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Micro Jump Drive

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Author
octahexx Charante
Federal Navy Academy
Gallente Federation
#21 - 2012-10-29 20:26:10 UTC
i see the module i watched the video.
but i dont get it.

CCP what is the intended use with this module what scenario was it designed for?

Im not asking random people on forum to reply im asking the devs.
The spoolup animation and time seems to remove the entire suprise idea i thought it would have.

I dont understand the purposeQuestion
Nyancat Audeles
Center for Advanced Studies
Gallente Federation
#22 - 2012-10-30 03:24:48 UTC
Well, I have some things to say about this :P

I went into Combat Field 2, where I was targeted by a Moros and some Minmatar super (forgot name) and disrupted by a cruiser. I was able to escape the engagement and disruption by just using this module, then warping to the nearest station. Am I the only one that sees this as wrong? I might be playing the game for only a few months, but if you were trying to make it so blaster boats could jump into range, there is no need for it to not be affected by disrupt- because if you are disrupted, you're already in Battleship blaster range of some hostile or another.

The only additional penalty needed is for the MJD to be disabled by disruptors. Also, a tooltip for the 5-minute cool down would be nice.
GeeShizzle MacCloud
#23 - 2012-10-30 09:52:45 UTC
look ffs theres already been talk that the whole disruptors not working to nullify this module was an oversight and that its going to change, so dont pull ur hair out over something that IS going to change.

i for one like the idea of a variable range for spool up timer idea... tho i think itd be difficult to script, bt not impossible. and i also believe the should be allowed on HICs but BS's and HIC's only, and tbh if ur that bad at pvp and fleets that u dont operate with multiple frigs for bounce options then ur doing it wrong!

im glad of this module because it makes blasters a viability... or at least has the potential to make them viable in more situations.

=)
Sentamon
Imperial Academy
Amarr Empire
#24 - 2012-10-30 09:56:57 UTC
This module might be interesting on a mining barge if it gave you a shot to escape the solo ganker. More people might try mining lowsec.

~ Professional Forum Alt  ~

Felicia McVanders
xTESLAx
#25 - 2012-10-30 10:19:17 UTC
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)


In reference to my previous post, instead of a script for different ranges as someone else suggested, why not be able to type in a # of km? I feel like the amount of cap used should also be dependent on the selected range. This should put a hard maximum on how far you can blink, and if a minimum range is built in, you couldn't spam the button to continuously blink away.

TL;DR:

1) Cap needed = f(range) ; range >= minimum | module fails to begin spooling (read:activate) if more cap is needed than you have

2) Spool time = g(range); rang >= minimum

3) f(range) and g(range) do not need to be linear, in fact probably shouldn't be for the spool time. Consider how it takes increasingly more HP to make a car go faster.



I also feel like you should be able to cancel the spool up, but it should unspool for the same time as it had spooled for. E.g. spool time is 20sec, cancel at 12sec, needs 12sec before you can activate it again.
Meditril
Hoplite Brigade
Ushra'Khan
#26 - 2012-10-30 10:40:23 UTC
Nyancat Audeles wrote:
I went into Combat Field 2, where I was targeted by a Moros and some Minmatar super (forgot name) and disrupted by a cruiser. I was able to escape the engagement and disruption by just using this module, then warping to the nearest station. Am I the only one that sees this as wrong?


Yes you are. The MJD is only deactivated by a scrambler and not by a disruptor. I think this is in line with the fact that MWD is also deactivated by a scrambler only. Furthermore, it gives another incentive for people to come close if they really want to keep you in place... which on the other hand gives you more chances to kill the tackler.
Vaal Erit
Science and Trade Institute
Caldari State
#27 - 2012-10-30 22:55:57 UTC
octahexx Charante wrote:
i see the module i watched the video.
but i dont get it.

CCP what is the intended use with this module what scenario was it designed for?

Im not asking random people on forum to reply im asking the devs.


Too bad, you get me anyways.

