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[Rubicon] Interceptors

First post
Author
Bouh Revetoile
In Wreck we thrust
#541 - 2013-10-18 17:34:26 UTC  |  Edited by: Bouh Revetoile
Randy Wray wrote:
Which is why it is stupid. This bubble immunity is used as an argument against buffing interceptors to the level of having good combat stats, because ships that warp through bubbles and have good combat capability are OP. I think we can all agree on that CCP should ditch bubble immunity and give the interceptors proper stats.
Again, inties with "proper" stats would make T1 frigate worthless again.

And for the fleeing gang problem, warp time will allow the interceptors to be at the gate before you land and drop a bubble anyway.

BTW, I don't care if interceptors have bubble immunity or not, but I don't see any valid argument against it. Some arguments were actually hilarious, so I replyed.

PS : prevent bubble to be anchored too close from the gate would solve nothing. That would just make bunkering the system slightly more boring.
Streya Jormagdnir
Alexylva Paradox
#542 - 2013-10-18 18:23:13 UTC
Michael Harari wrote:
The claw still has the issue that it is a 0 range ship with no range control. It needs either a projection bonus or a 3rd mid for a web to be able to do anything to another frigate.

Edit: I think the claw should swap to a rocket frigate like the breacher, but with the standard minmatar application bonus.


I support either of these suggestion. Frigates with only two midslots really struggle when it comes to range dictation.

I am also a human, straggling between the present world... and our future. I am a regulator, a coordinator, one who is meant to guide the way.

Destination Unreachable: the worst Wspace blog ever

seth Hendar
I love you miners
#543 - 2013-10-18 23:42:35 UTC
Jaiimez Skor wrote:
Having played around with Interceptors on the test server a little and general EvE knowledge I do fear the upcoming interceptor changes are leaving them too strong, I feel that they really shouldn't be interdiction nullified, as others have said, with the nature of the server ticks, it will become literally impossible to catch an interceptor, the only way to kill one that doesn't want to engage is a smartbombing battleship on the out gate.

I feel that they either need to have their interdiction nullification removed or the mechanics of the game, and mainly the nature of server ticks need fixing to give people a chance to still catch them, it's not hard to burn out of bubbles in a 'ceptor to begin with, but it atleast gives them a vulnerability when moving around.

I also feel that the ends of the warp speed acceleration need pushing together, interceptors appear on grid way too fast, and as people have said they basically "appear" I feel their decelleration needs increasing a little so you atleast get to see them arrive on grid, even if it is very quickly, and the same at the opposite end, supercapitals need their decelleration increased, so that you don't spend 20 seconds coming out of warp once you enter grid, it is just too much.

tbh, i'd rather see the sevrer tick rate increased, because as i mentionned, it also bring other issues.

maybe the current proposal would then be ok.

this will just brought the issue more light, and reverting the inty will not solve the root cause, and the already inplace issues caused by it.

it would be just putting the dust under the rug in fact

so keep the intys proposal, and solve server tick non sense seems more like the right choice to make
Sister Sophia
Doomheim
#544 - 2013-10-19 00:57:21 UTC
XavierVE wrote:
Yeah, if inties were only immune to anchored bubbles, that'd be fine and wouldn't really screw over small gang FC's in any way. I don't believe the "balancing" Devs have the ability to generate original code, however.


Cool. I'm glad to hear that having inties only ignore anchored bubbles could serve as a form of compromise.

As for generating new code: It seems that light dictor, heavy dictor and anchored bubbles will get distinct graphics after Rubicon. So having them behave slightly differently with regard to inties (and also hopefully dictors and hictors) shouldn't be so hard to implement. They are clearly three different object classes anyway.... Also, distinct behaviour would make sense of the new bubble colour scheme.

What the actual details will be in the three cases will be interesting to see.

Randy Wray
Warcrows
THE OLD SCHOOL
#545 - 2013-10-19 08:08:50 UTC
Bouh Revetoile wrote:
Randy Wray wrote:
Which is why it is stupid. This bubble immunity is used as an argument against buffing interceptors to the level of having good combat stats, because ships that warp through bubbles and have good combat capability are OP. I think we can all agree on that CCP should ditch bubble immunity and give the interceptors proper stats.
Again, inties with "proper" stats would make T1 frigate worthless again.

