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Templar Dane
Amarrian Vengeance Team Amarrica
341
|
Posted - 2015.11.17 16:50:12 -
[151] - Quote
Any particular reason the magus has more grid than the pontifex? It's flipped around with these compared to the tech 1 counterparts.....the dragoon has more grid than the algos. |

Captain StringfellowHawk
Forsaken Reavers Goonswarm Federation
271
|
Posted - 2015.11.17 16:50:22 -
[152] - Quote
Rosal Milag wrote:afkalt wrote:Rosal Milag wrote:afkalt wrote:
There is instant counterplay.
You can scram it, thus shutting off the module AND tackling the ship. Which is both flashy and surrounded by several thousand DPS. It'll have a bad time.
Again, if you can expect combat fleets to do this, you can JUST as easily expect incursion fleets to do this.
ed: And it should only go suspect, imo.
Problem is, in high sec, a gank attempt targets one ship. Yes with a large enough suicide fleet, you can kill an entire incursion fleet. But that is committing numbers and can be noticed on D-scan. With these destroyers, they can kill a whole fleet in ~5 seconds. With one ship. Tell me how that is not overpowered. I don't care what your thoughts are on incursion runners, that is not the point here. One ship, in high sec, should not be able to effectively kill 10 others illegally in 5 seconds. PvP fleets are fit to take down PvP ships. A PvE fleet is not designed nor intended to engage a PvP target, especially a destroyer sized target with battleship targeting. So bring a SeBod HIC. It's not exactly hard to stop these. Maybe, >gasp< you need to adapt your fittings. The horror. But again, what this comes down to is "MAH ISK/HOUR!!!!!" I don't care about incursions, I don't run them. The bigger point is that ONE ship can, without much warning or notice, wreck an entire incursion fleet. Currently, you need to provide a level of trust (joining a fleet for fleet warps), do something to become a legal target (suspect/killright), or be specifically targeted to lose your ship. If this class of ship is allowed to use its MJD in high sec, then bombs should be allowed, as they are as indiscriminate and provide at least 10 seconds of warning for ships to get out of the way. This isn't about who's fun is more important, incursion or gankers. Its recognizing player trends and possible usage cases and ensuring that there is a level playing field for PvP. You want to kill an incursion fleet, put some effort into it and not 5 seconds to glory. Risk = reward. And 5 seconds is not nearly long enough for the billions from a dead incursion fleet.
Hi-sec was not intended to be this big mass safety zone. It was intended that if you were bad, Concord punished you. I see more of CCP playing this role lately then Concord itself. Player engagement is what established this game, what grew this game. More and more this is removed due to safety nets needing to be put in place. You know whats a constant trend since eve got safer and player friendly? Less players. An amazing trend that started since the NPE and increased protections around all classes of space was the reduction of active players, of subscribed players, of fleets filling quick, of guys and gals to do content with.
May we stop this shyt and go back to what made eve popular in the days that filled its server? The days that filled fleets and voice channels? Stop holding everyones hand and let the players engage. It's what made EVE. Let the players relearn how to protect their ships. Let us relearn how to safeguard our assets. Get your filthy dev hand off mine and let me get ganked in my Blingdicator while chasing a mothership. If I got caught obviously my group wasnt watching the area. We didnt have gates or stations scouted, or warpins guarded. EVE is about choice, and risk, stop taking it away damnit.
I want the damn rush I had playing this game. I fight enough to log in. I used to get excited mining, there was risk. Gankers always were around, you paid attention in local , you slipped attention an extra twenty bucks when you had to go bio, hoped attention had you back while you were gone. You rushed that damn bathroom also. You had no safety switch, no warning for pvp. You had a decision to make, ruins someday or show humanity. That was your choice in EVE. You did not have to cross check the TOS, EULA, FORUMS, Reddit to make sure your combat wasnt going to be petitioned and be handed a 30 day vacation, because suddenly it was considered Griefing someone if you shot them while they were in the bathroom in the middle of the third shake. What you had to worry mercs were sent after you, or there corp. Bring back the days of players policing themselves. Bring back player engagement and actual risk. Give back the blood rush people kept thru the day. Kill off the monotony we now face. Let us go back to playing the game and stop deciding how it should be. That was never your selling point. Get the adults out of my sandbox!
|

