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[Rubicon 1.1] Mobile Micro Jump Unit and Mobile Scan Inhibitor

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Kagura Nikon
Native Freshfood
Minmatar Republic
#821 - 2014-01-09 22:35:13 UTC
Priestess Lin wrote:
Petrus Blackshell wrote:
Something that adds that "risk" you keep talking about

\

The MSI in its original form, with the prospect that solo PVErs might be using these, pirates might have taken a risk for a reward instead of sending a scout in first. Now, with these new proposed changes to the MSI, when you see these things, its always going to be more reasonable to scout first with an expendable pilot.


That statement is insane. Makes no sense. Nothign changed in that regards. The guy from outside still does nto know what is behind door number 1. Does not matter the changes. The chanceof beign a trap is still EXACLTY the same

"If brute force does not solve your problem....  then you are  surely not using enough!"

Priestess Lin
Darkfall Corp
#822 - 2014-01-09 22:39:25 UTC  |  Edited by: Priestess Lin
Kagura Nikon wrote:
The chanceof beign a trap is still EXACLTY the same


No, it clearly isn't. Because no solo PVErs are ever going to use the MSI its its current iteration. Thus, increasing the likelyhood that it will be a trap.

I know being an EVE pirate doesn't require much intelligence, but wtf? Ugh

When discussing weaknesses of heavy drones vs fast frigates: baltec1- " A thanatos with a flight of geckos killed a bomber gang while AFK. So yea, they track frigates just fine." https://forums.eveonline.com/default.aspx?g=posts&m=4678049#post4678049

Petrus Blackshell
Rifterlings
#823 - 2014-01-09 22:49:04 UTC
Priestess Lin wrote:
Petrus Blackshell wrote:
Something that adds that "risk" you keep talking about

\

The MSI in its original form, with the prospect that solo PVErs might be using these, pirates might have taken a risk for a reward instead of sending a scout in first. Now, with these new proposed changes to the MSI, when you see these things, its always going to be more reasonable to scout first with an expendable pilot.


I think I get the logic, but let me confirm: If I am a pirate with a scout, and I see a MSI inside a complex, with the first MSI iteration, the PvEer would see me coming and run away, so I would go in blind myself for a better chance at catching him, taking the risk that it's a trap. With the second iteration, the PvEer does not see me coming, so there's no need to put myself in the path of danger, making sending the scout in (and not falling into a trap myself) obvious.

A couple points:

1) The scout himself is a pirate, and for him the risk is still high, since if it is a trap, he will lose his ship senselessly and proceed to waste time re-shipping. Yeah, this can be mitigated by using an alt, but if we're using alts, the PvEer could have a cloaked alt outside the complex, watching d-scan.

2) Scouts are almost always also tackle. They are the best equipped to catch things, and that is precisely why they always go in first. I would send the scout in first especially with the first iteration of the MSI, and with greater urgency

Since it does not seem you are familiar with how a cautious deployment into a solo/small gang fight goes, the order is this:

  1. Send scout(s)/tackler(s) in. They rush to lock down the most valuable targets (by whatever criteria).
  2. Send main combat ships in. They rush to get secondary tackle, since by this point the scout(s)/tackler(s) are probably in a world of hurt, and possibly dead.
  3. Send vulnerable support in. Electronic warfare, remote repair, etc comes in last to draw the least attention. They "seal the deal".


If I'm solo, remove steps 2 and 3. If at any point it's revealed to be a trap, or a fight I/we definitely can't handle, I/we cancel all further steps in deployment, and make all efforts to escape. With luck, only a scout or two actually die in a trap.

None of this approach changes between the first and second iteration of the MSI. The gang is just as blind in both cases, and just as likely to send scouts in first.

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Petrus Blackshell
Rifterlings
#824 - 2014-01-09 22:52:05 UTC
Priestess Lin wrote:
Kagura Nikon wrote:
The chanceof beign a trap is still EXACLTY the same


No, it clearly isn't. Because no solo PVErs are ever going to use the MSI its its current iteration. Thus, increasing the likelyhood that it will be a trap.

I know being an EVE pirate doesn't require much intelligence, but wtf? Ugh

Ohhh!! You're saying that because the MSI cuts off d-scan, no PvEers will use it, since they need d-scan to get ready to run from a gank!

I strongly doubt that. In fact, I'd bet good ISK against it. Exactly your train of thought is why PvEers in more agile ships would use the MSI, so they look like a trap and make pirates be more cautious and even possibly leave them alone.

