback would actually be considered before changes get pushed to TQ. Glad to see feedback being integrated here. Rifterlings - small gang frigate PvP - lowsec pirate operation, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |
Omnathious Deninard
Novis Initiis
2111
|
Posted - 2014.01.08 19:21:00 -
[574] - Quote
Any way that when the update comes, the modules could have there own threads? While not necessary they are completely different from each other. Novis Initiis is Recruting-á --á Ideas for Drone Improvement |
commander aze
Sub--Zero Catastrophic Uprising
44
|
Posted - 2014.01.08 19:32:00 -
[575] - Quote
If deployed in an anomaly will it mask the anom? |
Erasmus Phoenix
Balls to the Walls No Response
29
|
Posted - 2014.01.08 19:33:00 -
[576] - 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. |
Zedrik Cayne
Stay Frosty.
201
|
Posted - 2014.01.08 19:35:00 -
[577] - Quote
I don't know about anyone else, but I'm going to kind of enjoy having both these things around.
First, at least one of the jump units is going in my hold at all times. If I get into trouble with a kiting fit (the bane of my existence) I'm going to gtfo. 5 mil unit is cheaper than my fit ship. I'll take that any day.
As for the scan inhibitor? I already pretty well jump blindly into 2-3 ships anyhow. Pvp fit frigate is relatively disposable and on occasion you can just plough your way through the trap. Unless it is a bunch of kitey ships. See the above paragraph on how to fix that problem.
And that's just the 'what would I do with this on a daily basis' and not the 'how would I use this stuff to really mess with folks' ideas ruminating in the back of my head. Along with all kinds of interesting behaviors that I can come up by combining grid-fu, scan inhibitors and jump units. It would require some time involvement in setup.
The only request? Is that the scan inhibitor be able to be scanned down via core probes. Given the 'powerful' effect they must be having in local space time, they can probably count as an 'anomaly'. (Or heck, have them show up in the default system scan given how strong an effect they must be having in order to hide everything within 30km)
That'll probably neatly solve a bunch of the balance issues with respect to small gang/solo operators. Since medium to large gangs will probably have at least one expanded probe launcher around to help with the eventual proliferation of these units. You are the internet equivalent of a Mars bar filled with stupid. |
gascanu
Bearing Srl.
49
|
Posted - 2014.01.08 19:36:00 -
[578] - Quote
whatever changes you are planing to make, that won't change the fact that this structures are not really nedded at this point in the game;
what the game need?
Quote:...................................... Nullsec space needs to be fixed. Factional warfare needs to be fixed. The game needs new ships. We need to do a better job of nurturing our new players and making EVE the intriguing, boundless universe it has the potential to be. ........................................
does anyone at CCP even remember this statement from the CEO of the company? it was made in... 2011. yea in 2011... we are now in 2014! 3 years later, null sec space is still broken and you guys are giving us "walking on mmjds"? really?
|
Escobar Slim III
YOLOSWAGHASHTAGDOLLARBILLZSWIMMINGPOOLICECREAMS xXPlease Pandemic Citizens Reloaded Alliance.Xx
60
|
Posted - 2014.01.08 19:58:00 -
[579] - Quote
What I want to know is what does the awarmingcoat say? |
Nyjil Lizaru
Aideron Robotics
13
|
Posted - 2014.01.08 20:00:00 -
[580] - Quote
I kind of agree with this guy:
gascanu wrote:whatever changes you are planing to make, that won't change the fact that this structures are not really nedded at this point in the game; what the game need? Quote:...................................... Nullsec space needs to be fixed. Factional warfare needs to be fixed. The game needs new ships. We need to do a better job of nurturing our new players and making EVE the intriguing, boundless universe it has the potential to be. ........................................ does anyone at CCP even remember this statement from the CEO of the company? it was made in... 2011. yea in 2011... we are now in 2014! 3 years later, null sec space is still broken and you guys are giving us "walking on mmjds"? really?
Are these structures just more complexity for the sake of complexity? Should there be some corollary to Malcanis' Law about the effect of 'lots of extra piddly ****' making the learning curve even steeper? |
|
Rek Seven
Probe Patrol Polarized.
1256
|
Posted - 2014.01.08 20:09:00 -
[581] - 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 |
Priestess Lin
Center for Advanced Studies Gallente Federation
4
|
Posted - 2014.01.08 20:15:00 -
[582] - Quote
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.
I don't think so. That is part of what makes it balanced. You can know its protecting something without having to put probes in space.
Smart pirates will figure this thing out and how to abuse the illusion of additional safety it might provide to some people.
People should be happy PVErs are getting some defensive tools that will embolden them to take risks outside of high sec. Everyone ultimately benefits from these in some way. Well done CCP! |
Rek Seven
Probe Patrol Polarized.
1256
|
Posted - 2014.01.08 20:32:00 -
[583] - 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 |
Kawaiian Breeze
State War Academy Caldari State
7
|
Posted - 2014.01.08 20:33:00 -
[584] - Quote
Next deployable please: Mobile drone inhibitor. This deployable scrambles the bandwidth of any drones within a 350km radius rendering them unresponsive. Destroying the unit allows one to reconnect to lost drones. |
Priestess Lin
Center for Advanced Studies Gallente Federation
4
|
Posted - 2014.01.08 20:43:00 -
[585] - Quote
Rek Seven wrote: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.
Its not meant to prevent people from knowing something is going on, just to hide the ship types so aggressors don't know exactly what they are getting into.
To deploy multiple MSI can be cutting into profits quite a bit as they only last 2 hours. This is the part around which the MSI should be balanced. This investment on the part of a PVEr does not grant full protection and makes it quite obvious as to what they are doing. Pirates have the option of bringing multiple friends and simultaneously scanning down the MSIs in order to better have a chance at getting the jump on someone who operates in locations that are reachable by probing. |
Novah Soul
75
|
Posted - 2014.01.08 20:51:00 -
[586] - Quote
Kawaiian Breeze wrote:Next deployable please: Mobile Drone Inhibitor. This deployable scrambles the bandwidth of any drones within a 350km radius rendering them unresponsive. Destroying the unit allows one to reconnect to lost drones. OR something really fun would be to make the drones go Skynet and attack the nearest player I could see a combination of rage and laughter with this one during the first deployment of a fleet fight. If anything it would be entertaining, lol. |
Tasha Saisima
State War Academy Caldari State
80
|
Posted - 2014.01.08 20:53:00 -
[587] - Quote
Wtb, tools to catch people |
Super Chair
Project Cerberus Caldari State Capturing
610
|
Posted - 2014.01.08 20:53:00 -
[588] - Quote
The FW community is bringing up a good point about the mobile micro jump unit. With it only costing 1 million isk, you can literally use one of these every solo fight to escape nano long point kiters. This unit will completely destroy the play style of using nano long point kiters since anyone and their dog will have these units available to escape once they are long pointed.
Should the MMJU be available for gangs to jump 100km to catch snipers (or vice vera, snipers jumping 100km to escape/get range) and create all sorts of interesting and fun gang fights? Yes.
Should it be a get out of jail free card for solo pilots in the event they run into a nanolong point kiter with practically no investment? No, absolutely not. Increase the cost of the structure to at least 10 million. This way the unit is still cheap enough for it to be justified in gang use yes expensive enough that solo pilots will have to make a choice about using it. The option will still be there for solo pilots to use it, but at a cost.
If this module stays at 1 million isk i'm literally going to put one in every brawler ship I have because its 0 investment to me for a get out of jail free from nano long point kiters. This will destroy an entire play style if it stays this cheap. Project Cerberus is recruiting for the US Timezone, click here |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1041
|
Posted - 2014.01.08 20:58:00 -
[589] - Quote
Xaarous wrote:Kagura Nikon wrote:Xaarous wrote:Speedkermit Damo wrote:Lets sum up shall we?
All solo roamers are now going to be obliged to fit an expanded probe launcher, horribly gimping any combat capability.
Meanwhile bears will be able to use a MJD in without even having to bother fitting one to their ship!
Let's not forget that scram'ing a target prevents the MJD. I'm having trouble believing that people will religiously drop either an "I'm here!" marker on themselves every location, plus 0-N "I might be here!" markers for smoke screen, when every one of those drops costs 5m ISK. That's a sizeable dent in income. 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? [EDIT] Based on Fozzie's update, MJD'ing in Bastion mode is a bug, so this is moot.
Impressive work .. answering a post I made previously to Fozy post with information of fozy post. TOp poster.. Incredble work.. keep it up. You are showing tobe a top notch argumenter.
Anyway, with the super bastion thing fixed the most overpowered feature is neutered at least. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1041
|
Posted - 2014.01.08 20:59:00 -
[590] - Quote
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.
On the contraire. THey shoudl Show on overview and be warpablwe by ANYONE in system "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
|
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1041
|
Posted - 2014.01.08 21:09:00 -
[591] - Quote
CCP Fozzie wrote:Hey everyone. Thanks to everyone who has provided useful feedback so far. We're busy squashing bugs that have been reported so far as well as incorporating your valuable balance input into some significant design changes. As many of you have noticed, these structures arrived on SISI in a relatively untested state due to our opening up of the test server immediately after the Christmas holidays. We decided that the earliest possible testing was the way to go, and I think this was the correct call. We're knocking the bugs down at a very rapid rate and the structures are already in a much improved state in our internal builds in part thanks to your testing help. We're also implementing a set of significant balance changes that incorporate your feedback. I just put these changes in front of the CSM today so I'll probably give them a chance to look it over before going public, but we believe the changes we have in the works are a strong improvement that will address a lot of the community's concerns. 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. I'll quickly go over a few of the bugs that we've either squashed internally or are very close to being squashed, since I know there is quite a bit of confusion:
- The Micro Jump Unit mass restrictions are not working on SISI, this is a bug and once fixed capital ships (anything above 1,000,000,000 mass) will not be able to use the MJU.
- The fact that you can eject or board a ship while the MJU is spooling is a bug and will be fixed in an upcoming update.
- The fact that you can use the MJU while in Bastion mode is a bug and will be fixed in an upcoming update.
- The fact that the MJU has no graphical model is a bug and will be fixed in an upcoming update.
- The fact that the Scan Inhibitor prevents scanning of Cosmic Signatures is a bug that will be fixed in an upcoming update.
- Although Cosmic Anomalies are always visible and warpable in both the discovery scanner and the scan window even when covered by a Inhib, the fact that it prevented probes themselves from getting Anom results (a consistency issue) is a bug and will be fixed in an upcoming update.
- Although they are always visible on system-wide overviews and (in the case of celestials on right click menus), the fact that the Inhib prevented beacons and celestials from showing up on directional scans is a bug that will be fixed in an upcoming update.
- The fact that neither structure have proper descriptions on SISI is a bug and will be fixed in an upcoming update.
- The fact that neither of the structures are in default overview settings is something that we just hadn't had time to do yet as of the most recent SISI update but will be fixed in an upcoming update. (Custom overviews will need to decide if they want to add the structures)
- None of our tests have ever shown the MJU to allow someone to jump with an active Cyno. The MJU should not allow someone to jump with an active Cyno. It appears likely that the rumor that the MJU jumps people with active cynos is in fact false, but if you have experienced otherwise please submit a bug report.
That is not the entire extent of the changes we currently have in the works to these deployables, it does not cover the extensive balance changes we have in the pipeline. I will be giving the CSM a few hours to comment on the changes first and then bring that plan to you asap. I'll remind people that hyperbole, personal attacks and rumor mongering are not effective forms of feedback. If you want to argue for a change the most effective way to do so it to provide reasoning for your assessments. Feedback doesn't need to be positive to be constructive, but constructive reasoned feedback is vastly more useful for influencing actual changes. Big thanks to everyone who has contributed in a constructive manner to this discussion so far. Like I said, we have a significant set of balance changes currently before the CSM and I'll be sharing those with you very soon as well as going over some of the specific larger scope issues that have been raised.
At least the fast recognition that these open HUGE new loopholes is interesting.
But soemthign I would kindly ask for a comment is what is the view of CCP on the possible effect of the jump unit into forcing almsot all fights to scram range ( blaster kingdom).. don' tyou fear this might tip the racial balance.. kind agressively?
If all ships start to use those to get away, peopel will be in all their right to complain that their arazus, rapiers, cerberus etc.. have all been massively nerfed for small scale combat.
Hope your balance pass handle a bit of it. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Gizznitt Malikite
Agony Unleashed Agony Empire
3347
|
Posted - 2014.01.08 21:10:00 -
[592] - Quote
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! |
Erasmus Phoenix
Balls to the Walls No Response
29
|
Posted - 2014.01.08 21:21:00 -
[593] - 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. |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1041
|
Posted - 2014.01.08 21:28:00 -
[594] - Quote
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 "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Rek Seven
Probe Patrol Polarized.
1257
|
Posted - 2014.01.08 21:32:00 -
[595] - 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 |
Erasmus Phoenix
Balls to the Walls No Response
29
|
Posted - 2014.01.08 21:48:00 -
[596] - 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. |
Onslaughtor
Alexylva Paradox
72
|
Posted - 2014.01.08 22:03:00 -
[597] - Quote
I find that the potential use of the MJU is diminished by the fact that it only lets one person use it at a time. I would like that functionality to be looked at. Thanks. |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1041
|
Posted - 2014.01.08 22:17:00 -
[598] - Quote
Onslaughtor wrote:I find that the potential use of the MJU is diminished by the fact that it only lets one person use it at a time. I would like that functionality to be looked at. Thanks.
ITs needed... really.... otherwise ia single fleet can deploy so many of them that you will be hunting fleas not ships in space.
Also thing the spool need to bit a bit longer like 20 seconds. OR the deployment must take way more time "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Vaju Enki
Secular Wisdom
1207
|
Posted - 2014.01.08 22:26:00 -
[599] - Quote
CCP Fozzie wrote:Hey everyone. Thanks to everyone who has provided useful feedback so far. We're busy squashing bugs that have been reported so far as well as incorporating your valuable balance input into some significant design changes. As many of you have noticed, these structures arrived on SISI in a relatively untested state due to our opening up of the test server immediately after the Christmas holidays. We decided that the earliest possible testing was the way to go, and I think this was the correct call. We're knocking the bugs down at a very rapid rate and the structures are already in a much improved state in our internal builds in part thanks to your testing help. We're also implementing a set of significant balance changes that incorporate your feedback. I just put these changes in front of the CSM today so I'll probably give them a chance to look it over before going public, but we believe the changes we have in the works are a strong improvement that will address a lot of the community's concerns. 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. I'll quickly go over a few of the bugs that we've either squashed internally or are very close to being squashed, since I know there is quite a bit of confusion:
- The Micro Jump Unit mass restrictions are not working on SISI, this is a bug and once fixed capital ships (anything above 1,000,000,000 mass) will not be able to use the MJU.
- The fact that you can eject or board a ship while the MJU is spooling is a bug and will be fixed in an upcoming update.
- The fact that you can use the MJU while in Bastion mode is a bug and will be fixed in an upcoming update.
- The fact that the MJU has no graphical model is a bug and will be fixed in an upcoming update.
- The fact that the Scan Inhibitor prevents scanning of Cosmic Signatures is a bug that will be fixed in an upcoming update.
- Although Cosmic Anomalies are always visible and warpable in both the discovery scanner and the scan window even when covered by a Inhib, the fact that it prevented probes themselves from getting Anom results (a consistency issue) is a bug and will be fixed in an upcoming update.
- Although they are always visible on system-wide overviews and (in the case of celestials on right click menus), the fact that the Inhib prevented beacons and celestials from showing up on directional scans is a bug that will be fixed in an upcoming update.
- The fact that neither structure have proper descriptions on SISI is a bug and will be fixed in an upcoming update.
- The fact that neither of the structures are in default overview settings is something that we just hadn't had time to do yet as of the most recent SISI update but will be fixed in an upcoming update. (Custom overviews will need to decide if they want to add the structures)
- None of our tests have ever shown the MJU to allow someone to jump with an active Cyno. The MJU should not allow someone to jump with an active Cyno. It appears likely that the rumor that the MJU jumps people with active cynos is in fact false, but if you have experienced otherwise please submit a bug report.
That is not the entire extent of the changes we currently have in the works to these deployables, it does not cover the extensive balance changes we have in the pipeline. I will be giving the CSM a few hours to comment on the changes first and then bring that plan to you asap. I'll remind people that hyperbole, personal attacks and rumor mongering are not effective forms of feedback. If you want to argue for a change the most effective way to do so it to provide reasoning for your assessments. Feedback doesn't need to be positive to be constructive, but constructive reasoned feedback is vastly more useful for influencing actual changes. Big thanks to everyone who has contributed in a constructive manner to this discussion so far. Like I said, we have a significant set of balance changes currently before the CSM and I'll be sharing those with you very soon as well as going over some of the specific larger scope issues that have been raised.
Who ever thought this modules would fit EvE should be waterboarded. The Tears Must Flow |
Candente
Navy Veteran Club
35
|
Posted - 2014.01.08 22:36:00 -
[600] - Quote
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. |
|
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1041
|
Posted - 2014.01.08 22:39:00 -
[601] - Quote
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 :( "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Erasmus Phoenix
Balls to the Walls No Response
29
|
Posted - 2014.01.08 22:48:00 -
[602] - Quote
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. |
EI Digin
Sniggerdly Pandemic Legion
1648
|
Posted - 2014.01.08 22:49:00 -
[603] - Quote
CCP Fozzie wrote:Like I said, we have a significant set of balance changes currently before the CSM and I'll be sharing those with you very soon as well as going over some of the specific larger scope issues that have been raised.
Very interesting! Can't wait to see those changes.
|
Tuttomenui II
Aliastra Gallente Federation
181
|
Posted - 2014.01.08 23:18:00 -
[604] - Quote
lol, just make it so you can scram the mobile unit itself and have it be the same as scramming the ship trying to use it, but don't document this feature in the description hehehe |
Quinn Corvez
Probe Patrol Polarized.
161
|
Posted - 2014.01.08 23:47:00 -
[605] - Quote
It's poorly thought out mechanics like this that encourage blobbing... Why send one guy in to try in vein to scan a ship down when you can send ten interceptors to warp to every site?!
|
Bienator II
madmen of the skies
2407
|
Posted - 2014.01.08 23:57:00 -
[606] - Quote
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) eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |
SPIDERS FOR BREAKFAST
Deadly-Black Swagga-Venom
1
|
Posted - 2014.01.09 00:06:00 -
[607] - Quote
This jumping about unit is a great tool to stop them faction warfarers who live in and around sisdeedie and use those annoying faction hoobkills to snag enemy and keep them tackled while flying around the arena at god awful fasty speeds and they stop you from locking too. a slew and horrible way to loss a ship but with this jumping unti and when you drop it you just fly off like you jump off the ride at fair. how cool will this tool be? how mad will those faction warferers be? lol. |
Erasmus Phoenix
Balls to the Walls No Response
29
|
Posted - 2014.01.09 00:08:00 -
[608] - Quote
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. |
Bakkhai
Darkness Industries Nulli Tertius
3
|
Posted - 2014.01.09 00:12:00 -
[609] - Quote
hope this hasn't been asked -
Can you drop an MSI in the middle of a hive of NPC pirates - as a trap? |
Super Space Fighter
Deadly-Black Swagga-Venom
2
|
Posted - 2014.01.09 00:14:00 -
[610] - Quote
Super Chair wrote:The FW community is bringing up a good point about the mobile micro jump unit. With it only costing 1 million isk, you can literally use one of these every solo fight to escape nano long point kiters. This unit will completely destroy the play style of using nano long point kiters since anyone and their dog will have these units available to escape once they are long pointed.
Should the MMJU be available for gangs to jump 100km to catch snipers (or vice vera, snipers jumping 100km to escape/get range) and create all sorts of interesting and fun gang fights? Yes.
Should it be a get out of jail free card for solo pilots in the event they run into a nanolong point kiter with practically no investment? No, absolutely not. Increase the cost of the structure to at least 10 million. This way the unit is still cheap enough for it to be justified in gang use yes expensive enough that solo pilots will have to make a choice about using it. The option will still be there for solo pilots to use it, but at a cost.
If this module stays at 1 million isk i'm literally going to put one in every brawler ship I have because its 0 investment to me for a get out of jail free from nano long point kiters. This will destroy an entire play style if it stays this cheap.
Good!
Don't forget this is an entire play style that can 'get out of jail free' whenever it wants too. Not to mention how annoying it is to be pointed for ever while they try and tickle you to dead.
This is good good good all around. It will be a must in the cargohold of afterburner solo frigs.
|
|
Liang Nuren
Heretic Army Heretic Initiative
4329
|
Posted - 2014.01.09 00:20:00 -
[611] - Quote
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 Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
|
Sura Sadiva
Entropic Tactical Crew
1011
|
Posted - 2014.01.09 00:26:00 -
[612] - Quote
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.
|
Erasmus Phoenix
Balls to the Walls No Response
30
|
Posted - 2014.01.09 00:39:00 -
[613] - Quote
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... |
|
CCP Fozzie
C C P C C P Alliance
8844
|
Posted - 2014.01.09 01:55:00 -
[614] - Quote
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. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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Erasmus Phoenix
Balls to the Walls No Response
30
|
Posted - 2014.01.09 02:09:00 -
[615] - Quote
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. |
Roosterio
Tactical Knightmare
0
|
Posted - 2014.01.09 02:20:00 -
[616] - Quote
CCP Fozzie wrote:
The Micro Jump Unit mass restrictions are not working on SISI, this is a bug and once fixed capital ships (anything above 1,000,000,000 mass) will not be able to use the MJU.
That mass limit doesn't include freighters or JFs. Why 1 billion and not 800,000,000 or so? Or just do some sort of class restriction instead of random mass limitations.
Are you still intending to allow cloaked ships and HICs with their bubbles up to use them? |
Arthur Aihaken
The.VOID
2738
|
Posted - 2014.01.09 02:28:00 -
[617] - Quote
CCP Fozzie wrote: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. The CSM does not necessarily represent the majority of the player base, nor all the varying types of gameplay. You proceed with any endorsement that runs contrary to the feedback of your player base at your own peril. The CSM largely endorsed the unannounced changes to the rapid light missile launchers and look how well that's gone over. I'm not necessarily expecting a reply, because both you and Rise have largely chosen to simply comment on feedback that fits your criteria and casually disregard some of the more contentious aspects.
There are fundamental aspects of EVE that are simply broken, and these more than anything else are inhibiting this game. I would rather see CCP take a six month break from new features and address the current backlog of broken of game mechanics that plague EVE. It's a short list, but simply deferring it again and again without making it a priority is costing more players than these new features hope to attract. Continually referencing the challenge as issues with "legacy code" is fast becoming tiresome, and if that's truly the case maybe CCP should track down some of the original programmers to help them deal with it. I am currently away, traveling through time and will be returning last week. |
Priestess Lin
Center for Advanced Studies Gallente Federation
4
|
Posted - 2014.01.09 02:38:00 -
[618] - Quote
Yes, please don't compromise on these excellent new tools to the point of making them ineffectual. The CSMs mostly represent themselves and maintaining the status quo. |
Stalence
Caldari Colonial Defense Ministry Templis CALSF
8
|
Posted - 2014.01.09 02:40:00 -
[619] - Quote
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. |
Erasmus Phoenix
Balls to the Walls No Response
30
|
Posted - 2014.01.09 02:52:00 -
[620] - Quote
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. |
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Sura Sadiva
Entropic Tactical Crew
1011
|
Posted - 2014.01.09 02:53:00 -
[621] - Quote
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.
9 out of 10 people do not engage against unknow odds. The lack of any easonable clue about the enemy numbers a ship type is a major discouraging factor in a game based on open world PvP, severe death penalities and full loot like EVE.
If people susp+¿ect a bait, or simply think you have a back up in the next system will not engage. Go figure is there's an obvious bait deployed in the system.
And go figure the players not wanting or not provided with scouts and all, they can just quit and go to do something else.
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Sura Sadiva
Entropic Tactical Crew
1011
|
Posted - 2014.01.09 03:05:00 -
[622] - Quote
Erasmus Phoenix wrote: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.
Yes, is what I meant. Example:
Range controls and dictation is a major elemnt in EVE combat. It involves player experience, character skills, ship type, fitting and much more. If we add to the game a siongle module that all of sudden delete this allowing overpowered micro jumps this ruin the game. If we make that module not only overpowered but also deployable with no requirements and usable by any number of players and the only requirement is "being able to click it" this overwrite a core game mechanic.
But the real question is: WHY? you don't fix something that is not broken.
I understand it can be hard to master for new players (and also for experienced ones) but is fun, we like it. Is not a console game replacing the core working game mechanics with trivial shortcuts is not the way to go. There're other part of EVE in need of attentions.
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Erasmus Phoenix
Balls to the Walls No Response
30
|
Posted - 2014.01.09 03:14:00 -
[623] - Quote
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. |
Xaarous
Woopatang Primary.
10
|
Posted - 2014.01.09 03:22:00 -
[624] - Quote
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. Get even 5 guys to use one of these together and see how well their fleet can control their formation and ranges in a combat situation, and 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. |
Erasmus Phoenix
Balls to the Walls No Response
30
|
Posted - 2014.01.09 03:33:00 -
[625] - Quote
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. |
Sura Sadiva
Entropic Tactical Crew
1011
|
Posted - 2014.01.09 03:38:00 -
[626] - Quote
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!
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Erasmus Phoenix
Balls to the Walls No Response
30
|
Posted - 2014.01.09 03:42:00 -
[627] - Quote
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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Xaarous
Woopatang Primary.
10
|
Posted - 2014.01.09 04:02:00 -
[628] - Quote
I think comparing cloaking to the MSI is like apples & oranges. They're too different to compare so directly.
If you think of MSIs as ammunition - and since they're one-shot, that's what they are - they're one of the most expensive charges in the game (more than Stealth Bomber bombs, for example, one of the few other systems in the game with an AoE effect and the only expendable one that comes to mind off-hand).
I think it'll be great to see people using these - sometimes effectively, often NOT. When I catch someone still asleep at the wheel inside their MSI bubble, the KillMail will be 10-50m more hefty thanks to those spares you carried, thanks!
I think until we see how easy they are to probe down, etc., it's wrong to assume these are un-counterable. I'd much rather have something I can probe down and scout out than a cloaked AFK guy I can literally do nothing about.
And like I said, I *do* think there's room to tie some skills to these modules should it become clear that not doing so is negatively impacting the game.
Just spit-ballin' here... MJU: 1) Micro jump skill could reduce spin-up time, perhaps half as much as for the fitted module. Since this means it'll be even harder for your fleet to stay together through a jump, it's a mixed blessing. 2) A new skill, or the existing anchoring skill, could improve the activation radius of the MJU - could be the deployer, the activator, or both (AFAIK - maybe there's a tech issue with tying it to the deployer?). Or the spin-up time. Or the jump range. Or the anchor skill could reduce the onlining time. Or... etc. etc. 3) New skill could affect the duration.
MSI: 1) Astrometric Pinpointing skill could affect the scan strength (anchorer's skill reduces it, of course the scanner's skill already effectively increases it) 2) New skill could affect the radius, or duration, etc. |
Chad Wylder
Pator Tech School Minmatar Republic
13
|
Posted - 2014.01.09 04:31:00 -
[629] - Quote
Xaarous wrote:Just spit-ballin' here... MJU: 1) Micro jump skill could reduce spin-up time, perhaps half as much as for the fitted module. Since this means it'll be even harder for your fleet to stay together through a jump, it's a mixed blessing. 2) A new skill, or the existing anchoring skill, could improve the activation radius of the MJU - could be the deployer, the activator, or both (AFAIK - maybe there's a tech issue with tying it to the deployer?). Or the spin-up time. Or the jump range. Or the anchor skill could reduce the onlining time. Or... etc. etc. 3) New skill could affect the duration. Eh, think I'd leave the spin-up time the same for everyone, so fleets can coordinate.
Could probably have a capacitor cost to use though. Like, to activate a MJU you need 50% or more cap, and it uses up 25% of your max cap on activation (when you start the spin-up). Then a skill could reduce the cap used up and/or the cap required for activation. Would also set up neuts as a possible counter.
A skill that increases the activation range would be cool though. Should be on the activator's end I'd think. |
James Amril-Kesh
4S Corporation Goonswarm Federation
8229
|
Posted - 2014.01.09 06:42:00 -
[630] - Quote
Priestess Lin wrote:Yes, please don't compromise on these excellent new tools to the point of making them ineffectual. The CSMs mostly represent themselves and maintaining the status quo. No, the CSM represent those who voted for them. If you didn't vote you don't deserve a say. My EVE Videos |
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Quinn Corvez
Probe Patrol Polarized.
