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The Micro Jump Drive - any news?

First post
Author
Paul Clancy
Korpu no Byakko
#1 - 2012-06-09 15:27:41 UTC
Still no signs of the module except the book of Micro Jump Drive Operation :)

Any news about the possibility of appearance of MJD in Inferno 1.1?
Lord Helghast
Center for Advanced Studies
Gallente Federation
#2 - 2012-06-10 04:04:54 UTC
i was going to ask the same thing, no new mods for 1.1. i thought ccp said they were going to be releasing more mods as inferno went on?
Daneel Trevize
Give my 11percent back
#3 - 2012-06-11 14:45:00 UTC
Again, what is the need of the MJD, how would it reasonably work? There's enough that needs balancing that new mechanic-changing modules shouldn't just be thrown in randomly. If it remained as last specced, for BSs only and with a spool-up delay, what's the use? Repositioning snipers/blaster BSs? Why not have fast frigs provide warpins? This is an MMO, and that was a key point of a whole trailer video. If there's a problem with BSs getting bubbled too easily, or frigates getting blapped by every weapon system while trying to burn around for such a warpin, then go balance bubble/tracking mechanics.

What if BSs could be interdiction nullified? Or the Titan tracking band-aid was ripped off and replaced with sig-radius damage scaling for all guns?
Ma'kal
State War Academy
Caldari State
#4 - 2012-06-11 15:01:38 UTC
I was just wondering this same question myself while I was looking at the patch notes for the next iteration for Inferno. The other thing I am really excited to hear about is the new ship re-balancing. As long as we are asking about things that were mentioned and we haven't heard any more about it.
Lord Helghast
Center for Advanced Studies
Gallente Federation
#5 - 2012-06-11 17:25:13 UTC
Daneel Trevize wrote:
Again, what is the need of the MJD, how would it reasonably work? There's enough that needs balancing that new mechanic-changing modules shouldn't just be thrown in randomly. If it remained as last specced, for BSs only and with a spool-up delay, what's the use? Repositioning snipers/blaster BSs? Why not have fast frigs provide warpins? This is an MMO, and that was a key point of a whole trailer video. If there's a problem with BSs getting bubbled too easily, or frigates getting blapped by every weapon system while trying to burn around for such a warpin, then go balance bubble/tracking mechanics.

What if BSs could be interdiction nullified? Or the Titan tracking band-aid was ripped off and replaced with sig-radius damage scaling for all guns?


Most likely becuse as was said during fanfest and every other meeting, PEOPLE ARE SICK OF COOKIE CUTTER SETUPS, every frigging ship at this point is pretty much fit the same, theres an optimal layout, the reactive armor was a good step the ancils were a good step, but there were supposed to be a continuous release stream of new modules so that it would stay shifting and changing with no cookie cutter crap that stagnates...

The MJD may not have been the perfect mod but it was an interesting mod that had some interesting tactics, as well as interesting ways to screw up using it (lemmings not aligning before mashing the button for instance.

I personally was against the idea of it being only BS's i liked the idea of a surprise dictor MJDing and catching a unsuspecting victim from 100km away that would be just wicked...

its balanced by the fact that at 100km its not warp range for the rest of the fleet, so either everyone else also sacrificed a midslot for a MJD, or you still have a ping for the main fleet to get to warp distance of the MJD tackler.
Daneel Trevize
Give my 11percent back
#6 - 2012-06-12 14:07:02 UTC
Lord Helghast wrote:
I personally was against the idea of it being only BS's i liked the idea of a surprise dictor MJDing and catching a unsuspecting victim from 100km away that would be just wicked...

its balanced by the fact that at 100km its not warp range for the rest of the fleet, so either everyone else also sacrificed a midslot for a MJD, or you still have a ping for the main fleet to get to warp distance of the MJD tackler.
So for the sole case of nullsec uniquely-superpowered-tackler bubblers (something no tech1, tect3 or all but 1 other tech2 can do, hold a whole fleet [even if stabbed] by a single module cycle), you don't want to have them to be as cunning as fit a cloak/sit somewhat away from your <150km away fleet, and have a single second person combat scan the targets to warp the bubbler onto them. Instead you want dictors to be able to perform this surprise tactic solo, so that you still end up with buffer fit blobs vs buffer fit blobs, and tier3 BCs will be even more overpowered for their agility & speed to leave the bubble sooner?
Wow what a shakeup and empowering of different fits on all those other ships in the game...

