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Warp Core Stabilizer nerf

Author
BAJRAN BALI
Republic Military School
Minmatar Republic
#1 - 2015-12-23 20:00:45 UTC
In faction warfare and PVP in general warp core stabilizers can be an issue and I would like to propose a tweak to them. As it stands now they have some serious drawbacks to combat, but we still see pilots using them in combat situations.

Lets take the "Warp Core Stabilizer I" for example. It has 50% reduction to max targeting range and 50% hit to scan resolution while adding +1 to warp core strength. On a combat ship these are not the kind of bonuses you want to see,but IMHO not enough to deter pilots from using them in combat situations. Now with industrial ships or hauling ships I see real reason to fit such mods on. Industrial ships are not intended to be combat ships and I feel that the added warp core strength of warp core stabs outweigh the negatives.

The change I'm suggesting to warp core stabilizers is to treat them like polarized weaponry on combat ships. Adding the negative of having 0% resistance to a combat ship due to the warp stab being fit should be enough of a deterrent for pilots. I would give industrial ships immunity to the 0% resistance would keep them viable for hauling ships and industrial ships.

Warp core stabs need some nerf to deter them from being used as often in combat. All too often in faction warfare space we see pilots offensively and defensively running complexes with stabs. If a pilots wants to fit warp core stabs to their ship their combat capabilities should be greatly reduced.

Thank you

-BB

YouTube: kds119 Twitter: @realkds119 Blog: derptw.blogspot.com

Paranoid Loyd
#2 - 2015-12-23 20:21:16 UTC
Three words for you: Maulus Navy Issue.

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

BAJRAN BALI
Republic Military School
Minmatar Republic
#3 - 2015-12-23 21:04:34 UTC
Paranoid Loyd wrote:
Three words for you: Maulus Navy Issue.


Maybe I should bring a HIC with every fleet? I'm not trying to debate what ship can do what, but I'd like to look a the mod. Please consider adding some form of criticism instead of a one liner.

YouTube: kds119 Twitter: @realkds119 Blog: derptw.blogspot.com

Cap James Tkirk
Baba Yagas
The Initiative.
#4 - 2015-12-23 21:16:34 UTC
If your out to PVP generally you dont have these fit, what im thinking is you couldnt catch an indy or some PvE ship due to these and now you want them changed to suit your play style

- they already hinder a combat ships abilities by reduced lock range and increased lock time

so what are you exactly asking for? to remove the WCS of+1 and replace it with what exactly?

the mod is fine as is for its intended role. l2tackle
Paranoid Loyd
#5 - 2015-12-23 21:27:54 UTC  |  Edited by: Paranoid Loyd
BAJRAN BALI wrote:
Paranoid Loyd wrote:
Three words for you: Maulus Navy Issue.


Maybe I should bring a HIC with every fleet? I'm not trying to debate what ship can do what, but I'd like to look a the mod. Please consider adding some form of criticism instead of a one liner.
No but you should bring an MNI if stabbed farmers bother you that much.
Criticism: You are whining about something when CCP just gave you a tool more or less specifically designed to deal with your perceived "issue".

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

BAJRAN BALI
Republic Military School
Minmatar Republic
#6 - 2015-12-23 21:29:56 UTC  |  Edited by: BAJRAN BALI
Cap James Tkirk wrote:
If your out to PVP generally you dont have these fit, what im thinking is you couldnt catch an indy or some PvE ship due to these and now you want them changed to suit your play style

- they already hinder a combat ships abilities by reduced lock range and increased lock time

so what are you exactly asking for? to remove the WCS of+1 and replace it with what exactly?

As I stated in opening post...

BAJRAN BALI wrote:
All too often in faction warfare space we see pilots offensively and defensively running complexes with stabs. If a pilots wants to fit warp core stabs to their ship their combat capabilities should be greatly reduced.


I do see pilots using stabs in their fits all too often. I'm not looking to remove the +1 WCS, but to add another drawback to it.

Paranoid Loyd wrote:
Criticism: You are whining about something when CCP just gave you a tool more or less specifically designed to deal with your perceived "issue".


Thank you for the criticism. I've not used Maulus Navy Issue yet, but I will give it a try.

