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Change for warp disruptor (ship)

First post
Author
Zoltar Nosisk
Hedion University
Amarr Empire
#1 - 2014-10-08 11:44:55 UTC  |  Edited by: Zoltar Nosisk
After testing for a long time and discussing with other Eve players I have come to the conclusion that warp disruptors (the ship module) needs to reworked to be balanced

A normal warp disruptor can hold a ship down, and will guarantee a ship's destruction up to 24 (Twenty-four!) kilometers.
This is way out of hand, since fast ships can easily come within 10 kilometers. Let alone 24 kilometers


  1. There are no ways to escape from warp disruptors (dont say use warp core stablisers)
  2. Every ship can use them
  3. Even new pilots tackle big ships


When this becomes worse is when you can use overheat the warp disruptor, giving range to 28.8 (Twenty-eight) kilomters!!!
Also for there is faction warp disruptor

My suggestion for new balance change is as follows:


  • Change the range of warp disruptor to 12 Kilometer
  • Change the range of scram for 6 kilometer (half of warp disruptor)
  • Change how overheat works and make it require nanite repair paste (10 per second)
  • Remove faction warp disruptors and scrams from the game


Please leave a comment because you agree so CCP can see and implement the changes
Khan Wrenth
Viziam
Amarr Empire
#2 - 2014-10-08 11:57:24 UTC
I believe it already is balanced. A warp disruptor does not completely lock down your ship - it only prevents your warp. The difference is that you can still use a micro warpdrive propulsion unit, which gives your ship an immense speed boost. That speed boost should be enough to either close the distance on said target and destroy his ship, or outrun his disruptor and warp out.

The key is to have a properly fitted ship. If your ship is not properly fitted, you find out the hard way.

Scramblers, on the other hand, do prevent your micro warpdrive unit from functioning, leaving you only the use of an afterburner if you have one equipped. But with that shorter range, you're also likely within web range of each other and it's a brawl situation. Again, if you are properly equipped, you can deal with this. A quick speed boost with your afterburner (assuming you aren't webbed) can shoot you out of his scram range since it is so much shorter (9km cold). But in all likelihood, if you are scrammed, the opposing ship is very much ready for the brawl and you are unlikely to have the opportunity to survive or disengage from him. It's the scramblers you need to really worry about.

Or, if you have webs and short range weapons, you can make him regret the engagement.

These modules have been a part of gameplay for years (if not the entirety of EVE). Hundreds of thousands of individuals before you have been able to adapt and work with them, and you can too. I've never really heard someone claim they are unbalanced before. They have their scope of use, and it is not overly broad.

You have a lot of options at your disposal, but the most important thing you can do is adapt your gameplay style to minimize the chances of getting caught with your pants down. Be aware of game mechanics, be aware of the limitations of your own ship, and be aware of your surroundings. You'll be okay.
Zoltar Nosisk
Hedion University
Amarr Empire
#3 - 2014-10-08 12:01:11 UTC
Khan Wrenth wrote:
I believe it already is balanced. A warp disruptor does not completely lock down your ship - it only prevents your warp. The difference is that you can still use a micro warpdrive propulsion unit, which gives your ship an immense speed boost. That speed boost should be enough to either close the distance on said target and destroy his ship, or outrun his disruptor and warp out.

The key is to have a properly fitted ship. If your ship is not properly fitted, you find out the hard way.

Scramblers, on the other hand, do prevent your micro warpdrive unit from functioning, leaving you only the use of an afterburner if you have one equipped. But with that shorter range, you're also likely within web range of each other and it's a brawl situation. Again, if you are properly equipped, you can deal with this. A quick speed boost with your afterburner (assuming you aren't webbed) can shoot you out of his scram range since it is so much shorter (9km cold). But in all likelihood, if you are scrammed, the opposing ship is very much ready for the brawl and you are unlikely to have the opportunity to survive or disengage from him. It's the scramblers you need to really worry about.

Or, if you have webs and short range weapons, you can make him regret the engagement.

These modules have been a part of gameplay for years (if not the entirety of EVE). Hundreds of thousands of individuals before you have been able to adapt and work with them, and you can too. I've never really heard someone claim they are unbalanced before. They have their scope of use, and it is not overly broad.

You have a lot of options at your disposal, but the most important thing you can do is adapt your gameplay style to minimize the chances of getting caught with your pants down. Be aware of game mechanics, be aware of the limitations of your own ship, and be aware of your surroundings. You'll be okay.


Only way if you agree with they are balanced is if you always blob with warp disruptors yourself. It is NOT balanced, for interceptors and warp speed changes have made it way too easy to make warp disruptor range of 28 kilometer.

