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[December] Command Destroyers

First post First post
Author
Anthar Thebess
#321 - 2015-11-18 08:09:40 UTC
Just an idea.
Can we script MJD for command destroyers.
Bigger range affected, for longer spin-up , or smaller area for faster jump.

PotterPig
State War Academy
Caldari State
#322 - 2015-11-18 08:17:05 UTC
will there be a minimum distance to objects (stargates) like on Smartbombs?
If not, gatecamping will get to a whole new level ... ( I like that ! ;) )
Reaver Glitterstim
The Scope
Gallente Federation
#323 - 2015-11-18 08:26:58 UTC  |  Edited by: Reaver Glitterstim
Stork looks a bit overpowered. It towers over the competition with its high shield hit points and robust mid slots, a trait which is poorly balanced by its few weaknesses: it's much less agile but otherwise its attributes don't seem to line up right.

I suggest either cutting its shield hit points by 50 without giving it anything back in exchange, or reduce its max velocity a bit and cut its scan resolution further.



A way to add some racial flavor to these ships--change the damage skill bonuses slightly:

PONTIFEX
Amarr Destroyer per Level:
12.5% Bonus to Drone EM Damage and 7.5% Bonus to Drone Thermal, Kinetic, and Explosive Damage


STORK
Caldari Destroyer per Level:
12.5% Bonus to Missile Kinetic Damage and 7.5% Bonus to Missile EM, Thermal, and Explosive Damage


MAGUS
Gallente Destroyer Per Level:
12.5% Bonus to Drone Thermal Damage and 7.5% Bonus to Drone EM, Kinetic, and Explosive Damage


BIFROST
Minmatar Destroyer per Level:
12.5% Bonus to Missile Explosive Damage and 7.5% Bonus to Missile EM, Thermal, and Kinetic Damage

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."

Carniflex
StarHunt
Mordus Angels
#324 - 2015-11-18 08:54:57 UTC
Intriguing

2% command bonus per level is the same as T3's - as such I do not see much point in it as T3's are much much more viable for links considering the lesson learned over and over again over the history of EVE - price is not a balancing factor.

Only advantage over T3's for links I see is the warp speed, but that is very small niche considering that T3's can warp cloaked and can be nullified plus over your average warp distance of about 20 .. 50 AU the time difference is negligible for all practical purposes.

There is one more niche I can think of - links in frigate wormholes - although I do not live in WH's so I do not remember from top of my head if destroyers were able to go into these or not.

Here, sanity... niiiice sanity, come to daddy... okay, that's a good sanity... THWONK! GOT the bastard.

Carniflex
StarHunt
Mordus Angels
#325 - 2015-11-18 08:58:03 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?


I do not think you are aware how many kilometers is in one AU (that is astronomical unit, light travels that distance a bit more than 8 minutes)

Here, sanity... niiiice sanity, come to daddy... okay, that's a good sanity... THWONK! GOT the bastard.

Carniflex
StarHunt
Mordus Angels
#326 - 2015-11-18 09:00:13 UTC
Kasia en Tilavine wrote:
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!!!


Smuggling larger ships into Burner pockets has been declared exploit as far as I'm aware.

Here, sanity... niiiice sanity, come to daddy... okay, that's a good sanity... THWONK! GOT the bastard.

Carniflex
StarHunt
Mordus Angels
#327 - 2015-11-18 09:01:21 UTC
Tanya Deering wrote:
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.


If you read the devblog you will notice that this ability of these new destroyers can not be used in hi sec.

Here, sanity... niiiice sanity, come to daddy... okay, that's a good sanity... THWONK! GOT the bastard.

Marox Calendale
Xynodyne
The Initiative.
#328 - 2015-11-18 09:09:27 UTC
CCP Rise wrote:
Here are the bonuses:

MAGUS
...
2% to Armor and Skirmish Warfare link effectiveness
...
Role: Can fit one Warfare Link

PONTIFEX
...
2% to Armor and Information Warfare link effectiveness
...
Role: Can fit one Warfare Link

STORK
...
2% to Siege and Information link effectiveness per level
...
Role: Can fit one Warfare Link


BIFROST

...
2% to Siege and Skirmish Warfare link effectiveness
...
Role: Can fit one Warfare Link

You forgot the ship that will have additional effectiveness to Mining Gang Links!
Mhtsos
Nano Rhinos
PURPLE HELMETED WARRIORS
#329 - 2015-11-18 09:32:14 UTC
Will getting scrammed actually prevent you from being affected by this? Will we, for example, see logis scramming each other to prevent them from being pulled away from their fleet?
Reaver Glitterstim
The Scope
Gallente Federation
#330 - 2015-11-18 09:46:16 UTC
Mhtsos wrote:
Will getting scrammed actually prevent you from being affected by this? Will we, for example, see logis scramming each other to prevent them from being pulled away from their fleet?

Yes, warp scrambling a ship will cause it to not be pulled along. Also, warp scrambling the Command Destroyer will prevent it from using the jump field module.

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."

afkalt
Republic Military School
Minmatar Republic
#331 - 2015-11-18 09:55:59 UTC
afkalt wrote:
In fact, this should MOST DEFINITELY carry a suspect flag so I can't bounce a fleet off a lowsec gate under gate gun protection.