YouTube: kds119 Twitter: @realkds119 Blog: derptw.blogspot.com

Atomeon
Federal Navy Academy
Gallente Federation
#7 - 2015-12-23 21:40:06 UTC
You state that you cant catch a defendless ship and you want changes to make him naked?

If you want to kill an industrial ship with WCSs then use 2 or even 3 scrams, depends on their fit.
To kill a FW farmer Loyd already told you a great solution to your problem.

If have a problem with the solutions we posted then ... you have a problem.
Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#8 - 2015-12-23 21:40:53 UTC
The oldest EVE lore describes warp core stabs as active modules with a spool up time. I have often wondered if they were ever actually like that but didn't find any references to it.

I wonder if that would be good for them to work that way and keeping high passive warp strength limited to ships with it built into the hull.

I never really thought of warp core stabs as being problematic, but as the number of modules that facilitate escape increases with the addition of things like MJDs, target spectrum breakers and more nullified hulls perhaps there actually needs to be some adjustment to how things like stabs work.
BAJRAN BALI
Republic Military School
Minmatar Republic
#9 - 2015-12-23 21:51:48 UTC
Atomeon wrote:
If you want to kill an industrial ship with WCSs then use 2 or even 3 scrams, depends on their fit.
To kill a FW farmer Loyd already told you a great solution to your problem.

If have a problem with the solutions we posted then ... you have a problem.


As I stated earlier "I would give industrial ships immunity to the 0% resistance would keep them viable for hauling ships and industrial ships."

I agree with you, Loyd presented me with a solution to catch FW farmers. I'm going to give it a go. I feel the MNI will really help with this.


Vimsy Vortis wrote:
I never really thought of warp core stabs as being problematic, but as the number of modules that facilitate escape increases with the addition of things like MJDs, target spectrum breakers and more nullified hulls perhaps there actually needs to be some adjustment to how things like stabs work.


This is what I'm trying to get at. This thread is not about me whining, but to try and bring attention to a mod that may need a look. If CCP and players are happy with the way these mods are so be it, but a healthy debate about them will not hurt.

YouTube: kds119 Twitter: @realkds119 Blog: derptw.blogspot.com

Atomeon
Federal Navy Academy
Gallente Federation
#10 - 2015-12-23 21:53:24 UTC
Vimsy Vortis wrote:
The oldest EVE lore describes warp core stabs as active modules with a spool up time. I have often wondered if they were ever actually like that but didn't find any references to it.


The old days WCS had NO penalties at all and everyone used them (if you wanted to use, cuase you were losing DPS not using damage modules).
In some rebalance pass they got nerfed like they are today and they are fine as they are.

I could say there are too many counters to them.
Ace Lapointe
The Scope
Gallente Federation
#11 - 2015-12-23 22:44:08 UTC
I kinda get what the OP is saying, though it is more Farmers I want to see the end of, and their are ways you could do that, give WCS a hard cap, maybe 2 on a Frigate, 4 on a Cruiser, 6 on a Battleship, and no cap on Industrials. Something like that would be good I think, doesn't stop Famers completely, but hinders them a lot, because honestly, if someone is in Combat Space Farming (Low Sec), they should be exposed to just as much threat as a standard combat ship, they should have downsides, like.. For every 1 Warp Core Strength you gain, you loose 50% Warp Speed, Industrials do not suffer this side effect. Something like that would be awesome! And yes, I do hate Farmers with a passion.
BAJRAN BALI
Republic Military School
Minmatar Republic
#12 - 2015-12-23 23:00:03 UTC
Ace Lapointe wrote:
if someone is in Combat Space Farming (Low Sec), they should be exposed to just as much threat as a standard combat ship, they should have downsides, like.. For every 1 Warp Core Strength you gain, you loose 50% Warp Speed, Industrials do not suffer this side effect. Something like that would be awesome! And yes, I do hate Farmers with a passion.


So a worse stacking penalty... I can get behind something like that. The 50% reduction in warp speed would do little to deter imo. If the ships chasing you cant hold you down anyway who cares how fast you warp just as long as you can warp.

Also thank you for the 2nd on not adding these ill effects to industrials.

