These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Ships & Modules

 
  • Topic is locked indefinitely.
Previous page123Next page
 

MicroJump Drive

Author
Savnire Jacitu
Abysmal Gentlemen
#21 - 2012-11-16 16:37:09 UTC
Tis could make BS riable for some solo. Think if I had one on my Abaddon I could keep the person or people at range perm. All I'm thinking is warp in 50-100km from tagrets lock up fire, once they get to close micro warp 100km more away. I'd imagine they would then try to warp out at that point but still could be done in theory. Maybe I'm being to hopeful. Also the baster thing for sure.

Maeltstome
Ten Thousand Days
#22 - 2012-11-16 16:51:02 UTC
TBH the more i think about it, the more it seems like a solution to the "Bubble + Hotdrop" equation that nullsec guys are using. I don't think jump-bridges or capital ships where ever intended to be so mobile - but they are. Now people run cruiser gangs or just go straight to capitals. Tier 3 BC's replace sniper BS now also. This module, being battleship only, feels like it's designed to give battleships a use again: Lots of EHP and damage, but without making them dead-weight the instant a cyno opens.
Hatsumi Kobayashi
Perkone
Caldari State
#23 - 2012-11-16 16:55:27 UTC
Maeltstome wrote:
TBH the more i think about it, the more it seems like a solution to the "Bubble + Hotdrop" equation that nullsec guys are using. I don't think jump-bridges or capital ships where ever intended to be so mobile - but they are. Now people run cruiser gangs or just go straight to capitals. Tier 3 BC's replace sniper BS now also. This module, being battleship only, feels like it's designed to give battleships a use again: Lots of EHP and damage, but without making them dead-weight the instant a cyno opens.


A wild cooldown appears!

I mean sure, the module sounds very nice, but I find a five minute long cooldown to be too restrictive, despite the usage in bubbles and +1 warpcore.

No sig.

Veshta Yoshida
PIE Inc.
Khimi Harar
#24 - 2012-11-16 17:09:51 UTC
Anthony Dromon wrote:
The Micro "run away like a massive ****** from soloers" Jumpdrive

That the solo'ers with one or two T3 alts in deep safes or the ones that have a logistics/ECM alt standing by in addition to the T3 in case things goes sideways?

MJD will be good, provided they look at ongrid warping. The minimum distance needs to be increased to 200-250km to make room for MJD's to do their thing. Otherwise they will have no function whatsoever as long as any target can be warped to within 10-15s of hitting scan on probes.
Lin-Young Borovskova
Doomheim
#25 - 2012-11-16 18:41:21 UTC
Anthony Dromon wrote:
The Micro "run away like a massive ****** from soloers" Jumpdrive


And those are even on the verge of loosing their tràlàlà OGB. Isn't this wonderful requiring some skill and other players ?

brb

Ugolovnik
#26 - 2012-11-18 20:12:16 UTC
"Warp scramblers can be used to disrupt the module."

...
Julia Allrian
Federal Navy Academy
Gallente Federation
#27 - 2012-11-20 11:38:38 UTC
I hope that there will be hictor bubble generators/scripts that let you prohibit that feature too.
Trinkets friend
Sudden Buggery
Sending Thots And Players
#28 - 2012-11-20 12:29:30 UTC
Julia Allrian wrote:
I hope that there will be hictor bubble generators/scripts that let you prohibit that feature too.


Infinipoint.

- - -

I can see this module is being introduced to the game to mitigate some of the mistakes and legacy reatardiatorns CCP has put into the game which obsoleted BS's from most small-gang work. eg, T3 cruisers, tier 3 BC's, etc. The Target Spectrum Breaker was the last attempt to give battleships a fighting chance solo, but has turned out to be pre-gimped (kinda like web drones, like I've been saying for ages). Meanwhile CCP screwed the pooch majorly with the ASB's, creating a monster that has taken over the de rigeur fitting philosophy of everything, including Dominixes, Hyperions, Celestis' and yes, even Amarr BSs, which all wildly outperform with shield active tanks, thanks CCP.

So, we come to the MJD, which I could see going either way.

Sit 100km off gate in Blasterthron, Rokh, Hyperion, AC Mael with 2 x XL ASB's. Lets not **** about here, chaps, why not a Vindicator? You have a scout on the other side of the gate, who tells you what's coming and when they are jumping. If its too derp, you align out before the guys jump and you GTFO. If its squishable, you MJD 100km to gate and get to pwning.

