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

First post First post First post
Author
Priestess Lin
Darkfall Corp
#741 - 2014-01-09 17:20:42 UTC  |  Edited by: Priestess Lin
CCP Fozzie wrote:
these structures are intentionally provocative so even after this round of adjustments we expect them to be very disruptive to the status quo in a valuable and exciting way.



Then


CCP Fozzie wrote:


Ships inside the area of a MSI's effect will have their own directional scanner and probe results disabled.

We're increasing the build cost to ~15m isk.
We're decreasing the structure's lifetime in space to 1 hour.

.



So much for being provocative and being very disruptive to the status quo. You just gave them everything they wanted, scrapping much needed balance and denying players tools that might otherwise embolden them to take risks outside of high sec.

Sad day for the integrity of CCP.

When discussing weaknesses of heavy drones vs fast frigates: baltec1- " A thanatos with a flight of geckos killed a bomber gang while AFK. So yea, they track frigates just fine." https://forums.eveonline.com/default.aspx?g=posts&m=4678049#post4678049

Petrus Blackshell
Rifterlings
#742 - 2014-01-09 17:23:32 UTC
Kagura Nikon wrote:
I can see now that they are nerfed into uselessness due the outcry of the status quo and a small fraction of the playerbase.

Seemed to me that the "small" fraction was a significant fraction of this thread. Or are you just calling yourself fat?

Even if I did not like to hunt carebears I would still have pushed for the tweak Fozzie made to the MSI, because in a PvP situation, there was simply not enough cost for the huge advantage that blinding your opponent's d-scan gives you.

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

Erasmus Phoenix
Avalanche.
#743 - 2014-01-09 17:26:31 UTC
Rekkr Nordgard wrote:

Seriously, that's how silly this is. The only way this garbage isn't game-breaking is to nerf it to the point of uselessness outside of tiny niches. Don't get me wrong, I'm very happy that that has happened. I would be perfectly fine with never running into either of these two deployables in game ever. However when your shiny new flagship concept gets announced and you get 30 pages of negative and lackluster responses and then the only way to fix it is to make the deployables so weak as to discourage widespread use, then I think you need to seriously reexamine your design process and work priorities.


+1. When the only vocal and serious support to a change is a noob corp account with zero other activity on the forums, no employment history, and a total of 17 days in the game, you know that there's something wrong with the idea.

The people who support it don't even feel comfortable using their main accounts to do so.
Petrus Blackshell
Rifterlings
#744 - 2014-01-09 17:27:52 UTC
Erasmus Phoenix wrote:
Petrus Blackshell wrote:
I wonder... can probes pick up other probes on scan? That might be a hilarious way to check if someone is probing you out, without using your d-scan.


Fozzie's post implies that you can't get probe results for anything that would require a combat probe while you're in an MSI, but you can get stuff like wormholes. Basically you can't see anything that would require combats or d-scan.

Wait, so while you (but not your probes) are in a MSI, your probes don't work? How does that make any sense? I get that probes can't scan stuff that's inside a MSI, and that d-scan does not work to find ships inside a MSI, and is disabled for the ships inside the MSI, but why would your probe launcher be effectively disabled?

/me goes back to read Fozzie's post.

Quote:
Ships inside the area of a MSI's effect will have their own directional scanner and probe results disabled.


Well that's silly. Probing is a difficult and expensive form of scouting, and it does not make much sense to disable it with the MSI.

I will edit my main feedback post to mention this.

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

Rekkr Nordgard
Steelforge Heavy Industries
#745 - 2014-01-09 17:29:27 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...


