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Are you kidding me....?

First post
Author
Camios
Sebiestor Tribe
Minmatar Republic
#21 - 2012-05-09 16:24:30 UTC
Alberik wrote:
i will laugh all day if its mostly breaking the logistics-lock and not the enemies one.


It breaks the lock of everybody.
Imagine that against a fleet of drake...

1. you're locked by 100 drakes
2. you're locked by logistics
3. 100 drakes fire 700 missiles to you
4. You activate the magic module, everybody lose lock on you (your friendly logistics lose lock too)
5. You're dead

Sirinda
Ekchuah's Shrine Comporium
#22 - 2012-05-09 16:40:11 UTC
If it works like that it'll be the most useless module ever conceived. Shocked
Lyron-Baktos
The Scope
Gallente Federation
#23 - 2012-05-09 16:52:48 UTC
Sirinda wrote:
If it works like that it'll be the most useless module ever conceived. Shocked


not necessarily unless you don't' use the module until you are damaged. If you use it correctly, you can avoid damage from the first volley and warp off. Though if they keep targeting you over and over, some damage is bound to slip through though.
Roll Sizzle Beef
Space Mutiny
#24 - 2012-05-09 17:22:24 UTC
large gate camps, just another opportunity for a non cov-ops to get away and make people cry.
Hannott Thanos
Squadron 15
#25 - 2012-05-09 17:28:57 UTC
Just have your friends target you, then gtfo. If everyone in a small fleet just targets one or two teammates, this will be totally gamebreaking, because you can basically just gtfo whenever you want to. Unless of course they only count enemy ships.

Players cry for ECM nerf, CCP brings more ECM to the table. not sure how this can turn out good.

while (CurrentSelectedTarget.Status == ShipStatus.Alive) {

     _myShip.FireAllGuns(CurrentSelectedTarget);

}

Hannott Thanos
Squadron 15
#26 - 2012-05-09 17:36:39 UTC
Also, is this a module that will be added because it is a well designed and thought out module, or is it there to promote the use of Sabers? If it's the latter one, then there is a problem with the dictors, not a use for a new module.

And when we are on the subject, are there any graphs showing how much more Sabers are used compared to the other dictors?

while (CurrentSelectedTarget.Status == ShipStatus.Alive) {

     _myShip.FireAllGuns(CurrentSelectedTarget);

}

Jarin Arenos
Card Shark Industries
#27 - 2012-05-09 17:49:23 UTC
CCP Goliath wrote:
Masstest tomorrow, and you could always test it in dungeons/missions, which can have a very large amount of entities targeting you.

Waitwaitwaitwaitwait
Wait
Is this actually ECM that works against NPCs? Dare I hope? ... dare I hope for this to lead to the same for regular EWAR?

But I'm not CCP Soundwave, so what do I know?

Lili Lu
#28 - 2012-05-09 22:33:29 UTC
Ok this seems daft. More ECM for the game? The previous "nerfs" to ecm (well at least the first one) was to disuade the spare mid fit a multispec paradigm that was so rampant. Now they want to introduce a new multispec of doom What?

Are ECM boats going to get bonuses to this module? How will the crazy 30% per level bonuses affect this thing? WTF are you guys thinking?Straight
Just Alter
Futures Abstractions
#29 - 2012-05-09 23:26:43 UTC
Lili Lu wrote:
Ok this seems daft. More ECM for the game? The previous "nerfs" to ecm (well at least the first one) was to disuade the spare mid fit a multispec paradigm that was so rampant. Now they want to introduce a new multispec of doom What?

Are ECM boats going to get bonuses to this module? How will the crazy 30% per level bonuses affect this thing? WTF are you guys thinking?Straight


It is not an ecm.

It only breaks one target lock, yours.

Ecm prevent a ship from locking anybody, this module prvent a lot of ships from locking you.

In fact ecm is useless if you're target by an alphafleet while is very useful in smaller engagements, this module is useless in smaller engagements and paramount on big fleets.

Also i'd like to see how it will work in pve...it could really be game changing if it's not tweaked right: just never kill any frig, no npc can target you.
MadMuppet
Critical Mass Inc
#30 - 2012-05-09 23:59:54 UTC
Sirinda wrote:
If it works like that it'll be the most useless module ever conceived. Shocked


Depends who you are. As a solo player, this might be interesting.

This message brought to you by Experience(tm). When common sense fails you, experience will come to the rescue. Experience(tm) from the makers of CONCORD.

"If you are part of the problem, you will be nerfed." -MadMuppet

James Amril-Kesh
Viziam
Amarr Empire
#31 - 2012-05-10 00:19:27 UTC
This definitely seems like an "alpha" counter.

