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Combine scram and disrupt

First post
Author
General Guardian
Perkone
Caldari State
#1 - 2014-08-13 07:11:55 UTC
Now to explain that somewhat vague title

What if Warp disruptor and Scrambler were the same mod, but a script changes between the two.

Without a script it's a typical warp disruptor, with a scramble script it becomes a scrambler, no different stats to current modules. And give it say a 15 second delay on loading or unloading the script.

This means you could swap between scram or disrupt on the fly but with a delay without having to hunt a station (sometimes not possible on null roams) or spend the time making a safe and using a depot to refit, only to miss the target you may have caught if only you had the other module fitted.

Thoughts?

suid0
Pandemic Horde Inc.
Pandemic Horde
#2 - 2014-08-13 07:33:53 UTC
nope...

take a mobile depot out with you and change using it, you don't need a safe to use it

the entire enemy support fleet is dead except for one interdictor a titan could easily finish off with drones  - Commander Ted

General Guardian
Perkone
Caldari State
#3 - 2014-08-13 07:44:31 UTC
suid0 wrote:
nope...

take a mobile depot out with you and change using it, you don't need a safe to use it


perhaps elaborate on why you think this would negatively impact the game.
ShahFluffers
Ice Fire Warriors
#4 - 2014-08-13 07:50:00 UTC
General Guardian wrote:
suid0 wrote:
nope...

take a mobile depot out with you and change using it, you don't need a safe to use it


perhaps elaborate on why you think this would negatively impact the game.

Because choices should matter.

If you want to warp disrupt, you have to accept that a person can turn on a MWD or a MJD and potentially escape.

If you want to warp scramble, you have to accept the limited range that potentially brings you within the "zone of commitment."

If you want to fit both, you have to accept that you must sacrifice another mid-slot and potentially another useful mod.
Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#5 - 2014-08-13 07:54:45 UTC
ShahFluffers wrote:
General Guardian wrote:
suid0 wrote:
nope...

take a mobile depot out with you and change using it, you don't need a safe to use it


perhaps elaborate on why you think this would negatively impact the game.

Because choices should matter.

If you want to warp disrupt, you have to accept that a person can turn on a MWD or a MJD and potentially escape.

If you want to warp scramble, you have to accept the limited range that potentially brings you within the "zone of commitment."

If you want to fit both, you have to accept that you must sacrifice another mid-slot and potentially another useful mod.

Couldn't have summed it up better myself.
General Guardian
Perkone
Caldari State
#6 - 2014-08-13 07:55:33 UTC
That's a better response.

Then what if having such a module meant your range on either mode was equal to that of a meta 2 Scram/Disruptor to make up for having the option
ShahFluffers
Ice Fire Warriors
#7 - 2014-08-13 08:01:24 UTC
General Guardian wrote:
That's a better response.

Then what if having such a module meant your range on either mode was equal to that of a meta 2 Scram/Disruptor to make up for having the option

All meta warp disruptors have a range of 20+ kms.

Meta warp scramblers have a range from 8km to 9km.

The issue is that while they do fundamentally the same thing (stop people from warping) they have in-built penalties for their respective benefits (range with no extra function versus limited range with extra stopping abilities).
General Guardian
Perkone
Caldari State
#8 - 2014-08-13 08:05:32 UTC
Not sure if you understood the exact idea.

With scram script it would have the exact properties of a meta 2 scram, Without, the exact properties of a meta 2 disruptor.

Not a scram with 20+ km range.
ShahFluffers
Ice Fire Warriors
#9 - 2014-08-13 08:12:20 UTC  |  Edited by: ShahFluffers
General Guardian wrote:
Not sure if you understood the exact idea.

With scram script it would have the exact properties of a meta 2 scram, Without, the exact properties of a meta 2 disruptor.

Not a scram with 20+ km range.

I understood the idea your presented perfectly.

What I am saying is that your proposed module makes it so people do not have to make a hard choice in their fitting of a ship.

