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Vaal Erit
Science and Trade Institute Caldari State
33
|
Posted - 2012.03.11 06:19:00 -
[1] - Quote
From the latest SiSi data dump (found via reddit courtesy of sarmatiko) Who cares if it never makes it to TQ, what do you think?
Micro Jump Drive I
Long ramp up time (30 seconds), at end ship is jumped instantly 100 km directly forward. Ship maintains direction and velocity. Ship is affected by warp scramblers and warp disruption fields.
Note: Battleship class module
[+|n] medPower [+|n] microJumpDrive [+|n] online [+] capacitorNeed: 946.0 [+] capacity: 0 [+] cpu: 77.0 [+] disallowRepeatingActivation: 1.0 [+] duration: 30000.0 [+] gallenteNavyBonusMultiplier: 0 [+] heatAbsorbtionRateModifier: 0.04 [+] heatDamage: 8.2 [+] hp: 40.0 [+] mass: 0 [+] maxGroupActive: 1.0 [+] metaLevel: 0 [+] moduleReactivationDelay: 120000.0 [+] power: 1375.0 [+] republicFleetBonusMultiplier: 0 [+] requiredSkill1: 4385.0 [+] requiredSkill1Level: 1.0 [+] requiredThermoDynamicsSkill: 1.0 [+] signatureRadiusBonusPercent: 500.0 [+] techLevel: 1.0 [+] volume: 10.0 [+] warpScrambleStrength: -1.0
There is also a new large bubble that prevents micro jump drives. |

Alara IonStorm
1772
|
Posted - 2012.03.11 07:13:00 -
[2] - Quote
I would like to take a moment and that CCP for introducing Tier 3 Battlecruisers.
You did a good job bring back 100 + km Sniper Fleets. |

Ammzi
Imperial Guardians The Aurora Shadow
851
|
Posted - 2012.03.11 10:00:00 -
[3] - Quote
I was there....
sorry couldn't stop myself. quote CCP Spitfire
"Hello Im Blue,"
|

Tarryn Nightstorm
Hellstar Towing and Recovery
261
|
Posted - 2012.03.11 11:24:00 -
[4] - Quote
Meh. In irae, veritas. |

Xi 'xar
Mise en Abyme
15
|
Posted - 2012.03.11 16:04:00 -
[5] - Quote
I'm surprised this hasn't recieved more attention. Is this a troll? http://reduplication.wordpress.com/category/explore-low-sec/ http://reduplication.wordpress.com/category/live-low-sec/ http://mrsnypes.blogspot.com/2010/07/burnt-lands.html
|

Alara IonStorm
1777
|
Posted - 2012.03.11 16:09:00 -
[6] - Quote
Xi 'xar wrote:I'm surprised this hasn't recieved more attention. Is this a troll? Not by the looks of it.
The guy who posted the info was the same guy who posted the Assault Frig and Hybrid Balance changes.
Here it is.
Some other cool stuff in there.
|

stoicfaux
774
|
Posted - 2012.03.11 16:49:00 -
[7] - Quote
Sounds like the beginning of fps style "bunny-hopping" in Eve. Or extreme kiting.
You can tell me what is and isn't Truth when you pry the tinfoil from my cold, lifeless head.
|

nahjustwarpin
Imperial Academy Amarr Empire
0
|
Posted - 2012.03.11 16:54:00 -
[8] - Quote
drone bounties |

Xi 'xar
Mise en Abyme
15
|
Posted - 2012.03.11 18:16:00 -
[9] - Quote
Sounds more like a way for bears to avoid being ninjasalvageagressionmechanicsganked.
(drone bounties yay) http://reduplication.wordpress.com/category/explore-low-sec/ http://reduplication.wordpress.com/category/live-low-sec/ http://mrsnypes.blogspot.com/2010/07/burnt-lands.html
|

Jame Jarl Retief
State War Academy Caldari State
2
|
Posted - 2012.03.11 18:20:00 -
[10] - Quote
The module sounds gimmicky as hell. On one hand, as a Gallente pilot, I kinda like the sound of it on paper. Being able to hop 100km on a Mega would be neat. But 23-30 sec ramp up time? Hmmm...
And drone bounties? It's about darn time.
Not digging Scourge name change. What was wrong with Trauma? |

Nalha Saldana
Eternity INC. Goonswarm Federation
161
|
Posted - 2012.03.11 18:36:00 -
[11] - Quote
All the stats simplified: Mid slot Activation cost 946 cap 77 CPU 1375 Powergrid 30 sec activation 120 sec until reactivation Increases signature radius by 500% while spinning up
So yea its about as hard to fit as a 100mn T2 MWD, not something you slap onto a tier3 BC easily.
It comes with its own skill which seems to lower the duration before jumping by 5% which would make its activation 22,5 sec at skill V. |

