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[Kronos] Medium Micro Jump Drives

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Author
Michael Harari
Genos Occidere
HYDRA RELOADED
#581 - 2014-05-20 00:36:00 UTC
Beaver Retriever wrote:


All this does is give brawling ships a fighting chance against the hordes of idiots in Nomens and Ishtars like yourself.


Except it doesnt do anything of the sort. It lets them end the fight by pressing a button, as opposed to now where you have to end the fight by piloting or deagressing on a gate/station. If you want to have a chance to kill a kiter, you still have to slingshot it.
Milton Middleson
Rifterlings
#582 - 2014-05-20 01:05:50 UTC  |  Edited by: Milton Middleson
Users of low-commitment tactics that prioritize the ability to run away over the ability to hold their target will occasionally lose kills when fighting a small subset of ships because they were afraid to risk close action.

How terrible and imbalanced.
Kagura Nikon
Native Freshfood
Minmatar Republic
#583 - 2014-05-20 01:12:41 UTC  |  Edited by: Kagura Nikon
Milton Middleson wrote:
Users of low-commitment tactics that prioritize the ability to run away over the ability to hold their target will occasionally lose kills when fighting a small subset of ships because they were afraid to risk close action.

How terrible and imbalanced.


Ocasionaly? How many tiemsyou see battleships without MJD nowadays? oo yes almost never

And i can reprase your sentence for more accuracy :

Users of --low-commitment tactics-- inteligent tactic that prioritize the ability to --run away-- control the fight over the --ability to hold their target-- stupidity of pressing approach and f1 , will occasionally lose kills when fighting a --small-- MAJOR subset of ships because they --were afraid to risk-- have brains and do not want to fall for baits that will then be joined by a large blob waiting

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

Arthur Aihaken
CODE.d
#584 - 2014-05-20 01:21:56 UTC
I don't have a dog in this fight... but I love this thread. Lol

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

Rowells
Blackwater USA Inc.
Pandemic Horde
#585 - 2014-05-20 01:43:05 UTC
Ines Tegator wrote:
Rowells wrote:
Ines Tegator wrote:


50km:
http://imgur.com/n0eFTaV

100km:
http://imgur.com/irFFd6o
...

I submit that either 50km or 75km is the ideal choice, since it would allow both types of tactics to be used by modifying the angle of attack and initial range to target.

I dont know if you did any math there but:

http://imgur.com/Q5XLbYv (and yes those measurements for the radii are to scale)
...
And no matter what range you choose there will always be holes that you cannot reach properly.


No I didn't do any math, those were just quick-n-dirty jobs to illustrate the concept. Look at it more as "This kind of jump is closer range then you started." "That kind of jump is longer range then you started." and so forth.

My main point is that 100km is so far out of a BC's effective combat range that it has no useful purpose in normal small gang fights.
if you are referring to combat battle cruisers than yes this is a bit excessive. However attack battle cruisers, battleships, and some T2 cruisers, can be very effective at these ranges. So the difference between wanting 50/100km MJD is who you think is most likely to appear, and how much breathing room you want in case you need to gtfo.
Trinkets friend
Sudden Buggery
Sending Thots And Players
#586 - 2014-05-20 02:07:48 UTC
Elise Randolph wrote:
Man what fits, or scenarios, are you people coming up with that makes the Tier-3s super pwnmobiles when you add in a once-every-3-minutes 100km blink? This isn't rhetorical, I really have to know what makes the Teir-3s that much more overpowered than Command ships


Is it like, sniping in lowsec? Because if you think that would be game-breakingly overpowered you can do this in a battleship with: better tank, same damage, same range, align time within 10% of an attack BC, with an MJD and MWD - which would actually be nontrivial on most of the sniping tier-3s.

Enlighten me.


Tornado scan res (base) : 288
Typical 1400 camping instalock setup: 700mm
Align time: 6.77s

Maelstrom scan res (base): 113
Typical 1400 camping setup: 368mm (far from instalock)
Align time: 13.2s

This is why ABCs reign supreme for lowsec (and indeed, all) arty camps. QED you can go back to dropping supers in Amamake, pls.
Viceorvirtue
The Hatchery
RAZOR Alliance
#587 - 2014-05-20 02:10:12 UTC
You also have to remember that a 50km jump allows you to use the mmjd as more of an offensive positional tool. For example, you can pounce on top of logi, recons, people who are burning away from your gang to secure points on them. It also preserves the mmjd as an escape tool, allowing you to remove yourself from the opponents longpoint and warp off.

Im wondering what the exact logic behind the 'it lets you get out from battleships' argument is because as far as I know large micro jump drives also have a 100km range so they can just mjd back on top of you and it does not change the situation where you are remarkably close to a battleship.

