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Player Features and Ideas Discussion

 
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[Rubicon 1.1] Mobile Micro Jump Unit and Mobile Scan Inhibitor

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Author
Kagura Nikon
Native Freshfood
Minmatar Republic
#261 - 2014-01-07 09:17:33 UTC
Jelani Akinyemi Affonso wrote:
Just had an interesting idea pop in my hide.

Buy a few of MSI.

Place few at random anywhere in a low or nullsec system.

Everytime some1 or a know pirate pops in local , type "Marco!" in local...lol

Now you can play hide and go seek in space...BearCool

or catch me if you can.. lol

So many possibilities to create mini games within game...

Nice...



all that while you are cloaked in ANOTHER place :P

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

Marlona Sky
State War Academy
Caldari State
#262 - 2014-01-07 09:19:33 UTC  |  Edited by: Il Feytid
Liang Nuren wrote:
The desire to know everything simply means that many combat opportunities will pass without action because the scout wasn't in place to investigate the D-Scan ****** Upper in a reasonable time frame. Thus, while you expect overall combat to increase, I would expect it to actually decrease.


I'm surprised to see you say this, given you stated earlier you live in unknown space. If what you said is true, then the number of inhabitants in unknown space would be exactly zero. Given the fact that you don't have local and even if the direction scanner doesn't show any ships out there, there is no way to be 100% sure it is safe. There was even some hesitation to not include local with it was designed in fear no one would use, much less live in those types of conditions.

Guess what? Players did move in. It was literally a shot hear around the galaxy that said, "Yes, we will actually leave the safety of the POS shield to do things out there even though we are not 100% sure it is safe." So you see, players will use all tools and intel available to ensure their internet spaceships is safe. The issue is outside of unknown space they currently have access to the tools and intel to make sure their ship will be 100% safe.

Unknown space proved that players will still play the game, even if they can't get 100% on the safety. Perhaps I am crazy, but I believe it should not be possible to be 100% safe. While this direction scanner immobilizer thing is a bit rough right now, it is a step in the right direction to lower the safety below 100%. Blink
Kagura Nikon
Native Freshfood
Minmatar Republic
#263 - 2014-01-07 09:29:53 UTC
I am impressed how people think the AOE cloak is the overpowered one. ITs power is nothing and illusory as long as local exist (because you know the location still).

ON the other hand the MDJ deployable its freaking powerful! Specially if marauders in bastion, cloaked ships, cyno ships all can use them.

To make that thing remotely balanced it needs to take more time in spool up.

Also the battleship ones now are nearly uselles and need a SERIOUS buff ( i think the one most people woudl rpefer woudl be allow a 50 km or a 150 km script .

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

Jepp
Sebiestor Tribe
Minmatar Republic
#264 - 2014-01-07 09:32:55 UTC
Am I the only one that thinks that these new structures are completely stupid and would like them not to be added to the game?
Kagura Nikon
Native Freshfood
Minmatar Republic
#265 - 2014-01-07 09:52:27 UTC
Jepp wrote:
Am I the only one that thinks that these new structures are completely stupid and would like them not to be added to the game?



No you are not.


Things somewhat based on them could be cool. But as they are presented they are really detrimental to several activities.

Deploying such powerful structures should take at LEAST 1 minute.

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

Ciba Lexlulu
Stay Frosty.
A Band Apart.
#266 - 2014-01-07 09:53:04 UTC
I am particularly concerned with the mobile dscan disruptor in FW plex.

Effectively this is like a cloaking device without any penalty. With cloak, at least there is penalty in scan resolution and sensor calibration delay. Although the opponent may decloak, you will have time to decide whether the engagement is 'fair' or lopsided.

With dscan disruptor, you effectively need to jump in blind - and your opponent can immediately react to you. Alternatively, you have a 'throwable scout alt' to check on each of the site prior to jumping into FW plex. So much for solo roaming...

Please consider some sort of 'penalty' for deploying the mobile dscan disruptor either:
1. pilot inside the dscan disruptor bubble cannot use dscan, or
2. similar to cloaking module, there is penalty to the scan resolution and some sort of targettng delay

Kagura Nikon
Native Freshfood
Minmatar Republic
#267 - 2014-01-07 09:56:43 UTC
Ciba Lexlulu wrote:
I am particularly concerned with the mobile dscan disruptor in FW plex.

Effectively this is like a cloaking device without any penalty. With cloak, at least there is penalty in scan resolution and sensor calibration delay. Although the opponent may decloak, you will have time to decide whether the engagement is 'fair' or lopsided.

With dscan disruptor, you effectively need to jump in blind - and your opponent can immediately react to you. Alternatively, you have a 'throwable scout alt' to check on each of the site prior to jumping into FW plex. So much for solo roaming...