Xi 'xar
Mise en Abyme
15
|
Posted - 2012.03.11 19:11:00 -
[12] - Quote
I really hope this has an obvious animation and locks your ship's direction... http://reduplication.wordpress.com/category/explore-low-sec/ http://reduplication.wordpress.com/category/live-low-sec/ http://mrsnypes.blogspot.com/2010/07/burnt-lands.html
|

Zarnak Wulf
CTRL-Q Iron Oxide.
265
|
Posted - 2012.03.11 19:13:00 -
[13] - Quote
Someone has been playing as a vanguard in Mass effect too much. This doesn't seem practical. |

OfBalance
Caldari State
140
|
Posted - 2012.03.11 19:15:00 -
[14] - Quote
What in the hell? |

Artemis Ahab
Caldari Provisions Caldari State
3
|
Posted - 2012.03.11 20:52:00 -
[15] - Quote
Xi 'xar wrote:I'm surprised this hasn't recieved more attention. Is this a troll?
It might have to do with the way the thread is named. When I first saw it I was expecting another noob "add this module!" thread. |

Liang Nuren
Parsec Flux
1033
|
Posted - 2012.03.11 20:58:00 -
[16] - Quote
I'm mighty curious what problem they're trying to solve with directed teleport like this. I'm pretty strongly -1 to it without a really solid explanation.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://vimeo.com/user9887127 Twitter: http://twitter.com/LiangNuren
|

MeBiatch
Republic University Minmatar Republic
186
|
Posted - 2012.03.11 21:10:00 -
[17] - Quote
Liang Nuren wrote:I'm mighty curious what problem they're trying to solve with directed teleport like this. I'm pretty strongly -1 to it without a really solid explanation.
-Liang
its to help blaster bs fleets... as oxymoronic as a blaster bs fleet sounds having this mod will make blaster bs fleets a viable option...
same for rail fleets... close range bs fleets drops on you turn on mod presto 100km away and start targeting again...
this could make things interesting and help take the sting out of t3 bc's...
|

Nalha Saldana
Eternity INC. Goonswarm Federation
161
|
Posted - 2012.03.11 21:13:00 -
[18] - Quote
MeBiatch wrote:Liang Nuren wrote:I'm mighty curious what problem they're trying to solve with directed teleport like this. I'm pretty strongly -1 to it without a really solid explanation.
-Liang its to help blaster bs fleets... as oxymoronic as a blaster bs fleet sounds having this mod will make blaster bs fleets a viable option... same for rail fleets... close range bs fleets drops on you turn on mod presto 100km away and start targeting again... this could make things interesting and help take the sting out of t3 bc's...
In lowsec maybe, i have a hard time seeing this in 0.0 with all the bubbles around. |

Hatsumi Kobayashi
Sniggerdly Pandemic Legion
76
|
Posted - 2012.03.11 21:23:00 -
[19] - Quote
MeBiatch wrote:Liang Nuren wrote:I'm mighty curious what problem they're trying to solve with directed teleport like this. I'm pretty strongly -1 to it without a really solid explanation.
-Liang its to help blaster bs fleets... as oxymoronic as a blaster bs fleet sounds having this mod will make blaster bs fleets a viable option... same for rail fleets... close range bs fleets drops on you turn on mod presto 100km away and start targeting again... this could make things interesting and help take the sting out of t3 bc's...
The spoolup time is longer than the time it takes to probe you out at your sniping position. CAUTION
SNIGGS |

MeBiatch
Republic University Minmatar Republic
186
|
Posted - 2012.03.11 21:30:00 -
[20] - Quote
Hatsumi Kobayashi wrote:MeBiatch wrote:Liang Nuren wrote:I'm mighty curious what problem they're trying to solve with directed teleport like this. I'm pretty strongly -1 to it without a really solid explanation.
-Liang its to help blaster bs fleets... as oxymoronic as a blaster bs fleet sounds having this mod will make blaster bs fleets a viable option... same for rail fleets... close range bs fleets drops on you turn on mod presto 100km away and start targeting again... this could make things interesting and help take the sting out of t3 bc's... The spoolup time is longer than the time it takes to probe you out at your sniping position.
indeed lets hope for a skill being added that can reduce the spool up time to 15 seconds with lev V
|

Liang Nuren
Parsec Flux
1033
|
Posted - 2012.03.11 21:43:00 -
[21] - Quote
MeBiatch wrote:Liang Nuren wrote:I'm mighty curious what problem they're trying to solve with directed teleport like this. I'm pretty strongly -1 to it without a really solid explanation.
-Liang its to help blaster bs fleets... as oxymoronic as a blaster bs fleet sounds having this mod will make blaster bs fleets a viable option... same for rail fleets... close range bs fleets drops on you turn on mod presto 100km away and start targeting again... this could make things interesting and help take the sting out of t3 bc's...
No, you're describing a gap closer mechanic. What they're suggesting implementing is a directional teleport.
This is directional teleporting mechanics: http://www.youtube.com/watch?v=tfakcKow_HE This is gap closers: http://www.youtube.com/watch?v=YdK3Mdl4b2I
The difference should be pretty obvious: one is intended to get someone into the thick of combat while the other isn't.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://vimeo.com/user9887127 Twitter: http://twitter.com/LiangNuren
|

