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[Rubicon] Interceptors

First post
Author
FT Diomedes
The Graduates
#621 - 2013-10-23 13:24:43 UTC
Are people really that excited about creating another form of risk free travel in Eve? Is that what this game needs?

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#622 - 2013-10-23 13:53:31 UTC  |  Edited by: Gypsio III
XavierVE wrote:
Because you're not in the same system when your scout sees the giant gang blocking your path. Scout = at least one jump ahead.

Sure, if you're not using a scout or a giant blob comes through a JB into the system you're in, then it makes no difference. But anyone with a brain uses a scout and typically you have forewarning of a spike into your transit system.

Dropping bubbles behind you, even with the warp speed changes, gives you at least double the time to create separation from a giant blobs pack of interceptors.


I still don't get it.

It takes ~5 s for an interceptor to burn across a bubble, but the warp changes means that they will cross a 20 AU system about 20 s faster than a cruiser gang, ignoring align times. So the bubble trick won't give you at least double the time, it'll give you about 25% more time, and this only alters the rate at which the interceptors will chase you down relatively little. For a 20 AU system, a crude accounting of align time and ignoring jump timer:

Bubbled interceptor transit time: ~20 s
Non-bubbled: 15 s
Fleeing cruiser gang: 37-40 s (T1/2)

So the scout gives you a one-system head start? The hostile interceptors are travelling about twice as fast as you and will be on top of you after two jumps more - bubbles or no bubbles.

Sorry, but I don't think you've really understood the magnitude of the warp speed changes. The bubble immunity is basically a non-issue in comparison. Your criticisms belong in the other thread.
Bouh Revetoile
In Wreck we thrust
#623 - 2013-10-23 17:08:48 UTC
XavierVE wrote:
I wish one of the "OMG INTERCEPTORS GETTING NULLIFICATION! GREAT!" people would answer why it's better to have nullification on interceptors rather than dealing with the bubble bunker problem directly. Restricting the size of anchored bubbles and removing the ability to anchor them within 50km of a gate would do far more to open up null-sec than creating one ungankable class of ship. No more passive camps on regional gates, no more giant bubble spam.

I already explained to you how restricting the bubble anchoring distance to a stargate would not have ANY effect on bubble bunkers. 50km instead of 40 won't change anything.
Lunkwill Khashour
Ministry of War
Amarr Empire
#624 - 2013-10-23 19:02:33 UTC
How come all interceptors have the same cap regen when their weapon systems have widly different cap draws? The same applies to the new interdictors aswell.
Naomi Anthar
#625 - 2013-10-23 19:04:28 UTC
i see everyone gave up ... wait i did myself. But since i read this. Since i read this i will say what is obvious :

GTFO with 2 mids interceptors to hell. Thanks.
Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#626 - 2013-10-23 19:34:23 UTC
Why not give fleet interceptors full T2 resist profile? They dont live very long anyway.

Opinions are like assholes. Everybody got one and everyone thinks everyone else's stinks.

Gabriel Darkefyre
Gradient
Electus Matari
#627 - 2013-10-24 01:56:34 UTC
XavierVE wrote:
Quote:
So what's he saying here, that a T2 large bubble of 80km diameter has 20 km radius from the centre that actually works surrounded by a 20 km radius that doesn't work ?


If t2 large mobile bubbles have an 80km scramble range, then that's ******* stupid. I don't use anchored bubbles outside of small drags. The Wiki says that t2 large mobiles have a 40km range, figured that meant a 40km diameter with a 20km radius.


40km field is exactly that. You drop the Bubble Generator and anything within 40km of the Generator, in any direction, is caught by the resulting bubble. So bubble is 80km across, with the Generator in the Dead Centre of the Bubble.
Iyacia Cyric'ai
Lai Dai Counterintelligence
#628 - 2013-10-24 02:39:53 UTC  |  Edited by: Iyacia Cyric'ai
Travelling null in an interceptor was never that risky to begin with... I don't actually think the warp bubble immunity will change much. The real game changer will be the warp acceleration changes. Otherwise this interceptor rebalance is rather bad and there are clear winners (i.e. malediction, crow, stiletto) that will leave the rest relatively unused by comparison other than for some novelty factor. I had hoped one of the goals of the rebalancing was to make all the interceptors viable again.

