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The Micro Jump Drive

Author
Sigras
Conglomo
#1 - 2013-03-04 09:32:18 UTC
What is it used for? I mean, I know what it does, but it seems like a solution looking for a problem . . .

Has anyone come up with any creative uses for it?

I remember hearing or reading somewhere that CCP intended them to be more of an engagement module than an escape module, but being able to jump 100km doesnt seem that useful to engage.

IDK anyone out there more creative than I?
Princess Saskia
Hyperfleet Industries
#2 - 2013-03-04 09:34:48 UTC
Totally to make it so the interceptor pilot didn't have to fly so far through space in the Eve is real trailer. But in all seriousness apparently its pretty good for missions if you use a drone boat. Warp in, Jump away BLAP. Repeat.

/P

 ♥ 

Omnathious Deninard
University of Caille
Gallente Federation
#3 - 2013-03-04 10:01:48 UTC
It was supposed to be used to get to range, ex you are on gate and MJD out to 100k so you can use your long range weapons more effectively. But is is mostly used for PvE so you don't have to slow boat to the gate that is ~90k away

If you don't follow the rules, neither will I.

Major 'Revolver' Ocelot
Deep Core Mining Inc.
Caldari State
#4 - 2013-03-04 10:04:42 UTC
I found it useful primarily as an "oh ****" button. It saved my ass many a time when I wasn't being careful. It's also great for sniping boats, warp to 100km away from mission, pop everything and jump to acceleration gate. Personally I really like it.
John Ratcliffe
Tradors'R'us
IChooseYou Alliance
#5 - 2013-03-04 11:18:34 UTC
Major 'Revolver' Ocelot wrote:
warp to 100km away from mission


I've seen people post this before and have never understood it. When you use the jump gate it drops you where it drops you. How do you control the range from the drop point?

Plus ça change, plus c'est la même chose

Princess Saskia
Hyperfleet Industries
#6 - 2013-03-04 11:26:35 UTC
John Ratcliffe wrote:
I've seen people post this before and have never understood it. When you use the jump gate it drops you where it drops you. How do you control the range from the drop point?


You cant,

 ♥ 

Malcanis
Vanishing Point.
The Initiative.
#7 - 2013-03-04 11:27:47 UTC
Sigras wrote:
What is it used for? I mean, I know what it does, but it seems like a solution looking for a problem . . .

Has anyone come up with any creative uses for it?

I remember hearing or reading somewhere that CCP intended them to be more of an engagement module than an escape module, but being able to jump 100km doesnt seem that useful to engage.

IDK anyone out there more creative than I?


It's pretty useful in 0.0 BS fleets because it ignores dictor bubbles and long points. It's the core of our go-to heavy BS doctrine now.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Malcanis
Vanishing Point.
The Initiative.
#8 - 2013-03-04 11:29:27 UTC
John Ratcliffe wrote:
Major 'Revolver' Ocelot wrote:
warp to 100km away from mission


I've seen people post this before and have never understood it. When you use the jump gate it drops you where it drops you. How do you control the range from the drop point?


He means:

enter mission room via jump gate

active MJD to move 100Km away from the rats

snipe rats from a safe distance

MJD to exit gate or MJD to a warpable distance (>150km) and warp to it.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

John Ratcliffe
Tradors'R'us
IChooseYou Alliance
#9 - 2013-03-04 12:00:28 UTC
Malcanis wrote:


He means:

enter mission room via jump gate

active MJD to move 100Km away from the rats

snipe rats from a safe distance

MJD to exit gate or MJD to a warpable distance (>150km) and warp to it.


Aah. Fair enough.

Plus ça change, plus c'est la même chose

Ong
Lumberjack Commandos
#10 - 2013-03-04 13:52:33 UTC
On a side note to this, has anyone bothered to train the skill past 4?

17 days with a good remap for it, to reduce jump activation time form 9.6 at level 4 to 9 at level 5 seems massively not worth it.

And I realise it was probably meant as an sp ink for those 100mill+ sp chars, but welp I'm one of those 100mill+ chars and still seems very much not worth it imo, and I have trained all the recent new skills to 5 with the exception of Target breaker Amp.
Savlena Torilles
Caldari Provisions
Caldari State
#11 - 2013-03-04 13:57:53 UTC
Its in theory quite usable for solo PVP in battleships. It forces the opponent to stay inside your hardtackle range if they want to tackle you, suppose you have a web and a scram youll have a much better chance to fight off smaller targets.
FT Diomedes
The Graduates
#12 - 2013-03-04 13:59:13 UTC
I wouldn't train it past level IV, unless they introduce a T2 version that requires the skill at V.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Mike Whiite
Deep Core Mining Inc.
Caldari State
#13 - 2013-03-04 14:21:51 UTC
It's a charm with lvl 4 missions and the masters o long range Rail and Cruise Missiles.