And for the fleeing gang problem, warp time will allow the interceptors to be at the gate before you land and drop a bubble anyway.

BTW, I don't care if interceptors have bubble immunity or not, but I don't see any valid argument against it. Some arguments were actually hilarious, so I replyed.

PS : prevent bubble to be anchored too close from the gate would solve nothing. That would just make bunkering the system slightly more boring.

You truly are delusional, look at AFs alright, they're just slightly over interceptors price wise. Most of the AFs have awesome stats and performance, does that make t1 combat frigates worthless?

No it doesn't. Why? Because of the following:


  • Combat frigates are alot cheaper, so in certain cases like you mentioned yourself you'd go with the t1 version even if you can fly an AF, (I personally do this alot even if I can fly all frigates)
  • They can go into FW novice plexes
  • They are less scary than AFs, thereby getting more fights
  • Alot of the combat frigates differ from AFs in bonuses and slot layouts, giving them separate niches that the AF's do not fill


Bare this in mind when you balance interceptors (especially the combat ones) and I believe they'll get the buff they deserve. The attack frigates are all super strong when flown properly, the interceptors as they are on sisi currently have yet to reach that level.

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

Portmanteau
Iron Krosz
#546 - 2013-10-19 11:26:04 UTC  |  Edited by: Portmanteau
XavierVE wrote:
Portmanteau wrote:
DERP. Never heard of FACTION WARFARE ? I believe some small portion (sarcasm) of the lowsec population engage in this pastime.

STUPID COUNTER ARGUMENT


Let me spell it out for you slowly, since FW mostly revolves around farming isk pointlessly. And since you're in RvB, which isn't actual PvP but a giant killmail farm, you probably don't understand half of the things that have been argued regarding small gangs and nullified interceptors.

Let's say 30 people are chasing you and six of your friends in low sec. They warped in on you, you warped out to a gate, and now you're running for home. They won't catch you. You're home free. Why? Because none of the ships fast enough to pass you in warp, jump through a gate and tackle you, will survive for two seconds against gate guns. Nullification and warp speed changes don't buff interceptors in low sec against you, it doesn't buff a blob in passing you up and locking your gang down. It doesn't affect you. Which is why you should use your brain more, and your keyboard less.

In null, especially when you're leading a 7 man gang roaming in sov-null, it's a different story. You're not in low sec, you've no stations to hide in. There's no gate guns to swat frigates tackling you. There's more than likely jump bridges that can circumvent your path. You have one weapon for creating separation and getting distance from a 30 man blob. It's your light interdictor bubble. You drop it behind you to slow down your pursuers, you drop it after your gang warps off when you jump a gate. It's the one tool you have as a small gang FC roaming sov-null.

Post-Rubicon, that weapon for creating separation is destroyed, nerfed, killed off. You cannot roam in a balanced gang in null without being overtaken by interceptors in giant home defense blobs, fighting them off, getting aggressed and getting stuck. And rather than be mowed down, you'll do the only smart thing: run interceptor only gangs, not be catchable on gates due to server ticks, while being able to farm hilarious ratter ganks while never being at any real risk of dying.

I suppose I could see how that might be a good thing in an RvB/FW pilots eyes, but for people who enjoy a challenge in EVE, it's a real bad development.


Big spiel that relies on the dumb assertion that all FWers farm isk and never fight. What a load of old bollox. Fact is, plenty of people in FW do fight, do use wolfpacks, but oddly enough the "OMG inty wolfpacks are unbeatable" thread has never come up. If you can't make a counter argument without relying on quite obviously untrue premises ... why bother ?

I actually agree with some of your points about small gangs using bubbles for separation, I said as much to Randy. If you loo back, you'll find i have not argued against any of your points about small gang pvp in null. I just think this assertion by some in this thread that inty gangs will become "WTFPWNBBQ" unstoppable is wrong, worse than that it's hillarious. This discussion needs to get rid of this ridiculous notion before it can continue sensibly...
Bouh Revetoile
In Wreck we thrust
#547 - 2013-10-19 12:05:58 UTC
Randy Wray wrote:
You truly are delusional, look at AFs alright, they're just slightly over interceptors price wise. Most of the AFs have awesome stats and performance, does that make t1 combat frigates worthless?