Liang Nuren
Parsec Flux
1033
|
Posted - 2012.03.11 21:44:00 -
[22] - Quote
MeBiatch wrote: indeed lets hope for a skill being added that can reduce the spool up time to 15 seconds with lev V
I too like playing WOW.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://vimeo.com/user9887127 Twitter: http://twitter.com/LiangNuren
|

Skywalker
MAFIA Pirate Coalition
15
|
Posted - 2012.03.11 22:43:00 -
[23] - Quote
Well, at least we now can make use of CCP's famous words.
"I WAS THERE" (Now i'm here) |

Grimpak
Midnight Elites Echelon Rising
394
|
Posted - 2012.03.11 22:54:00 -
[24] - Quote
zomg micro-stuttering drive!
(blatant SOTS reference ) [img]http://eve-files.com/sig/grimpak[/img]
[quote]The more I know about humans, the more I love animals.[/quote] ain't that right |

Darthewok
Perkone Caldari State
33
|
Posted - 2012.03.11 23:01:00 -
[25] - Quote
Micro Jump Drive technology has already been used for decades in toilets all around the EVE galaxy. Except in the Amarr empire where they use lazors for waste incineration. CAVEAT RICHARDUS VOLVERE - YOU HAVE BEEN WARNED http://www.youtube.com/watch?v=oHg5SJYRHA0 |

Tarryn Nightstorm
Hellstar Towing and Recovery
261
|
Posted - 2012.03.11 23:05:00 -
[26] - Quote
stoicfaux wrote:Sounds like the beginning of fps style "[snipped link to appease the forum-monster] bunny-hopping" in Eve. Or extreme kiting.
This.
This micro-jump thingy just doesn't seem necessary, IMHO.
I do like that (if I'm reading this correctly) that they're going to rename kinetic missiles "Scourge" again, though.
Apropos nothing else whatsoever, where is the titan tracking nerf?
And, to shut the clueless screeching howler-monkeys up but good, how 'bout that 10% boost to base velocity and 15% reduction in the Drake's signature-radius In irae, veritas. |

Pookoko
Sigma Sagittarii Inc.
26
|
Posted - 2012.03.11 23:29:00 -
[27] - Quote
Another problem I forsee is that in other games normally you could rotate your character easily and quickly to set the direction to which you want to teleport. In EvE you have align times, which is considerably high for BS where this new MJD would br used. It defnitely wont act as a 'gap closer' if the propaed stats remain |

stoicfaux
774
|
Posted - 2012.03.12 00:07:00 -
[28] - Quote
Micro-Jump Drive + Cloak trick? Set a direction, activate Micro Warp Drive, activate Cloak, wait 30s, profit?
Also, will missiles and drones remain active? i.e. is this a true warp, or a teleport-esque feature?
You can tell me what is and isn't Truth when you pry the tinfoil from my cold, lifeless head.
|

Cephelange du'Krevviq
Hephaestus LLC Get Off My Lawn
39
|
Posted - 2012.03.12 00:10:00 -
[29] - Quote
I find it interesting that people take issue with the missile ammo rename/streamlining. Hybrid, Laser and Projectile ammo have the same name; doesn't matter the size of the ammo or whether it's for close range or sniping weapons. So, maybe CCP should come up with new names for the different types, to keep it the same across the board? |

Tippia
Sunshine and Lollipops
5420
|
Posted - 2012.03.12 00:32:00 -
[30] - Quote
MeBiatch wrote:Hatsumi Kobayashi wrote:The spoolup time is longer than the time it takes to probe you out at your sniping position. indeed lets hope for a skill being added that can reduce the spool up time to 15 seconds with lev V The spool-up time is 30 seconds. The skill reduces this by 1.5s per level.
GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Find more rants over at Tippis' Rants. |

Mfume Apocal
Origin.
338
|
Posted - 2012.03.12 05:34:00 -
[31] - Quote
oh hey, lets knock off one of the last true "newbie in a frig" niches in fleet fights: getting backstop warpins on people. because we all know, frigs (and smaller ships in general) just aren't irrelevant enough! |

ShigekiShota
Nexus Advanced Technologies Fidelas Constans
0
|
Posted - 2012.03.12 06:32:00 -
[32] - Quote
If it is the weight of the hull for the amount of time required for the Micro Jump Drive to activate i think its more valid. |

Darthewok
Perkone Caldari State
33
|
Posted - 2012.03.12 09:20:00 -
[33] - Quote
Vaal Erit wrote:There is also a new large anchorable bubble that prevents micro jump drives.
So what about regular bubbles from dictors and hictors? Can Micro Jump Drive can jump out of bubbles? If it can it is a HUGE game changer. CAVEAT RICHARDUS VOLVERE - YOU HAVE BEEN WARNED http://www.youtube.com/watch?v=oHg5SJYRHA0 |

