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[Rubicon] Interceptors

First post
Author
Devlin Shardo
Stay Frosty.
A Band Apart.
#741 - 2013-11-17 23:15:38 UTC
Gavin Dax wrote:
Overall, really like the interceptor changes as this should help balance the risk/reward in null by making it easier to catch things (currently, there is too little risk IMO).

A lot of people feel that the interdiction nullification is too OP though, and I agree with that. Why? Because you can have fleets of inexpensive ships that can do significant damage and are almost impossible to catch/kill.

Suggestion - don't allow both damage AND interdiction nullification. Perhaps have high slot module(s) that are required to enable interdiction nullification, with a -100% damage penalty. Otherwise, fleets of interceptors are just too OP at ganking stuff and with no risk at all. Their job is to tackle. IMO they should be the best at that, when they are doing just that. Note: if this is implemented with a module, you could also do things like have HIC bubbles catch nullified ships, unless a specific, more expensive nullifier is fitted, etc.

+1
TheMercenaryKing
Ultimatum.
#742 - 2013-11-18 16:24:35 UTC
No reading all the posts but does anyone else think that the interdiction nullification is a little much? I mean with the warp speed changes already its like an instantaneous movement from one place to another without risk in a solar system.
Devlin Shardo
Stay Frosty.
A Band Apart.
#743 - 2013-11-18 18:15:15 UTC
TheMercenaryKing wrote:
No reading all the posts but does anyone else think that the interdiction nullification is a little much? I mean with the warp speed changes already its like an instantaneous movement from one place to another without risk in a solar system.

Schh. Fozzie and Rise likes it. Rebalance = unbalance.
Ronny Hugo
KarmaFleet
Goonswarm Federation
#744 - 2013-11-18 18:19:38 UTC
+1 from me on all of it, +2 on the bubble immunity and being able to look where battleships warp and get there before them :D
Alvatore DiMarco
Capricious Endeavours Ltd
#745 - 2013-11-18 20:01:18 UTC
There's a major problem with the Malediction and most people don't even realize it.

A critical engineering defect has been discovered with the proposed changes and needs to be corrected or else these ships will be unable to perform their intended role correctly.
Lekgoa
Sardaukar Merc Guild
General Tso's Alliance
#746 - 2013-11-19 00:24:33 UTC
They had to nerf the crap out of the ares' base speed just to make it possible to hit things with railguns. I wish they'd kept the rockets. Leave rails for ships that can use them effectively, and to hell with shipyard design consistency.
Hammar Wolf
Money First
#747 - 2013-11-19 14:10:18 UTC
Fix the weapon points you dummies. You broke the malediction missile launcher placement, now its asymmetric and stupid looking. How hard is this.

F1 Platoon leader

dR PaNouKLa
Perkone
Caldari State
#748 - 2013-11-19 22:52:31 UTC
CCP latest policy is to make as many changes in a year, as there were not since the creation of the game...

And all changes are around fleet fights. How to "balance" ships so they can all contribute in a large scale battle. Like there is no other gamestyle anymore. Ceptor travelling = t3 nullified = unlike to be tackled. But in a fight it will catch the BS. The BS should not be able to escape.


Last but not least:
TARANIS - The Taranis doesn't need huge changes, we're shaving a bit of HP off and giving it some lower mass in exchange. Mass: 1070000(-5000!!!!!!!!!!!!)

fair exchange... it got like 10m/s more speed. With MWD on.



Please go back to epic patches (like the introduction of AUR). At least you dont destroy the gameplay this way. Maybe.
Baali Tekitsu
AQUILA INC
Verge of Collapse
#749 - 2013-11-20 08:16:46 UTC  |  Edited by: Baali Tekitsu
dR PaNouKLa wrote:
CCP latest policy is to make as many changes in a year, as there were not since the creation of the game...

And all changes are around fleet fights. How to "balance" ships so they can all contribute in a large scale battle. Like there is no other gamestyle anymore. Ceptor travelling = t3 nullified = unlike to be tackled. But in a fight it will catch the BS. The BS should not be able to escape.


Last but not least:
TARANIS - The Taranis doesn't need huge changes, we're shaving a bit of HP off and giving it some lower mass in exchange. Mass: 1070000(-5000!!!!!!!!!!!!)

fair exchange... it got like 10m/s more speed. With MWD on.



Please go back to epic patches (like the introduction of AUR). At least you dont destroy the gameplay this way. Maybe.


Ey!
You dont have 10m/s right now but you can.

RATE LIKE SUBSCRIBE

MIke lover
Goldberg speach
#750 - 2013-11-20 19:21:44 UTC
im really disapointed on rubicon interseptor buffed -1
Nvee
EVE Bookies
#751 - 2013-11-21 00:56:01 UTC
Interceptor buff is good.