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Omnathious Deninard
University of Caille
Gallente Federation
#825 - 2014-01-09 23:03:53 UTC
Priestess Lin wrote:
Kagura Nikon wrote:
The chanceof beign a trap is still EXACLTY the same


No, it clearly isn't. Because no solo PVErs are ever going to use the MSI its its current iteration. Thus, increasing the likelyhood that it will be a trap.

I know being an EVE pirate doesn't require much intelligence, but wtf? Ugh

Lol, this is just dumb. No solo PvEr should even consider using this, it is a guaranteed death trap.

If you don't follow the rules, neither will I.

PotatoOverdose
School of Applied Knowledge
Caldari State
#826 - 2014-01-09 23:11:37 UTC  |  Edited by: PotatoOverdose
CCP Fozzie wrote:
Ok everyone, here is our first round of changes since the beginning of public feedback. These are some quite large changes but we think the end result is a much stronger design.


Eh, Over-nerfed IMO. Some Thoughts:


Mobile Micro Jump Unit

We're cutting the EHP of the structure by 80%, to 5000hp. ~Fine.
We're increasing the time that the MJU takes to activate to 1 minute. ~Bit much, maybe 30-45 seconds?
We're increasing the range at which the MJU can be used to 5000m. ~Fine.
We're increasing the minimum range from other MJU structures to 10km. ~Fine.
We're disabling the ability to jump while cloaked. ~Fine.


Mobile Scan Inhibitor

Ships inside the area of a MSI's effect will have their own directional scanner and probe results disabled.~Excellent
We're adding a minimum distance of 75km from wormholes. ~Fine.
We're reducing the sensor strength of the structure to 5 and increasing the signature radius to 500. Go ahead and apply as many projected ECCM to that as you want. ~Fine.
We're increasing the build cost to ~15m isk. ~Nope.
We're decreasing the structure's lifetime in space to 1 hour. ~Nope.
Minimum distance to another MSI is now 100km. ~Fine.
We're increasing the volume of the structure to 100m3. ~Woah. Nope. Nope. Nope.


Let's look at the MSI. Why would anyone ever bother with a 15 mil, 100m3 structure that only lasts 1 hour? Will never be used by anyone on a regular basis. Reduce those 3 values to their previous iteration.

Just my 2 isk.
Priestess Lin
Darkfall Corp
#827 - 2014-01-09 23:12:46 UTC  |  Edited by: Priestess Lin
Petrus Blackshell wrote:
Priestess Lin wrote:
Kagura Nikon wrote:
The chanceof beign a trap is still EXACLTY the same


No, it clearly isn't. Because no solo PVErs are ever going to use the MSI its its current iteration. Thus, increasing the likelyhood that it will be a trap.

I know being an EVE pirate doesn't require much intelligence, but wtf? Ugh

Ohhh!! You're saying that because the MSI cuts off d-scan, no PvEers will use it, since they need d-scan to get ready to run from a gank!

I strongly doubt that. In fact, I'd bet good ISK against it. Exactly your train of thought is why PvEers in more agile ships would use the MSI, so they look like a trap and make pirates be more cautious and even possibly leave them alone.


Not just that, I realize you can have a cloaky alt outside the MSI, which technically isn't solo and would also cut into potential profits, but the MSI is now 15m isk and only lasts an hour in addition to that. I can't see Solo PVErs ever using it as the reward for the risks is not worth it when you factor in this cost. People will just stay in high sec rather than having to worry about mashing d-scan every second for a little more isk/hr.

I would also argue that the MSI would enable PVErs to not be forced to mash D-scan constantly and therefore increase the likelyhood that a skilled pirate could enter the system and quickly scan down the MSI, being faster to warp to than if you were scanning a ship itself, and catch their prey in a moment where they forgot to hit D-scan.

When you know you have to hit d-scan constantly you will do it consistently, but if you only have to do something intermittently, you are more likely to miss your timing. If you were able to use the former iteration of the MSI, you could afford yourself some moments away from spamming D-scan for this to happen.

When discussing weaknesses of heavy drones vs fast frigates: baltec1- " A thanatos with a flight of geckos killed a bomber gang while AFK. So yea, they track frigates just fine." https://forums.eveonline.com/default.aspx?g=posts&m=4678049#post4678049

Omnathious Deninard
University of Caille
Gallente Federation
#828 - 2014-01-09 23:35:06 UTC
PotatoOverdose wrote:
We're increasing the build cost to ~15m isk. ~Nope.
We're decreasing the structure's lifetime in space to 1 hour. ~Nope.
Minimum distance to another MSI is now 100km. ~Fine.
We're increasing the volume of the structure to 100m3. ~Woah. Nope. Nope. Nope.

These were all necessary steps to prevent systems from being spammed with them rendering any kind of PvP in that system impossible.

