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

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Zircon Dasher
#801 - 2014-01-09 20:11:37 UTC
Theon Severasse wrote:

If I am solo and I see an MSI on a gate, and people in local, I won't be thinking "how can I make this fight go my way". I will be thinking "I can't reasonably take this fight", and I will just turn around. This isn't being risk averse, the fight might have been one I would have take if I knew what was there,even if I was outnumbered, but I am weighing the fact that I have probably been flying around for an hour or so without finding a fight, and not wanting to just suicide my ship into a gang.


The fact that you immediately think "I can't do this", instead of "How can I figure out a way to get the information I need" is of some interest to me.
Curious: Assuming that you do not have BM's on gates in your roaming area (and are incapable of making off-line BM's to warp from), do you refuse to warp to a gate you can't scan first?

Anyway- I am actually sympathetic to the issues the devices pose to solo/tiny gangs. Strangely enough, both units would have been more useful to this demographic prior to the changes. The changes (imo) are pretty much the inverse of what is needed for the solo/tiny gang. vOv

Nerfing High-sec is never the answer. It is the question. The answer is 'YES'.

Zircon Dasher
#802 - 2014-01-09 20:16:19 UTC
Priestess Lin wrote:

You can't have your cake and eat it too, if YOU are going to play it SAFE, by sending an expendible scout. You also give opportunities for your prey. If you want to get the jump on them, you might actually have to take a real risk for a reward for once. See how that works?

What you are saying is you want to take no risks and get kills. This seems to be the status quo mentality of EVE. That lamps are presented up for slaughter at the mere press of a button (d-scan).

I guess the "good" news for you pirates is that you should never expect to encounter a solo PVErs in one of these things are they are far too costly for their duration in addition to disabling all Intel. Therefore, these nerfs defeat the purpose of the MSI since the most rational thing to do for aggressors would be to ALWAYS send an expendable scout since multiple hostiles are to be expected.

Shitting in your own nest is the way of EVE, apparently.


What?

Nerfing High-sec is never the answer. It is the question. The answer is 'YES'.

Priestess Lin
Darkfall Corp
#803 - 2014-01-09 20:19:39 UTC  |  Edited by: Priestess Lin
Erasmus Phoenix wrote:
Gives away the fact that you have seen them. Whether or not there turns out to be a bubble there.

EDIT: I'm not trying to suggest that's necessarily a bad gameplay mechanic, it's just that it forces the scouting to be done in one of two ships, and only one SP intensive ship if you want to be unseen. This is not exactly in the spirit of most parts of Eve.


yea, you might actually have to take a risk for a greater chance at a reward. I can see why you are crying about this so much.

When discussing weaknesses of heavy drones vs fast frigates: baltec1- " A thanatos with a flight of geckos killed a bomber gang while AFK. So yea, they track frigates just fine." https://forums.eveonline.com/default.aspx?g=posts&m=4678049#post4678049

Kirren D'marr
Caldari Provisions
Caldari State
#804 - 2014-01-09 20:27:18 UTC
CCP Fozzie wrote:
Ok everyone, here is our first round of changes since the beginning of public feedback. These are some quite large changes but we think the end result is a much stronger design.

Mobile Micro Jump Unit

We're cutting the EHP of the structure by 80%, to 5000hp.
We're increasing the time that the MJU takes to activate to 1 minute.
We're increasing the range at which the MJU can be used to 5000m.
We're increasing the minimum range from other MJU structures to 10km.
We're disabling the ability to jump while cloaked.

Mobile Scan Inhibitor

Ships inside the area of a MSI's effect will have their own directional scanner and probe results disabled.
We're adding a minimum distance of 75km from wormholes.
We're reducing the sensor strength of the structure to 5 and increasing the signature radius to 500. Go ahead and apply as many projected ECCM to that as you want.
We're increasing the build cost to ~15m isk.
We're decreasing the structure's lifetime in space to 1 hour.
Minimum distance to another MSI is now 100km.
We're increasing the volume of the structure to 100m3.


I'll be updating the OP momentarily.


While I think these changes go a long way to making these deployables "less bad," I believe there are still some fundamental issues which need to be addressed.

The primary design flaw I see in these items is that they either mimic or parallel the roles of existing modules which have a significant impact on PvP combat encounters, but would normally require a minimum level of trained skills as well as ship fitting requirements. As such, the new deployables provide a "shortcut' around the primary mechanics of EVE in terms of skill training and balanced ship fittings. In my opinion, this appears to be contrary to the basic philosophy of balance in this game.

