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[December] Command Destroyers

First post First post
Author
Templar Dane
Amarrian Vengeance
Ragequit Cancel Sub
#301 - 2015-11-18 02:12:40 UTC
Alexis Nightwish wrote:
Captain StringfellowHawk wrote:
Moraguth wrote:
Will activating the MJFG flag the person in any way (to give you a good 5 or 6 seconds to blow the ship up or get a scram on it without gate guns lighting you up)?

Are there any limitations (like with smartbombs) on how close you can be to a station/gate to activate the module?

If someone does catch me, and move me 100km away, does that flag me with a capsuleer pvp timer or anything similar?

Do semi-capital ships get moved? (Freighter, Orca, etc)

Will marauders with bastion mode activated be moved?

Will concord be moved? does that count as a hostile action towards concord?

I saw that bombs/drones will be moved... will corpses and wrecks be moved? Will a wreck still be moved if it has an MTU tractoring it in?

......

When we see the full extent of how this module works, will it be the exact same mechanic (except for the 100km in a straight line part) for the Hand of God doomsday weapon that the titans will get?


I know your group can be slow, but did you read any of this?

Why would a flag be needed, Its banned from Hi-sec.
If your moving orca/freighter in low/null without support it deserves to die.
Why would Concord be involved? Did you even read the OP?

Let Tazzy keep you updated on new things, reading is not your strong point. Its in the OP for all your hi-sec needs.

Wow you're pretty stupid huh? I'll try to explain using small words.

"Why would a flag be needed, Its banned from Hi-sec."
Have you heard of Low Sec? Did you know you can get flags there too? It's true! Gaining a flag on activation use is important a big deal because of things like gate guns. You know, the things the OP mentioned said in his post?

"If your moving orca/freighter in low/null without support it deserves to die."
It's 'you're'*. I agree with you on this, which is why it is important a big deal to know if you can blink a JF away from a station it just cynoed to.

"Why would Concord be involved?"
The one correct one!

"Did you even read the OP?"
His language "knowing how to use words" skill is clearly superior better than yours which is why he asked these important big deal questions.


One jump isn't going to get out of gate gun range, and if the complaint is about multiple command destroyers........it's possible to tank gate guns in an AF. Gate guns are trivial.

If they're using multiple ships to pull a ship off a gate in order to avoid gate guns........you can do that with 2 cheaper ships right now. T3D + logi cruiser.
Lugh Crow-Slave
#302 - 2015-11-18 02:14:55 UTC
How are you preventing groups from using thus to create deep safes
If these jumps can be chained what keeps ppl from getting 250 or more of these and jumping?
Alexis Nightwish
#303 - 2015-11-18 02:18:03 UTC
Will the MJFG blink NPC ships (Sleepers, Drifters, Incursion rats, faction navy, etc.)? If yes, all or just some? If just some, which ones?

Will activation of the MJFG force your ship to accelerate to its top speed like the current MJDs do?

Will activation of the MJFG lock your ship's vector like the current MJDs do?

Will the MJFG give signature bloom to the CD? If not, it needs to or large ships (BC, BS) will have no way to counter this. :(

From what I've read, ANY ship that is scrammed, will NOT be pulled along by a CD? Is that correct? I just want to be 100% clear on this.

Will the MJFG affect Marauders in Bastion, or ships lighting a cyno?

Do you have any concerns regarding the ease with which these could break entosis links, or do you feel there is enough counterplay available?

CCP approaches problems in one of two ways: nudge or cludge

EVE Online's "I win!" Button

Fixing bombs, not the bombers

Alexis Nightwish
#304 - 2015-11-18 02:21:28 UTC
Lugh Crow-Slave wrote:
How are you preventing groups from using thus to create deep safes
If these jumps can be chained what keeps ppl from getting 250 or more of these and jumping?

Space is really really big. Even if you could fit 250 destroyers into a 12km diameter sphere, and even if they were all jumping as fast as possible it would still take literal years to cover an AU. I'd rather use a superbounce.

CCP approaches problems in one of two ways: nudge or cludge

EVE Online's "I win!" Button

Fixing bombs, not the bombers

Alexis Nightwish
#305 - 2015-11-18 02:25:16 UTC  |  Edited by: Alexis Nightwish
Templar Dane wrote:
Alexis Nightwish wrote:
Captain StringfellowHawk wrote:
Moraguth wrote:
Will activating the MJFG flag the person in any way (to give you a good 5 or 6 seconds to blow the ship up or get a scram on it without gate guns lighting you up)?