No it doesn't. Why? Because of the following:


  • Combat frigates are alot cheaper, so in certain cases like you mentioned yourself you'd go with the t1 version even if you can fly an AF, (I personally do this alot even if I can fly all frigates)
  • They can go into FW novice plexes
  • They are less scary than AFs, thereby getting more fights
  • Alot of the combat frigates differ from AFs in bonuses and slot layouts, giving them separate niches that the AF's do not fill


Bare this in mind when you balance interceptors (especially the combat ones) and I believe they'll get the buff they deserve. The attack frigates are all super strong when flown properly, the interceptors as they are on sisi currently have yet to reach that level.

You should check AF's stats again...

AF are a lot slower than all T1 frigates but the logi ones. In fact, AF have attack cruisers speed ; no, in fact, some attack cruisers are even faster than them ! T1 frigates have between 1,5 and 2 times the speed of AF. That's a lot. AF are a lot more comparable to destroyers in fact, and the balance between them is rather fragile.

And interceptors are cheaper than AF ; not by much, but still. In fact, they are the cheapest T2 ship in game, and they currently are on the same level of power than attack frigate. Considering their speed and capabilities, they shouldn't have anything more or they would always be better than attack frigates.
Iyacia Cyric'ai
Lai Dai Counterintelligence
#548 - 2013-10-19 13:58:02 UTC
Bouh Revetoile wrote:
Randy Wray wrote:
You truly are delusional, look at AFs alright, they're just slightly over interceptors price wise. Most of the AFs have awesome stats and performance, does that make t1 combat frigates worthless?

No it doesn't. Why? Because of the following:


  • Combat frigates are alot cheaper, so in certain cases like you mentioned yourself you'd go with the t1 version even if you can fly an AF, (I personally do this alot even if I can fly all frigates)
  • They can go into FW novice plexes
  • They are less scary than AFs, thereby getting more fights
  • Alot of the combat frigates differ from AFs in bonuses and slot layouts, giving them separate niches that the AF's do not fill


Bare this in mind when you balance interceptors (especially the combat ones) and I believe they'll get the buff they deserve. The attack frigates are all super strong when flown properly, the interceptors as they are on sisi currently have yet to reach that level.

You should check AF's stats again...

AF are a lot slower than all T1 frigates but the logi ones. In fact, AF have attack cruisers speed ; no, in fact, some attack cruisers are even faster than them ! T1 frigates have between 1,5 and 2 times the speed of AF. That's a lot. AF are a lot more comparable to destroyers in fact, and the balance between them is rather fragile.

And interceptors are cheaper than AF ; not by much, but still. In fact, they are the cheapest T2 ship in game, and they currently are on the same level of power than attack frigate. Considering their speed and capabilities, they shouldn't have anything more or they would always be better than attack frigates.
Not really. Both the executioner and the slasher can beat their respective interceptor counterparts (crusader and claw) due to superior range control thanks to their extra midslot. Bubble immunity is pretty meh. I personally never had much of an issue escaping a bubble in an attack frig. Atron is better than the Taranis at blaster null kiting as well. Currently there really isn't any reason to fly a crusader or a claw and this patch does nothing to address those issues.
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#549 - 2013-10-19 14:01:43 UTC
Iyacia Cyric'ai wrote:
Bouh Revetoile wrote:
Randy Wray wrote:
You truly are delusional, look at AFs alright, they're just slightly over interceptors price wise. Most of the AFs have awesome stats and performance, does that make t1 combat frigates worthless?

No it doesn't. Why? Because of the following:


  • Combat frigates are alot cheaper, so in certain cases like you mentioned yourself you'd go with the t1 version even if you can fly an AF, (I personally do this alot even if I can fly all frigates)
  • They can go into FW novice plexes
  • They are less scary than AFs, thereby getting more fights
  • Alot of the combat frigates differ from AFs in bonuses and slot layouts, giving them separate niches that the AF's do not fill


Bare this in mind when you balance interceptors (especially the combat ones) and I believe they'll get the buff they deserve. The attack frigates are all super strong when flown properly, the interceptors as they are on sisi currently have yet to reach that level.