The need for cargo space to carry the deployables, cost, and limited duration can be interpreted as compensation for the need to fit a similar module to a ship, and as such that is at least a step in the right direction. However, it does nothing to account for the need for trained skills to operate devices which have such a large potential impact on the balance of PvP. In order to have a hope of calling these deployables balanced, there needs to be a basic level of skill required to deploy and/or operate them. To do otherwise is to put too much power into the hands of those who have made no investment in earning or enabling such power.

Frankly, with regards to the MMJU specifically, it seems clear that it's role would be better served (in balance terms) by a series of MJD modules appropriately sized for a wider variety of ship classes. This would fill the perceived need for a quick escape tool while satisfying the conditions of skills and fitting requirements which make it possible to balance such a tool within the PvP environment.

As for the MSI, while the proposed changes are an improvement, they do little to address the effects of deploying these within deadpsace complexes (FW or otherwise). Such positioning gives players no option other than to deliberately warp directly into a blindspot. I have to believe that most competent pilots will choose to avoid such situations altogether, rather than face the potentially limitless risk of a trap of unknown size and strength. I shouldn't have to spell out how disastrous this shift will be for FW; a system where complexes are in place specifically to encourage PvP encounters will now serve as a deterrent to PvP and will only encourage even more avoidance of other pilots. Allowing the MSI to be used inside deadspace makes them virtually uncounterable, something which no system or object in EVE should be, especially not without any kind of skill investment whatsoever.

Why a switch on/off? Because the new animation doesn't add anything to gameplay and it's graphically annoying. In other words, it's worse than bad: it's useless. Simple as that.     _ - Kina Ayami_

Priestess Lin
Darkfall Corp
#805 - 2014-01-09 20:32:05 UTC  |  Edited by: Priestess Lin
Zircon Dasher wrote:

Anyway- I am actually sympathetic to the issues the devices pose to solo/tiny gangs. Strangely enough, both units would have been more useful to this demographic prior to the changes. The changes (imo) are pretty much the inverse of what is needed for the solo/tiny gang. vOv



Just want to bold that part to make sure we are clear that CCP had a great idea and then some vocal ignorant players decided to **** on themselves in asking for these nerfs that will cause them never to be used in solo play.

Visions compromised.

When discussing weaknesses of heavy drones vs fast frigates: baltec1- " A thanatos with a flight of geckos killed a bomber gang while AFK. So yea, they track frigates just fine." https://forums.eveonline.com/default.aspx?g=posts&m=4678049#post4678049

Priestess Lin
Darkfall Corp
#806 - 2014-01-09 20:43:11 UTC  |  Edited by: Priestess Lin
Zircon Dasher wrote:
Priestess Lin wrote:

You can't have your cake and eat it too, if YOU are going to play it SAFE, by sending an expendible scout. You also give opportunities for your prey. If you want to get the jump on them, you might actually have to take a real risk for a reward for once. See how that works?

What you are saying is you want to take no risks and get kills. This seems to be the status quo mentality of EVE. That lamps are presented up for slaughter at the mere press of a button (d-scan).

I guess the "good" news for you pirates is that you should never expect to encounter a solo PVErs in one of these things are they are far too costly for their duration in addition to disabling all Intel. Therefore, these nerfs defeat the purpose of the MSI since the most rational thing to do for aggressors would be to ALWAYS send an expendable scout since multiple hostiles are to be expected.

Shitting in your own nest is the way of EVE, apparently.


What?


sorry, I actually misread what you wrote.

When discussing weaknesses of heavy drones vs fast frigates: baltec1- " A thanatos with a flight of geckos killed a bomber gang while AFK. So yea, they track frigates just fine." https://forums.eveonline.com/default.aspx?g=posts&m=4678049#post4678049

gascanu
Bearing Srl.
#807 - 2014-01-09 20:56:26 UTC  |  Edited by: gascanu
darius mclever wrote:
gascanu wrote:
how about the MSi +bubble mechanic?

the fact that any probing ships except t3 nullified will have no way of avoiding getting dragged in a bubble placed in the msi area of effect dosen't concern you in any way? is this working as intended?


