These forums have been archived and are now read-only.

The new forums are live and can be found at

Player Features and Ideas Discussion

  • Topic is locked indefinitely.

[Kronos] Medium Micro Jump Drives

First post First post First post
The Hatchery
#121 - 2014-05-17 22:55:07 UTC
Please don't implement this.
Deep Core Mining Inc.
Caldari State
#122 - 2014-05-17 22:56:59 UTC
Should be fittable to logistics as well, logistics should be able to keep up with the battleships that they are supposed to be repping
X ATM092
State Protectorate
Caldari State
#123 - 2014-05-17 22:58:05 UTC
Awesome new fit idea for fighting nano gangs. Basically you take a nado and fit it with dcu/odis in the lows, scram/mwd/mjd/2x LSE in the mids and you just hit approach and try and scram one of them. Now you're really quite quick, faster than any bcs they could have and most cruisers so you pose a significant threat to them with that scram because your gang is following right behind you waiting to pile on after that scram.

And then if they do everything perfectly, warp out when they're about to be scrammed, keep a long point on you the entire time, primary you etc and make zero mistakes then you write "gf" in local, switch your align and spool up.

Clearly this is the change pvp has been waiting for. I guess it coincides with the mordus scram range bonuses because longpoints are now only good for killing things that can just mwd away out of their range.

I shouldn't really need to spell this out because anyone who knows jack about PvP ought to learn this on day one but the way longpoints work is that they allow you to hold down a slower ship than yourself at range which creates a dynamic in which weaker groups can fight stronger groups through range control. This is the whole point of the module, you get to stop them warping out without brawling in exchange for not impacting their mobility, if you change that you might as well remove the disruptor from the game and all buttons except ram and f1 from the hud.

Currently if bigger than them, scram and brawl, if smaller than them but more agile/more pilot skill longpoint and nano
Proposed change is if bigger than them, scram and brawl, if smaller than them but more agile/more pilot skill unsub
#124 - 2014-05-17 23:00:08 UTC
Marlona Sky wrote:
I really think the feedback in this thread sums up the feeling on an ABC having a MJD. I strongly recommend we wait on allowing the ABC to fit them. Give us 6 weeks with the medium MJD and then let's reexamine the idea of a MJD on ABC. Let's see what meta comes from the BC brawlers first.

Pretty much this.

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

#125 - 2014-05-17 23:01:31 UTC
MeBiatch wrote:
What if a long point slowed down the spool time for the mjd giving you Time to get close enough to activate the scram?

Think of the warp inhibitors in sins of a solar empire

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Royal Black Watch Highlanders
#126 - 2014-05-17 23:02:53 UTC  |  Edited by: PotatoOverdose
Yes the battlecruisers that are currently literally everywhere in pvp will become OP when they fit a second prop module with high fitting requirements that gimp their tank, dps, or both. Roll

Honestly, it breathes new life into a class that hasn't seen significant action in a while.
Exploration Frontier inc
#127 - 2014-05-17 23:02:53 UTC
Well, it sounds very promising and fun to do! I especially like the fact that logistics aren't getting this, it would be a bit OP.

Signature Tanking Best Tanking

[Ex-F] CEO -

Ultimate Citadel Guide - 2016 EVE Career Chart

Deep Core Mining Inc.
Caldari State
#128 - 2014-05-17 23:17:24 UTC
BTW noone is gonna be suprised if combat recons will get them also.
Gallente Federation
#129 - 2014-05-17 23:20:34 UTC
CCP Fozzie wrote:
Hey everyone! We've happy to announce that in the Kronos release we will be introducing a new medium version of the Micro Jump Drive!

This module will begin restricted to Battlecruisers, Command Ships and Deep Space Transports. We will consider expanding it to some other classes in the future but that is a discussion for after we've seen how they work out on these initial groups.

The MMJD uses the same Micro Jump Drive Operation skill as the LMJD and has the same range (100km), spool up (12s base reduced by the skill) and cooldown (3 minutes) as the Large version.

It has the following requirements:
Powergrid: 165
CPU: 51
Capacitor: 197

We expect that these modules will be a very exciting option for battlecruisers (especially attack battlecruisers) in both fleets and small gangs.

Battlecruisers have been a little overshadowed by battleships and cruisers in recent months and having the option to use MJDs combined with their dps and low cost should create some interesting chances for clever players to show off their abilities.