Terranid Meester
Tactical Assault and Recon Unit
315
|
Posted - 2015.11.17 16:56:17 -
[153] - Quote
Incursions will be nerfed in the near future so they won't have to worry about their precious Incursion fleets. |

Captain StringfellowHawk
Forsaken Reavers Goonswarm Federation
271
|
Posted - 2015.11.17 16:56:19 -
[154] - Quote
Samsara Nolte wrote:I-¦m quite sure those new Ships will offer a whole lot of new tactical possibilites for fleets of all sizes - and im quite thrilled to see them in action - but there is also concern.
Have you considered what this ship is gonna do for the Wormhole Resident especially during sieges of your homesystem ? It is gonna become really hard to fight under the guns of your Citadel because your fleet can be split apart in all directions and unlike elsewhere a lost ship and a lost capsule means, when under sieges that you are out of the fight (and therefore most likely the whole siege) for good. We can-¦t just clone jump back in our wormhole - Deciding over the succes or failure of a siege is one decisive battle where the defender is in generall throwing everything they have in the ring - knowing when they are pod killed there is gonna be no redo - than an attacker knowing what they are doing won-¦t ever allow you back in if they have a say in it.
I for one don-¦t think it is a good idea to let those new destroyers decide the fate of such fights, and therefore the fate of all the stored assets in it, by a simple cycle of their module and perhaps some lucky falcon jam preventing you from scraming it, and therefore from using this module. You have to remember, most of the time the only Defenders advantage in j-space is, that you get to use the big ships (bigger ships than the aggresor - and those things are awfully bad at locking something) and your, in the future, manned citadel removing both those advantages through the introduction of one ship is awful.
So i urge you to considere a zone around citadels where this module is prohibited from use, or at least consider somekind of field around Citadels greatly increasing the cycle time of them - giving the defender some well needed edge in those fights. Because for Wormhole Corps, a fight over a citadel is gonna be a fight for their survival and that is by no means and exaggeration.
If your a womrhole resident your chuckling at this. What wormholer isnt scram fit/ PVP fit? How would you not see this coming into your territory? Defensive bubbles, Long hic scram, arazu, proteus, any scram, all kill it, It's a 6k range, your point is 9k. If you cant stop this, you never belonged in the wormhole.
Get out of the wasteland deary, it's a lil rough here. |

afkalt
Republic Military School Minmatar Republic
2416
|
Posted - 2015.11.17 16:59:29 -
[155] - Quote
Rosal Milag wrote:afkalt wrote:Rosal Milag wrote:afkalt wrote:
There is instant counterplay.
You can scram it, thus shutting off the module AND tackling the ship. Which is both flashy and surrounded by several thousand DPS. It'll have a bad time.
Again, if you can expect combat fleets to do this, you can JUST as easily expect incursion fleets to do this.
ed: And it should only go suspect, imo.
Problem is, in high sec, a gank attempt targets one ship. Yes with a large enough suicide fleet, you can kill an entire incursion fleet. But that is committing numbers and can be noticed on D-scan. With these destroyers, they can kill a whole fleet in ~5 seconds. With one ship. Tell me how that is not overpowered. I don't care what your thoughts are on incursion runners, that is not the point here. One ship, in high sec, should not be able to effectively kill 10 others illegally in 5 seconds. PvP fleets are fit to take down PvP ships. A PvE fleet is not designed nor intended to engage a PvP target, especially a destroyer sized target with battleship targeting. So bring a SeBod HIC. It's not exactly hard to stop these. Maybe, >gasp< you need to adapt your fittings. The horror. But again, what this comes down to is "MAH ISK/HOUR!!!!!" I don't care about incursions, I don't run them. The bigger point is that ONE ship can, without much warning or notice, wreck an entire incursion fleet. Currently, you need to provide a level of trust (joining a fleet for fleet warps), do something to become a legal target (suspect/killright), or be specifically targeted to lose your ship. If this class of ship is allowed to use its MJD in high sec, then bombs should be allowed, as they are as indiscriminate and provide at least 10 seconds of warning for ships to get out of the way. This isn't about who's fun is more important, incursion or gankers. Its recognizing player trends and possible usage cases and ensuring that there is a level playing field for PvP. You want to kill an incursion fleet, put some effort into it and not 5 seconds to glory. Risk = reward. And 5 seconds is not nearly long enough for the billions from a dead incursion fleet.
And one ship can stop it. Put the effort in only applies to one side though, right? |

