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Player Features and Ideas Discussion

 
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[Phoebe] Heavy Interdictors

First post
Author
Catherine Laartii
Doomheim
#181 - 2014-10-17 00:33:04 UTC
Can we also get it so the focused interdiction script disables mwd? I know it might be a little too much to ask for, but it DOES have very specific limitations to the ship; It would be an extremely useful thing to have in lowsec pvp.
Sigras
Conglomo
#182 - 2014-10-17 00:42:05 UTC
Catherine Laartii wrote:
Can we also get it so the focused interdiction script disables mwd? I know it might be a little too much to ask for, but it DOES have very specific limitations to the ship; It would be an extremely useful thing to have in lowsec pvp.

as long as the script which does it also lowers the range to 10km that would be fine
MJ Incognito
Macabre Votum
Northern Coalition.
#183 - 2014-10-17 01:27:41 UTC
The offensive changes make it appear like you've made these better than HAC's at being HACS. A ship with more tank, a high slot point, and nearly the same offensive ability.... WTF.
nospet
#184 - 2014-10-17 01:29:08 UTC
I don't see how this is a re-balance throwing a few hp here and there where was the re-balance I think I missed it. Cycle reduction is barely going to help hic pilots still going to die just as quick. As it stands now I don't see them being used at a greater capacity even with these changes then they are now. I feel as though this is just throwing the final nail into hic's. Sorry CCP but this is not a change its throwing 2 new descriptions and keeping them just as useless.
Cade Windstalker
#185 - 2014-10-17 02:08:46 UTC
CCP Fozzie wrote:

When a Rorqual, Dreadnaught, Carrier, Supercarrier or Titan is pointed by a focused point they will not be able to jump through gates.


Would it be possible to extend this to ships of all sizes? Also does it apply to stations as well as gates or just gates?

If it only applies to the listed ships I'd like to make a case for applying the 'bonus' to all ships, not just capitals.


  • It's a more consistent application of mechanics. Not as much of a concern at the capital level (only experienced players will generally have capitals) but still a concern.
  • It makes fighting on gates less 'safe' at least when there are Interdictors on the field. I'd also like you and the design team to consider expanding this or a similar mechanic to docking at Stations so it's harder for people to play docking games.
  • It creates a significant incentive to bring Interdictors on roams even in High Security space since if you can point something on a gate you're guaranteed that they can't disengage and flee through the gate.
Iv d'Este
Private Security Squad
#186 - 2014-10-17 02:37:25 UTC
Quote:
Firstly, we are enabling overheat for Warp Disruption Field Generators with an overheat bonus that reduced cycle time by 1/3.


:-\
If the superheat will be included in the next cycle, it is easier to turn off the device.
Phoenix Jones
Small-Arms Fire
#187 - 2014-10-17 03:01:22 UTC
nospet wrote:
I don't see how this is a re-balance throwing a few hp here and there where was the re-balance I think I missed it. Cycle reduction is barely going to help hic pilots still going to die just as quick. As it stands now I don't see them being used at a greater capacity even with these changes then they are now. I feel as though this is just throwing the final nail into hic's. Sorry CCP but this is not a change its throwing 2 new descriptions and keeping them just as useless.


They need a total role review. There combat should be relegated to what they are attacking. They aren't rehashed HAC's.

Make them a capital assault platform (heck they have the unique ability of actually tackling them, might as well give them the capability of taking them out (or at least doing a substantial amount of damage to them)).

Yaay!!!!

Quesa
Macabre Votum
Northern Coalition.
#188 - 2014-10-17 04:24:33 UTC
Vol Arm'OOO wrote:
can the focused point script at least act as a scram to counter mjd? that would certainly make hics more useful again outside of its anti-capital role.


MJDs were added to increase BS mobility and they can currently be shut down by scrams or neuted prior to initiating. MJDs are pretty balanced right now and adding focus point as one of the ways to stop them might make the problem worse rather than better.
Onslaughtor
Phoenix Naval Operations
Phoenix Naval Systems
#189 - 2014-10-17 04:57:06 UTC
So can they all become a tad faster and get drones? not to many like, 4 lights or something.
Onslaughtor
Phoenix Naval Operations
Phoenix Naval Systems
#190 - 2014-10-17 04:59:50 UTC
Iv d'Este wrote:
Quote:
Firstly, we are enabling overheat for Warp Disruption Field Generators with an overheat bonus that reduced cycle time by 1/3.


