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[Rubicon] Interceptors

First post
Author
Teth Razor
Chicks on Speed
#561 - 2013-10-20 01:40:45 UTC
Its really encouraging to see more and more people join the anti-nullification train! Just keep getting more people to complain about it and maybe we will force CCP to not implement it.
Barrogh Habalu
Imperial Shipment
Amarr Empire
#562 - 2013-10-20 14:49:46 UTC
Teth Razor wrote:
Its really encouraging to see more and more people join the anti-nullification train! Just keep getting more people to complain about it and maybe we will force CCP to not implement it.

More like it's like always with changes waiting to happen: only those who don't like new stuff keep posting while the rest won't give a damn as long as changes aren't announced to be backpedaled.
TheLibrarian
Brutor Tribe
Minmatar Republic
#563 - 2013-10-20 15:14:11 UTC  |  Edited by: TheLibrarian
I would rather see the raptor get another mid and loose a low, it needs 4 mids since it's a blaster boat with a shield tank, but I guess that is your purpose to keep it from being too good.
Strange Shadow
Hedion University
Amarr Empire
#564 - 2013-10-20 15:21:20 UTC
Interceptor is totally wrong ship for bubble immunity. Can burn out/through the bubble in couple of seconds anyway.

That immunity really belongs to Deep Space Transport class, like Impel or Bustard. Those really lack some feature like that to become viable....
TheLibrarian
Brutor Tribe
Minmatar Republic
#565 - 2013-10-20 16:23:04 UTC
Strange Shadow wrote:
Interceptor is totally wrong ship for bubble immunity. Can burn out/through the bubble in couple of seconds anyway.

That immunity really belongs to Deep Space Transport class, like Impel or Bustard. Those really lack some feature like that to become viable....


The issue your forgetting is that people stack like 15 bubbles so it takes a good 20-30 seconds to burn out of all of them which means ratters/gangs can safely align and can't be intercepted. That will be solved now.
Meyr
Di-Tron Heavy Industries
OnlyFleets.
#566 - 2013-10-20 16:49:21 UTC
The ship class that truly needs bubbly immunity is the Interdictors, not the Interceptors.
XavierVE
No Corporation for Old Spacemen
#567 - 2013-10-20 17:54:02 UTC
TheLibrarian wrote:
The issue your forgetting is that people stack like 15 bubbles so it takes a good 20-30 seconds to burn out of all of them which means ratters/gangs can safely align and can't be intercepted. That will be solved now.


So disallow anchoring bubbles within 40km of gates akin to how you can't anchor GSC's within X km of gates. Nullification doesn't "solve" bubble bunkers, if it had, nullified tech 3's would have solved them a long time ago.
Bouh Revetoile
In Wreck we thrust
#568 - 2013-10-20 20:14:38 UTC
XavierVE wrote:
TheLibrarian wrote:
The issue your forgetting is that people stack like 15 bubbles so it takes a good 20-30 seconds to burn out of all of them which means ratters/gangs can safely align and can't be intercepted. That will be solved now.


So disallow anchoring bubbles within 40km of gates akin to how you can't anchor GSC's within X km of gates. Nullification doesn't "solve" bubble bunkers, if it had, nullified tech 3's would have solved them a long time ago.

Prevent anchoring bubble withing 40km of a gate won't prevent bubble bunkers when people take the time to place a dozen of them.
Randy Wray
Warcrows
THE OLD SCHOOL
#569 - 2013-10-20 21:06:09 UTC
Bouh Revetoile wrote:
XavierVE wrote:
TheLibrarian wrote:
The issue your forgetting is that people stack like 15 bubbles so it takes a good 20-30 seconds to burn out of all of them which means ratters/gangs can safely align and can't be intercepted. That will be solved now.


So disallow anchoring bubbles within 40km of gates akin to how you can't anchor GSC's within X km of gates. Nullification doesn't "solve" bubble bunkers, if it had, nullified tech 3's would have solved them a long time ago.

Prevent anchoring bubble withing 40km of a gate won't prevent bubble bunkers when people take the time to place a dozen of them.

Why not?

Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @ http://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec

twitch.tv/randywray

XavierVE
No Corporation for Old Spacemen
#570 - 2013-10-20 22:56:11 UTC
Bouh Revetoile wrote:
Prevent anchoring bubble withing 40km of a gate won't prevent bubble bunkers when people take the time to place a dozen of them.