Harvey James
The Sengoku Legacy
1246
|
Posted - 2015.11.17 17:00:30 -
[156] - Quote
these could have some value in high sec in relatively low skill small gangs with frig logi, but with only 1 link each its questionable, too be useful on their raw stats would require D3's getting a big nerf especially on their tank and dps too make these even vaguely competitive with D3's, but either way D3's need a big nerf anyway.
T3's need to be versatile not have T2 resists, OP dps and tank obsoleting T2 ships entirely.
ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 highslots for droneboats
Nerf web strength, Make the blaster Eagle worth using
|

Airi Cho
Dark-Rising Decayed Orbit
115
|
Posted - 2015.11.17 17:00:55 -
[157] - Quote
Terra Chrall wrote:Querns wrote:Question: will MJFG use show up on killmails? Yes, in the same column as webifiers, logi, painters, points, and bubbles. Oh wait..... then that would be a no. Killmail have always only shown those that did damage to the ship, not the support around those damage dealing ships.
my hyena is on my kill mails with not a single bit of damage. |

Vincent Athena
V.I.C.E.
3696
|
Posted - 2015.11.17 17:02:41 -
[158] - Quote
CCP Rise wrote:Arline Kley wrote:CCP Rise wrote:When it finishes. Doesn't matter what happens during spool up. What about chaining spools? So CD#1 starts to spool up, and then just before it fires CD#2 starts to spool its one up This works, can't wait to see what's possible with it. So if we stuffed 170 CDs in the jump area, the group could move at 100 km/sec, indefinably.
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|

Airi Cho
Dark-Rising Decayed Orbit
115
|
Posted - 2015.11.17 17:05:14 -
[159] - Quote
Capqu wrote:any thought towards giving them the most powerful single link possible?
something like a 5% per lvl instead of 2%, since they are limited to 1
would mean you could run one link instead of the standard 4/5 in a wc/fc spot and focus on significantly buffing one specific area of your fleet
they arent limited to 1 |

Captain StringfellowHawk
Forsaken Reavers Goonswarm Federation
271
|
Posted - 2015.11.17 17:08:11 -
[160] - Quote
Rosal Milag wrote:afkalt wrote:Rosal Milag wrote:afkalt wrote:
There is instant counterplay.
You can scram it, thus shutting off the module AND tackling the ship. Which is both flashy and surrounded by several thousand DPS. It'll have a bad time.
Again, if you can expect combat fleets to do this, you can JUST as easily expect incursion fleets to do this.
ed: And it should only go suspect, imo.
Problem is, in high sec, a gank attempt targets one ship. Yes with a large enough suicide fleet, you can kill an entire incursion fleet. But that is committing numbers and can be noticed on D-scan. With these destroyers, they can kill a whole fleet in ~5 seconds. With one ship. Tell me how that is not overpowered. I don't care what your thoughts are on incursion runners, that is not the point here. One ship, in high sec, should not be able to effectively kill 10 others illegally in 5 seconds. PvP fleets are fit to take down PvP ships. A PvE fleet is not designed nor intended to engage a PvP target, especially a destroyer sized target with battleship targeting. So bring a SeBod HIC. It's not exactly hard to stop these. Maybe, >gasp< you need to adapt your fittings. The horror. But again, what this comes down to is "MAH ISK/HOUR!!!!!" I don't care about incursions, I don't run them. The bigger point is that ONE ship can, without much warning or notice, wreck an entire incursion fleet. Currently, you need to provide a level of trust (joining a fleet for fleet warps), do something to become a legal target (suspect/killright), or be specifically targeted to lose your ship. If this class of ship is allowed to use its MJD in high sec, then bombs should be allowed, as they are as indiscriminate and provide at least 10 seconds of warning for ships to get out of the way. This isn't about who's fun is more important, incursion or gankers. Its recognizing player trends and possible usage cases and ensuring that there is a level playing field for PvP. You want to kill an incursion fleet, put some effort into it and not 5 seconds to glory. Risk = reward. And 5 seconds is not nearly long enough for the billions from a dead incursion fleet.
You dont want to lose your incursion fleet in 5 seconds of glory? Put some effort into it and defend it. Risk = reward. A few ships to counter this is no where near the cost of the billions to replace a dead incursion fleet |
|