Are there any limitations (like with smartbombs) on how close you can be to a station/gate to activate the module?

If someone does catch me, and move me 100km away, does that flag me with a capsuleer pvp timer or anything similar?

Do semi-capital ships get moved? (Freighter, Orca, etc)

Will marauders with bastion mode activated be moved?

Will concord be moved? does that count as a hostile action towards concord?

I saw that bombs/drones will be moved... will corpses and wrecks be moved? Will a wreck still be moved if it has an MTU tractoring it in?

......

When we see the full extent of how this module works, will it be the exact same mechanic (except for the 100km in a straight line part) for the Hand of God doomsday weapon that the titans will get?


I know your group can be slow, but did you read any of this?

Why would a flag be needed, Its banned from Hi-sec.
If your moving orca/freighter in low/null without support it deserves to die.
Why would Concord be involved? Did you even read the OP?

Let Tazzy keep you updated on new things, reading is not your strong point. Its in the OP for all your hi-sec needs.

Wow you're pretty stupid huh? I'll try to explain using small words.

"Why would a flag be needed, Its banned from Hi-sec."
Have you heard of Low Sec? Did you know you can get flags there too? It's true! Gaining a flag on activation use is important a big deal because of things like gate guns. You know, the things the OP mentioned said in his post?

"If your moving orca/freighter in low/null without support it deserves to die."
It's 'you're'*. I agree with you on this, which is why it is important a big deal to know if you can blink a JF away from a station it just cynoed to.

"Why would Concord be involved?"
The one correct one!

"Did you even read the OP?"
His language "knowing how to use words" skill is clearly superior better than yours which is why he asked these important big deal questions.


One jump isn't going to get out of gate gun range, and if the complaint is about multiple command destroyers........it's possible to tank gate guns in an AF. Gate guns are trivial.

If they're using multiple ships to pull a ship off a gate in order to avoid gate guns........you can do that with 2 cheaper ships right now. T3D + logi cruiser.

The NPC ones are pretty trivial, true, but when we can build our own those may not be. Also if you bite off more than you can chew with your blink, the gate guns may seal your fate when added to the DPS of the ships you snagged.

How does a T3D and logi forcibly move another ship away from a gate? Are T3Ds really good bumpers or am I missing something?

CCP approaches problems in one of two ways: nudge or cludge

EVE Online's "I win!" Button

Fixing bombs, not the bombers

Suitonia
Order of the Red Kestrel
#306 - 2015-11-18 02:31:54 UTC
Lugh Crow-Slave wrote:
How are you preventing groups from using thus to create deep safes
If these jumps can be chained what keeps ppl from getting 250 or more of these and jumping?


it will take you literally years to make a deep safe using this method 250x 100km is still only 25,000km

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

sytaqe violacea
Choir of morning
#307 - 2015-11-18 02:58:26 UTC
I thought of two different usages of MJFG. They are possible?

1. station camping break
Instalocking Loki has 100k~EHP and nearly invulnerable to ganking unless ganker has bridging Titan.
I want kick it out of docking range with MJFG. However surviving seconds in front of the camper is a bit difficult for small ships.
Then I thought of the way to evade risk. Can I use a trick below?

Step1: Prepare 2 Command Destroyers with MJFG.
Step2: Warp at 100km from the Loki and align to it.
Step3: One Command Destroyer activate MJFG , and another one activate MJFG one tick later.
Step4: First MJFG ignites. Now 2 Command Destroyers are on the Loki.
Step5: Second MJFG ignites. 2 Command Destroyers and Loki are 100km away from station.

Ofcourse, Loki pilot can avoid this trick using "scramming" alt.

2. LP theif
LP theif isn't known well by non-FW people. It's one of the most risk averse farming in low sec.
A theif enters the plex run by same faction millitia men at end of timer and steal half of LP reward.
It's very annoying because shooting theif will ruin faction standing.
Can I use MJFG to kick out theif from beacon without standing loss?
Kasia en Tilavine
School of Applied Knowledge
Caldari State
#308 - 2015-11-18 03:22:01 UTC
Lugh Crow-Slave wrote:
How are you preventing groups from using thus to create deep safes
If these jumps can be chained what keeps ppl from getting 250 or more of these and jumping?


