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[Rubicon] Interceptors

First post
Author
Debora Tsung
Perkone
Caldari State
#601 - 2013-10-22 13:22:55 UTC  |  Edited by: Debora Tsung
XavierVE wrote:

I can tell you don't get it. t2 large bubbles have a 40km radius. From end to end, they're 40km wide.


Sorry, that's diameter, radius is from center to border.

Oh yeah, here's the picture I was looking for:

http://3.bp.blogspot.com/_a1VB-fjgHlQ/TLXptDsnlYI/AAAAAAAAAFY/EHoN5473VVU/s200/diameter,+radius,+circumference.jpg

Stupidity should be a bannable offense.

Fighting back is more fun than not.

Sticky: AFK Cloaking Thread It's not pretty, but it's there.

Portmanteau
Iron Krosz
#602 - 2013-10-22 13:35:20 UTC  |  Edited by: Portmanteau
nvm CBA
Portmanteau
Iron Krosz
#603 - 2013-10-22 13:44:47 UTC  |  Edited by: Portmanteau
Veshta Yoshida wrote:
Portmanteau wrote:
...The reason ppl are saying there's no counter or only SBBS will do it is because they are fixated on blobbing single targets jumping thru gates. That is why they are conveniently forgetting that any inty gang who are a serious threat will at some point have to engage other ships and then the counters to them are too many to count. Just blow them up for God's sake

Carpet bombing a border zone because illegal immigrants are trying to cross .. wonder how that would play out in reality Smile
Hint: It is not a counter but rather an indiscriminate area denial that affects everyone and not just the interceptors.

You are right however that they can be killed once they engage, but think about it .. actually don't bother, just read up on the Dramiel discussions as the similarities are too many to count. Biggest difference between the two is that the Dramiel was broken everywhere whereas the Interceptors will be so primarily in null.
Between basic agility/speed, new warp speeds, more tank/dps and nullification the Interceptors are looking like they will be even worse for the calm in the null sheep herds than the much pricier Dramiel ever was and we all know where that went (hint: Dodo's).

Here's another brainfart:
Anchorable eWar relay.
- Similar to anchorable bubbles but with next to no EHP. Any secondary eWar type (TP, Damp, TD, Neut) that is projected onto the unit is translated throughout the sphere of influence. First come first serve, only one effect at a time and no overlapping fields possible.
For example: An Inty gang is reported and a Large (26km) eWar relay is deployed in their path. One of the new 30km Sentinels can now neut the relay and thus apply neutralization to the entire sphere, preventing Inty gang from warping if timed right while staying clear of effect itself ...

Cat has plenty of skin left, lets experiment with how best to get its stuffz!



I agree with a lot of this but comparing to the dram is a bit of a stretch, also if it's ok for inty gangs in losec (if they exist which they don't now but may after patch) to piuck and choose their fights, why is it not ok in null ? Is it some kind of unwritten rule that we should make allowances for the bearish nature of null residents despite the fact null is actually supposed to be less safe than low... I just don't get that argument at all.

BTW open to other ideas, just don't think the one about bubbles min distance from gate being 40km cuts it. A bubble blob placed in line with the celestial one wants to keep safe will still require ships to burn around bubble blob before warping, the effect is the same. Anyway, it's the warp speed changes that are going to change it all ... not this TBH.
Meditril
Hoplite Brigade
Ushra'Khan
#604 - 2013-10-22 14:02:03 UTC
I think CCP should really go for the bubble-immune interceptors. It is worth to give it a try. This might bring small scale PVP into 0.0. Interceptors have low DPS and tank, so such a small horde of interceptors might kill a lone and careless target with some efforts... but they will have a tough time against an organized fleet with E-War... and E-War Frigates will get boosted too. So it might get us interesting fights.
Harvey James
The Sengoku Legacy
#605 - 2013-10-22 14:08:07 UTC
could we get more fittings please would be nice too dual prop and or fit decent tank along with guns?

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Bouh Revetoile
In Wreck we thrust
#606 - 2013-10-22 15:08:11 UTC
Dramiel was OP because of the tank close to AF and the speed and agility of an interceptor, on top of dual prop (and good dps with projection to top it off). These interceptors are not even close to what the dramiel was.
FT Diomedes
The Graduates
#607 - 2013-10-22 16:16:52 UTC
Bouh Revetoile wrote:
Dramiel was OP because of the tank close to AF and the speed and agility of an interceptor, on top of dual prop (and good dps with projection to top it off). These interceptors are not even close to what the dramiel was.


