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Player Features and Ideas Discussion

 
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Propose Jamming mechanic change

Author
Deckel
Island Paradise
#1 - 2016-10-02 19:36:07 UTC
Yes we all hate being jammed over probably every other type of ewar, but the thing about jamming that makes it different from every other type of ewar is that it doesn't just limit and reduce the abilities of your ship and modules but completely shuts them down from being able to be used because you can't target anything. (except auto target missiles and drones to some extent)

I would propose that instead of losing and preventing all target locking from occurring, instead a successful jam causes a ship to lose some random target locks and limits the maximum number of target locks that a ship is able to maintain as a short debuff (which stacks with other successful attempts).

Tier 1 ECM- successful attempt means 1 lost target lock, -1 max targets
Tier 2 ECM - 2 lost target lock -1 max targets
Tier 1 ECM Burst - 4 lost target lock -3 max targets
Tier 2 ECM Burst - 5 lost target lock -3 max targets

ECM bonus ships gain increased length of the debuff of ECM modules.


Because a successful jam is not as harmful as before the likelihood of getting a jam will increase.
This change would also result in an additional countermeasure to ECM to increase the max number of possible target locks that can maintained.

Any thoughts on this?
Danika Princip
GoonWaffe
Goonswarm Federation
#2 - 2016-10-02 19:48:10 UTC
My scimitar can lock ten targets. You have just made it impossible to jam. Congratulations.
Elenahina
Federal Navy Academy
Gallente Federation
#3 - 2016-10-02 20:15:37 UTC
Deckel wrote:
Yes we all hate being jammed over probably every other type of ewar, but the thing about jamming that makes it different from every other type of ewar is that it doesn't just limit and reduce the abilities of your ship and modules but completely shuts them down from being able to be used because you can't target anything. (except auto target missiles and drones to some extent)

I would propose that instead of losing and preventing all target locking from occurring, instead a successful jam causes a ship to lose some random target locks and limits the maximum number of target locks that a ship is able to maintain as a short debuff (which stacks with other successful attempts).

Tier 1 ECM- successful attempt means 1 lost target lock, -1 max targets
Tier 2 ECM - 2 lost target lock -1 max targets
Tier 1 ECM Burst - 4 lost target lock -3 max targets
Tier 2 ECM Burst - 5 lost target lock -3 max targets

ECM bonus ships gain increased length of the debuff of ECM modules.


Because a successful jam is not as harmful as before the likelihood of getting a jam will increase.
This change would also result in an additional countermeasure to ECM to increase the max number of possible target locks that can maintained.

Any thoughts on this?


If you're going to make it work like this, the chance of landing a jam better damned well be 100% or no one will ever use it. Also, as Danica points out, some ships have very high numbers of max locks - especially logistics ships. As ECM is one of the primary counters to Logi, how would you account for this under your system?

Eve is like an addiction; you can't quit it until it quits you. Also, iderno

Deckel
Island Paradise
#4 - 2016-10-02 20:42:59 UTC
Elenahina wrote:

If you're going to make it work like this, the chance of landing a jam better damned well be 100% or no one will ever use it. Also, as Danica points out, some ships have very high numbers of max locks - especially logistics ships. As ECM is one of the primary counters to Logi, how would you account for this under your system?


Ships that have high number of locks just need lots of modules focused on them. It is not too hard for an ECM dedicated ship to have 3-4 jamming modules and with tier 2 modules, even at a 50% jam rate that would mean losing 4 locks every cycle. You could also reduce the cycle time down to maybe 10 seconds so that lost locks occur more often.

As for logistic ships having high max locks that's acceptable because those are the ships that are designed to be hard to jam. And even if they are only losing 4 out of 10 or more locks that still makes it hard to get repair out to your fleet especially if targets are consistently being lost. With two or three ships focused on them they may only have access to a sporadic one or two target locks available to them.
Danika Princip
GoonWaffe
Goonswarm Federation
#5 - 2016-10-02 20:54:15 UTC
See, if it's going to take two or three jamming ships focussing their jams to take one single logi out of the fight, why would anyone bother bringing ECM in the first place? Sensor damps exist after all.

Do bear in mind that nerfing ECM into the ground just means nobody will use it, it doesn't mean people will bring three blackbirds when one would have sufficed before.
Deckel
Island Paradise
#6 - 2016-10-02 21:19:00 UTC
Danika Princip wrote:
See, if it's going to take two or three jamming ships focussing their jams to take one single logi out of the fight, why would anyone bother bringing ECM in the first place? Sensor damps exist after all.

Do bear in mind that nerfing ECM into the ground just means nobody will use it, it doesn't mean people will bring three blackbirds when one would have sufficed before.