YouTube: kds119 Twitter: @realkds119 Blog: derptw.blogspot.com

Ace Lapointe
The Scope
Gallente Federation
#13 - 2015-12-23 23:06:54 UTC  |  Edited by: Ace Lapointe
BAJRAN BALI wrote:
Ace Lapointe wrote:
if someone is in Combat Space Farming (Low Sec), they should be exposed to just as much threat as a standard combat ship, they should have downsides, like.. For every 1 Warp Core Strength you gain, you loose 50% Warp Speed, Industrials do not suffer this side effect. Something like that would be awesome! And yes, I do hate Farmers with a passion.


So a worse stacking penalty... I can get behind something like that. The 50% reduction in warp speed would do little to deter imo. If the ships chasing you cant hold you down anyway who cares how fast you warp just as long as you can warp.

Also thank you for the 2nd on not adding these ill effects to industrials.


Not that they can't hold you down, it would give them more chances to catch you at the location you Warped to, maybe make them active modules then, while active your Align, Warp Speed and Speed drop by 50% or something? They should have something that actually involves a risk in using them, and haha! I don't believe the ships that bring me my ammo, and fill my market with stock should be nerfed, Industrials have slower aligns, and carry much more then the ship is worth, therefor, it should have some bonus to keeping it alive, in my opinion, something that makes use of the WCS's, that would be a massive negative to Combat ship.

But yes, a worse, more serve penalty for using something that can make you immune to all but 2 or 3 ships, which generally costs 10-20 times as much as the ship you are trying to pin down.
Ashwind Houssa
Therapists Inc
#14 - 2015-12-24 00:45:07 UTC
WCS don't make you immune to all but two or three ships.

You can fit plenty of ships with triple scrams and chase stabbed farmers all day. Makes you pretty gimped for real rights, but it is certainly possible.

And yes, this is a whine thread. You are complaining about a non issue.
Ace Lapointe
The Scope
Gallente Federation
#15 - 2015-12-24 01:57:05 UTC  |  Edited by: Ace Lapointe
Ashwind Houssa wrote:
WCS don't make you immune to all but two or three ships.

You can fit plenty of ships with triple scrams and chase stabbed farmers all day. Makes you pretty gimped for real rights, but it is certainly possible.

And yes, this is a whine thread. You are complaining about a non issue.


Was referring to ships that either get A, multiple long range points, or things like the Navy Maulus, with the Scram bonus, to catch farmers, who normally sit off the beacon a fair ways, you need a fast ship, that can fit enough Scrams to counter Farmers, and Punishers, have a lot of Low Slots, and I have seen them in almost every bloody Complex since the change, so I am correct, there are only a few ships that can reliably catch these things, such as Tri-Scram MWD Captors, Maulus Navies, and things that have enough mids to fit enough Points.

WCS's should be removed from the game, or at the very least have their drawbacks increased, reason? Being a wimp, Transports and Industrials should be the only ships capable of fitting one.
Chainsaw Plankton
FaDoyToy
#16 - 2015-12-24 02:19:43 UTC
BAJRAN BALI wrote:
Paranoid Loyd wrote:
Three words for you: Maulus Navy Issue.


Maybe I should bring a HIC with every fleet? I'm not trying to debate what ship can do what, but I'd like to look a the mod. Please consider adding some form of criticism instead of a one liner.


if you are in a fleet I have trouble imagining you not bringing a hic especially with their dank 37.5km scram infini-points. and anyways in a "fleet" there should be plenty of points to catch someone with stabs.

stabbed up plex farmers are a bit of an issue too, although I don't know that I'd call them combat fit.

@ChainsawPlankto on twitter

BAJRAN BALI
Republic Military School
Minmatar Republic
#17 - 2015-12-24 16:15:02 UTC
Ace Lapointe wrote:
WCS's should be removed from the game, or at the very least have their drawbacks increased, reason? Being a wimp, Transports and Industrials should be the only ships capable of fitting one.


Removing them might be going a bit far, but yes they really need worse drawbacks.

Chainsaw Plankton wrote:
stabbed up plex farmers are a bit of an issue too, although I don't know that I'd call them combat fit.