And I've been told it has uses in 0.0 as well, haven't tried that out though.

Kodama Ikari
Thragon
#14 - 2013-03-04 14:27:04 UTC
I've only used it a few times, but it looks superb for sniping drone BS like the Rattlesnake (which is a better choice for 80km+ drone sniping than the domi's are). Sentry drones keep all their high dps at ranges over 100km with the right mods, but you do have to sacrifice some tank, but since you can't drop sentries until you're at the right range, a mwd isn't as fast as you'd like, particularly when you start out at close range. Snake is ideal because of its high base hp, its high cpu, its good targetting, and its excellent 6/7/6 slot layout which allows for multiple DLA's, Sebos, Omnis, 4 DDA's + 2 lows, and MWD + MJD. You can achieve your max sentry dps from well over 100km, and MWD + MJD ensures that mobility is never a problem (the biggest issue with drone snipers, along with tank and cpu), and neither is the reduced tank with the GTFO provided by the MJD.
John Ratcliffe
Tradors'R'us
IChooseYou Alliance
#15 - 2013-03-04 15:06:54 UTC
Kodama Ikari wrote:
I've only used it a few times, but it looks superb for sniping drone BS like the Rattlesnake (which is a better choice for 80km+ drone sniping than the domi's are). Sentry drones keep all their high dps at ranges over 100km with the right mods, but you do have to sacrifice some tank, but since you can't drop sentries until you're at the right range, a mwd isn't as fast as you'd like, particularly when you start out at close range. Snake is ideal because of its high base hp, its high cpu, its good targetting, and its excellent 6/7/6 slot layout which allows for multiple DLA's, Sebos, Omnis, 4 DDA's + 2 lows, and MWD + MJD. You can achieve your max sentry dps from well over 100km, and MWD + MJD ensures that mobility is never a problem (the biggest issue with drone snipers, along with tank and cpu), and neither is the reduced tank with the GTFO provided by the MJD.


TBH, I've used it on the Rattlesnake and it's not all that and a bag of chips. I prefer an AB on a Rattlesnake instead of the MJD. Each to their own obviously.

Oh, and max DPS on a RS is 3 CN BCUs and 3 DDAs, not 4.

Plus ça change, plus c'est la même chose

Caleidascope
Republic Military School
Minmatar Republic
#16 - 2013-03-04 16:30:48 UTC
love it on my cnr.

Life is short and dinner time is chancy

Eat dessert first!

Orlacc
#17 - 2013-03-04 17:22:28 UTC
Malcanis wrote:
John Ratcliffe wrote:
Major 'Revolver' Ocelot wrote:
warp to 100km away from mission


I've seen people post this before and have never understood it. When you use the jump gate it drops you where it drops you. How do you control the range from the drop point?


He means:

enter mission room via jump gate

active MJD to move 100Km away from the rats

snipe rats from a safe distance

MJD to exit gate or MJD to a warpable distance (>150km) and warp to it.


This.

"Measure Twice, Cut Once."

Yaoriko
TeamAXE inc.
#18 - 2013-03-04 18:27:59 UTC
Is it worth on Rokh?
Malcanis
Vanishing Point.
The Initiative.
#19 - 2013-03-04 18:36:53 UTC
Ong wrote:
On a side note to this, has anyone bothered to train the skill past 4?

17 days with a good remap for it, to reduce jump activation time form 9.6 at level 4 to 9 at level 5 seems massively not worth it.

And I realise it was probably meant as an sp ink for those 100mill+ sp chars, but welp I'm one of those 100mill+ chars and still seems very much not worth it imo, and I have trained all the recent new skills to 5 with the exception of Target breaker Amp.


It's worth remembering that TQ works in 1-second "ticks". Train it to 5 and you'll MJD 1 "tick" sooner than those with the skill at 4 about 60% of the time.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Nylith Empyreal
Sutar Rein
#20 - 2013-03-04 20:03:51 UTC
It was made for the Rokh, and nothing else. Snipe and prosper.

Who's the more foolish the fool or the fool who replies to him?

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