Nikuno
Atomic Heroes The G0dfathers
45
|
Posted - 2012.03.12 09:30:00 -
[34] - Quote
A flat 100km jump range would make this useless from the point of view of trying to get blaster ships into a fight. For that you'd have to allow the selection of a range up to the 100km (or whatever range they stick it with).
And freighters don't get to fit mods.  |

Steve Ronuken
Fuzzwork Enterprises
293
|
Posted - 2012.03.12 11:28:00 -
[35] - Quote
Darthewok wrote:Vaal Erit wrote:There is also a new large anchorable bubble that prevents micro jump drives. Can Micro Jump Drive can jump out of bubbles from dictors and hictors? And probably standard anchorable bubbles.. If it can it is a HUGE game changer. People gonna stick these on freighters and escape gate camps etc.
I suspect Freighter pilots would /love/ a freighter they could stick anything on.
After all, freighters have no slots. FuzzWork Enterprises http://www.fuzzwork.co.uk/ Blueprint calculator and other 'useful' utilities. |

Roime
Shiva Furnace
276
|
Posted - 2012.03.12 11:40:00 -
[36] - Quote
So has this "leak" been confirmed as a market manip -fake or not?
|

hmskrecik
TransMine Group German Information Network Alliance
13
|
Posted - 2012.03.12 11:47:00 -
[37] - Quote
stoicfaux wrote:Micro-Jump Drive + Cloak trick? Set a direction, activate Micro Warp Drive, activate Cloak, wait 30s, profit?
Nonononononononono, sir! DO NOT set a direction, activate, etc.
Bunny-hopping Orca, anyone? |

Alara IonStorm
1777
|
Posted - 2012.03.12 11:52:00 -
[38] - Quote
Roime wrote:So has this "leak" been confirmed as a market manip -fake or not?
Nothing has been confirmed but the guy who posted the info has been the one who posted the new T2 Mods, new Battlecruisers, Hybrid Rebalance and Assault Frigate Balance and those have all been accurate.
So this is pretty likely. Though this is still a test build so we don't know if any of this gets into the game and if it does we don't know how the changes will altered based on testing or feedback.
|

Roime
Shiva Furnace
276
|
Posted - 2012.03.12 11:59:00 -
[39] - Quote
Cheers Alara!
Interesting idea for sure!
Brutix could have it's 99% gang link CPU reduction swapped to 99% powergrid reduction of Micro Jump Drive I (and rep amount bonus changed 5% resist per level)
|

Darthewok
Perkone Caldari State
33
|
Posted - 2012.03.12 12:09:00 -
[40] - Quote
Steve Ronuken wrote:Darthewok wrote:Vaal Erit wrote:There is also a new large anchorable bubble that prevents micro jump drives. Can Micro Jump Drive can jump out of bubbles from dictors and hictors? And probably standard anchorable bubbles.. If it can it is a HUGE game changer. People gonna stick these on freighters and escape gate camps etc. I suspect Freighter pilots would /love/ a freighter they could stick anything on. After all, freighters have no slots.
Hey how will it change Capitals Warfare? Dreads/Carriers/Supercarriers/Titans will be able to jump out of bubbles...
CAVEAT RICHARDUS VOLVERE - YOU HAVE BEEN WARNED http://www.youtube.com/watch?v=oHg5SJYRHA0 |

Pinky Denmark
The Cursed Navy Tactical Narcotics Team
97
|
Posted - 2012.03.12 12:12:00 -
[41] - Quote
I expect a blog coming out about this in about 3 weeks... Like in 20 days from now  |

that beast
Republic Military School Minmatar Republic
0
|
Posted - 2012.03.12 13:36:00 -
[42] - Quote
Alternatively make distance dependent on mass so capitals jump a lower distance? Or base it around a cap req. To mass ratio so it takes more power to jump a higher mass ship, and make it non-linear so caps effectively get crippled/become useless for a bit after work using?
Either way, I would do this just to scare the crap out of newbies in highsec. |

Zarnak Wulf
CTRL-Q Iron Oxide.
265
|
Posted - 2012.03.12 13:37:00 -
[43] - Quote
Pinky Denmark wrote:I expect a blog coming out about this in about 3 weeks... Like in 20 days from now 
Anything groundbreaking is going to be reserved for fanfest. |

