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Ships & Modules

 
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New module from the test server: Micro Jump Drive

Author
Pinky Denmark
The Cursed Navy
#41 - 2012-03-12 12:12:15 UTC
I expect a blog coming out about this in about 3 weeks... Like in 20 days from now What?
that beast
Brutor Tribe
Minmatar Republic
#42 - 2012-03-12 13:36:52 UTC
Alternatively make distance dependent on mass so capitals jump a lower distance? Or base it around a cap req. To mass ratio so it takes more power to jump a higher mass ship, and make it non-linear so caps effectively get crippled/become useless for a bit after work using?

Either way, I would do this just to scare the crap out of newbies in highsec.
Zarnak Wulf
Task Force 641
Empyrean Edict
#43 - 2012-03-12 13:37:28 UTC
Pinky Denmark wrote:
I expect a blog coming out about this in about 3 weeks... Like in 20 days from now What?


Anything groundbreaking is going to be reserved for fanfest.
Wacktopia
Fleet-Up.com
Keep It Simple Software Group
#44 - 2012-03-12 13:56:15 UTC
"OH NO THAT BS FLEET IS ALIGNING AND WE ONLY HAVE 30 SECONDS TO GET OUT OF HERE".

Even if bubbled Tr3's can fly at like 2km/s with a MWD on (that's 50-60km in 30 secs) so I'm not sure what a 22.5-30second warp-up module can actually achieve against all but the dumbest sniper fleets.

It would be just as easy to get a covops 150km away and "warp to 50" on it?

Kitchen sink? Seriousy, get your ship together -  Fleet-Up.com

Eian
Deep Core Mining Inc.
Caldari State
#45 - 2012-03-12 13:58:35 UTC
Liang Nuren wrote:
I'm mighty curious what problem they're trying to solve with directed teleport like this. I'm pretty strongly -1 to it without a really solid explanation.

-Liang



What makes you think they are trying to solve a problem? This game could use some fresh mechanics. I'm on the bench like you until we know more but i'll leave my tin hat in CQ's.


Kasutra
No Vacancies
No Vacancies.
#46 - 2012-03-12 14:12:12 UTC
Holy gimmick batman. Especially if "Ship is affected by warp scramblers and warp disruption fields." means you can't jump out of bubbles.

How am I going to use this? What?
Thelron
Science and Trade Institute
Caldari State
#47 - 2012-03-12 17:10:37 UTC
undock, activate, wait, activate, make insta? Assuming of course you have some compelling reason to absolutely have to do it in a battleship...

I could see using something like this to get most of a whole group of large ships out of a bubble camp or something, if it weren't looking like that will keep you from using it anyway (or does that "affected by" bit just mean somehow you have to wait out some "warp field stabilizing" timer or the cycle of any points that might have been on you?). As it is, it's looking like emergency warp, but useless...
Liang Nuren
No Salvation
Divine Damnation
#48 - 2012-03-12 17:45:39 UTC
Eian wrote:
Liang Nuren wrote:
I'm mighty curious what problem they're trying to solve with directed teleport like this. I'm pretty strongly -1 to it without a really solid explanation.

-Liang


What makes you think they are trying to solve a problem? This game could use some fresh mechanics. I'm on the bench like you until we know more but i'll leave my tin hat in CQ's.


I'd be on the fence about it, but I've actually seen how utterly gamebreaking directed teleport can be. IMO the consequences of changing a game as complicated Eve means that they should have a clear understanding of a problem before introducing a solution and hoping a problem presents itself.

-Liang

I'm an idiot, don't mind me.

Gibbo3771
AQUILA INC
Verge of Collapse
#49 - 2012-03-12 18:03:54 UTC
Not much use for this imo, we already have MWD's, if a target cant be caught you werent fit to counter it, deal with it.
X Gallentius
Black Eagle1
#50 - 2012-03-13 00:41:29 UTC

Is it a tool for alpha/breaking locks? As in put a sensor booster on your ship. Take pot shots while aligning to next spot. Jump/break lock. Lather, rinse, repeat ?

Only other scenario is for fast tackle to bridge the gap before getting pawned by big fleet. You start your burn at 200 km and click on the module. Then after 30 seconds you insta-warp 100km, breaking all locks and by the time the opponent relocks you, you're in for point and the fleet warps in.

I don't think it's made for slow ships because we all know slow ships will almost never catch faster ships that are moving by warping in.
Haseo Antares
Production N Destruction INC.
F O R M I C I D A E
#51 - 2012-03-13 04:08:23 UTC  |  Edited by: Haseo Antares
It would be cool if they made this micro-jump module a black-ops/marauder only module and changed it from a med slot to a high slot. Or instead of/in addition too the micro-jump module give each race its own black-ops module. Titans have their own racial mods why not some for battleships.

