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[Phoebe] Heavy Interdictors

First post
Author
Max Kolonko
Caldari Provisions
Caldari State
#41 - 2014-10-16 12:27:36 UTC
Can dwckloaking effect of cloakers be limited to only SB? While keeping regular covert ships intact?
Skyler Hawk
The Tuskers
The Tuskers Co.
#42 - 2014-10-16 12:27:38 UTC
CCP Fozzie wrote:
That was a typo, 10% RoF is indeed an insanely strong bonus and we aren't going to give the Broadsword 12.5 effective turrets :)

Good catch, I've corrected the OP.

y u ruin the dream fozzie

WHY
Ferrocerium Spark
State War Academy
Caldari State
#43 - 2014-10-16 12:28:07 UTC
CCP Fozzie wrote:

Firstly, we are enabling overheat for Warp Disruption Field Generators with an overheat bonus that reduced cycle time by 1/3. This allows a hictor pilot to strategically reduce the cycle time of his bubble so that he can quickly disable it and receive reps if he gets primaried.


Overheat WDFG in order to shorten cycle while there is no increased efficiency of module?? Do we get heat damage in this case?

Maybe it would be simpler to make cycle shorter?
Hexatron Ormand
Center for Advanced Studies
Gallente Federation
#44 - 2014-10-16 12:28:55 UTC
Appears that Amarr is becoming the new "drone as weapon" empire?


Would have expected the Phobos to get some too in such a case....
Linus Shina
off course
#45 - 2014-10-16 12:30:16 UTC
Quote:

Phobos:

Heavy Interdictor Bonuses:
10% bonus to Medium Hybrid Turret optimal range


Why optimal instead of fall off? This is not a caldari ship.
Serendipity Lost
Repo Industries
#46 - 2014-10-16 12:31:31 UTC
Phoenix Jones wrote:
There is still zero reason to fit a gun on these ships. The total and absolute expectation is pure tank. Assuming it's going against a gang of subcaps or a gang of supers, the guns on these ships are pretty much pointless. Also it is the expectation that these ships fit multiple bubbles (2 at a minimum) and ontop of that, a probe launcher, or a cloak, or both. Assuming all, that leaves maybe 1 or 2 highslots available, which will have maybe a small laser because everybody put all their powergrid into their tank.

This does not change the fits or expected use of the heavy interdictor. People will not see its offensive capability mainly because people won't fit it to be offensive, just a brick so stuff can't leave a gate or the field.

Something has to be addressed with the weapons, the amount of warp bubbles the ships need, it's offensive capabilities against capitals and supers (they have none except to hold them and pray).

There cousin the light interdictor now has capabilities for fitting a tank, and having offense. The heavy does not (not that they do not have the option, but those who choose the options are ridiculed because they did not perform their role in absolute certainty)


These changes are to balance LS game play. It won't (and I doubt anything ever will) address the shortcomings you're talking about. It looks like you're looking to have 2 field generators, a probe launcher, a cloak AND high damage. Be realistic, you take away 4 high slots on most ships in the game and they do crap damage.

CCP is wiping out the super cap blobs.... give them a wide berth and mucho support. We can ask for some tweaks 4 years down the road. In the meantime, gear up to jump out of your wh, gank that cap on gate and disappear back into the wh. Capitalize (giggle) on this change. I think with all things considered, this is a buff to wh heavy dictor ops (especially if you live in a c5/c6 now that your wh is littered w/ null exits)
afkalt
Republic Military School
Minmatar Republic
#47 - 2014-10-16 12:32:13 UTC
Rek Seven wrote:
So you're giving a subcap the ability to stop ships that are largely defenseless against sub caps, from jumping?! Awesome logic! Straight


Do you have a better idea for stopping caps being immortal in low sec?
Syrias Bizniz
some random local shitlords
#48 - 2014-10-16 12:33:23 UTC
Can we get focused point to negate MJD usage?
Neckbeard Nolyfe
Zero Fun Allowed
xqtywiznalamywmodxfhhopawzpqyjdwrpeptuaenabjawdzku
#49 - 2014-10-16 12:35:19 UTC
CCP Fozzie wrote:


When a Rorqual, Dreadnaught, Carrier, Supercarrier or Titan is pointed by a focused point they will not be able to jump through gates.



