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[December] Module Tiericide - Warp Disruption Field Generators

First post
Author
Tex Raynor
Guardians of Asceticism
#341 - 2015-11-23 20:03:10 UTC
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.


As a member of a corp who lives in a wh with a static null connection, I would like to share my opinion and observations on the matter.

We are no strangers to fighting outnumbered and the ships we use try to keep a flexibility for adapting to a quickly changing battlefield. Bonuses which we tend to favor include bubble immunity, nanos, neuts, mjds and sustained local tanks. Nevertheless, the risk assessement to decide if we let our heavier assets get tackled depend on an estimate wether we can kill off the hero tacklers before their friends get a chance to overwhelm us.

This tactic means our ships must also try to look as enticing as possible which means we are best to avoid bringing ecm or logi since they tend to force either of two extremes.. massive blob or deagression.

The best fights are when the enemy bring ships which, depending on their fits, can mean total loss but the risk is worth taking.

So with this in mind, there are obviously a couple tactics used by the enemy which severly reduce the likelihood we decide to engage, such as massive ecm, logi or a capital fleet hotdrop. 37.5 km scrams on battleship tanks are difficult to asses since for our way of fighting, they can sometimes be more of a deterrent than an enemy carrier hotdropping... they basically act almost as a lachesis and huggin combined but with more tank than both added up.

That being said, we can fight them off using the universal ecm, damps, extreme neut pressure or logi, but this may have the adverse effect of causing the enemy to run away.

On the flipside though, those long range scrams will helps us deal with the cancerous orthus meta so I guess there is a silver lining.
Stitch Kaneland
The Tuskers
The Tuskers Co.
#342 - 2015-11-23 20:36:43 UTC  |  Edited by: Stitch Kaneland
Daemun Khanid wrote:
Stitch Kaneland wrote:
Daemun Khanid wrote:


As for these things camping gates I'm not particularly concerned. The only ships at risk will be solo mjd bc mission farmers. A decent gate camp already has enough points and webs to make escape impossible so a hic doesnt change anything. It just means a single cruiser can keep you from activating your mjd from longer range until another ship w scram can get in range. Any decent gang will be sending a scout ahead so for normal groups it doesnt have any impact.

Theres nothing about your fit that serves to counter risk adverse gains stitch. A risk adverse pilot doesnt try to kill a bc w a frigate, they upship to archons. Lol.... I laugh but its true. All your fit does is serve as bait for wt's that have the nerve to go after any enemy they can find and then try to pick off the smaller ships while trying to preserve your chance at escape. Any time we brought out a bc you simply left field and warped to a safe. If you really wanted to catch "risk adverse kiters" you be in a solo frig catching kiters. You get props for coming after fights and forcing us to counter your specific fit but in the end its still a bait ship that relies on unwary targets charging in on you unaware of your fit.



I think you are vastly underestimating what groups will do with these HICs. A linked proteus/lachesis (with all skills at 5) with pimp scram will be around 27km IIRC. A HIC with a t1 WDFG and HIC4 will be 28-29km. A sebod HIC with a gang could easily catch frigs/cruisers. This wont affect ONLY BCs, but anything that isnt an inty or cloaky.

I could dodge gate camps fairly easily in my BC. Activate MJD immediately on decloak and OH mwd away from gang and in most cases all their points and long webs meant nothing. Ive even done this to WT camps. Ive also never seen mission BCs, only stealth bombers.

My fit doesnt directly counter risk averse gangs. It forces them to come into scram range if they want a kill. Now itll be nomens and HICs. So instead of actually committing to a fight, you will still continue flying kitey gangs, but bring a HIC along so you dont have to commit. Again, being risk averse.

You would bring a BC, but again there would be 5-10 guys (maybe not all your corp, but part of the fleet) and a falcon with that "1 BC". As mentioned previously, you'll have to forgive me if i dont just offer myself as a free kill to a gang that outnumbers me, has EWAR and might be using links. You could have had 2-3 scram frigs with webs and once they landed, warped a BC on top. Or a navy aug. Which you guys used against me at one point which actually killed me with cause it was a tanky SOB with a scram.

Having a 30km+ scram does nothing but reinforce risk averse kitey meta. Especially against larger ships. The MJD "slippery BC" was meant to bring ships in to brawl which is what BCs are good at. At the same time giving me the option to MJD away from all the cancerous garmurs/orthrus that were around. There is nothing worse than being plinked away by 150dps for 3min in a BC with no way to counter.