LOL

although, that does bring up jump chaining BS and maybe capitals into dead space pockets..... I am looking forward to seeing a Kronos shredding some Burner missions. Sure, it won't be efficient Isi/hour, but think of the lulz!!!
Templar Dane
Amarrian Vengeance
Ragequit Cancel Sub
#309 - 2015-11-18 03:30:42 UTC
Lugh Crow-Slave wrote:
How are you preventing groups from using thus to create deep safes
If these jumps can be chained what keeps ppl from getting 250 or more of these and jumping?


That's 1,495,980 jumps for 1 AU.
Chessur
Full Broadside
Deepwater Hooligans
#310 - 2015-11-18 03:48:07 UTC
I ******* love the idea of these MJD units. So many great possibilities with these!

Thew only thing that i would be curious to know, is why does eve need more destroyers? What abour BCs ? BSs? Why did you choose another small hull?
Sgt Ocker
What Corp is it
#311 - 2015-11-18 03:59:01 UTC
Cephei Kells wrote:
CCP Rise wrote:


More than any module/mechanic I've worked on, this is an attempt to expand fleet sizes and tactics, not limit them. I believe (as long as the numbers end up somewhat balanced) this is one of the most promising 'sandbox' module/ship additions we've done recently and the fact that we have no idea what players will do with it feels really great and exciting.


The problem that I'm seeing is that anchoring in a fleet doctrine which isn't specifically a fast moving/kiting doctrine is pretty much dead now as this new AOE MJD has the ability to remove your ships from logistical rep range and with the addition of RR falloff you have a much tighter bubble to where you can turtle with a doctrine meaning its easier than ever for a single person to MJD all your dudes off and force them to warp off and back to the fight. Rewarping to the fight is a moot point if its your logistics who get blinked as everything will be dead by the time they return.

The point I'm getting at is there needs to be a counter to this which is not just killing the ship attempting to do this as the simple counter to that is to fling 5-6 of these at a hostile fleet and watch them scatter while not being able to do anything about it.

Please do not release this without there being a competent counter because this will honestly kill all fleet combat which isn't cerbs and ishtars.

Sorry but there are several very effective counters to this.

:- Man up and stop flying in keep at range 500 blobs.
:- Use the blob your hiding in to kill the Tactical Destroyers in the opposing fleet. (If your blob is unable to kill a destroyer before it gets close enough to you to separate your logi from the fleet, your doing something wrong)
:- Chances are, your blob will have some of these in fleet, use your 1st.

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

Azure and Or
Venus Brokerage
#312 - 2015-11-18 05:15:13 UTC
CCP Rise wrote:
Lord Jasta wrote:
Yet another item that can't be used in high sec, :( why not have this with a criminal timer?


We really wanted to but even with a criminal timer you would pretty easily be able to destroy incursion fleets, which seemed over the top :(


Please elaborate on why it would be a bad thing for people to be able to disrupt low risk isk printing? Even your own numbers show how disproportionate incursion isk is (ask CCP Quant if you missed the stats).
Phoenix Jones
Small-Arms Fire
#313 - 2015-11-18 05:26:49 UTC  |  Edited by: Phoenix Jones
Azure and Or wrote:
CCP Rise wrote:
Lord Jasta wrote:
Yet another item that can't be used in high sec, :( why not have this with a criminal timer?


We really wanted to but even with a criminal timer you would pretty easily be able to destroy incursion fleets, which seemed over the top :(


Please elaborate on why it would be a bad thing for people to be able to disrupt low risk isk printing? Even your own numbers show how disproportionate incursion isk is (ask CCP Quant if you missed the stats).


Regardless of gain, having the ability to completely troll a entire organized community with a cheapish single ship is a bit abusive. It's like giving a person the ability to enter a dungeon run of another group, teleport their healer to the entrance of the dungeon just so you can to watch the entire group die.

I see the issues here.

(Begins building incursion fu ooc jump drive alt).

Yaay!!!!

Moraguth
Ranger Corp
Vae. Victis.
#314 - 2015-11-18 05:31:12 UTC
Alexis Nightwish wrote:
Templar Dane wrote:
Alexis Nightwish wrote:
Captain StringfellowHawk wrote:
Moraguth wrote:

My OP


Troll post

Wow you're pretty stupid huh? I'll try to explain using small words.

"Why would a flag be needed, Its banned from Hi-sec."
Have you heard of Low Sec? Did you know you can get flags there too? It's true! Gaining a flag on activation use is important a big deal because of things like gate guns. You know, the things the OP mentioned said in his post?