Wacktopia
Noir. Noir. Mercenary Group
208
|
Posted - 2012.03.12 13:56:00 -
[44] - Quote
MeBiatch wrote:Liang Nuren wrote:I'm mighty curious what problem they're trying to solve with directed teleport like this. I'm pretty strongly -1 to it without a really solid explanation.
-Liang its to help blaster bs fleets... as oxymoronic as a blaster bs fleet sounds having this mod will make blaster bs fleets a viable option... same for rail fleets... close range bs fleets drops on you turn on mod presto 100km away and start targeting again... this could make things interesting and help take the sting out of t3 bc's...
"OH NO THAT BS FLEET IS ALIGNING AND WE ONLY HAVE 30 SECONDS TO GET OUT OF HERE".
Even if bubbled Tr3's can fly at like 2km/s with a MWD on (that's 50-60km in 30 secs) so I'm not sure what a 22.5-30second warp-up module can actually achieve against all but the dumbest sniper fleets.
It would be just as easy to get a covops 150km away and "warp to 50" on it? Vote Alekseyev Karrde for CSM7. -áhttp://community.eveonline.com/council/voting/Vote.asp?c=433 Get War Decs, Sov, Low Sec that works.-á |

Eian
Deep Core Mining Inc. Caldari State
1
|
Posted - 2012.03.12 13:58:00 -
[45] - Quote
Liang Nuren wrote:I'm mighty curious what problem they're trying to solve with directed teleport like this. I'm pretty strongly -1 to it without a really solid explanation.
-Liang
What makes you think they are trying to solve a problem? This game could use some fresh mechanics. I'm on the bench like you until we know more but i'll leave my tin hat in CQ's.
|

Kasutra
Tailor Company
11
|
Posted - 2012.03.12 14:12:00 -
[46] - Quote
Holy gimmick batman. Especially if "Ship is affected by warp scramblers and warp disruption fields." means you can't jump out of bubbles.
How am I going to use this?  |

Thelron
Science and Trade Institute Caldari State
19
|
Posted - 2012.03.12 17:10:00 -
[47] - Quote
undock, activate, wait, activate, make insta? Assuming of course you have some compelling reason to absolutely have to do it in a battleship...
I could see using something like this to get most of a whole group of large ships out of a bubble camp or something, if it weren't looking like that will keep you from using it anyway (or does that "affected by" bit just mean somehow you have to wait out some "warp field stabilizing" timer or the cycle of any points that might have been on you?). As it is, it's looking like emergency warp, but useless... |

Liang Nuren
Parsec Flux
1040
|
Posted - 2012.03.12 17:45:00 -
[48] - Quote
Eian wrote:Liang Nuren wrote:I'm mighty curious what problem they're trying to solve with directed teleport like this. I'm pretty strongly -1 to it without a really solid explanation.
-Liang What makes you think they are trying to solve a problem? This game could use some fresh mechanics. I'm on the bench like you until we know more but i'll leave my tin hat in CQ's.
I'd be on the fence about it, but I've actually seen how utterly gamebreaking directed teleport can be. IMO the consequences of changing a game as complicated Eve means that they should have a clear understanding of a problem before introducing a solution and hoping a problem presents itself.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://vimeo.com/user9887127 Twitter: http://twitter.com/LiangNuren
|

Gibbo3771
AQUILA INC 0ccupational Hazzard
60
|
Posted - 2012.03.12 18:03:00 -
[49] - Quote
Not much use for this imo, we already have MWD's, if a target cant be caught you werent fit to counter it, deal with it. Everytime you dont like my comments/posts the terrorists win and your a disgrace to your country. |

X Gallentius
Quantum Cats Syndicate Villore Accords
143
|
Posted - 2012.03.13 00:41:00 -
[50] - Quote
Is it a tool for alpha/breaking locks? As in put a sensor booster on your ship. Take pot shots while aligning to next spot. Jump/break lock. Lather, rinse, repeat ?
Only other scenario is for fast tackle to bridge the gap before getting pawned by big fleet. You start your burn at 200 km and click on the module. Then after 30 seconds you insta-warp 100km, breaking all locks and by the time the opponent relocks you, you're in for point and the fleet warps in.
I don't think it's made for slow ships because we all know slow ships will almost never catch faster ships that are moving by warping in.
|

Haseo Antares
Production N Destruction INC. The Last Chancers.
5
|
Posted - 2012.03.13 04:08:00 -
[51] - Quote
It would be cool if they made this micro-jump module a black-ops/marauder only module and changed it from a med slot to a high slot. Or instead of/in addition too the micro-jump module give each race its own black-ops module. Titans have their own racial mods why not some for battleships.
Give the Sin a module that increases the sensor strength of all friendly ships within 100km by 75%. Give the Widow a module that allows it to shut down all hostile drones withing 100 km (effects drones not ships). Give the Redeemer a module that increases the maneuverability of all friendly ships within 100 km by 75% (velocity, agility, etc.). Give the Panther a module that reduces tracking speed by 50% of all hostile turrets within 100 km.
Those mods would only be active as long as the black-ops have cap (of-course). Activation of the mods make the black-ops ship immune to assistance like bubbled HICs, tiraged carriers, and sieged dreads. Once a black-ops area of effect module has been activated no other black-ops specific area of effect module can be activated on grid (even the boosting ones). Module cycle time 60 seconds for all, does not repeat, cycle length not enhanced by skills. Cycle/effect cease immediately once ship is cloaked or destroyed.
Then make all the marauders immune to all area of effect modules (including bubbles). Still vulnerable to targeted effect modules.
Probably all dumb ideas but they wouldn't be my first. I would just would like to see the T2 BS ships w/ better roles. |

