These forums have been archived and are now read-only.

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

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

[Rubicon 1.1] Mobile Micro Jump Unit and Mobile Scan Inhibitor

First post First post First post
Author
Zircon Dasher
#701 - 2014-01-09 15:19:53 UTC
CCP Fozzie wrote:

Mobile Micro Jump Unit

We're disabling the ability to jump while cloaked.


Mobile Scan Inhibitor

Ships inside the area of a MSI's effect will have their own directional scanner and probe results disabled.
We're adding a minimum distance of 75km from wormholes.
We're increasing the build cost to ~15m isk.
We're decreasing the structure's lifetime in space to 1 hour.
We're increasing the volume of the structure to 100m3.




That's some bat you have in your hand Fozzie! Oh well. I guess these devices were not intended to be used by solo/casual small gangs. Too bad.

Nerfing High-sec is never the answer. It is the question. The answer is 'YES'.

Milton Middleson
Rifterlings
#702 - 2014-01-09 15:29:54 UTC
5000 EHP / 72 seconds = 69.44 dps required to kill an MMJU before it can be used.
25000 EHP / 32 seconds = 781.25 required to kill an MMJU before it can be used in its first iteration.

That's quite a reduction. It's enough that even an LML kiting frigate will be able to drop one of these before anyone can use it. That's quite pathetic. I'm confident that a middle ground can be found in terms of activation time between "tanking a Vexor at point blank" and "dies to Condors".

The lengthened activation time doesn't make a lot of sense either. This is a deployable with a tactical function, and sitting still for over a minute while it fires up is not going to be viable for most ships.

Consider: 10000 EHP / 32 seconds = 312.5 dps or 15000 EHP / 32 seconds = 468.75 required to kill it before it can be used. That's not some staggering amount of dps, but it's not trivial to kill off either.

One of the most interesting potential uses of the MMJU was to alter the kiter vs brawler dynamic away from something badly skewed in favor of kiters. The current iteration is basically pre-nerfed for most practical uses.
Kagura Nikon
Native Freshfood
Minmatar Republic
#703 - 2014-01-09 15:37:52 UTC
Milton Middleson wrote:
5000 EHP / 72 seconds = 69.44 dps required to kill an MMJU before it can be used.
25000 EHP / 32 seconds = 781.25 required to kill an MMJU before it can be used in its first iteration.

That's quite a reduction. It's enough that even an LML kiting frigate will be able to drop one of these before anyone can use it. That's quite pathetic. I'm confident that a middle ground can be found in terms of activation time between "tanking a Vexor at point blank" and "dies to Condors".

The lengthened activation time doesn't make a lot of sense either. This is a deployable with a tactical function, and sitting still for over a minute while it fires up is not going to be viable for most ships.

Consider: 10000 EHP / 32 seconds = 312.5 dps or 15000 EHP / 32 seconds = 468.75 required to kill it before it can be used. That's not some staggering amount of dps, but it's not trivial to kill off either.

One of the most interesting potential uses of the MMJU was to alter the kiter vs brawler dynamic away from something badly skewed in favor of kiters. The current iteration is basically pre-nerfed for most practical uses.



Effectively you have a bit les s time. Becaus eyou need to notice it, take decision lock and fire. SO beforeyou had like 27-28 seconds, that was insane.

I get your point but, why should frigates be unable to tackle an enemy, specially when their main role is exactly that? I think something like 6 K ehp and 50 seconds deployment (total time of 62) would be ok. For a theoretical 100 dps needed. And taking in account the delay I talked earlier, something like 155 dps needed.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Markku Laaksonen
School of Applied Knowledge
Caldari State
#704 - 2014-01-09 15:38:27 UTC
Seems a bit heavy handed of a nerf.

DUST 514 Recruit Code - https://dust514.com/recruit/zluCyb/

EVE Buddy Invite - https://secure.eveonline.com/trial/?invc=047203f1-4124-42a1-b36f-39ca8ae5d6e2&action=buddy

Kagura Nikon
Native Freshfood
Minmatar Republic
#705 - 2014-01-09 15:40:02 UTC
Markku Laaksonen wrote:
Seems a bit heavy handed of a nerf.



Considering that the side effects if unchecked were way heavier.

I think its easier for them to buff them later if they are nto used enough than to face huge side effects at start if they do not nerf them.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Petrus Blackshell
Rifterlings
#706 - 2014-01-09 15:41:14 UTC
Kagura Nikon wrote:
Btw, can any FW dweller explain me why they think this still does nto help with FW issues? I ran FW for some time, but the metagame might have changed a lot...