This is true, but that does not make nullification a good game mechanic.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Lloyd Roses
Artificial Memories
#608 - 2013-10-22 16:23:28 UTC
XavierVE wrote:
Lloyd Roses wrote:
Something something something. Math. I don't get what you want to say. Anchoring bubbles with 40km radius 40km off a gate should yield plenty of overlap. If I missed your point, please explain it to me again, I really don't get it.


I can tell you don't get it. t2 large bubbles have a 40km radius. From end to end, they're 40km wide. When you anchor a mobile bubble, it'll do a check from the center of the bubble to the gate, not the furthest edge. This leaves 20km around the gate in all directions that are not overlapped by a bubble. T2 large bubbles don't have an 80km radius, which is what you seem to think with your little "something something" garbage.

I really shouldn't have to explain this, it's not that hard of a concept.

Quote:
Small gang meta in sov null. 5-10man gangs against 30+ home defense fleet.... chasing you around... four jumps ahead to kill inties. Just writing it out. You surely noticed that this (and especially the combination) sounds pretty silly. As there will be an interceptor herotackling you guys four jumps in front of their own fleet. *leFacepalm*


Happens all the time. You drop bubbles behind you, create separation from the main part of the gang, gank any of their light tackle who have gotten too far ahead of their gang. Once ganked a 'dictor and two inties that had gotten five jumps ahead of their gang. At that point, you have enough time to drop aggression and continue running before the main thrust of the gang catches up to you.

Nullified interceptors, for the 1000th time, break this. They go through your 'dictor bubbles while you run to make sure you don't get more than a jump of separation from the main blob. Means that any small gang FC is a dope if he doesn't simply run combat interceptor only gangs. Terrible breaking of the small gang meta for people who like to FC balanced small gangs into null. Pointless too, as nullification is a terrible mechanic compared to simply dealing with bubble bunkers directly.


For once, large T2 bubbles got 40km radius and 80km diameter. Finally got where your issues are.

And those nullified interceptors ar doing a lot, singlehandedly breaking small gangs is not one of those. In your example, the exact same circumstances (interceptor tackling you off his fleet) is easy to manage when they aren't, and breaking your play if they are nullified. Please, how bad are you to die to a small group of interceptors with a 5-10man gang (dying as in you cannot make use of the now even longer gap between light tackle landing and fleet landing to dispose of those ceptors)

If there is anything ruining your apparently daily hercules attempts of taking on 30man gangs with 5man fleet, then it is the general warpspeed dynamics that are changing, but not wether or not ceptors got to burn for 4 seconds.
Portmanteau
Iron Krosz
#609 - 2013-10-22 17:30:47 UTC
FT Diomedes wrote:
Bouh Revetoile wrote:
Dramiel was OP because of the tank close to AF and the speed and agility of an interceptor, on top of dual prop (and good dps with projection to top it off). These interceptors are not even close to what the dramiel was.


This is true, but that does not make nullification a good game mechanic.


But it does make it a poor comparison to use in deciding if it is good/bad or otherwise, I think that was his point
XavierVE
No Corporation for Old Spacemen
#610 - 2013-10-22 19:25:23 UTC  |  Edited by: XavierVE
Lloyd Roses wrote:
For once, large T2 bubbles got 40km radius and 80km diameter. Finally got where your issues are.


Other than my pathetic mixing up of radius and diameter, no, t2 large bubbles do not have a 80km warp scramble range. They have a 40km warp scramble range. Not from the center, but across. https://wiki.eveonline.com/en/wiki/Mobile_Large_Warp_Disruptor_II

Quote:
Please, how bad are you to die to a small group of interceptors with a 5-10man gang (dying as in you cannot make use of the now even longer gap between light tackle landing and fleet landing to dispose of those ceptors)


Reading is fundamental. Nobody said anything about losing a gang to a gang of interceptors. The problem is when you're roaming, killing ratters, and the usual home defense blob of 30+ pops up on your radar. It's run time. You run. You drop bubbles behind you to create separation. You gank any of their light tackle that gets too far ahead when you've cleared 3-4 jumps, you drop aggression, you keep running.

Nullification breaks this because now dropping 'DIC bubbles means nothing in terms of creating 3-4 jumps of separation before you can aggress, wait out aggression, and then continue to run. Instead of creating separation, you get no separation and you're stuck in a system with aggression as the 30+ duders behind the interceptor cover your in and out gates. Then it's bouncing safe times and loggoffski.

