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

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Petrus Blackshell
Rifterlings
#841 - 2014-01-10 01:39:50 UTC
Jori McKie wrote:

@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.

I hadn't thought that far into it, and it sounds pretty cool if it will actually work that way. Thing is, what about bigger ship fights or gang fights? In those situations, a stationary 5k EHP module will fold in literally seconds if someone decides it needs to die.

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

Heh. Listening to her has been educational, and has caused me to reevaluate some ways in which I stomp people.

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

Jori McKie
Hedion University
Amarr Empire
#842 - 2014-01-10 02:07:07 UTC  |  Edited by: Jori McKie
In a smallscale fight like 3x kiting Cruiser vs 3x brawling Cruiser and all brawling Cruiser simultaneous deploying midfight MMJU, that means the kiting Crusier have to kill additional 15k EHP within 70s. Easy task for the kiting ships but if you think about brawling Cruiser in a gang, many of them have RR (e.g. 3x Vexxor setups etc.) and with RR it gets tricky. Scaling that up to 7vs7 with some logis+Rapier, MMJU can be your gtfo chance. I think in that sort of fights it depends a lot on player skill and quick decision making, the outcome can be both ways.
Let me remind you usually not all ships are pointed (lowsec) and in most case the kiting gang gets 1 or 2 kills before the brawling gang warps off or jump back.

The really tricky part and most dangerous part is, if the brawling gang use the MMJU to get in close range. 1x Rapier/Huginn + deploying MMJU and many kiting gangs will **** their pants and gets very careful.
You can expand the scenarios, it gets very difficult for kiting gangs vs brawling gangs with lots of fast tackle. Now the kiting FC has to decide whats the bigger threat the MMJU or the fast tackle, will changing the aligment help and still kill fast tackle, will the brawling FC adapt to the new alignment or not, etc. etc.

All in all 5k EHP with 1min deploy time is ok.

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

Zircon Dasher
#843 - 2014-01-10 03:00:12 UTC
MisterAl tt1 wrote:
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.


That is pretty much the issue (as far as I can tell) that people have with the no-scan change. Med-Large groups are not effected at all by the change since they already have the manpower to bypass the drawback. It only really affects those who do not. vOv

IMO its not a huge issue since WH residents come prepared to run multiple accounts. The place where it will be more noticeable is Kspace.

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

Omnathious Deninard
University of Caille
Gallente Federation
#844 - 2014-01-10 03:16:41 UTC  |  Edited by: Omnathious Deninard
Zircon Dasher wrote:
MisterAl tt1 wrote:
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.


That is pretty much the issue (as far as I can tell) that people have with the no-scan change. Med-Large groups are not effected at all by the change since they already have the manpower to bypass the drawback. It only really affects those who do not. vOv

IMO its not a huge issue since WH residents come prepared to run multiple accounts. The place where it will be more noticeable is Kspace.

The MSI only blocks scan results that are able to be blocked with the MSI.
Meaning cosmic signatures are still probable from within the MSI.
Edit: Source https://forums.eveonline.com/default.aspx?g=posts&m=4089954#post4089954

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

Priestess Lin
Darkfall Corp
#845 - 2014-01-10 03:18:07 UTC  |  Edited by: Priestess Lin
Dorian Wylde wrote:
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?


It used to be a cool idea until the status quo people got ahold of it and ruined what could have been a great defensive tool for the vast majority of EVE players that would have otherwise emboldened them to take risks outside of high sec. It would have been a major game changer that would have populated low and null, pirates wouldn't have had all the power anymore and would have to be smart or skilled to succeed. It is really a shame its been killed before it could get out the gate. Could have been the best thing for EVE since who knows when, they even could have got rid of local with this thing.

CCP Fozzie wrote:
.these structures are intentionally provocative so even after this round of adjustments we expect them to be very disruptive to the status quo in a valuable and exciting way.