Mobile Large Warp Disruptor II = 40km width across. Anchored 40km from a gate, it will not cover the spawn radius of a gate, even if you put them all the way around a gate. You will spawn outside of a bubble and be able to warp.

So yes, restricting mobile bubbles from being anchored within 40km of a gate would prevent bubble bunkers and would be a much more artful and comprehensive solution to the problem of hell-bubbling a gate than giving interceptors nullification.
Strange Shadow
Hedion University
Amarr Empire
#571 - 2013-10-21 06:01:48 UTC  |  Edited by: Strange Shadow
TheLibrarian wrote:
Strange Shadow wrote:
Interceptor is totally wrong ship for bubble immunity. Can burn out/through the bubble in couple of seconds anyway.

That immunity really belongs to Deep Space Transport class, like Impel or Bustard. Those really lack some feature like that to become viable....


The issue your forgetting is that people stack like 15 bubbles so it takes a good 20-30 seconds to burn out of all of them which means ratters/gangs can safely align and can't be intercepted. That will be solved now.


Still interceptor suffers least of all ships from this, since it is fastest.
Impel or bustard will take literally 10 minutes to get out of that though, while being completely helpless whole time.
Bouh Revetoile
In Wreck we thrust
#572 - 2013-10-21 08:56:02 UTC
XavierVE wrote:
Bouh Revetoile wrote:
Prevent anchoring bubble withing 40km of a gate won't prevent bubble bunkers when people take the time to place a dozen of them.


Mobile Large Warp Disruptor II = 40km width across. Anchored 40km from a gate, it will not cover the spawn radius of a gate, even if you put them all the way around a gate. You will spawn outside of a bubble and be able to warp.

So yes, restricting mobile bubbles from being anchored within 40km of a gate would prevent bubble bunkers and would be a much more artful and comprehensive solution to the problem of hell-bubbling a gate than giving interceptors nullification.

Bubble gate camp never used on gate bubbles. Nothing prevent you from placing a bubble in the direction of all celestials, and even if a warp point is still free, that mean you have to make two jumps, which is twice the time to jump and might be more than the time you need to burn through the bubble.

So no, restricting bubble anchoring on proximity of gates is only a bad patch with huge side effects for the use of the module.
gascanu
Bearing Srl.
#573 - 2013-10-21 09:12:10 UTC
Meyr wrote:
The ship class that truly needs bubbly immunity is the Interdictors, not the Interceptors.



^^
this
Veshta Yoshida
PIE Inc.
Khimi Harar
#574 - 2013-10-21 12:05:40 UTC
XavierVE wrote:
Bouh Revetoile wrote:
Prevent anchoring bubble withing 40km of a gate won't prevent bubble bunkers when people take the time to place a dozen of them.


Mobile Large Warp Disruptor II = 40km width across. Anchored 40km from a gate, it will not cover the spawn radius of a gate, even if you put them all the way around a gate. You will spawn outside of a bubble and be able to warp.

So yes, restricting mobile bubbles from being anchored within 40km of a gate would prevent bubble bunkers and would be a much more artful and comprehensive solution to the problem of hell-bubbling a gate than giving interceptors nullification.

Or one could make bubble bunkers possible but 'tricky' and give Interceptors a very real purpose in relation to them without needing the nullifier bonus.

"Resonance in the warp disruption field caused by intersecting fields translate down into the generator causing material instability in the casing"
Translated: EHP of bubble is decreased by a massive amount for every overlapping bubble to a point where when ~4 bubbles touch each other the EHP is a single point (when one is popped the others will naturally regain some).

Should make Interdictors a lot more valuable for camping duty as well.
Careby
#575 - 2013-10-21 12:43:32 UTC
Teth Razor wrote:
Its really encouraging to see more and more people join the anti-nullification train! Just keep getting more people to complain about it and maybe we will force CCP to not implement it.

Maybe more people complaining about it will prevent implementation, or maybe more people complaining about will be seen as a sign that's going to promote conflict in the game. Sure, it will force some changes in strategy. But is that a bad thing?

