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Jammers and their role in EVE Online

Author
BroodAlpha
Perkone
Caldari State
#1 - 2015-10-17 11:01:33 UTC  |  Edited by: BroodAlpha
Hello.

Personally I think that right now EVE is in a pretty good place. I think Light Missiles apply just a little too well to frigates but I'll wait to see how the missile jammers go as there's already a solution in the works.

Pretty happy with the Orthrus proposed nerf overall. It's damage and utility was too high. That defensive scram and it's speed is a bit much still but we'll see how it goes.

The only thing left I'm super concerned about are the Cap changes (who knows how that'll go) and the role of jammers.

Ships like the Blackbird, Kitsune, Griffin, Widow and Scorpion.

Most E-War ships in the game have a very specific role, Keres for longpoint/damps, Hyena for longwebs/paints, Sentinel for TDs/Neuts.

The Kitsune and it's brothers higher up the food chain literally just make your ship completely useless. Doesn't matter what you're flying, a Kitsune has a high chance of jamming unless you run ECM counter modules which don't fit on every ship.

Think about it, the Keres already does the job of messing with targeting, why do we need jammers at all? At least with damps you're not completely neutered and can still target things that come too close.

In any PvP oriented game, there should be no mechanics overall that completely ruin the other player's gameplay, and there should be counter play to everything in the game. This way both parties get a good experience. When I'm using a jamming ship, I'm doing it to be the biggest asshat in existence, because I know that it's no fun at all for the other player.

Can someone explain why jammers are even a thing and who brought them in?

The RNG on whether or not they go off is absolute trash as well.
Cristl
#2 - 2015-10-17 11:51:14 UTC
If they just changed it so each target-requiring module rolled separately it would be fine. Maybe adjust the duration based on the target ships scan res so battleship modules were jammed for longer than frigates.

I wouldn't mind if, say, 2 guns, a neut and a web were jammed while 3 guns and warp disruptor stayed up, for example.

RNG is OK, but 'save or die' binary rolls suck.
Reaver Glitterstim
The Scope
Gallente Federation
#3 - 2015-10-17 13:27:26 UTC
Cristl wrote:
If they just changed it so each target-requiring module rolled separately it would be fine. Maybe adjust the duration based on the target ships scan res so battleship modules were jammed for longer than frigates.

I wouldn't mind if, say, 2 guns, a neut and a web were jammed while 3 guns and warp disruptor stayed up, for example.

RNG is OK, but 'save or die' binary rolls suck.

I once suggested having ECM affect how many targets you can have locked, as discrete units. For instance, if you can lock 5 targets, you have 5 target lock units, numbered 1 through 5. If you target a Hurricane, it'll use target lock #1 as long as that one is unused and available. If an ECM jammer has a 60% jam chance against you, each target lock has a 60% chance of being jammed. If target locks 1, 2, and 4 get jammed, your lock on the Hurricane will break because lock #1 was jammed. However, since you still have locks 3 and 5 available, you could instantly re-lock the Hurricane. You would only be completely prevented from locking targets if all of your locks got jammed.

It has an interesting effect on cap chain logi, as these have a lot of max targets and use them. A weak jammer has a high chance of removing at least a few which at least runs the risk of breaking an important lock at a bad time. A strong jammer is unlikely to fully jam the logi ship, it'll probably always have at least 1-2 locks up but might be forced to often re-lock targets and that can still break the cap chain.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Cristl
#4 - 2015-10-17 17:06:59 UTC
That would be a big rewrite though. Also a huge nerf, so massive rebalancing would be required.

If you just change from all-or-nothing to per-module jamming then the mean number of disabled modules is preserved, it's just not so frustrating ('recovery' times for modules on different ship types, as I mentioned, would also need to be adjusted to preserve the mean)
unidenify
Deaf Armada
#5 - 2015-10-17 18:10:50 UTC
everytime I see this, it make me want to do low sec roam with my corpmate with several griffen for fun
Azazel The Misanthrope
Oblivion's Pendulum
Top Tier
#6 - 2015-10-18 07:36:52 UTC
Reaver Glitterstim wrote:
Cristl wrote:
If they just changed it so each target-requiring module rolled separately it would be fine. Maybe adjust the duration based on the target ships scan res so battleship modules were jammed for longer than frigates.

I wouldn't mind if, say, 2 guns, a neut and a web were jammed while 3 guns and warp disruptor stayed up, for example.

RNG is OK, but 'save or die' binary rolls suck.

I once suggested having ECM affect how many targets you can have locked, as discrete units. For instance, if you can lock 5 targets, you have 5 target lock units, numbered 1 through 5. If you target a Hurricane, it'll use target lock #1 as long as that one is unused and available. If an ECM jammer has a 60% jam chance against you, each target lock has a 60% chance of being jammed. If target locks 1, 2, and 4 get jammed, your lock on the Hurricane will break because lock #1 was jammed. However, since you still have locks 3 and 5 available, you could instantly re-lock the Hurricane. You would only be completely prevented from locking targets if all of your locks got jammed.

It has an interesting effect on cap chain logi, as these have a lot of max targets and use them. A weak jammer has a high chance of removing at least a few which at least runs the risk of breaking an important lock at a bad time. A strong jammer is unlikely to fully jam the logi ship, it'll probably always have at least 1-2 locks up but might be forced to often re-lock targets and that can still break the cap chain.

Oh, I understand now, so the idea is to jam the targets ability to lock on to specific targets.
Azazel The Misanthrope
Oblivion's Pendulum
Top Tier
#7 - 2015-10-18 07:37:41 UTC  |  Edited by: Azazel The Misanthrope
unidenify wrote:
everytime I see this, it make me want to do low sec roam with my corpmate with several griffen for fun


Do it then, I will be sure to come counter you with mauli and heretics. For fun.