Besides this, all the changes are irrelevant.
Devoter is still the go-to-hic unless you are completely ****.
Whoever fits/is thinking of fitting guns on a hic should biomass right now.

~lvl 60 paladin~

Serendipity Lost
Repo Industries
#50 - 2014-10-16 12:38:01 UTC
CCP Fozzie wrote:
Ab'del Abu wrote:
Will the focused warp disruption script prevent caps from jumping wormholes too? (Cause I hope not)

Overall positive change though

Nope, the new focused point functionality only applies to stargate jumps.

Skyler Hawk wrote:
Is it intentional that the broadsword gets both a 10%/level damage bonus and a 5% rof bonus? Seems like a strong combination.

That was a typo, 10% RoF is indeed an insanely strong bonus and we aren't going to give the Broadsword 12.5 effective turrets :)

Good catch, I've corrected the OP.



So I just bought 200 broadswords for nothing?? Dude, please do a better job of proof reading.

PS - you owe me 2bil isk.
Otto Bismarck
Center for Advanced Studies
Gallente Federation
#51 - 2014-10-16 12:39:10 UTC
CCP Fozzie,

Love you work on this, some interesting changes.

My question/thought is that why have you decided not to extend this to all ships? Being able to hold a high value target (such as a deadspace Golem or the like) so they can't gate crash back through to the other side seems like a pretty neat/useful ability...

<3 your work so far with this next patch. Keen to see what else is on the roadmap...

Otto Bismarck

Twitter: @ottobismarckEVE

EVE Down Under - a community for players in the AUTZ

In-game channel: evedownunder

Twitter: @evedownunder

https://www.facebook.com/evedownunder

calexxa
Bohemian Worms
Hole Control
#52 - 2014-10-16 12:41:02 UTC
When a Rorqual, Dreadnaught, Carrier, Supercarrier or Titan is pointed by a focused point they will not be able to jump through gates.

LOL - why this new stupid mechanic, why only those ships? So you force them to use stargates and now new improvment to NOT use them? Makes logic
Linus Shina
off course
#53 - 2014-10-16 12:42:30 UTC
Otto Bismarck wrote:
CCP Fozzie,

Love you work on this, some interesting changes.

My question/thought is that why have you decided not to extend this to all ships? Being able to hold a high value target (such as a deadspace Golem or the like) so they can't gate crash back through to the other side seems like a pretty neat/useful ability...

<3 your work so far with this next patch. Keen to see what else is on the roadmap...

Otto Bismarck


you can bump them easily. you can web them. Also they can't just cyno away once they jumped through the gate.


I don't like the mechanic (hic point prevents gate jump) but those easy fixes is how CCP 'rebalances' theses day.
Ab'del Abu
Atlantis Ascendant
#54 - 2014-10-16 12:43:35 UTC
Otto Bismarck wrote:
CCP Fozzie,

Love you work on this, some interesting changes.

My question/thought is that why have you decided not to extend this to all ships? Being able to hold a high value target (such as a deadspace Golem or the like) so they can't gate crash back through to the other side seems like a pretty neat/useful ability...

<3 your work so far with this next patch. Keen to see what else is on the roadmap...

Otto Bismarck


Maybe they think killing things should be hard
Rek Seven
University of Caille
Gallente Federation
#55 - 2014-10-16 12:47:50 UTC  |  Edited by: Rek Seven
afkalt wrote:
Rek Seven wrote:
So you're giving a subcap the ability to stop ships that are largely defenseless against sub caps, from jumping?! Awesome logic! Straight


Do you have a better idea for stopping caps being immortal in low sec?


The only thing this does is ensure that, if you are already losing the fight, you will definitely lose your cap.