Please consider some sort of 'penalty' for deploying the mobile dscan disruptor either:
1. pilot inside the dscan disruptor bubble cannot use dscan, or
2. similar to cloaking module, there is penalty to the scan resolution and some sort of targettng delay




all these changes are made clearly nerfing solo (or near solo as I call a pair of pilots).

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

G'host Warrot
Doomheim
#268 - 2014-01-07 09:58:03 UTC
Well, I can imagine some really nasty tactics with this "not"-so mighty tool for mining ops in Low-Sec.

Need definitly to try those out.


Afais they aren't senseless. They will block ur mighty D-Scan. Enough for me. Because atm. the only way to "counter" this tool, was Cloaking.
And afaik u can go and take a look.
So far looks fine for me.

Greetings
Kagura Nikon
Native Freshfood
Minmatar Republic
#269 - 2014-01-07 10:01:17 UTC  |  Edited by: Kagura Nikon
G'host Warrot wrote:
Well, I can imagine some really nasty tactics with this "not"-so mighty tool for mining ops in Low-Sec.

Need definitly to try those out.


Afais they aren't senseless. They will block ur mighty D-Scan. Enough for me. Because atm. the only way to "counter" this tool, was Cloaking.
And afaik u can go and take a look.
So far looks fine for me.

Greetings



you mean you will warp into the very common group of Battlehsipw with smartbombs waiting for you?

or how will you get a marauder that cannot be scrammed in bastion but that can continuously deploy a hundred of those MJD devices and move like a mad untackable butterfly until you loose your patience?

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

Delarian Rox
S. B. INC.
#270 - 2014-01-07 10:09:34 UTC
Ok thets my ideas as a mostly solo\small scale pilot
D-scan disruptors:
- they should be at least 200m3 volume if not 300+
To prevent them from being spammed in anomalies, i know this whouldn't work, but still.
- d scan disruptors should prevent mobile disruptors from being anchored in range or at least they should not cover them.
We already have cloaky distors, thats enough.
- there should be beacons on d-scan disruptors
Because you can't afford to fit probes if you're alone or at least fit them fast enough with mobile depot, not to mention scanning will take time.
- they shouldn't be placed in areas where you can't control your warp distance
Any plex pockets come to mind immediately
- they shouldn't be placed near wormholes same as gates i doubt that they should work in wormholes at all but thats mostly about entrances to w-space
They act like gates so they should follow the same rules for the same reasons
- they shouldn't work in w-space at all
Wormholes about d-scan thats all it is.
- they maybe should be targetable by NPCs and there fore they should have far less hitpoints to prevent their usage as a buffer
If you want to prevent the whole system from being spammed with them and allow only strategical use NPCs sould pick them off ASAP, otherwise you can just jump into amomaly with your 2 days alt and place d-scan disruptor in each or at least in most of them.

MMJD:
- there should be cooldown on MJD if MMJD used
Otherwise BS can get 200 KM away in no time
- cloaky ships shouldn't be able to use it, except covert cloaked ones
But anyway it's broken because you can place it within 100 KM from anomaly and then MJD your Naga 200 KM away still being able to hit whatever will come to you, being nearly uncatchable by most of the ships. And it again can be done on a frigate.
Michael Harari
Genos Occidere
HYDRA RELOADED
#271 - 2014-01-07 10:28:00 UTC  |  Edited by: Michael Harari
Terranid Meester wrote:
Morwennon wrote:
The scan disruptor seems like it might be a bit overpowered in space that's behind an acceleration gate since there will be no way to get information on whatever it's concealing without exposing yourself whereas in normal space you'd have multiple options for dong so.


Whats stopping you from putting one in front of an acceleration gate and coming back with a bigger gang/better ships?
Oh right nothing, your stupid. [Assuming they are placeable within deadspace which I personally hope so].



Putting one on the acceleration gate does absolutely nothing since the people inside can see you warping to the gate and they can have a cloaked scout on the outside anyway.
Luwc
Empire Assault Corp
Dead Terrorists
#272 - 2014-01-07 10:40:16 UTC  |  Edited by: Luwc
Dear CCP,

TL'DR

Please fix your ******* Pos and SOV mechanics instead of putting out this childish and plain ******** bullshit.

and for the mercy of god...
stop adding crap that allows people to permantly run away.
I.e. mobile depots for instant warp core fit and now this ******* anti scan/MJD thing.

Too many cloaks.
Too much bubble immunity.

stop that.

http://hugelolcdn.com/i/267520.gif

Sura Sadiva
Entropic Tactical Crew
#273 - 2014-01-07 10:53:11 UTC
MSI is a major nerf to EVE gameplay.

Today to have a chance to find someone in system you need:

- your ship and D-Scan.

After MSI you will need:
- a dedicated prober
- eventually a scout,
- lots of more time,
- far less chances to success

It's a nerf. Dismishing the chance for people to "meet" on the same grid is detrimental and do not add anything to a game like EVE.

