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[December] Module Tiericide - Warp Disruption Field Generators

First post
Author
Soldarius
Dreddit
Test Alliance Please Ignore
#121 - 2015-11-05 17:31:41 UTC
Querns wrote:
Soldarius wrote:
The more I think about this, the more my mind is completely blown. 39km 100pt scram on a 150k EHP brick (or 112k EHP brick and 500dps passive regen rate if you use purger rigs) with 500dps is absolutely insane. I feel like the dude in the seat. Can we plz get these on sisi for a while? I really want to haze some nerds with this before it gets nerfed.

https://youtu.be/80DtQD5BQ_A?t=1m50s

Link your fit.


The faction warp disruption module obviously isn't in game yet. But any nerd with EFT can fit an Onyx with a shield tank, RLMLs, BCS, and shield rigs. Don't forget to apply links.

http://youtu.be/YVkUvmDQ3HY

Cristl
#122 - 2015-11-05 17:32:16 UTC
Querns wrote:
Fredric Wolf wrote:
Querns wrote:
Fredric Wolf wrote:
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?

Cost.

T1 modules are also necessary for building the T2 variants.


I would agree with cost if meta in most cases were not cheaper then T1. Also I am not in agreement that T1 is only useful for T2 production.

Care to give some examples of mods whose meta variants are cheaper than T1?

There are loads actually. Small capacitor battery, for example. How much are you going to pay per example?
FearlessLittleToaster
Federal Navy Academy
Gallente Federation
#123 - 2015-11-05 17:43:42 UTC
As somebody who does solo PvP almost exclusively (and for the folks who don't believe me, check my killboard) I am in favor of these changes. This is for the simple reason that PvP options which allow one party to have minimal risk are horrible. When I undock I know I'm almost certainly dead, and I'm going to die outnumbered, webbed, scrammed, jammed, bubbled, and unable to so much as scratch the paint on my attackers. Such is life. If I wanted to fight a duel against an equal opponent I would play Starcraft. If I want a challenge from a game with a huge element of the unknown I will play Eve; its the occasions when I get it right and win against the odds, or take a target out and moonwalk off grid, that make it all worth it.

If you think as an Eve player that you should have access to ships that are untouchable to any class but their own (read: any of the current long-point kiting setups) you need to re-evaluate what game you are playing. Your play-style received a huge buff with the introduction of the rapid light missile launcher, giving kiting cruisers a viciously effective way to kill fast tackle that was un-coutnerable by the tackle pilot.

Now, with this change and missile disruptors, just a smidgen of that power is being clawed back. If "I might be forced to commit to a fight not of my choosing" makes you stop undocking then you shouldn't have been playing Eve in the first place. As for "the blob will win now", well, I would turn that question around and ask why ten guys should be able to attack a thousand well organized players with no fear of getting hit back?
Querns
Science and Trade Institute
Caldari State
#124 - 2015-11-05 17:45:36 UTC
Cristl wrote:
Querns wrote:
Fredric Wolf wrote:
Querns wrote:
Fredric Wolf wrote:
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?

Cost.

T1 modules are also necessary for building the T2 variants.


I would agree with cost if meta in most cases were not cheaper then T1. Also I am not in agreement that T1 is only useful for T2 production.

Care to give some examples of mods whose meta variants are cheaper than T1?

There are loads actually. Small capacitor battery, for example. How much are you going to pay per example?

The difference in cost there is on the order of about 10,000 isk, for a module that is extremely unpopular.

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

Fredric Wolf
Black Sheep Down
Tactical Narcotics Team
#125 - 2015-11-05 17:46:17 UTC  |  Edited by: Fredric Wolf
Querns wrote:
Fredric Wolf wrote:
Querns wrote:
Fredric Wolf wrote:
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?

Cost.

T1 modules are also necessary for building the T2 variants.


I would agree with cost if meta in most cases were not cheaper then T1. Also I am not in agreement that T1 is only useful for T2 production.

Care to give some examples of mods whose meta variants are cheaper than T1?


Armor Plates, Miro-warp Drives, Missile Launchers. These are some and these are also ones that have already been tiericided.

But the things is in response to you earlier claim is that they are cheaper even by 10000 isk but preform better in every single stat. It causes no one to fit T1 and go right to meta because the cost difference is negligible so why not get better preforming items for less then a million isk total ship fit. If mete was more scarce it might help as it would not be the go to but more of a cost v benefit for a fitting.
Cristl
#126 - 2015-11-05 17:57:27 UTC
Querns wrote:
Care to give some examples of mods whose meta variants are cheaper than T1?

I hate nested quotes wrote:
There are loads actually. Small capacitor battery, for example. How much are you going to pay per example?

Querns wrote:
The difference in cost there is on the order of about 10,000 isk, for a module that is extremely unpopular.

(Still waiting for a quote here, Querns)
Capacitor flux coils, capacitor power relays, shield flux coils...

