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Mobile Deployable Inconsistencies!

Author
Wanda Fayne
#1 - 2015-06-13 09:56:10 UTC
Why are the deployables treated differently when you shoot them in high security space?

I shoot an MTU--> suspect timer and boom.
Mobile Depot--> suspect and reinforcement timer, then suspect and boom.

Shoot a Mobile jump drive--> SECURITY LOSS, KILLRIGHT and gate guns OPEN FIRE?Shocked

Almost lost my ship as I wasn't anticipating this.
What about the other deployables?
Am I going to get Concordokken?

Oy-What?

"your comments just confirms this whole idea is totally pathetic" -Lan Wang-

  • - "hub humping station gamey neutral logi warspam wankery" -Ralph King-Griffin-
Mara Pahrdi
The Order of Anoyia
#2 - 2015-06-13 10:45:01 UTC
I agree. CCP should state this in the item description if they are handled differently.

But this belongs in F&I.

Remove standings and insurance.

Ralph King-Griffin
New Eden Tech Support
#3 - 2015-06-13 11:00:30 UTC
Mara Pahrdi wrote:
I agree. CCP should state this in the item description if they are handled differently.

But this belongs in F&I.

it would be locked for redundancy there as this has been brought up before and yes its stupid but its the case.

its not an issue per say though, how often would you find an excuse to shoot the ones that give a criminal flag anywayWhat?
Wanda Fayne
#4 - 2015-06-13 20:35:33 UTC
Ralph King-Griffin wrote:
Mara Pahrdi wrote:
I agree. CCP should state this in the item description if they are handled differently.

But this belongs in F&I.

it would be locked for redundancy there as this has been brought up before and yes its stupid but its the case.

its not an issue per say though, how often would you find an excuse to shoot the ones that give a criminal flag anywayWhat?


True and true again.

I like exploration through the application of ordinanceBig smile
Do you always stop and look something up on the forums before you shoot it, Ralph?Blink

"your comments just confirms this whole idea is totally pathetic" -Lan Wang-

  • - "hub humping station gamey neutral logi warspam wankery" -Ralph King-Griffin-
Zoe Athame
Don't Lose Your Way
#5 - 2015-06-13 20:48:29 UTC
Safety settings exist for a reason.
Aquila Sagitta
Blue-Fire
#6 - 2015-06-13 21:02:19 UTC
Zoe Athame wrote:
Safety settings exist for a reason.


https://www.youtube.com/watch?v=bTalnzcO0xk
Ralph King-Griffin
New Eden Tech Support
#7 - 2015-06-13 21:05:49 UTC
Wanda Fayne wrote:
Ralph King-Griffin wrote:
Mara Pahrdi wrote:
I agree. CCP should state this in the item description if they are handled differently.

But this belongs in F&I.

it would be locked for redundancy there as this has been brought up before and yes its stupid but its the case.

its not an issue per say though, how often would you find an excuse to shoot the ones that give a criminal flag anywayWhat?


True and true again.

I like exploration through the application of ordinanceBig smile
Do you always stop and look something up on the forums before you shoot it, Ralph?Blink

Almost never, I do remember the thread though because someone suggested mtu's start dropping killrights to even things outShocked
Carrie-Anne Moss
The Scope
Gallente Federation
#8 - 2015-06-14 00:26:34 UTC
I duno why ccp wont fix this. Petition it.

Now i cant releave gm correspondence but umm i PROMISE YOU IF YOU PETITON YOU WILL GET SEC STATUS BACK

Its a bug. Havs been for almost a year but since cant talk bout bugs/petiutions it just keeps getting swept under the rug




Isds please get ccp to acknowledge this bug

Yes it has been bug reportrd
Yes it has not been fixed
Otso Bakarti
Doomheim
#9 - 2015-06-14 01:57:02 UTC
Put warning labels on them? What are they, step ladders?

There just isn't anything that can be said!

Wanda Fayne
#10 - 2015-06-14 01:58:59 UTC
Carrie-Anne Moss wrote:
I duno why ccp wont fix this. Petition it.