:-\
If the superheat will be included in the next cycle, it is easier to turn off the device.



This of course could be fixed if you could perma pre heat specific modules...
Max Bonus
#191 - 2014-10-17 06:35:26 UTC  |  Edited by: Max Bonus
Dear CCP Fozzie and developers, recent changes dramatically reduced the role of class ships HD to address the deficiencies must be at least:
1) Remove immunity interceptors to the field of HD
2) When capturing the beam cut off MWD and MJD

ps: I look forward to rebalance recon class
Tau Cabalander
Retirement Retreat
Working Stiffs
#192 - 2014-10-17 06:45:07 UTC
CCP Fozzie wrote:
Firstly, we are enabling overheat for Warp Disruption Field Generators with an overheat bonus that reduced cycle time by 1/3. This allows a hictor pilot to strategically reduce the cycle time of his bubble so that he can quickly disable it and receive reps if he gets primaried.

I really can't see the advantage of this. The module can't be overheated until the current cycle ends. If you are primaried, you still can't end the current cycle.
Dave Stark
#193 - 2014-10-17 07:12:21 UTC
Tau Cabalander wrote:
CCP Fozzie wrote:
Firstly, we are enabling overheat for Warp Disruption Field Generators with an overheat bonus that reduced cycle time by 1/3. This allows a hictor pilot to strategically reduce the cycle time of his bubble so that he can quickly disable it and receive reps if he gets primaried.

I really can't see the advantage of this. The module can't be overheated until the current cycle ends. If you are primaried, you still can't end the current cycle.


this was my first thought, too...
Sira Fiinikkusu
THE AESIR.
#194 - 2014-10-17 07:19:44 UTC  |  Edited by: Sira Fiinikkusu
why not have the ability to cut it off early and still be on cool down before you can turn it on again, thus completing its normal cycle.

overheating a bubble because your tank is breaking is moot anyways because when the overheat actually takes place you could simply have just turned off the bubble before hand.


also going to bring this up again

drones -> phobos




additionally interdictors warp a full 1 au faster than their T1 counterparts, why is it that the heavy interdictors only warp .3 au faster than their T1 counterparts?
Luscius Uta
#195 - 2014-10-17 07:55:21 UTC
I'm not impressed with the changes, which is kinda expected, knowing who is responsible for them. First, HICs are not about DPS - so drone bays on them are next to useless, as well as weapon bonuses (I would leave one weapon bonus matching the racial weapon type and replace others with something more useful when you fight a super, like bonus to sensor strength or reduction to neuted capacitor amount).

I also say no to Focused points preventing gate jumps. Have another HIC on the other side as we don't want for every lowsec slumlord group being able to tackle supers long enough so they can batphone anyone they can think of. To prevent caps from cynoing out after they jump through, have the gate cloak stop cap regeneration on a Rorqual, Dreadnaught, Carrier, Supercarrier and Titan.

But being able to overheat Warp Disruption Field Generators is probably the most unsensible change herel - if you want to save primaried HICs, halve both their duration and capacitor need (you did that with Target Painter some time ago IIRC). Overheating is not a concept that can be realistically applicable to some modules, Warp Disruption Field Generators being one of them.

Workarounds are not bugfixes.

Adrie Atticus
Caldari Provisions
Caldari State
#196 - 2014-10-17 08:03:33 UTC
Luscius Uta wrote:
I'm not impressed with the changes, which is kinda expected, knowing who is responsible for them. First, HICs are not about DPS - so drone bays on them are next to useless, as well as weapon bonuses (I would leave one weapon bonus matching the racial weapon type and replace others with something more useful when you fight a super, like bonus to sensor strength or reduction to neuted capacitor amount).

I also say no to Focused points preventing gate jumps. Have another HIC on the other side as we don't want for every lowsec slumlord group being able to tackle supers long enough so they can batphone anyone they can think of. To prevent caps from cynoing out after they jump through, have the gate cloak stop cap regeneration on a Rorqual, Dreadnaught, Carrier, Supercarrier and Titan.

But being able to overheat Warp Disruption Field Generators is probably the most unsensible change herel - if you want to save primaried HICs, halve both their duration and capacitor need (you did that with Target Painter some time ago IIRC). Overheating is not a concept that can be realistically applicable to some modules, Warp Disruption Field Generators being one of them.