Sorry, I didn't see popularity in the remit, you just asked for examples.

Anyway, do your own research here: eve-central

As for popularity, perhaps you could leverage some of your alliance/CSM clout to nudge people like Rise to buff some of these underused modules...Blink
Rossi Tenmar
Decadence.
RAZOR Alliance
#127 - 2015-11-05 18:02:12 UTC
CCP Larrikin wrote:

Changes
  • Scripted Warp Disruption Field Generators now Scramble, disabling MJDs and MWDs

Oh yes! I like that! Big smile
Querns
Science and Trade Institute
Caldari State
#128 - 2015-11-05 18:07:26 UTC
Cristl wrote:
Querns wrote:
Care to give some examples of mods whose meta variants are cheaper than T1?

I hate nested quotes wrote:
There are loads actually. Small capacitor battery, for example. How much are you going to pay per example?

Querns wrote:
The difference in cost there is on the order of about 10,000 isk, for a module that is extremely unpopular.

(Still waiting for a quote here, Querns)
Capacitor flux coils, capacitor power relays, shield flux coils...

Sorry, I didn't see popularity in the remit, you just asked for examples.

Anyway, do your own research here: eve-central

As for popularity, perhaps you could leverage some of your alliance/CSM clout to nudge people like Rise to buff some of these underused modules...Blink

You are vastly overestimating the degree of "clout" available. If we had any actual clout, we wouldn't have to resort to the nuclear option of enlisting our vast numbers to abuse the unbalanced/ludicrous thing for the express purpose of seeing it nerfed nearly as often as we do.

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

Aiyshimin
Shiva Furnace
#129 - 2015-11-05 18:14:43 UTC
FearlessLittleToaster wrote:
As somebody who does solo PvP almost exclusively (and for the folks who don't believe me, check my killboard) I am in favor of these changes. This is for the simple reason that PvP options which allow one party to have minimal risk are horrible. When I undock I know I'm almost certainly dead, and I'm going to die outnumbered, webbed, scrammed, jammed, bubbled, and unable to so much as scratch the paint on my attackers. Such is life. If I wanted to fight a duel against an equal opponent I would play Starcraft. If I want a challenge from a game with a huge element of the unknown I will play Eve; its the occasions when I get it right and win against the odds, or take a target out and moonwalk off grid, that make it all worth it.

If you think as an Eve player that you should have access to ships that are untouchable to any class but their own (read: any of the current long-point kiting setups) you need to re-evaluate what game you are playing. Your play-style received a huge buff with the introduction of the rapid light missile launcher, giving kiting cruisers a viciously effective way to kill fast tackle that was un-coutnerable by the tackle pilot.

Now, with this change and missile disruptors, just a smidgen of that power is being clawed back. If "I might be forced to commit to a fight not of my choosing" makes you stop undocking then you shouldn't have been playing Eve in the first place. As for "the blob will win now", well, I would turn that question around and ask why ten guys should be able to attack a thousand well organized players with no fear of getting hit back?


Such a good post.
Harvey James
The Sengoku Legacy
#130 - 2015-11-05 18:15:19 UTC
could we see cap batteries get tiercided at the same time as they are the supposed counter too neuts, not that you would know atm they are pretty crap and unfittable.

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

Blood Animus
Tidal Lock
Vapor-Lock
#131 - 2015-11-05 18:16:48 UTC
Do not support change as it stands, reasons.

RIP interceptors, they'll have to be dual prop to tackle things with HIC support since the scram will be as long as their point range but they'll be within scram range and once scrammed, they just explode.

Better change would keep the scram, but give it a falloff into a point instead of scram after a certain range so you don't remove specialty tackle ships like inties and recons. I feel like 15km scram that falls off into a point past that is fine.
Yin Zheng
Blumenkranz Academy
#132 - 2015-11-05 18:23:17 UTC
Blood Animus wrote:
Better change would keep the scram, but give it a falloff into a point instead of scram after a certain range so you don't remove specialty tackle ships like inties and recons. I feel like 15km scram that falls off into a point past that is fine.

Great idea.
1Robert McNamara1
Ministry of War
Amarr Empire
#133 - 2015-11-05 18:27:59 UTC
This may be the change that keeps HICs in the game.

Nano dudes hear me out:

We just saw an announcement that capitals will be getting some mobility buffs, Neuts/Nos will have effective range buffs, and that capitals could be pointed by mobs of smaller ships instead of by only a single use platform (hic).

This all spells doom for the Hic. it really only did 2 things, both with some major trade offs. Take away the game's requirement for infinipoint, and the protection from neut range the long point provided, there wouldn't be much need for Hic except for the bubble that just makes normal dictors wish they'd hurry up and hit puberty.

As the single use goes away, it's better game play to make it a more versatile ship. I'd rather CCP overshot a little, and backed off after getting data than pre-nerf like they did with Reactive Armor Hardeners (which got net-worse as you skilled them up).