I don't see a lot of BS fleet applications but in small gangs it could be useful. For example if a blackbird/falcon/scorpion is jamming you at 80km or a t3 is sniping you, boom you can be instantly on top of them. Would I give up a mid slot for such a highly situational module, hell no.

This module is pretty fail just like the reactive armor hardener thing that no one ever uses but CCP spent money on the design and don't know when to quit. CCP is just throwing away more money and precious developer time down the drain because they already sunk money into it and don't want to admit it was a bad idea. Common rookie business mistake.

Not being affected by a warp disruptor is the epitome of bad game design, I assume it will change soon.
Akirei Scytale
Okami Syndicate
#28 - 2012-10-31 00:12:57 UTC
Vaal Erit wrote:
octahexx Charante wrote:
i see the module i watched the video.
but i dont get it.

CCP what is the intended use with this module what scenario was it designed for?

Im not asking random people on forum to reply im asking the devs.


Too bad, you get me anyways.

I don't see a lot of BS fleet applications but in small gangs it could be useful. For example if a blackbird/falcon/scorpion is jamming you at 80km or a t3 is sniping you, boom you can be instantly on top of them. Would I give up a mid slot for such a highly situational module, hell no.

This module is pretty fail just like the reactive armor hardener thing that no one ever uses but CCP spent money on the design and don't know when to quit. CCP is just throwing away more money and precious developer time down the drain because they already sunk money into it and don't want to admit it was a bad idea. Common rookie business mistake.

Not being affected by a warp disruptor is the epitome of bad game design, I assume it will change soon.


"This module is useless, make it more useless."

Sigh.
Iam a Spy2
solo and loveing it
#29 - 2012-10-31 03:25:48 UTC
Nyancat Audeles wrote:
Well, I have some things to say about this :P

I went into Combat Field 2, where I was targeted by a Moros and some Minmatar super (forgot name) and disrupted by a cruiser. I was able to escape the engagement and disruption by just using this module, then warping to the nearest station. Am I the only one that sees this as wrong? I might be playing the game for only a few months, but if you were trying to make it so blaster boats could jump into range, there is no need for it to not be affected by disrupt- because if you are disrupted, you're already in Battleship blaster range of some hostile or another.

The only additional penalty needed is for the MJD to be disabled by disruptors. Also, a tooltip for the 5-minute cool down would be nice.


If you read the info of the MJD warp dis. dont work on it. Warp Scams work on shuting it down just like MWD so its works as planed read the stats.
Tyrus Tenebros
State War Academy
Caldari State
#30 - 2012-10-31 04:31:39 UTC
Not being affected by a long point is an excellent design decision, because things like recons at long range and interceptors at speed are certainly NOT a target for Large blasters (keeping in mind this is a BS only module)

Quote:
This module is pretty fail just like the reactive armor hardener thing that no one ever uses but CCP spent money on the design and don't know when to quit. CCP is just throwing away more money and precious developer time down the drain because they already sunk money into it and don't want to admit it was a bad idea. Common rookie business mistake.

the RAH is currently moderately useful in a ganglinked PvE setup (specifically, you can drop the "odd man out" hardener in a Rep/3Hardener tank and use Rep/2hard/RAH, because you avoid the stacking penalty when compared to an EANM and the assured resist switch profile is significantly better than a triplestacked EANM)

Their are changes coming to the RAH so rather than a rookie business mistake I'd class it along with many "not sure if OP or useless" changes CCP makes. They still aren't exactly balancing gods, but it's better than "rookie business mistake" class of throwing money away, given they are apparently (just now in 2012!) beginning to more quickly react to the need for changes.



Back to the MJD:

TBH I think not being affected by bubbles and long points, but being nullified by scrams, is the correct way to go here. Obviously there's MASSIVE problems with leaving support behind in a large fleet scenario, but support is generally able to handle being locked down a bit better than the slow, large, ships of the line of today. This is a "stealth" buff to Armor tanking fleet concepts, since it drains a slot from a shield tank (unless you fit no-MWD/only MJD, which seems relatively unlikely).