Stetson Eagle
ROC Academy The ROC
12
|
Posted - 2012.03.13 06:15:00 -
[52] - Quote
Thanks for the patch notes Alara. MJD is a welcome thing for many reasons: short range fleets, disco ships, snipers etc.
But what the heck is with drone bounties?! Drone regions are practically getting an insane buff, and the sec status in them are very low to begin with. Isk value going down, mineral value up? |

Silas Shaw
Coffee Hub
12
|
Posted - 2012.03.13 07:03:00 -
[53] - Quote
Darthewok wrote:Vaal Erit wrote:There is also a new large anchorable bubble that prevents micro jump drives. Can Micro Jump Drive can jump out of bubbles from dictors and hictors? And probably standard anchorable bubbles.. If it can it is a HUGE game changer. People gonna stick these on freighters and escape gate camps etc.
your freighter has mod slots? |

Mike Whiite
Progressive State
31
|
Posted - 2012.03.13 08:47:00 -
[54] - Quote
pown emc drones and ships device? |

RougeOperator
Autocannons Anonymous Late Night Alliance
164
|
Posted - 2012.03.13 08:51:00 -
[55] - Quote
This is such a bad idea i dont even know where to begin.....
Im going to mull it over for a bit.
Its just such a bad idea im left in shock over it. |

Onictus
Silver Snake Enterprise Against ALL Authorities
99
|
Posted - 2012.03.13 08:56:00 -
[56] - Quote
I don't get it.
With a 30 second spool up its useless for sniping, you can align and rewarp in that time and NOT take a huge signature hit....particularly on most ships that trade tank for the ability to snipe at all.
I could see some use for getting close range fleets into range, but there would be a lot that has to go right....and how the hell do you aim it?.....
....and it doesn't work in bubbles LOL
|

Perihelion Olenard
Federal Navy Academy Gallente Federation
2
|
Posted - 2012.03.13 10:41:00 -
[57] - Quote
Below is all I have to say about this:
http://images.mmorpg.com/images/galleries/full/332008/670b169c-7a6e-4d6c-95d8-d9ebdf2dc390.png |

Tesco Yogurt
OMFG Industries
3
|
Posted - 2012.03.13 13:06:00 -
[58] - Quote
Cephelange du'Krevviq wrote:I find it interesting that people take issue with the missile ammo rename/streamlining. Hybrid, Laser and Projectile ammo have the same name; doesn't matter the size of the ammo or whether it's for close range or sniping weapons*. So, maybe CCP should come up with new names for the different types, to keep it the same across the board?
* = Tech 2 ammo being the exception
Way to failreply in a thread about a new module on SiSi not even on SiSi yet.
On topic: Interesting module, but as it stands I don't think it counters probing and brings back >150km sniping, while making newbie frigates/ceptors obsolete in the 'get out there and get us a warp in on those snipers!!' sense.
Will have to see where CCP goes with a totally new mechanic like this. |

Cambarus
Baros Reloaded
142
|
Posted - 2012.03.13 15:28:00 -
[59] - Quote
I think it might be a fairly interesting way to bring back the viability of sniping. If you're not already set up with a bunch of BMs around a gate, using a covops to warp the fleet around isn't all that viable. This new mod would let sniper fleets engaging on, say, a gate not in their own backyards reposition when they get probed down without actually needing a target to warp to (which would take notably longer than 30s to set up) or just MWDing across the field (which makes them much easier to grab for fast tackle) |

Ireland VonVicious
Gurista Saints Assassin Confederacy
42
|
Posted - 2012.03.13 17:37:00 -
[60] - Quote
I see one real good high sec use for this:
Orca.
Sick of having to get way off station before trying to warp to a gate behind the station. This helps in trade/moving aspects since you won't have bm's to jump to at each station. At 22 secs it's probly still faster then moving away before aligning. It's still a bit too slow to look all that useful for the req's. Would be nice to see it hit around 18 secs with L5 trained or a t2 mod of it that gives you a big jump between L4 and L5 since the time for L5 is so damn long. |

Helothane
Ascendent. Test Alliance Please Ignore
19
|
Posted - 2012.03.13 18:48:00 -
[61] - Quote
As a jump rather than movement, it might be allowed by Dreads in siege and Carriers in triage modes. |

Patient 2428190
DEGRREE'Fo'FREE Internet Business School
112
|
Posted - 2012.03.13 18:57:00 -
[62] - Quote
Hopefully 24km points stop it from working, or you might as well not use one against a BS if all its going to do is align, teleport and warp out. |