Quote:
If there is anything ruining your apparently daily hercules attempts of taking on 30man gangs with 5man fleet, then it is the general warpspeed dynamics that are changing, but not wether or not ceptors got to burn for 4 seconds.


Reading, again, fundamental. The argument isn't that nullified interceptors break your ability to "take on 30 man gangs with 5 man fleet", but that it breaks your only tool to create separation from those gangs, the 'dictor bubble. The warp speed changes don't really hurt you that badly, since it means that the interceptors will simply get way ahead of their gang. The problem is keeping interceptors from jumping straight into you during your run which is where the 5-10 seconds you get from 'dictor bubbles saves your ass.

Losing the one avenue we had to create separation from home defense blobs means the small gang meta in null-sec is dead. All hail easymode 5-10 combat interceptor gangs ganking ratters and being able to safely run from any gang composition that is thrown against them.
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#611 - 2013-10-22 19:44:50 UTC  |  Edited by: Gypsio III
XavierVE wrote:
The problem is keeping interceptors from jumping straight into you during your run which is where the 5-10 seconds you get from 'dictor bubbles saves your ass.


I'm still not getting it. Aren't the interceptors just overtaking your gang in warp and then just sitting at your outgate as you land?
XavierVE
No Corporation for Old Spacemen
#612 - 2013-10-22 22:09:58 UTC
Gypsio III wrote:
I'm still not getting it. Aren't the interceptors just overtaking your gang in warp and then just sitting at your outgate as you land?


If starting in the same system, which rarely happens unless they've surprised you by coming through a JB. Typically home defense blobs sit on a gate on your path, your scout sees them, you turn tail and run. At that point, they chase once they've figured out that you're on the run away from them.
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#613 - 2013-10-22 23:01:15 UTC
And when they chase you, they overtake you in warp and your defensive bubble is probably irrelevant, right?
Strange Shadow
Hedion University
Amarr Empire
#614 - 2013-10-23 04:07:52 UTC
Bubble immunity is drastic change. Fun, but drastic. It was real challenge to kill interceptor crashing back to gate. Now they are cut loose.

Imagine 20-50-150 intie roaming gangs will be a norm. Anyone who think inties dont have DPS take a look at crusader or claw. Hint: They designed not to tackle, but to kill, outside of smartbomb range (only taranis need to go in close).

Only few in fleet will need MWD - to establish initial tackle, rest can go with AB+max damage, no need to move really fast when you immune to bubbles and can bounce off planet/back to fleet in 20 seconds.

With mix on EWAR fitted on some of those ceptors, they can easily jam/damp/TD/kill even carriers. They can easily cut their losses and escape back to where they came from, at any time. Hard to probe down, fast as lightning, and has built-in Tech3 subsystem. Has both DPS and tackling variations. Easy to find/pick your ganks (no fights, they will easily escape from those, so no losses, or just few ones).
No other ship class provides that functionality (and at what price!), so inties will be OP for nullsec roaming, no questions here.

If you decide to wreck stuff up a bit more, bring boosting loki (warps kinda slower, but still immune to bubbles (same Tech3 as inties lol)). Now those EWAR inties can mow down even hurricanes and cynabals (hint: they have trouble tracking stuff once scrammed, even without EWAR applied).

The only thing i waiting from this thread is a counter for that madness.
This is sandbox, right?
There supposed to be a counter, right? RIGHT?
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#615 - 2013-10-23 04:20:39 UTC
Bouh Revetoile wrote:
Dramiel was OP because of the tank close to AF and the speed and agility of an interceptor, on top of dual prop (and good dps with projection to top it off). These interceptors are not even close to what the dramiel was.


Dramiel was also OP in a meta before the t1 rebalance.

BYDI recruitment closed-ish

Bouh Revetoile
In Wreck we thrust
#616 - 2013-10-23 07:46:42 UTC
Strange Shadow wrote:
Bubble immunity is drastic change. Fun, but drastic. It was real challenge to kill interceptor crashing back to gate. Now they are cut loose.

Imagine 20-50-150 intie roaming gangs will be a norm. Anyone who think inties dont have DPS take a look at crusader or claw. Hint: They designed not to tackle, but to kill, outside of smartbomb range (only taranis need to go in close).

Only few in fleet will need MWD - to establish initial tackle, rest can go with AB+max damage, no need to move really fast when you immune to bubbles and can bounce off planet/back to fleet in 20 seconds.