Suspecting of your enemy setting a trap/bait, having a friendly blob ready jump in, backup support and so on simply discourage engagements.


Beside the obious disruptive effects on FW and exploits coming from massive spamming MSI in the most crowded systems.

Kagura Nikon
Native Freshfood
Minmatar Republic
#274 - 2014-01-07 10:53:25 UTC
Luwc wrote:
Dear CCP,

TL'DR

Please fix your ******* Pos and SOV mechanics instead of putting out this childish and plain ******** bullshit.

and for the mercy of god...
stop adding crap that allows people to permantly run away.
I.e. mobile depots for instant warp core fit and now this ******* anti scan/MJD thing.

Too many cloaks.
Too much bubble immunity.

stop that.



Agreed 1 trillion billion times.

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

Jepp
Sebiestor Tribe
Minmatar Republic
#275 - 2014-01-07 11:30:33 UTC
Luwc wrote:
Dear CCP,

TL'DR

Please fix your ******* Pos and SOV mechanics instead of putting out this childish and plain ******** bullshit.

and for the mercy of god...
stop adding crap that allows people to permantly run away.
I.e. mobile depots for instant warp core fit and now this ******* anti scan/MJD thing.

Too many cloaks.
Too much bubble immunity.

stop that.


wow, didn't think I'll ever like a post and agree with someone from FA
astral dominix
Ministry of War
Amarr Empire
#276 - 2014-01-07 11:33:26 UTC
This MSI is a idiotic idea..
Will just see more hiding and less fighting, please restrict its use in lowsec and make it for high sec or null only.. This will only hurt lowsec as a whole both for faction warefare and piracy!!!

It's a freaking PvP area a for god sake!!!!!
Gogela
The Conference Elite
CODE.
#277 - 2014-01-07 11:34:05 UTC
http://media3.giphy.com/media/6dJaim7ELSxmE/giphy.gif

Signatures should be used responsibly...

Kaeda Maxwell
Screaming Hayabusa
Neo-Bushido Movement
#278 - 2014-01-07 11:34:51 UTC  |  Edited by: Kaeda Maxwell
Having not yet tested anything but just going of what the descriptions say, to a solo pilot this means a few things:

1. Gangs just got harder to engage, yet again, they can now effectively shield bubbles from showing up on scan and move an entire fleet out of tackle range if I'm in anything not brawly (and thus scram fit).
2. Kiting ships jut got nerfed again (see above) aligning with a target using a MMJD is a non-option, it makes my flight path predictable (ergo I'll get scrammed).
3. The Infamous Sabre/Falcon combo now has 2 new tools making them even better at killing things and even less likely to die in the process.
4. Gathering information became a lot harder and now essentially requires a nullified scout. Any nerf to the ability to gather information always hits solo'ers harder then anybody else because they more heavily rely upon it in their decision making process.
5. You're essentially telling me to just bring a link ship wherever I go, since I'd be an idiot to not dual box with a cloaky scout after these changes and since in 0.0 it is going to have to be nullified (MSI+Bubbles) I might as well just bring a link ship everywhere.
6. Carry a MMJD always everywhere you can effectively give any solo kiting ship with a long point that can't kill you fast enough the finger.
nikon56
UnSkilleD Inc.
#279 - 2014-01-07 11:36:03 UTC
astral dominix wrote:
This MSI is a idiotic idea..
Will just see more hiding and less fighting, please restrict its use in lowsec and make it for high sec or null only.. This will only hurt lowsec as a whole both for faction warefare and piracy!!!

It's a freaking PvP area a for god sake!!!!!

+1 this will just make lowsec pvp shrink even more, it's already in a poor state anyway.....
Randy Wray
Warcrows
Shattered Foundations
#280 - 2014-01-07 11:38:25 UTC
M1k3y Koontz wrote:
Randy Wray wrote:
I don't see what the hell people have going on in their heads when they say this is "interesting". The MMJD is going to completely kill any kiting setups in faction warfare. As people have mentioned earlier it's already gone pretty bad with the depots, pretty much any ship that gets caught by a kiter can just launch a depot, refit warp stabs and warp away!

This is not expanding the sandbox, the warp scrambler is already an extremely powerfull module and now you're restricting it so any solo/small gang pvp setup has to operate within scrambler range fitting a warp scrambler if they want to have any chance at keeping the target tackled.

MJD's only work on battleships for a reason. Keep it that way.

EDIT: Oh and this might be off topic but seriously increase the cargo space required for the depot, right now it's pretty ridiculously low.


Oh no. You can't simply run around in a Cynabal, Cerberus, or Talos and win every fight, and run from the ones you can't. Brawling ships no longer totally suck.

The horror.


I hope you're trolling mikey I really do. Cause otherwise you really don't have a clue.

As I understand it you have little to no actual experience with small gang combat and you just picked a bunch of ships that you've heard of being good kiters without having the slightest idea of what the current meta looks like and how it works.

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