Interceptor.


a BRAVE interceptor and a very dead one after he lands...
let me explain it to you: the interceptor will warp at 0 and he will die, or he will warp at range( range can be up to 100 km in case you don't know) ... and he will die... cose if you took the trouble to set a camp you will bring at least one fast locking sniper, and the moment that inty gets out of warp at any range from you, snipers will pop him in 2";

see? brave dead interceptor...
Sabriz Adoudel
Move along there is nothing here
#808 - 2014-01-09 21:03:12 UTC
CCP Fozzie wrote:
Ok everyone, here is our first round of changes since the beginning of public feedback. These are some quite large changes but we think the end result is a much stronger design.

Mobile Micro Jump Unit

We're cutting the EHP of the structure by 80%, to 5000hp.
We're increasing the time that the MJU takes to activate to 1 minute.
We're increasing the range at which the MJU can be used to 5000m.
We're increasing the minimum range from other MJU structures to 10km.
We're disabling the ability to jump while cloaked.

Mobile Scan Inhibitor

Ships inside the area of a MSI's effect will have their own directional scanner and probe results disabled.
We're adding a minimum distance of 75km from wormholes.
We're reducing the sensor strength of the structure to 5 and increasing the signature radius to 500. Go ahead and apply as many projected ECCM to that as you want.
We're increasing the build cost to ~15m isk.
We're decreasing the structure's lifetime in space to 1 hour.
Minimum distance to another MSI is now 100km.
We're increasing the volume of the structure to 100m3.


I'll be updating the OP momentarily.



Pretty much every change that needed to be made has been made. Bravo.

MSIs look to be useful but not spammable and the increased volume will keep them a little more under control in wormholes. Only concern I have is that this may increase the defender's advantage in eviction fights as they will have more access to restocking on these.

MJU is now easily melted before it becomes an issue, but still should play a role on battlefields if a dispersed fleet vomits them out at a high rate.

I support the New Order and CODE. alliance. www.minerbumping.com

Petrus Blackshell
Rifterlings
#809 - 2014-01-09 21:05:53 UTC
Priestess Lin wrote:
Zircon Dasher wrote:

Anyway- I am actually sympathetic to the issues the devices pose to solo/tiny gangs. Strangely enough, both units would have been more useful to this demographic prior to the changes. The changes (imo) are pretty much the inverse of what is needed for the solo/tiny gang. vOv



Just want to bold that part to make sure we are clear that CCP had a great idea and then some vocal ignorant players decided to **** on themselves in asking for these nerfs that will cause them never to be used in solo play.

Visions compromised.

Confirming I hated advantage in my solo play so much that I convinced CCP Fozzie to nerf my own gameplay. I will now never use these, content that I definitely do not want extra advantages when I solo.

**** that. If it were only up to what I wanted to do, I would have those awesome modules, a covert ops mega-Rifter, ECM-nullifiers, suicide bombing mechanics, and a mobile unit to turn any system into nullsec for an hour. However, it wouldn't be just me using them. It would be every other explorer, missioner, solo PvPer, small gang PvPer, blobber, capital pilot, and their mothers using it. Not using them would be a serious mistake. Why? Because they are completely and utterly broken. So, despite me really wanting to use changes like those, I would rail against them as hard as I can... same as I did for the original setups of the MMJD and MSI.

Both modules would have been more useful to solo/small gangs before the changes becuase they were more useful to everyone before the changes. The changes happened because they were too useful, to the point of being mandatory/ubiquitous, which is a sign of something being OP.

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Gizznitt Malikite
Agony Unleashed
Agony Empire
#810 - 2014-01-09 21:08:31 UTC

One really interesting compromise:

Make the MSI block dscan, but allow scan probes to still scan objects there. This would be a very nice boost to covops for intel gathering & scouting... a role in which they are overshadowed by nullified t3s.

If you did this, then you should give the ability to dscan back to those within the MSI's influence.
gascanu
Bearing Srl.
#811 - 2014-01-09 21:12:56 UTC  |  Edited by: gascanu
Gizznitt Malikite wrote:
Theon Severasse wrote:
Gizznitt Malikite wrote:
gascanu wrote:
Quote:
As for the bubbles, I would say make it so it can't be anchored within the radius of the bubble effect (of a T2 Large). Now obviously people who have a bit of common sense are thinking "But Theon, surely they can just anchor the bubble in front of/behind the MSI!", which is true, but at the very least you are going to know that you are warping into a bubble trap, in the same way that you do now. Again I reiterate, facechecking is not a good way of gathering intel, and requiring a player to have particular character skills and be in a particular ship is not a good idea.


how about dictor bubbles?


