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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
Rowells
Unknown Soldiers Fidelas Constans
611
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Posted - 2014.05.17 17:59:00 -
[1] - Quote
Any ships planned to get bonuses for using them like marauders? |
Rowells
Unknown Soldiers Fidelas Constans
613
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Posted - 2014.05.18 01:18:00 -
[2] - Quote
Eli Porter wrote:So what's supposed to catch and kill MJD Naga fleets? MJD BC fleets? |
Rowells
Unknown Soldiers Fidelas Constans
613
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Posted - 2014.05.18 01:38:00 -
[3] - Quote
Michael Harari wrote:Rowells wrote:Eli Porter wrote:So what's supposed to catch and kill MJD Naga fleets? MJD BC fleets? How does that catch the nagas? You mjd, they all warp. You need 100km lock range to be able to point stuff upon mjding, and you need a scram if you want to stop them from warping or using their own mjd. So you The bc mjd is basically either to make it harder to tackle snipers, because people shouldnt lose their ships just because they couldnt bother paying attention, or as a tool to straight up end a fight, and we all know that if there is one thing that people want less of in eve, its fights. send out tackle, if they warp off then thats no different than now, however if you do get a successful tackle you can now be there for the kill quickly. Either way these modules give you more options when it comes to maneuverability in gangs/fleets. Especially if you are smaller group than your opponent.
It's no longer a gaurunteed "they have disruptors/bubbles, there is no way for me to try and engage this group" It is now "They most likely have disruptors/bubbles lets warp in see what we can do and bug out"
If the FC has more escape options he may be more willing to engage in riskier endeavors. It's no longer a point/bubble = dead kind of world anymore.
People are more likely to take risks if they have ways to offset them. |
Rowells
Unknown Soldiers Fidelas Constans
614
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Posted - 2014.05.18 02:57:00 -
[4] - Quote
X ATM092 wrote:"People take more risks if the risks aren't risky anymore"
Might as well remove all forms of warp disruption from the game so people are more willing to take fights where they might lose their ships.
Honestly the day Riot poach Rise and Fozzie can't come soon enough, we've paid our dues here in EVE, why can't some other gaming community suffer them for a while. "people take risks if theres something they can do about those risks"
I'm not going to jump into a well if i have no way to get out. However if I bring something to help me get out, then away I go.
The risk before was, get tackled by the two easiest forms of tackle = dead. with options like this (granted not all ships need them) then there is a better chance for me. It is often because of this, that fleets will not even engage. Simply because you know it will be nothing but a a**pounding, which is no fun. |
Rowells
Unknown Soldiers Fidelas Constans
624
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Posted - 2014.05.18 11:30:00 -
[5] - Quote
Michael Harari wrote:Rowells wrote: send out tackle, if they warp off then thats no different than now, however if you do get a successful tackle you can now be there for the kill quickly.
Except the first thing they are going to do once longpointed is activate their own mjds. then don't use a long point |
Rowells
Unknown Soldiers Fidelas Constans
631
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Posted - 2014.05.19 03:17:00 -
[6] - Quote
Challenged wrote:Bring back the BRAWL. Heavy ships warping to zero on each other, blasting each other into oblivion! Booyeah! BALLS DEEP MOFOS |
Rowells
Unknown Soldiers Fidelas Constans
633
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Posted - 2014.05.19 15:41:00 -
[7] - Quote
CCP Fozzie wrote:Hey everyone. Thanks for the continued feedback.
We're going to remove Attack Battlecruisers from the list of ships that can use this module in the first iteration, since there are some legitimate concerns with how this would interact with ABCs in small gang combat. Nooooooo....my talos.... |
Rowells
Unknown Soldiers Fidelas Constans
636
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Posted - 2014.05.19 19:29:00 -
[8] - Quote
Gizznitt Malikite wrote:CCP Fozzie wrote: It creates good options for newer FCs to learn with and in particular MMJDs are a very valuable counterbalance to bombs for battlecruisers at the fleet level.
How are MJD's a counterbalance to bombs? Bombers decloak and immediately launch bombs which takes 10s to travel and explode. An MJD takes 9 - 12 s to "cycle" before taking you away from the blast zone. Do pilots pragmatically have the reaction window to MJD away before you get bombed to death? bomb launches are only 1 sec long for the best and most skilled bomb groups. for the most part it can take anywhere from 3-4 seconds for the whole group to launch all the bombs. Even with 12 second spool up time, if you are quick on the draw you can avoid takin damage from the bombs launched toward the end. You won't escape damage from all of them but if you have enough tank to begin with you can avoid being bombed off the field in one go. |
Rowells
Unknown Soldiers Fidelas Constans
636
|
Posted - 2014.05.19 20:06:00 -
[9] - Quote
Ines Tegator wrote:Here are two rough (paint.net ftw) diagrams of the range envelope of this module. One is a proposed 50km MJD, the other is the announced 100km MJD. Look at these diagrams and remember that CBC engagement range is roughly 0-20km (brawler fit) or 25-50km (sniper fit). Which one of these would be more useful in combat? 50km: http://imgur.com/n0eFTaV100km: http://imgur.com/irFFd6oNot to scale, obviously. The diagrams assumes a starting distance to target of 50% the MJD's range. The 50km is ideal for a brawler. 100km has a couple moves that are useful to a sniper if the target is also a sniper*, but it's 100% useless to and against a brawler, except as an escape device. *if the target starts out closer then the diagram assumes, then the 100km jump has no options that place the target within weapon range, regardless of fit. I submit that either 50km or 75km is the ideal choice, since it would allow both types of tactics to be used by modifying the angle of attack and initial range to target. I dont know if you did any math there but:
http://imgur.com/Q5XLbYv (and yes those measurements for the radii are to scale)
I don't know where you got an acute angle where 15km is an option. Unless you plan to jump into their flight path, the closest option availible is always directly behind them, so long as they are beyond 50% range. Closer than 50% and then you have to get some weird angle on either side of them.