161
|
Posted - 2014.01.09 07:01:00 -
[631] - Quote
Nice idea but bad implementation, just like the first deployables. Again the placement restrictions make the impractical for most players day to day use.
A d-scan inhibitor that shows up on d-scan is pointless and if only one person a time can use the MJ, it's idiotic. |
Debir Achen
The Red Circle Inc.
79
|
Posted - 2014.01.09 07:14:00 -
[632] - Quote
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. But in practice, the MSI only masks the fleet that is already set up.
You can't warp straight to the MSI, only to the accel gate. This prevents sending cloaky (or obvious) scouts to the target area without subjecting them to point-blank fire.
The side beyond the gate can easily deploy cloak scouts outside the gate (either before the attackers arrive or with CovOps afterwards). If this is not available, they can still use D-scan to watch for inbound ships. If the inbound fleet looks too large, they can disengage at any time before the inbounds gain target lock.
In other words, the defender has multiple means of gaining complete intel on the inbound forces and complete freedom on whether to engage or not. The attacker can guess a maximum number of defending pilots from local, but otherwise must fight entirely on the defender's terms. The only option available to the attacker is the one current available - keep ships in another system and tank + tackle the defenders until reinforcements arrive. But now they must do it with zero intel.
Even suppressing D-Scan within the MSI radius doesn't do much to fix the problem, since a single cloak outside the radius will provide full intel. Aren't Caldari supposed to have a large signature? |
Colman Dietmar
Red Federation RvB - RED Federation
24
|
Posted - 2014.01.09 07:40:00 -
[633] - Quote
I personally would like MSI to hide cosmic signatures. |
Wander Prian
Arctic Light Inc. Arctic Light
24
|
Posted - 2014.01.09 08:46:00 -
[634] - Quote
Colman Dietmar wrote:I personally would like MSI to hide cosmic signatures.
You do that and you break all of wormhole-space |
Galmas
United System's Commonwealth
142
|
Posted - 2014.01.09 09:46:00 -
[635] - Quote
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.
I agree that it is silly to show up on dscan but i also think that it would be totally overpowered otherwise. Basically i would just love to see that whole idea of the scan inhibitor getting discarded asap. They should rather finally do something about the flawed local channel... it is 10 years now... |
Gorski Car
ElitistOps Pandemic Legion
205
|
Posted - 2014.01.09 09:49:00 -
[636] - Quote
Super Space Fighter wrote:Super Chair wrote:The FW community is bringing up a good point about the mobile micro jump unit. With it only costing 1 million isk, you can literally use one of these every solo fight to escape nano long point kiters. This unit will completely destroy the play style of using nano long point kiters since anyone and their dog will have these units available to escape once they are long pointed.
Should the MMJU be available for gangs to jump 100km to catch snipers (or vice vera, snipers jumping 100km to escape/get range) and create all sorts of interesting and fun gang fights? Yes.
Should it be a get out of jail free card for solo pilots in the event they run into a nanolong point kiter with practically no investment? No, absolutely not. Increase the cost of the structure to at least 10 million. This way the unit is still cheap enough for it to be justified in gang use yes expensive enough that solo pilots will have to make a choice about using it. The option will still be there for solo pilots to use it, but at a cost.
If this module stays at 1 million isk i'm literally going to put one in every brawler ship I have because its 0 investment to me for a get out of jail free from nano long point kiters. This will destroy an entire play style if it stays this cheap. Good! Don't forget this is an entire play style that can 'get out of jail free' whenever it wants too. Not to mention how annoying it is to be pointed for ever while they try and tickle you to dead. This is good good good all around. It will be a must in the cargohold of afterburner solo frigs.
You know that actually fitting a micro warpdrive and being a good pilot already counters mwd kiters right?
I suggest that the ship is immobilized for x seconds after using the mmjd or at least set the speed to 0. |
Galmas
United System's Commonwealth
142
|
Posted - 2014.01.09 10:08:00 -
[637] - Quote
Alundil wrote:Petrus Blackshell wrote:Nope, to both of them. CCP Fozzie wrote:Mobile Micro Jump Unit This is a bit less egregious than the second one. It is simply not viable due to how alignment mechanics and client lag work. Are you actually aligned to the guy you want to warp to, or just rubberbanding and actually pointing 60 degrees in another direction? Who knows? Better wait 12 seconds and find out! While Eve still has no good way to know exactly towards what your ship is pointing, any mechanic that relies on "aiming" your ship is just a bad, bad idea. Bombs are marginally "okay" because they have some give due to their AoE. Something like this has no room for mistakes, especially when propelling you 100 km, where a simple 10 degree deviation throws you 17 km off your mark. Try this: close your eyes, put a ruler down in an oblique position on your desk, then open just one eye and, without moving your head, accurately pinpoint the most distant object in the room the ruler is pointing at. Hard? Now do it in space, with a non-linearly-shaped ship. To fix it: Alignment needs to match the actual ship's heading, with some visual indication of what you're actually aligned to. Cool concept, but nightmarishly unusable execution if you want any sort of accuracy with it. CCP Fozzie wrote:Mobile Scan Inhibitor Trolling people with cloaking wasn't enough, I see. Now we have space shell-games! Featuring two super-fun perspectives: 1. The safest shell game. Something I'm sure a lot of people have already pointed out is that those doing stationary activities (including ratting, mining, missioning, etc) can completely obscure their locations from any interlopers. Not only that, but it is passive -- they do not even have to stop their activity and cloak or warp when a potential target shows up. In addition, they can see the threat coming, without their aggressor even knowing if he's going for a red herring or not. 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? Why was your practiced fast d-scanning and target-finding trumped risk-free by a skill-less spamming of d-scan and warp? (Which, I should mention, gives botting a big pat on the back) So you do all you can: you spend the next chunk of valuable time, blowing these up, frustrated that what used to be a good chase and a contest between a hunter's skill at finding prey, and the prey's ability to evade... just turned into structure shooting. The most dangerous shell game. Meanwhile, the vulnerable people in your alliance have noticed MSIs popping up all around the system. Now and again, a hostile sits in the system for hours, just as the "AFK" cloakers of old.* Now and then he pops up kills (or hotdrops)* someone, and then goes away being as invisible as he was before. So you do what is most reasonable to do: you get in your probing ship and probe down the MSI's. But... oh no! Because the hostile can still use his d-scan, he sees that you're probing him down! And, just like the PvEer before, he can warp off before you even know he was there! How's that for fun? So your PvP turns into structure-grinding once again as you tear down his MSIs. (* Ignore these if you're in a wormhole. All you know is these MSIs on scan are vaguely threatening to your very existence and if you want to know what's actually going on, you have to... you guessed it, grind structures)Now, one of three things happens: either he leaves since he knows he can't take you (info you don't even know about him); or he returns to you, confident he can kill you, and ganks you as you are structure-grinding (sort of escapable, since the MSI works for you now); or the most fun: he sets up a mobile small warp disruptor inside of another MSI, and waits for you there. What fun! Isn't it great how this one structure lets any enemy force you either into a compromising PvP situation, into structure grinding, or into just leaving? It doesn't even matter what you're doing, or what skill you have; without information, you are permanently at a disadvantage. I know I can't wait to be a victim of this. Lastly any sort of disabling of d-scan is a legitimization of the only other instant intel tool: local channel. I thought CCP agreed that using local as an intel tool is awful and needs to be replaced with something better. Why are you pushing for modules that make it more vital to gameplay? tl;dr: MSIs hate fun. How to fix it: Put it in the wastebasket, and go back to the drawing board. I am usually not this negative, but this idea is absolutely purely awful. This is a truly excellent write up of the issues and problems that these items will create. Well said.
I strongly agree here, especially to the last part regarding the relation to local channel. As i posted already earlier, rather do not bring that MSI but instead finally invest some serious effort into removing the intel tool function from local channel at least in low and null sec. A change on that front would go the same direction as the MSI but not break a lot of game play on the path. |
Sura Sadiva
Entropic Tactical Crew
1013
|
Posted - 2014.01.09 10:18:00 -
[638] - Quote
Xaarous wrote:I think comparing cloaking to the MSI is like apples & oranges. They're too different to compare so directly. If you think of MSIs as ammunition - and since they're one-shot, that's what they are - they're one of the most expensive charges in the game (more than Stealth Bomber bombs, for example, one of the few other systems in the game with an AoE effect and the only expendable one that comes to mind off-hand).
I think it'll be great to see people using these - sometimes effectively, often NOT. When I catch someone still asleep at the wheel inside their MSI bubble, the KillMail will be 10-50m more hefty thanks to those spares you carried, thanks!
They do the same: hiding a ship presence to d-scan; they affect the same game dynamics and combat scenarios. Yes, of course they do it in a different way, that's just the point: cloacking is part of EVE framework fo skills, training, ships, fitting, balancements. MSI is not and simply trivially override anything, it's a shortcut.
- To do anything against an MSI you need a dedicated prober (specific training, ship limitations and fitting). To deploy one you need... nothing.
- To hide your ship in space you have to use a cloacking device: this strongly limits your ship, fitting and engagment options, is self-balancing. To hide using an MSI you need nothing.
- Also: to deploy bombs you need to use a SB, again specific training, ship, modules... again: is self-balancing; is not like you only need to have some cargo space and being able to drag and drop a bomb from it.
Of course works differently. But just because they influence the same gameplay (and these mobile toys do it heavly) should be, on the countrary, policied by common mechanics and "rules".
In this thread there was someone staing something like "MMJU is cool so finally I catch those kiting Comets"; the point is just this: catching those kiting comet should be part of player skills, character skills, fitting and so on, is part of the game and of the fun. Replacing it with a shortcut "I win" button is unhealthy for the gameplay and trivial. |
Speedkermit Damo
Demonic Retribution Nullsec Ninjas
217
|
Posted - 2014.01.09 10:22:00 -
[639] - Quote
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 some of the areas of value provided by good changes in a sandbox game are the opportunities 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.
Regarding the MMJD module. Is it going to be required to have trained the MJD skill to a resonable level (Level 4) to be able to use it?
Because I think it should, don't you? Don't Panic.
|
Shereza
Center for Advanced Studies Gallente Federation
181
|
Posted - 2014.01.09 10:30:00 -
[640] - Quote
Roosterio wrote:CCP Fozzie wrote:
The Micro Jump Unit mass restrictions are not working on SISI, this is a bug and once fixed capital ships (anything above 1,000,000,000 mass) will not be able to use the MJU.
That mass limit doesn't include freighters or JFs. Why 1 billion and not 800,000,000 or so? Or just do some sort of class restriction instead of random mass limitations.
If you're going to use a mass "ceiling" to separate capitals from sub-capitals it really needs to start at 200m kg. No battleship goes over 110m kg whereas the orca is 260m kg. Setting the ceiling to 200m kg gives plenty of breathing room for battleships while at the same time preventing any ship that uses capital construction components from using the MJU. |
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Theon Severasse
Sniggwaffe WAFFLES.
56
|
Posted - 2014.01.09 10:58:00 -
[641] - Quote
James Amril-Kesh wrote:Priestess Lin wrote:Yes, please don't compromise on these excellent new tools to the point of making them ineffectual. The CSMs mostly represent themselves and maintaining the status quo. No, the CSM represent those who voted for them. If you didn't vote you don't deserve a say.
Well to be fair Mynnna has previously said that it doesn't matter if you voted for her, she only represents her own opinions. |
Theon Severasse
Sniggwaffe WAFFLES.
56
|
Posted - 2014.01.09 11:15:00 -
[642] - Quote
Erasmus Phoenix wrote: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.
Well in the interest of fairness, Fozzie didn't say that being able to ECCM the MSI was a bug, so all that means is that if you want to cloak your fleet you just need to bring a few frigates with remote ECCM and you can make yourself unprobable...
Now I'm sure that it was just something that he missed off, but it's still a game breaking mechanic (even more so that telling all scouts to take a gamble on where to look) if it isn't removed from the implementation.
Unfortunately I fear that we are going to get the revised stats from the CSM discussion and then told "well they didn't complain!" and have it pushed onto us, rather than the sensible solution of shelving the project.
|
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CCP Fozzie
C C P C C P Alliance
8849
|
Posted - 2014.01.09 11:23:00 -
[643] - Quote
Arthur Aihaken wrote:CCP Fozzie wrote: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. The CSM does not necessarily represent the majority of the player base, nor all the varying types of gameplay. You proceed with any endorsement that runs contrary to the feedback of your player base at your own peril. The CSM largely endorsed the unannounced changes to the rapid light missile launchers and look how well that's gone over. I'm not necessarily expecting a reply, because both you and Rise have largely chosen to simply comment on feedback that fits your criteria and casually disregard some of the more contentious aspects.
Of course the CSM isn't the only source for feedback but they are an important one. Our election system does a very good job of accurately representing the subset of the playerbase that cares enough to click a few buttons and in my experience they have provided a very useful pool of players who work very hard to help us improve the game.
We never limit ourselves just to one group's feedback, but for me to ignore the CSM or disrespect the valuable effort they put in would be to do the community and the game a disservice.
Arthur Aihaken wrote:There are fundamental aspects of EVE that are simply broken, and these more than anything else are inhibiting this game. I would rather see CCP take a six month break from new features and address the current backlog of broken of game mechanics that plague EVE. It's a short list, but simply deferring it again and again without making it a priority is costing more players than these new features hope to attract. Continually referencing the challenge as issues with "legacy code" is fast becoming tiresome, and if that's truly the case maybe CCP should track down some of the original programmers to help them deal with it.
We need to both add new things and fix older ones. I tend to fall into the camp that prizes revamping and converting older systems highly but to focus on just one or the other would leave us with missed opportunities to improve the game as a whole.
For every player that provides us the "Stop adding things and just fix stuff" feedback, there's another player that asks us to "Stop fixing stuff and just add things". Neither perspective is entirely wrong, but neither is entirely correct either.
Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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gascanu
Bearing Srl.
51
|
Posted - 2014.01.09 11:23:00 -
[644] - Quote
James Amril-Kesh wrote:Priestess Lin wrote:Yes, please don't compromise on these excellent new tools to the point of making them ineffectual. The CSMs mostly represent themselves and maintaining the status quo. No, the CSM represent those who voted for them. If you didn't vote you don't deserve a say.
Well, to be honest i'm really glad i didn't vote with any of the current CSM membersl i'll be really embarrassed to know the player i voted has agreed to the current iterration of Rapid light/heavy missile launchers, for example;
regarding the new structures that wanted/not wanted looks like we will have them anyway, so if anyone dosen't have balsters trained i stronglly recommend you to start now
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X4me1eoH
Revenge of the Liquidators The Marmite Collective
124
|
Posted - 2014.01.09 11:30:00 -
[645] - Quote
new mjd. Get disruptor, online mjd, warp out? pvp vithout scrambler will dead? kite ships will dead?
I think this mjd structure very bad idea. will be better if create medium mjd |
valthyr
No Code of Conduct Fluffeh Bunneh Murder Squad
12
|
Posted - 2014.01.09 11:50:00 -
[646] - Quote
Okay normally I don't even bother taking the time to comment on new material because it seems that while the majority of people who post comments on new material tend to agree, CCP tends to not listen and just do what they want anyway, However this time around I feel that it is necessary to actually provide an inkling of feedback after having played on the test server.
CCP Fozzie wrote: Mobile Micro Jump Unit
This baby does pretty much exactly what the name implies. When active, any player within range can use it to launch their ship 100km in the direction that the ship is travelling when it makes use of the structure. It has no cooldown or limit to how many ships can use it at once, but it does have a spoolup time just like the MJD module. This spoolup duration is not modified by skills and on the base structure it is 12s (just like the MJD module would be if you could use it without skills).
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.
There will be mass restrictions to prevent caps and supercaps from using it, but everything else is fair game. We are currently planning to set the mass restrictions such that freighters can use it but anything larger is blocked. Like I mentioned above, it is usable by everyone and is not restricted to the owner or their corp/fleet. This means you can feel free to use it to try and escape, but your assailant is also free to use it to follow you.
Like the Cynosaural Inhibitor and the Siphon Unit, the MJU is a single use structure. Once dropped it can never be scooped and will stay in space until it either gets blown up or finishes its lifetime.
Right now we have the base version set to 20s module activation time, 48hr lifetime, 25k ehp (mostly structure), 50m3 volume and a build cost of about 1m isk. Micro Jump spoolup is 12s like an unskilled MJD. Current activation range is 2500m but we're already leaning towards expanding that. It can't be placed within 20km of gates or stations, within 40km of a starbase tower or within 6km of another MJU.
I mean really I get the idea that you want to add new content, but is it really necessary to add a structure that merely mimics the effect of a module that is already in the game and has been restricted to a single ship class that has been and still is slow as all hell and tends to need an easy solution for traveling short distances in a quick matter.
Instead of the MMJU why not just remove the ship class restriction from the MJD? It occurs to me that it would be easier to just remove the restriction rather than programming in an entire structure that is greatly overpowered by not having a skill requirement or any restrictions on whom can access it. In doing so you are still allowing the same end result even if it is a bit more limited as it only expands on fitting options for current ships, (thus expanding skill requirements to achieve the same effect) as opposed to enabling the feature for every ship within range without the need for skills or having modules fit.[/quote]
CCP Fozzie wrote: 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.
Players inside the radius of the structure will be able to scan as normal, except that they won't get scan results from anything that's right beside them inside the radius.
Another single use structure, no rescooping. Current stats are 60s activation time, 2h lifetime, 45k ehp (once again mostly structure), 50m3 volume and a build cost of ~5m isk. Like I said above, it has an effective radius of 30km, meaning that even if you're at the edge, someone warping to 0 on it can still catch you fairly easily, especially with inties. Can't be deployed within 75km of gates or stations, or within 40km of control towers. Can't be deployed within 40km of another scan inhibitor so you can overlap them but you can never use one to mask the central structure of another.
Like I said above, we chose these structures as part of our second wave because we think that they have a lot of possibilities for creative use that will enrich the sandbox. We'll be announcing more as we get closer to 1.1 and the future Rubicon point releases but for now thanks in advance for taking the time to provide us your feedback on these first two structures.
Something truely new, I can approve of this module as it fills a role in the game that was previously vacant, and while I agree with the idea I believe that the 30km Radius is too large, and as such should be scaled down to perhaps 15km.
How about we scrap the MMJU and focus on fixing something that you have talked about for years, like POS's |
marVLs
563
|
Posted - 2014.01.09 11:50:00 -
[647] - Quote
MMJD is crap, it will be another unused thing, srly stop adding stuff that wont be used even by 2% of players, and concentrate on major issues (drones, POSes, PVE etc)
Scan inhibitor - well interesting, this is something that will definitely makes life easier for some players and harder for others, i like it. |
Corraidhin Farsaidh
Hello-There
82
|
Posted - 2014.01.09 11:54:00 -
[648] - Quote
CCP Fozzie wrote:[quote=Arthur Aihaken][quote=CCP Fozzie]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
...snip...
For every player that provides us the "Stop adding things and just fix stuff" feedback, there's another player that asks us to "Stop fixing stuff and just add things". Neither perspective is entirely wrong, but neither is entirely correct either.
You forgot the third camp...those that scream 'Fix the stuff you added!' |
Galmas
United System's Commonwealth
144
|
Posted - 2014.01.09 11:59:00 -
[649] - Quote
CCP Fozzie wrote:
...
For every player that provides us the "Stop adding things and just fix stuff" feedback, there's another player that asks us to "Stop fixing stuff and just add things". Neither perspective is entirely wrong, but neither is entirely correct either.
...
on what forums are they asking you to "Stop fixing stuff and just add things"?
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Luscius Uta
Unleashed' Fury Forsaken Federation
68
|
Posted - 2014.01.09 12:01:00 -
[650] - Quote
I think it would make things more interesting if MMJD would have jump distance inversely proportional to the mass/inertia of ship that is activating it. So it would push a (typical) Cruiser 100 km away, frigate around 200 km but a Battleship only 20-30 km away. Also, like wormholes, they could collapse prematurely once a certain amount of mass passes through it, but unlike wormholes, you couldn't have an estimate of how much mass passed through it via info panel. |
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Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1044
|
Posted - 2014.01.09 12:02:00 -
[651] - Quote
James Amril-Kesh wrote:Priestess Lin wrote:Yes, please don't compromise on these excellent new tools to the point of making them ineffectual. The CSMs mostly represent themselves and maintaining the status quo. No, the CSM represent those who voted for them. If you didn't vote you don't deserve a say.
Wrong... the CSM basically means representation of the larger communities in eve. That does not necessarily means most of the players.
Also I pay for the game, and based on everything I ever read around I am sure I am far far more intelligent and capable of rational thought than most of the candidates usually are.
As is common of the democracy.. its a very effective way to choose the least effective leaders as possible. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1044
|
Posted - 2014.01.09 12:14:00 -
[652] - Quote
marVLs wrote:MMJD is crap, it will be another unused thing, srly stop adding stuff that wont be used even by 2% of players, and concentrate on major issues (drones, POSes, PVE etc)
Scan inhibitor - well interesting, this is something that will definitely makes life easier for some players and harder for others, i like it.
How not used? That think will beon every single shi that wishes to avoid PVP!!
It will be far more used than any of the other deployables (unlles sits nerfed) "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
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CCP Fozzie
C C P C C P Alliance
8852
|
Posted - 2014.01.09 12:20:00 -
[653] - Quote
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. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1044
|
Posted - 2014.01.09 12:23:00 -
[654] - 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.
Seems MUCH MUCH better. Far more interesting and balanced. Thanks for listening to us.
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Fictional Supervillain
Pollution Control Systems
1
|
Posted - 2014.01.09 12:30:00 -
[655] - Quote
/me strokes his cat that is sat on his lap, swivels in his chair.
*nods*
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Omnathious Deninard
Novis Initiis
2111
|
Posted - 2014.01.09 12:31:00 -
[656] - 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. And some say CCP Fozzie doesn't listen.
Ships inside the area of a MSI's effect will have their own directional scanner and probe results disabled. I guess I'm not quite getting this one, maybe another cup of coffee, does this mean ships inside of a MSI will not be able to get results from outside the MSI? Novis Initiis is Recruting-á --á Ideas for Drone Improvement |
gascanu
Bearing Srl.
51
|
Posted - 2014.01.09 12:31:00 -
[657] - 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.
will any of this structures attacked by npcs?
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CCP Fozzie
C C P C C P Alliance
8856
|
Posted - 2014.01.09 12:34:00 -
[658] - Quote
Omnathious Deninard wrote: Ships inside the area of a MSI's effect will have their own directional scanner and probe results disabled. I guess I'm not quite getting this one, maybe another cup of coffee, does this mean ships inside of a MSI will not be able to get results from outside the MSI?
Yes. They won't get results from ships anywhere, outside the MSI or within the same MSI as them (but those sips are right beside them so it doesn't really matter).
Ships inside the MSI will still get results on things like signatures, celestials, beacons, stuff that the MSI doesn't block. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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gascanu
Bearing Srl.
51
|
Posted - 2014.01.09 12:35:00 -
[659] - Quote
Omnathious Deninard 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. And some say CCP Fozzie doesn't listen. Ships inside the area of a MSI's effect will have their own directional scanner and probe results disabled.I guess I'm not quite getting this one, maybe another cup of coffee, does this mean ships inside of a MSI will not be able to get results from outside the MSI? yea, they need a scout outside of the msi effect area, |
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CCP Fozzie
C C P C C P Alliance
8856
|
Posted - 2014.01.09 12:35:00 -
[660] - Quote
gascanu wrote:
will any of this structures attacked by npcs?
They should not be attacked by NPCs, no. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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Omnathious Deninard
Novis Initiis
2111
|
Posted - 2014.01.09 12:36:00 -
[661] - Quote
CCP Fozzie wrote:Omnathious Deninard wrote: Ships inside the area of a MSI's effect will have their own directional scanner and probe results . I guess I'm not quite getting this one, maybe another cup of coffee, does this mean ships inside of a MSI will not be able to get results from outside the MSI?
Yes. They won't get results from ships anywhere, outside the MSI or within the same MSI as them (but those sips are right beside them so it doesn't really matter). Ships inside the MSI will still get results on things like signatures, celestials, beacons, stuff that the MSI doesn't block. Ok, thank you for the reply. Making myself another cup of coffee now.
disabled..... not displayed. Novis Initiis is Recruting-á --á Ideas for Drone Improvement |
Sura Sadiva
Entropic Tactical Crew
1015
|
Posted - 2014.01.09 12:38:00 -
[662] - Quote
Omnathious Deninard wrote: Ships inside the area of a MSI's effect will have their own directional scanner and probe results disabled. I guess I'm not quite getting this one, maybe another cup of coffee, does this mean ships inside of a MSI will not be able to get results from outside the MSI?
Yes, I think is the change someone proposed in the thread; if you're inside you don't see on your d-scanner and probe what is outside. More balanced so.
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LT Alter
TunDraGon
97
|
Posted - 2014.01.09 12:39:00 -
[663] - Quote
CCP Fozzie wrote: We're cutting the EHP of the structure by 80%, to 5000hp.
While I'm not in disagreement with this change I would like to ask a question to it's implementation. Doesn't this reduce the structures use overall, in a large fleet engagement it would be targeted and killed before it could really be used? It seems like a module focused on relocating a fleet during a fight, shouldn't it have enough ehp to relocate the fleet before dying?
This also raises another question I haven't seen asked or answered (Note: I haven't read this entire thread, mostly just posts surrounding the dev posts) if the MJU dies whilst one is spooling up their Jump will the jump be cancelled?
It would be my opinion that the EHP should be raised slightly, or the sig radius should be lowered to increase the lock time of the structure simply so that a fleet can use it to relocate before it dies. |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1044
|
Posted - 2014.01.09 12:43:00 -
[664] - Quote
LT Alter wrote:CCP Fozzie wrote: We're cutting the EHP of the structure by 80%, to 5000hp.
While I'm not in disagreement with this change I would like to ask a question to it's implementation. Doesn't this reduce the structures use overall, in a large fleet engagement it would be targeted and killed before it could really be used? It seems like a module focused on relocating a fleet during a fight, shouldn't it have enough ehp to relocate the fleet before dying? This also raises another question I haven't seen asked or answered (Note: I haven't read this entire thread, mostly just posts surrounding the dev posts) if the MJU dies whilst one is spooling up their Jump will the jump be cancelled? It would be my opinion that the EHP should be raised slightly, or the sig radius should be lowered to increase the lock time of the structure simply so that a fleet can use it to relocate before it dies.
Because otherwise, would be impossible to avoid escaping from any solo PVPer. Before that change, solo PVP was being relegated to scram+ blasters users only. The change is great and solve most of the problems. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
gascanu
Bearing Srl.
51
|
Posted - 2014.01.09 12:48:00 -
[665] - Quote
how about the MSi +bubble mechanic?
the fact that any probing ships except t3 nullified will have no way of avoiding getting dragged in a bubble placed in the msi area of effect dosen't concern you in any way? is this working as intended?
|
Sura Sadiva
Entropic Tactical Crew
1016
|
Posted - 2014.01.09 12:50:00 -
[666] - Quote
Also I think a large fleet would deploy more than one, having a chance to quickly target and destory them or part of them, having only part of the fleet succesfully using and so on could even work in adding more dynamic variables to these engagments. |
LT Alter
TunDraGon
97
|
Posted - 2014.01.09 12:55:00 -
[667] - Quote
Kagura Nikon wrote: Because otherwise, would be impossible to avoid escaping from any solo PVPer. Before that change, solo PVP was being relegated to scram+ blasters users only. The change is great and solve most of the problems.
Ships already using MJDs do this to solo pvpers already. I do also solo pvp myself occasionally, so I would advocate for any change to improve solo pvp. Though I feel that the 1min activation timer may have done a lot to solve this problem already. I can see personally a few ways around the problem of a person dropping these to gtfo when I don't have a scram. But also I have many doubts of everyone bringing these around in their cargos everywhere, so I don't feel it would impact solo pvp too heavily at all in the way you make it sound.
Namely as this module is focused on relocating entire fleets, I feel that it should be focused on as such and not negated for use in such an enviroment by making it impossible to use before it dies. Personally I believe one could solve both problems if you made the module in a way that armor/shield logi could repair it enough to make it survive under fire long enough to jump then also keep the ehp low to allow solo pvpers to kill it. A way I see this being possible would be to set all resistances to 0 and give it a lot of regular hp, this would make the task of logi keeping it alive forever impossible, but keeping it alive long enough to jump would be possible. |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1044
|
Posted - 2014.01.09 12:57:00 -
[668] - Quote
LT Alter wrote:Kagura Nikon wrote: Because otherwise, would be impossible to avoid escaping from any solo PVPer. Before that change, solo PVP was being relegated to scram+ blasters users only. The change is great and solve most of the problems.