I think people putting up MSI's with bubbles in the center is a very good thing. I see no reason to prevent this, as it adds an extra layer of risk to anyone that wants to get intel on the MSI, and it goes very well with bubble camps and similar activities.


It's not risk though. You force people to use nullified ships to scout them. Hell you can't even safely scout them in CovOps ships, the ships that are meant to be designed for scouting..


Think about this:

I'm exactly the type of person that would setup an MSI, anchor a bubble, and light a cyno in the bubble with a small gang of fast-locking gank ships to kill scouts checking it out. I currently do this without the MSI, by deploying the trap in deepsafes so you can't actually scan me down anyway.

You learn how to scout it, or you lose a few ships in the scouting process. This isn't something game breaking or unfair. Now with nullified inties, it is even easier to check it out, and I have no sympathy for your inability to easily and safely get eyes.

I will say this though, I think it is a shame that inties are better scouts than covops.... and fully support nerfing the interdiction nullification mechanics to give covops their role back.


oh boy....
you see, there is a very easy way to scan your "deepsafe trap", and you don't even need a scouting ship to do it; you can even scout that "trap" of yours in a bs if needed:
you empty your capacitor and warp to the cyno, and you do it till the cyno is in 14au range of the d-scan; problem solved

now, like a already said the inty is not really an option: hell , the alt in the shuttle that someone was proposing this days here will be better than the inty; at least you lose only a shuttle... and that leave us only with nullified t3 Ugh
Petrus Blackshell
Rifterlings
#812 - 2014-01-09 21:15:54 UTC
Gizznitt Malikite wrote:

One really interesting compromise:

Make the MSI block dscan, but allow scan probes to still scan objects there. This would be a very nice boost to covops for intel gathering & scouting... a role in which they are overshadowed by nullified t3s.

If you did this, then you should give the ability to dscan back to those within the MSI's influence.

That would probably be balanced as well, but the total sensor blackout is a cooler concept, I think. That said, Eve doesn't need either of these mechanics, so I'm not sure whose wishes for shiny~~ we're satisfying here.

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Liang Nuren
No Salvation
Divine Damnation
#813 - 2014-01-09 21:29:06 UTC  |  Edited by: Liang Nuren
Gizznitt Malikite wrote:

One really interesting compromise:

Make the MSI block dscan, but allow scan probes to still scan objects there. This would be a very nice boost to covops for intel gathering & scouting... a role in which they are overshadowed by nullified t3s.

If you did this, then you should give the ability to dscan back to those within the MSI's influence.


That is an interesting compromise, but I disagree that the ability to d-scan should be given back to those within the MSI's influence.

-Liang

Ed: That doesn't mean I endorse the compromise. It just means it doesn't offend me. Blink

I'm an idiot, don't mind me.

Zircon Dasher
#814 - 2014-01-09 21:30:30 UTC  |  Edited by: Zircon Dasher
Petrus Blackshell wrote:

That said, Eve doesn't need either of these mechanics, so I'm not sure whose wishes for shiny~~ we're satisfying here.


This one.... or any variant found in that thread?Lol

Nerfing High-sec is never the answer. It is the question. The answer is 'YES'.

Priestess Lin
Darkfall Corp
#815 - 2014-01-09 21:52:58 UTC  |  Edited by: Priestess Lin
Petrus Blackshell wrote:

Both modules would have been more useful to solo/small gangs before the changes becuase they were more useful to everyone before the changes. The changes happened because they were too useful, to the point of being mandatory/ubiquitous, which is a sign of something being OP.


well then, have fun looking for hours for prey. Imagine the kills you guys would have gotten if you hadn't cried about it so hard, so helplessly.

BTW, just because something is useful and changes the game in a dynamic way doesn't mean it is OP.

When discussing weaknesses of heavy drones vs fast frigates: baltec1- " A thanatos with a flight of geckos killed a bomber gang while AFK. So yea, they track frigates just fine." https://forums.eveonline.com/default.aspx?g=posts&m=4678049#post4678049

Petrus Blackshell
Rifterlings
#816 - 2014-01-09 21:59:25 UTC
Priestess Lin wrote:
well then, have fun looking for hours for prey. Imagine the kills you guys would have gotten if you hadn't cried about it so hard.