Templar Dane
Amarrian Vengeance Team Amarrica
342
|
Posted - 2015.11.17 17:09:10 -
[161] - Quote
OH and a question about the new MJD...........scram turns it off.........but assuming it's not scrammed, will it pull scrammed ships with it? |

Captain StringfellowHawk
Forsaken Reavers Goonswarm Federation
271
|
Posted - 2015.11.17 17:11:30 -
[162] - Quote
Mostlyharmlesss wrote:This is going to further kill battleship doctrines since they will most likely not be able to hit the Destoyers until the spool up time have finished and by then the battleships will be MJD'ed away from the logi and picked off one by one.
It goes hand-in-hand with kiting doctrines that CCP has worked towards, essentially meaning everything slow will die.
This is going to lead to a lot of frustration from people who will not be able to do anything to counter it and by now we know frustrated players don't speak up, they quit the game.
I thought BS doctrines rolled with support fleets? Would not keeping a few pilots close in scram fit frigs or ceptors solve this easily? |

Second Strike
Moira. Villore Accords
0
|
Posted - 2015.11.17 17:13:02 -
[163] - Quote
CCP Rise wrote:Mr Grape Drink wrote:Does a scram shut it off like a regular MJD? Yes, scram will shut off an active MJFG and will also keep any targets in range of one that fires from taking the jump. I was hoping this would be the case. Goodbye logi anchors, otherwise it's a simple matter of scram 1 while you jump the others out of rep range  |

Vincent Athena
V.I.C.E.
3696
|
Posted - 2015.11.17 17:17:26 -
[164] - Quote
Question: What happens if I am accelerating to warp speed when I am hit by a MJFG? Will I continue accelerating, and warp as normal? What if the micro jump causes my ship to be no longer aligned to my warp target (because I was warping just 300 km, so the jump changed the angle)?
Second Strike wrote:CCP Rise wrote:Mr Grape Drink wrote:Does a scram shut it off like a regular MJD? Yes, scram will shut off an active MJFG and will also keep any targets in range of one that fires from taking the jump. I was hoping this would be the case. Goodbye logi anchors, otherwise it's a simple matter of scram 1 while you jump the others out of rep range 
You can always scram your own fleet, continuously, as a counter.
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|

Virion Stoneshard
Death By Design Did he say Jump
2
|
Posted - 2015.11.17 17:18:05 -
[165] - Quote
For those of you worried about a counter - take in mind, for an enemy command destroyer to MJD your group away, it needs to be within 6km of the target. Which means it can easily be countered with a scram in your fleet. |

Terra Chrall
Royal Amarr Institute Amarr Empire
57
|
Posted - 2015.11.17 17:21:20 -
[166] - Quote
Virion Stoneshard wrote:For those of you worried about a counter - take in mind, for an enemy command destroyer to MJD your group away, it needs to be within 6km of the target. Which means it can easily be countered with a scram in your fleet. Daisy chaining makes this much harder. Since 1 CD can jump another CD close to you and have a pre-spooled MJFD that goes off 1-2 seconds after landing. It will take some good skill and coordination to pull off, but will be almost impossible to counter unless you scram your fleetmates. |