Ships already using MJDs do this to solo pvpers already. I do also solo pvp myself occasionally, so I would advocate for any change to improve solo pvp. Though I feel that the 1min activation timer may have done a lot to solve this problem already. I can see personally a few ways around the problem of a person dropping these to gtfo when I don't have a scram. But also I have many doubts of everyone bringing these around in their cargos everywhere, so I don't feel it would impact solo pvp too heavily at all in the way you make it sound. Namely as this module is focused on relocating entire fleets, I feel that it should be focused on as such and not negated for use in such an enviroment by making it impossible to use before it dies. Personally I believe one could solve both problems if you made the module in a way that armor/shield logi could repair it enough to make it survive under fire long enough to jump then also keep the ehp low to allow solo pvpers to kill it. A way I see this being possible would be to set all resistances to 0 and give it a lot of regular hp, this would make the task of logi keeping it alive forever impossible, but keeping it alive long enough to jump would be possible.
Difference, MJD are restricted to battleships nowadays. And the ship must sacrifice a mid slot.
With this module. Any chance of tackling something alone would be gone. You just need s smartbomb and one of these to be 100% free.
No improvment on one gameplay style can be at price of completely removing other style.
Also you are wrong, it is not made to move entire fleets, since no 2 person can use it at same time. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Theon Severasse
Sniggwaffe WAFFLES.
56
|
Posted - 2014.01.09 12:58:00 -
[669] - 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.
Major problems:
- Both can still be anchored inside FW plexes
- Bubbles can still be anchored inside or near to MSI, meaning the only way to safely check it is to use a nullified ship (likely a T3)
Now both of these have relatively easy fixes. You don't allow them to be anchored inside FW plexes, although really the major concern is the MSI (that isn't to say that the MMJU isn't a problem though), since as it stands the only way to gain intel on what would be inside would be to facecheck it, hardly a decent way of gaining intel.
As for the bubbles, I would say make it so it can't be anchored within the radius of the bubble effect (of a T2 Large). Now obviously people who have a bit of common sense are thinking "But Theon, surely they can just anchor the bubble in front of/behind the MSI!", which is true, but at the very least you are going to know that you are warping into a bubble trap, in the same way that you do now. Again I reiterate, facechecking is not a good way of gathering intel, and requiring a player to have particular character skills and be in a particular ship is not a good idea.
The EHP changes to the MMJU pretty much solve the problem of brawlers vs kiters, but only if they are stopped from being used in FW plexes. A brawler that is already set up in a plex already gains one advantage over any kiters that are coming in to fight him in that he can sit at the warp in point and be ready to scram them. A skilled kiter may be able to evade that scram, in which case the brawler will have to use player skill in order to regain that scram, however with an MMJU then they can already have one anchored next to them, which means that if they do miss the scram then they can just leave the fight after twelve seconds (a time where it would be impossible for a kiter to kill the MMJU).
Those two changes, coupled with the ones that you have already posted should fix the main problems that these could cause (well, most of them anyway), although to be honest I would also prefer the MSI to have a massive radius reduction (down to about 10km). I am also not covering the fact that the MMJU comes with no real penalty to those using them. Maybe using one should add an ECM like effect to the person who used it for a minute? |
gascanu
Bearing Srl.
51
|
Posted - 2014.01.09 13:02:00 -
[670] - Quote
Quote:As for the bubbles, I would say make it so it can't be anchored within the radius of the bubble effect (of a T2 Large). Now obviously people who have a bit of common sense are thinking "But Theon, surely they can just anchor the bubble in front of/behind the MSI!", which is true, but at the very least you are going to know that you are warping into a bubble trap, in the same way that you do now. Again I reiterate, facechecking is not a good way of gathering intel, and requiring a player to have particular character skills and be in a particular ship is not a good idea.
how about dictor bubbles? |
|
Theon Severasse
Sniggwaffe WAFFLES.
56
|
Posted - 2014.01.09 13:03:00 -
[671] - Quote
Kagura Nikon wrote:LT Alter wrote:Kagura Nikon wrote: Because otherwise, would be impossible to avoid escaping from any solo PVPer. Before that change, solo PVP was being relegated to scram+ blasters users only. The change is great and solve most of the problems.
Ships already using MJDs do this to solo pvpers already. I do also solo pvp myself occasionally, so I would advocate for any change to improve solo pvp. Though I feel that the 1min activation timer may have done a lot to solve this problem already. I can see personally a few ways around the problem of a person dropping these to gtfo when I don't have a scram. But also I have many doubts of everyone bringing these around in their cargos everywhere, so I don't feel it would impact solo pvp too heavily at all in the way you make it sound. Namely as this module is focused on relocating entire fleets, I feel that it should be focused on as such and not negated for use in such an enviroment by making it impossible to use before it dies. Personally I believe one could solve both problems if you made the module in a way that armor/shield logi could repair it enough to make it survive under fire long enough to jump then also keep the ehp low to allow solo pvpers to kill it. A way I see this being possible would be to set all resistances to 0 and give it a lot of regular hp, this would make the task of logi keeping it alive forever impossible, but keeping it alive long enough to jump would be possible. Difference, MJD are restricted to battleships nowadays. And the ship must sacrifice a mid slot. With this module. Any chance of tackling something alone would be gone. You just need s smartbomb and one of these to be 100% free. No improvment on one gameplay style can be at price of completely removing other style. Also you are wrong, it is not made to move entire fleets, since no 2 person can use it at same time.
As long as the person that you are trying to kite starts to anchor it while you are tackling them, then you can kill it. A slicer for example can do it within 30 seconds. That said, if it is a fleet interceptor trying to tackle someone, then no they would not be able to keep the person tackled without a scram. |
Theon Severasse
Sniggwaffe WAFFLES.
56
|
Posted - 2014.01.09 13:05:00 -
[672] - Quote
gascanu wrote:Quote:As for the bubbles, I would say make it so it can't be anchored within the radius of the bubble effect (of a T2 Large). Now obviously people who have a bit of common sense are thinking "But Theon, surely they can just anchor the bubble in front of/behind the MSI!", which is true, but at the very least you are going to know that you are warping into a bubble trap, in the same way that you do now. Again I reiterate, facechecking is not a good way of gathering intel, and requiring a player to have particular character skills and be in a particular ship is not a good idea. how about dictor bubbles?
Forgot about them. Personally I would say that if a dictor or hictor uses it's bubble then the MSI should become disabled until that bubble is either taken down or expires. Hictors could obviously still use focused points without disabling the effect. |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1044
|
Posted - 2014.01.09 13:06:00 -
[673] - Quote
Theon Severasse wrote:Kagura Nikon wrote:LT Alter wrote:Kagura Nikon wrote: Because otherwise, would be impossible to avoid escaping from any solo PVPer. Before that change, solo PVP was being relegated to scram+ blasters users only. The change is great and solve most of the problems.
Ships already using MJDs do this to solo pvpers already. I do also solo pvp myself occasionally, so I would advocate for any change to improve solo pvp. Though I feel that the 1min activation timer may have done a lot to solve this problem already. I can see personally a few ways around the problem of a person dropping these to gtfo when I don't have a scram. But also I have many doubts of everyone bringing these around in their cargos everywhere, so I don't feel it would impact solo pvp too heavily at all in the way you make it sound. Namely as this module is focused on relocating entire fleets, I feel that it should be focused on as such and not negated for use in such an enviroment by making it impossible to use before it dies. Personally I believe one could solve both problems if you made the module in a way that armor/shield logi could repair it enough to make it survive under fire long enough to jump then also keep the ehp low to allow solo pvpers to kill it. A way I see this being possible would be to set all resistances to 0 and give it a lot of regular hp, this would make the task of logi keeping it alive forever impossible, but keeping it alive long enough to jump would be possible. Difference, MJD are restricted to battleships nowadays. And the ship must sacrifice a mid slot. With this module. Any chance of tackling something alone would be gone. You just need s smartbomb and one of these to be 100% free. No improvment on one gameplay style can be at price of completely removing other style. Also you are wrong, it is not made to move entire fleets, since no 2 person can use it at same time. As long as the person that you are trying to kite starts to anchor it while you are tackling them, then you can kill it. A slicer for example can do it within 30 seconds. That said, if it is a fleet interceptor trying to tackle someone, then no they would not be able to keep the person tackled without a scram.
NOW they can do it in 30 seconds. Before the change nope.. SPECIALLY since you can repair the structure while its being attacked. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Theon Severasse
Sniggwaffe WAFFLES.
56
|
Posted - 2014.01.09 13:12:00 -
[674] - Quote
Kagura Nikon wrote:Theon Severasse wrote:Kagura Nikon wrote:LT Alter wrote:Kagura Nikon wrote: Because otherwise, would be impossible to avoid escaping from any solo PVPer. Before that change, solo PVP was being relegated to scram+ blasters users only. The change is great and solve most of the problems.
Ships already using MJDs do this to solo pvpers already. I do also solo pvp myself occasionally, so I would advocate for any change to improve solo pvp. Though I feel that the 1min activation timer may have done a lot to solve this problem already. I can see personally a few ways around the problem of a person dropping these to gtfo when I don't have a scram. But also I have many doubts of everyone bringing these around in their cargos everywhere, so I don't feel it would impact solo pvp too heavily at all in the way you make it sound. Namely as this module is focused on relocating entire fleets, I feel that it should be focused on as such and not negated for use in such an enviroment by making it impossible to use before it dies. Personally I believe one could solve both problems if you made the module in a way that armor/shield logi could repair it enough to make it survive under fire long enough to jump then also keep the ehp low to allow solo pvpers to kill it. A way I see this being possible would be to set all resistances to 0 and give it a lot of regular hp, this would make the task of logi keeping it alive forever impossible, but keeping it alive long enough to jump would be possible. Difference, MJD are restricted to battleships nowadays. And the ship must sacrifice a mid slot. With this module. Any chance of tackling something alone would be gone. You just need s smartbomb and one of these to be 100% free. No improvment on one gameplay style can be at price of completely removing other style. Also you are wrong, it is not made to move entire fleets, since no 2 person can use it at same time. As long as the person that you are trying to kite starts to anchor it while you are tackling them, then you can kill it. A slicer for example can do it within 30 seconds. That said, if it is a fleet interceptor trying to tackle someone, then no they would not be able to keep the person tackled without a scram. NOW they can do it in 30 seconds. Before the change nope.. SPECIALLY since you can repair the structure while its being attacked.
Oh of course, but how often do solo brawlers carry remote hull repairers with them? :P
|
Nicen Jehr
Brave Newbies Inc. Brave Collective
317
|
Posted - 2014.01.09 13:13:00 -
[675] - Quote
I think the one minute minute activation on the MJU is too long.
The coolest aspect of these, to me, would be using them for fast travel and tactical repositioning. But with such a long delay AND frigate EHP these will seem gimped. Also, sitting in space for one minute happens all the time, but it feels a lot more boring when a game mechanic requires it.
I would like to see the activation time reduced to 30 or 40 seconds. Little Things to improve GëíGïüGëí-á| My Little Things posts |
MisterAl tt1
Pretenders Inc W-Space
136
|
Posted - 2014.01.09 13:19:00 -
[676] - Quote
The proposed updates to the MSI don't deal with a problem of carebears farming a wormhole site and you don't even know it before you scan it down (versus 1 click on d-scan now). Once again - upon opening the hole you have very little time to catch the ratting fleet before it escapes. Usuallyyou are very pressed for time with last-minute preparation for your fleet. Price is not a problem, when a fleet at risk can cost more then 20bil.
Nor FW problems are covered.
Maybe deny anchoring those within 75km of any signature? So that they are used only in fleet fights and other more unpredictable situations. |
Theon Severasse
Sniggwaffe WAFFLES.
56
|
Posted - 2014.01.09 13:19:00 -
[677] - Quote
One problem that I just thought of is that currently when a scout goes to get intel on a fleet, they will typically use a Dscan analyser in order to pass that information to the rest of the fleet. Since there is no way to copy what is in the overview (that I know of), it will make passing intel on what is inside the MSI very difficult.
I don't think anybody wants to have to listen to a scout as he lists off every single ship in a 40 man gang :P |
LT Alter
TunDraGon
97
|
Posted - 2014.01.09 13:20:00 -
[678] - Quote
Kagura Nikon wrote: Difference, MJD are restricted to battleships nowadays. And the ship must sacrifice a mid slot.
With this module. Any chance of tackling something alone would be gone. You just need s smartbomb and one of these to be 100% free.
No improvment on one gameplay style can be at price of completely removing other style.
Also you are wrong, it is not made to move entire fleets, since no 2 person can use it at same time.
I was not aware as to the only 1 person at a time using it, that fact is not stated anywhere in the OP as far as I can see. Though in that setting is where it would make the most sense to me. Now anyway, as to your statement "No improvement on one gameplay style can com at the pirce of completely removing other style" I would like to say, do not change my words into a backwards interpretation that can only be made by one who is completely blind to that of anyone's perspective but that of his own. I in no way said as such, and in fact you are drastically over assuming the modules effect on your style of play. Your statement is reminiscent of that of those screaming doomsday is coming.
Now, as to your statement of a smartbomb and one of those to be 100% safe I have no clue what you are saying, unless you are saying that all solo pvpers fly frigates that can be killed by a smartbomb so as such cannot get close enough to scram said target without dying then I say you are stupid as a) not all solo pvpers fly frigates b) all you have to do is spend your 1 minute time of them anchoring the structure is to bump them out of range to use it or kill them in your requisite 1minute and 20 seconds before they could use the thing in the first place. and c) Not many of your targets will be bringing this module with them everywhere.
Now, if this module is only 1 person at a time to be used than nearly all the places I thought to use it are impossible. As such this module will not be on my shopping list anytime soon. I was entirely wrong because I haven't done much research at all on the module. Now here is where I take my leave from this forum thread as I no longer have use for these structures. Ta Ta. |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1044
|
Posted - 2014.01.09 13:23:00 -
[679] - Quote
Theon Severasse wrote:
Oh of course, but how often do solo brawlers carry remote hull repairers with them? :P
would you not carry a flight of repair drones in a dominix with that new deployable available? ;) "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1044
|
Posted - 2014.01.09 13:28:00 -
[680] - Quote
LT Alter wrote:Kagura Nikon wrote: Difference, MJD are restricted to battleships nowadays. And the ship must sacrifice a mid slot.
With this module. Any chance of tackling something alone would be gone. You just need s smartbomb and one of these to be 100% free.
No improvment on one gameplay style can be at price of completely removing other style.
Also you are wrong, it is not made to move entire fleets, since no 2 person can use it at same time.
I was not aware as to the only 1 person at a time using it, that fact is not stated anywhere in the OP as far as I can see. Though in that setting is where it would make the most sense to me. Now anyway, as to your statement "No improvement on one gameplay style can com at the pirce of completely removing other style" I would like to say, do not change my words into a backwards interpretation that can only be made by one who is completely blind to that of anyone's perspective but that of his own. I in no way said as such, and in fact you are drastically over assuming the modules effect on your style of play. Your statement is reminiscent of that of those screaming doomsday is coming. Now, as to your statement of a smartbomb and one of those to be 100% safe I have no clue what you are saying, unless you are saying that all solo pvpers fly frigates that can be killed by a smartbomb so as such cannot get close enough to scram said target without dying then I say you are stupid as a) not all solo pvpers fly frigates b) all you have to do is spend your 1 minute time of them anchoring the structure is to bump them out of range to use it or kill them in your requisite 1minute and 20 seconds before they could use the thing in the first place. and c) Not many of your targets will be bringing this module with them everywhere. Now, if this module is only 1 person at a time to be used than nearly all the places I thought to use it are impossible. As such this module will not be on my shopping list anytime soon. I was entirely wrong because I haven't done much research at all on the module. Now here is where I take my leave from this forum thread as I no longer have use for these structures. Ta Ta.
The only 1 at a time was posted by several peopel that tested it. True is not in the official data, might or maight not be changed.
Also your time idea is wrong. Before the changes was 20 sec to deploy. In 20 seconds you could NOT bumb a freighter away in a cruiser. Before thsoe changes how in hell would a curse be able to kill a freighter before it warps off? Or even a T2 hauler? Escaping was too easy agaisnt anythign but scrambler + blaster ships.
I am not doomsaying. THe MJD made already a HUGE impact on my play style, making almost impossible to hunt solo and be able to catch battleships AND smaller ships. You need to fit to do ONE or the other. And since gettign into scram range of ceratin blaster ships is suicidal for a cruiser sized hull is eliminated a LOT of possible activities.
THE new deployable, without the changes would simply extend the same situation to all ships. Effectively making a very bad idea to try hunt things alone, specially in nano kiting ships.
It would simply crush a gameplay style .. but with the changes from Fozie, you can use it to prepare an advantage in battlefield. But cannot use it as a free of jail card so easily.
And do not DARE to call me idiot for thinking everyone fly frigates when solo. We use EXCLUSIVELY cruiser sized hulls. So inform yourself a bit before making such statements. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
|
Omnathious Deninard
Novis Initiis
2111
|
Posted - 2014.01.09 13:29:00 -
[681] - Quote
Theon Severasse wrote:gascanu wrote:Quote:As for the bubbles, I would say make it so it can't be anchored within the radius of the bubble effect (of a T2 Large). Now obviously people who have a bit of common sense are thinking "But Theon, surely they can just anchor the bubble in front of/behind the MSI!", which is true, but at the very least you are going to know that you are warping into a bubble trap, in the same way that you do now. Again I reiterate, facechecking is not a good way of gathering intel, and requiring a player to have particular character skills and be in a particular ship is not a good idea. how about dictor bubbles? Forgot about them. Personally I would say that if a dictor or hictor uses it's bubble then the MSI should become disabled until that bubble is either taken down or expires. Hictors could obviously still use focused points without disabling the effect. If a camp decides to put a Hitor in one, that should be fine, as it is a manned ship and not just a deployable structure. But I agree with not being able to put a deployable bubble inside of one, while being reduced in the ability due to the now 1hr life span, it still will be used as a stall tactic. Novis Initiis is Recruting-á --á Ideas for Drone Improvement |
Sura Sadiva
Entropic Tactical Crew
1016
|
Posted - 2014.01.09 13:29:00 -
[682] - Quote
MisterAl tt1 wrote:Nor FW problems are covered.
Maybe deny anchoring those within 75km of any signature? So that they are used only in fleet fights and other more unpredictable situations.
This could fix a lot of potential issues |
LtCol Laurentius
Deep Core Mining Inc. Caldari State
152
|
Posted - 2014.01.09 13:32:00 -
[683] - Quote
Sura Sadiva wrote:MisterAl tt1 wrote:Nor FW problems are covered.
Maybe deny anchoring those within 75km of any signature? So that they are used only in fleet fights and other more unpredictable situations. This could fix a lot of potential issues
They are allready nerfed into oblivion, so why not. Make sure there is no viable use cases left at all. |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1044
|
Posted - 2014.01.09 13:34:00 -
[684] - Quote
Theon Severasse wrote:One problem that I just thought of is that currently when a scout goes to get intel on a fleet, they will typically use a Dscan analyser in order to pass that information to the rest of the fleet. Since there is no way to copy what is in the overview (that I know of), it will make passing intel on what is inside the MSI very difficult.
I don't think anybody wants to have to listen to a scout as he lists off every single ship in a 40 man gang :P
That could be a very nice addition to fleet system don 'tyou think?
Could have the spot of SCOUT, and the members in commadn positiosn would get a feed on EVERYTHIGN the scout coudl see? Woudl make an interestign gameplay .... "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1044
|
Posted - 2014.01.09 13:38:00 -
[685] - Quote
LtCol Laurentius wrote:Sura Sadiva wrote:MisterAl tt1 wrote:Nor FW problems are covered.
Maybe deny anchoring those within 75km of any signature? So that they are used only in fleet fights and other more unpredictable situations. This could fix a lot of potential issues They are allready nerfed into oblivion, so why not. Make sure there is no viable use cases left at all.
The only thing I see as overnerfed is the duration. 1 hour might be too short. But they can still be sued to lay on traps, cover fleet compositions, make a mining op look same as a combat fleet.
Everything like that works. The nerfs removed the capability of making clearly undesirable things, like blocking wormholes for example or hiding all signatures of a system. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1044
|
Posted - 2014.01.09 13:41:00 -
[686] - Quote
Nicen Jehr wrote:I think the one minute minute activation on the MJU is too long.
The coolest aspect of these, to me, would be using them for fast travel and tactical repositioning. But with such a long delay AND frigate EHP these will seem gimped. Also, sitting in space for one minute happens all the time, but it feels a lot more boring when a game mechanic requires it.
I would like to see the activation time reduced to 30 or 40 seconds.
Oh, also, scrams (but not long points) should prevent ships from jumping with MJU.
they do, but with the earlier 20 sec deployment time. That means that ships with long points would be unable to catch anyone ever again.
These structures are still very powerful... when used in preparation of the battlefield. They could be placed around a POS.. at distance to get a huge advantage on a defensive battle. They can be used by laying traps very well. They are jus t not as powerful get me out of jail cards anymore. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Erasmus Phoenix
Balls to the Walls No Response
34
|
Posted - 2014.01.09 13:41:00 -
[687] - Quote
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. |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1044
|
Posted - 2014.01.09 13:44:00 -
[688] - Quote
Btw, can any FW dweller explain me why they think this still does nto help with FW issues? I ran FW for some time, but the metagame might have changed a lot... "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Erasmus Phoenix
Balls to the Walls No Response
34
|
Posted - 2014.01.09 13:48:00 -
[689] - Quote
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. |
Padanemi
Omega Encounter The Volition Cult
1
|
Posted - 2014.01.09 13:53:00 -
[690] - Quote
I believe both of these proposed modules have a potential to be used in "creative ways that enrich the sandbox".
I also believe both of these proposed modules have a HIGH potential to be used in ways that take the fun out of encounters/situations.
Mobile Scan Inhibitor
Blobs hiding in an unscanable bubble? Tons of FUN for everyone involved, right?
Spamming the hell out of contested null systems with these? 5 minutes spent by 2-3 people warping to random spots in system to anchor them can ruin the evening of hundreds of players.
Changing the battlefield you say..? Really? For better or for worse?
Transition: instead of having a fleet of cloakable ships with all their skill grinding, cost, pilot experience, fitting and ship limitations, you now just haul 1-2 units in the cargo of someone. Yeah... that will enrich the sandbox alright.
Mobile Micro Jump Unit
Why fit a MJD in the doctrine fleet when you can have a couple of these hauled with the fleet? Transition: Ability of a whole fleet to Micro Jumpdrive just went from slot+fitting+skill+cost(fleet size) to cost(2-3)+cargo space in 1-2 ships.
Reducing the actual game value of a hard-designed module in a swift "feature". Well done.
On a more important note, I believe developer time and effort should focus on fixing bugs and/or things that already exist in the game and don't work well, instead of adding even more "features" that can potentially add to the pool of "things that need fixing". |
|
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1044
|
Posted - 2014.01.09 13:56:00 -
[691] - Quote
Erasmus Phoenix wrote: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.
mm understand that it will not help the solo player ok. But can't the solo player just continue to run them as he does now? The Jump stuff I don't see much effect on FW since there is mostly frigates and destroyers and those can already warp fast like hell.
IF at least the unrestricted sites were more valauble, thsoe would be the places to use the MSI. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
gascanu
Bearing Srl.
52
|
Posted - 2014.01.09 13:59:00 -
[692] - Quote
Omnathious Deninard wrote:Theon Severasse wrote:gascanu wrote:Quote:As for the bubbles, I would say make it so it can't be anchored within the radius of the bubble effect (of a T2 Large). Now obviously people who have a bit of common sense are thinking "But Theon, surely they can just anchor the bubble in front of/behind the MSI!", which is true, but at the very least you are going to know that you are warping into a bubble trap, in the same way that you do now. Again I reiterate, facechecking is not a good way of gathering intel, and requiring a player to have particular character skills and be in a particular ship is not a good idea. how about dictor bubbles? Forgot about them. Personally I would say that if a dictor or hictor uses it's bubble then the MSI should become disabled until that bubble is either taken down or expires. Hictors could obviously still use focused points without disabling the effect. If a camp decides to put a Hitor in one, that should be fine, as it is a manned ship and not just a deployable structure. But I agree with not being able to put a deployable bubble inside of one, while being reduced in the ability due to the now 1hr life span, it still will be used as a stall tactic.
let me put it this way:
you are in a farming station sistem, and there is a hostile roaming gang in the area, several jumps out; you undock your fleet, go into an anomally, anchor a msi and a bubble, and wait; at some point the roaming gang will come into your system, theyr scout will scan and see the msi in the annomally, and there is where he's troubles began: being a st system, he have no way to know how many ppl are doked; and if he's in anything else than a nullified cloacky t3, if he choose to check that anomally with a msi in it, he's dead; even in an inty he will have to chose between dieing to a smartbomb bs as he's landing, or to a fast locking sniper that will puff him out of the sky in 2" this msi thing give way too much options to the defenders while leaving the attackers with only one: use a nullified cloacky t3 for scouting |
Arthur Aihaken
The.VOID
2741
|
Posted - 2014.01.09 14:00:00 -
[693] - Quote
CCP Fozzie wrote:Mobile Micro Jump Unit I think all these changes nicely balance this unit out.
CCP Fozzie wrote:Mobile Scan Inhibitor We're increasing the build cost to ~15m isk. We're decreasing the structure's lifetime in space to 1 hour. We're increasing the volume of the structure to 100m3. These are the three changes I'm not sure about. I think that for a 1 hour lifespan these structures should be a lot smaller (25-50m3) and cheaper (~1-2m ISK). I am currently away, traveling through time and will be returning last week. |
Sura Sadiva
Entropic Tactical Crew
1016
|
Posted - 2014.01.09 14:03:00 -
[694] - Quote
Kagura Nikon wrote:Btw, can any FW dweller explain me why they think this still does nto help with FW issues? I ran FW for some time, but the metagame might have changed a lot...
Personally most of the time I use FW plexes to search for suitable 1vs1 fight. I already have to avoid: people known for using link, people known for always call for help (to deal with a T1 frigates) and so on. If I see an MSI deployed in the system and several hostiles I've to assume they are up for a blob trap and skip to the next system.
Also in FW there're a lot of solo/small gang, having dedicated scouts is not that common, as well as the luxury of a probe launcher. So MSI become unbalanced and hard to deal with, they will simply act as deadlocks.
|
Sura Sadiva
Entropic Tactical Crew
1016
|
Posted - 2014.01.09 14:17:00 -
[695] - Quote
Also, the one inside the FW plex already have all the advantages: - can see you coming and decide to warp away if the engagment seems not convenient - can decide the starting range of the fight - is the one getting the LP reward if nobody chase him.
Adding another one-sided tool like MSI sounds excessive. |
Altrue
Exploration Frontier inc Brave Collective
826
|
Posted - 2014.01.09 14:21:00 -
[696] - 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.
Ouch lol, that is a rude nerf. The MJU seems still fine in some usages, although the ability to jump while cloaked would have certainly created interesting scenarios, even if said scenarios would not occur very often. I'm sad to see you removing it as it could hardly be OP but, why not. The 1minut activation is also a contestable choice. What is preventing some people into using more the mobile structures is their anchoring time. With so little EHP there is really no need to nerf the activation time to a minut, in my opinion.
The Scan inhibitor is even more nerfed. I understand the sensor strength nerf because it was justified. Minimum distance from wormholes, given the structure price and lifetime, is discutable but understandable. Volume seems too big in my opinion now. Because given its price, you don't want to spam it anyway. Price that increased substantially as well. Will people still use this structure outside of big fleet blobs with big revenues ? I don't know. For instance, I live in low and null sec, and since Rubicon, despite having pariticipated to huge fights against multiple well-known alliances, I never got to see a cyno jammer in action. Nor any of my corp mates. Yet we have killed 56bil worth of assets in the two last weeks of december. Lifetime of the structure has been shortened without any true reason where a two hours lifetime could be OP. Minimum distance has been increased despite the fact that, again, it wouldn't be OP to put multiple MSI next to eachothers as long as they don't hide eachothers.
So overall, the changes you made are for most part logical to me, but they also seem too radical.