You forget to mention that you also sit at long range (100-150k) off beacon in large plexes in a safed direction so that anything like the tanky maller or prophecy cant get to you before you can escape. Which is why we had to start using mwd scram frigates with rook support. A hic with long scram means we have a chance of landing a larger ship on grid to tackle you before you can escape without having to use a speedy frig with ecm for defense.

And hey, if you want to stop risk adverse kitey frigs... here's your new toy. Don't need that MJD BC anymore if you use a HIC. Instead of worrying about how something new will effect what you are accustomed to flying think about how you can use what's new to accomplish what you want. In all honestly though, cancerous garmurs/orthrus? I see maybe 1-2 garmurs a week and almost never see an orthrus unless it's a massive neut gang throwing bling faction cruisers around. GreasePayne's linked slicer is a more common and dangerous threat

Which is why you use the tools at your disposal to gather intel on gate camps before you go jumping around with impunity. Chat channels, dotlan, in game maps and scouts.There's nothing in the FW rule book that says a warzone should be able to be safely traversed by a solo pilot who can't be bothered to watch where he's going. I hate gate camps as much as the next guy but in reality they aren't that hard to avoid if you aren't lazy about it. I'd rather jump into a gate camp full of hic's than a load of smart bombers any day.

How does a hic reinforce a kite meta? If anything it counters a kite meta by giving you something to reach out and shut down kiters with.


When you have dscan invisible rooks and curses landing on you, its best to know at 100km, instead of 0. You never saw garm/orthrus because it is the amarr flying them, such as rude x or radzak87 going 11k/s in linked garmurs. or tikktokk in his linked orthrus. Easy to say you never fight them when its your own team flying them ;)

Lach or arazu are still good counters that if you line up a celestial could still land close enough to me and distract me with some throw away tackle.

Im well aware of how to spot gatecamps. Quite tired of the random amarr camp or DT/periphery. So i mainly roam null now. I do intend to use these HICs on my own and abuse. Ive got a nice 500dps devoter lined up.

In terms of HICs reinforcing the kite meta. Grab a couple nomens and a devoter. Devoter scrams from 30km+ away, nomens zoom around to finish up. No risk. Yes they can be used to counter kiters, but they can also be used to push it further and fly almost risk free. Its basically having a linked/pimped lach (with more range) for a fraction of the cost, and not needing links.
Naoru Kozan
Perkone
Caldari State
#343 - 2015-11-29 01:22:39 UTC
After playing with these in EFT all I can say is "Damn this gonna be fun!". The new HICs will make some of the best kite boats around lol.
Daemun Khanid
Corbeau de sang
#344 - 2015-11-29 17:53:40 UTC  |  Edited by: Daemun Khanid
All debate about whether the scram range is a good thing or not aside (I still think it is) how about a mwd penalty? Say 80% reduction in mwd speed bonus to the script. That would reduce a mwd fit Hic to ab speeds when the scripted disruptor is active allowing it to at least keep up w mwd fit ships that it has scrammed while preventing it from being a mega kite fit against ab or mwd fit ships. Should allow the long scram to function as an effective tactical tool without making the ship rediculously difficult to catch. If the med speed penalty stacks then it would also effectively imobilize fits that attempt to use multiple disruption fields in the high slots to keep entire fleets locked down.

Daemun of Khanid

Moac Tor
Cyber Core
Immediate Destruction
#345 - 2015-11-29 23:56:55 UTC
Daemun Khanid wrote:
All debate about whether the scram range is a good thing or not aside (I still think it is) how about a mwd penalty?

It is good to see you have come around in the end Daemun. This is pretty much what I suggested needed to be implemented a couple of pages back.
Moac Tor wrote:
Or keep the scram range but make it so that the HIC cannot activate a propulsion module with it active. That would still be a heavy nerf to kitey ships without it negatively impacting everything else.

I'd be happy with an 80% speed nerf also. The main thing to me is that the HIC doesn't turn into a solo kitey ship but at the same time maintaining its role as an excellent primary tackling ship.