Airi Cho
Dark-Rising Decayed Orbit
115
|
Posted - 2015.11.17 17:21:32 -
[167] - Quote
Templar Dane wrote:OH and a question about the new MJD...........scram turns it off.........but assuming it's not scrammed, will it pull scrammed ships with it?
no |

Stitch Kaneland
Tribal Liberation Force Minmatar Republic
634
|
Posted - 2015.11.17 17:22:33 -
[168] - Quote
Im sure these will be fun and introduce new tactics into EVE. That is great news and I applaud the devs.
That being said, why was this bonus provided to destroyers of all things? Sure, command destroyers would have made a good addition by themselves. Why not put this tech in a class of ships that actually need a better niche? Like BS, or BC? MJD was founded with those ship classes in mind. Now with CD it will apply the same affect to small ships including the destroyer.
The Bifrost and Stork are going to be kiters with their speed and missiles which now have an MJD. The limiting factor with BC/BS is they were slowish. Now we will have speedy missile kiters with MJD. Short of the uber scram HIC, there isnt much to reliably counter that.
This patch is just bursting at the seams of small ship meta. A ship class that is the healthiest its ever been and now we are adding more? I know i dont speak for everyone, but there are some of us who like to fly bigger ships and it seems in most patches you are preventing bigger ships from getting a foothold.
Recap:
T3D were released Navy EWAR frigs coming Expedition Frigate coming Logi frigs coming Command Destroyers coming UBER scram HICs (which are going to be the norm for gaytecampers)
Some havelittle to no effect on the bigger ship meta (navy frigs/expedition frig) others are replacing or countering roles that BC/BS once had. Then the final breaking point are the new uber HIC scram. I dont see much hope for big ships in the future. Are you planning on any kind of rebalance/additions for things that dont fit in the frigate/destroyer sized box?
Yes BCs were rebalanced but these upcoming changes are going to make that a moot point.
Give Battlecruisers range to fullfil their Anti-Cruiser role - OP SUCCESS
|

Rosal Milag
Republic Military School Minmatar Republic
10
|
Posted - 2015.11.17 17:23:26 -
[169] - Quote
As was pointed out earlier, daisy-chaining two CD into your incursion fleet leaves no counterplay. Unless you are advocating that there should be a fleet on the gate to suicide on destroyers? Or to follow the destroyers inside the complex? How is this providing your "intense hand shaking game play" to be babysitting an incursion gate?
Or maybe you think the incursion fleet should have a group of ships sitting in the landing zone? Then what? Chase the destroyers? What about the tank of those ships? Odds are the rats are not going to ignore any ship in the complex. Do you want two ships sitting inside the complex away from the fleet, pulling aggro and getting the rats out of range of your guns?
What about the payouts? If incursions are now going to run with more people, then the payouts will need to be adjusted to reflect this, depending on what CCP decides is appropriate. If the current rewards for 10 people is "CCP approved" then adding two people to the fleet who cannot do anything else but anti-gank means 12 people is now what incursions are adjusted to maintain the status quo.
Keeping the MJFG out of Hi Sec is no more hand holding than joining the Imperium and flying massive blobs. When you are part of the largest coalition in the game and complain that EVE is no longer the cut-throat game it once was, you are part of the problem. Want faster pace game play? Get out of the blue doughnut.
Point is, in an incursion environment, there are methods to remove all counterplay aside from using suicide ships on the Command Destroyers, which by the way, is not going to be well received by anyone. |