Or, you roll a gang of BS's into an alpha fleet sitting 150km off gate, just turn around the other way and bam, you're now 250km away. Or 50km away, depending on whether you want flight or fright.

Or you are the sniper BS, 70km off a gate. You align out to a celestial, snipe a few idiots, let some hapless ceptor pilot attempt a warpin. Then bam, you're 170km off gate in the direction of a celestial, align out, gone.

Solo BS in lowsec? Well, either your foes have to get in neut range and go balls to the wall to get a scram, or they may as well not bother. You can be out of the fire in 10s.

You can also jump 100km away from your logi, and assplode before you get reps. That would be cool.

But all up, I can't see this as anything more than a workaround. The real problem is the combination of increasing speeds (OGB alts), lower sig radiuses (hello T3's), higher mobility (hello tier 3's) of newer ship classes versus the old, unchanged and un-buffed BS's and their gun and missile launcher parameters. Hell, the way the Vexor has turned out, competently flown it could easily take out a lot of BSs.

This combines, in many cases, to render BS weapons obsolete against the proliferate OGB boosted low-sig highly mobile ships rolling about these days. You can get equal tank in raw EHP, with greater maneuverability, higher base resists from a T3 cruiser, and in some cases, equal or better applied damage (Proteus blasters vs Hyperion blasters versus a cruiser, for example). Take a BS, and you have an atrocious align time, gay scan res, impotent weapons, a mediocre tank, useless slug in a bucket maneuverability, and half the time ship bonuses which help you carebear more than PVP. And then you get locked out of almost every FW plex that ever spawns, if you roll in FW. So why bother?

That's right. You get a shiny new module which allows you to automagically teleport around. If you metagame it properly with OGB alts, maybe you can make this more than a get gay quick module, or maybe you have blitzkrieg smartbomb on gate crap, or get to blitz out of bubbles crap...but the moment you're scrammed, your ship is as useless and fat and feeble as it was before.

Not impressed.
ChromeStriker
Sebiestor Tribe
Minmatar Republic
#29 - 2012-11-20 12:56:24 UTC
Im looking forward to going *blink* typhoon @ 0km. Scram, web, neut, torps (the new ones), drones. \o/

No Worries

Oska Rus
Free Ice Cream People
#30 - 2012-11-20 15:09:29 UTC
ChromeStriker wrote:
Im looking forward to going *blink* typhoon @ 0km. Scram, web, neut, torps (the new ones), drones. \o/


That could bring real chaos. ;-) But insta MJDing to 0 would be imho as hard as warping to 0 to enemy. Most of the time warping would be easier because you dont have to be exactly 100 km from enemy.

So only use i see in this module is adding a bit more GTFO ability to BSes in certain situations (no scrams on field.) Wich could change little bit only small gang warfare. Imho it will end up that well see only more scrams in small gang fleets and thats it.
Temuken Radzu
Aliastra
Gallente Federation
#31 - 2012-11-20 20:47:32 UTC
I noticed when you use the MJD when aligned to a gate or something you can warp to, when it is charging you can select "warp to" it says you cant warp because the module is active. But after the jump you immediately enter warp. Blink looks pretty nice
Aeril Malkyre
Knights of the Ouroboros
#32 - 2012-11-21 18:57:14 UTC
More details, per the new Dev blog by CCP SoniClover:

Quote:
For the Micro Jump Drive, we will start by just doing a large version of this module (Large Micro Jump Drive), which only battleship size ships can fit (Battleships, Marauders and Black Ops). Here are a few pertinent points:

  1. The spool up time is 12 seconds; this is reduced by 5% per level of the Micro Jump Drive Operation skill (which you need at level 1 to fit the module).
  2. The Capacitor Need is 786 and the reactivation delay time is 180 seconds.
  3. The jump distance is 100 kilometers, the ship will maintain direction and velocity.
  4. The module is affected by warp scrambling effects, but not warp disruption effects (including bubbles and interdictor effects).
  5. The fitting requirements are: Mid slot, 77 CPU, 1375 PG.
  6. On activation, the ship’s sig radius is increased 150%.