G££ <= Me |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1044
|
Posted - 2014.01.09 14:28:00 -
[697] - Quote
Altrue 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. Ouch lol, that is a rude nerf. The MJU seems still fine in some usages, although the ability to jump while cloaked would have certainly created interesting scenarios, even if said scenarios would not occur very often. I'm sad to see you removing it as it could hardly be OP but, why not. The 1minut activation is also a contestable choice. What is preventing some people into using more the mobile structures is their anchoring time. With so little EHP there is really no need to nerf the activation time to a minut, in my opinion. The Scan inhibitor is even more nerfed. I understand the sensor strength nerf because it was justified. Minimum distance from wormholes, given the structure price and lifetime, is discutable but understandable. Volume seems too big in my opinion now. Because given its price, you don't want to spam it anyway. Price that increased substantially as well. Will people still use this structure outside of big fleet blobs with big revenues ? I don't know. For instance, I live in low and null sec, and since Rubicon, despite having pariticipated to huge fights against multiple well-known alliances, I never got to see a cyno jammer in action. Nor any of my corp mates. Yet we have killed 56bil worth of assets in the two last weeks of december. Lifetime of the structure has been shortened without any true reason where a two hours lifetime could be OP. Minimum distance has been increased despite the fact that, again, it wouldn't be OP to put multiple MSI next to eachothers as long as they don't hide eachothers. So overall, the changes you made are for most part logical to me, but they also seem too radical.
The cyno jammer was made mostly for low sec people. So that batphoning 0.0 alliances woudl not destroy their fun. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Omnathious Deninard
Novis Initiis
2111
|
Posted - 2014.01.09 14:30:00 -
[698] - Quote
gascanu wrote:Omnathious Deninard wrote:Theon Severasse wrote:gascanu wrote:Quote:As for the bubbles, I would say make it so it can't be anchored within the radius of the bubble effect (of a T2 Large). Now obviously people who have a bit of common sense are thinking "But Theon, surely they can just anchor the bubble in front of/behind the MSI!", which is true, but at the very least you are going to know that you are warping into a bubble trap, in the same way that you do now. Again I reiterate, facechecking is not a good way of gathering intel, and requiring a player to have particular character skills and be in a particular ship is not a good idea. how about dictor bubbles? Forgot about them. Personally I would say that if a dictor or hictor uses it's bubble then the MSI should become disabled until that bubble is either taken down or expires. Hictors could obviously still use focused points without disabling the effect. If a camp decides to put a Hitor in one, that should be fine, as it is a manned ship and not just a deployable structure. But I agree with not being able to put a deployable bubble inside of one, while being reduced in the ability due to the now 1hr life span, it still will be used as a stall tactic. let me put it this way: you are in a farming station sistem, and there is a hostile roaming gang in the area, several jumps out; you undock your fleet, go into an anomally, anchor a msi and a bubble, and wait; at some point the roaming gang will come into your system, theyr scout will scan and see the msi in the annomally, and there is where he's troubles began: being a st system, he have no way to know how many ppl are doked; and if he's in anything else than a nullified cloacky t3, if he choose to check that anomally with a msi in it, he's dead; even in an inty he will have to chose between dieing to a smartbomb bs as he's landing, or to a fast locking sniper that will puff him out of the sky in 2" this msi thing give way too much options to the defenders while leaving the attackers with only one: use a nullified cloacky t3 for scouting Correct, which is why I am against drag bubbles. But a heavy interdictor is not a drag bubble, it also requires the capping fleet to dedicate a ship. Novis Initiis is Recruting-á --á Ideas for Drone Improvement |
Theon Severasse
Sniggwaffe WAFFLES.
56
|
Posted - 2014.01.09 14:41:00 -
[699] - Quote
Omnathious Deninard wrote:gascanu wrote:Omnathious Deninard wrote:Theon Severasse wrote:gascanu wrote:
how about dictor bubbles?
Forgot about them. Personally I would say that if a dictor or hictor uses it's bubble then the MSI should become disabled until that bubble is either taken down or expires. Hictors could obviously still use focused points without disabling the effect. If a camp decides to put a Hitor in one, that should be fine, as it is a manned ship and not just a deployable structure. But I agree with not being able to put a deployable bubble inside of one, while being reduced in the ability due to the now 1hr life span, it still will be used as a stall tactic. let me put it this way: you are in a farming station sistem, and there is a hostile roaming gang in the area, several jumps out; you undock your fleet, go into an anomally, anchor a msi and a bubble, and wait; at some point the roaming gang will come into your system, theyr scout will scan and see the msi in the annomally, and there is where he's troubles began: being a st system, he have no way to know how many ppl are doked; and if he's in anything else than a nullified cloacky t3, if he choose to check that anomally with a msi in it, he's dead; even in an inty he will have to chose between dieing to a smartbomb bs as he's landing, or to a fast locking sniper that will puff him out of the sky in 2" this msi thing give way too much options to the defenders while leaving the attackers with only one: use a nullified cloacky t3 for scouting Correct, which is why I am against drag bubbles. But a heavy interdictor is not a drag bubble, it also requires the capping fleet to dedicate a ship.
But it acts like one. If you have a hictor in an MSI with it's bubble up, people who are outside lose the ability to safely check without using a nullified T3. You can't use a Covops (the very ship that is designed for scouting) since it will get dragged and probably decloaked and killed.
Inties can be used, but mean that the people inside know that they have been scouted. |
James Amril-Kesh
4S Corporation Goonswarm Federation
8232
|
Posted - 2014.01.09 14:43:00 -
[700] - Quote
Solution: bubbles originating inside the area of effect of the MSI have no effect.
The changes look excellent so far Fozzie. My EVE Videos |
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Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1046
|
Posted - 2014.01.09 14:59:00 -
[701] - Quote
This module gave-me an wild idea. A field where inside it.. ALL ships are identified to other ships as a single type of ship randomly selected from the pool of ships there.
Nothign could make battles more chaotic :) "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Zircon Dasher
319
|
Posted - 2014.01.09 15:19:00 -
[702] - Quote
CCP Fozzie wrote: Mobile Micro Jump Unit
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 increasing the build cost to ~15m isk. We're decreasing the structure's lifetime in space to 1 hour. We're increasing the volume of the structure to 100m3.
That's some bat you have in your hand Fozzie! Oh well. I guess these devices were not intended to be used by solo/casual small gangs. Too bad.
Nerfing High-sec is never the answer. It is the question. The answer is 'YES'. |
Milton Middleson
Rifterlings Point Blank Alliance
426
|
Posted - 2014.01.09 15:29:00 -
[703] - Quote
5000 EHP / 72 seconds = 69.44 dps required to kill an MMJU before it can be used. 25000 EHP / 32 seconds = 781.25 required to kill an MMJU before it can be used in its first iteration.
That's quite a reduction. It's enough that even an LML kiting frigate will be able to drop one of these before anyone can use it. That's quite pathetic. I'm confident that a middle ground can be found in terms of activation time between "tanking a Vexor at point blank" and "dies to Condors".
The lengthened activation time doesn't make a lot of sense either. This is a deployable with a tactical function, and sitting still for over a minute while it fires up is not going to be viable for most ships.
Consider: 10000 EHP / 32 seconds = 312.5 dps or 15000 EHP / 32 seconds = 468.75 required to kill it before it can be used. That's not some staggering amount of dps, but it's not trivial to kill off either.
One of the most interesting potential uses of the MMJU was to alter the kiter vs brawler dynamic away from something badly skewed in favor of kiters. The current iteration is basically pre-nerfed for most practical uses. |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1047
|
Posted - 2014.01.09 15:37:00 -
[704] - Quote
Milton Middleson wrote:5000 EHP / 72 seconds = 69.44 dps required to kill an MMJU before it can be used. 25000 EHP / 32 seconds = 781.25 required to kill an MMJU before it can be used in its first iteration.
That's quite a reduction. It's enough that even an LML kiting frigate will be able to drop one of these before anyone can use it. That's quite pathetic. I'm confident that a middle ground can be found in terms of activation time between "tanking a Vexor at point blank" and "dies to Condors".
The lengthened activation time doesn't make a lot of sense either. This is a deployable with a tactical function, and sitting still for over a minute while it fires up is not going to be viable for most ships.
Consider: 10000 EHP / 32 seconds = 312.5 dps or 15000 EHP / 32 seconds = 468.75 required to kill it before it can be used. That's not some staggering amount of dps, but it's not trivial to kill off either.
One of the most interesting potential uses of the MMJU was to alter the kiter vs brawler dynamic away from something badly skewed in favor of kiters. The current iteration is basically pre-nerfed for most practical uses.
Effectively you have a bit les s time. Becaus eyou need to notice it, take decision lock and fire. SO beforeyou had like 27-28 seconds, that was insane.
I get your point but, why should frigates be unable to tackle an enemy, specially when their main role is exactly that? I think something like 6 K ehp and 50 seconds deployment (total time of 62) would be ok. For a theoretical 100 dps needed. And taking in account the delay I talked earlier, something like 155 dps needed. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Markku Laaksonen
EVE University Ivy League
315
|
Posted - 2014.01.09 15:38:00 -
[705] - Quote
Seems a bit heavy handed of a nerf. |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1047
|
Posted - 2014.01.09 15:40:00 -
[706] - Quote
Markku Laaksonen wrote:Seems a bit heavy handed of a nerf.
Considering that the side effects if unchecked were way heavier.
I think its easier for them to buff them later if they are nto used enough than to face huge side effects at start if they do not nerf them. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Petrus Blackshell
Rifterlings Point Blank Alliance
2869
|
Posted - 2014.01.09 15:41:00 -
[707] - Quote
Kagura Nikon wrote:Btw, can any FW dweller explain me why they think this still does nto help with FW issues? I ran FW for some time, but the metagame might have changed a lot... FW is plagued with farmers who "conquer" systems by using swarms of disposable frigates fit with warp core stabilizers and cloaks. What was intended to do a "top of the hill" mechanic to encourage fights has turned into a semi-AFK farming endeavor.
On the other hand, complexes also give a great opportunity for people to lay traps for others who don't pay attention. Using cloaky drone-assist Tristans, being kite-ready in a Condor or Slicer, or even just sitting a few ships on the landing point inside the plex is a big tactical advantage.
That is where the MSI comes in. Those who attack a complex are at a disadvantage that is sort of mitigated by guessing at the defender's ship(s) from d-scan. With the MSI, a cloak/WCS farmer looks exactly like a frigate gang -- like nothing. Because people don't like to take wild chances on missing info, they will almost always avoid going in. This both reduces PvP and encourages farming, neither of which are things that FW need.
I'm not sure I buy it completely myself, especially after the changes, but that's the argument as I understand it. Rifterlings - small gang frigate PvP - lowsec pirate operation, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |
Arclay Marx
Dead Sky Inc.
0
|
Posted - 2014.01.09 16:01:00 -
[708] - Quote
I might have skipped the last few pages, but i haven't seen this suggested before.
Why do these things have to be in the form of a structure? It would make sense to introduce this functionality as specialised modules instead. Here's the idea:
MMJU: Introduce an alternative to the MJD battleships currently use. It would allow the battleship to jump fleet members with it when activated, just like blops can portal covops ships. You could limit the number of ships MJDing with the capacitor of the battleship, perhaps bigger ships sucking more cap to jump along with it. That gives battleships a new role in a sniping fleet and smaller sniping ships like the eagle would make sense to bring with you (you can jump more of them along with the BS).
MSI: Introduce an alternative to the HIC bubble generator module that provides the same functionality as the MSI currently does. This way you don't have to worry about spamming, you can only have as many cloaked zones as you have HICs. Just make it so that the ship with the generator stays visible on dscan and scannable (and can't activate it inside plexes).
In this way a pilot with a specialised ship and equipment could fill the needed role instead of some disposable structure - a structure that anyone and everyone can use without skills. It just doesn't feel like EVE progression as was mentioned in earlier posts. You also have to give up a slot and fittings to bring such functionality on the field with you and people would have more reasons to specialize for these ships and modules.
That is assuming you absolutely must push these out in rubicon 1.1. As a wormholer I could do without things hiding from dscan and probes.
Just a thought. |
Petrus Blackshell
Rifterlings Point Blank Alliance
2869
|
Posted - 2014.01.09 16:03:00 -
[709] - 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. Yay changes! Let's see how I can bittervet these up.
CCP Fozzie wrote: 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.
The good: longer use range, minimum distance to other MJUs, no jump while cloaked.
The bad: much longer duration and much lower EHP might have made them very hard to use (if not useless) in actual combat situations.
The EHP. I know frigate duels, and 5k ehp is trivial to burn through in a minute in most T1 frigates. Against a stationary structure, it should be even more so. Of course, in a 1v1 that would require dedicating all DPS to the structure instead, but when more ships or bigger ships with drones get involved, getting rid of a MJU would be as trivial as "get this damn T1 tackle Rifter off me", if not moreso. What do: Some middle ground in the EHP of the structure, perhaps. I get that this low EHP is supposed to make it so Incursus's cannot escape Condors for free, but it impacts other uses negatively.
The activation time. 1 minute activation time is a huge time to spend activating this module! Not only would anyone who can travel over 1666 m/s be better off just burning away instead, but the minute you spend activating the MJU:
- You are helpless to navigate, and things with poor tracking and great damage will wreck you (e.g. beam lasers)
- You have a signature radius bloom
- You cannot cancel it so you're stuck for the full minute
Someone who's smart about taking advantage of this would even wait to scram you until you were about to jump, to keep you helpless and sig-bloomed for as long as possible.
Perhaps lower this some? 30-40 seconds at maximum is my guess on the "sweet spot".
Overall. Between the tank/activation changes and the various bug fixes / clarifications / tweaks, this is a far more usable module now. As in my first post, the fine aiming that the MJU requires is still not possible due to Eve's alignment mechanics, but looking over that at other uses, this is much closer to a balanced, usable state to provide mini-"shortcuts" between different points on grid.
CCP Fozzie wrote: 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.
THANK YOU, for the first point. Wrecking the enemy's intel should never come at a low cost. This change alone goes miles to making this module have a place in Eve.
More good stuff: distance to wormholes, even easier to scan down, higher build cost (repercussions for using it for PvE easy-mode, while still very usable in PvE), increased volume.
Questionable stuff:
1 hour time limit. Seems a bit low. I think the original 2 hours was good, and makes even more sense given the tweaks. The reduction to 1 hour feels unnecessary, and might even impact the module's interestingness: lower lifetime means space will be less littered with abandoned MSI's, which is less mystery and fun.
100 km distance to another MSI: Why? What's the reasoning behind this? So POS modules cannot be covered up with MSI's? So MSI's cannot cover each other? I don't understand why this figure is longer than 30 km.
Thanks for the iteration, CCP Fozzie. I should not have doubted you . Keep it up! Rifterlings - small gang frigate PvP - lowsec pirate operation, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |
Jelani Akinyemi Affonso
Republic Military School Minmatar Republic
66
|
Posted - 2014.01.09 16:13:00 -
[710] - Quote
Welp with these changes, I certainly have no more reason to use them.
Cost is too much unless you are flying with dudes who got isk to waste that are from wormholes space and the cartels out in nullsec. And activation time |
|
Dersen Lowery
Laurentson INC StructureDamage
934
|
Posted - 2014.01.09 16:24:00 -
[711] - Quote
Petrus covered a lot of the ground I wanted to cover: namely, that in this incarnation, the MMJU is useless to deploy under fire, and borderline useless to deploy at leisure. Frigates, destroyers and cruisers can slowboat the 100km in the same time or less, and if everyone anchors on the fastest ship, they'll all arrive at the same spot; battleships can fit MJDs and get there faster. That leaves battlecruisers, Orcas and freighters as the principle beneficiaries of the MMJU. But the latter two rarely need to jump 100km if no-one's around, and since anyone trying to kill them can slowboat 100km at least as quickly as they can use the module, or kill the module before they use it, it's basically useless to them, too.
So, uh, it's good for battlecruisers, unless they're under fire.
What am I missing? Proud founder and member of the Belligerent Desirables. |
Super Stallion
Caldari Provisions Caldari State
8
|
Posted - 2014.01.09 16:39:00 -
[712] - Quote
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. |
Gizznitt Malikite
Agony Unleashed Agony Empire
3347
|
Posted - 2014.01.09 16:41:00 -
[713] - Quote
gascanu wrote:Quote:As for the bubbles, I would say make it so it can't be anchored within the radius of the bubble effect (of a T2 Large). Now obviously people who have a bit of common sense are thinking "But Theon, surely they can just anchor the bubble in front of/behind the MSI!", which is true, but at the very least you are going to know that you are warping into a bubble trap, in the same way that you do now. Again I reiterate, facechecking is not a good way of gathering intel, and requiring a player to have particular character skills and be in a particular ship is not a good idea. how about dictor bubbles?
I think people putting up MSI's with bubbles in the center is a very good thing. I see no reason to prevent this, as it adds an extra layer of risk to anyone that wants to get intel on the MSI, and it goes very well with bubble camps and similar activities.
|
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1050
|
Posted - 2014.01.09 16:42:00 -
[714] - Quote
Dersen Lowery wrote:Petrus covered a lot of the ground I wanted to cover: namely, that in this incarnation, the MMJU is useless to deploy under fire, and borderline useless to deploy at leisure. Frigates, destroyers and cruisers can slowboat the 100km in the same time or less, and if everyone anchors on the fastest ship, they'll all arrive at the same spot; battleships can fit MJDs and get there faster. That leaves battlecruisers, Orcas and freighters as the principle beneficiaries of the MMJU. But the latter two rarely need to jump 100km if no-one's around, and since anyone trying to kill them can slowboat 100km at least as quickly as they can use the module, or kill the module before they use it, it's basically useless to them, too.
So, uh, it's good for battlecruisers, unless they're under fire.
What am I missing?
That you can deploy them BEFORE the fight start, to give your gang advantage in positioning.
Not everythign in eve is made to be done on the fly.
These are still pwoerful.
Before the changes they were game braking because dirsruptors became compeltelly useless. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Petrus Blackshell
Rifterlings Point Blank Alliance
2870
|
Posted - 2014.01.09 16:43:00 -
[715] - Quote
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. Not that I like super-safe OGBs at all, but a scram and some webs solve this easily enough. Rifterlings - small gang frigate PvP - lowsec pirate operation, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |
Erasmus Phoenix
Balls to the Walls No Response
34
|
Posted - 2014.01.09 16:44:00 -
[716] - Quote
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. |
Theon Severasse
Sniggwaffe WAFFLES.
56
|
Posted - 2014.01.09 16:45:00 -
[717] - Quote
Petrus the 1 minute activation time is how long it takes for it to anchor, not how long it takes to jump. The spoolup time is still 12 seconds. |
Theon Severasse
Sniggwaffe WAFFLES.
56
|
Posted - 2014.01.09 16:46:00 -
[718] - Quote
Gizznitt Malikite wrote:gascanu wrote:Quote:As for the bubbles, I would say make it so it can't be anchored within the radius of the bubble effect (of a T2 Large). Now obviously people who have a bit of common sense are thinking "But Theon, surely they can just anchor the bubble in front of/behind the MSI!", which is true, but at the very least you are going to know that you are warping into a bubble trap, in the same way that you do now. Again I reiterate, facechecking is not a good way of gathering intel, and requiring a player to have particular character skills and be in a particular ship is not a good idea. how about dictor bubbles? I think people putting up MSI's with bubbles in the center is a very good thing. I see no reason to prevent this, as it adds an extra layer of risk to anyone that wants to get intel on the MSI, and it goes very well with bubble camps and similar activities.
It's not risk though. You force people to use nullified ships to scout them. Hell you can't even safely scout them in CovOps ships, the ships that are meant to be designed for scouting.. |
Callic Veratar
576
|
Posted - 2014.01.09 16:49:00 -
[719] - Quote
Petrus Blackshell wrote: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. Not that I like super-safe OGBs at all, but a scram and some webs solve this easily enough.
Also the fun of accidentally jumping into another ship/the tower could make for a hilarious mistake of the ship flying back out of the bubble in a random direction. |
Speedkermit Damo
Demonic Retribution Nullsec Ninjas
217
|
Posted - 2014.01.09 16:50:00 -
[720] - Quote
LtCol Laurentius wrote:Sura Sadiva wrote:MisterAl tt1 wrote:Nor FW problems are covered.
Maybe deny anchoring those within 75km of any signature? So that they are used only in fleet fights and other more unpredictable situations. This could fix a lot of potential issues They are allready nerfed into oblivion, so why not. Make sure there is no viable use cases left at all.
Good! Don't Panic.
|
|
Erasmus Phoenix
Balls to the Walls No Response
36
|
Posted - 2014.01.09 16:51:00 -
[721] - Quote
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. |
Sheeana Harb
Bene Gesserit ChapterHouse Sanctuary Pact
2
|
Posted - 2014.01.09 16:51:00 -
[722] - Quote
1 hour duration might seem a bit too short.
How about allowing players to 'fuel' mobile deployables (currently the two in question) with nanite paste, fuel blocks, strontium ect. to extend the lifespan(with e.g. 10hours hard-limit) ? Small cargohold so they have to be 'manned' frequently though. |
Cameron Freerunner
Long Jump.
85
|
Posted - 2014.01.09 16:52:00 -
[723] - Quote
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? |
Petrus Blackshell
Rifterlings Point Blank Alliance
2870
|
Posted - 2014.01.09 16:52:00 -
[724] - Quote
Theon Severasse wrote:Petrus the 1 minute activation time is how long it takes for it to anchor, not how long it takes to jump. The spoolup time is still 12 seconds. Ohhhhh! Okay then. That's a lot more reasonable. It could still stand to be a little lower, but it's not that big of a problem anymore.
Also, it really emphasizes the need for more EHP. A Mobile Small Warp Disruptor has 13.5k raw (pre-resists) hp. A MMJD is just as in the middle of things, and more likely to draw fire in the middle of a fight. It should be equally tanky. Rifterlings - small gang frigate PvP - lowsec pirate operation, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |
Theon Severasse
Sniggwaffe WAFFLES.
56
|
Posted - 2014.01.09 16:52:00 -
[725] - Quote
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. |
Petrus Blackshell
Rifterlings Point Blank Alliance
2870
|
Posted - 2014.01.09 16:54:00 -
[726] - Quote
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. Rifterlings - small gang frigate PvP - lowsec pirate operation, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |
Callic Veratar
576
|
Posted - 2014.01.09 16:55:00 -
[727] - Quote
I don't think that the MSI is OP for FW or wormholes any more. With the restriction that you can't see outside the area of effect, so, you have to keep a scout nearby, giving away where you're operating. Otherwise, you could get a large hostile fleet dropping on you completely unannounced.
Sure you, might be aligned to something, but you've changed your reaction time from d-scan range to the time it takes for tackle to decelerate from warp and lock.
I don't know the value of a FW plex, but 15M per site seems like a pretty steep tax to me. |
Erasmus Phoenix
Balls to the Walls No Response
36
|
Posted - 2014.01.09 16:57:00 -
[728] - Quote
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 |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1050
|
Posted - 2014.01.09 16:59:00 -
[729] - Quote
Petrus Blackshell wrote:Theon Severasse wrote:Petrus the 1 minute activation time is how long it takes for it to anchor, not how long it takes to jump. The spoolup time is still 12 seconds. Ohhhhh! Okay then. That's a lot more reasonable. It could still stand to be a little lower, but it's not that big of a problem anymore. Also, it really emphasizes the need for more EHP. A Mobile Small Warp Disruptor has 13.5k raw (pre-resists) hp. A MMJD is just as in the middle of things, and more likely to draw fire in the middle of a fight. It should be equally tanky.
Problem is, if its tanky, then you can NEVER kill anyoen solo anymore unless you use a scrambler.. and that nowadays basically means balsters.
For example. a curse would never again be able to kill ANYONE.
No , the thing cannot be tanky. It needs to be killable by a cruiser or AF before it onlines. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Erasmus Phoenix
Balls to the Walls No Response
36
|
Posted - 2014.01.09 17:01:00 -
[730] - Quote
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. |
|
Cameron Freerunner
Long Jump.
85
|
Posted - 2014.01.09 17:04:00 -
[731] - Quote
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. |
Petrus Blackshell
Rifterlings Point Blank Alliance
2870
|
Posted - 2014.01.09 17:05:00 -
[732] - Quote
Kagura Nikon wrote:Petrus Blackshell wrote:Theon Severasse wrote:Petrus the 1 minute activation time is how long it takes for it to anchor, not how long it takes to jump. The spoolup time is still 12 seconds. Ohhhhh! Okay then. That's a lot more reasonable. It could still stand to be a little lower, but it's not that big of a problem anymore. Also, it really emphasizes the need for more EHP. A Mobile Small Warp Disruptor has 13.5k raw (pre-resists) hp. A MMJD is just as in the middle of things, and more likely to draw fire in the middle of a fight. It should be equally tanky. Problem is, if its tanky, then you can NEVER kill anyoen solo anymore unless you use a scrambler.. and that nowadays basically means balsters. For example. a curse would never again be able to kill ANYONE. No , the thing cannot be tanky. It needs to be killable by a cruiser or AF before it onlines. Sounds like the job for 200-250 DPS (mediocre AF damage, poor cruiser damage). If it takes, say, 40 seconds to online, that's 8-10k EHP. If its online stays at 60 seconds, that's 15k EHP. It would have to be a bit less tanky than the upper bound, but whichever way I look at it, I still can't agree that 5k EHP is enough. Rifterlings - small gang frigate PvP - lowsec pirate operation, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |
Priestess Lin
Center for Advanced Studies Gallente Federation
4
|
Posted - 2014.01.09 17:08:00 -
[733] - Quote
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. |
Erasmus Phoenix
Balls to the Walls No Response
36
|
Posted - 2014.01.09 17:11:00 -
[734] - Quote
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
Balls to the Walls No Response
36
|
Posted - 2014.01.09 17:13:00 -
[735] - Quote
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. |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1050
|
Posted - 2014.01.09 17:13:00 -
[736] - Quote
Petrus Blackshell wrote:Kagura Nikon wrote:Petrus Blackshell wrote:Theon Severasse wrote:Petrus the 1 minute activation time is how long it takes for it to anchor, not how long it takes to jump. The spoolup time is still 12 seconds. Ohhhhh! Okay then. That's a lot more reasonable. It could still stand to be a little lower, but it's not that big of a problem anymore. Also, it really emphasizes the need for more EHP. A Mobile Small Warp Disruptor has 13.5k raw (pre-resists) hp. A MMJD is just as in the middle of things, and more likely to draw fire in the middle of a fight. It should be equally tanky. Problem is, if its tanky, then you can NEVER kill anyoen solo anymore unless you use a scrambler.. and that nowadays basically means balsters. For example. a curse would never again be able to kill ANYONE. No , the thing cannot be tanky. It needs to be killable by a cruiser or AF before it onlines. Sounds like the job for 200-250 DPS (mediocre AF damage, poor cruiser damage). If it takes, say, 40 seconds to online, that's 8-10k EHP. If its online stays at 60 seconds, that's 15k EHP. It would have to be a bit less tanky than the upper bound, but whichever way I look at it, I still can't agree that 5k EHP is enough.
Taht woudl be around 10k sicne nto all damage woudl hit and you would not start firing at second zero. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Gizznitt Malikite
Agony Unleashed Agony Empire
3347
|
Posted - 2014.01.09 17:13:00 -
[737] - Quote
Theon Severasse wrote:Gizznitt Malikite wrote:gascanu wrote:Quote:As for the bubbles, I would say make it so it can't be anchored within the radius of the bubble effect (of a T2 Large). Now obviously people who have a bit of common sense are thinking "But Theon, surely they can just anchor the bubble in front of/behind the MSI!", which is true, but at the very least you are going to know that you are warping into a bubble trap, in the same way that you do now. Again I reiterate, facechecking is not a good way of gathering intel, and requiring a player to have particular character skills and be in a particular ship is not a good idea. how about dictor bubbles? I think people putting up MSI's with bubbles in the center is a very good thing. I see no reason to prevent this, as it adds an extra layer of risk to anyone that wants to get intel on the MSI, and it goes very well with bubble camps and similar activities. It's not risk though. You force people to use nullified ships to scout them. Hell you can't even safely scout them in CovOps ships, the ships that are meant to be designed for scouting..
Think about this:
I'm exactly the type of person that would setup an MSI, anchor a bubble, and light a cyno in the bubble with a small gang of fast-locking gank ships to kill scouts checking it out. I currently do this without the MSI, by deploying the trap in deepsafes so you can't actually scan me down anyway.
You learn how to scout it, or you lose a few ships in the scouting process. This isn't something game breaking or unfair. Now with nullified inties, it is even easier to check it out, and I have no sympathy for your inability to easily and safely get eyes.
I will say this though, I think it is a shame that inties are better scouts than covops.... and fully support nerfing the interdiction nullification mechanics to give covops their role back. |
Marlona Sky
D00M. Northern Coalition.