I'm just posting this fit to make a point. This is just some quick EFT, but with more time and thought I'm sure I could make it better.

Punisher

4x Warp Core Stabilizer I
Damage Control I

1MN Afterburner I

4x 200mm AutoCannon II, Hail S

Small Projectile Collision Accelerator I
Small Processor Overclocking Unit I

138DPS
5.42K lock range

this is combat effective enough to evade a MNI with 1 scram and kill novice rats.

YouTube: kds119 Twitter: @realkds119 Blog: derptw.blogspot.com

Paranoid Loyd
#18 - 2015-12-24 16:20:29 UTC  |  Edited by: Paranoid Loyd
Fit for combat? I guess you could call it that.
Effective? Certainly not.

As silly as it is there should be a counter to the MNI, as there should be a counter to the stabbed up farmers.

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

Yaro
Caldari Provisions
Caldari State
#19 - 2015-12-24 16:40:20 UTC  |  Edited by: Yaro
BAJRAN BALI wrote:
In faction warfare and PVP in general warp core stabilizers can be an issue and I would like to propose a tweak to them. As it stands now they have some serious drawbacks to combat, but we still see pilots using them in combat situations.

Lets take the "Warp Core Stabilizer I" for example. It has 50% reduction to max targeting range and 50% hit to scan resolution while adding +1 to warp core strength. On a combat ship these are not the kind of bonuses you want to see,but IMHO not enough to deter pilots from using them in combat situations. Now with industrial ships or hauling ships I see real reason to fit such mods on. Industrial ships are not intended to be combat ships and I feel that the added warp core strength of warp core stabs outweigh the negatives.

The change I'm suggesting to warp core stabilizers is to treat them like polarized weaponry on combat ships. Adding the negative of having 0% resistance to a combat ship due to the warp stab being fit should be enough of a deterrent for pilots. I would give industrial ships immunity to the 0% resistance would keep them viable for hauling ships and industrial ships.

Warp core stabs need some nerf to deter them from being used as often in combat. All too often in faction warfare space we see pilots offensively and defensively running complexes with stabs. If a pilots wants to fit warp core stabs to their ship their combat capabilities should be greatly reduced.

Thank you

-BB


Learn to play the game. Bring Hic, Arazu / Lachesis, ceptor with +2 / +3 short points, bring Keres or the new navy ew frig. What else do you need ?
Ace Lapointe
The Scope
Gallente Federation
#20 - 2015-12-24 16:49:14 UTC
Yaro wrote:
BAJRAN BALI wrote:
In faction warfare and PVP in general warp core stabilizers can be an issue and I would like to propose a tweak to them. As it stands now they have some serious drawbacks to combat, but we still see pilots using them in combat situations.

Lets take the "Warp Core Stabilizer I" for example. It has 50% reduction to max targeting range and 50% hit to scan resolution while adding +1 to warp core strength. On a combat ship these are not the kind of bonuses you want to see,but IMHO not enough to deter pilots from using them in combat situations. Now with industrial ships or hauling ships I see real reason to fit such mods on. Industrial ships are not intended to be combat ships and I feel that the added warp core strength of warp core stabs outweigh the negatives.

The change I'm suggesting to warp core stabilizers is to treat them like polarized weaponry on combat ships. Adding the negative of having 0% resistance to a combat ship due to the warp stab being fit should be enough of a deterrent for pilots. I would give industrial ships immunity to the 0% resistance would keep them viable for hauling ships and industrial ships.

Warp core stabs need some nerf to deter them from being used as often in combat. All too often in faction warfare space we see pilots offensively and defensively running complexes with stabs. If a pilots wants to fit warp core stabs to their ship their combat capabilities should be greatly reduced.

Thank you

-BB


Learn to play the game. Bring Hic, Arazu / Lachesis, ceptor with +2 / +3 short points, bring Keres or the new navy ew frig. What else do you need ?


Yes.. Because ships worth 10-20-50x the price of these ships is how you play EVE, yes of course, cause a 400k module, used 4-5 times on a ship, should require a 200mil Cruiser, or 30mil Ceptor, and Cepters ant that great for the job due to not much of a range bonus.
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