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Player Features and Ideas Discussion

 
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[Rubicon] Interceptors

First post
Author
Caleb Seremshur
Commando Guri
Guristas Pirates
#361 - 2013-10-09 10:05:45 UTC
Aesheera wrote:
Looking forward to the changes.

One small point that I'd like to raise a question for is the lockrange: 22.5km is relatively short.

I was hoping to see 27.5km to be the lowest and the other 32.5km instead of 22.5/27.5.


All in all, this is really interesting.


these stats are calculated at all 5 skills?

in which case damn that IS short
Auduin Samson
Sebiestor Tribe
Minmatar Republic
#362 - 2013-10-09 11:53:45 UTC
What if, instead of making the nullification a high slot module, we remove the ability for a ceptor to fit cynos altogether? This would, in theory, make it less of a Hotdrop-o-clock-win-button and more of a tactical asset to scouting and tackling. Honestly, with interceptors balanced as they are for Rubicon now, there will no longer be any form of protection against capital hotdrops. Covops ships still need to negotiate bubbled camps and T3s are expensive enough to make them a less than ideal option for a traditionally suicidal roll.

This is a ship with a relatively low skill barrier, relatively low cost, immunity to any form of blockade, incredible speed and manuverability, and the ability to drop a fleet anywhere without any way to stop it. While that sounds like a helluva lot of fun to fly, I agree that it needs a bit of tweaking before it can be introduced without massive imbalancing. The reduced cargo capacity will do little to circumvent this, as anyone looking to light a non-covert cyno is already almost certain to be destroyed, so a cyno-ceptor wouldn't think twice about gimping their fit with cargo extenders.

I dunno, this idea could be completely ridiculous for some reason I'm not noticing. What do others think?
Bischopt
Sebiestor Tribe
Minmatar Republic
#363 - 2013-10-09 11:58:40 UTC
Auduin Samson wrote:
What if, instead of making the nullification a high slot module, we remove the ability for a ceptor to fit cynos altogether? This would, in theory, make it less of a Hotdrop-o-clock-win-button and more of a tactical asset to scouting and tackling. Honestly, with interceptors balanced as they are for Rubicon now, there will no longer be any form of protection against capital hotdrops. Covops ships still need to negotiate bubbled camps and T3s are expensive enough to make them a less than ideal option for a traditionally suicidal roll.

This is a ship with a relatively low skill barrier, relatively low cost, immunity to any form of blockade, incredible speed and manuverability, and the ability to drop a fleet anywhere without any way to stop it. While that sounds like a helluva lot of fun to fly, I agree that it needs a bit of tweaking before it can be introduced without massive imbalancing. The reduced cargo capacity will do little to circumvent this, as anyone looking to light a non-covert cyno is already almost certain to be destroyed, so a cyno-ceptor wouldn't think twice about gimping their fit with cargo extenders.

I dunno, this idea could be completely ridiculous for some reason I'm not noticing. What do others think?


I may not know what I'm talking about since I live in lowsec and do solo PVP which means I don't see much hotdrops BUT isn't CCP introducing a deployable cynojammer in rubicon? Something that works locally, on the grid that it's placed on.

Unless these deployables are incredibly expensive, I'm expecting to see them on major gatecamps and fleet battles.
Aesheera
Doomheim
#364 - 2013-10-09 13:02:52 UTC
Caleb Seremshur wrote:
Aesheera wrote:
Looking forward to the changes.

One small point that I'd like to raise a question for is the lockrange: 22.5km is relatively short.

I was hoping to see 27.5km to be the lowest and the other 32.5km instead of 22.5/27.5.


All in all, this is really interesting.


these stats are calculated at all 5 skills?

in which case damn that IS short

No, these are base value stats. Still, with the added skills the range remains somewhat on the short side.

- I think my passion is misinterpreted as anger sometimes. And I don't think people are ready for the message that I'm delivering, and delivering with a sense of violent love.

Quontor Zarrkos
Island Monkeys
#365 - 2013-10-09 14:30:48 UTC
Unforgiven Storm wrote:

Why did you nerf the cargo space?


Because otherwise everyone would be using them as disposable cyno ships or for carrying items of medium value through nullsec due to the bubble immunity. An interceptor won't be caught except by the most specialised remote sebo gatecamp after rubicon. Interceptors are not haulers!
XavierVE
No Corporation for Old Spacemen
#366 - 2013-10-09 14:39:02 UTC
Quontor Zarrkos wrote:
Because otherwise everyone would be using them as disposable cyno ships or for carrying items of medium value through nullsec due to the bubble immunity. An interceptor won't be caught except by the most specialised remote sebo gatecamp after rubicon. Interceptors are not haulers!


