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with all this talk about mwd's

Author
Mole Guy
Bob's Bait and Tackle
#21 - 2013-04-16 16:27:24 UTC
Wolf Kyosuke wrote:
Mole Guy wrote:
you forgot to say "drum roll"... usually follow funny jokes (and maybe your not so funny joke.)

i know the diff between the 2. i almost run burners exclusively for the lower sig radius and so it doesnt get shut off, but alliance and null sec rules dictate otherwise.

webs were dropped to 60% to allow for a more dynamic pvp experience and to allow some to escape and others to perrish. what i am proposing would do the same.



Webs were reduced during the nano nerf from 90% to 50%-60% partly because of the huge speed reduction ships were also getting. 90% would have made them incredibly overpowered.

I could legitimately see allowing warp core stabs allowing a mwd to continue to run, but otherwise I would say that it's a balanced mechanic. With a MWD you really should be going fast enough to avoid scrams most of the time anyways in a small ship and being that you don't actually see the cycle time of a module your opponent is using, a chance based system would be nearly useless unless you intend on trying to activate the module constantly.



fitting a warp core stab to avoid this issue would be one fix if they were changed a little.
recently, cap batteries were changed to reflect incoming neuts and vamps onto their aggressors. this wasnt in the original design, but was added in. i know the difference between the ab and mwd.

i have a maladiction with a dread scram (13km) and a dread web (13km). when i sit in the middle of a small gate, you wont escape my 1700mm scan res and the insta "stop in your tracks" move that follows.
with a sentinel standing by with dual scripted tracking disruptors, you arent hitting me to kill the ceptor. you wont escape, you wont do anything but maybe drop dps drones (which wont catch me) or drop ecm drones which you will prolly be dead before you get them to work properly against both of us with scrams on and our dps on stand by. i have bounced off of blockaides, decloaked several things before, and once decloaked, yer mine.
you jump in, i start clicking, your mwd shuts off before it even fires up and u stick around in slow poke mode.

i just thought it would be kewl for an mwd to have that chance, as small as it may be, to actually break free and take off and we have to persue.
Derath Ellecon
University of Caille
Gallente Federation
#22 - 2013-04-16 20:01:57 UTC
Mole Guy wrote:
Wolf Kyosuke wrote:
Mole Guy wrote:
you forgot to say "drum roll"... usually follow funny jokes (and maybe your not so funny joke.)

i know the diff between the 2. i almost run burners exclusively for the lower sig radius and so it doesnt get shut off, but alliance and null sec rules dictate otherwise.

webs were dropped to 60% to allow for a more dynamic pvp experience and to allow some to escape and others to perrish. what i am proposing would do the same.



Webs were reduced during the nano nerf from 90% to 50%-60% partly because of the huge speed reduction ships were also getting. 90% would have made them incredibly overpowered.

I could legitimately see allowing warp core stabs allowing a mwd to continue to run, but otherwise I would say that it's a balanced mechanic. With a MWD you really should be going fast enough to avoid scrams most of the time anyways in a small ship and being that you don't actually see the cycle time of a module your opponent is using, a chance based system would be nearly useless unless you intend on trying to activate the module constantly.



fitting a warp core stab to avoid this issue would be one fix if they were changed a little.
recently, cap batteries were changed to reflect incoming neuts and vamps onto their aggressors. this wasnt in the original design, but was added in. i know the difference between the ab and mwd.

i have a maladiction with a dread scram (13km) and a dread web (13km). when i sit in the middle of a small gate, you wont escape my 1700mm scan res and the insta "stop in your tracks" move that follows.
with a sentinel standing by with dual scripted tracking disruptors, you arent hitting me to kill the ceptor. you wont escape, you wont do anything but maybe drop dps drones (which wont catch me) or drop ecm drones which you will prolly be dead before you get them to work properly against both of us with scrams on and our dps on stand by. i have bounced off of blockaides, decloaked several things before, and once decloaked, yer mine.
you jump in, i start clicking, your mwd shuts off before it even fires up and u stick around in slow poke mode.

i just thought it would be kewl for an mwd to have that chance, as small as it may be, to actually break free and take off and we have to persue.



While your e-peen is strong. I am curious about one thing.

If you have me webbed and scrammed, you are going to have to stay in range (13km) and you won't be able to go too fast with that tight of an orbit so how exactly will drones not catch you.

And on the flip side, if you were to catch my AB taranis, I'd scram web you back, and even with your web i'd be moving 825m/s with the AB overheated, which is going to be a couple hundred faster than you, if you happen to be MWD fit.

Bottom line that is a potential counter, without needing to change any mods.

Oh and the cap batteries were changed because they were near useless and never used. Sadly even with the stat change they are near useless and never used. I am fairly certain MWD's don't suffer from that problem.
Aglais
Ice-Storm
#23 - 2013-04-16 21:04:25 UTC
The only thing that's a problem with MWDs is the bizarre spread of relative capacitor destruction caused by each kind of MWD on each ship type. With my skills considering Caldari in particular, the following holds true:

Most, maybe all frigates are cap stable with solely the MWD running. T1 and T2.

Most T1 cruisers get 2.5-3 minutes of capacitor with solely the MWD running. T2 tends to be higher but not much. Doesn't matter because the Caracal's fast, at least.

T1 battlecruisers can have anywhere from 6 to 12 minutes of capacitor with the MWD running, and IIRC, ALSO having shield hardeners on (lol Drake).

T1 battleships with just the MWD running go for anywhere from 50 seconds, to a minute and fifty seconds, and take like two and a half to three cycles to reach top speed. Which means they often DONT reach top speed. This is something that I think will literally punch the new Raven in the face here. It's supposed to be an attack battleship but it's not capable of running it's MWD in anything but the most sparse of pulsing techniques, which will stop it from moving particularly fast under any circumstances that aren't it being bumped off station by a typhoon or SFI or something.
Jonas Sukarala
Deep Core Mining Inc.
Caldari State
#24 - 2013-04-16 21:21:08 UTC
mwd's do scale quite badly really i think they need looking at in terms of T2 mwd needs to be better than the meta mwd's at speed.
various metas could be useful at various functions.

1 - base mwd
2 - lower cap requirement/penalty
3 - lower fitting requirements
4 - lower mass addition/ lower speed boost
5 - higher top speed, /higher fitting requirement, /higher cap requirement

'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place where is the TD missile change?  ..projectiles should use capacitor. ABC's should be T2 HABC and nerf web strength its still too high

Meditril
Hoplite Brigade
Ushra'Khan
#25 - 2013-04-18 15:23:34 UTC
Jonas Sukarala wrote:
mwd's do scale quite badly really i think they need looking at in terms of T2 mwd needs to be better than the meta mwd's at speed.
various metas could be useful at various functions.

1 - base mwd
2 - lower cap requirement/penalty
3 - lower fitting requirements
4 - lower mass addition/ lower speed boost
5 - higher top speed, /higher fitting requirement, /higher cap requirement


A clear nope for 5. In the past T2 MWD provided higher speed then T1, CCP has fixed this for good reason.
The least thing we need in this game is more speed.
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