It was perhaps ok when Eve was not 100% warp disruptors in ships, but times change and the modules need changing to become balanced again. Too
Zoltar Nosisk
Hedion University
Amarr Empire
#4 - 2014-10-08 12:03:02 UTC
An example is a new Eve player in a interceptor (Which has MORE range on warp disruptor). He can warp disupt a ship, and thereby also ensuring it's destruction when he cannot even be hit

It has to stop
Adrie Atticus
Caldari Provisions
Caldari State
#5 - 2014-10-08 12:14:04 UTC
Ways to counter a disruptor:

1) Slingshot with your MWD on
2) Jump through the gate
3) Use size-appropriate droens or guns to kill the interceptor
4) Neut the disrupting ship if in range
5) Web the disrupting ship and get out of range, modules or drones
6) Ask friends to hard tackle the disrupting ship making it killable
7) Damps
8) ECM

I'm sure I missed most of the things...
Captain Cean
Science and Trade Institute
Caldari State
#6 - 2014-10-08 12:18:19 UTC
Just one thing to say:
IMHO
Zoltar Nosisk
Hedion University
Amarr Empire
#7 - 2014-10-08 12:20:27 UTC
Captain Cean wrote:
Just one thing to say:
IMHO


People like you who post thrash and insult players that think about the game and propose ballance changes are what we need less off
Yogsoloth
Call of Cuthulu
#8 - 2014-10-08 12:20:59 UTC  |  Edited by: Yogsoloth
No need for a change, there's already a plethora of tools and tactics at your disposal.

MWD, outrun them, be faster, overheat, use prop upgrades etc.
ECM mods, target breaker, ECM drones, jam them.
Turrets !!! How about just kill them. Interceptors are not exactly titans and don't take alot to take down.
If you're worried about blobs, how about find some friends, stop flying alone, join a corp, use Dscan etc.

These are just a handful of ideas that came to me in 30 seconds flat. Stop crying for change because youre failing and flailing.
Zoltar Nosisk
Hedion University
Amarr Empire
#9 - 2014-10-08 12:25:02 UTC
Yogsoloth wrote:
No need for a change, there's already a plethora of tools and tactics at your disposal.

MWD, outrun them, be faster, overheat, use prop upgrades etc.
ECM mods, target breaker, ECM drones, jam them.
Turrets !!! How about just kill them. Interceptors are not exactly titans and don't take alot to take down.
If you're worried about blobs, how about find some friends, stop flying alone, join a corp, use Dscan etc.

These are just a handful of ideas that came to me in 30 seconds flat. Stop crying for change because youre failing and flailing.


Ok first:

Using mwd does not help if they use it too! Think before you write this

Ecm drones is good for when they use scram (6kilometers), but other ecm is not fast enough (the drone)

The point is that you cannot run away, how does turret help? You cannot kill everything!
Donnachadh
United Allegiance of Undesirables
#10 - 2014-10-08 12:38:30 UTC
-1

Working great. As the gankers always tell their victims, adapt or get out.
Yogsoloth
Call of Cuthulu
#11 - 2014-10-08 12:42:47 UTC  |  Edited by: Yogsoloth
Quote:
Using mwd does not help if they use it too! Think before you write this

Yes, because clearly there is no way to make your ship faster, and obviously every ship you run across is the fastest ship in the game. /o

Quote:
Ecm drones is good for when they use scram (6kilometers), but other ecm is not fast enough (the drone)


And because drones don't have a range roughly of 50km give or take, on top the of the range the actual drone itself gets.

/o

Quote:
The point is that you cannot run away, how does turret help? You cannot kill everything!


Clearly every ship in game is more powerful than the one youre in, and interceptors really can't ever be killed by anything.

o.0
Ralph King-Griffin
New Eden Tech Support
#12 - 2014-10-08 12:43:23 UTC  |  Edited by: Ralph King-Griffin
Counter proposal : stop being bad at eve, if i can haul my slow ass legion out of point range, you can too.

Zoltar Nosisk wrote:
You cannot kill everything!

your not using enough violence, apply moar to kill it dead!
Arla Sarain
#13 - 2014-10-08 12:43:56 UTC  |  Edited by: Arla Sarain
You are not wrong IMO. But no one will agree.
Its ingrained far too deep.

Ships are not agile enough for slingshot to be an absolute counter. Midslots are not infinite to load up on tricks to counter it.

The whole warp disruptor/scram is a poor design. Warp pursuit should have been ingame instead.

And WTF is a "proper" fit? No such thing. You fit for application. And you fit proactively, with anticipation and speculation. Which removes many potential setups and pigeonholes people into very explicit and particular fits.
Hence why scram/web/disruptor is the holy trinity of PVP. You pretty much need to have them.

Also, brawl ships need 2 tackle mods and kites need 1?