FW is plagued with farmers who "conquer" systems by using swarms of disposable frigates fit with warp core stabilizers and cloaks. What was intended to do a "top of the hill" mechanic to encourage fights has turned into a semi-AFK farming endeavor.

On the other hand, complexes also give a great opportunity for people to lay traps for others who don't pay attention. Using cloaky drone-assist Tristans, being kite-ready in a Condor or Slicer, or even just sitting a few ships on the landing point inside the plex is a big tactical advantage.

That is where the MSI comes in. Those who attack a complex are at a disadvantage that is sort of mitigated by guessing at the defender's ship(s) from d-scan. With the MSI, a cloak/WCS farmer looks exactly like a frigate gang -- like nothing. Because people don't like to take wild chances on missing info, they will almost always avoid going in. This both reduces PvP and encourages farming, neither of which are things that FW need.

I'm not sure I buy it completely myself, especially after the changes, but that's the argument as I understand it.

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Arclay Marx
Dead Sky Inc.
#707 - 2014-01-09 16:01:10 UTC
I might have skipped the last few pages, but i haven't seen this suggested before.

Why do these things have to be in the form of a structure? It would make sense to introduce this functionality as specialised modules instead. Here's the idea:

MMJU: Introduce an alternative to the MJD battleships currently use. It would allow the battleship to jump fleet members with it when activated, just like blops can portal covops ships. You could limit the number of ships MJDing with the capacitor of the battleship, perhaps bigger ships sucking more cap to jump along with it. That gives battleships a new role in a sniping fleet and smaller sniping ships like the eagle would make sense to bring with you (you can jump more of them along with the BS).

MSI: Introduce an alternative to the HIC bubble generator module that provides the same functionality as the MSI currently does. This way you don't have to worry about spamming, you can only have as many cloaked zones as you have HICs. Just make it so that the ship with the generator stays visible on dscan and scannable (and can't activate it inside plexes).

In this way a pilot with a specialised ship and equipment could fill the needed role instead of some disposable structure - a structure that anyone and everyone can use without skills. It just doesn't feel like EVE progression as was mentioned in earlier posts.
You also have to give up a slot and fittings to bring such functionality on the field with you and people would have more reasons to specialize for these ships and modules.

That is assuming you absolutely must push these out in rubicon 1.1. As a wormholer I could do without things hiding from dscan and probes.

Just a thought.
Petrus Blackshell
Rifterlings
#708 - 2014-01-09 16:03:26 UTC  |  Edited by: Petrus Blackshell
CCP Fozzie wrote:
Ok everyone, here is our first round of changes since the beginning of public feedback. These are some quite large changes but we think the end result is a much stronger design.

Yay changes! Let's see how I can bittervet these up.

CCP Fozzie wrote:

Mobile Micro Jump Unit

We're cutting the EHP of the structure by 80%, to 5000hp.
We're increasing the time that the MJU takes to activate to 1 minute.
We're increasing the range at which the MJU can be used to 5000m.
We're increasing the minimum range from other MJU structures to 10km.
We're disabling the ability to jump while cloaked.


The good: longer use range, minimum distance to other MJUs, no jump while cloaked.

The bad: much longer duration and much lower EHP might have made them very hard to use (if not useless) in actual combat situations.

The EHP. I know frigate duels, and 5k ehp is trivial to burn through in a minute in most T1 frigates. Against a stationary structure, it should be even more so. Of course, in a 1v1 that would require dedicating all DPS to the structure instead, but when more ships or bigger ships with drones get involved, getting rid of a MJU would be as trivial as "get this damn T1 tackle Rifter off me", if not moreso. What do: Some middle ground in the EHP of the structure, perhaps. I get that this low EHP is supposed to make it so Incursus's cannot escape Condors for free, but it impacts other uses negatively.

The activation time. 1 minute activation time is a huge time to spend activating this module! Not only would anyone who can travel over 1666 m/s be better off just burning away instead, but the minute you spend activating the MJU:

  • You are helpless to navigate, and things with poor tracking and great damage will wreck you (e.g. beam lasers)
  • You have a signature radius bloom
  • You cannot cancel it so you're stuck for the full minute


Someone who's smart about taking advantage of this would even wait to scram you until you were about to jump, to keep you helpless and sig-bloomed for as long as possible.

Perhaps lower this some? 30-40 seconds at maximum is my guess on the "sweet spot".

Okay, it was explained to me that this is the onlining time, not the spool-up time. Still, it could stand to take maybe a tiny bit less time to be onlined, but it's not necessary. The EHP is the only big issue now.