4725
|
Posted - 2014.01.09 17:14:00 -
[738] - 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. Over nerf much? With these stats they will be pointless to use. . |
Petrus Blackshell
Rifterlings Point Blank Alliance
2870
|
Posted - 2014.01.09 17:15:00 -
[739] - Quote
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. Ah, it's because you blind yourself to spotting probes.
You can still reap all the former benefits with an alternate form of scouting (alt/friend). 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. Even if not, it becomes a trade-off situation:
Without MSI Pros: You can see probes/ships coming on d-scan. Cons: An "in-system cloaked probing ship" has no guesswork involved in where you are. It also does not have to worry about a complex being a trap (as much).
With MSI Pros: An "in-system cloaked probing ship" has to manually check complexes with unknown contents. Cons: Neither you nor the attacker can see each other before you are both on the same grid.
The trade-offs don't seem quite fair, you're right, but they're better than the original proposal, where there was no reason to not use a MSI. Rifterlings - small gang frigate PvP - lowsec pirate operation, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |
Erasmus Phoenix
Balls to the Walls No Response
36
|
Posted - 2014.01.09 17:17:00 -
[740] - Quote
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. |
|
Rekkr Nordgard
The Ardency of Faith
255
|
Posted - 2014.01.09 17:18:00 -
[741] - 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.
Nerfed into the ground, excellent. The only thing remaining is to disallow the use of the MSIs inside FW plexes. At that point, the only outcome that could be better is these deployables never having been developed or introduced into the game at all.
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. |
Priestess Lin
Center for Advanced Studies Gallente Federation
4
|
Posted - 2014.01.09 17:20:00 -
[742] - Quote
CCP Fozzie wrote: 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.
Then
CCP Fozzie wrote:
Ships inside the area of a MSI's effect will have their own directional scanner and probe results disabled.
We're increasing the build cost to ~15m isk. We're decreasing the structure's lifetime in space to 1 hour.
I'll be updating the OP momentarily.
So much for being provocative and being very disruptive to the status quo. You just gave them everything they wanted, scrapping much needed balance and denying players tools that might otherwise embolden them to take risks outside of high sec. |
Petrus Blackshell
Rifterlings Point Blank Alliance
2870
|
Posted - 2014.01.09 17:23:00 -
[743] - Quote
Kagura Nikon wrote:I can see now that they are nerfed into uselessness due the outcry of the status quo and a small fraction of the playerbase. Seemed to me that the "small" fraction was a significant fraction of this thread. Or are you just calling yourself fat?
Even if I did not like to hunt carebears I would still have pushed for the tweak Fozzie made to the MSI, because in a PvP situation, there was simply not enough cost for the huge advantage that blinding your opponent's d-scan gives you.
Rifterlings - small gang frigate PvP - lowsec pirate operation, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |
Erasmus Phoenix
Balls to the Walls No Response
36
|
Posted - 2014.01.09 17:26:00 -
[744] - Quote
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. |
Petrus Blackshell
Rifterlings Point Blank Alliance
2870
|
Posted - 2014.01.09 17:27:00 -
[745] - Quote
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. Rifterlings - small gang frigate PvP - lowsec pirate operation, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |
Rekkr Nordgard
The Ardency of Faith
255
|
Posted - 2014.01.09 17:29:00 -
[746] - Quote
Kagura Nikon wrote:Btw, can any FW dweller explain me why they think this still does nto help with FW issues? I ran FW for some time, but the metagame might have changed a lot...
Anyone inside a FW plex has a significant advantage over anyone coming into a plex as they can setup and dictate the range of the engagement. So for someone to be willing to even take the gate into a plex, they have to consider themselves at at least a slight advantage over what they see on d-scan just to make the playing field level. So unless you're flying in a blob, seeing one of these inside a FW plex is a big sign saying "it isn't worth risking coming in here". And since you can make 15 to 20 mil per medium plex in well under the 1 hour expiration time on the MSI, there's no reason for risk averse players not to spam these 5 mil safe-plexing deployables across the warzone. So yes, the use of MSI inside FW plexes is important to be disabled. |
Erasmus Phoenix
Balls to the Walls No Response
36
|
Posted - 2014.01.09 17:30:00 -
[747] - Quote
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. |
Petrus Blackshell
Rifterlings Point Blank Alliance
2870
|
Posted - 2014.01.09 17:36:00 -
[748] - Quote
Erasmus Phoenix wrote: 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.
Exactly.
Disallowing probes inside the MSI does not affect scouting alts in covops, but hurts everyone else. Thus, I would think it encourages alt-play.
Allowing probes inside the MSI lets things like T3s, Astero/Stratios/Nestor, or other ships with very high CPU have a little bit of vision. Since these ships can often do other stuff in addition to probing roles, they can be used by mains without alts. Enabling more versatile ships/fits would seem like a good thing. Rifterlings - small gang frigate PvP - lowsec pirate operation, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |
Erasmus Phoenix
Balls to the Walls No Response
36
|
Posted - 2014.01.09 17:37:00 -
[749] - Quote
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. |
Priestess Lin
Center for Advanced Studies Gallente Federation
4
|
Posted - 2014.01.09 17:39:00 -
[750] - Quote
MisterAl tt1 wrote:The proposed updates to the MSI don't deal with a problem of carebears farming a wormhole site and you don't even know it before you scan it down (versus 1 click on d-scan now). Once again - upon opening the hole you have very little time to catch the ratting fleet before it escapes. Usuallyyou are very pressed for time with last-minute preparation for your fleet. Price is not a problem, when a fleet at risk can cost more then 20bil.
Nor FW problems are covered.
Maybe deny anchoring those within 75km of any signature? So that they are used only in fleet fights and other more unpredictable situations.
Keep up with these idea, I'm sure fozzie will be accomodating if he gets enough input from this vocal minority so that the MSI can be nerfed into total uselessness. So much for upsetting the status quo. |
|
Petrus Blackshell
Rifterlings Point Blank Alliance
2871
|
Posted - 2014.01.09 17:40:00 -
[751] - Quote
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. Rifterlings - small gang frigate PvP - lowsec pirate operation, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |
Erasmus Phoenix
Balls to the Walls No Response
36
|
Posted - 2014.01.09 17:47:00 -
[752] - Quote
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. |
Theon Severasse
Sniggwaffe WAFFLES.
56
|
Posted - 2014.01.09 17:47:00 -
[753] - Quote
Petrus Blackshell wrote:Theon Severasse wrote:Petrus the 1 minute activation time is how long it takes for it to anchor, not how long it takes to jump. The spoolup time is still 12 seconds. Ohhhhh! Okay then. That's a lot more reasonable. It could still stand to be a little lower, but it's not that big of a problem anymore. Also, it really emphasizes the need for more EHP. A Mobile Small Warp Disruptor has 13.5k raw (pre-resists) hp. A MMJD is just as in the middle of things, and more likely to draw fire in the middle of a fight. It should be equally tanky.
Having the low EHP is important as it means that brawls don't simply have a "get out of fight" card that they can drop at any point. |
Petrus Blackshell
Rifterlings Point Blank Alliance
2871
|
Posted - 2014.01.09 17:47:00 -
[754] - Quote
Priestess Lin wrote:MisterAl tt1 wrote:The proposed updates to the MSI don't deal with a problem of carebears farming a wormhole site and you don't even know it before you scan it down (versus 1 click on d-scan now). Once again - upon opening the hole you have very little time to catch the ratting fleet before it escapes. Usuallyyou are very pressed for time with last-minute preparation for your fleet. Price is not a problem, when a fleet at risk can cost more then 20bil.
Nor FW problems are covered.
Maybe deny anchoring those within 75km of any signature? So that they are used only in fleet fights and other more unpredictable situations. Keep up with these idea, I'm sure fozzie will be accomodating if he gets enough input from this vocal minority so that the MSI can be nerfed into total uselessness. So much for upsetting the status quo. You know what else would upset the status quo? Mini-doomsdays for frigates, or bumping doing damage, or stacking penalized locking time, or a variety of half-baked ideas. Yes, the second iteration of these things rocks the boat less than the former, but that is because the former rocked it too much, completely invalidating and throwing into disarray things that have existed forever, for no good reason. The only time such a huge change is OK is when there is a huge compelling reason for it, like with the nano nerf.
So far as Mister Al tt1's stuff:
With a bit of luck, you can still find people ratting up your wormhole with the d-scan: look for NPC wrecks. And, with the unwelcome farmers being blinded by their own MSI, you have a better chance than you think at catching them (unless they are prepared and have a scout outside, at which point you have to get creative).
FW problems are not fully covered, but blinding the people inside should go a long way to discouraging MSI use inside plexes. It greatly reduces the reaction time available to farmers (who would otherwise see you as you land on the a-gate), and it strikes the fear of incoming blobs into PvPers who might be camping the plexes (the street now goes both ways). Rifterlings - small gang frigate PvP - lowsec pirate operation, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |
Dersen Lowery
Laurentson INC StructureDamage
934
|
Posted - 2014.01.09 17:49:00 -
[755] - Quote
Kagura Nikon wrote:Dersen Lowery wrote:What am I missing [about MMJU]? That you can deploy them BEFORE the fight start, to give your gang advantage in positioning.
For very small gangs, perhaps. At 5k EHP, an opposing fleet of any significant size can just alpha it off the field.
That leaves a niche within a niche: either it's useful for gangs of less than five ships each, or it's useful for a sniper fleet that's been probed down to use once, to pull range... that they could do for free by warping to a nearby celestial and warping back at 100km.
With these stats, I see very little use of these things, and very little disruption of anything. No accident, then, that the most ardent supporters of the change are the people who don't want them in the game at all. Proud founder and member of the Belligerent Desirables. |
Priestess Lin
Center for Advanced Studies Gallente Federation
4
|
Posted - 2014.01.09 17:55:00 -
[756] - Quote
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? |
Omnathious Deninard
Novis Initiis
2111
|
Posted - 2014.01.09 17:55:00 -
[757] - Quote
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. Novis Initiis is Recruting-á --á Ideas for Drone Improvement |
Theon Severasse
Sniggwaffe WAFFLES.
56
|
Posted - 2014.01.09 17:57:00 -
[758] - Quote
Although people who are blobbing inside a plex can still use an alt to check what's coming into them. The simplest solution is to stop them getting anchored in deadspace. |
Erasmus Phoenix
Balls to the Walls No Response
36
|
Posted - 2014.01.09 18:00:00 -
[759] - Quote
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
Balls to the Walls No Response
36
|
Posted - 2014.01.09 18:00:00 -
[760] - Quote
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. |
|
Shilalasar
Dead Sky Inc.
19
|
Posted - 2014.01.09 18:01:00 -
[761] - Quote
Good changes overall. Low EHP of the jumpunit makes it more useful for jumping into someone than out of. The main thing I still would change is anchorable or mobile structures inside the scan inhib. Mostly Bubbles. If you see one on dscan you know you-¦ll get dragged but not what is waiting for you on the edge. If you want an invisible bubble use one pilot in a HIC. Also no tractorunits inside please. Hides if someone is ratting unless you are on grid and would take all ongrid warpspots into the hidden area. |
Priestess Lin
Center for Advanced Studies Gallente Federation
4
|
Posted - 2014.01.09 18:01:00 -
[762] - Quote
Petrus Blackshell wrote:Kagura Nikon wrote:I can see now that they are nerfed into uselessness due the outcry of the status quo and a small fraction of the playerbase. Seemed to me that the "small" fraction was a significant fraction of this thread. Or are you just calling yourself fat? Even if I did not like to hunt carebears I would still have pushed for the tweak Fozzie made to the MSI, because in a PvP situation, there was simply not enough cost for the huge advantage that blinding your opponent's d-scan gives you.
Yea because hitting the d-scan button and knowing everything you are up against, isn't a huge advantage. 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. Most people said they liked the original idea of the MSI.
Erasmus Phoenix wrote:
+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.
Didn't you say something earlier about not being so ridiculous so people would take you guys seriously? I can't believe CCP actually listened to these bad ideas considering all the non-nonsensical things you say. |
Erasmus Phoenix
Balls to the Walls No Response
36
|
Posted - 2014.01.09 18:05:00 -
[763] - Quote
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.
|
Gizznitt Malikite
Agony Unleashed Agony Empire
3347
|
Posted - 2014.01.09 18:07:00 -
[764] - Quote
Petrus Blackshell wrote:Kagura Nikon wrote:Btw, can any FW dweller explain me why they think this still does nto help with FW issues? I ran FW for some time, but the metagame might have changed a lot... FW is plagued with farmers who "conquer" systems by using swarms of disposable frigates fit with warp core stabilizers and cloaks. What was intended to do a "top of the hill" mechanic to encourage fights has turned into a semi-AFK farming endeavor. On the other hand, complexes also give a great opportunity for people to lay traps for others who don't pay attention. Using cloaky drone-assist Tristans, being kite-ready in a Condor or Slicer, or even just sitting a few ships on the landing point inside the plex is a big tactical advantage. That is where the MSI comes in. Those who attack a complex are at a disadvantage that is sort of mitigated by guessing at the defender's ship(s) from d-scan. With the MSI, a cloak/WCS farmer looks exactly like a frigate gang -- like nothing. Because people don't like to take wild chances on missing info, they will almost always avoid going in. This both reduces PvP and encourages farming, neither of which are things that FW need. I'm not sure I buy it completely myself, especially after the changes, but that's the argument as I understand it.
A few things I think you are not considering Petrus:
1.) At 15m a pop, how many FW Farmers are going to deploy these? 5k LP for a small to 15k LP for a Large. The farmer is going to easily lose most (if not all) of the "income" they gain from farming attempting to deploy these at their plex. The risk adverse, cheep-fit plex-farming-alt-army is not going to be using these!
2.) I think the more likely situation is these will be deployed Inside the plex by pilots that want to mask the fleet concept within the plex. From my previous experiences in FW, this isn't necessarily a bad thing. I remember often watching the buildup of enemy forces on dscan specifically aimed to counter our gang inside the plex. Quite often there was routine blueball situations, or the need to employ cloaked griffins and the like to actually have a balanced fight.
Think about the cost: 100 m3, 1 minute to setup, and 15m isk means these won't be an in-every-plex situation... but much more rarely deployed when actually system contesting is happening.
|
Liang Nuren
Heretic Army Heretic Initiative
4336
|
Posted - 2014.01.09 18:14:00 -
[765] - 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.
Ok, these are all great changes (though perhaps a bit over the top). I've never been a fan of adding teleporting to Eve, and I doubt I'll ever be a fan of this. But I think if you're going to introduce this kind of mobile module, you may as well introduce MJDs for all ship classes.
Earlier in the thread I mentioned that the addition of this module makes us half way to something really awesome. Let me explain my thoughts on that briefly. What I'd really like to see is these modules not used for grid-fu, but instead to fling the player much further - completely off grid. I'd like to see them used to create player dungeons.
While I'm concerned with the incredible advantage that a defending group has in FW plexes, the first obvious use of these gates is to carry FW battle arenas to other areas of space. The prototype for mobile battle arenas could be expanded fairly rapidly in a number of ways: - You could add accelerators that are restricted by ship size - You could add accelerators that are restricted by number of uses - You could add modules which can only be anchored in these deadspace zones that can only be anchored inside these new deadspace zones. Perhaps they could adjust the laws of physics by disabling MWDs or applying WH effects.
From there we can move into more development of the sandbox and player empowerment by allowing players to anchor structures that provide resources or defenses inside these deadspace areas. I want to be able to link deadspaces together with these gates. I want to build my own city in the stars, and I want someone to come crush it.
Quote: 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'm glad to see that there's some scaling back here, but the team based nature of Eve means that disabling the D-Scan of people inside the DSI is basically a token nerf. I believe that this kind of module fundamentally provides too much advantage to the people who "defending" and already on grid. I think that this kind of mobile module is too powerful and even in its nerfed state will be game breaking in wormhole space.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
|
Gizznitt Malikite
Agony Unleashed Agony Empire
3347
|
Posted - 2014.01.09 18:15:00 -
[766] - Quote
The key to balancing the MSI is for it to be a limited use item. (Same would go for decoy ships).
At 15m a pop, 1 hr duration, and requiring a little bit of setup time, I think this limit is achieved. Players won't spam them in anomalies or FW Plexes as an bearing tool because the income from these sites will be majorly hindered by their price tag. However, they are still inexpensive and unique enough to be used in traps and other unique situations. Their mere presence on dscan implies that something abnormal is going on, and you should take some precaution when engaging anything within it's zone-of-influence. This is generally a good thing, and I really challenge you to come up with a situation where this is game breaking or bad.
p.s. I think it should be bumped back to a 2 hr duration... |
Gizznitt Malikite
Agony Unleashed Agony Empire
3347
|
Posted - 2014.01.09 18:18:00 -
[767] - Quote
Liang Nuren wrote:CCP Fozzie wrote: 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'm glad to see that there's some scaling back here, but the team based nature of Eve means that disabling the D-Scan of people inside the DSI is basically a token nerf. I believe that this kind of module fundamentally provides too much advantage to the people who "defending" and already on grid. I think that this kind of mobile module is too powerful and even in its nerfed state will be game breaking in wormhole space. -Liang
Can you expand upon how this is game breaking in Wormhole space. I'm really trying to understand what it is "breaking", or how it will be abused. |
Erasmus Phoenix
Balls to the Walls No Response
37
|
Posted - 2014.01.09 18:23:00 -
[768] - Quote
It's a system that appears to be balanced around the idea of local providing partial information. |
Priestess Lin
Center for Advanced Studies Gallente Federation
4
|
Posted - 2014.01.09 18:23:00 -
[769] - Quote
Liang Nuren wrote:
I'm glad to see that there's some scaling back here, but the team based nature of Eve means that disabling the D-Scan of people inside the DSI is basically a token nerf. I believe that this kind of module fundamentally provides too much advantage to the people who "defending" and already on grid. I think that this kind of mobile module is too powerful and even in its nerfed state will be game breaking in wormhole space.
Whats wrong with having a defenders advantage against aggressors who would otherwise have full intel and take no risks?
BTW, The increased cost, shortened duration and inability to tell what is going on outside the MSI kills this thing for solo PVErs who may have otherwise been emboldened to take some risks outside high sec. So I agree that it is a poorly thought out nerf, very likely pushed through by the CSMs who mostly represent themselves.
Right now aggressors have all the advantage with their ability to D scan and know exactly what is going on and therefore take little risks. The cheaper the MSI, the more plentiful, more risk there is going to be for aggressors. |
Erasmus Phoenix
Balls to the Walls No Response
37
|
Posted - 2014.01.09 18:27:00 -
[770] - Quote
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. |
|
G'host Warrot
Low-Sec Survival Ltd.
2
|
Posted - 2014.01.09 18:29:00 -
[771] - Quote
Well this D-Scan thing is now dead for me. Thought about it for Solomining in Low-Sec.
To much cost, to low durationtime.
Well then, go ahead.
|
Liang Nuren
Heretic Army Heretic Initiative
4336
|
Posted - 2014.01.09 18:30:00 -
[772] - Quote
Gizznitt Malikite wrote: Can you expand upon how this is game breaking in Wormhole space. I'm really trying to understand what it is "breaking", or how it will be abused.
I don't understand how this isn't obvious. In K-Space, seeing a couple of these on scan and 3000 people in local gives you a pretty good idea what you're seeing. In K-Space, seeing one of these on scan and your favorite FW enemies in local gives you a pretty good idea what you're seeing. In K-Space, these will probably work something like what Fozzie is expecting.
However, the lack of local means that life in WH space revolves entirely around scan probes and D-Scan. The DSI can (and will be) spammed to provide a too strong benefit to people bearing it up in capital escalations. Additionally, one of these appearing is pretty horrifying because unlike K-Space there's no way to know how many people are hidden, what they're flying, or who they are. And there's no way to know without warping to the structure itself and directly into the drag bubble set up by their HIC.
I don't believe that this module adds sand to the sandbox.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
|
Liang Nuren
Heretic Army Heretic Initiative
4336
|
Posted - 2014.01.09 18:32:00 -
[773] - Quote
Priestess Lin wrote:Liang Nuren wrote:
I'm glad to see that there's some scaling back here, but the team based nature of Eve means that disabling the D-Scan of people inside the DSI is basically a token nerf. I believe that this kind of module fundamentally provides too much advantage to the people who "defending" and already on grid. I think that this kind of mobile module is too powerful and even in its nerfed state will be game breaking in wormhole space.
Whats wrong with having a defenders advantage against aggressors who would otherwise have full intel and take no risks? BTW, The increased cost, shortened duration and inability to tell what is going on outside the MSI kills this thing for solo PVErs who may have otherwise been emboldened to take some risks outside high sec. So I agree that it is a poorly thought out nerf, very likely pushed through by the CSMs who mostly represent themselves. Right now aggressors have all the advantage with their ability to D scan and know exactly what is going on and therefore take little risks. The cheaper the MSI, the more plentiful, more risk there is going to be for aggressors.
D-Scan favors defenders, actually.
-Liang
Ed: Actually, I'm going to ignore you from here on out. It's obvious that you're just here to troll, because literally nobody is as ******** as you appear to be. Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
|
Priestess Lin
Center for Advanced Studies Gallente Federation
4
|
Posted - 2014.01.09 18:38:00 -
[774] - Quote
G'host Warrot wrote:Well this D-Scan thing is now dead for me. Thought about it for Solomining in Low-Sec.
To much cost, to low durationtime.
Well then, go ahead.
Me too man. I'm actually really sad . As a solo player who doesn't have time for a large corp, I was going to get a heck of a lot of use for this mining outside high sec, and especially in wormholes. Currently, the rewards of mining outside high sec are nowhere worth the risk and costs and repetitive stress syndrome from having to mash d-scan every second as your only defense.
We could have had a defensive tool that provided more opportunities for you solo pirates, but the status quo, "aggressor advantage", couldn't let that happen. Way to go |
Erasmus Phoenix
Balls to the Walls No Response
38
|
Posted - 2014.01.09 18:41:00 -
[775] - Quote
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. |
Milton Middleson
Rifterlings Point Blank Alliance
428
|
Posted - 2014.01.09 18:42:00 -
[776] - Quote
Theon Severasse wrote: Having the low EHP is important as it means that brawls don't simply have a "get out of fight" card that they can drop at any point.
Having low EHP means it's dead on arrival and was a total waste of dev resources. Most of the people who are saying that it is fine now are being dishonest because they don't want to just come out and say that it should be nerfed into uselessness.
Frankly, the MMJU is weird and we probably should've just gotten 1MN and 10MN MJDs, but complaining that MJDs allow brawlers to escape kiters is about as sensible as complaining that tracking disruptors neutralize turret kiters.
Seriously, folks. It's a ******* stationary object with the EHP of a frigate. |
Gizznitt Malikite
Agony Unleashed Agony Empire
3347
|
Posted - 2014.01.09 18:49:00 -
[777] - Quote
Liang Nuren wrote:Gizznitt Malikite wrote: Can you expand upon how this is game breaking in Wormhole space. I'm really trying to understand what it is "breaking", or how it will be abused.
I don't understand how this isn't obvious. In K-Space, seeing a couple of these on scan and 3000 people in local gives you a pretty good idea what you're seeing. In K-Space, seeing one of these on scan and your favorite FW enemies in local gives you a pretty good idea what you're seeing. In K-Space, these will probably work something like what Fozzie is expecting. However, the lack of local means that life in WH space revolves entirely around scan probes and D-Scan. The DSI can (and will be) spammed to provide a too strong benefit to people bearing it up in capital escalations. Additionally, one of these appearing is pretty horrifying because unlike K-Space there's no way to know how many people are hidden, what they're flying, or who they are. And there's no way to know without warping to the structure itself and directly into the drag bubble set up by their HIC. I don't believe that this module adds sand to the sandbox. -Liang Ed: Someone above put it pretty well: The module is obviously designed with the partial intel that local provides. Without that partial intel (such as in WH space), I believe it to be game breakingly powerful.
I think you are greatly over-estimating its effect: You enter a WH and see these on scan: Why is it there? a.) It is a capital escalation group running sites. How do you find them with these scattered everywhere? You look for wrecks, because sleepers won't stay within the 30 km sphere of influence.
b.) Why else are these spammed throughout the area? Hiding ships amassing for a fight? We both know you can get eyes on the enemy very easily. We do it at POS's where with bubbles deployed, we do it at WH's guarded by hics, we do it all over the place, and any competent scout can easily deal with a hic/dic/mobile bubble while getting on grid. Because of this, it is far more likely your "enemies" will simply remain logged off until the fight, as to truly remain "unscannable".
c.) Unfortunately, you can't deploy these on top of a WH anymore; which would have been an excellent use for them, as you attempt to obfuscate the forces you are bringing in.
So, what exactly is breaking? What problem does the MSI give you that you can't EASILY overcome? |
Priestess Lin
Center for Advanced Studies Gallente Federation
4
|
Posted - 2014.01.09 18:51:00 -
[778] - Quote
Liang Nuren wrote: unlike K-Space there's no way to know how many people are hidden, what they're flying, or who they are. And there's no way to know without warping to the structure itself and directly into the drag bubble set up by their HIC.
.
So what you are saying is, there is no way of knowing and playing it safe unless you scout it out first with an expendable scout?
So it works exactly how bubbles work on gates.
What is the problem again? |
Erasmus Phoenix
Balls to the Walls No Response
38
|
Posted - 2014.01.09 18:57:00 -
[779] - Quote
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. |
Petrus Blackshell
Rifterlings Point Blank Alliance
2872
|
Posted - 2014.01.09 18:59:00 -
[780] - Quote
Priestess Lin wrote:Liang Nuren wrote: unlike K-Space there's no way to know how many people are hidden, what they're flying, or who they are. And there's no way to know without warping to the structure itself and directly into the drag bubble set up by their HIC.
.
So what you are saying is, there is no way of knowing and playing it safe unless you scout it out first with an expendable scout? So it works exactly how bubbles work on gates. What is the problem again? This is another case of nerf first, think later. That is not at all how bubbles work on gates, and you do not need to be anywhere near to on grid to scout them. Rifterlings - small gang frigate PvP - lowsec pirate operation, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |
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Theon Severasse
Sniggwaffe WAFFLES.
56
|
Posted - 2014.01.09 19:02:00 -
[781] - Quote
Milton Middleson wrote:Theon Severasse wrote: Having the low EHP is important as it means that brawls don't simply have a "get out of fight" card that they can drop at any point.
Having low EHP means it's dead on arrival and was a total waste of dev resources. Most of the people who are saying that it is fine now are being dishonest because they don't want to just come out and say that it should be nerfed into uselessness. Frankly, the MMJU is weird and we probably should've just gotten 1MN and 10MN MJDs, but complaining that MJDs allow brawlers to escape kiters is about as sensible as complaining that tracking disruptors neutralize turret kiters. Seriously, folks. It's a ******* stationary object with the EHP of a frigate.
I would have been MUCH happier if they had said they were going to introduce 1MN and 10MN MJDs. Both of those would have taken ship fittings in order to be used, and so there is a consequence to the user for having one on their ship. A structure floating in space has no consequences though. |
Zircon Dasher
319
|
Posted - 2014.01.09 19:04:00 -
[782] - Quote
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. Nerfing High-sec is never the answer. It is the question. The answer is 'YES'. |
Theon Severasse
Sniggwaffe WAFFLES.
56
|
Posted - 2014.01.09 19:14:00 -
[783] - Quote
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.
My argument isn't that you have to use a scout (although I don't like that either), it's that you have to use a scout AND that scout has to be interdiction nullified. This means either an interceptor, or a T3 if you don't wish them to know that they have been scouted.
If I am solo and I see an MSI on a gate, and people in local, I won't be thinking "how can I make this fight go my way". I will be thinking "I can't reasonably take this fight", and I will just turn around. This isn't being risk averse, the fight might have been one I would have take if I knew what was there,even if I was outnumbered, but I am weighing the fact that I have probably been flying around for an hour or so without finding a fight, and not wanting to just suicide my ship into a gang.
|
Priestess Lin
Center for Advanced Studies Gallente Federation
4
|
Posted - 2014.01.09 19:17:00 -
[784] - Quote
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. Therefore, these nerfs defeat the purpose of the MSI since the most rational thing to do for aggressors would be to ALWAYS send an expendable scout since multiple hostiles are to be expected.
Shitting in your own nest is the way of EVE, apparently. |
Erasmus Phoenix
Balls to the Walls No Response
38
|
Posted - 2014.01.09 19:21:00 -
[785] - Quote
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. |
Priestess Lin
Center for Advanced Studies Gallente Federation
4
|
Posted - 2014.01.09 19:23:00 -
[786] - Quote
Erasmus Phoenix wrote: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.