Daemun Khanid
Corbeau de sang
#346 - 2015-11-30 01:40:03 UTC  |  Edited by: Daemun Khanid
Moac Tor wrote:
Daemun Khanid wrote:
All debate about whether the scram range is a good thing or not aside (I still think it is) how about a mwd penalty?

It is good to see you have come around in the end Daemun. This is pretty much what I suggested needed to be implemented a couple of pages back.
Moac Tor wrote:
Or keep the scram range but make it so that the HIC cannot activate a propulsion module with it active. That would still be a heavy nerf to kitey ships without it negatively impacting everything else.

I'd be happy with an 80% speed nerf also. The main thing to me is that the HIC doesn't turn into a solo kitey ship but at the same time maintaining its role as an excellent primary tackling ship.



I wouldnt really call it coming around :). I still think that reducing the range of the scram with a second script is the wrong way to go. An interdictor should be able to do its job and stop things from running. That doesnt mean it should become an un-catchable kite in the progress but it also needs to be able to reasonably keep up or its just too easily negated. I never meant to imply that it should. I'd need to look at the numbers more closely but a reduction in tank might even be a reasonable change with the new scram changes. Something in between hacs and recons if they are as some have said capable of exteme tanks while still maintaining other capabilities. Recons for example have powerful tools at their disposal and (generally, aside from bait tank fits) they take a hit against their ehp levels in relation to other T2 cruisers. Anyway, point being, i think the long scram is just too valuable of an asset to throw away for a class that is supposed to fill the role of stopping other ships and that other steps should instead be taken to ensure balance.

Daemun of Khanid

Strange Shadow
Hedion University
Amarr Empire
#347 - 2015-12-01 04:33:51 UTC
I kinda disagree about speed nerf application, it looks too complicated to me.

I would outright disable any prop mod the very second the generator is activated, scripted or not. It is powerful distortion field, why source's ship should be unaffected. But it distorts warp and MJD effects, it desnt applies web. But atm the effect applied to the bubbling HIC is a plain 90% web, seems too complicated and illogical to me.

So just disable all prop mods (AB/MWD), as if HIC scramms himself too as soon as it scrams/bubble somebody else.
This will leave it with its base speed, +maybe some nano if you wish to sacrifice the tank. Should be enough to keep up with capitals, not enough for kitey stuff. Can also adjust HIC base speed too to keep it sane.

Also i would reduce base scram/tackle range to like 30km, and added 20% bonus for overheat. So still same 36km scram range when heated, but it burns your guns fast. This would allow wider gameplay choices i think, and toned ranged scram down a bit.
Budrick3
Moira.
#348 - 2015-12-02 17:21:51 UTC
Aiyshimin wrote:
So many posts basically saying

"omg I can't kite in my OP linked kiting autism chariot with absolute impunity and feel elite anymore if the enemies have a HIC"


Yes, essentially if there is a hic, you will not be able to kite. Thus removing this sort of game play completely from the battlefield. Why would you want to remove this sort of gameplay completely. They are already getting rid of off grid boosting.

There are a few of us in the game who don't like to blob, and like to see how much our skill fairs against the F1 monkeys.
Budrick3
Moira.
#349 - 2015-12-02 17:35:49 UTC
As a person who solo's quite frequently, I would implore you to please add a Scrambling script with dramatically less range.

This will just remove the gorilla style kiting warfare completely, and make Minmatar just useless. Their whole race predominately focuses on kiting ships, and you are going to negate an entire race's chance of surviving.

And if someone disagrees with me, please compare the Vagabond or the stabber to their equal class, and tell me that they have a chance if scrammed @ 36 KM with one of these in the enemy fleet.

We will always have to run. (If we can due to some sensor boosting HIC sitting on a gate.)
Stitch Kaneland
The Tuskers
The Tuskers Co.
#350 - 2015-12-02 18:13:10 UTC
Budrick3 wrote:
As a person who solo's quite frequently, I would implore you to please add a Scrambling script with dramatically less range.

This will just remove the gorilla style kiting warfare completely, and make Minmatar just useless. Their whole race predominately focuses on kiting ships, and you are going to negate an entire race's chance of surviving.

And if someone disagrees with me, please compare the Vagabond or the stabber to their equal class, and tell me that they have a chance if scrammed @ 36 KM with one of these in the enemy fleet.

We will always have to run. (If we can due to some sensor boosting HIC sitting on a gate.)