"If your moving orca/freighter in low/null without support it deserves to die."
It's 'you're'*. I agree with you on this, which is why it is important a big deal to know if you can blink a JF away from a station it just cynoed to.

"Why would Concord be involved?"
The one correct one!

"Did you even read the OP?"
His language "knowing how to use words" skill is clearly superior better than yours which is why he asked these important big deal questions.


One jump isn't going to get out of gate gun range, and if the complaint is about multiple command destroyers........it's possible to tank gate guns in an AF. Gate guns are trivial.

If they're using multiple ships to pull a ship off a gate in order to avoid gate guns........you can do that with 2 cheaper ships right now. T3D + logi cruiser.

The NPC ones are pretty trivial, true, but when we can build our own those may not be. Also if you bite off more than you can chew with your blink, the gate guns may seal your fate when added to the DPS of the ships you snagged.

How does a T3D and logi forcibly move another ship away from a gate? Are T3Ds really good bumpers or am I missing something?


Hey, thanks for the backup /brofist.
yeah, i messed up with the concord question, i've since edited it to say drifters (and more importantly, will it **** them off).

Really my post is just a request for information from CCP, I don't really need the peanut gallery (and trolls) to tell me why i'm wrong or dumb or anything like that. They don't know the answers, and neither do we. I'd rather be able to start forming strategies and defenses sooner than later.

I got a Feature Added!

Stop calling an Abaddon "abba-dawn".  It is "uh-bad-in" dictionary.com/abaddon

Tanya Deering
Doomheim
#315 - 2015-11-18 06:20:28 UTC
Maybe one idea for the pot. If you could have activating the micro jump field generator either create a suspect timer or hostile timer when used in highsec - when it is initiated on neutral ships - not when the spool is completed.
Aiyshimin
Shiva Furnace
#316 - 2015-11-18 06:35:50 UTC
Lauren Vaille wrote:
Aiyshimin wrote:
Design process:

"Battleships and battlecruisers have one unique feature, and they are almost viable for some situations- let's remove the uniqueness quickly"

"Oh and one more thing, let's make only the caldari one useful for links"



I find this point quite amusing - if you have a spare person in a command dessie in a BC/BS fleet - it removes the need for the other BS'es to fit MJD's themselves.

Get everyone to cuddle the dessie, spool it up and bam, saved fleet.

Easy +1 mid slot for tank or cap.



Why would you fly a BS when you can MJD cruisers?
Feledain
Elmsfeuer
#317 - 2015-11-18 07:39:19 UTC  |  Edited by: Feledain
As to the whole Incursion debate going on here:

I regulary fly as a Logi in incursion fleets. At first i was glad that this module would be banned from highsec, exactly for the reason of not wanting to be jumped 100km, or more, away and having to see the fleet die while i try to burn in range.

But the argument for the pro highsec side convinced me that it is better for the game and my fun to allow them.
The main reason is that for ASS and HQ fleets we have most of the time an designatet Logi anchor, most of the time also the sniper anchor.
This guy could easily fit a scram. A nice true sansha one + the information link = plenty of range.

Only things that i would change that the whole thing is not OP:
MJFG canĀ“t jumps anchored ships, marauder in bastion as an example
MJFG spool up anchors the ship, no 1sec daisy chain
and of course the suspect timer on activation

this way a pre lock is easy, as soon as the MJFG spools up the ship is dead
cloak is counterable with containers from all ships during anchor point approach + larger logi orbit if one is spotted
if 1 or 2 logi get jumped, this is manageabel for a short duration

Jumping the sansha around? Good luck with that, they tend to shoot ships. Annoying? Maybe, but also a good laugh on coms.
Jumping the CQC? Same as logi anchor. Civi picker or other stuff, maybe a different positioning is in order.
Vanguards? They are boring as hell anyway.
George Gouillot
MASS
Pandemic Horde
#318 - 2015-11-18 07:46:52 UTC
Will spool up reset when being bridged?
Torei Dutalis
IceBox Inc.
Rogue Caldari Union
#319 - 2015-11-18 07:53:19 UTC
Probably the best combination of ideas for a ship in the last decade or so to be honest. t2 command destroyers have been on my wish list for a long time now, thank you for delivering. These are definitely a step toward what on grid links should look like.
Berendas
Ascendant Operations
#320 - 2015-11-18 08:03:28 UTC
CCP Rise wrote:
...but we expected to wait until after a rework of the ganglink mechanics...


What sort of time frame can we expect on this?