I would rather see the rep amount of armour modules doubled, this would mean you don't always need dual injectors for a currently-dual rep tank just to come close to an unCrystal'd single injector single rep shield tanker. Few PvP armour ships have 3 or even 2 mids free after injectors anyway for the mandatory mwd, point/scram, web to make up for their speed deficit. This won't break PvE because active armour tanks already aren't the optimum setup.
CCP Paradox
#7 - 2012-06-12 15:53:55 UTC
This module requires some technical art team time to be able to get the module fully working. I'm sure you know they have had their hands full with the missiles, Amarr and Minmatar V3 projects. We're hoping that we can hop onto this and some more modules very soon. As for the big question, when, I cannot say. But we're working on it.

CCP Paradox | EVE QA | Team Phenomenon

Space Magician

Daneel Trevize
Give my 11percent back
#8 - 2012-06-12 19:02:02 UTC  |  Edited by: Daneel Trevize
Could we have any more clarification on its mechanics, abilities and intended use? What hole in current tactical options it should fill/new specific tactics it should enable? Rather than being random new stuff ('fling **** at the wall and see what sticks') at the expense of effort that could be balancing the existing assets?

Right now we have unlinked Cyclones tanking over 200,000 resisted HP thanks to the ASBs. Meanwhile armour tankers have nothing similar, the reactive resist module is a joke (what is the use rate atm?) and limited to one per ship, and Crystals still exist while armour rigs slow your ship down.

I obviously sound like I have an agenda, but 75% of the main races are meant to be viable for armour tanking, and 1 to specialise in it, but right now you're better off simply not bothering but going buffer, using the resist race bonuses instead, or straight up shield & nano fitting all the god damned things.

Is the MJD really going to help something like blaster BSs be of any use outside of docking/gate jump range? Will it let all BSs have a different kind of maneuverability compared to tier 3 BCs, and is this not just power creep?
bassie12bf1
Republic Military School
Minmatar Republic
#9 - 2012-06-12 20:03:58 UTC
CCP Paradox wrote:
This module requires some technical art team time to be able to get the module fully working. I'm sure you know they have had their hands full with the missiles, Amarr and Minmatar V3 projects. We're hoping that we can hop onto this and some more modules very soon. As for the big question, when, I cannot say. But we're working on it.

If it's an art thing couldn't you put a test version on sisi to see how people respond to the way it's gonna work without having to put it on TQ just yet?
Oberine Noriepa
#10 - 2012-06-12 21:13:57 UTC
Lord Helghast wrote:
i was going to ask the same thing, no new mods for 1.1. i thought ccp said they were going to be releasing more mods as inferno went on?

1.1 is not the final patch for Inferno.

MeBiatch
GRR GOONS
#11 - 2012-06-12 22:41:51 UTC
CCP Paradox wrote:
This module requires some technical art team time to be able to get the module fully working. I'm sure you know they have had their hands full with the missiles, Amarr and Minmatar V3 projects. We're hoping that we can hop onto this and some more modules very soon. As for the big question, when, I cannot say. But we're working on it.



cant you guys out source basic ghraphics stuffz.... i am sure it can be done like you have the guy draw the picture on the comp but outsource the 3d cage stuff...

it might be a better way since as far as i know art stuff is the biggest bottleneck in eve...

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Daneel Trevize
Give my 11percent back
#12 - 2012-06-12 23:31:08 UTC  |  Edited by: Daneel Trevize
Technical art to me implies somewhat core client changes, such as tying physics simulation structures to the visual models. Remember this module is to move the ship about the grid unlike any other, there would presumably be several phases to this action & animation and they would need synchronising, as ship death or module inhibition could occur at various points.
It probably isn't that they can't find someone to do a nice warping animation that adjusts for ship model and perhaps distance.