All of that said I expect it's effectively going to be useless in a vast number of situations.
Akirei Scytale
Okami Syndicate
#31 - 2012-10-31 05:11:09 UTC
Tyrus Tenebros wrote:

Back to the MJD:

TBH I think not being affected by bubbles and long points, but being nullified by scrams, is the correct way to go here. Obviously there's MASSIVE problems with leaving support behind in a large fleet scenario, but support is generally able to handle being locked down a bit better than the slow, large, ships of the line of today. This is a "stealth" buff to Armor tanking fleet concepts, since it drains a slot from a shield tank (unless you fit no-MWD/only MJD, which seems relatively unlikely).

All of that said I expect it's effectively going to be useless in a vast number of situations.


All I can say is NO to not being affected by bubbles. That is too game-changing, it would no longer be helping blaster ships because 100% of nullsec battleships would have one fit, at all times, guaranteed. Every MJD in would be countered by a MJD out, and bubbles would only ever catch BCs and down. Totally bad idea.
Meditril
Hoplite Brigade
Ushra'Khan
#32 - 2012-10-31 10:27:18 UTC
Akirei Scytale wrote:
Tyrus Tenebros wrote:

Back to the MJD:

TBH I think not being affected by bubbles and long points, but being nullified by scrams, is the correct way to go here. Obviously there's MASSIVE problems with leaving support behind in a large fleet scenario, but support is generally able to handle being locked down a bit better than the slow, large, ships of the line of today. This is a "stealth" buff to Armor tanking fleet concepts, since it drains a slot from a shield tank (unless you fit no-MWD/only MJD, which seems relatively unlikely).

All of that said I expect it's effectively going to be useless in a vast number of situations.


All I can say is NO to not being affected by bubbles. That is too game-changing, it would no longer be helping blaster ships because 100% of nullsec battleships would have one fit, at all times, guaranteed. Every MJD in would be countered by a MJD out, and bubbles would only ever catch BCs and down. Totally bad idea.


I say YES! MJD should not be affected by bubbles. If you want to pin-point the slow BS then get a scram and risk to at least loose something in case he decides to fight back.
Akirei Scytale
Okami Syndicate
#33 - 2012-10-31 10:28:50 UTC
Meditril wrote:

I say YES! MJD should not be affected by bubbles. If you want to pin-point the slow BS then get a scram and risk to at least loose something in case he decides to fight back.


That simply is not how fleet warfare works.
Jerick Ludhowe
Internet Tuff Guys
#34 - 2012-10-31 13:55:51 UTC
2pt scrams currently do not work for disabling the MJD. Please fix in your next build CCP, thanks! Big smile
Mckhenry
Disaster Area
DISASTER Delivery Service
#35 - 2012-11-01 08:17:06 UTC  |  Edited by: Mckhenry
Jerick Ludhowe wrote:
2pt scrams currently do not work for disabling the MJD. Please fix in your next build CCP, thanks! Big smile


Neither do 4 scrams(total of 8 points). Tried this tonight on an alliance member. He then spent the next hour warping into the battle zone and getting shot by everyone only to laugh it off when he pops his MJD @ an alined planet then proceeds to warp off.

This absolutely HAS to be a bug... unless battleships are just never supposed to die... ever again.

I suggest we make it known that this is not an acceptable form of this mod.
Meditril
Hoplite Brigade
Ushra'Khan
#36 - 2012-11-01 14:03:56 UTC
Mckhenry wrote:
Jerick Ludhowe wrote:
2pt scrams currently do not work for disabling the MJD. Please fix in your next build CCP, thanks! Big smile


Neither do 4 scrams(total of 8 points). Tried this tonight on an alliance member. He then spent the next hour warping into the battle zone and getting shot by everyone only to laugh it off when he pops his MJD @ an alined planet then proceeds to warp off.