Hamatitio
Aperture Harmonics K162
76
|
Posted - 2012.03.13 19:29:00 -
[63] - Quote
Amazed no one has pointed out the obvious.
This module seems completely worthless with the current game mechanics. So logic would assume that current game mechanics would change.
What would this be useful for? Catching people sniping / kiting maybe? But you can warp ongrid to them with a scanner.
So perhaps: 1) Nerf to warp distance on grid. Perhaps a change from 150 - 250km or even more.
2) Nerf to the way scanning something on grid works (which doesnt really solve any problems, because then you just warp from offgrid)
Number 1 seems more logical, it allows the return of sniping, with a not completely overpowered counter for it. |

Tanya Powers
Science and Trade Institute Caldari State
865
|
Posted - 2012.03.13 21:00:00 -
[64] - Quote
Hamatitio wrote:Amazed no one has pointed out the obvious.
This module seems completely worthless with the current game mechanics. So logic would assume that current game mechanics would change.
What would this be useful for? Catching people sniping / kiting maybe? But you can warp ongrid to them with a scanner.
So perhaps: 1) Nerf to warp distance on grid. Perhaps a change from 150 - 250km or even more.
2) Nerf to the way scanning something on grid works (which doesnt really solve any problems, because then you just warp from offgrid)
Number 1 seems more logical, it allows the return of sniping, with a not completely overpowered counter for it.
The initial idea was to give blaster ships a tool with drawbacks that could help those catch their prey and kill it instead of the silly "I shoot you from here and there's nothing you can do" trick. If everyone and his badger can fit it and use it, it's silly, fun but silly. |

Trinkets friend
Obstergo NEM3SIS.
215
|
Posted - 2012.03.14 05:19:00 -
[65] - Quote
I think this will become a curiosity for adepts and niche PVPers rather than something that will become a game-breaking FOTM.
Why?
On-grid robing, as cited before, is not a valid tactic after probes became visible on d-scan. Second, sniper tier 3 fleets will not sit at >150km, more in the 90-120km range, with tackle at the sub-100km range.
Secondly, if your lock-time or lock is broken by use of this module, BS's cannot get point on anything when they teleport 100km off gate. You may land, but the already aligned sniper gang will just warp away. This also works against you leapfrogging ahead of an enemy chasing you.
Thirdly, you are leaving your logi 100km behind you. Ergo, you are going balls to the wall with support that is 30s off even being in range. Not that logi survives very long around an alpha fleet. The advantage vs just MWDing into range? Not much.
Additionally, your MJD takes 28.5 to 22.5s to spin up. During this time, a competent sniper fleet can shoot you six times. Or your logi. Or your tackle. Then, because speed of use is skill dependent, some of your fleet will warp at 22.5s, the majority at 25s, a few more at 27s, and the nubs at near 30s. This splits your fleet up and will result in people dying because they are too fast or too slow.
Finally, I would wnder if you could fit this, plus a MWD, onto a BS. If you cannot, it will result in a fat, slow thing being able to jump 100km, and then sit there being blown to bit. Combine this with a BS's scan res, and this will be the Suicide Module, allowing you to lemming into an enemy fleet so you can be blown to bits.
That said, it will allow you to maybe dump a smartbombing BS into facemelt range of an enemy if you time everything perfectly.
What a win for EVE! The skilful employer of men will employ the wise man, the brave man, the covetous man, and the stupid man. Sun Tzu @trinketsfriend on twatter
|

Sradoc
Space Road Truckers. Sev3rance
0
|
Posted - 2012.05.23 14:06:00 -
[66] - Quote
Pookoko wrote:Another problem I forsee is that in other games normally you could rotate your character easily and quickly to set the direction to which you want to teleport. In EvE you have align times, which is considerably high for BS where this new MJD would br used. It defnitely wont act as a 'gap closer' if the propaed stats remain
Jump drives don't need to align, try using a blops or other normal jump drive and you'll see. |

Adeena Torcfist
Dark Underground Forces
29
|
Posted - 2012.05.23 14:23:00 -
[67] - Quote
well, i was more hoping for more than a measley 100km.
altho, i can see its uses, i think going off grid ( or even further ) would also make it viable.
it should be:
- right click
- select jump distance from say 100km - 500km
- Activate
activating on cloaked ships like B/Ops would also be nice. Finally get more on the battlefield & land right ontop of them snipers 
- Align
- Activate
- Uncloak just as its finishing cycle
- jump
- recloak
- fleet warps to you
- 1 idiot gets too close, decloaks your B/Ops, you get primaried & get insta-popped

|

Riven Aleem
Zarks Fallen Angels Zero Hour Alliance
1
|
Posted - 2012.05.23 14:55:00 -
[68] - Quote
I'd love to see 2 battleships fitted with these flying at each other.
Pity it's a point to point jump :( |

Copine Callmeknau
Kangaroos With Frickin Lazerbeams Ninja Unicorns with Huge Horns
168
|
Posted - 2012.05.24 04:33:00 -
[69] - Quote
hmmmm There should be a rather awesome pic here |