We aren't just talking about local, ratting, and the scenario where the player knows every entity on local. Try again.
|
Erasmus Phoenix
Balls to the Walls No Response
38
|
Posted - 2014.01.09 19:25:00 -
[787] - Quote
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. |
Theon Severasse
Sniggwaffe WAFFLES.
57
|
Posted - 2014.01.09 19:26:00 -
[788] - Quote
Priestess Lin wrote:Erasmus Phoenix wrote: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. We aren't just talking about local, ratting, and the scenario where the player knows every entity on local. Try again.
You have been though. So answer his question. |
Omnathious Deninard
Novis Initiis
2112
|
Posted - 2014.01.09 19:29:00 -
[789] - Quote
Erasmus Phoenix wrote: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. If you are going to drag a MSI around with you, you must be close to home so the loot volume wont be a problem. If you are not close to home, a mobile depot and covert reconfiguration would be a better than a MSI. Novis Initiis is Recruting-á --á Ideas for Drone Improvement |
Priestess Lin
Center for Advanced Studies Gallente Federation
4
|
Posted - 2014.01.09 19:37:00 -
[790] - Quote
Erasmus Phoenix wrote: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 known entrances closed then you are AFK or stupid.
If you're ratting or mining or whatever with neuts or reds already in local, then you should be prepared for that fact. you still have d-scan. you only need to know they're there, they need to know where you are.
Try again.
yea and if you should happen to, god forbid, have to take a **** or answer the door, that moment of not spamming D-scan is enough to cost you your ship. God forbid PVErs should have any defensive tools that actually make it difficult for a pirate where they should have to take risks. Don't pretend scanning someone and warping to them is in any way hard to do. It is far more of a pain in the ass to spam that D-scan every second with vigilance than anything a pirate is required to do.
We get it, you want solo PVErs to stay in high sec. Your wish has been granted via nerfs to the MSI. |
|
Erasmus Phoenix
Balls to the Walls No Response
38
|
Posted - 2014.01.09 19:40:00 -
[791] - Quote
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. |
Theon Severasse
Sniggwaffe WAFFLES.
59
|
Posted - 2014.01.09 19:41:00 -
[792] - Quote
Priestess Lin wrote:Erasmus Phoenix wrote: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 known entrances closed then you are AFK or stupid.
If you're ratting or mining or whatever with neuts or reds already in local, then you should be prepared for that fact. you still have d-scan. you only need to know they're there, they need to know where you are.
Try again. yea and if you should happen to, god forbid, have to take a **** or answer the door, that moment of not spamming D-scan is enough to cost you your ship. God forbid PVErs should have any defensive tools that actually make it difficult for a pirate where they should have to take risks. Don't pretend scanning someone and warping to them is in any way hard to do. It is far more of a pain in the ass to spam that D-scan every second with vigilance than anything a pirate is required to do. We get it, you want solo PVErs to stay in high sec. Your wish has been granted via nerfs to the MSI.
If someone has to go take a **** or answer the door then they can just dock up, or warp to their POS. I mean they live in that system right? They already have the tools to protect themselves, you don't need any more. |
Priestess Lin
Center for Advanced Studies Gallente Federation
4
|
Posted - 2014.01.09 19:46:00 -
[793] - Quote
CCP Fozzie wrote: 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.
Fozzie, please don't compromise your vision and greater understanding of EVEs players based on the opinions of a few biased individuals.
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. |
Omnathious Deninard
Novis Initiis
2112
|
Posted - 2014.01.09 19:47:00 -
[794] - Quote
Priestess Lin wrote: We get it, you want solo PVErs to stay in high sec. Your wish has been granted via nerfs to the MSI.
I don't know where you have been, but exploration has always been a solo thing, with the exception of WHs larger than C3s and some high end DED complexes. Novis Initiis is Recruting-á --á Ideas for Drone Improvement |
Erasmus Phoenix
Balls to the Walls No Response
38
|
Posted - 2014.01.09 19:49:00 -
[795] - Quote
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. |
Priestess Lin
Center for Advanced Studies Gallente Federation
4
|
Posted - 2014.01.09 19:54:00 -
[796] - Quote
Erasmus Phoenix wrote:It takes skill to learn to probe someone down quickly, and even more skill to d-scan.
kind of like how it takes skill to make a ham sandwich.
remember what you said about wanting to be taken seriously?
btw, aggressors are able to warp to the MSI via probing faster than they would be able to warp to any PVE ships. Smart pirates would have made a killing from the players who may have had a false sense of safety with the MSI. Unfortunately, it doesn't look like any solo PVErs will be using it due to cost and extreme vulnerabilities it creates.
|
Erasmus Phoenix
Balls to the Walls No Response
38
|
Posted - 2014.01.09 20:01:00 -
[797] - 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. |
Priestess Lin
Center for Advanced Studies Gallente Federation
4
|
Posted - 2014.01.09 20:05:00 -
[798] - Quote
Theon Severasse wrote:
If someone has to go take a **** or answer the door then they can just dock up, or warp to their POS. I mean they live in that system right? They already have a tool to protect themselves, you don't need any more.
So you have to live in the system and know everyone in local to PVE, I see.
Hey if thats what you want. Your wish has been granted. No solo PVErs will ever be using this thing. BTW, I fixed your statement. |
Erasmus Phoenix
Balls to the Walls No Response
38
|
Posted - 2014.01.09 20:07:00 -
[799] - 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? |
darius mclever
59
|
Posted - 2014.01.09 20:08:00 -
[800] - Quote
gascanu wrote:how about the MSi +bubble mechanic?
the fact that any probing ships except t3 nullified will have no way of avoiding getting dragged in a bubble placed in the msi area of effect dosen't concern you in any way? is this working as intended?
Interceptor. |
|
Erasmus Phoenix
Balls to the Walls No Response
38
|
Posted - 2014.01.09 20:09:00 -
[801] - 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. |
Zircon Dasher
319
|
Posted - 2014.01.09 20:11:00 -
[802] - Quote
Theon Severasse wrote: If I am solo and I see an MSI on a gate, and people in local, I won't be thinking "how can I make this fight go my way". I will be thinking "I can't reasonably take this fight", and I will just turn around. This isn't being risk averse, the fight might have been one I would have take if I knew what was there,even if I was outnumbered, but I am weighing the fact that I have probably been flying around for an hour or so without finding a fight, and not wanting to just suicide my ship into a gang.
The fact that you immediately think "I can't do this", instead of "How can I figure out a way to get the information I need" is of some interest to me. Curious: Assuming that you do not have BM's on gates in your roaming area (and are incapable of making off-line BM's to warp from), do you refuse to warp to a gate you can't scan first?
Anyway- I am actually sympathetic to the issues the devices pose to solo/tiny gangs. Strangely enough, both units would have been more useful to this demographic prior to the changes. The changes (imo) are pretty much the inverse of what is needed for the solo/tiny gang. vOv Nerfing High-sec is never the answer. It is the question. The answer is 'YES'. |
Zircon Dasher
319
|
Posted - 2014.01.09 20:16:00 -
[803] - Quote
Priestess Lin wrote: 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. Therefore, these nerfs defeat the purpose of the MSI since the most rational thing to do for aggressors would be to ALWAYS send an expendable scout since multiple hostiles are to be expected.
Shitting in your own nest is the way of EVE, apparently.
Nerfing High-sec is never the answer. It is the question. The answer is 'YES'. |
Priestess Lin
Center for Advanced Studies Gallente Federation
4
|
Posted - 2014.01.09 20:19:00 -
[804] - Quote
Erasmus Phoenix wrote: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.
yea, you might actually have to take a risk for a greater chance at a reward. I can see why you are crying about this so much. |
Kirren D'marr
State Protectorate Caldari State
280
|
Posted - 2014.01.09 20:27:00 -
[805] - 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.
While I think these changes go a long way to making these deployables "less bad," I believe there are still some fundamental issues which need to be addressed.
The primary design flaw I see in these items is that they either mimic or parallel the roles of existing modules which have a significant impact on PvP combat encounters, but would normally require a minimum level of trained skills as well as ship fitting requirements. As such, the new deployables provide a "shortcut' around the primary mechanics of EVE in terms of skill training and balanced ship fittings. In my opinion, this appears to be contrary to the basic philosophy of balance in this game.
The need for cargo space to carry the deployables, cost, and limited duration can be interpreted as compensation for the need to fit a similar module to a ship, and as such that is at least a step in the right direction. However, it does nothing to account for the need for trained skills to operate devices which have such a large potential impact on the balance of PvP. In order to have a hope of calling these deployables balanced, there needs to be a basic level of skill required to deploy and/or operate them. To do otherwise is to put too much power into the hands of those who have made no investment in earning or enabling such power.
Frankly, with regards to the MMJU specifically, it seems clear that it's role would be better served (in balance terms) by a series of MJD modules appropriately sized for a wider variety of ship classes. This would fill the perceived need for a quick escape tool while satisfying the conditions of skills and fitting requirements which make it possible to balance such a tool within the PvP environment.
As for the MSI, while the proposed changes are an improvement, they do little to address the effects of deploying these within deadpsace complexes (FW or otherwise). Such positioning gives players no option other than to deliberately warp directly into a blindspot. I have to believe that most competent pilots will choose to avoid such situations altogether, rather than face the potentially limitless risk of a trap of unknown size and strength. I shouldn't have to spell out how disastrous this shift will be for FW; a system where complexes are in place specifically to encourage PvP encounters will now serve as a deterrent to PvP and will only encourage even more avoidance of other pilots. Allowing the MSI to be used inside deadspace makes them virtually uncounterable, something which no system or object in EVE should be, especially not without any kind of skill investment whatsoever. Why a switch on/off? Because the new animation doesn't add anything to gameplay and it's graphically annoying. In other words, it's worse than bad: it's useless. Simple as that.-á-á-á-á-á - Kina Ayami |
Priestess Lin
Center for Advanced Studies Gallente Federation
4
|
Posted - 2014.01.09 20:32:00 -
[806] - Quote
Zircon Dasher wrote: Anyway- I am actually sympathetic to the issues the devices pose to solo/tiny gangs. Strangely enough, both units would have been more useful to this demographic prior to the changes. The changes (imo) are pretty much the inverse of what is needed for the solo/tiny gang. vOv
Just want to bold that part to make sure we are clear that CCP had a great idea and then some vocal ignorant players decided to **** on themselves in asking for these nerfs that will cause them never to be used in solo play.
Visions compromised. |
Priestess Lin
Center for Advanced Studies Gallente Federation
4
|
Posted - 2014.01.09 20:43:00 -
[807] - Quote
Zircon Dasher wrote:Priestess Lin wrote: 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. Therefore, these nerfs defeat the purpose of the MSI since the most rational thing to do for aggressors would be to ALWAYS send an expendable scout since multiple hostiles are to be expected.
Shitting in your own nest is the way of EVE, apparently.
sorry, I actually misread what you wrote. |
gascanu
Bearing Srl.
53
|
Posted - 2014.01.09 20:56:00 -
[808] - Quote
darius mclever wrote:gascanu wrote:how about the MSi +bubble mechanic?
the fact that any probing ships except t3 nullified will have no way of avoiding getting dragged in a bubble placed in the msi area of effect dosen't concern you in any way? is this working as intended?
Interceptor.
a BRAVE interceptor and a very dead one after he lands... let me explain it to you: the interceptor will warp at 0 and he will die, or he will warp at range( range can be up to 100 km in case you don't know) ... and he will die... cose if you took the trouble to set a camp you will bring at least one fast locking sniper, and the moment that inty gets out of warp at any range from you, snipers will pop him in 2";
see? brave dead interceptor... |
Sabriz Adoudel
Mission BLITZ
1690
|
Posted - 2014.01.09 21:03:00 -
[809] - 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.
Pretty much every change that needed to be made has been made. Bravo.
MSIs look to be useful but not spammable and the increased volume will keep them a little more under control in wormholes. Only concern I have is that this may increase the defender's advantage in eviction fights as they will have more access to restocking on these.
MJU is now easily melted before it becomes an issue, but still should play a role on battlefields if a dispersed fleet vomits them out at a high rate. https://forums.eveonline.com/default.aspx?g=posts&t=238931 - an idea for a new form of hybrid PVE/PVP content. An enemy is just a friend that you stab in the front. |
Petrus Blackshell
Rifterlings Point Blank Alliance
2874
|
Posted - 2014.01.09 21:05:00 -
[810] - Quote
Priestess Lin wrote:Zircon Dasher wrote: Anyway- I am actually sympathetic to the issues the devices pose to solo/tiny gangs. Strangely enough, both units would have been more useful to this demographic prior to the changes. The changes (imo) are pretty much the inverse of what is needed for the solo/tiny gang. vOv
Just want to bold that part to make sure we are clear that CCP had a great idea and then some vocal ignorant players decided to **** on themselves in asking for these nerfs that will cause them never to be used in solo play. Visions compromised. Confirming I hated advantage in my solo play so much that I convinced CCP Fozzie to nerf my own gameplay. I will now never use these, content that I definitely do not want extra advantages when I solo.
**** that. If it were only up to what I wanted to do, I would have those awesome modules, a covert ops mega-Rifter, ECM-nullifiers, suicide bombing mechanics, and a mobile unit to turn any system into nullsec for an hour. However, it wouldn't be just me using them. It would be every other explorer, missioner, solo PvPer, small gang PvPer, blobber, capital pilot, and their mothers using it. Not using them would be a serious mistake. Why? Because they are completely and utterly broken. So, despite me really wanting to use changes like those, I would rail against them as hard as I can... same as I did for the original setups of the MMJD and MSI.
Both modules would have been more useful to solo/small gangs before the changes becuase they were more useful to everyone before the changes. The changes happened because they were too useful, to the point of being mandatory/ubiquitous, which is a sign of something being OP. Rifterlings - small gang frigate PvP - lowsec pirate operation, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |
|
Gizznitt Malikite
Agony Unleashed Agony Empire
3347
|
Posted - 2014.01.09 21:08:00 -
[811] - Quote
One really interesting compromise:
Make the MSI block dscan, but allow scan probes to still scan objects there. This would be a very nice boost to covops for intel gathering & scouting... a role in which they are overshadowed by nullified t3s.
If you did this, then you should give the ability to dscan back to those within the MSI's influence. |
gascanu
Bearing Srl.
53
|
Posted - 2014.01.09 21:12:00 -
[812] - Quote
Gizznitt Malikite wrote:Theon Severasse wrote:Gizznitt Malikite wrote:gascanu wrote:Quote:As for the bubbles, I would say make it so it can't be anchored within the radius of the bubble effect (of a T2 Large). Now obviously people who have a bit of common sense are thinking "But Theon, surely they can just anchor the bubble in front of/behind the MSI!", which is true, but at the very least you are going to know that you are warping into a bubble trap, in the same way that you do now. Again I reiterate, facechecking is not a good way of gathering intel, and requiring a player to have particular character skills and be in a particular ship is not a good idea. how about dictor bubbles? I think people putting up MSI's with bubbles in the center is a very good thing. I see no reason to prevent this, as it adds an extra layer of risk to anyone that wants to get intel on the MSI, and it goes very well with bubble camps and similar activities. It's not risk though. You force people to use nullified ships to scout them. Hell you can't even safely scout them in CovOps ships, the ships that are meant to be designed for scouting.. Think about this: I'm exactly the type of person that would setup an MSI, anchor a bubble, and light a cyno in the bubble with a small gang of fast-locking gank ships to kill scouts checking it out. I currently do this without the MSI, by deploying the trap in deepsafes so you can't actually scan me down anyway. You learn how to scout it, or you lose a few ships in the scouting process. This isn't something game breaking or unfair. Now with nullified inties, it is even easier to check it out, and I have no sympathy for your inability to easily and safely get eyes. I will say this though, I think it is a shame that inties are better scouts than covops.... and fully support nerfing the interdiction nullification mechanics to give covops their role back.
oh boy.... you see there is a very easy way to scan your trap, and you don't even need a scouting ship to do it; you can even scout that "trap" of yours in a bs if needed: you empty your capacitor and warp to the cyno, and you do it till the cyno is in 14au range of the d-scan; problem solved
now, like a already said the inty is not really an option: hell , the alt in the shuttle that someone was proposing this days here will be better than the inty; at least you lose only a shuttle... and that leave us only with nullified t3 |
Petrus Blackshell
Rifterlings Point Blank Alliance
2874
|
Posted - 2014.01.09 21:15:00 -
[813] - Quote
Gizznitt Malikite wrote: One really interesting compromise:
Make the MSI block dscan, but allow scan probes to still scan objects there. This would be a very nice boost to covops for intel gathering & scouting... a role in which they are overshadowed by nullified t3s.
If you did this, then you should give the ability to dscan back to those within the MSI's influence.
That would probably be balanced as well, but the total sensor blackout is a cooler concept, I think. That said, Eve doesn't need either of these mechanics, so I'm not sure whose wishes for shiny~~ we're satisfying here. Rifterlings - small gang frigate PvP - lowsec pirate operation, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |
Liang Nuren
Heretic Army Heretic Initiative
4336
|
Posted - 2014.01.09 21:29:00 -
[814] - Quote
Gizznitt Malikite wrote: One really interesting compromise:
Make the MSI block dscan, but allow scan probes to still scan objects there. This would be a very nice boost to covops for intel gathering & scouting... a role in which they are overshadowed by nullified t3s.
If you did this, then you should give the ability to dscan back to those within the MSI's influence.
That is an interesting compromise, but I disagree that the ability to d-scan should be given back to those within the MSI's influence.
-Liang
Ed: That doesn't mean I endorse the compromise. It just means it doesn't offend me. Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
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Zircon Dasher
320
|
Posted - 2014.01.09 21:30:00 -
[815] - Quote
Petrus Blackshell wrote: That said, Eve doesn't need either of these mechanics, so I'm not sure whose wishes for shiny~~ we're satisfying here.
This one.... or any variant found in that thread? Nerfing High-sec is never the answer. It is the question. The answer is 'YES'. |
Priestess Lin
Center for Advanced Studies Gallente Federation
6
|
Posted - 2014.01.09 21:52:00 -
[816] - Quote
Petrus Blackshell wrote: Both modules would have been more useful to solo/small gangs before the changes becuase they were more useful to everyone before the changes. The changes happened because they were too useful, to the point of being mandatory/ubiquitous, which is a sign of something being OP.
well then, have fun looking for hours for prey. Imagine the kills you guys would have gotten if you hadn't cried about it so hard.
BTW, just because something is useful and changes the game in a dynamic way doesn't mean it is OP. |
Petrus Blackshell
Rifterlings Point Blank Alliance
2875
|
Posted - 2014.01.09 21:59:00 -
[817] - Quote
Priestess Lin wrote:well then, have fun looking for hours for prey. Imagine the kills you guys would have gotten if you hadn't cried about it so hard. I am imagining them, but I am also imagining the frustration and losses when other people use the same stuff against me, and the latter is a more powerfully frightening vision than the former is warm and fuzzy.
Priestess Lin wrote:BTW, just because something is useful and changes the game in a dynamic way doesn't mean it is OP. Correct, but there is such a thing as "too much". The initial idea went beyond being useful and dynamic, and into the realm of "mandatory to use in a majority of gameplay areas to stay competitive", which is pretty much the definition of "OP". Rifterlings - small gang frigate PvP - lowsec pirate operation, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |
Priestess Lin
Center for Advanced Studies Gallente Federation
6
|
Posted - 2014.01.09 22:03:00 -
[818] - Quote
Petrus Blackshell wrote: I am imagining them, but I am also imagining the frustration and losses when other people use the same stuff against me, and the latter is a more powerfully frightening vision than the former is warm and fuzzy.
.
That is how EVE really is for pirates, isn't it? Not quite so harsh and dangerous for all. Still a greifers paradise. Though it almost wasn't
See you in high-sec |
Petrus Blackshell
Rifterlings Point Blank Alliance
2875
|
Posted - 2014.01.09 22:13:00 -
[819] - Quote
Priestess Lin wrote:Petrus Blackshell wrote: I am imagining them, but I am also imagining the frustration and losses when other people use the same stuff against me, and the latter is a more powerfully frightening vision than the former is warm and fuzzy.
.
That is how EVE really is for pirates, isn't it? Not quite so harsh and dangerous for all. Still a greifers paradise. Though it almost wasn't See you in high-sec. Unlikely, since my sec status is somewhere in the stomach of an angler fish on the bottom of the Marinara Trench.
Could you clarify and detail a specific instance of "griefers" and how their life is paradise, please?
Also, could you explain how MSI's blocking d-scan from the inside helps griefers? They still have absolutely no idea what's inside, so they gained nothing. The one inside the MSI can't see the griefer coming, so I assume there's something someone in the MSI could do in response to seeing a griefer on the way. So... what does a griefer target do to prepare for an incoming griefer that they cannot do anymore? Something that adds that "risk" you keep talking about to the griefer's day?
Or, more shortly, if you saw a griefer coming your way, with him not aware of what you were in what would you do to increase his risk, and is that thing you do prevented by you not seeing the griefer on d-scan?
I can myself not think of anything I could do if I saw someone on their way to grief me other than either a) prepare to fight them, or b) prepare to run away. Since (a) does not require d-scan ability, as the extra prep time can also be obtained by sitting farther away from the warp-in, the only thing that removing my d-scan does is take away (b).
But... I'm not sure how me being able to run away adds risk for the griefer. I just don't get it. Enlighten me, please. Rifterlings - small gang frigate PvP - lowsec pirate operation, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |
SFM Hobb3s
Vanguard Frontiers Black Legion.
49
|
Posted - 2014.01.09 22:20:00 -
[820] - Quote
CCP Fozzie wrote:Hatsumi Kobayashi wrote:Can cloaked ships use the MJD unit and and if yes remain cloaked while doing so?
Can HICs use it with their bubble up?
Questions needing answers In its current iteration the answer to both is yes. We're not dead set on keeping that as is however.
Awesome. you can now keep your hics 100km from the centre of your target and mjd them in with their bubble already up for maximum hic rage. Love it.
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Priestess Lin
Center for Advanced Studies Gallente Federation
6
|
Posted - 2014.01.09 22:31:00 -
[821] - Quote
Petrus Blackshell wrote: Something that adds that "risk" you keep talking about
\
The MSI in its original form, with the prospect that solo PVErs might be using these, pirates might have taken a risk for a reward instead of sending a scout in first. Now, with these new proposed changes to the MSI, when you see these things, its always going to be more reasonable to scout first with an expendable pilot.
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Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1054
|
Posted - 2014.01.09 22:35:00 -
[822] - Quote
Priestess Lin wrote:Petrus Blackshell wrote: Something that adds that "risk" you keep talking about
\ The MSI in its original form, with the prospect that solo PVErs might be using these, pirates might have taken a risk for a reward instead of sending a scout in first. Now, with these new proposed changes to the MSI, when you see these things, its always going to be more reasonable to scout first with an expendable pilot.
That statement is insane. Makes no sense. Nothign changed in that regards. The guy from outside still does nto know what is behind door number 1. Does not matter the changes. The chanceof beign a trap is still EXACLTY the same "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Priestess Lin
Center for Advanced Studies Gallente Federation
6
|
Posted - 2014.01.09 22:39:00 -
[823] - Quote
Kagura Nikon wrote: The chanceof beign a trap is still EXACLTY the same
No, it clearly isn't. Because no solo PVErs are ever going to use the MSI its its current iteration. Thus, increasing the likelyhood that it will be a trap.
I know EVE pirates are not known for their great intelligence, but wtf? |
Petrus Blackshell
Rifterlings Point Blank Alliance
2875
|
Posted - 2014.01.09 22:49:00 -
[824] - Quote
Priestess Lin wrote:Petrus Blackshell wrote: Something that adds that "risk" you keep talking about
\ The MSI in its original form, with the prospect that solo PVErs might be using these, pirates might have taken a risk for a reward instead of sending a scout in first. Now, with these new proposed changes to the MSI, when you see these things, its always going to be more reasonable to scout first with an expendable pilot.
I think I get the logic, but let me confirm: If I am a pirate with a scout, and I see a MSI inside a complex, with the first MSI iteration, the PvEer would see me coming and run away, so I would go in blind myself for a better chance at catching him, taking the risk that it's a trap. With the second iteration, the PvEer does not see me coming, so there's no need to put myself in the path of danger, making sending the scout in (and not falling into a trap myself) obvious.
A couple points:
1) The scout himself is a pirate, and for him the risk is still high, since if it is a trap, he will lose his ship senselessly and proceed to waste time re-shipping. Yeah, this can be mitigated by using an alt, but if we're using alts, the PvEer could have a cloaked alt outside the complex, watching d-scan.
2) Scouts are almost always also tackle. They are the best equipped to catch things, and that is precisely why they always go in first. I would send the scout in first especially with the first iteration of the MSI, and with greater urgency
Since it does not seem you are familiar with how a cautious deployment into a solo/small gang fight goes, the order is this:
- Send scout(s)/tackler(s) in. They rush to lock down the most valuable targets (by whatever criteria).
- Send main combat ships in. They rush to get secondary tackle, since by this point the scout(s)/tackler(s) are probably in a world of hurt, and possibly dead.
- Send vulnerable support in. Electronic warfare, remote repair, etc comes in last to draw the least attention. They "seal the deal".
If I'm solo, remove steps 2 and 3. If at any point it's revealed to be a trap, or a fight I/we definitely can't handle, I/we cancel all further steps in deployment, and make all efforts to escape. With luck, only a scout or two actually die in a trap.
None of this approach changes between the first and second iteration of the MSI. The gang is just as blind in both cases, and just as likely to send scouts in first. Rifterlings - small gang frigate PvP - lowsec pirate operation, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |
Petrus Blackshell
Rifterlings Point Blank Alliance
2875
|
Posted - 2014.01.09 22:52:00 -
[825] - Quote
Priestess Lin wrote:Kagura Nikon wrote: The chanceof beign a trap is still EXACLTY the same No, it clearly isn't. Because no solo PVErs are ever going to use the MSI its its current iteration. Thus, increasing the likelyhood that it will be a trap. I know being an EVE pirate doesn't require much intelligence, but wtf? Ohhh!! You're saying that because the MSI cuts off d-scan, no PvEers will use it, since they need d-scan to get ready to run from a gank!
I strongly doubt that. In fact, I'd bet good ISK against it. Exactly your train of thought is why PvEers in more agile ships would use the MSI, so they look like a trap and make pirates be more cautious and even possibly leave them alone. Rifterlings - small gang frigate PvP - lowsec pirate operation, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |
Omnathious Deninard
Novis Initiis
2112
|
Posted - 2014.01.09 23:03:00 -
[826] - Quote
Priestess Lin wrote:Kagura Nikon wrote: The chanceof beign a trap is still EXACLTY the same No, it clearly isn't. Because no solo PVErs are ever going to use the MSI its its current iteration. Thus, increasing the likelyhood that it will be a trap. I know being an EVE pirate doesn't require much intelligence, but wtf? Lol, this is just dumb. No solo PvEr should even consider using this, it is a guaranteed death trap.
Novis Initiis is Recruting-á --á Ideas for Drone Improvement |
PotatoOverdose
Handsome Millionaire Playboys
845
|
Posted - 2014.01.09 23:11:00 -
[827] - 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.
Eh, Over-nerfed IMO. Some Thoughts:
Mobile Micro Jump Unit
We're cutting the EHP of the structure by 80%, to 5000hp. ~Fine. We're increasing the time that the MJU takes to activate to 1 minute. ~Bit much, maybe 30-45 seconds? We're increasing the range at which the MJU can be used to 5000m. ~Fine. We're increasing the minimum range from other MJU structures to 10km. ~Fine. We're disabling the ability to jump while cloaked. ~Fine.
Mobile Scan Inhibitor
Ships inside the area of a MSI's effect will have their own directional scanner and probe results disabled.~Excellent We're adding a minimum distance of 75km from wormholes. ~Fine. 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. ~Fine. We're increasing the build cost to ~15m isk. ~Nope. We're decreasing the structure's lifetime in space to 1 hour. ~Nope. Minimum distance to another MSI is now 100km. ~Fine. We're increasing the volume of the structure to 100m3. ~Woah. Nope. Nope. Nope.
Let's look at the MSI. Why would anyone ever bother with a 15 mil, 100m3 structure that only lasts 1 hour? Will never be used by anyone on a regular basis. Reduce those 3 values to their previous iteration.