I've said it before and I'll say it again, no interceptor should have 2 mids. It's stupid. Especially considering the inties with more than two mids are the ones with decent kiting capacity and the ones with 2 mids have virtually no kiting capacity. I also don't understand why they have shorter lock ranges than a lot of the t1 frigs. Most t1 frigs if fitted right and flown right will roflpwn even these "buffed" interceptors, so I would expect if they aren't specialising in combat, they should at least be specialising in tackling right? So what's up with the lock ranges?
seth Hendar
I love you miners
#629 - 2013-10-24 07:47:59 UTC
Iyacia Cyric'ai wrote:
Travelling null in an interceptor was never that risky to begin with... I don't actually think the warp bubble immunity will change much. The real game changer will be the warp acceleration changes. Otherwise this interceptor rebalance is rather bad and there are clear winners (i.e. malediction, crow, stiletto) that will leave the rest relatively unused by comparison other than for some novelty factor. I had hoped one of the goals of the rebalancing was to make all the interceptors viable again.

I've said it before and I'll say it again, no interceptor should have 2 mids. It's stupid. Especially considering the inties with more than two mids are the ones with decent kiting capacity and the ones with 2 mids have virtually no kiting capacity. I also don't understand why they have shorter lock ranges than a lot of the t1 frigs. Most t1 frigs if fitted right and flown right will roflpwn even these "buffed" interceptors, so I would expect if they aren't specialising in combat, they should at least be specialising in tackling right? So what's up with the lock ranges?

i sadly agree with you, even if i am a stiletto pilot and i love it, so much imbalance is...bad.

also, the nullifier will make them uncatchable, and this is not right.
Bubanni
Corus Aerospace
#630 - 2013-10-24 07:53:42 UTC
seth Hendar wrote:
Bouh Revetoile wrote:
Teth Razor wrote:
And no! Remote sebo'd ships will not catch intys due to module delay. To catch a inty, even with a insta lock, you need 1 sec for the server tick to apply the warp disrupter. 99% of intys will be long gone by time the server applies the disrupter.

If you don't understand what I am talking about I suggest you go pvp for a while before trying to sound smart again!

You have never gone into an instalock gatecamp haven't you ?

this doesn't work anymore for the reason he explained: the server tick.

i do have, among other ships, a stiletto with 3k+ scan res, and back to a year and half ago, i was able to catch intys and pods on gates(low and high) around 50% of the time.

then an update hit, and this doesn't work anymore, a slight delay have been introduced somewhere, with the result being i'm able to lock but the point never apply.

and NO, this is nothing to do with wcs:

1- happen on pods / shuttles
2- happen with hictor + infini point

there is, 100% of the time, a 1 sec delay between the end of the lock and the module activation, so if the tgt warp during this time, you succesfully lock but that's all, even if you preactivated the point.
sometime, it even more weird, point is activated on your screen but not on server or tgt, so he warp, but event is registered and you still take the various consequences of the point, like gate guns / timers etc...

all this just because of the 1Hz server tick, wich is clearly not fast enought when it comes to interceptions of fast ships

it's being reported but as usual, ccp ignore this broken mechanic, now we will have fun, because with the reduced landing time on fast ships like inty, you will see inty / hictors just pop out of nowhere on grid with you, being already bubbled / pointed, du to the very same problem with server tick.

i tested it, was on grid with point on a BS while on the BS screen, i was not even on grid yet and just magically appeared a split second later, with point already established.

another fun behaviour due to this is that if you try decloacking someone, with a ship doing 4k+ m/s or more (like a dram or inty), you will sometime pass throught it without decloacking, because at "t" you are at 2k+ from him, and at "t+1" you are at 2k+ on the opposite side (t being server tick), so server side, you never entered the 2k radius required to decloack him, even if technically, you went throught (same goes for bumping indeed).

test yourself, take a fast ship (4k+ m/s), and just repeatedly go right in a station (full speed indeed).

sometimes, you will be able to enter very deep before being bumped back: that is because the server tick were too slow to register the "impact" of you vs station, and did it next tick, allowing you to go farther inside the collision model

another test can be done too:

take 2 ships and repetedly lock it (be sure nothing change on him like sig radius, and on you like scan res)

now lock / unlock 20-50 times and record the time required for each attempt:

there will be +-2 sec variations, because of the server ticks sometimes being right on time, sometimes not.

needless to say the impact is huge when it comes to catch things that can warp in 1.5-2 sec....