Overall. Between the tank/activation changes and the various bug fixes / clarifications / tweaks, this is a far more usable module now. As in my first post, the fine aiming that the MJU requires is still not possible due to Eve's alignment mechanics, but looking over that at other uses, this is much closer to a balanced, usable state to provide mini-"shortcuts" between different points on grid.


CCP Fozzie wrote:

Mobile Scan Inhibitor

Ships inside the area of a MSI's effect will have their own directional scanner and probe results disabled.
We're adding a minimum distance of 75km from wormholes.
We're reducing the sensor strength of the structure to 5 and increasing the signature radius to 500. Go ahead and apply as many projected ECCM to that as you want.
We're increasing the build cost to ~15m isk.
We're decreasing the structure's lifetime in space to 1 hour.
Minimum distance to another MSI is now 100km.
We're increasing the volume of the structure to 100m3.


THANK YOU, for the first point. Wrecking the enemy's intel should never come at a low cost. This change alone goes miles to making this module have a place in Eve.

More good stuff: distance to wormholes, even easier to scan down, higher build cost (repercussions for using it for PvE easy-mode, while still very usable in PvE), increased volume.

Questionable stuff:

1 hour time limit. Seems a bit low. I think the original 2 hours was good, and makes even more sense given the tweaks. The reduction to 1 hour feels unnecessary, and might even impact the module's interestingness: lower lifetime means space will be less littered with abandoned MSI's, which is less mystery and fun.

100 km distance to another MSI: Why? What's the reasoning behind this? So POS modules cannot be covered up with MSI's? So MSI's cannot cover each other? I don't understand why this figure is longer than 30 km.

Bad stuff:

Probes disabled for people inside the MSI. Why? Probing (especially combat probing) is a resource-expensive, difficult, and time-consuming endeavor that doesn't even give you instant accurate results. Why not keep it in so people inside the MSI are not completely blinded, given they expend the effort necessary to see?



Thanks for the iteration, CCP Fozzie. I should not have doubted you Blink. Keep it up!

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Jelani Akinyemi Affonso
Republic Military School
Minmatar Republic
#709 - 2014-01-09 16:13:55 UTC
Welp with these changes, I certainly have no more reason to use them. Sad

Cost is too much unless you are flying with dudes who got isk to waste that are from wormholes space and the cartels out in nullsec. And activation time UghUgh
Dersen Lowery
The Scope
#710 - 2014-01-09 16:24:22 UTC  |  Edited by: Dersen Lowery
Petrus covered a lot of the ground I wanted to cover: namely, that in this incarnation, the MMJU is useless to deploy under fire, and borderline useless to deploy at leisure. Frigates, destroyers and cruisers can slowboat the 100km in the same time or less, and if everyone anchors on the fastest ship, they'll all arrive at the same spot; battleships can fit MJDs and get there faster. That leaves battlecruisers, Orcas and freighters as the principle beneficiaries of the MMJU. But the latter two rarely need to jump 100km if no-one's around, and since anyone trying to kill them can slowboat 100km at least as quickly as they can use the module, or kill the module before they use it, it's basically useless to them, too.

So, uh, it's good for battlecruisers, unless they're under fire.

What am I missing?

Proud founder and member of the Belligerent Desirables.

I voted in CSM X!

Super Stallion
Caldari Provisions
Caldari State
#711 - 2014-01-09 16:39:51 UTC
I am worried about off grid boosting ships using this MMJU to jump into their pos at the moment of possible danger. Those ships are hard enough to kill as it is.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#712 - 2014-01-09 16:41:39 UTC
gascanu wrote:
Quote:
As for the bubbles, I would say make it so it can't be anchored within the radius of the bubble effect (of a T2 Large). Now obviously people who have a bit of common sense are thinking "But Theon, surely they can just anchor the bubble in front of/behind the MSI!", which is true, but at the very least you are going to know that you are warping into a bubble trap, in the same way that you do now. Again I reiterate, facechecking is not a good way of gathering intel, and requiring a player to have particular character skills and be in a particular ship is not a good idea.


how about dictor bubbles?