This absolutely HAS to be a bug... unless battleships are just never supposed to die... ever again.

I suggest we make it known that this is not an acceptable form of this mod.


This must be a bug, since this has been written in a different thread:
https://forums.eveonline.com/default.aspx?g=posts&t=166409&find=unread
CCP Paradox wrote:

Micro Jump Drive

Skill: Micro Jump Drive Operation.
Spool up time 12 sec. Jumps ca. 100 km. Cooldown 5 minutes. Battleship only. Affected by warp scrambled. Increases base sig radius.
Bugsy VanHalen
Society of lost Souls
#37 - 2012-11-02 17:55:25 UTC  |  Edited by: Bugsy VanHalen
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.

Whose idea was it to bring the Picard maneuver into EVE?? This is not star trek online....

Aside from that I think this mod will be awesome for kiting in missions. instantly jump to sniper range. And by the time the rats get to you it is cooled down and ready to jump again.

Seems like it will be OP though.
Arronicus
State War Academy
Caldari State
#38 - 2012-11-02 22:54:01 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



Probing is not instant win button.
MJD is not an instant win button either.
Keeping your fleet aligned is, when you have snipers and they don't as long as you stay vigilant.

Theres a sizable delay (like 10 seconds) before the MJD actually activates, and theres a noticable graphic. Additionally, ONLY battleships can MJD, so yes, your sniper fleet is completely safe. Just stay aligned, and when you see the graphic start happening, warp, or decide if you can handle the force that is warping in, given no dictors or hictors will be able to make the jump, though if they have half a brain, they will warp in quick.

There SHOULD be counters to all forms, ones that are not game breaking, but like this, add an edge to things. Additionally, if they do impliment them like they planned to, just deply anti MJD bubbles. They will let you warp out, but not MJD in or out of them. Then fight near those.
TZeer
BURN EDEN
No Therapy
#39 - 2012-11-06 02:21:38 UTC
Arronicus wrote:
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



Probing is not instant win button.
MJD is not an instant win button either.
Keeping your fleet aligned is, when you have snipers and they don't as long as you stay vigilant.

Theres a sizable delay (like 10 seconds) before the MJD actually activates, and theres a noticable graphic. Additionally, ONLY battleships can MJD, so yes, your sniper fleet is completely safe. Just stay aligned, and when you see the graphic start happening, warp, or decide if you can handle the force that is warping in, given no dictors or hictors will be able to make the jump, though if they have half a brain, they will warp in quick.

There SHOULD be counters to all forms, ones that are not game breaking, but like this, add an edge to things. Additionally, if they do impliment them like they planned to, just deply anti MJD bubbles. They will let you warp out, but not MJD in or out of them. Then fight near those.



Had almost forgot I had posted in this thread. Oh well.

You can focus on aligning your sniper BS all day. But if the probes are already out, there's no point warping in a sniper. A skilled prober will get the ships position before they are done with their wapanimation when they come out of warp.

But if they there's no probes, sure, just stay aligned and be on the ball and your fine.
Bienator II
madmen of the skies
#40 - 2012-11-06 03:28:29 UTC  |  Edited by: Bienator II
Meditril wrote:
Nyancat Audeles wrote:
I went into Combat Field 2, where I was targeted by a Moros and some Minmatar super (forgot name) and disrupted by a cruiser. I was able to escape the engagement and disruption by just using this module, then warping to the nearest station. Am I the only one that sees this as wrong?


Yes you are. The MJD is only deactivated by a scrambler and not by a disruptor. I think this is in line with the fact that MWD is also deactivated by a scrambler only. Furthermore, it gives another incentive for people to come close if they really want to keep you in place... which on the other hand gives you more chances to kill the tackler.


problem is that the new requirement to catch a BS is now a scrambler. Since a BS will be able to INSTANTLY warp right after the jump if it alignes to a safe before MJD activation.

i see pros and cons here. The question is was that necessary? Could a MJD be introduced differently without nerfing disruptors?

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

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