So much for that. They seem happy with it now that it is near useless .Sad

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

ROXGenghis
Perkone
Caldari State
#846 - 2014-01-10 04:54:55 UTC
Here's my concern with the Mobile Scan Inhibitor (MSI). Won't it require roamers to bring a prober and an interdiction nullified ship wherever they go to (1) find and then (2) investigate every MSI? How does it help to force solo'ers and small gangers to bring these extra ships along wherever they go? I don't see how the tweaks you just announced help with the fundamental issue. How about making the MSI's into beacons to at least eliminate the need to bring probes wherever you go?

And here's the fundamental issue. The biggest obstacle to fun small-scale fights in Eve is ganks made possible by hiding a fleet's true strength. There are already a lot of ways to spring a trap on someone looking for a gf, do we really need another one? It seems the MSI will help people avoid fights entirely or help them set up ganks, neither of which are good for "fun" PVP.

Put yet another way, what are the envisioned applications of the MSI? To help PVE'ers avoid getting ganked? To help gankers hide until they can safely drop on someone? Or is there potentially a use that will help set up fairer fights?
Zircon Dasher
#847 - 2014-01-10 05:06:48 UTC
ROXGenghis wrote:
fairer fights


I have never heard the term before. Is that a fight between blonde people or women?

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

Gorion Wassenar
Stimulus
Rote Kapelle
#848 - 2014-01-10 05:50:28 UTC  |  Edited by: Gorion Wassenar
This was the right move. Now the MSI has a use in hiding a fleet being formed as opposed to yet another obstacle for a risk adverse PvE'er to hide behind. Not that they all cloak/warp when anyone enters local anyways. And the MMJD unit will be cost/time/sized balanced so that kiting based PvP still has a place.


Y'all Hisec/Bears need to check your privilege. Almost every change from beta has made it easier for you to do anything with less risk.

Rote Kapelle - NOW IN SLIGHTLY MORE LAW ABIDING FLAVOR!

"DRINK STARSI!" ©®™Ownership Group Chairman

nevermore Homing
#849 - 2014-01-10 06:16:07 UTC
That means i can active my MJD a few seconds later then active the MJU,and jump out 200KM in a second
just like 2 stage E wihile using Renekton in LOL

Bear
Milton Middleson
Rifterlings
#850 - 2014-01-10 06:21:37 UTC
Quote:
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...But you must give the kiting ship a chance to kill the brawling ship.


This is already a match up heavily skewed in favor of kiting frigates unless the brawling frigate utterly dictates the terms of the engagement or is specifically fit to kill nano-frigates. The kiting frigate already has over a minute to kill its target. That's an eternity in a frigate duel, even for low dps fits, and if you can't manage to down your fleeing target in 72+ seconds, that seems a reasonably tradeoff for a ship that prioritizes speed and ability to disengage over firepower.

In the meantime, by balancing it around Condor v. Incursus fights, you're making the module utterly worthless for anything featuring more firepower.
RumpenII
#851 - 2014-01-10 09:02:26 UTC  |  Edited by: RumpenII
Quote:
The Scan Inhibitor structure itself however does show up on both types of scan and is very easy to probe down


If this structure can be found, what's the point?
And if you can not find it will imbalance (as it is now AFK Cloaking)

Quality innovations invariably reduced....Cry
Kagura Nikon
Native Freshfood
Minmatar Republic
#852 - 2014-01-10 09:13:38 UTC
Petrus Blackshell wrote:

I hadn't thought that far into it, and it sounds pretty cool if it will actually work that way. Thing is, what about bigger ship fights or gang fights? In those situations, a stationary 5k EHP module will fold in literally seconds if someone decides it needs to die.




That is the problem of any solution of one siz fits all. You cannto have all sizes happy. Only solution is to make deployabled for frig size, cruiser size and battleship size separate.

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

Kagura Nikon
Native Freshfood
Minmatar Republic
#853 - 2014-01-10 09:14:30 UTC
RumpenII wrote:
Quote:
The Scan Inhibitor structure itself however does show up on both types of scan and is very easy to probe down


If this structure can be found, what's the point?
And if you can not find it will imbalance (as it is now AFK Cloaking)



Deception, traps, uncertainty.