Interceptors won't even be caught by those. The excellent agility/warp speed Rubicon changes means that you go into warp as you visually break cloak. The only thing that can slow them down are drag bubbles or 'dictors, which the nullification change breaks.

People will use them as disposable cynos and haulers, just as the main use of nullified cloaky tech 3's has been hauling valuable cargo for years.

Interceptors will be haulers, and cyno ships, and uncatchable small gang roaming doctrines. There is no way to kill them unless they make a mistake in choosing an engagement or if they fall asleep on a gate somewhere. That is not "balance."
Akirei Scytale
Okami Syndicate
#367 - 2013-10-09 14:49:17 UTC
XavierVE wrote:
Quontor Zarrkos wrote:
Because otherwise everyone would be using them as disposable cyno ships or for carrying items of medium value through nullsec due to the bubble immunity. An interceptor won't be caught except by the most specialised remote sebo gatecamp after rubicon. Interceptors are not haulers!


Interceptors won't even be caught by those. The excellent agility/warp speed Rubicon changes means that you go into warp as you visually break cloak. The only thing that can slow them down are drag bubbles or 'dictors, which the nullification change breaks.

People will use them as disposable cynos and haulers, just as the main use of nullified cloaky tech 3's has been hauling valuable cargo for years.

Interceptors will be haulers, and cyno ships, and uncatchable small gang roaming doctrines. There is no way to kill them unless they make a mistake in choosing an engagement or if they fall asleep on a gate somewhere. That is not "balance."


Instalock canes will do the exact same thing they do to bombers to these interceptors, just FYI.
XavierVE
No Corporation for Old Spacemen
#368 - 2013-10-09 15:02:11 UTC  |  Edited by: XavierVE
Akirei Scytale wrote:
Instalock canes will do the exact same thing they do to bombers to these interceptors, just FYI.


Not bloody likely. The reason instalock canes work well against bombers is because they decloak moving straight at the instalock canes and you have multiple instalock canes set up. A interceptor coming through a gate will be decloaked for less time before entering warp than your average fail-throwing bomber. Less than a second, really.
Randy Wray
Heinous Peinus
#369 - 2013-10-09 15:31:24 UTC
Auduin Samson wrote:
What if, instead of making the nullification a high slot module, we remove the ability for a ceptor to fit cynos altogether? This would, in theory, make it less of a Hotdrop-o-clock-win-button and more of a tactical asset to scouting and tackling. Honestly, with interceptors balanced as they are for Rubicon now, there will no longer be any form of protection against capital hotdrops. Covops ships still need to negotiate bubbled camps and T3s are expensive enough to make them a less than ideal option for a traditionally suicidal roll.

This is a ship with a relatively low skill barrier, relatively low cost, immunity to any form of blockade, incredible speed and manuverability, and the ability to drop a fleet anywhere without any way to stop it. While that sounds like a helluva lot of fun to fly, I agree that it needs a bit of tweaking before it can be introduced without massive imbalancing. The reduced cargo capacity will do little to circumvent this, as anyone looking to light a non-covert cyno is already almost certain to be destroyed, so a cyno-ceptor wouldn't think twice about gimping their fit with cargo extenders.

I dunno, this idea could be completely ridiculous for some reason I'm not noticing. What do others think?

What you're talking about sounds even more like a nullified shuttle. Kinda speaks for how awfull the original idea is. I think the whole point with the new cyno jammer bubble was to counter interceptor hotdrops, but just like with normal bubbles an immobile disruption field doesn't do much to a ship capable of moving at 5 km/s.

(not related to post I responded to)
And what prevents you from lighting a cyno in an interceptor and then titan bridging a more capable cyno ship onto the interceptor so that you then can bridge in whatever the hell you want?

Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @ http://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec

twitch.tv/randywray

Randy Wray
Heinous Peinus
#370 - 2013-10-09 15:33:44 UTC  |  Edited by: Randy Wray
Akirei Scytale wrote:


Instalock canes will do the exact same thing they do to bombers to these interceptors, just FYI.

You sound like you don't have any idea how hard it is to track interceptors with none tracking bonused 720mms.