Simply warp disrupt at 20km to prevent initial escape, close the distance, switch script, and scram to prevent any escape. It basically obsoletes a dedicated warp disruptor and scrambler by virtue of being too adaptable to any situation... regardless of the marginally more limited range.
erg cz
Federal Jegerouns
#10 - 2014-08-13 08:13:56 UTC
General Guardian wrote:
Not sure if you understood the exact idea.



He understood it just well. And also explained, why it is made so for reason. The whole combat is based on the fact, that you can be disrupted or scrambled. From the beginning of the fight to the ned. So you can adapt your tactic.

If opponent can do both, he has one middle slot less for web, propulsion module or other usefull things. Some frigates has only 2 middle slots at all.
Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#11 - 2014-08-13 08:14:41 UTC
General Guardian wrote:
Not sure if you understood the exact idea.

With scram script it would have the exact properties of a meta 2 scram, Without, the exact properties of a meta 2 disruptor.

Not a scram with 20+ km range.


He understood fine. The issue is that the differences between Meta 2 and T2 versions of either a scram or point are not significant enough for your stated intention.

The simply fact remains, you want to reduce the requirement of choice from PvP fittings.

Big fat no from me and I'm willing to bet plenty of others will agree.
General Guardian
Perkone
Caldari State
#12 - 2014-08-13 08:15:34 UTC
The delay on switching script was there to prevent you just closing the gap and switching to scram. For that delay you have no tackle on the target at all and they can just warp away.

ShahFluffers
Ice Fire Warriors
#13 - 2014-08-13 08:20:27 UTC
General Guardian wrote:
The delay on switching script was there to prevent you just closing the gap and switching to scram. For that delay you have no tackle on the target at all and they can just warp away.

It takes about 2 or 3 seconds to switch a script and turn a mod back on. I do it all the time with tracking disruptors and Omni-directional links.
General Guardian
Perkone
Caldari State
#14 - 2014-08-13 08:22:43 UTC
" And give it say a 15 second delay on loading or unloading the script."

Was in the original post.
Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#15 - 2014-08-13 08:26:36 UTC
General Guardian wrote:
" And give it say a 15 second delay on loading or unloading the script."

Was in the original post.

And what difference would it make in groups or if the target is being bumped?
General Guardian
Perkone
Caldari State
#16 - 2014-08-13 08:31:10 UTC
Hakan MacTrew wrote:
General Guardian wrote:
" And give it say a 15 second delay on loading or unloading the script."

Was in the original post.

And what difference would it make in groups or if the target is being bumped?


It wouldn't make a difference in groups. Solo PVP was the intended target
Fer'isam K'ahn
SAS Veterinarians
#17 - 2014-08-13 08:47:06 UTC
Not sure if troll or ...

With double mods you can turn a 2 point 20km disrupt and no switching penalty into a 4 point Scram = NO, NONO, NONONONONO!

And looking at your other post which are basically silly reposts (3 on the first page), I have to doubt your sobriety or sincerity here too.
General Guardian
Perkone
Caldari State
#18 - 2014-08-13 08:55:04 UTC
That is why there was a penalty.
ISD Ezwal
ISD Community Communications Liaisons
ISD Alliance
#19 - 2014-08-13 22:19:10 UTC
I have removed a rule breaking post.

The Rules:
4. Personal attacks are prohibited.

Commonly known as flaming, personal attacks are posts that are designed to personally berate or insult another forum user. Posts of this nature are not beneficial to the community spirit that CCP promote and as such they will not be tolerated.

ISD Ezwal Community Communication Liaisons (CCLs)

Antillie Sa'Kan
Imperial Shipment
Amarr Empire
#20 - 2014-08-13 22:45:38 UTC
General Guardian wrote:
It wouldn't make a difference in groups. Solo PVP was the intended target

So designing things in a total vacuum is ok then? I guess we can just pretend that people in groups won't exploit it right?
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