Anyone inside a FW plex has a significant advantage over anyone coming into a plex as they can setup and dictate the range of the engagement. So for someone to be willing to even take the gate into a plex, they have to consider themselves at at least a slight advantage over what they see on d-scan just to make the playing field level. So unless you're flying in a blob, seeing one of these inside a FW plex is a big sign saying "it isn't worth risking coming in here". And since you can make 15 to 20 mil per medium plex in well under the 1 hour expiration time on the MSI, there's no reason for risk averse players not to spam these 5 mil safe-plexing deployables across the warzone. So yes, the use of MSI inside FW plexes is important to be disabled.
Erasmus Phoenix
Avalanche.
#746 - 2014-01-09 17:30:25 UTC  |  Edited by: Erasmus Phoenix
Petrus Blackshell wrote:
Erasmus Phoenix wrote:
Petrus Blackshell wrote:
I wonder... can probes pick up other probes on scan? That might be a hilarious way to check if someone is probing you out, without using your d-scan.


Fozzie's post implies that you can't get probe results for anything that would require a combat probe while you're in an MSI, but you can get stuff like wormholes. Basically you can't see anything that would require combats or d-scan.

Wait, so while you (but not your probes) are in a MSI, your probes don't work? How does that make any sense? I get that probes can't scan stuff that's inside a MSI, and that d-scan does not work to find ships inside a MSI, and is disabled for the ships inside the MSI, but why would your probe launcher be effectively disabled?

/me goes back to read Fozzie's post.

Quote:
Ships inside the area of a MSI's effect will have their own directional scanner and probe results disabled.


Well that's silly. Probing is a difficult and expensive form of scouting, and it does not make much sense to disable it with the MSI.

I will edit my main feedback post to mention this.


I can kind of see why it's done. A probing ship will almost always be one with a covops cloak anyway, so they can sit outside the MSI to provide additional intel. Almost no ship that isn't bonused for it would be fitting an expanded probe launcher anyway, a core probe launcher won't be doing anything that will be affected by the MSI.

Then again, it all comes down to "Bring along an alt" on both sides which is exactly one of the things I've been saying was bad about this change.
Petrus Blackshell
Rifterlings
#747 - 2014-01-09 17:36:22 UTC
Erasmus Phoenix wrote:

I can kind of see why it's done. A probing ship will almost always be one with a covops cloak anyway, so they can sit outside the MSI to provide additional intel. Almost no ship that isn't bonused for it would be fitting an expanded probe launcher anyway, a core probe launcher won't be doing anything that will be affected by the MSI.

Then again, it all comes down to "Bring along an alt" on both sides which is exactly one of the things I've been saying was bad about this change.

Exactly.

Disallowing probes inside the MSI does not affect scouting alts in covops, but hurts everyone else. Thus, I would think it encourages alt-play.

Allowing probes inside the MSI lets things like T3s, Astero/Stratios/Nestor, or other ships with very high CPU have a little bit of vision. Since these ships can often do other stuff in addition to probing roles, they can be used by mains without alts. Enabling more versatile ships/fits would seem like a good thing.

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

Erasmus Phoenix
Avalanche.
#748 - 2014-01-09 17:37:48 UTC
I must admit I haven't seen many scanning T3s without covert ops cloaks, but there is a place for them in certain kinds of fleet warfare. I think it is probably a good piece of balancing, though - they have to stick their head in to see what's inside, so you should have to stick your head out.
Priestess Lin
Darkfall Corp
#749 - 2014-01-09 17:39:27 UTC
MisterAl tt1 wrote:
The proposed updates to the MSI don't deal with a problem of carebears farming a wormhole site and you don't even know it before you scan it down (versus 1 click on d-scan now). Once again - upon opening the hole you have very little time to catch the ratting fleet before it escapes. Usuallyyou are very pressed for time with last-minute preparation for your fleet. Price is not a problem, when a fleet at risk can cost more then 20bil.

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.


Keep up with these idea, I'm sure fozzie will be accomodating if he gets enough input from this vocal minority so that the MSI can be nerfed into total uselessness. So much for upsetting the status quo.