But it's far more important that this creation be useful and of sufficient priority to warrant introduction to the existing unbalanced game ecosystem, rather than that it look as good as GPUs can manage.
CCP Zorba
C C P
C C P Alliance
#13 - 2012-06-12 23:42:52 UTC
We're aiming to get this out with the next Inferno patch (early August). I can't imagine it'll slip past that but there are still unanswered questions. So no guarantees. We aren't keeping it back because of visuals, but rather like Daneel guesses, there are some difficult technical and design issues.

CCP Zorba | EVE Online Technical Director | @techartistsorg

Pinky Denmark
The Cursed Navy
#14 - 2012-06-13 10:52:27 UTC
What exactly is the purpose of this module? I am 100% against this module right now as it doesn't seem to fix any of the game issues people complain about... Fleets can already have 1 cloaker/ceptor 150+ km in front of the fleet and doeverything.

More than anything this looks like a get-away easy module?

With the current game mechanics you cannot surprise anyone prepared to warpout anyway since the the tackler will be visible on the overview for 3-5 seconds coming out of warp before he can start target anything :-(
So use this module on a sniper ship? warp-in start sniping and activate module = 30 seconds of sniping and then rinse/repeat?

Pinky
Rrama Ratamnim
Republic University
Minmatar Republic
#15 - 2012-06-13 12:11:24 UTC
Pinky Denmark wrote:
What exactly is the purpose of this module? I am 100% against this module right now as it doesn't seem to fix any of the game issues people complain about... Fleets can already have 1 cloaker/ceptor 150+ km in front of the fleet and doeverything.

More than anything this looks like a get-away easy module?

With the current game mechanics you cannot surprise anyone prepared to warpout anyway since the the tackler will be visible on the overview for 3-5 seconds coming out of warp before he can start target anything :-(
So use this module on a sniper ship? warp-in start sniping and activate module = 30 seconds of sniping and then rinse/repeat?

Pinky


so offering new modules that may open up unique ideas is a bad thing unless it solves a blatantly obvious lack?

How is this a get away easy module, it spools up and is overrided from what i understand by a warp disruptor so what is this breaking?

the new modules are all niche modules, but there new, and there shiny and they give people things to become inventive with... personally i hope theres more coming than just the MJD, as honestly i like it but the fact its Battleship limited has me depressed, i wish they were releasing small medium and large variants with differing spool timers and range amounts
Daneel Trevize
Give my 11percent back
#16 - 2012-06-13 12:48:49 UTC
CCP Zorba wrote:
the next Inferno patch (early August)
I'm sorry, this has to be a mistake? 2 months away?
RAH being made somewhat useful, ASBs being tweaked, FW NPCs being adjusted, Incursions being (poorly) unnerfed,.. 1.1 is on Sisi but 2 months from TQ?
Danfen Fenix
#17 - 2012-06-13 19:07:50 UTC
Daneel Trevize wrote:
CCP Zorba wrote:
the next Inferno patch (early August)
I'm sorry, this has to be a mistake? 2 months away?
RAH being made somewhat useful, ASBs being tweaked, FW NPCs being adjusted, Incursions being (poorly) unnerfed,.. 1.1 is on Sisi but 2 months from TQ?


I think he means the one to come after 1.1 (like they mentioned at FF they were aiming to do another 'mini expansion' of sorts around July-august time)
Pinky Denmark
The Cursed Navy
#18 - 2012-06-14 10:04:08 UTC
I would just like to hear the thoughts behind the module...
Maybe it has potential, however as of now I don't see how it adds to Eve?
Tasha Ashton
Tactical Command Insurgence and Reconnaissance
#19 - 2012-06-17 16:53:19 UTC
Please release the skillbook as soon as possible. Even if the module is only a year or more away, at least I can train appropriately. (I have less than two weeks left on my Int/Per Navigation skill training and to only be able to train the skill in a few months will be a REAL pain.)
Makalu Zarya
Rage and Terror
Against ALL Authorities
#20 - 2012-06-18 09:10:10 UTC
please put this module somewhere in a very very far corner and don't release it at all...and put those people to work fixing things that actually don't work...like your new inventory
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