Enjoying the rain today? ;)

Mariner6
The Scope
Gallente Federation
#32 - 2012-05-10 00:59:31 UTC  |  Edited by: Mariner6
James Amril-Kesh wrote:
This definitely seems like an "alpha" counter.


No, I would say that the only ships that will have use anymore in large groups will be alpha boats. FC will have to divvy up the alpha though so that not all are locked at the same time...ie something like this

1st squad target, lock, FIRE, unlock
2nd squad target, lock, FIRE, unlock
3rd squad target lock, FIRE, unlock

wash, rinse, repeat until the enemy is cleared.

You just have 1-2 tacklers on primary and secondary and then shift your alpha boats firing sequence. Your alpha guns need time to cycle anyways so instead of them holding lock you just have them break lock so the lock breaker doesn't kick in. This way you never have more than 11-12 ships locking the target.

What this does do is absolutely kill hybrids in large to middle fleets which rely on higher rate of fire but consistently applying damage. Too hard to manage like the above and must keep lock. So winmatar just became that much better. For small gang/solo nothing really changes as the mod then does not apply.

This will also be a real pain for younger low skilled groups that try to use numbers to take down insanely tanked ships. I guess our 40-50 man dessy roams are over unless maybe we can pull it off with arty thrashers but probably not. It kind of smells like WOW where it will be extremely hard now to take down the uber ships/high skilled pilots. So much for the social game. Bitter vets though will love this mod until they run into a Tornado fleet of these using the tactic I just described.

Hate it. -1
Tarn Kugisa
Kugisa Dynamics
#33 - 2012-05-10 01:20:38 UTC
So basically like OMG GATECAMP GTFO module?

Be polite. Be efficient. Have a plan to troll everyone you meet - KuroVolt

Jiji Hamin
Aliastra
Gallente Federation
#34 - 2012-05-10 06:22:27 UTC
this module is dumb, both in concept and execution
Jack Tronic
borkedLabs
#35 - 2012-05-10 06:43:39 UTC
People ignoring the fact it sucks cap and has 20 second cycle.
Hannott Thanos
Squadron 15
#36 - 2012-05-10 07:19:44 UTC
Jack Tronic wrote:
People ignoring the fact it sucks cap and has 20 second cycle.

And confirming the fact that you only have to activate it once and gtfo

while (CurrentSelectedTarget.Status == ShipStatus.Alive) {

     _myShip.FireAllGuns(CurrentSelectedTarget);

}

Sarmatiko
#37 - 2012-05-10 08:38:54 UTC  |  Edited by: Sarmatiko
Dear OP, what you really dont know, is that Target Breaker at the moment have huge drawback - when module online ship scan resolution is 5 times lower than normal.


[+] MagSheath Target Breaker I
[+|n] medPower
[+|n] online
[+|n] targetBreaker
[+|y] scanResolutionMultiplierOnline
[+] maxGroupActive: 1.0
[+] maxGroupFitted: 1.0
[+] scanResolutionMultiplier: 0.2
[+] canFitShipGroup1: 26.0
[+] canFitShipGroup2: 27.0
[+] canFitShipGroup3: 898.0
[+] capacitorNeed: 72.0
[+] capacity: 0
[+] cpu: 50.0
[+] duration: 20000.0
[+] hp: 40.0
[+] mass: 0
[+] metaLevel: 0
[+] power: 1.0
[+] requiredSkill1: 3427.0
[+] requiredSkill1Level: 4.0
[+] requiredThermoDynamicsSkill: 1.0
[+] techLevel: 1.0
[+] volume: 5.0
James Amril-Kesh
Viziam
Amarr Empire
#38 - 2012-05-10 10:15:09 UTC
Kind of seems like that would be important enough to list in attributes, don't you think?

If that's the case then maybe, just maybe this module is balanced. Especially since you can't fit it on battlecruisers anyway. I'm curious as to why these three ship classes and only these three ship classes are allowed to use it. Special casing black ops seems... unusual.

Enjoying the rain today? ;)

Sarmatiko
#39 - 2012-05-10 10:31:56 UTC
James Amril-Kesh wrote:
Kind of seems like that would be important enough to list in attributes, don't you think?


Don't you think that picture in first post is little bit old? Blink
John Caffeine
Aliastra
Gallente Federation
#40 - 2012-05-10 11:08:58 UTC
Looks like it could be a very interesting module.

I'm very curious as to what the chances of breaking locks will be, but will certainly need some carefull balancing. It also appears to be an anti-blob weapon, which is something game could certainly need more off.