Now i cant releave gm correspondence but umm i PROMISE YOU IF YOU PETITON YOU WILL GET SEC STATUS BACK

Its a bug. Havs been for almost a year but since cant talk bout bugs/petiutions it just keeps getting swept under the rug




Isds please get ccp to acknowledge this bug

Yes it has been bug reportrd
Yes it has not been fixed


Yeah maybe I should file a ticket. Don't really care about the sec status, but losing my ship to the (surprise!) gate guns would have been bad.

Agree with Ralph, I don't see the mobile jump units very often. But it does make me curious about the other mobiles.

According to the rulez:
"Only applicable in Empire-owned space (0.1 to 1.0), the Suspect Flag allows any other player to attack you without penalty for the duration of the timer. CONCORD and gate guns will not defend you, and the attacker will not receive a reduction in Security Standings"
source: Crimewatch

"your comments just confirms this whole idea is totally pathetic" -Lan Wang-

  • - "hub humping station gamey neutral logi warspam wankery" -Ralph King-Griffin-
Ralph King-Griffin
New Eden Tech Support
#11 - 2015-06-14 02:16:20 UTC
Wanda Fayne wrote:
Carrie-Anne Moss wrote:
I duno why ccp wont fix this. Petition it.

Now i cant releave gm correspondence but umm i PROMISE YOU IF YOU PETITON YOU WILL GET SEC STATUS BACK

Its a bug. Havs been for almost a year but since cant talk bout bugs/petiutions it just keeps getting swept under the rug




Isds please get ccp to acknowledge this bug

Yes it has been bug reportrd
Yes it has not been fixed


Yeah maybe I should file a ticket. Don't really care about the sec status, but losing my ship to the (surprise!) gate guns would have been bad.

Agree with Ralph, I don't see the mobile jump units very often. But it does make me curious about the other mobiles.

According to the rulez:
"Only applicable in Empire-owned space (0.1 to 1.0), the Suspect Flag allows any other player to attack you without penalty for the duration of the timer. CONCORD and gate guns will not defend you, and the attacker will not receive a reduction in Security Standings"
source: Crimewatch

as far as im aware the mtu and mdepo were designed specifically to be conflict drivers ontop of their utility, i dont think the same consideration was taken for the others so it might just be a design oversight on ccp's part.
tbh though id find it difficult to get worked up about even if it was intentional as i see them so rarely that it just isnt a real issue.
somewhat annoying certainly but its actually hasn't effected me in the slightest.
Chopper Rollins
hahahlolspycorp
#12 - 2015-06-14 02:28:18 UTC
All empire aggro mechanics are designed to make empire pvp a baffling ordeal. I've been on both ends of the stick and eventually you can use those mechanics to trick and trap people, but by that time you belong in nullsec, where aggro is easy mode.
If you persist in empire space and know the mechanics thoroughly you're the problem, not the mechanics.

TLDR get out of hisec, all of you.





Goggles. Making me look good. Making you look good.

Tau Cabalander
Retirement Retreat
Working Stiffs
#13 - 2015-06-14 04:16:28 UTC  |  Edited by: Tau Cabalander
Wanda Fayne wrote:
Why are the deployables treated differently when you shoot them in high security space?

I shoot an MTU--> suspect timer and boom.
Mobile Depot--> suspect and reinforcement timer, then suspect and boom.

Shoot a Mobile jump drive--> SECURITY LOSS, KILLRIGHT and gate guns OPEN FIRE?Shocked

You are comparing two different kinds of deployables.

Mobile micro jump units are single-use structures with a limited lifespan (2 days). Attacking them is the same as attacking the pilot that launched them.

MTU and depot are containers, as well as can be unanchored (30 day inactive lifespan, refreshed upon access). They were downgraded to a suspect flag to improve hisec gameplay (otherwise they'd cause CONCORD to respond when attacked).
Wanda Fayne
#14 - 2015-06-14 04:52:34 UTC
Tau Cabalander wrote:
Wanda Fayne wrote:
Why are the deployables treated differently when you shoot them in high security space?