I have a great deal of experience flying dual tracking enhanced 720mm ruptures, you'll hit an interceptor if it's burning straight at you at 25+ km away, if you're lucky. And that was before artillery tracking nerf.

Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @ http://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec

twitch.tv/randywray

Gallastian Khanid
Hedion University
Amarr Empire
#371 - 2013-10-09 17:46:35 UTC
XavierVE wrote:
Quontor Zarrkos wrote:
Because otherwise everyone would be using them as disposable cyno ships or for carrying items of medium value through nullsec due to the bubble immunity. An interceptor won't be caught except by the most specialised remote sebo gatecamp after rubicon. Interceptors are not haulers!


Interceptors won't even be caught by those. The excellent agility/warp speed Rubicon changes means that you go into warp as you visually break cloak. The only thing that can slow them down are drag bubbles or 'dictors, which the nullification change breaks.

People will use them as disposable cynos and haulers, just as the main use of nullified cloaky tech 3's has been hauling valuable cargo for years.

Interceptors will be haulers, and cyno ships, and uncatchable small gang roaming doctrines. There is no way to kill them unless they make a mistake in choosing an engagement or if they fall asleep on a gate somewhere. That is not "balance."


You only say this because you have no experience flying Interceptors. On a large number of targets Ceptor pilots need to burn in for a scram to get a kill. That leaves them exposed to neuts and webs.

Additionally T2 Pulse Lasers, T2 Autos, and RLMLs can project high damage out to heated point range with good tracking. Many frigates are fast enough to burn for a scram. Rapier, Curses, or Geddons on the field provide formidable obstacles as well.

Also Rubicon didn't change time to enter warp. It changed the time between entering warp and attaining max speed. With standard interceptor fits you'll still have 3-5 server ticks to lock the Ceptor before it gets into warp.
XavierVE
No Corporation for Old Spacemen
#372 - 2013-10-09 17:59:11 UTC
Gallastian Khanid wrote:
You only say this because you have no experience flying Interceptors. On a large number of targets Ceptor pilots need to burn in for a scram to get a kill. That leaves them exposed to neuts and webs.

Additionally T2 Pulse Lasers, T2 Autos, and RLMLs can project high damage out to heated point range with good tracking. Many frigates are fast enough to burn for a scram. Rapier, Curses, or Geddons on the field provide formidable obstacles as well.

Also Rubicon didn't change time to enter warp. It changed the time between entering warp and attaining max speed. With standard interceptor fits you'll still have 3-5 server ticks to lock the Ceptor before it gets into warp.


Wasn't talking about during a fight. During a fight, you can kill interceptors incredibly easy. I think you're having a reading comprehension issue there. During a decent sized fight, yeah, kill them all day. Nullification does nothing to aid interceptors during fights.

The problem with nullification on interceptors isn't about a 20v20 fight, or even a 10v10 fight, or whatever other number you can dream up. It's an issue of travel. You don't have 3-5 server ticks to lock a 'ceptor before it gets into warp... fit for travel, they will not be able to be pointed, webbed or even locked while traveling.

More the issue is the number of fights this will reduce when smart small gang FC's go "Well, I could take out a 7 man gang of X ships for a fun roam, be completely overtaken by a 30 man home defense blob since I can no longer defensively bubble to run away... or... I could just take out seven crusaders, not be able to be tackled unless I want to be tackled and be immune to bubbles so I can chase ratters with impunity."

A small gang FC that doesn't choose the latter is simply not using his brain. Easymode, imbalanced, and pointless. Interceptors gain no tangible benefit from having nullification other than being able to warp through anchored bubbles on gates. A simpler solution would be to restrict being able to anchor bubbles on gates to 40km.
Sleepy Buddha
Aliastra
Gallente Federation
#373 - 2013-10-09 19:03:02 UTC
XavierVE wrote:
Gallastian Khanid wrote:
You only say this because you have no experience flying Interceptors. On a large number of targets Ceptor pilots need to burn in for a scram to get a kill. That leaves them exposed to neuts and webs.

Additionally T2 Pulse Lasers, T2 Autos, and RLMLs can project high damage out to heated point range with good tracking. Many frigates are fast enough to burn for a scram. Rapier, Curses, or Geddons on the field provide formidable obstacles as well.

Also Rubicon didn't change time to enter warp. It changed the time between entering warp and attaining max speed. With standard interceptor fits you'll still have 3-5 server ticks to lock the Ceptor before it gets into warp.