Being that this is going live in 6 days, i doubt there will be any change. Train into a devoter/onyx now and abuse the mechanic like everyone else will.

Maybe if it turns into HICS: Online, CCP will nerf the base speed by 11 m/s and then lower damage by 5% and then finally drop the scram range. I mean it took 3-4 tweaks to topple the ishtar off its throne. These will probably recieve the same nerf treatment.

Looks like you'll need to dust off that 100mn AB vagabond.
Danmal
TYR.
Exodus.
#351 - 2015-12-04 19:17:20 UTC
Kendarr wrote:
Look at all the kiting players crying! The only thing you "elite pvp" masturbators hate more than 'blobs' are gatecamps.

31KM Scram range, YES PLEASE.


The first one to shout hooray at potentially fewer rather than more ways to play the game is, ladies and gentleman, a goon. Surprise.
Michal Jita
Lords Of The Universe
#352 - 2015-12-05 12:31:54 UTC
While on topic of making adjustments to Warp Distruption Generators can you look into:
- deploying the warp distruption field gives you a weapon timer preventing from jumping/docking etc, surely this should also give 15 minutes log off timer, it is inconsistent
- capital ships can't jump gates when they have scripted point on them which is consistent with not being able to jump to beacon, but why are they allowed to use wormholes, can we not stop this from happening as well?
- can you look at if its possible to prevent subcapitals from using stargates while scripted point is active on them
- if point 3 is possible can scripted point prevent from using WH on subcapitals as well?
Neuntausend
Republic Military School
Minmatar Republic
#353 - 2015-12-05 14:15:43 UTC
Anthar Thebess wrote:
My Little Friend wrote:
How about a bubble that disables interdiction nullification.

LOL
What will be the point of having nullified ship then?


can still warp through regular bubbles. you rarely see a HIC on a gate, most people use dictors or anchor-bubbles.
Neuntausend
Republic Military School
Minmatar Republic
#354 - 2015-12-05 14:22:25 UTC
Budrick3 wrote:
Yes, essentially if there is a hic, you will not be able to kite. Thus removing this sort of game play completely from the battlefield. Why would you want to remove this sort of gameplay completely. They are already getting rid of off grid boosting.

There are a few of us in the game who don't like to blob, and like to see how much our skill fairs against the F1 monkeys.


Jeez, it's 37.5km, any closer is point blank. In a large scale fight, you just blap the Hictors while they can't get reps, in a med-scale fight not every fleet will want to bring a HIC and solo you simply don't engage a HIC. Problem solved.
Stitch Kaneland
The Tuskers
The Tuskers Co.
#355 - 2015-12-05 14:57:57 UTC  |  Edited by: Stitch Kaneland
Neuntausend wrote:
Budrick3 wrote:
Yes, essentially if there is a hic, you will not be able to kite. Thus removing this sort of game play completely from the battlefield. Why would you want to remove this sort of gameplay completely. They are already getting rid of off grid boosting.

There are a few of us in the game who don't like to blob, and like to see how much our skill fairs against the F1 monkeys.


Jeez, it's 37.5km, any closer is point blank. In a large scale fight, you just blap the Hictors while they can't get reps, in a med-scale fight not every fleet will want to bring a HIC and solo you simply don't engage a HIC. Problem solved.


Point range is 24km, i fail to see how something under 37km is considered point blank (maybe in a fleet setting). 24km would still be considered kiting territory. Not to say im defending kiting, but its a bit of a stretch to say below 37km is point blank range.

You should say, "in medium scale fights, not every fleet will want to bring a HIC under current mechanics". The new HIC scrams have more range than a pimp fit, linked arazu/lach. Every gang (except microgangs) and gate camp is going to have one if the FC has a brain.

As for solo, yes, I just "wont" engage that resebo'd HIC on the gate camp. That will surely allow me to escape if i never engage him with his 30-42km scram that covers the whole gate. He will let me on by right? Along with the 10 other guys on gate.