I do see the argument of getting out of bombs and bubbles, though bombs only have a 15km radius (total 30km diameter) explosion so 50km should be more than enough to get out of a bomb run. I am not sure how common it is to quickly set up a field of bubbles 50km+ long, but it seems unrealistic to me so you should be able to remove your fleet from a field of bubbles and warp off/reposition from there.

I would love to see more arguments on how 100km jump is superior to a 50km just based on bc engagement ranges (especially now that abcs wont be using them) as well as how 100km would be superior as an offensive position tool. As far as arguments presented in the thread, there seem to be far more showing that a 50km jump would ultimately give pilots more options than a 100km jump.
Bionic Wolf
Doomheim
#588 - 2014-05-20 02:34:24 UTC  |  Edited by: Bionic Wolf
Viceorvirtue wrote:
a 50km jump would ultimately give pilots more options than a 100km jump.


I'm completely against the idea of the module altogether, but, I agree with the above, if it is intended to have combat application as opposed to simply a gtfo module then a 50km range makes much more sense.
Maraner
The Executioners
#589 - 2014-05-20 02:38:47 UTC  |  Edited by: Maraner
Maybe the answer is to release variants of the MJD. not sure what the naming convention would be but there could be MJD's that run either 50km or 100km.


Although tbh I suspect that the reason people are suggesting 50 is to nerf it against anti-kiting setups as Ishtars are typically at the 70- to 80km range or there about. Can't wait to see someone drop a fleet of BCs on ishtars at zero. they might actually get scrammed....

100km jump range please.
Wrathful Penguins
The Hatchery
RAZOR Alliance
#590 - 2014-05-20 02:42:17 UTC
Bionic Wolf wrote:
Viceorvirtue wrote:
a 50km jump would ultimately give pilots more options than a 100km jump.


I'm completely against the idea of the module altogether, but, I agree with the above, if it is intended to have combat application as opposed to simply a gtfo module then a 50km range makes much more sense.

And a 0m/s upon landing rather than conserved momentum which doesn't help you land tackle if he's moving faster than you and not in range when you land but does help you instawarp out on landing.
Bionic Wolf
Doomheim
#591 - 2014-05-20 02:50:34 UTC
If Ishtars are typically at 70-80km, how do they tackle? Most kiting systems would struggle much worse against a 50km jump... the brawler could jump straight into where the kiter is heading and would have far more chance of landing tackle before the kiter counter pilots away. It would also allow a kiter who is paying enough attention a more realistic opportunity to burn roughly where the target is going to land. Which is why I said I think it has more combat application than the 100km one which the majority of time is just used as a way to avoid dying.
Maraner
The Executioners
#592 - 2014-05-20 03:09:14 UTC
Bionic Wolf wrote:
If Ishtars are typically at 70-80km, how do they tackle? Most kiting systems would struggle much worse against a 50km jump... the brawler could jump straight into where the kiter is heading and would have far more chance of landing tackle before the kiter counter pilots away. It would also allow a kiter who is paying enough attention a more realistic opportunity to burn roughly where the target is going to land. Which is why I said I think it has more combat application than the 100km one which the majority of time is just used as a way to avoid dying.



They have other ships with them for the long range point. Arazu / lach or proteus... that or factions points with links. That or your all bubbled in. The point I was making is about how things are now rather than post patch. Personally I can't wait to boosh myself either towards or away from Ishtars as needed.

Again I suspect your motives for arguing against 100km MJD are not completely honest. Like I suggested maybe there should be variants. - that or you could set the range of your MJD.

Viceorvirtue
The Hatchery
RAZOR Alliance
#593 - 2014-05-20 03:13:51 UTC
Ok theres a good argument if ishtars are 70-80k away and you jump 100km, they are now 20-30k away. If you jump 50km they are...20-30k away. You also have to remember that unlike battleships, bcs don't have great projection. You start reaching the end of your damage at 40-50km. Also linked heated rf point range is 40somethingkm. so as was pointed out above, how are you being pointed by these ishtars from 70-80k, you should be able to warp off, land at 0 and possibly mjd in front of or on top of them as they burn out. If they are within linked rf point range you land on top of them and theres a good chance that they are going to be in a bad position once that happens.

Realistically bcs do not have the projection to be able to deal with your example of ishtars well, regardless of how far the mjd gets you. I would suggest mjd pulse apocs using scorch as you get to hit them for actual damage from 70-80km and are able to mjd closer if they want to try to burn outside of your hull bonused projection range. They also have a tracking bonus for when you land close to them and are likely to be hitting their lowest resist. That's the best solution to your Ishtar problem I can think of.