My opinion on the 50km size is that it cannot be used by anyone who isn't attempting to get closer to a specific range sniper in there brawler fit. Its almost useless to try and attack long range ABCs who are out beyond 75km (mjd + disruptor range). It also removes the battlecruisers ability to get out of a BS clusterf*ck where the ranges can reach out to 50+ on a fewr weapons with the right ammo and some tracking computers (not too uncommon). And with smaller faster ships, especially interceptors, 50km may not be far enough to use as an escape method. This modules intended purpose seems to be to allow close range ships to attempt to get closer to long range snipers, and for those same ships (and their sniper counterparts) to get out of the grasp of brawlers who have gotten in too close. 100km alows you to get in range of very distant foes and to also get out of range of enemies that are too close.
This also aloys you to take on the ABCs that don't have MJD and are very long range, increasing the chance of catching them.
But that's just my take on it.
And no matter what range you choose there will always be holes that you cannot reach properly. |
Rowells
Unknown Soldiers Fidelas Constans
637
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Posted - 2014.05.19 23:34:00 -
[10] - Quote
James Amril-Kesh wrote:Rowells wrote:Gizznitt Malikite wrote:CCP Fozzie wrote: It creates good options for newer FCs to learn with and in particular MMJDs are a very valuable counterbalance to bombs for battlecruisers at the fleet level.
How are MJD's a counterbalance to bombs? Bombers decloak and immediately launch bombs which takes 10s to travel and explode. An MJD takes 9 - 12 s to "cycle" before taking you away from the blast zone. Do pilots pragmatically have the reaction window to MJD away before you get bombed to death? bomb launches are only 1 sec long for the best and most skilled bomb groups. for the most part it can take anywhere from 3-4 seconds for the whole group to launch all the bombs. Even with 12 second spool up time, if you are quick on the draw you can avoid takin damage from the bombs launched toward the end. You won't escape damage from all of them but if you have enough tank to begin with you can avoid being bombed off the field in one go. Congratulations you hit MJD early enough so that you can avoid the last 2-3 bombs... and die anyway because you increased your signature radius hitting MJD. Well that depends on the ship, tank, and bomb run. It does work often enough. |
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Rowells
Unknown Soldiers Fidelas Constans
637
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Posted - 2014.05.20 01:43:00 -
[11] - Quote
Ines Tegator wrote:Rowells wrote:I dont know if you did any math there but: http://imgur.com/Q5XLbYv (and yes those measurements for the radii are to scale) ... And no matter what range you choose there will always be holes that you cannot reach properly. No I didn't do any math, those were just quick-n-dirty jobs to illustrate the concept. Look at it more as "This kind of jump is closer range then you started." "That kind of jump is longer range then you started." and so forth. My main point is that 100km is so far out of a BC's effective combat range that it has no useful purpose in normal small gang fights. if you are referring to combat battle cruisers than yes this is a bit excessive. However attack battle cruisers, battleships, and some T2 cruisers, can be very effective at these ranges. So the difference between wanting 50/100km MJD is who you think is most likely to appear, and how much breathing room you want in case you need to gtfo.
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Rowells
Unknown Soldiers Fidelas Constans
639
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Posted - 2014.05.20 19:23:00 -
[12] - Quote
Does a focused hictor point jam a MJD? |
Rowells
Unknown Soldiers Fidelas Constans
646
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Posted - 2014.05.21 15:48:00 -
[13] - Quote
X Gallentius wrote:First post says "restricted to combat battlecruisers" and then says it will provide great options for "attack battlecruisers".
probably didnt bother to redo the whole post after the edit |
Rowells
Unknown Soldiers Fidelas Constans
655
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Posted - 2014.05.22 22:52:00 -
[14] - Quote
Lilliana Stelles wrote:This module is mathematically impossible, lore breaking, and downright stupid.
A joule is a measure of Work. Watt is a measure of power. Power x Time = Work.
It is impossible to do any amount of work in a set amount of time unless you have a proportionally large amount of power.
The work of this module (activation cost) is 197 GIGA joules. 197 BILLION watt-seconds. That's an absurd amount of work. The power of this module is only 165 MEGA watts. An entire order of magnitude apart.
In order to pump enough power into this module to activate it, you'd have to power it continuously for 19.9 MINUTES. The modules cooldown needs to be 19 minutes, not <5. It's WAY off.
The large micro jump drive was still bull: (786 gigajoules) / (1375 megawatts) = 9.52727273 minutes
But at least it's not ludicrously off.
Halving the real-world time something takes is acceptable in an MMO. Games are sped up from reality after all.
but if the battleship MJD operates at a base of TWICE AS FAST AS REALITY, why does the battlecruiser operate at base cooldown of FOUR TIMES AS FAST AS REALITY. That's just nonsense.
In order to stay consistent, the cooldown needs to be at least doubled. You mean to tell me that there are things in eve that are unrealistic?
How dare you... |
Rowells
Unknown Soldiers Fidelas Constans
709
|
Posted - 2014.06.02 00:03:00 -
[15] - Quote
Zachtgebakken wrote:This game is starting to look more and more like a magic wizard MMO where you can teleport and cast spells.
CCP we dont need Teleporting ships. You are ruining this game.
It's nothing new.
*points to capital ships and jump portals* |
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