Just my 2 isk. |
Priestess Lin
Center for Advanced Studies Gallente Federation
7
|
Posted - 2014.01.09 23:12:00 -
[828] - Quote
Petrus Blackshell wrote:Priestess Lin wrote:Kagura Nikon wrote: The chanceof beign a trap is still EXACLTY the same No, it clearly isn't. Because no solo PVErs are ever going to use the MSI its its current iteration. Thus, increasing the likelyhood that it will be a trap. I know being an EVE pirate doesn't require much intelligence, but wtf? Ohhh!! You're saying that because the MSI cuts off d-scan, no PvEers will use it, since they need d-scan to get ready to run from a gank! I strongly doubt that. In fact, I'd bet good ISK against it. Exactly your train of thought is why PvEers in more agile ships would use the MSI, so they look like a trap and make pirates be more cautious and even possibly leave them alone.
Not just that, I realize you can have a cloaky alt outside the MSI, which technically isn't solo and would also cut into potential profits, but the MSI is now 15m isk and only lasts an hour in addition to that. I can't see Solo PVErs ever using it as the reward for the risks is not worth it when you factor in this cost. People will just stay in high sec rather than having to worry about mashing d-scan every second for a little more isk/hr.
I would also argue that the MSI would enable PVErs to not be forced to mash D-scan constantly and therefore increase the likelyhood that a skilled pirate could enter the system and quickly scan down the MSI, being faster to warp to than if you were scanning a ship itself, and catch their prey in a moment where they forgot to hit D-scan.
When you know you have to hit d-scan constantly when you do it constantly, but if you have to do something intermittently, you are more likely to miss your timing. |
Omnathious Deninard
Novis Initiis
2112
|
Posted - 2014.01.09 23:35:00 -
[829] - Quote
PotatoOverdose wrote:We're increasing the build cost to ~15m isk. ~Nope. We're decreasing the structure's lifetime in space to 1 hour. ~Nope. Minimum distance to another MSI is now 100km. ~Fine. We're increasing the volume of the structure to 100m3. ~Woah. Nope. Nope. Nope. These were all necessary steps to prevent systems from being spammed with them rendering any kind of PvP in that system impossible. Novis Initiis is Recruting-á --á Ideas for Drone Improvement |
Domanique Altares
Rifterlings Point Blank Alliance
2282
|
Posted - 2014.01.09 23:37:00 -
[830] - Quote
Priestess Lin wrote:potential profits
LOL.
Profits. Rifterlings pirate corporation is now recruitng members for lowsec PvP operations. Newbie friendly, free T1 frigate and dessy hangar, solo tutoring and PvP classes for new members. Join our in game channel 'weflyrifters' and speak to a recruiter today. |
|
PotatoOverdose
Handsome Millionaire Playboys
845
|
Posted - 2014.01.09 23:41:00 -
[831] - Quote
Omnathious Deninard wrote:PotatoOverdose wrote:We're increasing the build cost to ~15m isk. ~Nope. We're decreasing the structure's lifetime in space to 1 hour. ~Nope. Minimum distance to another MSI is now 100km. ~Fine. We're increasing the volume of the structure to 100m3. ~Woah. Nope. Nope. Nope. These were all necessary steps to prevent systems from being spammed with them rendering any kind of PvP in that system impossible. In its current iteration, no one will bother using the MSI. At 100m3 per hour, I need an industrial alt to tag along with me to use the damn thing. That's just dumb.
If the goal of the change is to make it unusable for general applications, why bother releasing it in the first place? Scrap the concept and re-use the art assets for something else. |
Arthur Aihaken
The.VOID
2745
|
Posted - 2014.01.09 23:51:00 -
[832] - Quote
PotatoOverdose wrote:Let's look at the MSI. Why would anyone ever bother with a 15 mil, 100m3 structure that only lasts 1 hour? Will never be used by anyone on a regular basis. Reduce those 3 values to their previous iteration. Those were also my points. $1-2m ISK, 50m3 and 2 hours is more reasonable. I am currently away, traveling through time and will be returning last week. |
Felsusguy
Aliastra Gallente Federation
325
|
Posted - 2014.01.09 23:55:00 -
[833] - 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. I am now disappointed with the uselessness of these structures. How droll. |
MisterAl tt1
Pretenders Inc W-Space
137
|
Posted - 2014.01.09 23:56:00 -
[834] - Quote
PotatoOverdose wrote:
Let's look at the MSI. Why would anyone ever bother with a 15 mil, 100m3 structure that only lasts 1 hour? Will never be used by anyone on a regular basis. Reduce those 3 values to their previous iteration.
Just my 2 isk.
Any guy with a 20bil capital fleet farming wormholes will do so that, unless he is 1. lazy 2. stupid. |
PotatoOverdose
Handsome Millionaire Playboys
846
|
Posted - 2014.01.10 00:01:00 -
[835] - Quote
MisterAl tt1 wrote:PotatoOverdose wrote:
Let's look at the MSI. Why would anyone ever bother with a 15 mil, 100m3 structure that only lasts 1 hour? Will never be used by anyone on a regular basis. Reduce those 3 values to their previous iteration.
Just my 2 isk.
Any guy with a 10+ bil capital fleet farming wormholes will do so that, unless he is 1. lazy 2. stupid. Your drones/fighters will show up on dscan, mate. Also wrecks, lots of wrecks. Combine with how easy the MSI is to scan down with its 500m sig and 5 sensor strength, yeah good luck with that. |
Zircon Dasher
320
|
Posted - 2014.01.10 00:10:00 -
[836] - Quote
MisterAl tt1 wrote: Any guy with a 10+ bil capital fleet farming wormholes will do so that, unless he is 1. lazy 2. stupid.
So tell me.... do many people in your corp box caps 30km from the warp-in and not use d-scan?
EDIT: DOH! You got me. Should have looked at your corp name first. Well played. Nerfing High-sec is never the answer. It is the question. The answer is 'YES'. |
Sid Crash
57
|
Posted - 2014.01.10 00:17:00 -
[837] - Quote
Fozzie, you can iterate/nerf it all you want, they're both silly ideas that'll create hilariously broken game play while there's zero valid reasons to introduce them in the first place. It's one of those ideas that'll keep haunting you for years if you let it in. Just forget about them, move on.
Just don't. |
Jori McKie
Friends Of Harassment
115
|
Posted - 2014.01.10 00:25:00 -
[838] - Quote
@Petrus Blackshell
The EHP on the MMJU is pretty good with 5k that equals to ~72 DPS to kill in 70s. Think about that Fozzie had to cover 1kiting vs 1brawling T1 Frigs. With more EHP or a shorter deploying time it would have been a 100% get out of jail free card for the brawling Frig, everytime. I can understand you hate the LML Condors and especially the dual damp Hook, me too. But you must give the kiting ship a chance to kill the brawling ship.
You have two options, deploy it pre fight if you aren't sure what kind of ship is coming and you are truesolo (Hooks can still be AB+scram+web+TD) and test the enemy before you get out. Second option, you deploy midfight and let the kiter think "i'm losing, i have to get out" and the kiter has to kill the MMJU while you gain 72sec to get a friend in a non obvious anti kiting ship (MWD Incursus, Kestrel, Merlin etc)
Fozzies changes to the MMJU now forces you to think about it, should i pre deploy to get a 100% out of jail for free card and loose some ISK or not. The testing window (at worst ~60s) vs 1x T1 Frig is enough time to make the gtfo decsion.
Congratulations Priestess Lin, you are the first person on the EVE-O forum i'm blocking. |
MisterAl tt1
Pretenders Inc W-Space
137
|
Posted - 2014.01.10 01:07:00 -
[839] - Quote
PotatoOverdose wrote: Your drones/fighters will show up on dscan, mate. Also wrecks, lots of wrecks. Combine with how easy the MSI is to scan down with its 500m sig and 5 sensor strength, yeah good luck with that.
With one of currently popular ways to farm - all wrecks are within 30km from the spot capitals come to. At first it was not so easily scanned. Still it is not the scan-time, it is the fact of Alarm Wrecks and Capitals! ALL WARP TO THE HOLE versus "well, MSI on d-scan, might be something".
Zircon Dasher wrote: So tell me.... do many people in your corp box caps 30km from the warp-in and not use d-scan?
EDIT: DOH! You got me. Should have looked at your corp name first. Well played.
You don't need d-scan on site, mainly, just click to update signature list. But yeah, I have to agree that keeping a separate window out of MSI to track new signatures will be a pain for solo farmers, that they don't have now. For bigger guys like us... for years we have been keeping a dedicated scanner with probes out for all the time we are on-site.
|
Dorian Wylde
Imperial Academy Amarr Empire
403
|
Posted - 2014.01.10 01:27:00 -
[840] - Quote
Really don't understand the point of the Scan Inhibitor. Way too easy to scan down, doesn't last nearly long enough, and makes people inside blind? Why would anyone ever use this? |
|
Ciba Lexlulu
Stay Frosty.
37
|
Posted - 2014.01.10 01:28:00 -
[841] - 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 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.
Thank you Fozzie for listening!
Disabling d-scan while people under the MSI bubble will add more variables for both attackers and defenders (in FW region) to consider when MSI is active. This should lead to more interesting gameplay. At least now defender will need a scout outside the bubble if they need intel. |
Petrus Blackshell
Rifterlings Point Blank Alliance
2875
|
Posted - 2014.01.10 01:39:00 -
[842] - Quote
Jori McKie wrote: @Petrus Blackshell
The EHP on the MMJU is pretty good with 5k that equals to ~72 DPS to kill in 70s. Think about that Fozzie had to cover 1kiting vs 1brawling T1 Frigs. With more EHP or a shorter deploying time it would have been a 100% get out of jail free card for the brawling Frig, everytime. I can understand you hate the LML Condors and especially the dual damp Hook, me too. But you must give the kiting ship a chance to kill the brawling ship.
You have two options, deploy it pre fight if you aren't sure what kind of ship is coming and you are truesolo (Hooks can still be AB+scram+web+TD) and test the enemy before you get out. Second option, you deploy midfight and let the kiter think "i'm losing, i have to get out" and the kiter has to kill the MMJU while you gain at least extra 50-70sec to get a friend in a non obvious anti kiting ship (MWD Incursus, Kestrel, Merlin etc)
Fozzies changes to the MMJU now forces you to think about it, should i pre deploy to get a 100% out of jail for free card or not. The testing window with a pre deployed MMJU (at worst ~50s) vs 1x T1 Frig is enough time to make the gtfo decsion.
I hadn't thought that far into it, and it sounds pretty cool if it will actually work that way. Thing is, what about bigger ship fights or gang fights? In those situations, a stationary 5k EHP module will fold in literally seconds if someone decides it needs to die.
Jori McKie wrote:Congratulations Priestess Lin, you are the first person on the EVE-O forum i'm blocking. Heh. Listening to her has been educational, and has caused me to reevaluate some ways in which I stomp people.
Rifterlings - small gang frigate PvP - lowsec pirate operation, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |
Jori McKie
Friends Of Harassment
115
|
Posted - 2014.01.10 02:07:00 -
[843] - Quote
In a smallscale fight like 3x kiting Cruiser vs 3x brawling Cruiser and all brawling Cruiser simultaneous deploying midfight MMJU, that means the kiting Crusier have to kill additional 15k EHP within 70s. Easy task for the kiting ships but if you think about brawling Cruiser in a gang, many of them have RR (e.g. 3x Vexxor setups etc.) and with RR it gets tricky. Scaling that up to 7vs7 with some logis+Rapier, MMJU can be your gtfo chance. I think in that sort of fights it depends a lot on player skill and quick decision making, the outcome can be both ways. Let me remind you usually not all ships are pointed (lowsec) and in most case the kiting gang gets 1 or 2 kills before the brawling gang warps off or jump back.
The really tricky part and most dangerous part is, if the brawling gang use the MMJU to get in close range. 1x Rapier/Huginn + deploying MMJU and many kiting gangs will **** their pants and gets very careful. You can expand the scenarios, it gets very difficult for kiting gangs vs brawling gangs with lots of fast tackle. Now the kiting FC has to decide whats the bigger threat the MMJU or the fast tackle, will changing the aligment help and still kill fast tackle, will the brawling FC adapt to the new alignment or not, etc. etc.
All in all 5k EHP with 1min deploy time is ok. |
Zircon Dasher
320
|
Posted - 2014.01.10 03:00:00 -
[844] - Quote
MisterAl tt1 wrote: But yeah, I have to agree that keeping a separate window out of MSI to track new signatures will be a pain for solo farmers, that they don't have now. For bigger guys like us... for years we have been keeping a dedicated scanner with probes out for all the time we are on-site.
That is pretty much the issue (as far as I can tell) that people have with the no-scan change. Med-Large groups are not effected at all by the change since they already have the manpower to bypass the drawback. It only really affects those who do not. vOv
IMO its not a huge issue since WH residents come prepared to run multiple accounts. The place where it will be more noticeable is Kspace. Nerfing High-sec is never the answer. It is the question. The answer is 'YES'. |
Omnathious Deninard
Novis Initiis
2112
|
Posted - 2014.01.10 03:16:00 -
[845] - Quote
Zircon Dasher wrote:MisterAl tt1 wrote: But yeah, I have to agree that keeping a separate window out of MSI to track new signatures will be a pain for solo farmers, that they don't have now. For bigger guys like us... for years we have been keeping a dedicated scanner with probes out for all the time we are on-site.
That is pretty much the issue (as far as I can tell) that people have with the no-scan change. Med-Large groups are not effected at all by the change since they already have the manpower to bypass the drawback. It only really affects those who do not. vOv IMO its not a huge issue since WH residents come prepared to run multiple accounts. The place where it will be more noticeable is Kspace. The MSI only blocks scan results that are able to be blocked with the MSI. Meaning cosmic signatures are still probable from within the MSI. Edit: Source https://forums.eveonline.com/default.aspx?g=posts&m=4089954#post4089954 Novis Initiis is Recruting-á --á Ideas for Drone Improvement |
Priestess Lin
Center for Advanced Studies Gallente Federation
7
|
Posted - 2014.01.10 03:18:00 -
[846] - Quote
Dorian Wylde wrote:Really don't understand the point of the Scan Inhibitor. Way too easy to scan down, doesn't last nearly long enough, and makes people inside blind? Why would anyone ever use this?
It used to be a cool idea until the status quo people got ahold of it and ruined what could have been a great defensive tool for the vast majority of EVE players that would have otherwise emboldened them to take risks outside of high sec.
CCP Fozzie wrote:.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.
So much for that. They seem perfectly happy with it now that it is near useless. |
ROXGenghis
Agony Unleashed Agony Empire
161
|
Posted - 2014.01.10 04:54:00 -
[847] - Quote
Here's my concern with the Mobile Scan Inhibitor (MSI). Won't it require roamers to bring a prober and an interdiction nullified ship wherever they go to (1) find and then (2) investigate every MSI? How does it help to force solo'ers and small gangers to bring these extra ships along wherever they go? I don't see how the tweaks you just announced help with the fundamental issue. How about making the MSI's into beacons to at least eliminate the need to bring probes wherever you go?
And here's the fundamental issue. The biggest obstacle to fun small-scale fights in Eve is ganks made possible by hiding a fleet's true strength. There are already a lot of ways to spring a trap on someone looking for a gf, do we really need another one? It seems the MSI will help people avoid fights entirely or help them set up ganks, neither of which are good for "fun" PVP.
Put yet another way, what are the envisioned applications of the MSI? To help PVE'ers avoid getting ganked? To help gankers hide until they can safely drop on someone? Or is there potentially a use that will help set up fairer fights? |
Zircon Dasher
320
|
Posted - 2014.01.10 05:06:00 -
[848] - Quote
ROXGenghis wrote: fairer fights
I have never heard the term before. Is that a fight between blonde people or women? Nerfing High-sec is never the answer. It is the question. The answer is 'YES'. |
Gorion Wassenar
Stimulus Rote Kapelle
86
|
Posted - 2014.01.10 05:50:00 -
[849] - Quote
This was the right move. Now the MSI has a use in hiding a fleet being formed as opposed to yet another obstacle for a risk adverse PvE'er to hid behind. Not that they all cloak/warp when anyone enters local anyways. And the MMJD unit will be cost/time/sized balanced so that kiting based PvP still has a place.
Y'all Hisec/Bears need to check your privilege. Almost every change from beta has made it easier for you to do anything with less risk. |
nevermore Homing
0
|
Posted - 2014.01.10 06:16:00 -
[850] - Quote
That means i can active my MJD a few seconds later then active the MJU,and jump out 200KM in a second just like 2 stage E wihile using Renekton in LOL
|
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Milton Middleson
Rifterlings Point Blank Alliance
428
|
Posted - 2014.01.10 06:21:00 -
[851] - Quote
Quote:The EHP on the MMJU is pretty good with 5k that equals to ~72 DPS to kill in 70s. Think about that Fozzie had to cover 1kiting vs 1brawling T1 Frigs...But you must give the kiting ship a chance to kill the brawling ship.
This is already a match up heavily skewed in favor of kiting frigates unless the brawling frigate utterly dictates the terms of the engagement or is specifically fit to kill nano-frigates. The kiting frigate already has over a minute to kill its target. That's an eternity in a frigate duel, even for low dps fits, and if you can't manage to down your fleeing target in 72+ seconds, that seems a reasonably tradeoff for a ship that prioritizes speed and ability to disengage over firepower.
In the meantime, by balancing it around Condor v. Incursus fights, you're making the module utterly worthless for anything featuring more firepower. |
RumpenII
81
|
Posted - 2014.01.10 09:02:00 -
[852] - Quote
Quote:The Scan Inhibitor structure itself however does show up on both types of scan and is very easy to probe down
If this structure can be found, what's the point? And if you can not find it will imbalance (as it is now AFK Cloaking) |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1055
|
Posted - 2014.01.10 09:13:00 -
[853] - Quote
Petrus Blackshell wrote: I hadn't thought that far into it, and it sounds pretty cool if it will actually work that way. Thing is, what about bigger ship fights or gang fights? In those situations, a stationary 5k EHP module will fold in literally seconds if someone decides it needs to die.
That is the problem of any solution of one siz fits all. You cannto have all sizes happy. Only solution is to make deployabled for frig size, cruiser size and battleship size separate.
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1055
|
Posted - 2014.01.10 09:14:00 -
[854] - Quote
RumpenII wrote:Quote:The Scan Inhibitor structure itself however does show up on both types of scan and is very easy to probe down If this structure can be found, what's the point? And if you can not find it will imbalance (as it is now AFK Cloaking)
Deception, traps, uncertainty. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Sura Sadiva
Entropic Tactical Crew
1019
|
Posted - 2014.01.10 09:35:00 -
[855] - Quote
ROXGenghis wrote:And here's the fundamental issue. The biggest obstacle to fun small-scale fights in Eve is ganks made possible by hiding a fleet's true strength. There are already a lot of ways to spring a trap on someone looking for a gf, do we really need another one? It seems the MSI will help people avoid fights entirely or help them set up ganks, neither of which are good for "fun" PVP.
Put yet another way, what are the envisioned applications of the MSI? To help PVE'ers avoid getting ganked? To help gankers hide until they can safely drop on someone? Or is there potentially a use that will help set up fairer fights?
Yes, this is the main concern with this MSI thing. And also give even more safety to PVE in low and null (partially rebalanced in the last iteration).
Basically are support tools for farmers and campers gameplay.
However they already coded it and have to release, so we can only hope to control damage.
|
Jori McKie
Friends Of Harassment
115
|
Posted - 2014.01.10 10:12:00 -
[856] - Quote
Milton Middleson wrote:Quote:The EHP on the MMJU is pretty good with 5k that equals to ~72 DPS to kill in 70s. Think about that Fozzie had to cover 1kiting vs 1brawling T1 Frigs...But you must give the kiting ship a chance to kill the brawling ship. This is already a match up heavily skewed in favor of kiting frigates unless the brawling frigate utterly dictates the terms of the engagement or is specifically fit to kill nano-frigates. The kiting frigate already has over a minute to kill its target. That's an eternity in a frigate duel, even for low dps fits, and if you can't manage to down your fleeing target in 72+ seconds, that seems a reasonably tradeoff for a ship that prioritizes speed and ability to disengage over firepower. In the meantime, by balancing it around Condor v. Incursus fights, you're making the module utterly worthless for anything featuring more firepower.
I'm not sure i get it? Did you read this https://forums.eveonline.com/default.aspx?g=posts&m=4092615#post4092615 ?
There are many scenarios for small and medscale fights in which the MMJU still can be used but not abused aka 100% get out of jail free card. Do not forget that every time MMJUs are dropped it is additional EHP the other gang has to kill or deal with the enemy gtfo or deal with tanky ships got in too close. |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1055
|
Posted - 2014.01.10 10:14:00 -
[857] - Quote
Sura Sadiva wrote:ROXGenghis wrote:And here's the fundamental issue. The biggest obstacle to fun small-scale fights in Eve is ganks made possible by hiding a fleet's true strength. There are already a lot of ways to spring a trap on someone looking for a gf, do we really need another one? It seems the MSI will help people avoid fights entirely or help them set up ganks, neither of which are good for "fun" PVP.
Put yet another way, what are the envisioned applications of the MSI? To help PVE'ers avoid getting ganked? To help gankers hide until they can safely drop on someone? Or is there potentially a use that will help set up fairer fights? Yes, this is the main concern with this MSI thing. And also give even more safety to PVE in low and null (partially rebalanced in the last iteration). Basically are support tools for farmers and campers gameplay. However they already coded it and have to release, so we can only hope to control damage.
That will be solved only when local is revamped. Because the opposite is still true. Gang A might have a trap ready, but gang B could ALSO be muc h larger and could be a gang C around even? The things will balance only when the " better engagign with limited losses possibility than not engaging at all or risking being counter escalated by much superior force" is achievable.
Its ahard balnce, but i think might be possible.. but only after super local intel is gone. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Rek Seven
Probe Patrol Polarized.
1260
|
Posted - 2014.01.10 12:01:00 -
[858] - 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 |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1056
|
Posted - 2014.01.10 12:35:00 -
[859] - Quote
Rek Seven 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. 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 most 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.
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... "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Rek Seven
Probe Patrol Polarized.
1261
|
Posted - 2014.01.10 12:46:00 -
[860] - 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 |
|
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1056
|
Posted - 2014.01.10 12:53:00 -
[861] - Quote
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. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Rek Seven
Probe Patrol Polarized.
1262
|
Posted - 2014.01.10 13:00:00 -
[862] - 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 |
Jori McKie
Friends Of Harassment
115
|
Posted - 2014.01.10 13:46:00 -
[863] - Quote
Rek Seven wrote: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.
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?
|
Markku Laaksonen
EVE University Ivy League
316
|
Posted - 2014.01.10 14:20:00 -
[864] - Quote
Kagura Nikon wrote:Markku Laaksonen wrote:Seems a bit heavy handed of a nerf. Considering that the side effects if unchecked were way heavier. I think its easier for them to buff them later if they are nto used enough than to face huge side effects at start if they do not nerf them.
Basically nerf now, buff later if needed. Fair enough. One of the biggest things that stood out to me was the the MMJU will have 5k EHP and a 1min activation time. If I'm reading that right, it means I hit the jump button on the MMJU and a minute later I micro-jump 100km away.
Seems like an awfully long time. Hopefully I'm reading it wrong. |
Omnathious Deninard
Novis Initiis
2112
|
Posted - 2014.01.10 14:27:00 -
[865] - Quote
Markku Laaksonen wrote:Kagura Nikon wrote:Markku Laaksonen wrote:Seems a bit heavy handed of a nerf. Considering that the side effects if unchecked were way heavier. I think its easier for them to buff them later if they are nto used enough than to face huge side effects at start if they do not nerf them. Basically nerf now, buff later if needed. Fair enough. One of the biggest things that stood out to me was the the MMJU will have 5k EHP and a 1min activation time. If I'm reading that right, it means I hit the jump button on the MMJU and a minute later I micro-jump 100km away. Seems like an awfully long time. Hopefully I'm reading it wrong. You are, it is 1 min anchor time, 12 seconds to jump Novis Initiis is Recruting-á --á Ideas for Drone Improvement |
SFM Hobb3s
Vanguard Frontiers Black Legion.
50
|
Posted - 2014.01.10 14:54:00 -
[866] - Quote
Scouts in inties who like to circle enemy fleets on grid are going to have to start being very careful about these.
Other inties can wait on the jump unit, activate it, overheat mwd, and start burning toward the scout who's hanging around at the edge of the grid. They will begin to close the gap on the target, and after 12 seconds receive a nice little jump of 100km to close the gap even further. |
Rek Seven
Probe Patrol Polarized.
1263
|
Posted - 2014.01.10 15:01:00 -
[867] - 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 |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1056
|
Posted - 2014.01.10 15:02:00 -
[868] - Quote
Rek Seven wrote: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.
nto flawed at all. Just because you do nto fly solo, that does not justify. Also you clearly are not thinkign trouhg. The target does not need to have the web. But you cannot expect all frigates to have scrams and ALWAYS expect to engage everythign in short range.
If you cannto understand taht , a so obvious and strong situation that Devs and CSM seens very fast to be a problem, then there not much to discuss.
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1056
|
Posted - 2014.01.10 15:04:00 -
[869] - Quote
Rek Seven wrote: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?
Preparign the battlefield for a trap so you do not need to expose your forced at the intended choke point before the enemy arrives, therefore increasing your safety .
If you are unable to use strategy, do not blame others on it. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Rek Seven
Probe Patrol Polarized.
1263
|
Posted - 2014.01.10 15:12:00 -
[870] - 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 |
|
Theon Severasse
Sniggwaffe WAFFLES.
60
|
Posted - 2014.01.10 15:33:00 -
[871] - Quote
Markku Laaksonen wrote:Kagura Nikon wrote:Markku Laaksonen wrote:Seems a bit heavy handed of a nerf. Considering that the side effects if unchecked were way heavier. I think its easier for them to buff them later if they are nto used enough than to face huge side effects at start if they do not nerf them. Basically nerf now, buff later if needed. Fair enough. One of the biggest things that stood out to me was the the MMJU will have 5k EHP and a 1min activation time. If I'm reading that right, it means I hit the jump button on the MMJU and a minute later I micro-jump 100km away. Seems like an awfully long time. Hopefully I'm reading it wrong.
No. What it means is that it has a 1 minute timer before you can use it, and then once it's anchored it takes 12 seconds to jump away. |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1057
|
Posted - 2014.01.10 15:34:00 -
[872] - Quote
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 "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Rek Seven
Probe Patrol Polarized.
1263
|
Posted - 2014.01.10 16:11:00 -
[873] - 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 |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1057
|
Posted - 2014.01.10 16:26:00 -
[874] - Quote
Rek Seven wrote: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.
ever heard of the concept of modules using a slot? And PG and CPU?
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Rek Seven
Probe Patrol Polarized.
1263
|
Posted - 2014.01.10 16:36:00 -
[875] - 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 |
darius mclever
59
|
Posted - 2014.01.10 16:40:00 -
[876] - Quote
just an idea for the mobile scan inhibitor:
Instead of gimping the scan abilities under MSI completely ...how about limiting it to 1AU? That way you have a chance to see probes shortly before they will find you. |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1059
|
Posted - 2014.01.10 16:55:00 -
[877] - Quote
Rek Seven wrote: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...
Yah beleive what you want. It not like I am in a group that filters the PVP capabilities of the candidates...
Again.. if YOU are unable to use it, its YOUR problem. CCP cannot destroy VALID gameplay (solo) because YOU are unable to put your brain into second gear to deal with a bit more complex strategies. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Jori McKie
Friends Of Harassment
115
|
Posted - 2014.01.10 16:57:00 -
[878] - Quote
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. You have to prepare the MMJU usage, have it on the field before the engagement to get the full advantage. In midfight the usefullness depends on how good you are and how good your enemy is. Scenario: 20 kiting vs 25 brawling both have logis, both have Rapiers/Arazus the whole shebang including 5x fast tackle for the brawling gang. The kiting gang FC is not experienced enough and does his usual thing, align sun, burn if you need, 20-30s later the kiting is about 50km to 70km away form the brawling gang, trying to kill the fast tackle. Now the brawling gang drops 20 MMJUs and the kiting FC realize to late that they are on field > some dead kiting stuff or the kiting FC does realize the threat and change alignment just in time primaries the MMJUs and give the fast tackle some room to scram+web stuff waiting for the Rapier/Arazu to catch up. Or ....
There are many many options the MMJU can be used as defensive aka gtfo or offensive on a kiting gang either killing some of them or just put pressure on them so the fast tackle can do its work.
They are a lot more scenarios, in combination with MSI+drag bubble or drage bubble alone to have a gtfo option in non BS.
Let your brain work some out..... |
Rek Seven
Probe Patrol Polarized.