When discussing weaknesses of heavy drones vs fast frigates: baltec1- " A thanatos with a flight of geckos killed a bomber gang while AFK. So yea, they track frigates just fine." https://forums.eveonline.com/default.aspx?g=posts&m=4678049#post4678049

Petrus Blackshell
Rifterlings
#750 - 2014-01-09 17:40:38 UTC
Erasmus Phoenix wrote:
I must admit I haven't seen many scanning T3s without covert ops cloaks, but there is a place for them in certain kinds of fleet warfare. I think it is probably a good piece of balancing, though - they have to stick their head in to see what's inside, so you should have to stick your head out.

I had exploration T3s in mind. You often do not want the covops subsystem on them, since it completely ruins your damage.

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

Erasmus Phoenix
Avalanche.
#751 - 2014-01-09 17:47:21 UTC
Petrus Blackshell wrote:
Erasmus Phoenix wrote:
I must admit I haven't seen many scanning T3s without covert ops cloaks, but there is a place for them in certain kinds of fleet warfare. I think it is probably a good piece of balancing, though - they have to stick their head in to see what's inside, so you should have to stick your head out.

I had exploration T3s in mind. You often do not want the covops subsystem on them, since it completely ruins your damage.


Unless you're a proteus, yeah.

I'm unsure what would lead to an exploration T3 using one of these, though... For the size, you'd be better off with a mobile depot and refitting your subsystem if you want to hide. You run into cargo issues either way, though. As part of a group, I suppose you could have a viator or something to do the job. I just don't really see anything other than a gang with defined roles wanting to use one of these things, though.
Theon Severasse
The Scope
Gallente Federation
#752 - 2014-01-09 17:47:24 UTC
Petrus Blackshell wrote:
Theon Severasse wrote:
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.

Ohhhhh! Okay then. That's a lot more reasonable. It could still stand to be a little lower, but it's not that big of a problem anymore.

Also, it really emphasizes the need for more EHP. A Mobile Small Warp Disruptor has 13.5k raw (pre-resists) hp. A MMJD is just as in the middle of things, and more likely to draw fire in the middle of a fight. It should be equally tanky.


Having the low EHP is important as it means that brawls don't simply have a "get out of fight" card that they can drop at any point.
Petrus Blackshell
Rifterlings
#753 - 2014-01-09 17:47:35 UTC
Priestess Lin wrote:
MisterAl tt1 wrote:
The proposed updates to the MSI don't deal with a problem of carebears farming a wormhole site and you don't even know it before you scan it down (versus 1 click on d-scan now). Once again - upon opening the hole you have very little time to catch the ratting fleet before it escapes. Usuallyyou are very pressed for time with last-minute preparation for your fleet. Price is not a problem, when a fleet at risk can cost more then 20bil.

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.


Keep up with these idea, I'm sure fozzie will be accomodating if he gets enough input from this vocal minority so that the MSI can be nerfed into total uselessness. So much for upsetting the status quo.

You know what else would upset the status quo? Mini-doomsdays for frigates, or bumping doing damage, or stacking penalized locking time, or a variety of half-baked ideas. Yes, the second iteration of these things rocks the boat less than the former, but that is because the former rocked it too much, completely invalidating and throwing into disarray things that have existed forever, for no good reason. The only time such a huge change is OK is when there is a huge compelling reason for it, like with the nano nerf.

So far as Mister Al tt1's stuff:

With a bit of luck, you can still find people ratting up your wormhole with the d-scan: look for NPC wrecks. And, with the unwelcome farmers being blinded by their own MSI, you have a better chance than you think at catching them (unless they are prepared and have a scout outside, at which point you have to get creative).

FW problems are not fully covered, but blinding the people inside should go a long way to discouraging MSI use inside plexes. It greatly reduces the reaction time available to farmers (who would otherwise see you as you land on the a-gate), and it strikes the fear of incoming blobs into PvPers who might be camping the plexes (the street now goes both ways).

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

Dersen Lowery
The Scope
#754 - 2014-01-09 17:49:57 UTC
Kagura Nikon wrote:
Dersen Lowery wrote:
What am I missing [about MMJU]?



