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Player Features and Ideas Discussion

 
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Add a microjump drive skill specialisation

Author
Benjamin Hamburg
Chaos.Theory
#1 - 2015-12-06 18:28:02 UTC
We have the operation skill that reduce activation time, but please add a skill after this is trained at 5 that reduce the reactivation delay. I think a 10% per level would be great, although you could start it at 5% per level for beggining to see how it's used. I think MJD have really started to make BC and BS usefull again and it's a great thing. This specialization skill would only add to that, without being completely OP.
Morrigan LeSante
Perkone
Caldari State
#2 - 2015-12-06 19:29:01 UTC
This would make marauders a bit wild.
FireFrenzy
Cynosural Samurai
#3 - 2015-12-06 20:21:57 UTC
well i for one would love our new PVP marauder overlords... Marauder docterine would be INSANE

(and i'm not just saying that because i own several:P)
Lugh Crow-Slave
#4 - 2015-12-06 21:48:37 UTC
Benjamin Hamburg wrote:
. This specialization skill would only add to that, without being completely OP.



You saying a marauder jumping 100k every 27 seconds is balanced?


The reactivation delay is at a good level it dies not need to be changed with our without a skill
Rowells
Pator Tech School
Minmatar Republic
#5 - 2015-12-06 22:33:42 UTC
Lugh Crow-Slave wrote:
Benjamin Hamburg wrote:
. This specialization skill would only add to that, without being completely OP.



You saying a marauder jumping 100k every 27 seconds is balanced?


The reactivation delay is at a good level it dies not need to be changed with our without a skill

For marauders maybe, but for every other class of ship (CDs possibly excluded), 10% per level would be a real serious benefit. With the current 3 minute cooldown, using it more than once in anything short of prolonged fleet combat is unlikely. Given it's counters and limited use on certain hulls, I don't think having the minimum cooldown around 1.5-2 minutes might actually open up some edge cases for use outside of aforementioned fleet engagements. Worst comes to worse, the marauder just gets its bonus adjusted or even a flat number as replacement.
Xe'Cara'eos
A Big Enough Lever
#6 - 2015-12-07 06:04:12 UTC
what if the skill only affected the BASE cool-down, since marauders already get a slashed cool-down, it shouldn't affect them?

For posting an idea into F&I: come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it..... If your idea can be abused, it [u]WILL[/u] be.

Barrogh Habalu
Imperial Shipment
Amarr Empire
#7 - 2015-12-07 08:43:41 UTC  |  Edited by: Barrogh Habalu
If you want to lower MJD cooldown, then lower MJD cooldown. No need to introduce yet another obligatory (for fits that use the module) skill that doesn't do anything new for the game.

We already have this embarrassment of a skill "armor layering".

Then just change Marauder bonus if you want them to retain 1 min CD.
Nevyn Auscent
Broke Sauce
#8 - 2015-12-07 10:57:18 UTC
The issue with BS MJD's is that they are about to be utterly replaced with a destroyer.
And that most BS aren't designed to be able to fit dual prop.

If they built the MJD into all the BS, that would be perfect and might even make BS start seeing significant use again.
Hmmm, now there's a good thought, it's not like BS are exactly coming across as OP right now.
Serendipity Lost
Repo Industries
#9 - 2015-12-07 11:54:15 UTC
Nevyn Auscent wrote:
The issue with BS MJD's is that they are about to be utterly replaced with a destroyer.
And that most BS aren't designed to be able to fit dual prop.

If they built the MJD into all the BS, that would be perfect and might even make BS start seeing significant use again.
Hmmm, now there's a good thought, it's not like BS are exactly coming across as OP right now.


You would never be able to warp disrupt any battleship if that were baked into the hull. That seems a bit wonky.