Changes need to be made to Null-sec npc bounty's. With the speed ceptors move in gangs ratting as a source of income just isn't worth it.
Griswyl
Milites Umbra
#752 - 2013-11-21 23:53:00 UTC  |  Edited by: Griswyl
I love the speed etc of the new Interceptor changes but the nullification is bull ****.....op hardly covers it.

OHHHHH YEAHHH DIGGIT!

Gizznitt Malikite
Agony Unleashed
Agony Empire
#753 - 2013-11-22 00:13:34 UTC
Griswyl wrote:
I love the speed etc of the new Interceptor changes but the nullification is bull ****.....op hardly covers it.


We've been having a blast zipping across nullsec ganking ratters left and right... Killed Ishtars, Marauders, Carrriers, and more. And a home defense fleet? lol... they can't hinder us, we just zip on by!

nullified is crazy awesome, but pragmatically straight up OP.
Challu Ni
The Graduates
The Initiative.
#754 - 2013-11-22 00:21:00 UTC
Just to add a +1 to the nullification being silly OP, making them virtually uncatchable.

Also, it's detrimental to gameplay in some situations. Consider when you're chasing a target along a pipe, and they get snagged by an anchored drag, or by an enterprising dictor 100km off of gate. What does your inty do? Zip right to the gate instead of landing on top of the red.

Making inties not nullified on warp completion by bubbles would be nice, even if they retain the nulilfied warp initiation ability.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#755 - 2013-11-22 00:32:58 UTC
Challu Ni wrote:
Just to add a +1 to the nullification being silly OP, making them virtually uncatchable.

Making inties not nullified on warp completion by bubbles would be nice, even if they retain the nulilfied warp initiation ability.


Frankly, the basic nullfiication mechanics should be changed to this for both t3s and inties... please make it happen (they accidentally did this during dominion).
El Geo
Warcrows
Shattered Foundations
#756 - 2013-11-27 11:46:19 UTC
Challu Ni wrote:
Just to add a +1 to the nullification being silly OP, making them virtually uncatchable.

Also, it's detrimental to gameplay in some situations. Consider when you're chasing a target along a pipe, and they get snagged by an anchored drag, or by an enterprising dictor 100km off of gate. What does your inty do? Zip right to the gate instead of landing on top of the red.

Making inties not nullified on warp completion by bubbles would be nice, even if they retain the nulilfied warp initiation ability.


Agree
Bowbndr
E.C.H.O.
Warped Intentions
#757 - 2013-12-04 23:46:42 UTC
Well i finaly understand the implications of all this. I was wondering how making interceptors so overpowered was going to affect the game, but now i understand that this is just CCP's next step in forcing eve to a pure pvp environment.

I would like to know why CCP even put an industry eliment in to the game ? and now that you are so OBVIOUSLY tring to kill it why not just remove it? stop the slow decline and MAN up, take the hit on the players you will loose when you kill off industry and just do it already.
wachizmo
InterSun Freelance
The Initiative.
#758 - 2013-12-05 04:09:06 UTC
Can i please have a button, similar to the weapon safety system so that when im flying in my taranis i can , for strategic purposes, be able to switch nullification on or off whenever i need to

pretty please Pirate
Caviar Liberta
The Scope
Gallente Federation
#759 - 2014-01-09 20:34:14 UTC
TrouserDeagle wrote:
CCP Fozzie wrote:
Update for you all:

We're doing a pivot on the plan for Roden shipyards, gonna go a little less ambitious with the design. This means changes to the Ares, although the core role isn't any different. I think the more traditional split weapons systems can still work as a niche playstyle, but it appears putting it on commonly used ships (even ships that don't use their weapons for their core role) was causing a bit too much discomfort. We'll be keeping an eye out for a more appropriate place to reintroduce them later.

The new Roden philosophy is pure hybrid turret, no more mixed weapons and less reliance on drones than Duvolle and (obviously) CreoDron.
The bonuses will skew towards railguns (but work fine with blasters as well), and will tend to be Optimal, Tracking, and Damage. Roden will keep its pattern of fewer mids and more lows than the Gallente average, and above average armor HP. We'll also be giving them a bit more than the average lockrange for Gallente ships, to go along with the optimal bonuses.

Gallente Frigate Bonuses:
10% bonus to Small Hybrid Turret optimal range per level
7.5% bonus to Small Hybrid Turret tracking per level

Interceptors Bonuses:
15% reduction in MicroWarpdrive signature radius penalty per level
5% bonus to Warp Scrambler and Warp Disruptor range per level

Turrets: 3 (+1)
Launchers: 1 (-1)
Powergrid: 33 (+3)
CPU: 145 (-5)

OP has been updated.


Ok, but why would I ever fly this over a malediction?


Because someone might only have Gallente Frigates trained perhaps?