I think people putting up MSI's with bubbles in the center is a very good thing. I see no reason to prevent this, as it adds an extra layer of risk to anyone that wants to get intel on the MSI, and it goes very well with bubble camps and similar activities.
Kagura Nikon
Native Freshfood
Minmatar Republic
#713 - 2014-01-09 16:42:25 UTC
Dersen Lowery wrote:
Petrus covered a lot of the ground I wanted to cover: namely, that in this incarnation, the MMJU is useless to deploy under fire, and borderline useless to deploy at leisure. Frigates, destroyers and cruisers can slowboat the 100km in the same time or less, and if everyone anchors on the fastest ship, they'll all arrive at the same spot; battleships can fit MJDs and get there faster. That leaves battlecruisers, Orcas and freighters as the principle beneficiaries of the MMJU. But the latter two rarely need to jump 100km if no-one's around, and since anyone trying to kill them can slowboat 100km at least as quickly as they can use the module, or kill the module before they use it, it's basically useless to them, too.

So, uh, it's good for battlecruisers, unless they're under fire.

What am I missing?



That you can deploy them BEFORE the fight start, to give your gang advantage in positioning.

Not everythign in eve is made to be done on the fly.

These are still pwoerful.

Before the changes they were game braking because dirsruptors became compeltelly useless.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Petrus Blackshell
Rifterlings
#714 - 2014-01-09 16:43:14 UTC
Super Stallion wrote:
I am worried about off grid boosting ships using this MMJU to jump into their pos at the moment of possible danger. Those ships are hard enough to kill as it is.

Not that I like super-safe OGBs at all, but a scram and some webs solve this easily enough.

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Erasmus Phoenix
Avalanche.
#715 - 2014-01-09 16:44:09 UTC  |  Edited by: Erasmus Phoenix
Super Stallion wrote:
I am worried about off grid boosting ships using this MMJU to jump into their pos at the moment of possible danger. Those ships are hard enough to kill as it is.


A boosting ship that's sitting on the pos shields is going to be almost impossible to get anyway. I'd actually argue that it's probably going to take longer to spool up an MMJD than it would for it to change its orbit or start moving to cover the last KM to the forcefield. That's not something that's going to change unless boosting is totally redone. A bump that will make it die against the shields will still make it die by going away from the MMJD, and will probably be easier to pull off.

I do think a scram should prevent use of the MMJD.
Theon Severasse
The Scope
Gallente Federation
#716 - 2014-01-09 16:45:16 UTC
Petrus the 1 minute activation time is how long it takes for it to anchor, not how long it takes to jump. The spoolup time is still 12 seconds.
Theon Severasse
The Scope
Gallente Federation
#717 - 2014-01-09 16:46:51 UTC
Gizznitt Malikite wrote:
gascanu wrote:
Quote:
As for the bubbles, I would say make it so it can't be anchored within the radius of the bubble effect (of a T2 Large). Now obviously people who have a bit of common sense are thinking "But Theon, surely they can just anchor the bubble in front of/behind the MSI!", which is true, but at the very least you are going to know that you are warping into a bubble trap, in the same way that you do now. Again I reiterate, facechecking is not a good way of gathering intel, and requiring a player to have particular character skills and be in a particular ship is not a good idea.


how about dictor bubbles?


I think people putting up MSI's with bubbles in the center is a very good thing. I see no reason to prevent this, as it adds an extra layer of risk to anyone that wants to get intel on the MSI, and it goes very well with bubble camps and similar activities.


It's not risk though. You force people to use nullified ships to scout them. Hell you can't even safely scout them in CovOps ships, the ships that are meant to be designed for scouting..
Callic Veratar
#718 - 2014-01-09 16:49:47 UTC
Petrus Blackshell wrote:
Super Stallion wrote:
I am worried about off grid boosting ships using this MMJU to jump into their pos at the moment of possible danger. Those ships are hard enough to kill as it is.

Not that I like super-safe OGBs at all, but a scram and some webs solve this easily enough.


Also the fun of accidentally jumping into another ship/the tower could make for a hilarious mistake of the ship flying back out of the bubble in a random direction.
Speedkermit Damo
Republic University
Minmatar Republic
#719 - 2014-01-09 16:50:13 UTC
LtCol Laurentius wrote:
Sura Sadiva wrote:
MisterAl tt1 wrote:
Nor FW problems are covered.

Maybe deny anchoring those within 75km of any signature? So that they are used only in fleet fights and other more unpredictable situations.


This could fix a lot of potential issues


They are allready nerfed into oblivion, so why not. Make sure there is no viable use cases left at all.


Good!

Protect me from knowing what I don't need to know. Protect me from even knowing that there are things to know that I don't know. Protect me from knowing that I decided not to know about the things that I decided not to know about. Amen.

Erasmus Phoenix
Avalanche.
#720 - 2014-01-09 16:51:23 UTC
Do we have confirmation of whether scraming the ship trying to use the MMJD stops it or not?

If it doesn't, it really should.