these are just a few, there is probably a lot of other cases where it can be noticed, these are just the one i've found myself and being able to reproduce easily, and have reproduced by others.

also i do have a very good connection, with 16-20 ms ping, so not my connection to blame


I noticed this too... I was screaming on the forums about it, petitioned it, bug reported it... talked to CCP Veritas about it... no Dev knew or understood that anything had changed.... but something had... it came with Incursion expansion or slightly before that... but around that time... before this I was instapopping interceptors on gates with a hurricane, before they could even gatecrash or warp away.... I would lock them only to see them explode instantly.... look in my bio, there is even a thread about it... I made multiple threads... this needs to be fixed for bubble immunity to be okay if you ask me... mind you, all I do now is fly interceptors.

It is extremely annoying to get lock on stuff, with point activated, only to see them warp away because of the 1 tick server delay before the point would have activated...

There is two problems here... 1 hz server ticks.... and delay on module activationg by an additional 1hz tick... basicly, anytime you try to tackle something, it will always take a minimum of 2hz to gatch something... (and then count on the clicking time also, which at best is within 0.1-0.2 sec, even if your spamming on the location you know the ship will be on the overview....

anything with an align time of 2 sec or less, is basicly impossible to catch because of this... if they just warp.

Don't get me started on decloaking mechanics, the 1hz ticks also play a role in this, you can basicly fly straight through someone, seeing them at 150-200m range on the overview for split second before they disapear, and your ship having zoomed out of the decloaking range again... in the case of the nulified t3, if they were fast aligning, some of the time I would be able to decloak them depending on where they spawn on the gate and my location... only to see them warp away as I decloak them (assuming I don't just pass straight through them without decloaking them), sometimes I managed to get a very very quick decloak, get a lock with point active, only to see them warp away because of module activation delay.... again from the 1hz....

Sometimes my interceptor even bumps off a gate when gatecrashing, what the exact odds are of it happening I don't know... but when it happens during a gate camp, gatecrash... it's deadly....

EVE would really benefit from a 2hz tick rate....so many areas of the game would feel much smoother...

Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934

Kagura Nikon
Native Freshfood
Minmatar Republic
#631 - 2013-10-24 08:13:02 UTC
XavierVE wrote:
Quote:
So what's he saying here, that a T2 large bubble of 80km diameter has 20 km radius from the centre that actually works surrounded by a 20 km radius that doesn't work ?


If t2 large mobile bubbles have an 80km scramble range, then that's ******* stupid. I don't use anchored bubbles outside of small drags. The Wiki says that t2 large mobiles have a 40km range, figured that meant a 40km diameter with a 20km radius.

Quote:
I wish he'd actually explain to me why his gang won't just get overtaken in warp by these interceptors.


Because you're not in the same system when your scout sees the giant gang blocking your path. Scout = at least one jump ahead.

Sure, if you're not using a scout or a giant blob comes through a JB into the system you're in, then it makes no difference. But anyone with a brain uses a scout and typically you have forewarning of a spike into your transit system. Dropping bubbles behind you, even with the warp speed changes, gives you at least double the time to create separation from a giant blobs pack of interceptors.

I wish one of the "OMG INTERCEPTORS GETTING NULLIFICATION! GREAT!" people would answer why it's better to have nullification on interceptors rather than dealing with the bubble bunker problem directly. Restricting the size of anchored bubbles and removing the ability to anchor them within 50km of a gate would do far more to open up null-sec than creating one ungankable class of ship. No more passive camps on regional gates, no more giant bubble spam.

Instead, we get a half-assed solution that creates far more issues than it solves.



You can make an even better solution but the interceptor thing is a start.

The great bennefit from this change is.. huge empires will not be ddefendable without peopel living on the systems. A single choke point shoudl nto be enough to keep your whole region safe. Want to keep region safe? have small gangs falyign and patrolling to see the enemies.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Debora Tsung
Perkone
Caldari State
#632 - 2013-10-24 10:02:47 UTC
FT Diomedes wrote:
Are people really that excited about creating another form of risk free travel in Eve? Is that what this game needs?


Inventing new tactics to make it non risk free would be half the fun, no?

Stupidity should be a bannable offense.

Fighting back is more fun than not.

Sticky: AFK Cloaking Thread It's not pretty, but it's there.