If you don't follow the rules, neither will I.

Domanique Altares
Rifterlings
#829 - 2014-01-09 23:37:10 UTC
Priestess Lin wrote:
potential profits


LOL.

Profits.
PotatoOverdose
School of Applied Knowledge
Caldari State
#830 - 2014-01-09 23:41:15 UTC
Omnathious Deninard wrote:
PotatoOverdose wrote:
We're increasing the build cost to ~15m isk. ~Nope.
We're decreasing the structure's lifetime in space to 1 hour. ~Nope.
Minimum distance to another MSI is now 100km. ~Fine.
We're increasing the volume of the structure to 100m3. ~Woah. Nope. Nope. Nope.

These were all necessary steps to prevent systems from being spammed with them rendering any kind of PvP in that system impossible.

In its current iteration, no one will bother using the MSI. At 100m3 per hour, I need an industrial alt to tag along with me to use the damn thing. That's just dumb.

If the goal of the change is to make it unusable for general applications, why bother releasing it in the first place? Scrap the concept and re-use the art assets for something else.
Arthur Aihaken
CODE.d
#831 - 2014-01-09 23:51:59 UTC  |  Edited by: Arthur Aihaken
PotatoOverdose wrote:
Let's look at the MSI. Why would anyone ever bother with a 15 mil, 100m3 structure that only lasts 1 hour? Will never be used by anyone on a regular basis. Reduce those 3 values to their previous iteration.

Those were also my points. $1-2m ISK and 50m3 is more reasonable if they're only going to last an hour. I'd rather see that than extending the timer to 2 hours.

I am currently away, traveling through time and will be returning last week.

Felsusguy
Panopticon Engineering
#832 - 2014-01-09 23:55:02 UTC
CCP Fozzie wrote:
Ok everyone, here is our first round of changes since the beginning of public feedback. These are some quite large changes but we think the end result is a much stronger design.

Mobile Micro Jump Unit

We're cutting the EHP of the structure by 80%, to 5000hp.
We're increasing the time that the MJU takes to activate to 1 minute.
We're increasing the range at which the MJU can be used to 5000m.
We're increasing the minimum range from other MJU structures to 10km.
We're disabling the ability to jump while cloaked.

Mobile Scan Inhibitor

Ships inside the area of a MSI's effect will have their own directional scanner and probe results disabled.
We're adding a minimum distance of 75km from wormholes.
We're reducing the sensor strength of the structure to 5 and increasing the signature radius to 500. Go ahead and apply as many projected ECCM to that as you want.
We're increasing the build cost to ~15m isk.
We're decreasing the structure's lifetime in space to 1 hour.
Minimum distance to another MSI is now 100km.
We're increasing the volume of the structure to 100m3.


I'll be updating the OP momentarily.

I am now disappointed with the uselessness of these structures.

The Caldari put business before pleasure. The Gallente put business in pleasure.

MisterAl tt1
Native Freshfood
Minmatar Republic
#833 - 2014-01-09 23:56:05 UTC  |  Edited by: MisterAl tt1
PotatoOverdose wrote:


Let's look at the MSI. Why would anyone ever bother with a 15 mil, 100m3 structure that only lasts 1 hour? Will never be used by anyone on a regular basis. Reduce those 3 values to their previous iteration.

Just my 2 isk.

Any guy with a 10+ bil capital fleet farming wormholes will do so that, unless he is 1. lazy 2. stupid.
PotatoOverdose
School of Applied Knowledge
Caldari State
#834 - 2014-01-10 00:01:18 UTC
MisterAl tt1 wrote:
PotatoOverdose wrote:


Let's look at the MSI. Why would anyone ever bother with a 15 mil, 100m3 structure that only lasts 1 hour? Will never be used by anyone on a regular basis. Reduce those 3 values to their previous iteration.

Just my 2 isk.

Any guy with a 10+ bil capital fleet farming wormholes will do so that, unless he is 1. lazy 2. stupid.

Your drones/fighters will show up on dscan, mate. Also wrecks, lots of wrecks. Combine with how easy the MSI is to scan down with its 500m sig and 5 sensor strength, yeah good luck with that.
Zircon Dasher
#835 - 2014-01-10 00:10:26 UTC  |  Edited by: Zircon Dasher
MisterAl tt1 wrote:

Any guy with a 10+ bil capital fleet farming wormholes will do so that, unless he is 1. lazy 2. stupid.


So tell me.... do many people in your corp box caps 30km from the warp-in and not use d-scan?


EDIT:
DOH! You got me. Should have looked at your corp name first. Well played.

Nerfing High-sec is never the answer. It is the question. The answer is 'YES'.

