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[December] Module Tiericide - Warp Disruption Field Generators

First post
Author
Ted McManfist
Thunderwaffe
Goonswarm Federation
#41 - 2015-11-05 12:32:03 UTC  |  Edited by: Ted McManfist
Any thoughts on making specialized scripts that will give bubbles special properties?

TrouserDeagle wrote:
time to biomass I guess, more free kills for campers and blobbers ;_;


I'm sure they will make another broken ship so you can pretend you are good while remaining uncatchable via game mechanics.
CyberRaver
Deep Core Mining Inc.
Caldari State
#42 - 2015-11-05 12:37:28 UTC
Ted McManfist wrote:
Any thoughts on making specialized scripts that will give bubbles special properties?

TrouserDeagle wrote:
time to biomass I guess, more free kills for campers and blobbers ;_;


I'm sure they will make another broken ship so you can pretend you are good while remaining uncatchable via game mechanics.



So much this

I hope they keep the full range of the point and it causes rivers of tears

Aquila Sagitta
Blue-Fire
#43 - 2015-11-05 12:42:06 UTC
Phobos is going to be solo gate camping machine
Joshua Foiritain
Coreli Corporation
Pandemic Legion
#44 - 2015-11-05 13:00:51 UTC  |  Edited by: Joshua Foiritain
CCP Larrikin wrote:
Q&A
Q: Where will we get the new meta and faction modules?!
A: Meta modules will drop from NPCs like current meta modules. The Faction modules will drop & be in LP stores like current Sansha and CONCORD modules.


Sansha currently doesnt have modules in their LP stores, will this be the only item in there or will you be adding all other faction modules to their LP stores in the near future as well? Bear

The Coreli Corporation is recruiting.

Tyr Dolorem
State War Academy
Caldari State
#45 - 2015-11-05 13:04:54 UTC  |  Edited by: Tyr Dolorem
CCP Larrikin wrote:
Scripted Warp Disruption Field Generators now Scramble, disabling MJDs and MWDs

I think this may prove too powerful.

Also you're kind of shafting players who trained Graviton Physics 5 which is now virtually wasted SP.
Have you given any thought to the cost of the faction variants yet?
Anthar Thebess
#46 - 2015-11-05 13:18:45 UTC
Joshua Foiritain wrote:
CCP Larrikin wrote:
Q&A
Q: Where will we get the new meta and faction modules?!
A: Meta modules will drop from NPCs like current meta modules. The Faction modules will drop & be in LP stores like current Sansha and CONCORD modules.


Sansha currently doesnt have modules in their LP stores, will this be the only item in there or will you be adding all other faction modules to their LP stores in the near future as well? Bear


I hope not , without big changes in drop rate - they will be like next Nightmare BPC or Hull.
Suitonia
Order of the Red Kestrel
#47 - 2015-11-05 13:22:17 UTC
A separate script that has reduced range (Maybe 40% of normal) would probably make this a bit more balanced. 37.5km Scrams on T2 HIC is incredibly powerful, and actually stronger than best faction linked heating Lachesis, obviously HICs can't get reps like a Lach can but they still have huge buffers and they will be incredibly problematic for small gangs, especially those without links.

Contributer to Eve is Easy:  https://www.youtube.com/user/eveiseasy/videos

Solo PvP is possible with a 20 day old character! :) https://www.youtube.com/watch?v=BvOB4KXYk-o

Harvey James
The Sengoku Legacy
#48 - 2015-11-05 13:25:15 UTC  |  Edited by: Harvey James
perhaps you could change the skill requirement so that the T2 version requires higher skills as should be across all mods/ships, so maybe reduce propulsion jamming too lv3 on the rest and leave it at lv5 on the T2 version.

there isn't enough difference in stats i feel, also really hate the -90% velocity thing just like on serpentis ships its well OP, perhaps consider ditching mass modifier and thrust bonus, surely velocity modifier could do the job instead of needing 3 stats too confuse things.

on the scripted mod is this usable in high sec? its not at all clear and could use this clarification in the module description and if it is then consider removing rr restriction in scripted mode please and the range increase is too much its basically like a recon in that mode.