Anyone who says warp disruption mechanics are fine are just a pack of docile puppies who are content with rubber bones.
Captain Cean
Science and Trade Institute
Caldari State
#14 - 2014-10-08 12:59:08 UTC
Warp distrupt are fine 24km is nothing
Cruiser can still shoot on this range
Frigs fly about 4k so they fly 20km in 5 seconds

your Problem is 30cm infront of your Screen

Warp distrup are nearly useless in Fight they do NOTHING what you help kill something.
If you are to slow (i dont want say stupid) to run away from them its your fault

cause every other Pilot here can escape them

p.s.
Whould you like to hear a more scary stroy a arazu can use covert cloak and can warp distrup you about +50km
King Fu Hostile
Mea Culpa.
Shadow Cartel
#15 - 2014-10-08 13:05:38 UTC
wtb a warp disruptor that guarantees a kill and has no counters

the idea about infinite heating with nanite paste is plausible, however
Samillian
Angry Mustellid
#16 - 2014-10-08 13:22:51 UTC
1. There are a number of ways to slip tackle, many have been outlined in previous posts in this thread. Indeed if the warp disruptor were a 100% effective way of catching a ship there would be some justification for change but that is not the case.

2. Of course every ship can use them, every ship can use MWD, AB and stabs plus a multitude of other modules if they have the grid and cpu available.

3. If a new player invests time in training the skills why shouldn't they be tackle if they want to? In fact it is one of the best contributions a new pilot can make.

As far as I can see no good case has been made for the changes suggested to warp disruptors.

Not supported.




NBSI shall be the whole of the Law

Zoltar Nosisk
Hedion University
Amarr Empire
#17 - 2014-10-08 13:25:17 UTC
Samillian wrote:
1. There are a number of ways to slip tackle, many have been outlined in previous posts in this thread. Indeed if the warp disruptor were a 100% effective way of catching a ship there would be some justification for change but that is not the case.

2. Of course every ship can use them, every ship can use MWD, AB and stabs plus a multitude of other modules if they have the grid and cpu available.

3. If a new player invests time in training the skills why shouldn't they be tackle if they want to? In fact it is one of the best contributions a new pilot can make.

As far as I can see no good case has been made for the changes suggested to warp disruptors.

Not supported.



I dont understand how many stupid reply... Also ship with Warp disruptor can use Microwarp drive!!!
Stop say use mwd to get from warp disrupt range. It needs to have the range fixed as proposed
Captain Cean
Science and Trade Institute
Caldari State
#18 - 2014-10-08 13:58:56 UTC
Zoltar Nosisk wrote:
Samillian wrote:
1. There are a number of ways to slip tackle, many have been outlined in previous posts in this thread. Indeed if the warp disruptor were a 100% effective way of catching a ship there would be some justification for change but that is not the case.

2. Of course every ship can use them, every ship can use MWD, AB and stabs plus a multitude of other modules if they have the grid and cpu available.

3. If a new player invests time in training the skills why shouldn't they be tackle if they want to? In fact it is one of the best contributions a new pilot can make.

As far as I can see no good case has been made for the changes suggested to warp disruptors.

Not supported.



I dont understand how many stupid reply... Also ship with Warp disruptor can use Microwarp drive!!!
Stop say use mwd to get from warp disrupt range. It needs to have the range fixed as proposed


when i follow you type of thinking, i can kill every ship when i have a mwd and a warp distrup
Slicer Solo KB
then pls tell me WHY THEY DIE ?
Tabyll Altol
Viziam
Amarr Empire
#19 - 2014-10-08 14:08:11 UTC  |  Edited by: Tabyll Altol
  • Change how overheat works and make it require nanite repair paste (10 per second) -> so i would take an huge amout repair paste and could overheat the moduls the whole fight long without fearing that the would burn out. Very bad idea
  • Remove faction warp disruptors and scrams from the game --> is an even worser idea.

  • Points are just fine the way they are use a better fitting to counter form a fleet and don´t fly a bs alone in pvp.

    - In BS you also can use a micro jump drive which gives you about 150 km distance to your target.
    - Put on Noits and suck the ships cap empty and jump out
    - Take Drohnes Warrior II can burn about 6km/s i think should be okay.
    - Use Tracking Enhancer to make you Turrets faster.
    - Don´t fly alone vs a gang
    - Drop sentrys (long range) and burn away (Warden have about 100 km optimal + 60 km falloff) the tracking should be at about 60-70 km enough when not put more distance inbetween you

    If you want some other tipps how to counter this ask other players but please don´t try to nerv befor contaction other players it´s not the best thing.

    -1
    MP2008
    Restinotia Corp
    #20 - 2014-10-08 14:41:03 UTC
    The Ranges are fine.

    If CCP ever changed them I bet you would still die a lot.

    Let me guess, someone ganked you and you are not happy about it.

    Please show us on the doll where the bad man touched you.

    Learn how to play the game because the rest of us have and as these nice people pointed out there are literally a thousand ways to break tackle.

    So why don't you just learn them and adapt otherwise there's the door. EVE weeds out stupid people. If you don't have the chops for it, don't cry about it and try to ruin the game for everyone else who is smarter than you. kthxbye
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