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

Sura Sadiva
Entropic Tactical Crew
#854 - 2014-01-10 09:35:35 UTC
ROXGenghis wrote:
And here's the fundamental issue. The biggest obstacle to fun small-scale fights in Eve is ganks made possible by hiding a fleet's true strength. There are already a lot of ways to spring a trap on someone looking for a gf, do we really need another one? It seems the MSI will help people avoid fights entirely or help them set up ganks, neither of which are good for "fun" PVP.

Put yet another way, what are the envisioned applications of the MSI? To help PVE'ers avoid getting ganked? To help gankers hide until they can safely drop on someone? Or is there potentially a use that will help set up fairer fights?


Yes, this is the main concern with this MSI thing.
And also give even more safety to PVE in low and null (partially rebalanced in the last iteration).

Basically are support tools for farmers and campers gameplay.

However they already coded it and have to release, so we can only hope to control damage.

Jori McKie
Hedion University
Amarr Empire
#855 - 2014-01-10 10:12:52 UTC
Milton Middleson wrote:
Quote:
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...But you must give the kiting ship a chance to kill the brawling ship.


This is already a match up heavily skewed in favor of kiting frigates unless the brawling frigate utterly dictates the terms of the engagement or is specifically fit to kill nano-frigates. The kiting frigate already has over a minute to kill its target. That's an eternity in a frigate duel, even for low dps fits, and if you can't manage to down your fleeing target in 72+ seconds, that seems a reasonably tradeoff for a ship that prioritizes speed and ability to disengage over firepower.

In the meantime, by balancing it around Condor v. Incursus fights, you're making the module utterly worthless for anything featuring more firepower.


I'm not sure i get it?
Did you read this https://forums.eveonline.com/default.aspx?g=posts&m=4092615#post4092615 ?

There are many scenarios for small and medscale fights in which the MMJU still can be used but not abused aka 100% get out of jail free card. Do not forget that every time MMJUs are dropped it is additional EHP the other gang has to kill or deal with the enemy gtfo or deal with tanky ships got in too close.

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

Kagura Nikon
Native Freshfood
Minmatar Republic
#856 - 2014-01-10 10:14:11 UTC
Sura Sadiva wrote:
ROXGenghis wrote:
And here's the fundamental issue. The biggest obstacle to fun small-scale fights in Eve is ganks made possible by hiding a fleet's true strength. There are already a lot of ways to spring a trap on someone looking for a gf, do we really need another one? It seems the MSI will help people avoid fights entirely or help them set up ganks, neither of which are good for "fun" PVP.

Put yet another way, what are the envisioned applications of the MSI? To help PVE'ers avoid getting ganked? To help gankers hide until they can safely drop on someone? Or is there potentially a use that will help set up fairer fights?


Yes, this is the main concern with this MSI thing.
And also give even more safety to PVE in low and null (partially rebalanced in the last iteration).

Basically are support tools for farmers and campers gameplay.

However they already coded it and have to release, so we can only hope to control damage.




That will be solved only when local is revamped. Because the opposite is still true. Gang A might have a trap ready, but gang B could ALSO be muc h larger and could be a gang C around even? The things will balance only when the " better engagign with limited losses possibility than not engaging at all or risking being counter escalated by much superior force" is achievable.


Its ahard balnce, but i think might be possible.. but only after super local intel is gone.

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

Rek Seven
University of Caille
Gallente Federation
#857 - 2014-01-10 12:01:51 UTC  |  Edited by: Rek Seven
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.


Most of those changes go in the complete opposite direction to what i would expect. Sometimes it feels like CCP just make things up as they go, without giving it the proper thought needed.

* 1 minute activation time for a structure that will die in less than 10 seconds.
* Restricting the placement of a structure in a region that has no police.
* Arbitrary and illogical rules that make these units impractical for most situations in eve.