So a challenger enters your clean waters, he may be able to catch 1 person in your gang but he's anchored by massive mobility de-buffs so you probably still have some options. Options you wouldn't have with a Lachesis or Proteus. I see these changes as furthering the impact of grid positioning warfare that CCP seems to be encouraging. I like it. it requires people to make decisions and for groups to balance the abilities of another tool to bring to the fight or just more reps/deeps.


Honestly I'm surprised you all seem much more upset about this than you are about neuts losing their hard range caps.
Syri Taneka
NOVA-CAINE
#134 - 2015-11-05 18:35:43 UTC  |  Edited by: Syri Taneka
CCP Larrikin wrote:
Suitonia wrote:
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.


Yeah we've got this in our back pocket. We want to see how this works out, and if its too OP we'll introduce a new scrambling script with a shorter range.


I have to agree with this being OP. I love it, really, I do (having t2 Generator skills and all)! But it's broken.

What I would like to see, what would work well and makes sense, is for the focused point to disrupt MJD usage, jumping, and docking (ALL ship types on the latter two), and for a separate script to enable the focused point to scram (disable MWD as well) at a range of about 20km with t2 Generator and full skills.
afkalt
Republic Military School
Minmatar Republic
#135 - 2015-11-05 18:41:16 UTC  |  Edited by: afkalt
Skyler Hawk wrote:
afkalt wrote:
[quote=Aiyshimin]So much this. It's like they've never seen a proteus.

Ed: 26.6 km scram, 185k EHP (not even slaved), over 900 DPS. Yeah....but these HICs....totally different Lol

To achieve that result with a proteus, you are using a 200m ISK faction scram on a 450m hull with links and heat, and even then you fall 10 km short of the tackling capabilities that hictors will get with just a t2 WDFG and no links, at a total cost of around 250m. It's not a remotely honest comparison.


Because cost comes into balance right? And if we're going to be silly about cost then lets be silly and talk about training time...And it's not like half the mental HIC fits being talked about in here are unlinked now, is it?

I see you didn't mention over NINE HUNDRED dps either....


Heaven forfend a tackle boat has *gasp* scary tackle! !

Still it was a close run thing, brawling was almost viable there....
Tipa Riot
Federal Navy Academy
Gallente Federation
#136 - 2015-11-05 18:45:44 UTC
000708070 white wrote:
31.5km scrambler lol , i think i can see lots of 0.0 solo pilots tears and noone care nano ship solo dying .
Oops

Yeah, this is very big buff to HICs

I'm my own NPC alt.

Harvey James
The Sengoku Legacy
#137 - 2015-11-05 18:52:53 UTC  |  Edited by: Harvey James
Tipa Riot wrote:
000708070 white wrote:
31.5km scrambler lol , i think i can see lots of 0.0 solo pilots tears and noone care nano ship solo dying .
Oops

Yeah, this is very big buff to HICs


its ill thought out and ill conceived but i bet they will release it anyway and a couple months down the line they will say oh actually you guys were right sorry for ignoring you again, and then they will do it with something else and not learn a damn thing but hey thats CCP for you.

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

Styphon the Black
Forced Euthanasia
#138 - 2015-11-05 19:22:08 UTC  |  Edited by: Styphon the Black
I really don't like this new warp scramble ability. I think that if it is added that it shouldn't be as large as a bubble as a none scripted warp bubble is.

My worry is that this is an Area Effect weapon and it is too powerful. So you are not only able to shut off warping ability, you are able to turn off propulsion MWDs modules and MJD from spoiling without having to target and having any limits other than the amount of people that can fit within the bubbles influence.

Added ability = A small sphere of influence. Just like Warp Scams are shorter range than Warp Disrupters.

What is going to happen is that fleets will stop using MWD and switch to or have a backup AB.
afkalt
Republic Military School
Minmatar Republic
#139 - 2015-11-05 19:24:51 UTC
It's not a bubble at all.....
Querns
Science and Trade Institute
Caldari State
#140 - 2015-11-05 19:26:38 UTC
Styphon the Black wrote:
I really don't like this new warp scramble ability. I think that if it is added that it shouldn't be as large as a bubble as a none scripted warp bubble is.

My worry is that this is an Area Effect weapon and it is too powerful. So you are not only able to shut off warping ability, you are able to turn off propulsion MWDs modules and MJD from spoiling without having to target and having any limits other than the amount of people that can fit within the bubbles influence.

Added ability = A small sphere of influence. Just like Warp Scams are shorter range than Warp Disrupters.

What is going to happen is that fleets will stop using MWD and switch to or have a backup AB.

The warp scramble effect is only available when using the Focused Warp Disruption script, which turns the bubble into a single-target effect. The bubbles emitted by Heavy Interdictors do not shut off MWD and MJD.

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.