Back to mmjds, I feel 50km is going to be far more effective against recons, linked kiters, and logi as well as not shooting you too far past your own logi. Bcs don't have the buffer of battleships and while command ships may pull it off, going that long without logi in an aggressive 100km jump will lose you potentially more than you stand to gain. 50km jump allows your logi to actually keep up easily so you aren't going to be guaranteed to lose people if you want to be aggressive.

And this does nothing to stop it as a retreat module, you can just as easily turn around, mjd and warp off somewhere to get out of point range, even from recons since recons generally wont want to be within 40km of you and many recons aren't going to have 90km+ points.
Bionic Wolf
Doomheim
#594 - 2014-05-20 03:26:14 UTC
Maraner wrote:
Bionic Wolf wrote:
If Ishtars are typically at 70-80km, how do they tackle? Most kiting systems would struggle much worse against a 50km jump... the brawler could jump straight into where the kiter is heading and would have far more chance of landing tackle before the kiter counter pilots away. It would also allow a kiter who is paying enough attention a more realistic opportunity to burn roughly where the target is going to land. Which is why I said I think it has more combat application than the 100km one which the majority of time is just used as a way to avoid dying.



They have other ships with them for the long range point. Arazu / lach or proteus... that or factions points with links. That or your all bubbled in. The point I was making is about how things are now rather than post patch. Personally I can't wait to boosh myself either towards or away from Ishtars as needed.

Again I suspect your motives for arguing against 100km MJD are not completely honest. Like I suggested maybe there should be variants. - that or you could set the range of your MJD.



I'm not going to repeat myself and bore others because I've already posted in detail my thoughts on the subject, but I am curious what you think my hidden agenda is? I've been banging on the effect to solo and small gang and all of a sudden I'm covertly trying to defend the medium sized gangs meta?...... OK....... Shocked

I assure you for how I play an Ishtar sitting at 80km is largely pointless.
Milton Middleson
Rifterlings
#595 - 2014-05-20 03:27:49 UTC
Kagura Nikon wrote:

Ocasionaly? How many tiemsyou see battleships without MJD nowadays? oo yes almost never



You hardly see battleships at all outside of fleets and station games. If battleships are getting away from you due to MJDs, try scramming them

Quote:
And i can reprase your sentence for more accuracy :

Users of --low-commitment tactics-- inteligent tactic that prioritize the ability to --run away-- control the fight over the --ability to hold their target-- stupidity of pressing approach and f1 , will occasionally lose kills when fighting a --small-- MAJOR subset of ships because they --were afraid to risk-- have brains and do not want to fall for baits that will then be joined by a large blob waiting


You could've just said you want to be able to run away because you're not clever enough to commit intelligently. Everyone would understand.
Maraner
The Executioners
#596 - 2014-05-20 04:04:22 UTC
Fair enough.


Ofc the 100km boosh might let you get to the logi that are typically behind the ishtars. Either way I think that 100 gives you more flex to position your self to either overun the ishtars or the logi. Ether way there will be a period when you will be in optimal with heavy pulse or rails etc which is a **** ton better than being completely out of range as things are now.
Colman Dietmar
Sebiestor Tribe
Minmatar Republic
#597 - 2014-05-20 05:55:10 UTC
What would be really cool is if you could select jump range, same as with warping.
Skia Aumer
Planetary Harvesting and Processing LLC
#598 - 2014-05-20 05:56:59 UTC
CCP Fozzie wrote:
We're going to remove Attack Battlecruisers from the list of ships that can use this module in the first iteration, since there are some legitimate concerns with how this would interact with ABCs in small gang combat.

Oh thanks god!
Stealth bombers are NOT overpowered. It takes a considerable skill to fly them (unlike drone-assisting slowcats). They can be easily countered. But ABCs are their natural prey. And that's the way should be.
Cannibal Kane
Viziam
Amarr Empire
#599 - 2014-05-20 05:59:25 UTC
With disruptors becoming more and more useless.

Will you be increasing the range of scrams to compensate?

"Kane is the End Boss of Highsec." -Psychotic Monk

Gregor Parud
Imperial Academy
#600 - 2014-05-20 06:10:41 UTC
Cannibal Kane wrote:
With disruptors becoming more and more useless.

Will you be increasing the range of scrams to compensate?


From the look of it CCP's stance is "if you want to make sure you kill someone who isn't a kiter you'll have to commit to the fight, no more risk averse kiting vs a slow target".

Apart from that, CBC make up only a small portion of targets in most forms of pvp so it's not like long points are completely useless now. In yours that's different of course, perhaps this is (yet another) carebear buff?