You should check AF's stats again...

AF are a lot slower than all T1 frigates but the logi ones. In fact, AF have attack cruisers speed ; no, in fact, some attack cruisers are even faster than them ! T1 frigates have between 1,5 and 2 times the speed of AF. That's a lot. AF are a lot more comparable to destroyers in fact, and the balance between them is rather fragile.

And interceptors are cheaper than AF ; not by much, but still. In fact, they are the cheapest T2 ship in game, and they currently are on the same level of power than attack frigate. Considering their speed and capabilities, they shouldn't have anything more or they would always be better than attack frigates.
Not really. Both the executioner and the slasher can beat their respective interceptor counterparts (crusader and claw) due to superior range control thanks to their extra midslot. Bubble immunity is pretty meh. I personally never had much of an issue escaping a bubble in an attack frig. Atron is better than the Taranis at blaster null kiting as well. Currently there really isn't any reason to fly a crusader or a claw and this patch does nothing to address those issues.


Executioner doesn't beat the crusader.. Its not worse, i think its better

But in a 1v1 the crusader wins.

BYDI recruitment closed-ish

Meyr
Di-Tron Heavy Industries
OnlyFleets.
#550 - 2013-10-19 16:05:54 UTC
Yet again, Fozzie - WTF is with your unholy, unfounded, unjustifiable, unreasonable, and unprintable fascination with screwing over Gallente T2 hulls with a split weapon setup that forces the fitting of two damage mods?

You seriously need to make a post regarding your 'thinking' in this matter. For YEARS, there has been nothing but complaints regarding this. It has been universally acknowledged as a horrible concept.

And, yet, here you are, keeping it alive, with the Ares and the abomination that you are referring to as 'the new and improved Eris!'

Dude, get your design philosophy straight - ARE mixed-weapon bonuses/configurations awful, as you, yourself, have previously stated, or are they not, and all of the prior complaining about this matter just so much hot air justifying changes you wanted to make for certain ships?
Thaddeus Eggeras
Urkrathos Corp
#551 - 2013-10-19 16:47:58 UTC  |  Edited by: Thaddeus Eggeras
Interceptors are OP now, it's just that simple. CCP took a ship already faster then ALL other ships in game, and made it able to get
into warp so fast nothing is able to lock it before it's gone, and now it can't be touched by bubblies too? Really, really? So now the
ship that was able to lock the fastest and was the fasted ship in game, is still all that, but also now able to warp off pretty much as
fast as a shuttle or pod and can't be dragged or stopped by bubbles. As long as you know how to fly them, you won't have much
worry of loosing them, and yea AF, faction frigates, etc are all out of luck pretty much now. Oh and I would watch out for T3 /
interceptor gangs now, good chance they will rule 0.0. Bye bye bubbles, you are becoming more and more useless. CCP PLEASE
step back and slow down, you are really going too far with a lot of ships in EVE, and are really ruining what was once an amazing
game. . .Sad
Streya Jormagdnir
Alexylva Paradox
#552 - 2013-10-19 16:59:07 UTC
Thaddeus Eggeras wrote:
As long as you know how to fly them, you won't have much
worry of loosing them


Is this not true of every ship in the game? Seriously, I don't understand the big deal. These things will be so fragile all you'd really need is destroyer support to fend them off. Need I say LML Talwar/Corax? Yes, they'll be able to run away and run around, but that's what their role is.

I am also a human, straggling between the present world... and our future. I am a regulator, a coordinator, one who is meant to guide the way.

Destination Unreachable: the worst Wspace blog ever

Lunkwill Khashour
Ministry of War
Amarr Empire
#553 - 2013-10-19 17:08:15 UTC
Thaddeus Eggeras wrote:
Interceptors are OP now, it's just that simple. CCP took a ship already faster then ALL other ships in game, and made it able to get
into warp so fast nothing is able to lock it before it's gone, and now it can't be touched by bubblies too? Really, really? So now the
ship that was able to lock the fastest and was the fasted ship in game, is still all that, but also now able to warp off pretty much as
fast as a shuttle or pod and can't be dragged or stopped by bubbles. As long as you know how to fly them, you won't have much
worry of loosing them, and yea AF, faction frigates, etc are all out of luck pretty much now. Oh and I would watch out for T3 /
interceptor gangs now, good chance they will rule 0.0. Bye bye bubbles, you are becoming more and more useless. CCP PLEASE
step back and slow down, you are really going too far with a lot of ships in EVE, and are really ruining what was once an amazing
game. . .Sad


Learn to read. The warp speed changes have NO effect on time to get in warp. They'll be as easy or as hard to lock tomorrow as they are today.
Randy Wray
Warcrows
THE OLD SCHOOL
#554 - 2013-10-19 17:24:33 UTC
Bouh Revetoile wrote:

You should check AF's stats again...

