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New module from the test server: Micro Jump Drive

Author
Helothane
Ascendent.
Test Alliance Please Ignore
#61 - 2012-03-13 18:48:35 UTC
As a jump rather than movement, it might be allowed by Dreads in siege and Carriers in triage modes.
Patient 2428190
DEGRREE'Fo'FREE Internet Business School
#62 - 2012-03-13 18:57:40 UTC
Hopefully 24km points stop it from working, or you might as well not use one against a BS if all its going to do is align, teleport and warp out.
Hamatitio
State War Academy
Caldari State
#63 - 2012-03-13 19:29:31 UTC
Amazed no one has pointed out the obvious.

This module seems completely worthless with the current game mechanics. So logic would assume that current game mechanics would change.

What would this be useful for? Catching people sniping / kiting maybe? But you can warp ongrid to them with a scanner.

So perhaps:
1) Nerf to warp distance on grid. Perhaps a change from 150 - 250km or even more.

2) Nerf to the way scanning something on grid works (which doesnt really solve any problems, because then you just warp from offgrid)

Number 1 seems more logical, it allows the return of sniping, with a not completely overpowered counter for it.
Tanya Powers
Doomheim
#64 - 2012-03-13 21:00:21 UTC
Hamatitio wrote:
Amazed no one has pointed out the obvious.

This module seems completely worthless with the current game mechanics. So logic would assume that current game mechanics would change.

What would this be useful for? Catching people sniping / kiting maybe? But you can warp ongrid to them with a scanner.

So perhaps:
1) Nerf to warp distance on grid. Perhaps a change from 150 - 250km or even more.

2) Nerf to the way scanning something on grid works (which doesnt really solve any problems, because then you just warp from offgrid)

Number 1 seems more logical, it allows the return of sniping, with a not completely overpowered counter for it.


The initial idea was to give blaster ships a tool with drawbacks that could help those catch their prey and kill it instead of the silly "I shoot you from here and there's nothing you can do" trick.
If everyone and his badger can fit it and use it, it's silly, fun but silly.
Trinkets friend
Sudden Buggery
Sending Thots And Players
#65 - 2012-03-14 05:19:30 UTC
I think this will become a curiosity for adepts and niche PVPers rather than something that will become a game-breaking FOTM.

Why?

On-grid robing, as cited before, is not a valid tactic after probes became visible on d-scan. Second, sniper tier 3 fleets will not sit at >150km, more in the 90-120km range, with tackle at the sub-100km range.

Secondly, if your lock-time or lock is broken by use of this module, BS's cannot get point on anything when they teleport 100km off gate. You may land, but the already aligned sniper gang will just warp away. This also works against you leapfrogging ahead of an enemy chasing you.

Thirdly, you are leaving your logi 100km behind you. Ergo, you are going balls to the wall with support that is 30s off even being in range. Not that logi survives very long around an alpha fleet. The advantage vs just MWDing into range? Not much.

Additionally, your MJD takes 28.5 to 22.5s to spin up. During this time, a competent sniper fleet can shoot you six times. Or your logi. Or your tackle. Then, because speed of use is skill dependent, some of your fleet will warp at 22.5s, the majority at 25s, a few more at 27s, and the nubs at near 30s. This splits your fleet up and will result in people dying because they are too fast or too slow.

Finally, I would wnder if you could fit this, plus a MWD, onto a BS. If you cannot, it will result in a fat, slow thing being able to jump 100km, and then sit there being blown to bit. Combine this with a BS's scan res, and this will be the Suicide Module, allowing you to lemming into an enemy fleet so you can be blown to bits.

That said, it will allow you to maybe dump a smartbombing BS into facemelt range of an enemy if you time everything perfectly.

What a win for EVE!
Sradoc
Sradoc Corporation
#66 - 2012-05-23 14:06:56 UTC
Pookoko wrote:
Another problem I forsee is that in other games normally you could rotate your character easily and quickly to set the direction to which you want to teleport. In EvE you have align times, which is considerably high for BS where this new MJD would br used. It defnitely wont act as a 'gap closer' if the propaed stats remain



Jump drives don't need to align, try using a blops or other normal jump drive and you'll see.
Adeena Torcfist
Right Hand Of The Legion.
Nightshade Alliance
#67 - 2012-05-23 14:23:28 UTC
well, i was more hoping for more than a measley 100km.

altho, i can see its uses, i think going off grid ( or even further ) would also make it viable.

it should be:


  • right click
  • select jump distance from say 100km - 500km
  • Activate


activating on cloaked ships like B/Ops would also be nice. Finally get more on the battlefield & land right ontop of them snipers Lol


  • Align
  • Activate
  • Uncloak just as its finishing cycle
  • jump
  • recloak
  • fleet warps to you
  • 1 idiot gets too close, decloaks your B/Ops, you get primaried & get insta-popped P

Riven Aleem
Deep Core Mining Inc.
Caldari State
#68 - 2012-05-23 14:55:02 UTC
I'd love to see 2 battleships fitted with these flying at each other.