Victor Sane
Aerodyne Nova
1
|
Posted - 2012.05.24 11:05:00 -
[70] - Quote
Vaal Erit wrote:From the latest SiSi data dump (found via reddit courtesy of sarmatiko) Who cares if it never makes it to TQ, what do you think? Micro Jump Drive I Long ramp up time (30 seconds), at end ship is jumped instantly 100 km directly forward. Ship maintains direction and velocity. Ship is affected by warp scramblers and warp disruption fields. Note: Battleship class module Nalha Saldana wrote:All the stats simplified: Mid slot Activation cost 946 cap 77 CPU 1375 Powergrid 30 sec activation 120 sec until reactivation Increases signature radius by 500% while spinning up
So yea its about as hard to fit as a 100mn T2 MWD, not something you slap onto a tier3 BC easily.
It comes with its own skill which seems to lower the duration before jumping by 5% which would make its activation 22,5 sec at skill V. There is also a new large anchorable bubble that prevents micro jump drives.
so what happens of you stop flying and use it while facing the enemy having a sniper fit ? :) hmmm push and wuuups tackled... would be funny to see nubs use it.
sorry had to troll on that one cause it sounds terrible |

Lin-Young Borovskova
Science and Trade Institute Caldari State
64
|
Posted - 2012.05.24 11:49:00 -
[71] - Quote
Alara IonStorm wrote:I would like to take a moment and thank CCP for introducing Tier 3 Battlecruisers.
You did a good job bring back 100 + km Sniper Fleets.
Indeed.
And this module while being something relatively good it's just another Minmatar stealth buff.
Thing is that situation before warp jump and after warp jump will be the same, and at this game minmatar is better than Gallente, if you still have doubts put face to face experienced teams to work it out, dps advantage is not really one, agility and manoeuvring ability+decent dmg projection IS one. (Gallente hulls will receive individual tweaks but for the meanwhile no)
The initial Idea (back before hybrids rebalance and so, I've posted some stuff with Tanya on this thing) was to make it specific hull (gallente) to make it so it wouldn't brake other races dmg projection abilities, but would vastly increase Gallente blaster hulls utility since the very short range of their guns and the lack of manoeuvrability of those ships could be somewhat over passed by this module (but jump would only function in a 25km range window and land approximatively 5km +/- from target).
Now the fact this module is available to all races witch somehow seems "normal" will not change fleets composition, will just bring jumping tactics and dumb down FC's work (the most important one) with very small to null result in final result.
Now for gangs (low/null) and solo (low) and being Battleship class module this helps greatly to bring more of those on the field witch is good.
For high sec this module should simply not work, punto alinea !
Overall and with all due respect to people working on this module, I prefer my first Idea that was more about bring one race again to the field in various scenarios and a new specific ability (you know how much people love specificities right? -that's why Matar are so great)
Because of this: fight "x" involving "y" ships fights fleet "Z", FC tells every one to align whatever "activate MWDJ", but then if the other FC is not that stupid and god know there are a few, he will be already prepared to follow with 2 or 3 sec diff, and here we go again yadayada .
Doesn't change anything for battleship fleets that have better time fitting mwd to run away from bubbles
Doesn't change anything to low sec gate camps, they'll just put a tackle at 110 from the gate if you can instantly activate the module once uncloack without speed pre requisite. If it has speed pre requisite, then doesn't change a crap neither, the time your BS targets whatever he's already scram at least twice.
Not saying this module as stands is useless, just a pimpy new stuff easy to counter, and new pimpy stuff is always cool |

Jeanne Deveroux
Society Of Mutual Adoration
0
|
Posted - 2012.05.24 22:29:00 -
[72] - Quote
It would make more sense if it were a frigate-sized mod , assault frigs could then benefit if they had a bonus to spinup time
Or reduced bloom , or both :) .
Then , AF's grouped with blaster megas , might pose a threat to snipers as in : align to snipers , MJD, megas warp to you....
As of now, i can't see any real benefit for battleships , but well , it's still in works :) . |

Serina Tsukaya
Lonetrek Trade and Industries Test Friends Please Ignore
11
|
Posted - 2012.05.25 13:01:00 -
[73] - Quote
This will be stopped/disrupted by regular bubbles of all kinda and as far as I can remember, they're planning on making another bubble that only affects this, but that has a larger range on it. This was all discussed during fanfest guys. |

Renier Gaden
Exanimo Inc Hedonistic Imperative
1
|
Posted - 2012.05.25 19:26:00 -
[74] - Quote
This would be useful when going through a null/low sec area where you donGÇÖt have tactical bookmarks. Warp to 100 from the gate. If it is clear, jump to gate. If not clear, then warp off before something gets close enough to point you. I wonder if CTRL+Space will cancel the jump, or if you are committed once it is activated.
Also as Cambarus pointed out, a sniper fleet can warp in at 100, lock and start firing. Then aline on a tangent so that when they jump they end up in another location 80 to 120 km from the gate. They relock, start firing, and aline on another tangent. Figuring out a simple way to do the trigonometry would be the challenge to being effective. |
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