AF are a lot slower than all T1 frigates but the logi ones. In fact, AF have attack cruisers speed ; no, in fact, some attack cruisers are even faster than them ! T1 frigates have between 1,5 and 2 times the speed of AF. That's a lot. AF are a lot more comparable to destroyers in fact, and the balance between them is rather fragile.

And interceptors are cheaper than AF ; not by much, but still. In fact, they are the cheapest T2 ship in game, and they currently are on the same level of power than attack frigate. Considering their speed and capabilities, they shouldn't have anything more or they would always be better than attack frigates.

Af's are slower mainly to balance out the fact that they can get a tank of 10k ehp or more. Buffing interceptors should not involve increasing their tank by any large margin, rather just their dps potential. As I've mentioned before in this thread:

Quote:
Remove this stupid bubble immunity, give all the interceptors another slot. Personally as a long time interceptor pilot I think all the tackle specialized ones should have the ability to fit a nosferatu so that they can get up close and scram tackle ships with neuts. They should all have the ability to fit a fair amount of tank without hurting their mobility or general role on the battlefield. The tackle interceptors should all have bonuses and damage application good enough to be able to handle a wave of warriors. The combat interceptors should in my opinion be similar to AFs in dps potential but exchange a substantially lower tank(about half, kinda what they have now) for speed. The role of the combat ceptors has always been anti-tackle.

Buffing combat ceptors like I proposed would give a sense of scalability. As long as you don't make them very tanky we shouldn't get the problem that we had with the dramiel back in 2011 since it was pretty much like an interceptor and an AF built into the same ship.

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

Cael Autumn
Brutor Tribe
Minmatar Republic
#555 - 2013-10-19 20:21:13 UTC
CCP, I don't think the hull nerfs go far enough to prevent 20-million isk, nullified, insta-warping interceptors from being the ultimate tool to hotdrop.

I implore you to prevent cynosural field generators from being fit onto these ships - and require fleets to bring a second ship to light the cyno.


The interceptor can get the initial tackle, but it should not be able to extend the mobility of heavy and light interdictors (through a titan) to that of these new, improved interceptors.


Their role should be to intercept, not be the beacon to which a fleet jumps.
Major Killz
inglorious bastards.
#556 - 2013-10-19 20:37:18 UTC
For those who're serious about rejecting the nullification changes to Interceptors. I suggest you flood this thread with comments rejecting the change.

I'm confident that if CCP sees a 200+ threadnought rejecting changes to Interceptors as is. They (CCP) will react.

So, I suggest you get more players on here to boycott this change. Otherwise it will go thru as is v0v

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

Thaddeus Eggeras
Urkrathos Corp
#557 - 2013-10-19 20:41:44 UTC
The warp speed changes do effect the time to get into warp, get on sisi and you will see that. I warp off much faster in interceptor then I use to, and I usually get to where I am going in half the time or less. And about killing them, interceptors are kiting ships, and kiting and orbiting at 3,000m/s with a -60% or -75% to MWD sign radius, these ships were hard to kill before if you knew how to fly them. You can either hold the target till your friends come, or if you get pulled away or get in trouble let them go and MWD away fast enough to not even have much worry of being caught. The issue is IF you know how to fly them, now you have little to no chance of being killed, before it was hard to kill them, now it's close to impossible, and isn't that what OP is? AF are tough yes, but they are much slowly and usually you have to get close with them to do good DPS, you can kite with them but other frigates are usually faster then they are, hell some cruiser are even, so killing them isn't much an issue usually. The issue with interceptors is now NOTHING has any chance of getting away from them at all, as well as bubbles do nothing to them, so using bubbles as a defense to slow them down and escape is useless, and using bubbles to stop or drag them is worthless. All I'm saying is any other frigate against an interceptor has little to no chance of winning the fight now, before they wouldn't have much either, but before they at lease had a little chance of getting way, now that chance is lost fully. Interceptor and T3 gangs will be a hard gang to beat. When bubbles mean nothing, and there is little chance to escape the fight, the fight will usually be one sided. They aren't OP because they can do great DPS or can grab a target, they are OP because it's close to impossible to kill them or stop them at all now.
XavierVE
No Corporation for Old Spacemen
#558 - 2013-10-19 22:12:22 UTC  |  Edited by: XavierVE
Major Killz wrote:
For those who're serious about rejecting the nullification changes to Interceptors. I suggest you flood this thread with comments rejecting the change.