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Winter Archipelago
Autumn Industrial Enterprises
#49 - 2015-11-05 13:26:39 UTC
Shilalasar wrote:

But not many T2 modules require a skill to lvl 5 to use them. Especially if the skill doesn´t actually incresase the performance at all. T2 guns and links are the only other T2s that have a lvl 5 prereq that come to mind.

There are many. Just to name a few...


  • 400mm T2 steel plate and EANM II's all require Hull Upgrades V.
  • Heavy Neuts and NOS II's require Cap Emission V.
  • Reactor Control Unit II requires Energy Grid Upgrades V.
  • Large T2 smartbombs require Energy Pulse Weapons V.
  • T2 drones require their size of Drone Operation to V.
  • T2 scanning arrays and T2 hacking mods require their respective scanning skill to V.


Having a level V skill to use a T2 mod is pretty normal.
Beidorion eldwardan
Tactically Armed Vanguard
Tactical Narcotics Team
#50 - 2015-11-05 13:26:52 UTC
i love the scram part.

please let us keep the range as well
afkalt
Republic Military School
Minmatar Republic
#51 - 2015-11-05 13:27:31 UTC
Please consider making them block ALL ships from jumping gates AND disallowing remote sebos at the same time.

Scram effect though, that's pretty sick.
My Little Friend
Federal Navy Academy
Gallente Federation
#52 - 2015-11-05 13:30:42 UTC
How about a bubble that disables interdiction nullification.
Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#53 - 2015-11-05 13:30:49 UTC
The scram effect will make them much more useful and is super appropriate for their role. I like it a lot.
aurowen
Xi Nostrum Inc.
#54 - 2015-11-05 13:45:06 UTC
Warp Disruption Field Generator II [Meta Level 0; Powergrid 84; CPU 55; Activation 150; Mass Modifier -80%; Thrust Bonus -80% (-5); Velocity Bonus -90% (-5); Signature Radius Bonus 50%; Bubble Range 20km]

Cmon guys, is there no one (not fozzie cause we all know he as no clue) who reads that stuff before you release it?

it should be the following

Warp Disruption Field Generator II [Meta Level 0; Powergrid 84; CPU 55; Activation 150; Mass Modifier -80%; Thrust Bonus -80% ; Velocity Bonus -90%; Signature Radius Bonus 50%; Bubble Range 20km (+0.8km)

So you basicaly added random (-5's) on stats you didnt touch.. and bubble range which is basicaly the only stat you change.. you dont add something? I know that mistakes happen.. but cmon that just gives me the feeling that you guys dont even know what you talk about..
W0lf Crendraven
The Tuskers
The Tuskers Co.
#55 - 2015-11-05 13:47:52 UTC
This is absurdly broken.
Anthar Thebess
#56 - 2015-11-05 14:02:56 UTC
My Little Friend wrote:
How about a bubble that disables interdiction nullification.

LOL
What will be the point of having nullified ship then?
Always Shi
t Posting
#57 - 2015-11-05 14:06:11 UTC
W0lf Crendraven wrote:
This is absurdly broken.


Then use the new super-long-range neuts to shut it down.
FT Diomedes
The Graduates
#58 - 2015-11-05 14:11:06 UTC  |  Edited by: FT Diomedes
W0lf Crendraven wrote:
This is absurdly broken.


You understand that this was necessary once you factor in 5000mn MWD's, right?

PS - and potentially even Capital MJD's...

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

afkalt
Republic Military School
Minmatar Republic
#59 - 2015-11-05 14:16:31 UTC
FT Diomedes wrote:
W0lf Crendraven wrote:
This is absurdly broken.


You understand that this was necessary once you factor in 5000mn MWD's, right?

PS - and potentially even Capital MJD's...



Nah, caps are losing ewar immunity.

I could scram and shut down a caps MWD/MJD in a condoer, were I inclined.
Fredric Wolf
Black Sheep Down
Tactical Narcotics Team
#60 - 2015-11-05 14:18:06 UTC
I am still upset with the tiericide project because all meta modules are better then base T1 mods. I do know know why these were made without trade offs to keep the base mod as a viable item. Why would I ever use a T1 when the compact is better in every single way?