They should be able to shoot me without angering the gate guns if I'm about to port their fleet, or part of it, away.



Quoting myself in case it is overlooked.
Yun Kuai
Garoun Investment Bank
Gallente Federation
#332 - 2015-11-18 09:58:06 UTC
Can we please type out the stats here on the forums. Not all us have access to Google docs, youtube, etc. because we happen to have moved to a country that blocks this stuff. ThanksUgh

--------------------------------------------------------::::::::::::--:::-----:::---::::::::::::--------------:::----------:::----:::---:::----------------------:::::::-------:::---:::----::::::-------------------:::-----------:::--:::----:::---------------------::::::::::::----:::::::----:::::::::::::-------

Reaver Glitterstim
The Scope
Gallente Federation
#333 - 2015-11-18 10:05:54 UTC
Yun Kuai wrote:
Can we please type out the stats here on the forums. Not all us have access to Google docs, youtube, etc. because we happen to have moved to a country that blocks this stuff. ThanksUgh

Done. Hope Imgur works for you because I am lazy.

I have to ask what country would censor Google docs?

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."

Moac Tor
Cyber Core
Immediate Destruction
#334 - 2015-11-18 10:08:38 UTC  |  Edited by: Moac Tor
Trinkets friend wrote:
#3 - Suspect timer
I like the idea of dropping these on gate campers who are hugging a gate and attempt to deaggress and jump, and you pull them 100km off gate. Same for smartbombing BS. That's cool. But certainly activating a MJFG needs the suspect timer and to cause gate guns to shoot you as well, because I can see these being used for ala kachuu people who are trying to burn back to gate. Especially the Bifrost/Stork; web off with a Daredevil or Vigilant, CD pulls you 100 off gate and your victim can't even get back to gate. Great.

Yes I agree with this, in low sec activation of the module should invoke instant sentry gun aggression (on stations and on gates). Or else it will be too easy to pull people who have de-aggressed with no risk.

The kind of ships that benefit most from de-aggressing on gates in both null and low sec will be larger ships such as BCs and BSs who pretty much rely on it for the bulk of their PvP, so perhaps some module for them that allows for some extra counter-play. I mentioned an AOE scram module earlier.

Bear in mind you have done a lot with the HIC long scram and now this to nerf BCs and BSs in the overall meta, so if you want them to remain viable then you'll need to do a balance pass and give them so new abilities as soon as possible.
afkalt
Republic Military School
Minmatar Republic
#335 - 2015-11-18 10:18:12 UTC
Moac Tor wrote:

Bear in mind you have done a lot with the HIC long scram and now this to nerf BCs and BSs in the overall meta, so if you want them to remain viable then you'll need to do a balance pass and give them so new abilities as soon as possible.



Actually I'd be happy if they just took the activation time off the "real" modules and were done with it. Or made it so that at rank V it was instant making a "reactionary" scram impossible.
Skinta
Republic Military School
Minmatar Republic
#336 - 2015-11-18 11:13:44 UTC
If we don't call the use of these ships the 'Nightcrawler Doctrine' then we will have all lost out.
Luscius Uta
#337 - 2015-11-18 11:35:59 UTC
I am not impressed by names of these ships. I'm going to mockingly refer to the Caldari one as "pork".
I'm sure there's still few better names of birds of prey, mythical creatures, gods, religious terms and bladed weapons you could've used instead. But then, T1 ships whose hulls they use also have uber-crappy names.

Workarounds are not bugfixes.

Jackaryas
Science and Trade Institute
Caldari State
#338 - 2015-11-18 12:08:22 UTC
I'm personally a bit on the fence with these, i really like the idea behind the mechanic and launching ishtar drone blobs around / pinging dictor bubbles away from tackled supers sounds amazing. However as has been mentioned i think it gives too much of an advantage to long range fleets.

As an alliance that flies all styles of doctrines i can see these things being amazing for tengus / cerbs or whatever but basically screwing over any sort of BS/Triage/AB Guardian gang that we can field.

Perhaps as a counter a HIC script could be introduced to cancel the effect of all MJD's within 10km or something, this would prevent a gang from MJD'ing itself but would also prevent 2 billion isk vindicators being pinged away from a triage carrier.
gascanu
Bearing Srl.
#339 - 2015-11-18 12:13:11 UTC  |  Edited by: gascanu
i'm sorry but i find those things way to strong.

so, except for scrambling each other there is no way you can prevent your 100 man bs/bc gang get scattered all over the field?
yea, scrambling the thingy will stop him, well, good luck scrambling an entire squad/wing of those landing on your anchor in last than 5" Blink

this is one of those ideas that looks very good on paper -small gang content/anti blob thing- but in actual game play will be abused to hell and back-you know, the trollceptor thingy ?


oh it's looks nice, splitting the blob and stuff, until you realize that the blob will always have more of this things than you...Oops
and don't even get me started about 130 km bomb runs Roll
Lynxovat Fujiwara
Red October.
Fanatic Legion.
#340 - 2015-11-18 12:17:31 UTC
If we take 2 command destroyers near each other and activate MJFG with interval of 1 sec, will second MJFG begin spoon up and then both will jump 2 times or second command destroyer will get error and it's MJFG cycle will stop, while it is in first destroyer's MJFG radius?