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


For very small gangs, perhaps. At 5k EHP, an opposing fleet of any significant size can just alpha it off the field.

That leaves a niche within a niche: either it's useful for gangs of less than five ships each, or it's useful for a sniper fleet that's been probed down to use once, to pull range... that they could do for free by warping to a nearby celestial and warping back at 100km.

With these stats, I see very little use of these things, and very little disruption of anything. No accident, then, that the most ardent supporters of the change are the people who don't want them in the game at all.

Proud founder and member of the Belligerent Desirables.

I voted in CSM X!

Priestess Lin
Darkfall Corp
#755 - 2014-01-09 17:55:10 UTC  |  Edited by: Priestess Lin
Considering you can scan down and warp to the MSI faster than you could any other PVE ship. What PVEr is ever going to use this at the cost of 15 mil an hour.

Another great idea utterly ruined by a vocal minority. So much for giving players the tools they need to embolden them to move out of high sec.

success?

When discussing weaknesses of heavy drones vs fast frigates: baltec1- " A thanatos with a flight of geckos killed a bomber gang while AFK. So yea, they track frigates just fine." https://forums.eveonline.com/default.aspx?g=posts&m=4678049#post4678049

Omnathious Deninard
University of Caille
Gallente Federation
#756 - 2014-01-09 17:55:53 UTC
Petrus Blackshell wrote:
Erasmus Phoenix wrote:
I must admit I haven't seen many scanning T3s without covert ops cloaks, but there is a place for them in certain kinds of fleet warfare. I think it is probably a good piece of balancing, though - they have to stick their head in to see what's inside, so you should have to stick your head out.

I had exploration T3s in mind. You often do not want the covops subsystem on them, since it completely ruins your damage.

You can carry a mobile depot and a subsystem change for exploration in a t3.

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

Theon Severasse
The Scope
Gallente Federation
#757 - 2014-01-09 17:57:47 UTC
Although people who are blobbing inside a plex can still use an alt to check what's coming into them. The simplest solution is to stop them getting anchored in deadspace.
Erasmus Phoenix
Avalanche.
#758 - 2014-01-09 18:00:12 UTC  |  Edited by: Erasmus Phoenix
Omnathious Deninard wrote:
Petrus Blackshell wrote:
Erasmus Phoenix wrote:
I must admit I haven't seen many scanning T3s without covert ops cloaks, but there is a place for them in certain kinds of fleet warfare. I think it is probably a good piece of balancing, though - they have to stick their head in to see what's inside, so you should have to stick your head out.

I had exploration T3s in mind. You often do not want the covops subsystem on them, since it completely ruins your damage.

You can carry a mobile depot and a subsystem change for exploration in a t3.


You do run into serious space issues. Maybe not in a legion that uses no kinds of charges, but you're severely limited with anything else, especially if you want to take loot back with you. an MSI would be even worse.
Erasmus Phoenix
Avalanche.
#759 - 2014-01-09 18:00:59 UTC
Priestess Lin wrote:
Considering you can scan down and warp to the MSI faster than you could any other PVE ship. What PVEr is ever going to use this at the cost of 15 mil an hour.

Another great idea utterly ruined by a vocal minority. So much for giving players the tools they need to embolden them to move out of high sec.

success?


Fix sov and you have a good reason for people to move out of highsec.

This would also not completely break wormholes like the MSI would have.
Shilalasar
Dead Sky Inc.
#760 - 2014-01-09 18:01:22 UTC
Good changes overall.
Low EHP of the jumpunit makes it more useful for jumping into someone than out of.
The main thing I still would change is anchorable or mobile structures inside the scan inhib.
Mostly Bubbles. If you see one on dscan you know you´ll get dragged but not what is waiting for you on the edge. If you want an invisible bubble use one pilot in a HIC.
Also no tractorunits inside please. Hides if someone is ratting unless you are on grid and would take all ongrid warpspots into the hidden area.