Terra Chrall
Royal Amarr Institute Amarr Empire
57
|
Posted - 2015.11.17 17:24:39 -
[170] - Quote
Vincent Athena wrote:Question: What happens if I am accelerating to warp speed when I am hit by a MJFG? Will I continue accelerating, and warp as normal? What if the micro jump causes my ship to be no longer aligned to my warp target (because I was warping just 300 km, so the jump changed the angle)? Second Strike wrote:CCP Rise wrote:Mr Grape Drink wrote:Does a scram shut it off like a regular MJD? Yes, scram will shut off an active MJFG and will also keep any targets in range of one that fires from taking the jump. I was hoping this would be the case. Goodbye logi anchors, otherwise it's a simple matter of scram 1 while you jump the others out of rep range  You can always scram your own fleet, continuously, as a counter. Once you are in warp you are immune thus unaffected by the device, but during your ramp up time you are still aligning and getting to speed. If you are jumped while in the warp ramp up phase, then you will likely continue once landed but with the added time of any alignment adjustments. |
|

Luscius Uta
181
|
Posted - 2015.11.17 17:29:19 -
[171] - Quote
CCP Rise wrote:Alyssia Benar wrote:Still no answer to whether we can jump Caps or not. :( You cannot jump caps. Sorry I missed that in the OP, it's added now.
Does that include Orcas and Freighters? What about bastioned Marauders?
Drifters have arrived - The End is nigh!
|

Owen Levanth
Sagittarius Unlimited Exploration
421
|
Posted - 2015.11.17 17:31:24 -
[172] - Quote
Captain StringfellowHawk wrote:Rosal Milag wrote:afkalt wrote:Rosal Milag wrote:afkalt wrote:
There is instant counterplay.
You can scram it, thus shutting off the module AND tackling the ship. Which is both flashy and surrounded by several thousand DPS. It'll have a bad time.
Again, if you can expect combat fleets to do this, you can JUST as easily expect incursion fleets to do this.
ed: And it should only go suspect, imo.
Problem is, in high sec, a gank attempt targets one ship. Yes with a large enough suicide fleet, you can kill an entire incursion fleet. But that is committing numbers and can be noticed on D-scan. With these destroyers, they can kill a whole fleet in ~5 seconds. With one ship. Tell me how that is not overpowered. I don't care what your thoughts are on incursion runners, that is not the point here. One ship, in high sec, should not be able to effectively kill 10 others illegally in 5 seconds. PvP fleets are fit to take down PvP ships. A PvE fleet is not designed nor intended to engage a PvP target, especially a destroyer sized target with battleship targeting. So bring a SeBod HIC. It's not exactly hard to stop these. Maybe, >gasp< you need to adapt your fittings. The horror. But again, what this comes down to is "MAH ISK/HOUR!!!!!" I don't care about incursions, I don't run them. The bigger point is that ONE ship can, without much warning or notice, wreck an entire incursion fleet. Currently, you need to provide a level of trust (joining a fleet for fleet warps), do something to become a legal target (suspect/killright), or be specifically targeted to lose your ship. If this class of ship is allowed to use its MJD in high sec, then bombs should be allowed, as they are as indiscriminate and provide at least 10 seconds of warning for ships to get out of the way. This isn't about who's fun is more important, incursion or gankers. Its recognizing player trends and possible usage cases and ensuring that there is a level playing field for PvP. You want to kill an incursion fleet, put some effort into it and not 5 seconds to glory. Risk = reward. And 5 seconds is not nearly long enough for the billions from a dead incursion fleet. You dont want to lose your incursion fleet in 5 seconds of glory? Put some effort into it and defend it. Risk = reward. A few ships to counter this is no where near the cost of the billions to replace a dead incursion fleet
Exactly, CCP could even throw a softball at them and make an in-system message appear when someone uses the new module in HighSec. Something like "CONCORD Warning: Micro Jump Generator Activation Detected". This way the guys guarding the incursion fleet would have some precious forewarning before the command destroyers arrive. |

Darian en Chasteaux
Signal Cartel EvE-Scout Enclave
92
|
Posted - 2015.11.17 17:34:35 -
[173] - Quote
Minmatar Bifrost Missiles???
With a 6km range for pulling this is obsurd; Minmatar ships need GUNS not missiles; let the Caldari use them; UNLESS the role for these command dessies is purely defensive in nature (except for one obvious role); not good for soloing either; these single role ships are probly useless.
In a small fleet it's another story; am I missing something here? I am mostly a solo player; are these ships designed more for fleet action?
In a defensive role missiles may be okay; defender missiles? pretty limited.
Darian |

