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Remote Micro Jump Drive balance

Author
Bad Messenger
Rehabilitation Clinic
#21 - 2015-12-30 08:55:15 UTC
Capitol One wrote:
mrjknyazev wrote:
Allow your logi pilots to fly by themselves, instead of orbiting an anchor.


That is very hard when the rep range is about 12km.


Did i get it right? You have tactic that does not work and you want that CCP changes game mechanics to make it work?
Lugh Crow-Slave
#22 - 2015-12-30 09:03:55 UTC
Capitol One wrote:
mrjknyazev wrote:
Allow your logi pilots to fly by themselves, instead of orbiting an anchor.


That is very hard when the rep range is about 12km.


Not really I did it all the time in blops fleets

Or does however take a bit more effort and attention
RcTamiya
Magister Mortalis.
#23 - 2015-12-30 09:41:23 UTC
Lugh Crow-Slave wrote:
The counter you ate looking for is a hic several 37km scrams will turn off most mjfg long enough to kill them



failcon disagrees.
Bhaalgorn laughs at you
Armageddon giggles.
Jammgu asks for more Targets.

Nope.
37km scramb vs 2 CDs @100k Roll
Sigras
Conglomo
#24 - 2015-12-30 09:45:43 UTC
Capitol One wrote:
mrjknyazev wrote:
Allow your logi pilots to fly by themselves, instead of orbiting an anchor.

That is very hard when the rep range is about 12km.

Last I checked, logistics cruisers had > 30 km range with additional falloff. Even logistics frigates have major falloff beyond 12km.

We need more AOE effects to counter blobs, not less.
Morrigan LeSante
Perkone
Caldari State
#25 - 2015-12-30 10:14:29 UTC
Yes but chaining is 100% unstoppable and is yet another nail in the coffin of not-small ships. It can be worked around, but the impact is a bit disproportionate to the investment.

The mechanic is basically fine, but the lack of counterplay to chained jumps is....meh.
Capitol One
Blue Canary
Watch This
#26 - 2015-12-30 17:50:54 UTC
The mechanic is OP, especially when used by the blob. These things will always benefit the larger fleet because they will have more command destroyers to throw at you and more tackle to keep things pinned down.

It's not possible to counter them by offensively scramming them, we've tried. Either too many are warped in at once that overwhelm your anti-cd ships, and since there's no limit to how many CD's can activate their RMJD in a closed space, you only need 1 to activate.

Then there's chain jumping, which there's no offensive counter to.

Basically, there's no offensive counter to these ships, you have to scram yourself.

The ability of these ships is far too powerful considering there are no drawbacks or actual offensive counters to them. There's no AOE anti micro jump drive module, you can't jam them or damp them to reduce their effectiveness. Their tank is too high to be smartbombed realistically.

So yes, CCP once again released an untested mechanic that is far too powerful without much thought beyond "this should shake things up".

In reality it only benefits small gang ganks and large blobs to **** over a smaller fleets even harder.
Arya Regnar
Darwins Right Hand
#27 - 2015-12-31 04:40:41 UTC
Lugh Crow-Slave wrote:
The counter you ate looking for is a hic several 37km scrams will turn off most mjfg long enough to kill them





However ffs the command dessies need a speed nerf

No the speed needs to stay if CCP are to ever implement on grid links.

Otherwise nano gangs are as good as dead.

EvE-Mail me if you need anything.

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