I shoot an MTU--> suspect timer and boom.
Mobile Depot--> suspect and reinforcement timer, then suspect and boom.

Shoot a Mobile jump drive--> SECURITY LOSS, KILLRIGHT and gate guns OPEN FIRE?Shocked

You are comparing two different kinds of deployables.

Mobile micro jump units are single-use structures with a limited lifespan (2 days). Attacking them is the same as attacking the pilot that launched them.

MTU and depot are containers, as well as can be unanchored (30 day inactive lifespan, refreshed upon access). They were downgraded to a suspect flag to improve hisec gameplay (otherwise they'd cause CONCORD to respond when attacked).


Understood. The safety mechanics don't quite match properly with the result, but at least that explains the difference. Now I know what to expect with the other mobiles.

"your comments just confirms this whole idea is totally pathetic" -Lan Wang-

  • - "hub humping station gamey neutral logi warspam wankery" -Ralph King-Griffin-
Tiddle Jr
Brutor Tribe
Minmatar Republic
#15 - 2015-06-15 07:01:28 UTC
Go try Enstosis them see what happens.

"The message is that there are known knowns. There are things we know that we know. There are known unknowns. That is to say there are things that we now know we don't know. But there are also unknown unknowns. There are things we don't know" - CCP

Baneken
Arctic Light Inc.
Arctic Light
#16 - 2015-06-15 07:19:12 UTC
Wanda Fayne wrote:
Why are the deployables treated differently when you shoot them in high security space?

I shoot an MTU--> suspect timer and boom.
Mobile Depot--> suspect and reinforcement timer, then suspect and boom.

Shoot a Mobile jump drive--> SECURITY LOSS, KILLRIGHT and gate guns OPEN FIRE?Shocked

Almost lost my ship as I wasn't anticipating this.
What about the other deployables?
Am I going to get Concordokken?

Oy-What?


You forget to add shoot mobile depot -> reinforce -> immediately full HPs after reinf timer -> awesome pain in the ass.
Kiandoshia
Pator Tech School
Minmatar Republic
#17 - 2015-06-15 07:51:07 UTC
Wanda Fayne wrote:
Why are the deployables treated differently when you shoot them in high security space?

I shoot an MTU--> suspect timer and boom.
Mobile Depot--> suspect and reinforcement timer, then suspect and boom.

Shoot a Mobile jump drive--> SECURITY LOSS, KILLRIGHT and gate guns OPEN FIRE?Shocked

Almost lost my ship as I wasn't anticipating this.
What about the other deployables?
Am I going to get Concordokken?

Oy-What?


I don't know how, it is consitently fine to shoot a mobile structure, while shooting a can gets you concorded but I kind of stopped worrying about it since the crimewatch update or whatever they called it like 2 years ago #justhighsecstuff
Mikhem
Taxisk Unlimited
#18 - 2015-06-19 14:09:56 UTC
I recently planted as a joke few mobile micro jump units and now I have some extra kill rights. I was planning not to use those kill rights since I feel system is wrong and mobile micro jump units should work like any other deployable.

Mikhem

Link library to EVE music songs.

Cynadore
3 R Corporation
#19 - 2015-06-20 12:39:40 UTC
Wanda Fayne wrote:
Why are the deployables treated differently when you shoot them in high security space?

I shoot an MTU--> suspect timer and boom.
Mobile Depot--> suspect and reinforcement timer, then suspect and boom.

Shoot a Mobile jump drive--> SECURITY LOSS, KILLRIGHT and gate guns OPEN FIRE?Shocked

Almost lost my ship as I wasn't anticipating this.
What about the other deployables?
Am I going to get Concordokken?

Oy-What?



Translation:

I want to kill things in high security space with no consequences, and I am too risk averse to leave high security space because I might get shot at.
Omar Alharazaad
New Eden Tech Support
#20 - 2015-06-20 13:04:27 UTC
Yellow safety = fun safety. All your questions regarding what happens to you answered immediately upon trying to activate a weapon on the deployable.
If it says NO and wont let you, then you know it's CONCORD protected.

Come hell or high water, this sick world will know I was here.

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