Sid Crash
#836 - 2014-01-10 00:17:30 UTC
Fozzie, you can iterate/nerf it all you want, they're both silly ideas that'll create hilariously broken game play while there's zero valid reasons to introduce them in the first place. It's one of those ideas that'll keep haunting you for years if you let it in. Just forget about them, move on.


Just don't.
Jori McKie
Hedion University
Amarr Empire
#837 - 2014-01-10 00:25:29 UTC  |  Edited by: Jori McKie
@Fozzie

MSI
What you still need to cover is the possible abuse in deadspace pockets with an acceleration gate, especially in FW outposts. Those pockets are pretty safe already any attempt to check what is inside with a scout is potential suicide.

The MSI+drag bubble combo can be abused in a lot of ways. Just think about 2x smartbombing BS + 3-5 longrange Alpha BS equals in killing 90% of all scouting attempts, all BS have of course MJD or pre deployed MMJU to gtfo if something goes south.



@Petrus Blackshell

The EHP on the MMJU is pretty good with 5k that equals to ~72 DPS to kill in 70s. Think about that Fozzie had to cover 1kiting vs 1brawling T1 Frigs. With more EHP or a shorter deploying time it would have been a 100% get out of jail free card for the brawling Frig, everytime. I can understand you hate the LML Condors and especially the dual damp Hook, me too. But you must give the kiting ship a chance to kill the brawling ship.

You have two options, deploy it pre fight if you aren't sure what kind of ship is coming and you are truesolo (Hooks can still be AB+scram+web+TD) and test the enemy before you get out. Second option, you deploy midfight and let the kiter think "i'm losing, i have to get out" and the kiter has to kill the MMJU while you gain at least extra 50-70sec to get a friend in a non obvious anti kiting ship (MWD Incursus, Kestrel, Merlin etc)

Fozzies changes to the MMJU now forces you to think about it, should i pre deploy to get a 100% out of jail for free card or not. The testing window with a pre deployed MMJU (at worst ~50s) vs 1x T1 Frig is enough time to make the gtfo decsion.






Congratulations Priestess Lin, you are the first person on the EVE-O forum i'm blocking.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." - Abrazzar

MisterAl tt1
Native Freshfood
Minmatar Republic
#838 - 2014-01-10 01:07:51 UTC
PotatoOverdose wrote:

Your drones/fighters will show up on dscan, mate. Also wrecks, lots of wrecks. Combine with how easy the MSI is to scan down with its 500m sig and 5 sensor strength, yeah good luck with that.


With one of currently popular ways to farm - all wrecks are within 30km from the spot capitals come to.
At first it was not so easily scanned. Still it is not the scan-time, it is the fact of Alarm Wrecks and Capitals! ALL WARP TO THE HOLE versus "well, MSI on d-scan, might be something".

Zircon Dasher wrote:

So tell me.... do many people in your corp box caps 30km from the warp-in and not use d-scan?

EDIT:
DOH! You got me. Should have looked at your corp name first. Well played.


You don't need d-scan on site, mainly, just click to update signature list. But yeah, I have to agree that keeping a separate window out of MSI to track new signatures will be a pain for solo farmers, that they don't have now. For bigger guys like us... for years we have been keeping a dedicated scanner with probes out for all the time we are on-site.
Dorian Wylde
Imperial Academy
Amarr Empire
#839 - 2014-01-10 01:27:29 UTC
Really don't understand the point of the Scan Inhibitor. Way too easy to scan down, doesn't last nearly long enough, and makes people inside blind? Why would anyone ever use this?
Ciba Lexlulu
Stay Frosty.
A Band Apart.
#840 - 2014-01-10 01:28:01 UTC  |  Edited by: Ciba Lexlulu
CCP Fozzie wrote:
Ok everyone, here is our first round of changes since the beginning of public feedback. These are some quite large changes but we think the end result is a much stronger design.

Mobile Scan Inhibitor

Ships inside the area of a MSI's effect will have their own directional scanner and probe results disabled.
We're adding a minimum distance of 75km from wormholes.
We're reducing the sensor strength of the structure to 5 and increasing the signature radius to 500. Go ahead and apply as many projected ECCM to that as you want.
We're increasing the build cost to ~15m isk.
We're decreasing the structure's lifetime in space to 1 hour.
Minimum distance to another MSI is now 100km.
We're increasing the volume of the structure to 100m3.


I'll be updating the OP momentarily.


Thank you Fozzie for listening!

Disabling d-scan while people under the MSI bubble will add more variables for both attackers and defenders (in FW region) to consider when MSI is active. This should lead to more interesting gameplay. At least now defender will need a scout outside the bubble if they need intel.