I am imagining them, but I am also imagining the frustration and losses when other people use the same stuff against me, and the latter is a more powerfully frightening vision than the former is warm and fuzzy.

Priestess Lin wrote:
BTW, just because something is useful and changes the game in a dynamic way doesn't mean it is OP.

Correct, but there is such a thing as "too much". The initial idea went beyond being useful and dynamic, and into the realm of "mandatory to use in a majority of gameplay areas to stay competitive", which is pretty much the definition of "OP".

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Priestess Lin
Darkfall Corp
#817 - 2014-01-09 22:03:03 UTC  |  Edited by: Priestess Lin
Petrus Blackshell wrote:

I am imagining them, but I am also imagining the frustration and losses when other people use the same stuff against me, and the latter is a more powerfully frightening vision than the former is warm and fuzzy.

.


That is how EVE really is for pirates, isn't it? Not quite so harsh and dangerous for all. Still a greifers paradise. Though it almost wasn't .Sad

See you in high-sec Cry

When discussing weaknesses of heavy drones vs fast frigates: baltec1- " A thanatos with a flight of geckos killed a bomber gang while AFK. So yea, they track frigates just fine." https://forums.eveonline.com/default.aspx?g=posts&m=4678049#post4678049

Petrus Blackshell
Rifterlings
#818 - 2014-01-09 22:13:26 UTC  |  Edited by: Petrus Blackshell
Priestess Lin wrote:
Petrus Blackshell wrote:

I am imagining them, but I am also imagining the frustration and losses when other people use the same stuff against me, and the latter is a more powerfully frightening vision than the former is warm and fuzzy.

.


That is how EVE really is for pirates, isn't it? Not quite so harsh and dangerous for all. Still a greifers paradise. Though it almost wasn't Cry

See you in high-sec.

Unlikely, since my sec status is somewhere in the stomach of an angler fish on the bottom of the Mariana Trench.

Could you clarify and detail a specific instance of "griefers" and how their life is paradise, please?

Also, could you explain how MSI's blocking d-scan from the inside helps griefers? They still have absolutely no idea what's inside, so they gained nothing. The one inside the MSI can't see the griefer coming, so I assume there's something someone in the MSI could do in response to seeing a griefer on the way. So... what does a griefer target do to prepare for an incoming griefer that they cannot do anymore? Something that adds that "risk" you keep talking about to the griefer's day?

Or, more shortly, if you saw a griefer coming your way, with him not aware of what you were in what would you do to increase his risk, and is that thing you do prevented by you not seeing the griefer on d-scan?



I can myself not think of anything I could do if I saw someone on their way to grief me other than either a) prepare to fight them, or b) prepare to run away. Since (a) does not require d-scan ability, as the extra prep time can also be obtained by sitting farther away from the warp-in, the only thing that removing my d-scan does is take away (b).

But... I'm not sure how me being able to run away adds risk for the griefer. I just don't get it. Enlighten me, please.

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

SFM Hobb3s
Perkone
Caldari State
#819 - 2014-01-09 22:20:55 UTC
CCP Fozzie wrote:
Hatsumi Kobayashi wrote:
Can cloaked ships use the MJD unit and and if yes remain cloaked while doing so?

Can HICs use it with their bubble up?

Questions needing answers


In its current iteration the answer to both is yes. We're not dead set on keeping that as is however.



Awesome. you can now keep your hics 100km from the centre of your target and mjd them in with their bubble already up for maximum hic rage. Love it.

Priestess Lin
Darkfall Corp
#820 - 2014-01-09 22:31:47 UTC  |  Edited by: Priestess Lin
Petrus Blackshell wrote:
Something that adds that "risk" you keep talking about

\

The MSI in its original form, with the prospect that solo PVErs might be using these, and being that the MSI could be more quickly scanned down than other pve ships, enhancing the element of surprise, pirates might have taken a risk for a reward instead of sending a scout in first. Now, with these new proposed changes to the MSI, when you see these things, its always going to be more reasonable to scout first with an expendable pilot.

When discussing weaknesses of heavy drones vs fast frigates: baltec1- " A thanatos with a flight of geckos killed a bomber gang while AFK. So yea, they track frigates just fine." https://forums.eveonline.com/default.aspx?g=posts&m=4678049#post4678049