Interceptors are fairly inexpensive, and the skill requirements are fairly low, making them accessible to lots of players. Much more accessible than, say, a travel-fit T3, the availability of which does not seem to have destroyed the game. Players who potentially want to travel to nullsec but have had difficulty dealing with bubble camps can hop in an interceptor and have a very good chance of reaching anywhere they want to go. I can imagine parts of NPC null being positively revitalized by this change. More mission runners for pirate factions. More miners. More traders to supply them with ships and equipment. More predators hunting them all. In short, more game play in areas that have been previously limited due to being surrounded by sov null.

The best changes are the ones that shake things up a bit, and I think this one will do that.

Randy Wray
Warcrows
THE OLD SCHOOL
#576 - 2013-10-21 12:51:12 UTC
Bouh Revetoile wrote:
XavierVE wrote:
Bouh Revetoile wrote:
Prevent anchoring bubble withing 40km of a gate won't prevent bubble bunkers when people take the time to place a dozen of them.


Mobile Large Warp Disruptor II = 40km width across. Anchored 40km from a gate, it will not cover the spawn radius of a gate, even if you put them all the way around a gate. You will spawn outside of a bubble and be able to warp.

So yes, restricting mobile bubbles from being anchored within 40km of a gate would prevent bubble bunkers and would be a much more artful and comprehensive solution to the problem of hell-bubbling a gate than giving interceptors nullification.

Bubble gate camp never used on gate bubbles. Nothing prevent you from placing a bubble in the direction of all celestials, and even if a warp point is still free, that mean you have to make two jumps, which is twice the time to jump and might be more than the time you need to burn through the bubble.

So no, restricting bubble anchoring on proximity of gates is only a bad patch with huge side effects for the use of the module.

You clearly don't have any idea what we're talking about.

We're talking about so called "rapecages" or "ratting shields" which basically cover the entire gate and its spawn radius all the way out to 50km+ with bubbles. The former is usually used on active regional gates for gate camping, the latter is usually used in deadend pockets to stall invaders so that mining ops and ratting capitals have time to safe up before they arrive.

Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @ http://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec

twitch.tv/randywray

Lloyd Roses
Artificial Memories
#577 - 2013-10-21 13:03:21 UTC  |  Edited by: Lloyd Roses
XavierVE wrote:
TheLibrarian wrote:
The issue your forgetting is that people stack like 15 bubbles so it takes a good 20-30 seconds to burn out of all of them which means ratters/gangs can safely align and can't be intercepted. That will be solved now.


So disallow anchoring bubbles within 40km of gates akin to how you can't anchor GSC's within X km of gates. Nullification doesn't "solve" bubble bunkers, if it had, nullified tech 3's would have solved them a long time ago.



It's a difference wether a really fast warping/fast aligning interceptor is jumping into your carebearhub, or if a shitslow nullified T3 does so. With the interceptor going in - being bubbleimmune - means that you are no longer untouchable in your nullsec-system, which is totally acceptable.
The T3 though takes, even a lucky dscan provided, still around 40 seconds to enter system, align and warp, land on grid and point, the interceptor does so in 10.

On top of that, a nullified T3s scanres is down the gutter so hard in comparison, it's not even remotely the same task those two ships would take on.

Complaining about bubbleproof interceptors with the background of safe mining / afk-ratting is about the same as the complaining that happened when asteroid clusters were moved to anomalies. Just cause you own a system doesn't mean you got any right to demand it being gankproof, which it still mostly is, besides a 3k EHP point circling you for the first two minutes.

I for one am terribly happy with CCPs recent action of taking down more and more *ungankable spots*, as for example datas/relics still are (no one cares), gated complexes (to die in one to a ganker, you got to be one hell of an idiot) or even FW plexes, that don't count down anymore while you are cloaked,

The Interceptor is a specialized T2 ship with a pricetag twenty times of it's t1 counterpart, a bt of extraperformance to especially fulfill their job is really appreciated. But afterall, bubbleimmunity is more of a nice feature as compared to something gamebreakingly impacting as th mwd-sigbloom-reduction, and no one cries about that either.

I mean afterall, it now will be riskier to afk-solo-rat in the middle of nowhere without even any scouts watching the environment, and if you're bad, you now only got like 20 seconds to leave the site and POS up once someone peeks into local (10sec session change, shown in other system, 10 seconds being kind of the hard minimum to dscan, select/warp/land/lock/point)

XavierVE wrote:
Bouh Revetoile wrote:
Prevent anchoring bubble withing 40km of a gate won't prevent bubble bunkers when people take the time to place a dozen of them.