Pity it's a point to point jump :(
Copine Callmeknau
Brutor Tribe
Minmatar Republic
#69 - 2012-05-24 04:33:47 UTC
hmmmm

There should be a rather awesome pic here

Victor Sane
A-1 Industrial and Salvage
#70 - 2012-05-24 11:05:05 UTC  |  Edited by: Victor Sane
Vaal Erit wrote:
From the latest SiSi data dump (found via reddit courtesy of sarmatiko) Who cares if it never makes it to TQ, what do you think?

Micro Jump Drive I

Long ramp up time (30 seconds), at end ship is jumped instantly 100 km directly forward. Ship maintains direction and velocity. Ship is affected by warp scramblers and warp disruption fields.

Note: Battleship class module


Nalha Saldana wrote:
All the stats simplified:
Mid slot
Activation cost 946 cap
77 CPU
1375 Powergrid
30 sec activation
120 sec until reactivation
Increases signature radius by 500% while spinning up

So yea its about as hard to fit as a 100mn T2 MWD, not something you slap onto a tier3 BC easily.

It comes with its own skill which seems to lower the duration before jumping by 5% which would make its activation 22,5 sec at skill V.


There is also a new large anchorable bubble that prevents micro jump drives.


so what happens of you stop flying and use it while facing the enemy having a sniper fit ? :) hmmm push and wuuups tackled... would be funny to see nubs use it.

sorry had to troll on that one cause it sounds terrible
Lin-Young Borovskova
Doomheim
#71 - 2012-05-24 11:49:50 UTC
Alara IonStorm wrote:
I would like to take a moment and thank CCP for introducing Tier 3 Battlecruisers.

You did a good job bring back 100 + km Sniper Fleets.



Indeed.

And this module while being something relatively good it's just another Minmatar stealth buff.

Thing is that situation before warp jump and after warp jump will be the same, and at this game minmatar is better than Gallente, if you still have doubts put face to face experienced teams to work it out, dps advantage is not really one, agility and manoeuvring ability+decent dmg projection IS one. (Gallente hulls will receive individual tweaks but for the meanwhile no)

The initial Idea (back before hybrids rebalance and so, I've posted some stuff with Tanya on this thing) was to make it specific hull (gallente) to make it so it wouldn't brake other races dmg projection abilities, but would vastly increase Gallente blaster hulls utility since the very short range of their guns and the lack of manoeuvrability of those ships could be somewhat over passed by this module (but jump would only function in a 25km range window and land approximatively 5km +/- from target).

Now the fact this module is available to all races witch somehow seems "normal" will not change fleets composition, will just bring jumping tactics and dumb down FC's work (the most important one) with very small to null result in final result.

Now for gangs (low/null) and solo (low) and being Battleship class module this helps greatly to bring more of those on the field witch is good.

For high sec this module should simply not work, punto alinea !

Overall and with all due respect to people working on this module, I prefer my first Idea that was more about bring one race again to the field in various scenarios and a new specific ability (you know how much people love specificities right? -that's why Matar are so great)

Because of this: fight "x" involving "y" ships fights fleet "Z", FC tells every one to align whatever "activate MWDJ", but then if the other FC is not that stupid and god know there are a few, he will be already prepared to follow with 2 or 3 sec diff, and here we go again yadayada .

Doesn't change anything for battleship fleets that have better time fitting mwd to run away from bubbles

Doesn't change anything to low sec gate camps, they'll just put a tackle at 110 from the gate if you can instantly activate the module once uncloack without speed pre requisite.
If it has speed pre requisite, then doesn't change a crap neither, the time your BS targets whatever he's already scram at least twice.

Not saying this module as stands is useless, just a pimpy new stuff easy to counter, and new pimpy stuff is always cool

brb

Jeanne Deveroux
Society Of Mutual Adoration
#72 - 2012-05-24 22:29:38 UTC

It would make more sense if it were a frigate-sized mod , assault frigs could then benefit if they had a bonus to spinup time

Or reduced bloom , or both :) .

Then , AF's grouped with blaster megas , might pose a threat to snipers as in : align to snipers , MJD, megas warp to you....

As of now, i can't see any real benefit for battleships , but well , it's still in works :) .
Serina Tsukaya
Dropbears Anonymous
Brave Collective
#73 - 2012-05-25 13:01:09 UTC
This will be stopped/disrupted by regular bubbles of all kinda and as far as I can remember, they're planning on making another bubble that only affects this, but that has a larger range on it. This was all discussed during fanfest guys.
Renier Gaden
Immortal Guides
#74 - 2012-05-25 19:26:57 UTC
This would be useful when going through a null/low sec area where you don’t have tactical bookmarks. Warp to 100 from the gate. If it is clear, jump to gate. If not clear, then warp off before something gets close enough to point you. I wonder if CTRL+Space will cancel the jump, or if you are committed once it is activated.

Also as Cambarus pointed out, a sniper fleet can warp in at 100, lock and start firing. Then aline on a tangent so that when they jump they end up in another location 80 to 120 km from the gate. They relock, start firing, and aline on another tangent. Figuring out a simple way to do the trigonometry would be the challenge to being effective.