These modules will be on SISI for your testing pleasure soon. Let us know what you think!

Will you be buffing the PG on Blockade runners and Deep Space Transports? If I just want to fit a MJD and a cloak on my ship, I will have to add PG upgrades in the lows, which wont happen due to Cargo Capacity > All.
Guardians of the Dodixie
#130 - 2014-05-17 23:21:49 UTC
Giving T3 BCs access to a MJD is horrible.

Giving Nados and Nagas, more mobility is going to end horribly. I think they are a good addition for DSTs though.

My Condor costs less than that module!

X ATM092
State Protectorate
Caldari State
#131 - 2014-05-17 23:22:29 UTC
Triple posting in the topic because of how absolutely awful this idea is.

Cruisers and frigs can already escape from longpoints using their speed, the whole point of longpoints is to hold down things that you can't brawl because they're bigger than you but which can't escape from them because you're faster and more agile than them. That is literally the module's role in this game.

You cannot give big slow ships a way of negating warp disruptors, starting with the biggest and working your way down, and if you think it's a good idea you have no clue what the purpose of warp disruptors in eve pvp is. If you absolutely must put it in the game it needs to be disabled by warp disruptors. It can then still be used as a mobility tool without ruining pvp.
MuraSaki Siki
#132 - 2014-05-17 23:29:52 UTC
attack BC already get decent amount of agility then combat BC,
i Beast
Republic Military School
Minmatar Republic
#133 - 2014-05-17 23:37:37 UTC
no brain
no tactics
Jin So
#134 - 2014-05-17 23:40:00 UTC  |  Edited by: Jin So
This is a very bad idea!

seems like crap being added to eve, rather then new content
Royal Black Watch Highlanders
#135 - 2014-05-17 23:50:02 UTC
ITT: kiters that think they should be the only ones that can disengage from a fight.
Old and Petrified Syndication
TOG - The Older Gamers Alliance
#136 - 2014-05-17 23:50:24 UTC
Wouldn't a capital size version of this make more sense?

Cloaking is the closest thing to a "Pause Game" button one can get while in space.

Support better localization for the Japanese Community.

Arla Sarain
#137 - 2014-05-17 23:50:59 UTC
Additionally to everything being said -

Whats up with ship specific modules? This corners them into particular set-ups, which diminishes the whole purpose of freedom of fitting.
X ATM092
State Protectorate
Caldari State
#138 - 2014-05-17 23:54:00 UTC
PotatoOverdose wrote:
ITT: kiters that think they should be the only ones that can disengage from a fight.

Because brawlers don't have enough advantages? Being able to disengage comes at a pretty huge price in terms of tank and damage which we gladly pay because it lets us be ambitious and aggressive with target selection instead of just blobbing things. If you must commit to kill something, which is what this suggestion is proposing, then you will only fight when you know 100% ahead of time that you will win because of numbers/logi. That is not a good thing for the game.
Justin Cody
War Firm
#139 - 2014-05-17 23:56:41 UTC
well looks like we have Fozzie's surprise meta change for the AT. Someway to get those slow BC's and command ships used. *gets bucket of popcorn*
Liam Inkuras
Boundary Experts
#140 - 2014-05-18 00:01:40 UTC
Kagura Nikon wrote:
Liam Inkuras wrote:
Fozzie I really hope you take a good long time to think of the true implications this module will have. Holding nimble T3 BCs is already difficult enough with a long point, and will now be next to impossible. If you really wish to make T3 BCs relevant again, please consider giving them a 3.3 au/sec warp speed, or making their base speed faster.

Dont write T3 battlecruiser. First T3 measn TECH 3. Secodsn there is no more TIER 3 either. THey are attack bc. Makes confusiing to read and make peopel think you have no clue .

Sorry, force of habit Oops

Anyways, if CCP really wants to make BCs relevant in today's meta, they need to go back and give them a serious balance pass. When I spoke to Fozzie at fanfest, he said that not enough time has passed to see how BCs are performing, and that the 'metrics' show they are getting used plenty. In practice, however, in PVP I rarely see BCs used seriously, with exceptions being Oracles, Nados, and blob Nagas.

I wear my goggles at night.

Any spelling/grammatical errors come complimentary with my typing on a phone