I'm not sure whether EVE development is struggling because it's and old game filled with bad, out dated mechanics or misguided/unimaginative staff. You all seem to have good intentions/ideas but totally mess up the implementation.

Look at the mobile depot; A great new device that allow solo players to live a semi-nonodic lifestyle and finally allows people to swap sub-systems in wormhole space... But for some crazy reason, someone at CCP decided people in the same corp as the deployer shouldn't be able to refit from it while at the same time, they place an arbitrary limit on how close one structure can be placed to the other.

Then there is the mobile cyno jamer which i've yet to see in game, probably because of the nonsensical decision to make them unusable on gates, where most fights happen. Straight
Kagura Nikon
Native Freshfood
Minmatar Republic
#858 - 2014-01-10 12:35:47 UTC
Rek Seven wrote:
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.


Most of those changes go in the complete opposite direction to what i would expect. Sometimes it feels like CCP just make things up as they go, without giving it the proper thought needed.

* 1 minute activation time for a structure that will die in less than 10 seconds.
* Restricting the placement of a structure in a region that has no police.
* Arbitrary and illogical rules that make these units impractical for most situations in eve.

I'm not sure whether EVE development is struggling because it's and old game filled with bad, out dated mechanics or misguided/unimaginative staff. You all seem to have good intentions/ideas but totally mess up the implementation.

Look at the mobile depot; A great new device that allow solo players to live a semi-nonodic lifestyle and finally allows people to swap sub-systems in wormhole space... But for some crazy reason, someone at CCP decided people in the same corp as the deployer shouldn't be able to refit from it while at the same time, they place an arbitrary limit on how close one structure can be placed to the other.

Then there is the mobile cyno jamer which i've yet to see in game, probably because of the nonsensical decision to make them unusable on gates, where most fights happen. Straight



All reasons have been explained. Too much EHP and it would make small ships irrelevant.

Need some restrictions to avoid abuse of things like hiding wormhole exits

Restrictign the D-Scan is on the baseline that no specially powerful capability shoudl come without a cost or risk...

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

Rek Seven
University of Caille
Gallente Federation
#859 - 2014-01-10 12:46:02 UTC
Kagura Nikon wrote:

All reasons have been explained. Too much EHP and it would make small ships irrelevant.

Need some restrictions to avoid abuse of things like hiding wormhole exits

Restrictign the D-Scan is on the baseline that no specially powerful capability shoudl come without a cost or risk...


What do mobile structures have to do with small ships? i didn't see that explanation but i'd imagine the logic is flawed.

Why not just make it so you can't hid cosmic anomalys? When hunting someone at a site in wormhole space, you can currently warp to sites and find a target through a process of elimination. The ability to hide sigs forces you to use combat probes, revealing your presence.

Restricting d-scan and probe scan from inside the inhibitor field, is acceptable.
Kagura Nikon
Native Freshfood
Minmatar Republic
#860 - 2014-01-10 12:53:23 UTC
Rek Seven wrote:
Kagura Nikon wrote:

All reasons have been explained. Too much EHP and it would make small ships irrelevant.

Need some restrictions to avoid abuse of things like hiding wormhole exits

Restrictign the D-Scan is on the baseline that no specially powerful capability shoudl come without a cost or risk...


What do mobile structures have to do with small ships? i didn't see that explanation but i'd imagine the logic is flawed.

Why not just make it so you can't hid cosmic anomalys? When hunting someone at a site in wormhole space, you can currently warp to sites and find a target through a process of elimination. The ability to hide sigs forces you to use combat probes, revealing your presence.

Restricting d-scan and probe scan from inside the inhibitor field, is acceptable.



Not flawed at all. Previous the jump drive had 45k ehp and took 20 sec to deploy. How a ship that cannot do 780 dps stop other ship from ALWAYS escaping using this damm device? Only option is everyone forget forever disruptors and decide that living inside web range is the only way to have PVP.

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