Give the Sin a module that increases the sensor strength of all friendly ships within 100km by 75%.
Give the Widow a module that allows it to shut down all hostile drones withing 100 km (effects drones not ships).
Give the Redeemer a module that increases the maneuverability of all friendly ships within 100 km by 75% (velocity, agility, etc.).
Give the Panther a module that reduces tracking speed by 50% of all hostile turrets within 100 km.

Those mods would only be active as long as the black-ops have cap (of-course). Activation of the mods make the black-ops ship immune to assistance like bubbled HICs, tiraged carriers, and sieged dreads. Once a black-ops area of effect module has been activated no other black-ops specific area of effect module can be activated on grid (even the boosting ones). Module cycle time 60 seconds for all, does not repeat, cycle length not enhanced by skills. Cycle/effect cease immediately once ship is cloaked or destroyed.
Edit: Activation of those mods would also render the ship immobile until it re-cloaks.

Then make all the marauders immune to all area of effect modules (including bubbles). Still vulnerable to targeted effect modules.

Probably all dumb ideas but they wouldn't be my first. I would just would like to see the T2 BS ships w/ better roles.

We currently have the world's greatest linguists and scientists trying to decode what you just said.

Stetson Eagle
Paird Technology
#52 - 2012-03-13 06:15:41 UTC
Thanks for the patch notes Alara. MJD is a welcome thing for many reasons: short range fleets, disco ships, snipers etc.

But what the heck is with drone bounties?! Drone regions are practically getting an insane buff, and the sec status in them are very low to begin with. Isk value going down, mineral value up?
Silas Shaw
Coffee Hub
#53 - 2012-03-13 07:03:03 UTC
Darthewok wrote:
Vaal Erit wrote:
There is also a new large anchorable bubble that prevents micro jump drives.


Can Micro Jump Drive can jump out of bubbles from dictors and hictors?
And probably standard anchorable bubbles..
If it can it is a HUGE game changer.
People gonna stick these on freighters and escape gate camps etc.


your freighter has mod slots?
Mike Whiite
Deep Core Mining Inc.
Caldari State
#54 - 2012-03-13 08:47:08 UTC
pown emc drones and ships device?
RougeOperator
Sebiestor Tribe
Minmatar Republic
#55 - 2012-03-13 08:51:39 UTC
This is such a bad idea i dont even know where to begin.....

Im going to mull it over for a bit.

Its just such a bad idea im left in shock over it.

**Space wizards are real, they can make 10058 votes vanish. "and for a moment i hurd 10k goons cry out, then silence" **

Onictus
Federal Navy Academy
Gallente Federation
#56 - 2012-03-13 08:56:31 UTC
I don't get it.

With a 30 second spool up its useless for sniping, you can align and rewarp in that time and NOT take a huge signature hit....particularly on most ships that trade tank for the ability to snipe at all.

I could see some use for getting close range fleets into range, but there would be a lot that has to go right....and how the hell do you aim it?.....

....and it doesn't work in bubbles LOL

Perihelion Olenard
#57 - 2012-03-13 10:41:41 UTC
Tesco Yogurt
OMFG Industries
#58 - 2012-03-13 13:06:21 UTC  |  Edited by: Tesco Yogurt
Cephelange du'Krevviq wrote:
I find it interesting that people take issue with the missile ammo rename/streamlining. Hybrid, Laser and Projectile ammo have the same name; doesn't matter the size of the ammo or whether it's for close range or sniping weapons*. So, maybe CCP should come up with new names for the different types, to keep it the same across the board?

* = Tech 2 ammo being the exception


Way to failreply in a thread about a new module on SiSi not even on SiSi yet.

On topic: Interesting module, but as it stands I don't think it counters probing and brings back >150km sniping, while making newbie frigates/ceptors obsolete in the 'get out there and get us a warp in on those snipers!!' sense.

Will have to see where CCP goes with a totally new mechanic like this.
Cambarus
The Baros Syndicate
#59 - 2012-03-13 15:28:58 UTC
I think it might be a fairly interesting way to bring back the viability of sniping. If you're not already set up with a bunch of BMs around a gate, using a covops to warp the fleet around isn't all that viable. This new mod would let sniper fleets engaging on, say, a gate not in their own backyards reposition when they get probed down without actually needing a target to warp to (which would take notably longer than 30s to set up) or just MWDing across the field (which makes them much easier to grab for fast tackle)
Ireland VonVicious
Vicious Trading Company
#60 - 2012-03-13 17:37:14 UTC
I see one real good high sec use for this:

Orca.

Sick of having to get way off station before trying to warp to a gate behind the station. This helps in trade/moving aspects since you won't have bm's to jump to at each station. At 22 secs it's probly still faster then moving away before aligning. It's still a bit too slow to look all that useful for the req's. Would be nice to see it hit around 18 secs with L5 trained or a t2 mod of it that gives you a big jump between L4 and L5 since the time for L5 is so damn long.