Dont get me wrong, i think this change will help against some of the cancer kite meta. At the same time it can also reinforce the kite meta by allowing groups not having to commit scram tackle, at which point i would consider them kiting (ironic isnt it?). Im not a fan of these being on gate camps in LS. Cant MJD, cant mwd, so short of an oversized AB, its dunk city if you find yourself on the recieving end of these gate camps. Goodbye bigger ship meta, your 400-600m/s ab speed wont help.
Moac Tor
Cyber Core
Immediate Destruction
#356 - 2015-12-05 15:06:28 UTC
HICs are complete BS, I have fought a few on the test server and all they do is set orbit at 30km and turn off your MWD and travel at 1400m/s + and therefore they can easily kite you. Sorry this is completely boring as it eliminates the viability of a majority of ships in the meta.

If this change was intended to make PvP more one dimensional and boring then it is a resounding success, well done CCP.
Rmage Gemmell
Unrelated Intentions
#357 - 2015-12-07 11:55:49 UTC  |  Edited by: Rmage Gemmell
Depending on how wide the proliferation of HICS will be, this will either suck or you will see many pvp-ers just plain leave the game (many ....).

Everything in this game centers on range from spawn and most of that spawning comes around a gate. 10k for webb, 9k for scram, 24k for disruptor, and guns/missiles designed around this. There are exceptions obviously.

Then you bring in a set of ships that double as interceptors at cruiser level, hit almost perfectly and do more EHP damage than others. And you cannot see that the OP part here is the range of point and agility (launchers too, but still).
To counter this and supers you make a ship that has loads of EHP, and cheap insane range point, enough to cover 95% of gates (the non regional ones will be covered with low SP easily).
... but it cannot receive RR and cap while doing this .... who cares ?

A gatecamper only needs to be reseeboed to hell and back, and receive cap at the end of the cycles, which once started, won't stop if neuted to nothing.
Once the initial tackle is done, that's it, his buddies will deal with the target.
You have replaced what in the past needed 2 ships, with high SP, and lots of isk investment with 1 ship that can do the job with a meta 0 mod.

But surely, this won't be abused !.

This is the jump fatigue for subcaps if widely used. Forget about roaming solo or in a small gang, unless you rely a lot on even more kiting stuff, which is what the Orthrus/Garmur are for .... you have just reinforced the Mordus ships even more.
And with less roams, the afk ratters (in Ishtars) of deep null will be even safer.
Not to mention that one will seriously need to consider using a cloak on a roaming cruiser. :(

At what point are you going to include in the AUR shop the option to pay 500 AUR to be temporarily invulnerable to the WDFG mod in a subcap ?
Anthar Thebess
#358 - 2015-12-07 13:03:01 UTC
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.

Cannot wait to see this sansha module in LP store tomorrow.
Drizzd
Opera Gomera Liquidate 03
#359 - 2015-12-07 13:57:49 UTC
Likewise for the Concord one - and I want to see some realistic pricing in the LP store ....

Sisi tells 180 k LP + 100 m ISK ..
Zero Conscience
Neurotoxin Control
IIIIIIIIIIIIIIIIIIIIIIIII
#360 - 2015-12-08 11:49:35 UTC
Rmage Gemmell wrote:
Depending on how wide the proliferation of HICS will be, this will either suck or you will see many pvp-ers just plain leave the game (many ....).

Everything in this game centers on range from spawn and most of that spawning comes around a gate. 10k for webb, 9k for scram, 24k for disruptor, and guns/missiles designed around this. There are exceptions obviously.

Then you bring in a set of ships that double as interceptors at cruiser level, hit almost perfectly and do more EHP damage than others. And you cannot see that the OP part here is the range of point and agility (launchers too, but still).
To counter this and supers you make a ship that has loads of EHP, and cheap insane range point, enough to cover 95% of gates (the non regional ones will be covered with low SP easily).
... but it cannot receive RR and cap while doing this .... who cares ?

A gatecamper only needs to be reseeboed to hell and back, and receive cap at the end of the cycles, which once started, won't stop if neuted to nothing.
Once the initial tackle is done, that's it, his buddies will deal with the target.
You have replaced what in the past needed 2 ships, with high SP, and lots of isk investment with 1 ship that can do the job with a meta 0 mod.

But surely, this won't be abused !.

This is the jump fatigue for subcaps if widely used. Forget about roaming solo or in a small gang, unless you rely a lot on even more kiting stuff, which is what the Orthrus/Garmur are for .... you have just reinforced the Mordus ships even more.
And with less roams, the afk ratters (in Ishtars) of deep null will be even safer.
Not to mention that one will seriously need to consider using a cloak on a roaming cruiser. :(



QFT.