With mix on EWAR fitted on some of those ceptors, they can easily jam/damp/TD/kill even carriers. They can easily cut their losses and escape back to where they came from, at any time. Hard to probe down, fast as lightning, and has built-in Tech3 subsystem. Has both DPS and tackling variations. Easy to find/pick your ganks (no fights, they will easily escape from those, so no losses, or just few ones).
No other ship class provides that functionality (and at what price!), so inties will be OP for nullsec roaming, no questions here.

If you decide to wreck stuff up a bit more, bring boosting loki (warps kinda slower, but still immune to bubbles (same Tech3 as inties lol)). Now those EWAR inties can mow down even hurricanes and cynabals (hint: they have trouble tracking stuff once scrammed, even without EWAR applied).

The only thing i waiting from this thread is a counter for that madness.
This is sandbox, right?
There supposed to be a counter, right? RIGHT?

Roaming in a ship only to be able to flee is not really fun. You need to have some targets you can kill to have an effective roaming ship.

And if an inty pack picking lone targets might be fun one time or two, it will quickly become boring when you'll have to flee from all decent fights you could have had with a decent fleet.

@Garviel : indeed that also was before tiericide ; yet I'm not convinced the old Dramiel would not still be OP without the nerf it got.
Roime
Mea Culpa.
Shadow Cartel
#617 - 2013-10-23 08:18:20 UTC
XavierVE wrote:
Lloyd Roses wrote:
For once, large T2 bubbles got 40km radius and 80km diameter. Finally got where your issues are.


Other than my pathetic mixing up of radius and diameter, no, t2 large bubbles do not have a 80km warp scramble range. They have a 40km warp scramble range. Not from the center, but across. https://wiki.eveonline.com/en/wiki/Mobile_Large_Warp_Disruptor_II


Dude




.

Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#618 - 2013-10-23 08:22:52 UTC
Roime wrote:
XavierVE wrote:
Lloyd Roses wrote:
For once, large T2 bubbles got 40km radius and 80km diameter. Finally got where your issues are.


Other than my pathetic mixing up of radius and diameter, no, t2 large bubbles do not have a 80km warp scramble range. They have a 40km warp scramble range. Not from the center, but across. https://wiki.eveonline.com/en/wiki/Mobile_Large_Warp_Disruptor_II


Dude



Yeah he's still mixing up radius and diameter. And I wish he'd actually explain to me why his gang won't just get overtaken in warp by these interceptors.
Portmanteau
Iron Krosz
#619 - 2013-10-23 12:32:50 UTC
Roime wrote:
XavierVE wrote:
Lloyd Roses wrote:
For once, large T2 bubbles got 40km radius and 80km diameter. Finally got where your issues are.


Other than my pathetic mixing up of radius and diameter, no, t2 large bubbles do not have a 80km warp scramble range. They have a 40km warp scramble range. Not from the center, but across. https://wiki.eveonline.com/en/wiki/Mobile_Large_Warp_Disruptor_II


Dude






So what's he saying here, that a T2 large bubble of 80km diameter has 20 km radius from the centre that actually works surrounded by a 20 km radius that doesn't work ?

Shocked
XavierVE
No Corporation for Old Spacemen
#620 - 2013-10-23 12:59:41 UTC
Quote:
So what's he saying here, that a T2 large bubble of 80km diameter has 20 km radius from the centre that actually works surrounded by a 20 km radius that doesn't work ?


If t2 large mobile bubbles have an 80km scramble range, then that's ******* stupid. I don't use anchored bubbles outside of small drags. The Wiki says that t2 large mobiles have a 40km range, figured that meant a 40km diameter with a 20km radius.

Quote:
I wish he'd actually explain to me why his gang won't just get overtaken in warp by these interceptors.


Because you're not in the same system when your scout sees the giant gang blocking your path. Scout = at least one jump ahead.

Sure, if you're not using a scout or a giant blob comes through a JB into the system you're in, then it makes no difference. But anyone with a brain uses a scout and typically you have forewarning of a spike into your transit system. Dropping bubbles behind you, even with the warp speed changes, gives you at least double the time to create separation from a giant blobs pack of interceptors.

I wish one of the "OMG INTERCEPTORS GETTING NULLIFICATION! GREAT!" people would answer why it's better to have nullification on interceptors rather than dealing with the bubble bunker problem directly. Restricting the size of anchored bubbles and removing the ability to anchor them within 50km of a gate would do far more to open up null-sec than creating one ungankable class of ship. No more passive camps on regional gates, no more giant bubble spam.

Instead, we get a half-assed solution that creates far more issues than it solves.