Mobile Large Warp Disruptor II = 40km width across. Anchored 40km from a gate, it will not cover the spawn radius of a gate, even if you put them all the way around a gate. You will spawn outside of a bubble and be able to warp.

So yes, restricting mobile bubbles from being anchored within 40km of a gate would prevent bubble bunkers and would be a much more artful and comprehensive solution to the problem of hell-bubbling a gate than giving interceptors nullification.


Pls note that anchoring multiple bubbles on one gate is possible.
Bouh Revetoile
In Wreck we thrust
#578 - 2013-10-21 13:51:19 UTC  |  Edited by: Bouh Revetoile
Randy Wray wrote:
We're talking about so called "rapecages" or "ratting shields" which basically cover the entire gate and its spawn radius all the way out to 50km+ with bubbles. The former is usually used on active regional gates for gate camping, the latter is usually used in deadend pockets to stall invaders so that mining ops and ratting capitals have time to safe up before they arrive.

Yeah, I'm clueless.

But are you that stupid you can't see how to bubble bunker a system with all bubbles farther than 40km away from the gates ? It always depends on the system of course, but it's sometimes damn easy.

Veshta Yoshida 's idea is better, yet would not prevent these bubble bunker, only make them a bit more tricky.

What are the arguments against bubble immunity on ceptors already ? IIRC :
- cyno behind the lines ; yeah, like covops...
- uncatchable interceptors ; yeah, as uncatchable as in lowsec I mean...
- ceptor gangs of doom ! lol...
- small gang unable to flee interceptors ; but with warp speed modifications that will change nothing.
What arguments did I miss ?
XavierVE
No Corporation for Old Spacemen
#579 - 2013-10-21 16:32:34 UTC  |  Edited by: XavierVE
Quote:
Bubble gate camp never used on gate bubbles. Nothing prevent you from placing a bubble in the direction of all celestials, and even if a warp point is still free, that mean you have to make two jumps, which is twice the time to jump and might be more than the time you need to burn through the bubble.


It doesn't matter if they place bubbles at the celestials. When you go to ratterville, you go to gank ratters. Which means you're going to anomalies. Sure, miners might throw bubbles up in mining anoms since they last a day or two, but ratters aren't throwing drags up in combat anomalies.

So your argument is misinformed. The real problem are bubble bunkers on gates, so nerfing those rather than empowering interceptors to screw over every small gang FC that roams null-sec in non-Combat Interceptor fleets would be the best solution.

But CCP won't do that, because it takes an act of god to get them to admit a planning mistake. I honestly believe they'd rather break the game for small gangs than to say "Yeah, that idea wasn't completely thought through."

Quote:
Pls note that anchoring multiple bubbles on one gate is possible.


Obviously. But if you cannot anchor a bubble within 40km, then you can make a giant ******* circle around a gate at no closer than 40km and you're not overlapping spawn radius at any point. Math.

Quote:
Complaining about bubbleproof interceptors with the background of safe mining / afk-ratting is about the same as the complaining that happened when asteroid clusters were moved to anomalies. Just cause you own a system doesn't mean you got any right to demand it being gankproof, which it still mostly is, besides a 3k EHP point circling you for the first two minutes.


Not the complaint. The complaint is that it irrevocably breaks the small gang meta in sov null by taking away the one tool balanced gangs of 5-10 have: 'dictor drag bubbles creating separation off 30+ man home defense gangs. Instead of getting four jumps of separation to be able to kill off interceptors, you're getting no more than one jump... which doesn't give you enough time to shake aggression to continue the run.
Bouh Revetoile
In Wreck we thrust
#580 - 2013-10-21 19:41:10 UTC
XavierVE wrote:
It doesn't matter if they place bubbles at the celestials. When you go to ratterville, you go to gank ratters. Which means you're going to anomalies. Sure, miners might throw bubbles up in mining anoms since they last a day or two, but ratters aren't throwing drags up in combat anomalies.

So your argument is misinformed. The real problem are bubble bunkers on gates, so nerfing those rather than empowering interceptors to screw over every small gang FC that roams null-sec in non-Combat Interceptor fleets would be the best solution.

But CCP won't do that, because it takes an act of god to get them to admit a planning mistake. I honestly believe they'd rather break the game for small gangs than to say "Yeah, that idea wasn't completely thought through."

Guess where do anomalies spawn...

Yeah, around planets.