Wasn't talking about during a fight. During a fight, you can kill interceptors incredibly easy. I think you're having a reading comprehension issue there. During a decent sized fight, yeah, kill them all day. Nullification does nothing to aid interceptors during fights.

The problem with nullification on interceptors isn't about a 20v20 fight, or even a 10v10 fight, or whatever other number you can dream up. It's an issue of travel. You don't have 3-5 server ticks to lock a 'ceptor before it gets into warp... fit for travel, they will not be able to be pointed, webbed or even locked while traveling.

More the issue is the number of fights this will reduce when smart small gang FC's go "Well, I could take out a 7 man gang of X ships for a fun roam, be completely overtaken by a 30 man home defense blob since I can no longer defensively bubble to run away... or... I could just take out seven crusaders, not be able to be tackled unless I want to be tackled and be immune to bubbles so I can chase ratters with impunity."

A small gang FC that doesn't choose the latter is simply not using his brain. Easymode, imbalanced, and pointless. Interceptors gain no tangible benefit from having nullification other than being able to warp through anchored bubbles on gates. A simpler solution would be to restrict being able to anchor bubbles on gates to 40km.


I am actually looking forward for rail taranis and some nullsec popage experience :) ... seriously untouchable
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#374 - 2013-10-09 19:08:56 UTC
Lock times should have a hard cap

A cruiser sized hull and above should never be able to lock a frigate in less then a second, no matter how much **** you put on there. WTB more diminishing returns.

BYDI recruitment closed-ish

StahlWaffe
Doomheim
#375 - 2013-10-09 19:35:49 UTC
[Crow, Rubicon]
Damage Control II
Small Ancillary Armor Repairer, Nanite Repair Paste
Ballistic Control System II

J5b Phased Prototype Warp Scrambler I
1MN Afterburner II
Fleeting Propulsion Inhibitor I
Fleeting Propulsion Inhibitor I

Rocket Launcher II, Scourge Rage Rocket
Rocket Launcher II, Scourge Rage Rocket
Rocket Launcher II, Scourge Rage Rocket

Small Auxiliary Nano Pump I
Small Auxiliary Nano Pump I




All hail the CROW, new king of FW!
DragonZer0
SUNDERING
Goonswarm Federation
#376 - 2013-10-09 21:34:48 UTC
More lock range tbh as most frigs have much longer range then what your putting on the ceptor.

and the nullfied that should only stay on t3 crusiers.
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#377 - 2013-10-09 23:09:43 UTC
StahlWaffe wrote:
[Crow, Rubicon]
Damage Control II
Small Ancillary Armor Repairer, Nanite Repair Paste
Ballistic Control System II

J5b Phased Prototype Warp Scrambler I
1MN Afterburner II
Fleeting Propulsion Inhibitor I
Fleeting Propulsion Inhibitor I

Rocket Launcher II, Scourge Rage Rocket
Rocket Launcher II, Scourge Rage Rocket
Rocket Launcher II, Scourge Rage Rocket

Small Auxiliary Nano Pump I
Small Auxiliary Nano Pump I




All hail the CROW, new king of FW!


How exactly is that good?

BYDI recruitment closed-ish

Major Killz
inglorious bastards.
#378 - 2013-10-10 00:22:27 UTC
You know, I just realized that warp disruption bubbles do not work in low security space. So, ergo presto. Interceptors are immune to warp disruption bubbles in low security space. Which means... What?

[u]Ich bin ein Pirat ![/u]

Spurty
#379 - 2013-10-10 00:23:34 UTC
50% less cargo and 50% more lock range plz :O

Must admit, we're going to see interceptors with cynos and cargo expanders appearing on capital loss mails so sort of like them close to the 100M3 mark (250 LO needs 100M3).

However if something has to go to get that lock range, I vote cargo bay area :O

There are good ships,

And wood ships,

And ships that sail the sea

But the best ships are Spaceships

Built by CCP

Matthew Charbonneaux
0FuqsGiven
#380 - 2013-10-10 04:37:55 UTC
Of all the things that these should be able to do, don't give them cargo bays big enough to cyno, please. They don't need huge bays for munitions, they aren't likely to live long enough to need to pick up a lot of loot (and other ships are likely to be there to do clean up if necessary). Justify the smaller bay by saying the equipment needed to make them nullified took up cargo space!