There is no need for this change as all you would need to do to stop the cap from jumping and then cynoing, is bring two HIC or make sure your HIC is not aggressed if the enemy cap isn't. Straight

It's just another mechanic that incentivises blobbing and makes everyone else even more cautious.
Vulfen
Imperial Academy
Amarr Empire
#56 - 2014-10-16 12:48:27 UTC
CCP Fozzie wrote:



Onyx

Caldari Cruiser Bonuses:
5% bonus to Kinetic Missile damage
5% bonus to Missile Launcher rate of fire

Heavy Interdictor Bonuses:
10% bonus to Missile velocity
5% bonus to range of Warp Disruption Fields

Role Bonus:
20% bonus to all Shield Resists
Can fit Warp Disruption Field Generators

Slot layout: 6H, 6M, 4L; 0 turrets, 5 launchers
Fittings: 900(+65) PWG, 560 CPU
Defense (shields / armor / hull) : 2700(+696) / 1200(+4) / 1400(-6)
Capacitor (amount / recharge / cap per second) : 1250(+187.5) / 335s / 3.73(+0.56)
Mobility (max velocity / agility / mass / align time): 200(+2) / 0.55(+0.001) / 15,400,000(-20,000) / 11.74s()
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 80km / 240(+5) / 7(+1)
Sensor strength: 19(+3)
Signature radius: 150(+15)
Cargo Capacity: 450




@ CCP Fozzie, please can you confirm that the bonuses on the onyx will actually apply to all missiles or are they restricted to the HM & HAMs like currently?
Otto Bismarck
Center for Advanced Studies
Gallente Federation
#57 - 2014-10-16 12:51:05 UTC  |  Edited by: Otto Bismarck
As a pre/(post)-comment to all the bitching (insert Hictors suck statement). This change adds the option and potential to come up with a HIC fit that is different and fun. This is about tommorrow, rather than yesterday. I'm happy that HICs may be more than the double focused point, brick tanked and at the bottom of the KM.

Twitter: @ottobismarckEVE

EVE Down Under - a community for players in the AUTZ

In-game channel: evedownunder

Twitter: @evedownunder

https://www.facebook.com/evedownunder

Skyler Hawk
The Tuskers
The Tuskers Co.
#58 - 2014-10-16 12:51:07 UTC
More seriously, I guess I don't think the changes are really going to work to make tank-and-gank hictors a useful addition to the typical roaming gang. Essentially, if you fit them for dps, they're a bit tankier than the corresponding hacs with a bit less damage and a lot less speed, plus no ability to receive reps while doing their thing. It just doesn't seem like a terribly useful combination outside of situations where you expect to run into supers, in which case you'd still just go with the standard max tank/cyno/cloak/whoregun setup.
afkalt
Republic Military School
Minmatar Republic
#59 - 2014-10-16 12:52:03 UTC
Rek Seven wrote:
afkalt wrote:
Rek Seven wrote:
So you're giving a subcap the ability to stop ships that are largely defenseless against sub caps, from jumping?! Awesome logic! Straight


Do you have a better idea for stopping caps being immortal in low sec?


The only thing this does is ensure that, if you are already losing the fight, you will definitely lose your cap.

There is no need for this change as all you would need to do to stop the cap from jumping and then cynoing, is bring two HIC or make sure your HIC is not aggressed if the enemy cap isn't. Straight


You're forgetting lock times, they'd be uncatchable.
Emma Muutaras
State War Academy
Caldari State
#60 - 2014-10-16 12:52:04 UTC  |  Edited by: Emma Muutaras
these changes are ok but dont go nearly far enough.

i still cant see a real reason to take them out to roam with im just not expecting to run into many caps while on a roam and if i do a sabre is going to be just as effective in 99% of the case's that 1 time in every 100 that its going to be a nullsec to low sec gate still don't justify taking a 300 mil ship (fittings included) over a sabre.

when you look at all the pros and cons (interdictors are faster and more agile they warp faster so can get to the out gate jump and bubble before a hostile cruiser fleet even lands on the out gate ad a lot cheaper. interdictors have only one real down side a lack of ehp but thats about it

The heavy interdictor is slower, a lot less agile slow warp speed a lot more expensive and to top it off unlike there interdictor counter parts who can bubble and jump the moment they cycle there Warp Disruption Field Generator they get a aggression timer. there only real pro is they have a bigger tank which they need as they cant receive reps while there Warp Disruption Field Generator not to mention there top speed is cut to such a extreme while there Warp Disruption Field is active that if ur webbed by a single tech 1 web a dread wich a few tracking mods can track you.

personally i would have it that Warp Disruption Field can catch and stop Interdiction nullified ships or prevents cloaks from being activated with in the field. then they would have a unique feature and would be seen in roaming gangs across all of new eden

on a side note i think i can right click and select jump to faster than a heavy interdictor pilot can select me chose to lock me and activate a module