And facing one Damping ship makes Logi useless? No, it makes the Logi less viable just as one Jamming ship would. In either case, if tactics and preparations are set to handle it then you can work around it.

And as for the balancing of how powerful individual modules are; I'm not saying I'm getting it perfect, just introducing a change in how the mechanic could work which I think could be better balanced than how things currently are.
ShahFluffers
Ice Fire Warriors
#7 - 2016-10-02 21:35:37 UTC  |  Edited by: ShahFluffers
Quote:
And facing one Damping ship makes Logi useless? No, it makes the Logi less viable just as one Jamming ship would.

Actually... yes... in some situations it does.

A single ship bonused for sensor dampening can effectively reduce the locking range of a logi ship to less than 20km with 2 or 4 damps.


That makes the logi ships that operate at range (see; small gangs, frigate gangs, ranged gangs, and extremely organized null sec gangs) completely useless.
Only brawling gangs are unaffected.
Deckel
Island Paradise
#8 - 2016-10-02 22:24:08 UTC
ShahFluffers wrote:
Quote:
And facing one Damping ship makes Logi useless? No, it makes the Logi less viable just as one Jamming ship would.

Actually... yes... in some situations it does.

A single ship bonused for sensor dampening can effectively reduce the locking range of a logi ship to less than 20km with 2 or 4 damps.


That makes the logi ships that operate at range (see; small gangs, frigate gangs, ranged gangs, and extremely organized null sec gangs) completely useless.
Only brawling gangs are unaffected.


And in a small gang will you always have ten or more ally targets to lock, that need repairing? If you are down to 4-6 members you will consistently lose lock on the members you want to repair, and if you decide to fill your lock targets with non-allies to decrease the chance of losing a valuable one, the max target limit debuff will make it so that you need to untarget and retarget whenever a valuable one is lost, costing precious time. In fact the best way to deal with this would be to consistently keep a couple target slots open so that you can quickly re-target a necessary ship if you lose lock on it.

I'm really not convinced that this system is all that much of a nerf. It would still be quite strong and likely much more versatile than tracking disruptors, but just like tracking disruptors can be strong in certain cases so would these Jams, and just like you stated Damps are strong in certain cases and yet weak in other areas, like brawling gangs.
Christopher Mabata
Northern Accounts and Systems
#9 - 2016-10-02 23:02:51 UTC  |  Edited by: Christopher Mabata
This idea removes ECM as a practical form of ewar, as many commonly used pvp ships can lock well more than 6 targets, most can lock 8-10. It would be more efficient to simply reduce lock ranges via damps by 50-60% per module on a bonused hull, breaking locks on distant targets and bringing kite ships into brawling range where other ewar like nuets and webs work.

Not to mention this makes ECM drones useless, no point in overheating jammers which was a big change to ECM a few years back, and invalidates the use of ECM Burst Projectors and Burst Jammers as they would no longer be worth the mid slot, especially for supercapitals and battleships. And the lockbreaker bomb would probably never be used again, not that its used all that often as is.
ECM is a very Niche Ewar system, working as intended

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ShahFluffers
Ice Fire Warriors
#10 - 2016-10-03 03:32:53 UTC  |  Edited by: ShahFluffers
Deckel wrote:
And in a small gang will you always have ten or more ally targets to lock, that need repairing?

From my experience, no.

In a small high-speed gang, the Logi will be flying at range and buzzing back and forth between those who needs reps while staying away from hostiles.
They generally don't have more than 3 to 5 people locked at any given time because they lose target locks on people who fly out of range... which they then have to buzz back to when they are in danger.


Deckel wrote:
if you decide to fill your lock targets with non-allies

Unless you are in a combat group where everyone is fit for mutual remote repairing... Logi pilots who do this are shot on principle by their own gangs.

There is rarely a good reason why a Logi pilot should target lock a hostile target when their sole purpose is to keep people alive.


Deckel wrote:
the max target limit debuff will make it so that you need to untarget and retarget whenever a valuable one is lost, costing precious time.

CTRL-SHIFT-left click (unlocks target)... from the list of target locks you have.
CTRL-left click (locks target)... from your watchlist and/or broadcast log.

The only time you lose is locking time... which is about 2 to 5 seconds.


Logis also prioritize Fleet Commanders and "expensive" / "high value ships" before the gang is underway. A good logi pilot can almost anticipate who to target and when for reps.


Deckel wrote:
just like you stated Damps are strong in certain cases and yet weak in other areas, like brawling gangs.

Except that is also a "trick situation." Logi should never be in the middle of a "brawl" as they will be set as the primary target for all hostiles on the field.

The common tactic is to have Logi as far away as possible from the fighting... often supported by an ECM ship to neutralize hostiles that break away from the main group to intercept the Logi.

This is why Damps (and Energy Neuts) are actually preferred against Logi in most fights... not ECM.