Kasutra
No Vacancies
No Vacancies.
#33 - 2012-11-21 21:17:14 UTC
Is no one else worried about the maneuverability issues of BSes translating directly to difficulties in using the MJD? Keeping at range is a problem for BSes already, as is alignment speed, and both need to be pretty damn perfect for this to do anything but teleport you to a different location that is also disadvantageous. The module competing with traditional propmods isn't going to help that issue either.
Perihelion Olenard
#34 - 2012-11-21 21:35:27 UTC  |  Edited by: Perihelion Olenard
Even though I'm some random guy who says meaningless things, from what I'm seeing this seems to be somewhat of a "blah" module. One-time use in a fight, then that mid-slot is useless for three minutes. There are other far better modules I'd put in a free mid-slot in PvP. Frankly, I don't think this module belongs in Eve since it seems very odd. I thought it was a joke when I saw this module getting worked on. It certainly won't make battleships better. I can only see it being useful in PvE when rats are over 100km away or if you need to get out of range of rats.

I think the development team could be putting their time to better use than working on this module, like balancing.
Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#35 - 2012-11-21 22:00:44 UTC
Kasutra wrote:
Is no one else worried about the maneuverability issues of BSes translating directly to difficulties in using the MJD? Keeping at range is a problem for BSes already, as is alignment speed, and both need to be pretty damn perfect for this to do anything but teleport you to a different location that is also disadvantageous. The module competing with traditional propmods isn't going to help that issue either.


Maybe it's not going to help in our idea of common sense , being "it will make it really useful", however we must not loose our hopes because Battleships and different tiers are on the verge of getting some love.
My only hope is that we will not see everywhere pirate ships with extreme fits being all around better than everything and predominate in solo small gang.
Battleships need a better role in solo small gang, much better manoeuvring/top speed abilities, much better defences against smaller ships (frigates anyone?) but a real pain in the arse for BC and BS sized ships without a gimp to hell and ogb/combat booster fit.

Battleships should give the feeling of a real progression for a character and not the joke it is, however this should require elite certificates and a very good doses of game and mechanics knowledge, some isk in mods, but mostly real skill. I mean fecking real skill, not only automated actions and SP+expensive mods, make their game play hard because of number of active skills needed to be used and make it perform, but please, not the other way around..

removed inappropriate ASCII art signature - CCP Eterne

Perihelion Olenard
#36 - 2012-11-21 22:13:23 UTC
Well, what I'm seeing from the dev blog they won't be saved by their small balancing pass. They'll still have issues tracking (besides the battleships that have bonuses for tracking). They can't catch and will have a hell of a time hitting anything smaller than themselves. Their only purpose will be to destroy other battleships or to make isk by killing rats.
Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#37 - 2012-11-21 22:32:21 UTC
Perihelion Olenard wrote:
Well, what I'm seeing from the dev blog they won't be saved by their small balancing pass. They'll still have issues tracking (besides the battleships that have bonuses for tracking). They can't catch and will have a hell of a time hitting anything smaller than themselves. Their only purpose will be to destroy other battleships or to make isk by killing rats.



And that's why this mod with actual battleship balance is some sort of "maquillage".
It's like the awesome looking ladie you took at home some night and discovered it's only a botox/silicon barbie with no brains and awfully looking at wake up.

removed inappropriate ASCII art signature - CCP Eterne

Finn McCaan
1 man and his dog
#38 - 2012-11-22 10:46:49 UTC
Gang of disco typhoons MJD's into the middle of a blob - hilarity ensues. Shame you cant adjust the range that it jumps to though - something more precise in terms of aiming would be good (rather than 100 km - that way!) One shot scripts in 10km increments perhaps (longer cycle time / sig hit for longer jumps, reverse for shorter)?
Sakari Orisi
Doomheim
#39 - 2012-11-22 11:44:33 UTC
Aeril Malkyre wrote:
Muad 'dib wrote:
tripple prop arty machs anyone?
Depends on the fit requirements of the MJD, I'd imagine. I can't seem to find them anywhere.

http://buckingham.evefit.org/db/itemInfo/4383#attributes

Or for the lazy that don't want to bother with linky:

77tf CPU
1375.0 MW grid
Zyella Stormborn
Green Seekers
#40 - 2012-11-22 17:58:02 UTC
The one idea that scares the bejeezus out of me is the BS that pops in from 100k away... and starts unloading the rack of Smart Bombs. o.0

There is a special Hell for people like that, Right next to child molestors, and people that talk in the theater. ~Firefly

Previous page123Next page