If you can hold down caps down long enough for you batphone to get the gank squad 50 jumps through gates then I think you deserve the kill in any case.
Shivanthar
#197 - 2014-10-17 08:04:45 UTC
Edward Olmops wrote:
Ficti0n wrote:
DON't SHOOTMEPLZ wrote:
Make the focus point stop all ships from going through a stargate, will encourage people to bring hics and stop the stargate games.

Maybe also prevent docking?


This is a fantastic idea.


No, it's not.
It would just make gate camps/station camps more powerful.
This is not good gameplay, because ppl have to undock/jump blindly and are then faced with inevitable death.
In the short run, lazy campers will cheer, in the long run, people will avoid jumping and undocking - which is a bad thing.


The solution is simple as decreasing signal resolution like 1/20 when focus point script is loaded. This will ensure they'll get small targets rather very hard even if you feed hics with rsb's.

_Half _the lies they tell about me **aren't **true.

Valleria Darkmoon
Imperial Academy
Amarr Empire
#198 - 2014-10-17 08:53:09 UTC
AspiB'elt wrote:
why not but pls

Remove this false bonus on the devoter

Quote:

Devoter

Amarr Cruiser Bonuses:
10% bonus to Medium Energy Turret capacitor use NOOOOOOOOOOOOOOOOOOOOOOOOOOOO
5% bonus to Medium Energy Turret damage

Heavy Interdictor Bonuses:
10% bonus to Medium Energy Turret optimal range
5% bonus to range of Warp Disruption Fields

Role Bonus:
20% bonus to all Armor Resists
Can fit Warp Disruption Field Generators

Slot layout: 6H, 3M, 7L; 5(+1) turrets, 0 launchers
Fittings: 1265 PWG, 368 CPU
Defense (shields / armor / hull) : 1100(-293) / 2400(+312) / 1800(+112)
Capacitor (amount / recharge / cap per second) : 1625 / 335s / 4.85
Mobility (max velocity / agility / mass / align time): 215(+12) / 0.51(-0.084) / 16,200,000(+1,000,000) / 11.45s(-1.07)
Drones (bandwidth / bay): 25(+25) / 50(+50)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km(+10) / 250(-10) / 6(-1)
Sensor strength: 15
Signature radius: 140
Cargo Capacity: 375(+95)



You have already remove this false bonus and a lot of ship, pls make the same on the devoter.

Also about your resistance bonus, if you give to much bonus resistance, We can make some fleet with only heavy interdictor.

The best way will be to put the bonus only when you have your warp disruption field generator active.

Also the warp diruptor must can stop the capital or subcapital to use wormhole, with the script active.

TBH I'd rather see the Devoter able to fit HAMs, that capacitor use bonus is actually good on this ship as a laser ship because if you are pointing a capital with your HIC you will be primary for neuts from any support ships he has to let him get out. If a capital shows up during a fight it will be nice to have your cap kept as high as possible. I'm ballparking the Devoter's dps to be around 370 with zero heat sinks as it stands and it's not worth burning cap yourself to get that dps if you have your point running and may get neuted.

HAMs would be my personal preference but barring that I'd settle for just the drones or more likely simply use a Phobos in armor comps.

Reality has an almost infinite capacity to resist oversimplification.

fazeley
T.R.I.A.D
Ushra'Khan
#199 - 2014-10-17 08:53:29 UTC
DON't SHOOTMEPLZ wrote:
Make the focus point stop all ships from going through a stargate, will encourage people to bring hics and stop the stargate games.

Maybe also prevent docking?


This would be awesome.
Harvey James
The Sengoku Legacy
#200 - 2014-10-17 09:36:53 UTC
Tau Cabalander wrote:
CCP Fozzie wrote:
Firstly, we are enabling overheat for Warp Disruption Field Generators with an overheat bonus that reduced cycle time by 1/3. This allows a hictor pilot to strategically reduce the cycle time of his bubble so that he can quickly disable it and receive reps if he gets primaried.

I really can't see the advantage of this. The module can't be overheated until the current cycle ends. If you are primaried, you still can't end the current cycle.


i think overheat should be applied instantly rather than having too wait for the cycle too end ... also the overheat button should be larger

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using