Hannott Thanos
Squadron 15
#633 - 2013-10-24 10:36:56 UTC
Bubanni wrote:

EVE would really benefit from a 2hz tick rate....so many areas of the game would feel much smoother...

You would also effectively cut the pop cap in every system in two as you double the strain on the server.

while (CurrentSelectedTarget.Status == ShipStatus.Alive) {

     _myShip.FireAllGuns(CurrentSelectedTarget);

}

Bubanni
Corus Aerospace
#634 - 2013-10-24 10:48:48 UTC
Hannott Thanos wrote:
Bubanni wrote:

EVE would really benefit from a 2hz tick rate....so many areas of the game would feel much smoother...

You would also effectively cut the pop cap in every system in two as you double the strain on the server.


doubleing the Hz doesn't double the strain on the servers, it is proportional to the activity in the system if anything

Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934

Kagura Nikon
Native Freshfood
Minmatar Republic
#635 - 2013-10-25 00:01:19 UTC
Bubanni wrote:
Hannott Thanos wrote:
Bubanni wrote:

EVE would really benefit from a 2hz tick rate....so many areas of the game would feel much smoother...

You would also effectively cut the pop cap in every system in two as you double the strain on the server.


doubleing the Hz doesn't double the strain on the servers, it is proportional to the activity in the system if anything



Only if eve is implemented as a "post event , proccess on discreete forward time" discreete simmualtion system. But this is not like how eve seems to be dones. IT seems to be done much closer to a constant sweep on fixed intervals.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Pliskkenn
Furious Destruction and Salvage
#636 - 2013-10-25 00:33:09 UTC
Every race now gets a missile interceptor, except Minmatar. And it's one of our primary weapon systems.

Come on, Missile or Rocket Claw. 2 Mids wouldn't be so bad then. You could still stick a 400mm plate on there if you wished, just blap with rockets, rather than guns.
The Lobsters
Viziam
Amarr Empire
#637 - 2013-10-25 07:43:26 UTC  |  Edited by: The Lobsters
Pliskkenn wrote:
Every race now gets a missile interceptor, except Minmatar. And it's one of our primary weapon systems.

Come on, Missile or Rocket Claw. 2 Mids wouldn't be so bad then. You could still stick a 400mm plate on there if you wished, just blap with rockets, rather than guns.


Rocket claw would definitely need three mids. Not going to happen apparently. If you need a scram/ web inty or a low sig punk frig you'll still be better off flying a slasher or stilletto.

That man is the noblest creature may be inferred from the fact that no other creature has contested his claim.

gascanu
Bearing Srl.
#638 - 2013-10-25 09:17:19 UTC
The Lobsters wrote:
Pliskkenn wrote:
Every race now gets a missile interceptor, except Minmatar. And it's one of our primary weapon systems.

Come on, Missile or Rocket Claw. 2 Mids wouldn't be so bad then. You could still stick a 400mm plate on there if you wished, just blap with rockets, rather than guns.


Rocket claw would definitely need three mids. Not going to happen apparently. If you need a scram/ web inty or a low sig punk frig you'll still be better off flying a slasher or stilletto.


hmm, ppl are still thinking about intys like solo ships;
maybe i'm wrong, but i think that after this rebalance intys will become one of the most used ships in roamig gangs: so if you have a pack of this things in a gang there is no need for all of them to have both scram and web fitted Blink
Tauranon
Weeesearch
CAStabouts
#639 - 2013-10-25 10:21:03 UTC
Bubanni wrote:
Hannott Thanos wrote:
Bubanni wrote:

EVE would really benefit from a 2hz tick rate....so many areas of the game would feel much smoother...

You would also effectively cut the pop cap in every system in two as you double the strain on the server.


doubleing the Hz doesn't double the strain on the servers, it is proportional to the activity in the system if anything


it halves the number of people on a grid before people disconnect, and it halves the point where tidi kicks in.
seth Hendar
I love you miners
#640 - 2013-10-25 23:20:06 UTC
Pliskkenn wrote:
Every race now gets a missile interceptor, except Minmatar. And it's one of our primary weapon systems.

Come on, Missile or Rocket Claw. 2 Mids wouldn't be so bad then. You could still stick a 400mm plate on there if you wished, just blap with rockets, rather than guns.

no it's not, it is only since this rebalance thing that started a year ago, where they decided for go know's which reason to give half matar ships missiles (and nerf the other half in the meantime)