I'm confident that if CCP sees a 200+ threadnought rejecting changes to Interceptors as is. They (CCP) will react.

So, I suggest you get more players on here to boycott this change. Otherwise it will go thru as is v0v


This change doesn't hurt null-blobs, quite the opposite. Getting large entities to dislike this change isn't going to happen, because large entities LOVE this change. Great cyno ship, great at blobbing small gangs roaming their space, invincible scouts. Your average large entity null-sec player likes the game to be easy, and this is the definition of easymode.

Otherwise, nullification doesn't affect low-sec people. And high-sec people hardly care about anything PvP related.

The one grouping this change hurts tremendously are small gang (5-10) PvP'ers who roam through null-sec. There's not many of those entities out there. And of those, some of them are looking forward to abusing this mechanic to run combat-interceptor only gangs because it means they will never die when roaming null unless they fall asleep at their keyboard or decide not to move when ganking a ratter.

The only real hope of averting this awful change to the game is by appealing with logic and reason, which admittedly, doesn't get one far very often. You can't stoke up a mass movement against this, as it appeals to the lazy gamer who likes things to be easy as hell. Those gamers outnumber those of us who remember bashing our faces against Deadly Towers and Ghosts n' Goblins, heh. :)
Major Killz
inglorious bastards.
#559 - 2013-10-19 23:41:28 UTC
Well I honestly care less about these changes than I do electronic attack frigate changes.

I suppose I should also worry about Crows and the Malediction and a railgun-Raptor but if gang-links, damps and td's get nerfed i won't care as much.

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

Veshta Yoshida
PIE Inc.
Khimi Harar
#560 - 2013-10-19 23:47:19 UTC  |  Edited by: Veshta Yoshida
XavierVE wrote:
Major Killz wrote:
For those who're serious about rejecting the nullification changes to Interceptors. I suggest you flood this thread with comments rejecting the change.

I'm confident that if CCP sees a 200+ threadnought rejecting changes to Interceptors as is. They (CCP) will react.

So, I suggest you get more players on here to boycott this change. Otherwise it will go thru as is v0v

... Great cyno ship, great at blobbing small gangs roaming their space, invincible scouts. Your average large entity null-sec player likes the game to be easy, and this is the definition of easymode.

Nullification is extremely powerful as evidenced by T3 over the years, but nothing that cannot be sorted. Let interdictor bubbles actually interdict and you have the properly manned camp as a direct counter .. so 'meh'.

As for being perfect cyno ships .. perhaps that ought to be added to the 'cyno change' wishlist .. a higher (not much really) fitting requirement on the module itself would instantly kill off the majority of current and future gayness related to disposable cyno ships and nip that particular one in the bud.
Hell, you could probably just increase cyno fuel volume tenfold and sort it that way, no frigate would be able to open anything while the Recon bonus gets to actually matter .. double whammy in the general nerf to random omni-present hot drop capable ships as a logistics requirement will hit a lot harder than price tweaks since ISK is essentially infinite (ie: bots still around and PvE is simple as tic-tac-toe).

But the Major is right. CCP does have a rather consistent record of caving to threadnaught pressure .. not sure whether he is right in applying that coercion weapon in this case though. Besides, even if it does prove to be way too powerful a bonus on a sneeze-to-kill ship the threadnaught or Jita shin-dig can always be deployed to roll it back after the fact if CCP drag their feet Big smile