Ripard Teg
Snuff Box Snuffed Out
1228
|
Posted - 2015.11.17 17:36:06 -
[174] - Quote
Do you get jumped when HIC pointed?
Do you get jumped when standard pointed?
Do you get jumped when bubbled?
Do you get jumped when moored (when mooring becomes a thing)?
You said capitals are immune. Are freighters and jump freighters also immune? What about Orcas? (Their status as capitals/not capitals is unclear.)
I'm a little bit uneasy about allowing this mod in low-sec for reasons I can't quite justify. Maybe it's just because it's only the second area-of-effect attack allowable in low-sec, after smart bombs. Did you consider making it null-sec only during the "let's see what players do with this" phase?
aka Jester, who apparently was once Deemed Worthy To Wield The Banhammer to good effect.
|

Lady Rift
What Shall We Call It
242
|
Posted - 2015.11.17 17:37:10 -
[175] - Quote
Owen Levanth wrote:
Exactly, CCP could even throw a softball at them and make an in-system message appear when someone uses the new module in HighSec. Something like "CONCORD Warning: Micro Jump Generator Activation Detected". This way the guys guarding the incursion fleet would have some precious forewarning before the command destroyers arrive.
just make a ship with this mod equipped be suspect all the time in high sec. |

Querns
GBS Logistics and Fives Support Goonswarm Federation
2276
|
Posted - 2015.11.17 17:41:21 -
[176] - Quote
Ripard Teg wrote: Do you get jumped when moored (when mooring becomes a thing)?
Mooring is never going to be a thing. Tethering, on the other hand, is.
This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.
|

Rosal Milag
Republic Military School Minmatar Republic
10
|
Posted - 2015.11.17 17:41:30 -
[177] - Quote
Ripard Teg wrote:Do you get jumped when HIC pointed?
Do you get jumped when standard pointed?
Do you get jumped when bubbled?
Do you get jumped when moored (when mooring becomes a thing)?
You said capitals are immune. Are freighters and jump freighters also immune? What about Orcas? (Their status as capitals/not capitals is unclear.)
I'm a little bit uneasy about allowing this mod in low-sec for reasons I can't quite justify. Maybe it's just because it's only the second area-of-effect attack allowable in low-sec, after smart bombs. Did you consider making it null-sec only during the "let's see what players do with this" phase?
Did you read the OP? Scrams keep you from being jumped and the HIC is getting a scram to its focused point. Its been repeated for the past 9 pages as well as "Can't jump capitals"
TL;DR OP: If you could use a mobile MJD, you will be jumped by the destroyer. |

Templar Dane
Amarrian Vengeance Team Amarrica
342
|
Posted - 2015.11.17 17:42:03 -
[178] - Quote
Lady Rift wrote:Owen Levanth wrote:
Exactly, CCP could even throw a softball at them and make an in-system message appear when someone uses the new module in HighSec. Something like "CONCORD Warning: Micro Jump Generator Activation Detected". This way the guys guarding the incursion fleet would have some precious forewarning before the command destroyers arrive.
just make a ship with this mod equipped be suspect all the time in high sec.
It doesn't work in highsec. The OP says so and there are like 100 comments about it not working in highsec.
|

Invisusira
The Rising Stars Tactical Narcotics Team
323
|
Posted - 2015.11.17 17:47:30 -
[179] - Quote
Sounds awesome! But UHG Dragoon, so ugly
EVE Music
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FT Cold
The Scope Gallente Federation
33
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Posted - 2015.11.17 17:48:06 -
[180] - Quote
I noticed a mention towards the reworking of gang links, how soon can we expect insight into how they are being changed? A leadership alt is a serious investment for most of us, and some changes (like on grid links) have the potential to affect the value of owning such an investment, especially for solo players. |
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