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Micro Jump Drive

First post
Author
Logix42
Taxation Damnation
#1 - 2012-10-26 16:45:10 UTC
It would be awesome if the 5 min cool down on the MJD was shown in the module tooltip

Go beyond the edge of space... Explore

Raze Zindonas
TYR.
Exodus.
#2 - 2012-10-26 20:33:11 UTC
Video:
http://www.youtube.com/watch?v=VWorZl-70f4

Anyways. Wouldnt it be better to have a "unable to lock or do anything for x amount of time after jump" be a better idea?

Mega was 100 off me, Jumped in front of me, locked and engaged me without a penalty. I was thinking there would be a small delay after a jump.
Temuken Radzu
Aliastra
Gallente Federation
#3 - 2012-10-26 20:57:55 UTC
Raze Zindonas wrote:
Video:
http://www.youtube.com/watch?v=VWorZl-70f4

Anyways. Wouldnt it be better to have a "unable to lock or do anything for x amount of time after jump" be a better idea?

Mega was 100 off me, Jumped in front of me, locked and engaged me without a penalty. I was thinking there would be a small delay after a jump.


Looks awsome. A big buff for Galente blasterfest Twisted
CCP Tuxford
C C P
C C P Alliance
#4 - 2012-10-26 22:18:47 UTC
Logix42 wrote:
It would be awesome if the 5 min cool down on the MJD was shown in the module tooltip

That goes for pretty much any module reactivation delay tbh.

https://gate.eveonline.com/Profile/CCP%20Tuxford/StatusUpdates

Akirei Scytale
Okami Syndicate
#5 - 2012-10-27 07:32:22 UTC  |  Edited by: Akirei Scytale
I see that you're trying to make Blasters fleet-viable with this change, but you may want to consider one more addition, as in most situations the target fleet will simply align as the hilariously obvious spooling animation plays, and warp on the jump.

That change? Allow Heavy Interdictors to fit them. That way, tackle can be assured before a blaster fleet commits to jumping. As is, its a cool new toy, but won't win any battles, and probably won't see widespread use. The fact that logi can't come along is already penalty enough for the use of MJDs.
MeBiatch
GRR GOONS
#6 - 2012-10-27 17:31:16 UTC
Akirei Scytale wrote:
I see that you're trying to make Blasters fleet-viable with this change, but you may want to consider one more addition, as in most situations the target fleet will simply align as the hilariously obvious spooling animation plays, and warp on the jump.

That change? Allow Heavy Interdictors to fit them. That way, tackle can be assured before a blaster fleet commits to jumping. As is, its a cool new toy, but won't win any battles, and probably won't see widespread use. The fact that logi can't come along is already penalty enough for the use of MJDs.



well they only jump 100 km and whats the range on logi these days... like 80 km?

so you are only in theory 20km from activating the logi ships...

all you would have to do is when spooling warp away the logi's and get a closer warp in for them so that when the ships jump... your logis are in range...

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

Ugh ti-di pooping makes me sad.

Morgan North
Dark-Rising
Wrecking Machine.
#7 - 2012-10-27 18:08:30 UTC
It would also be nice if the counter reset when you docked/undocked. I foresee a lot of silliness kills if that isn't looked at.
Akirei Scytale
Okami Syndicate
#8 - 2012-10-28 00:35:58 UTC
MeBiatch wrote:

well they only jump 100 km and whats the range on logi these days... like 80 km?

so you are only in theory 20km from activating the logi ships...

all you would have to do is when spooling warp away the logi's and get a closer warp in for them so that when the ships jump... your logis are in range...


The point is you use them when the hostiles are within 150km. If they were farther, you wouldn't bother using a MJD, you'd just have the FC drop a few probes and warp on top of them. This is why Sniper Battleships don't really happen anymore.

Having logi entirely alone flying towards the hostile fleet while the blaster ships dismantle them would mean the hostile fleet would be focusing on the logi (and killing them rather handily) - they would be the only ships not under their guns.
TZeer
BURN EDEN
No Therapy
#9 - 2012-10-28 10:00:04 UTC
Seems like CCP don't like sniping in any way or form.

>150km, Probes and warp on top
<150km, MJD to less then 50km away and start shooting. lol
Akirei Scytale
Okami Syndicate
#10 - 2012-10-28 10:04:48 UTC
TZeer wrote:
Seems like CCP don't like sniping in any way or form.

>150km, Probes and warp on top
<150km, MJD to less then 50km away and start shooting. lol


They're trying to make blasters viable. I consider that a worthy goal.
Bienator II
madmen of the skies
#11 - 2012-10-28 16:37:46 UTC
i somehow don't like the current mechanics.

i would try to go a different direction with the penalties.. something like that:
- reduce cooldown significantly
- make it use more cap (like 3 MWD cycles or something)
- now add a penalty: unable to warp for X minutes after use


this would make this module much more fun as it is right now. It could be used to repeatatly get into sniping range, however as soon you use it you commit to stay on grid for a long time. Frigs will still catch you. MWD BS will have a hard time to fight you.

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Tyrus Tenebros
State War Academy
Caldari State
#12 - 2012-10-28 21:00:53 UTC
Anything about after-jump penalties: People ITT who don't understand possible intended uses.

Penalizing after-jump engagement or warping would make this more laughable than it already has potential to be. If anything the 12 seconds of spool is already too long.
Michael Harari
Genos Occidere
HYDRA RELOADED
#13 - 2012-10-29 03:05:17 UTC
The built in warp core stab is surely a joke, right?
Felicia McVanders
xTESLAx
#14 - 2012-10-29 10:21:57 UTC
What if the range was variable, and the spool up was a function of that range? (I don't neccesarily propose it be linear)
Akirei Scytale
Okami Syndicate
#15 - 2012-10-29 11:33:40 UTC  |  Edited by: Akirei Scytale
Felicia McVanders wrote:
What if the range was variable, and the spool up was a function of that range? (I don't neccesarily propose it be linear)


It would be interesting to have "scripts" for it, I agree. I feel this module would be better balanced if it consumed fuel, as well, and would be interesting if it could "lock on" to on-grid cynos.
Demolishar
United Aggression
#16 - 2012-10-29 13:59:59 UTC
Michael Harari wrote:
The built in warp core stab is surely a joke, right?


Confirmed by ISD BH in-game that warp disurptor will not effect this module. Warp scrambler and bubbles only. I won't even bother saying more.
Gheyna
Hoover Inc.
#17 - 2012-10-29 14:17:21 UTC  |  Edited by: Gheyna
Should make this mod work for hics, logis, tech 3 and recons. No point warping a bs fleet and leave your support behind. 2010 called, nobody uses rr bs anymore.
Eitan Neveh
Daedalus Unlimited Operations
#18 - 2012-10-29 16:13:17 UTC
Demolishar wrote:
Michael Harari wrote:
The built in warp core stab is surely a joke, right?


Confirmed by ISD BH in-game that warp disurptor will not effect this module. Warp scrambler and bubbles only. I won't even bother saying more.


This is probably the silliest thing I have heard of ccp ever doing
Eitan Neveh
Daedalus Unlimited Operations
#19 - 2012-10-29 16:42:57 UTC
Demolishar wrote:
Michael Harari wrote:
The built in warp core stab is surely a joke, right?


Confirmed by ISD BH in-game that warp disurptor will not effect this module. Warp scrambler and bubbles only. I won't even bother saying more.


ISD trolling in game?
Asteroid Pulverizer
Doomheim
#20 - 2012-10-29 16:56:37 UTC
Hahahahahaha, CCP clearly thought this change out ShockedShockedShockedShockedShockedShockedShockedShockedShockedShocked
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