1263
|
Posted - 2014.01.10 17:28:00 -
[879] - 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 |
Resgo
Sniggerdly Pandemic Legion
11
|
Posted - 2014.01.10 17:44:00 -
[880] - Quote
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. |
|
Erasmus Phoenix
Balls To The Walls No Response
39
|
Posted - 2014.01.10 18:23:00 -
[881] - 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. |
Milton Middleson
Rifterlings Point Blank Alliance
428
|
Posted - 2014.01.10 18:37:00 -
[882] - Quote
Jori McKie wrote:I'm not sure i get it? Did you read this https://forums.eveonline.com/default.aspx?g=posts&m=4092615#post4092615 ? There are many scenarios for small and medscale fights in which the MMJU still can be used but not abused aka 100% get out of jail free card. Do not forget that every time MMJUs are dropped it is additional EHP the other gang has to kill or deal with the enemy gtfo or deal with tanky ships got in too close.
MMJUs are stationary. Three nano cruisers sporting 300 dps apiece will kill it in six seconds. Their drones can probably kill it before it finishes winding up. Meanwhile, the brawling gang can't move very far from the MMJU if they intend to remain in range to use it once it is done anchoring, if by some miracle it survives. |
Domanique Altares
Rifterlings Point Blank Alliance
2283
|
Posted - 2014.01.10 20:05:00 -
[883] - Quote
Milton Middleson wrote:Jori McKie wrote:I'm not sure i get it? Did you read this https://forums.eveonline.com/default.aspx?g=posts&m=4092615#post4092615 ? There are many scenarios for small and medscale fights in which the MMJU still can be used but not abused aka 100% get out of jail free card. Do not forget that every time MMJUs are dropped it is additional EHP the other gang has to kill or deal with the enemy gtfo or deal with tanky ships got in too close. MMJUs are stationary. Three nano cruisers sporting 300 dps apiece will kill it in six seconds. Their drones can probably kill it before it finishes winding up. Meanwhile, the brawling gang can't move very far from the MMJU if they intend to remain in range to use it once it is done anchoring, if by some miracle it survives.
Good. The more irrelevant and useless these two deployables, the better. Rifterlings pirate corporation is now recruitng members for lowsec PvP operations. Newbie friendly, free T1 frigate and dessy hangar, solo tutoring and PvP classes for new members. Join our in game channel 'weflyrifters' and speak to a recruiter today. |
Alx Warlord
SUPERNOVA SOCIETY Last Resort.
550
|
Posted - 2014.01.10 20:54:00 -
[884] - Quote
Hey Fozzie... and about the POS revamp? is that the big project that you guys are working with?
NDA?
Ok... Please read these! > New POS system > New SOV system |
Sura Sadiva
Entropic Tactical Crew
1019
|
Posted - 2014.01.10 23:39:00 -
[885] - Quote
Alx Warlord wrote:Hey Fozzie... and about the POS revamp? is that the big project that you guys are working with?
NDA?
Ok...
Is this, the POS revamp |
Arthur Aihaken
The.VOID
2754
|
Posted - 2014.01.11 01:46:00 -
[886] - Quote
Cost and volume on the Mobile Scan Inhibitor still needs to come down. I am currently away, traveling through time and will be returning last week. |
Sura Sadiva
Entropic Tactical Crew
1020
|
Posted - 2014.01.11 01:56:00 -
[887] - Quote
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.
Dude, they're overpowered. Even with only 1 hp they'd be still overpowered.
They scale exponentially with the number of players (and the number of players on a node is theorically unlimioted). Each player (ANY player, no requirement) can deploy several jump unit and each jump unit can be used by an ublimited number of players. In EVE hisory this kind of items acting as multiplier always been abused.
And this had to be enough to never bring this **** on the design table.
We don't need to define specific tactics now to understand this (btw I think they'll be more a tool to close in more than to disengage); people will build MJU grids, jump chains and so on, till the point to override the "traditional" range control in EVE combat.
|
Vaju Enki
Secular Wisdom
1208
|
Posted - 2014.01.11 10:37:00 -
[888] - Quote
This changes are not enough, increase the cost, the volume and nerf them more. The Tears Must Flow |
James Amril-Kesh
4S Corporation Goonswarm Federation
8277
|
Posted - 2014.01.11 11:04:00 -
[889] - Quote
Rek Seven wrote: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... Maybe they won't get used. Hopefully they won't. Good riddance. My EVE Videos |
Barrogh Habalu
Imperial Shipment Amarr Empire
785
|
Posted - 2014.01.11 11:28:00 -
[890] - Quote
Come to think about it, we need mobile afterburners, deployable guns, portable gyrostabs and I'm pretty sure that mobile ECCM arrays are coming soon.
In coherence with this line of thinking, supercaps could use deployable battleships. |
|
Chigurh Friendo
Stay Frosty.
45
|
Posted - 2014.01.11 13:35:00 -
[891] - Quote
I like these two mobile deployables. They seem functionally suitable for the limited applications that they are designed for while still allowing people to be creative with their actual use.
Mobile Micro Jump Unit:
For example, the Mobile Micro Jump Unit is useful for escaping from an inattentive or indecisive skirmish tackler (or gang), but it is sufficiently vulnerable that focused enemy aggression can destroy it before it becomes operational (i.e. it can easily be destroyed during the 60s activation timer), thereby preventing conceivable get-out-of-jail-free overtanking+MJU abuses.
One can also imagine that the Mobile Micro Jump Unit still can be set up on a grid like an FW grid to establish favourable positioning for activities like sniping or *shudders* long ranged ECM. Similarly, super-long range ships become somewhat more theoretically interesting in a FW context than before, given what might be possible with suitable preparation.
Although somewhat less useful on normal grids, the Mobile Micro Jump Unit could also nonetheless serve some purpose when used in conjunction with larger slower ships by enabling them to establish sufficient range for performing an on-grid relocation via a post-MJU tactical warp... without, in such case, relying excessively upon alts, fleet members, or warpback bookmarks.
Mobile Scan Inhibitor:
Regarding the Mobile Scan Inhibitor, I am pleased with the balance parameters for cost and duration of use relative to its power level.
As others have noted, the Mobile Scan Inhibitor can allow a fleet to conceal its composition in nullsec or in FW against aggressors. While I dislike this concept as a small gang or solo pilot, I think that the 15M cost and 1h duration are meaningful balancing points that will deter the average user from simply spamming this deployable. In other words, there would have to be sufficient incentive for a collective of players to deploy the Mobile Scan Inhibitor, and in this capacity it affords an advantage for those who prepare accordingly.
Similarly, one can imagine numerous traps that the Mobile Scan Inhibitor makes possible, which I think is a fun concept given the cost and preparation required, relative to the limited duration. |
Sura Sadiva
Entropic Tactical Crew
1021
|
Posted - 2014.01.11 14:41:00 -
[892] - Quote
Chigurh Friendo wrote: As others have noted, the Mobile Scan Inhibitor can allow a fleet to conceal its composition in nullsec or in FW against aggressors.
A problem I see with these deployables is just this, they're geared toward the defender. "Defender" in a general sense can be the ones already inside the plex, the ones camping a gate, the missioners, the ratters and so on. In general is the one already in a place managing their own business decide if, where and when set up this.
I think this is bad because if "defending" is the more convenient option everyone will prefer to defend, and if everyone defends nothing happens. It promotes static gameplay.
On the countrary I think in the current state EVE need to stimulate active/aggression gameplay.
|
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
485
|
Posted - 2014.01.11 15:27:00 -
[893] - Quote
Sura Sadiva wrote:Chigurh Friendo wrote: As others have noted, the Mobile Scan Inhibitor can allow a fleet to conceal its composition in nullsec or in FW against aggressors.
A problem I see with these deployables is just this, they're geared toward the defender. "Defender" in a general sense can be the ones already inside the plex, the ones camping a gate, the missioners, the ratters and so on. In general is the one already in a place managing their own business decide if, where and when set up this. I think this is bad because if "defending" is the more convenient option everyone will prefer to defend, and if everyone defends nothing happens. It promotes static gameplay. On the countrary I think in the current state EVE need to stimulate active/aggression gameplay.
yeah, things are already stacked ridiculously in favour of whoever it is that isn't roaming, at all levels of everything in eve. |
Baali Tekitsu
Herrscher der Zeit Test Alliance Please Ignore
611
|
Posted - 2014.01.11 15:53:00 -
[894] - Quote
Make the MMJU destroy itself if its targeted. Also unavailable to ships who are not pods. Spoole up time 120 seconds. THX. THIS THING IS COMPLETELE PROKEN And add "completely useless" to the description while your at it- RATE LIKE SUBSCRIBE |
NexusWatcher
Apologetic Tendencies
1
|
Posted - 2014.01.11 19:11:00 -
[895] - Quote
CCP Fozzie wrote:
Of course the CSM isn't the only source for feedback but they are an important one. Our election system does a very good job of accurately representing the subset of the playerbase that cares enough to click a few buttons and in my experience they have provided a very useful pool of players who work very hard to help us improve the game.
We never limit ourselves just to one group's feedback, but for me to ignore the CSM or disrespect the valuable effort they put in would be to do the community and the game a disservice.
We need to both add new things and fix older ones. I tend to fall into the camp that prizes revamping and converting older systems highly but to focus on just one or the other would leave us with missed opportunities to improve the game as a whole.
For every player that provides us the "Stop adding things and just fix stuff" feedback, there's another player that asks us to "Stop fixing stuff and just add things". Neither perspective is entirely wrong, but neither is entirely correct either.
This is probably the wrong place for it but I pretty frustrated by these statements.
I don't believe that. Example: Macintosh forum. Small but avid player group, but we don't get crap for responses. The biggest issue still is the freezing of the mac client which has been around awhile but still no official word about anything for the issue. You can't verify the local client issues even if you send you the logging files and sometimes the logging system is what also helps crash the client itself. I lost a nice ship due to this issue and guess what? All the GM's pretty much said was "clear your cache and cookies, no reimbursement for you!"
CSM/Windows users > Mac users? And I know that's generally how you all feel anyway.
How about you actually fix the mac client as this is breaking EVE just by itself. I'd love to hear back from you but I won't hold my hopes up high as CCP is getting really bad about feedback. (Rapid heavy missile launcher anyone?)
CCP Ukelele wrote:Hello, We apologize for the late reply and appreciate your patience. We are sorry to hear about your ship loss. Unfortunately we are unable to reimburse the ship as our server-side logs do not indicate that a bug/error within the game or a server related problem was the reason for your loss. While we are unable to verify what your local client displayed at the time of your loss, our records indicate that your ship was responsive around the time of your loss. If you believe that your local client is presenting information or visual elements inaccurately, please clear your cache. You can find information on that process here: http://wiki.eveonline.com/en/wiki/Clearing_the_cache_and_settingsThis does not mean that we doubt your description of events in any way but I'm afraid it keeps our hands tied in regards to reimbursement. We hope that you will recover swiftly from the loss. Please let us know if issues persist. Best regards, GM Ukulele CCP Customer Support | EVE Online | Dust 514
Keeps your hands tied huh? That doesn't help us out much. GG CCP |
Erasmus Phoenix
Balls To The Walls No Response
39
|
Posted - 2014.01.11 19:33:00 -
[896] - Quote
Dude, get that GM response out of your post right now if you don't want a ban. |
Arthur Aihaken
The.VOID
2759
|
Posted - 2014.01.11 22:55:00 -
[897] - Quote
When the Mobile Micro Jump Unit goes "boom", can we have it explode with bomb damage in a 15km radius? I am currently away, traveling through time and will be returning last week. |
pichan
Probe Patrol Polarized.
0
|
Posted - 2014.01.11 23:14:00 -
[898] - Quote
I am very much against this mods.... please fix wormhole space first and alliance bookmarks b4 wasting anymore time on this... |
Hatsumi Kobayashi
Origin. Black Legion.
338
|
Posted - 2014.01.12 12:42:00 -
[899] - 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.
Is it still possible to activate the MMJU with a HIC that has its bubble up? No sig. |
Kitty Bear
Disturbed Friends Of Diazepam Disturbed Acquaintance
1184
|
Posted - 2014.01.12 16:29:00 -
[900] - Quote
Sura Sadiva wrote:Chigurh Friendo wrote: As others have noted, the Mobile Scan Inhibitor can allow a fleet to conceal its composition in nullsec or in FW against aggressors.
A problem I see with these deployables is just this, they're geared toward the defender. "Defender" in a general sense can be the ones already inside the plex, the ones camping a gate, the missioners, the ratters and so on. In general is the one already in a place managing their own business decide if, where and when set up this. I think this is bad because if "defending" is the more convenient option everyone will prefer to defend, and if everyone defends nothing happens. It promotes static gameplay. On the countrary I think in the current state EVE need to stimulate active/aggression gameplay.
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 |
|
I am disposable
Republic University Minmatar Republic
61
|
Posted - 2014.01.12 16:55:00 -
[901] - Quote
With the latest iterations both these things have become ridiculously niche. If that was the intent, job well done. |
Hatsumi Kobayashi
Origin. Black Legion.
338
|
Posted - 2014.01.12 19:05:00 -
[902] - Quote
Also before introducing the Mobile Scan Inhibitor can combat probe results be fixed so as not to round to the nearest 64? Because that's really dumb. No sig. |
Rek Seven
Probe Patrol Polarized.
1280
|
Posted - 2014.01.12 19:49:00 -
[903] - 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 |
Svodola Darkfury
Heaven's End League of Infamy
355
|
Posted - 2014.01.12 21:26:00 -
[904] - Quote
I'm concerned that this d-scan unit thingy will make people ratting in null-sec systems further uncatchable. You will know that there is a unit there, but no way to know if it is worth warping to (is it a drake or is it a nidhoggur?) and they'll still have the advantage of local and start spooling up warp the second you come into system.
In the wormhole side of things, it could make for interesting engagements, but it's not going to protect PVE fleets a great deal, because they're going to disengage when they see a wormhole pop if they're smart, and if they're doing cap escalations they're in a siege cycle anyways, and we're going to see their kills on wormnav and just start checking where the mobile d-scan inhibitor is at.
It's an interesting concept for PVP, but I'm concerned about the PVE protection factor that takes out a lot of the gankability in null.
Svo. CEO of Heaven's End; Bad League of Legends Player. |
Alundil
The Unnamed. The NME Alliance
379
|
Posted - 2014.01.12 22:12:00 -
[905] - Quote
Nalha Saldana wrote:Can a pod use the jump drive and if so could I jump into enemy POSs and steal unpiloted ships? Given that the mjd won't allow you to jump into an enemy pos (also now somewhat of an exploit to use warp mechanics to do so as well) I'd say no. But would be hilarious otherwise. Clone mechanics enchancements Deep Space Probe Revival |
Sura Sadiva
Entropic Tactical Crew
1022
|
Posted - 2014.01.12 23:52:00 -
[906] - 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
Sure, and not having any clue about enemy fleet composition and location will encourage people to happly engage :)
We all know is not the way things work in EVE. Those things are like portable gate camps. Now, in my experience, if you think there's a gatecamp waiting on the other side you don't gather a random gang and jump to engage. If you are alone you simply care to have a ship able to evade the camp or simply don't jump.
If you're in fleet too you send a suicide scout in and then you see, if enemy numbers and fleet composition are ok for you then you bring the fleet in. Otherwise you give up (and goodbye scout).
Your example only apply (as a remote chance) to WH, that's just where such a change is not needed. The fact that in any other situation in EVE doesn't work simply prove that is pointless without a nerf to local and the side already holding the ground, the defender, is the one having the time/chance to deploy this modules
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 |
Candente
Navy Veteran Club
35
|
Posted - 2014.01.13 06:56:00 -
[907] - Quote
MSI really should disable drag bubble effects within its radius, since in its current form it still is a big nerf to scan ships other than a nullified T3. |
Zappity
Kurved Space
760
|
Posted - 2014.01.13 13:28:00 -
[908] - Quote
Mobile jump whatsit changes are good. Possibly too little EHP to be of any use whatsoever but let's see. Better to start cautiously than ruin a ship type completely (yes, even kite-scrub Condors).
Mobile scan whatsit is just a gift to FW farmers. They need to be kept away from the beacon in FW plexes. The main thing they will accomplish in their current iteration (in FW space) is to decrease the number of fights. Zappity's Adventures for a taste of lowsec. |
dirtydebbs
Aperture Harmonics No Holes Barred
11
|
Posted - 2014.01.13 14:24:00 -
[909] - Quote
right errrrm the MMJD ...
please correct me if I am reading this wrongly....
once activated all within range of unit will be mjd away or only people who activate it can including anyone ?
cos if the all within range is what is does that means a free get out of jail card even if scramed, get talked ure scrammed fleet lands u hit the MMJD ure scrammed so it doesn't work for you but enemy fleet bounce 100km in all direction including ure takle and then u just mosey out of there ?? |
Alundil
The Unnamed. The NME Alliance
379
|
Posted - 2014.01.13 15:05:00 -
[910] - Quote
Priestess Lin wrote:G'host Warrot wrote:Well this D-Scan thing is now dead for me. Thought about it for Solomining in Low-Sec.
To much cost, to low durationtime.
Well then, go ahead.
Me too man. I'm actually really sad . As a solo player who doesn't have time for a large corp, I was going to get a heck of a lot of use for this mining outside high sec, and especially in wormholes. Currently, the rewards of mining outside high sec are nowhere worth the risk and costs and repetitive stress syndrome from having to mash d-scan every second as your only defense. We could have had a defensive tool that provided more opportunities for you solo pirates, but the status quo, "aggressor advantage", couldn't let that happen. Way to go
If you were looking at this tool to provide a way for you to mine in safety in either low sec, 0.0 or w-space you would have been sadly disappointed regardless of the ongoing alterations to the scan inhibitor. As a wormholer, let me be the first to tell you "anyone can easily learn who's mining in an ore anomaly." It is trivially easy. You have no one to thank for that other than CCP, Odyssey and the move of Grav/Ore sites from scanned signatures to insta-warp anoms. This has literally ZERO bearing on the MSI.
And this explains a lot but... Furthermore, solo mining in hostile territory is foolishness regardless of what setup you use. Bring a friend or three.
With all that out of the way, for someone who is obviously too "timid" to use their actual pilot (you don't truly believe that anyone thinks you're just a very impassioned but new pilot, right?) your request to everyone to "HTFU" would be almost endearing if it weren't patently obvious trolling from a frightened 'bear.'
So without further ado, you can rest safe in the knowledge that you're the second to be added to the "My word that person is too dense to bother with list" (better known as ignore). Feel free to play with Dinsdale's tinfoil collection. Clone mechanics enchancements Deep Space Probe Revival |
|
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1065
|
Posted - 2014.01.13 15:32:00 -
[911] - Quote
dirtydebbs wrote:right errrrm the MMJD ...
please correct me if I am reading this wrongly....
once activated all within range of unit will be mjd away or only people who activate it can including anyone ?
cos if the all within range is what is does that means a free get out of jail card even if scramed, get talked ure scrammed fleet lands u hit the MMJD ure scrammed so it doesn't work for you but enemy fleet bounce 100km in all direction including ure takle and then u just mosey out of there ??
It doe snto work if you are SCRAMED.. but works if you are disrupted. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Sal Landry
School of Applied Knowledge Caldari State
182
|
Posted - 2014.01.13 15:33:00 -
[912] - Quote
You are possibly the most obnoxious person I have ever seen on Eve O. Congratulations!
|
Alundil
The Unnamed. The NME Alliance
379
|
Posted - 2014.01.13 16:12:00 -
[913] - Quote
Sal Landry wrote:You are possibly the most obnoxious person I have ever seen on Eve O. Congratulations! You don't read Eve-O very much then as that was positively tame compared to the overwhelming majority of comments on this forum and others. Given the ridiculous level of redundant and pointless sperg in this thread by some in the "sky is falling" or "HTFU" camps I'd say it was pretty unnoticeable.
But my apologies if i've bruised your overly sensitive sensibilities; though you might refrain from whiting knighting untenable positions in the future given the above. Clone mechanics enchancements Deep Space Probe Revival |
Lvzbel Ixtab
0ne Percent. Odin's Call
26
|
Posted - 2014.01.13 22:55:00 -
[914] - Quote
Mobile Micro Jump Unit: say bye bye to kitting, easy way out for brawlers= lame
Mobile Scan Inhibitor: Safer null bears, and FW traps
I dont see anything positive coming out of this, just making null bears safer and killing a completely legitimate way to pvp (kitting)
|
dirtydebbs
Aperture Harmonics No Holes Barred
11
|
Posted - 2014.01.14 09:06:00 -
[915] - Quote
Kagura Nikon wrote:dirtydebbs wrote:right errrrm the MMJD ...
please correct me if I am reading this wrongly....
once activated all within range of unit will be mjd away or only people who activate it can including anyone ?
cos if the all within range is what is does that means a free get out of jail card even if scramed, get talked ure scrammed fleet lands u hit the MMJD ure scrammed so it doesn't work for you but enemy fleet bounce 100km in all direction including ure takle and then u just mosey out of there ?? It doe snto work if you are SCRAMED.. but works if you are disrupted.
yes so if ure scrammed you wont mj 100km out but everyone on grid who isn't scrammed will?
basically what im saying is does this thing make everyone within range mj so scenario
so scenario your pveing with one of these on grid next to you ure ganked enemy fleet lands on you and u get scrammed youre screwd basically so u activate the mmjd and everyone within range mj away in there direction? or is it only the person who activates it does if able to?
cos taking my first scenario into account u get scrammed ure only person who is scrammed u activate the mmjd everyone within range of it gets bounced 100km away except you cos u were scrammed giving you time to gtfo?
that's what im trying to get at |
Quinn Corvez
Probe Patrol Polarized.
166
|
Posted - 2014.01.14 09:14:00 -
[916] - Quote
^ I'm not 100% sure but if it did work like that, it would be the dumbest mechanic in game.
I imagine every individual would have to click on the structure and activate it. |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1065
|
Posted - 2014.01.14 09:26:00 -
[917] - Quote
dirtydebbs wrote:Kagura Nikon wrote:dirtydebbs wrote:right errrrm the MMJD ...
please correct me if I am reading this wrongly....
once activated all within range of unit will be mjd away or only people who activate it can including anyone ?
cos if the all within range is what is does that means a free get out of jail card even if scramed, get talked ure scrammed fleet lands u hit the MMJD ure scrammed so it doesn't work for you but enemy fleet bounce 100km in all direction including ure takle and then u just mosey out of there ?? It doe snto work if you are SCRAMED.. but works if you are disrupted. yes so if ure scrammed you wont mj 100km out but everyone on grid who isn't scrammed will? basically what im saying is does this thing make everyone within range mj so scenario so scenario your pveing with one of these on grid next to you ure ganked enemy fleet lands on you and u get scrammed youre screwd basically so u activate the mmjd and everyone within range mj away in there direction? or is it only the person who activates it does if able to? cos taking my first scenario into account u get scrammed ure only person who is scrammed u activate the mmjd everyone within range of it gets bounced 100km away except you cos u were scrammed giving you time to gtfo? that's what im trying to get at
No no.. You do nto move anyoen else. Nothign in eve has that type of effect. You always activate things for your OWN ship only. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Speedkermit Damo
Demonic Retribution Nullsec Ninjas
218
|
Posted - 2014.01.14 11:12:00 -
[918] - Quote
ROXGenghis wrote:Here's my concern with the Mobile Scan Inhibitor (MSI). Won't it require roamers to bring a prober and an interdiction nullified ship wherever they go to (1) find and then (2) investigate every MSI? How does it help to force solo'ers and small gangers to bring these extra ships along wherever they go? I don't see how the tweaks you just announced help with the fundamental issue. How about making the MSI's into beacons to at least eliminate the need to bring probes wherever you go?
And here's the fundamental issue. The biggest obstacle to fun small-scale fights in Eve is ganks made possible by hiding a fleet's true strength. There are already a lot of ways to spring a trap on someone looking for a gf, do we really need another one? It seems the MSI will help people avoid fights entirely or help them set up ganks, neither of which are good for "fun" PVP.
Put yet another way, what are the envisioned applications of the MSI? To help PVE'ers avoid getting ganked? To help gankers hide until they can safely drop on someone? Or is there potentially a use that will help set up fairer fights?
Any mechanic which forces solo-ers to use and multibox yet more alts is just bad, and needs to die in a fire. Seems like it's "Greed is good" all over again.
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.
What's next? Deployable turrets and missile launchers? Deployable Concord? Don't Panic.
|
Rek Seven
Probe Patrol Polarized.
1288
|
Posted - 2014.01.14 12:01:00 -
[919] - 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 |
Sura Sadiva
Entropic Tactical Crew
1022
|
Posted - 2014.01.14 12:33:00 -
[920] - Quote
Speedkermit Damo wrote:What's next? Deployable turrets and missile launchers? Deployable Concord?
Sssst, don't give them ideas...
The "cloacking bubble to use in belts" is an idea taken from one of these forums. And in the same forums were also proposed things like "deployable turrets" and "upgrades indexes in sov null NPC alliance navy"
|
|
Ryans Revenge
Last Huzzah
79
|
Posted - 2014.01.14 17:03:00 -
[921] - Quote
Regarding the mobile scanning thing. I don't like it. It's imbalanced for the people inside it simply because they can have an alt sat outside using thier scanner while they have thier main ships inside. However someone roaming around/looking for them can't have thier alt sat inside it in the same way.
Further kills skirmish roaming style pvp. It's a fun idea in theory but in practice it's just gonna be extremely lame. |
Beta Maoye
Ecstasy Of Gold Corp
9
|
Posted - 2014.01.14 18:21:00 -
[922] - Quote
Since you are going to make MMJU, a fleet version of MJD, please also make its counterparts for individual small ship and medium ship i.e.small micro jump drive and medium micro jump drive. |
IrJosy
Club 1621 Goonswarm Federation
145
|
Posted - 2014.01.16 17:14:00 -
[923] - Quote
Thanks for implementing the scan inhibitor ccp! Great idea! |
RumpenII
97
|
Posted - 2014.01.17 09:26:00 -
[924] - Quote
IrJosy wrote:Thanks for implementing the scan inhibitor ccp! Great idea!
http://eveion.blogspot.co.uk/2014/01/icelandic-police-raid-ccps-headquarters.html |
Erad Stomper
Quebec's Underdog League Quebec United Legions
18
|
Posted - 2014.01.18 07:43:00 -
[925] - Quote
Mobile wormhole dialer.
dial the J number, pass thru and blow up those on the other side.
|
valthyr
No Code of Conduct Fluffeh Bunneh Murder Squad
13
|
Posted - 2014.01.18 08:03:00 -
[926] - Quote
I fully support this as it is clearly the truth of the matter. |
gascanu
Bearing Srl.
78
|
Posted - 2014.01.18 13:18:00 -
[927] - Quote
will the new structures give a killmaill when destroyed? and while at it, how about making mobile warp disruptors (bubbles)give a killmaill also? will it be too hard to implement? |
Andy Landen
Sub--Zero Catastrophic Uprising
487
|
Posted - 2014.01.18 13:52:00 -
[928] - Quote
Steve Ronuken wrote:So... Lets get the MMJU train going. jump, spool, jump, spool, jump, spool, jump and I'm 400km away in 48 seconds. 400 km away from what? Any enemy will be shortly behind you. And why all the prejudice against capital ships? The current theme seems to be anti-caps and anti-sentries. Why? Why should a battleship without a jump drive be able to micro jump but a capital with a jump drive be unable to micro jump? Why would anyone want to have an MMJD chain where the enemy has access to it as well? Why are we allowing the enemy to use MMJD while not allowing the enemy to use the mobile depot? None of this makes any sense or improves the sandbox; why do we have to be told that these things improve Eve when they don't? Saying things will be richer doesn't make it so, and certainly doesn't remove all of these issues. "We cannot solve our problems with the same thinking we used when we created them." Albert Einstein-á |
Meyr
SiN Corp Black Core Alliance
258
|
Posted - 2014.01.18 14:44:00 -
[929] - Quote
Mobile Scan Inhibitor? Great idea.
Mobile Micro Jump Unit? Awful idea. |
mr roadkill
Deep Core Mining Inc. Caldari State
17
|
Posted - 2014.01.18 21:01:00 -
[930] - Quote
Said it before and I'll say it again these ideas are Baaaddd CCP mkay?
Before someone sarcastically says post some of my ideas then - I have previously, they had to do with overhauling the pos system using mobile structures - not implementing random jesus things.
Also did our CSM know about these things? |
|
Optimo Sebiestor
Intentionally Dense Easily Excited
222
|
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
|
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.
|
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
|
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. |
|
ArmEagle Kusoni
Knights of Nii The 20 Minuters
32
|
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. |
|
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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