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[March] Warp Disruptor and Scrambler Tiericide

First post
Author
Zetakya
State War Academy
Caldari State
#81 - 2016-02-13 04:17:23 UTC
Hilti Enaka wrote:
Seriously what game are you playing? T1 fit frigates "catching" t2 fit battleships. Are you remotely aware how horrible this type of game play is. Why should warp disrupters and scrambles, webs and for that matter jams be exempt from the list of modules that are already grouped into small medium and large categories?


This is the tactical rock-paper-scissors. The frigate can stop you from getting away (but can't kill you itself). Without support, the frigate is vulnerable to Drones, various forms of ECM, the 50% of cruisers that can "dial-down" to hit frigates effectively, every destroyer and some more stuff besides.

Battleships are not (and should not be) an "I win" button.
Torei Dutalis
IceBox Inc.
Rogue Caldari Union
#82 - 2016-02-13 04:20:52 UTC  |  Edited by: Torei Dutalis
Helene Fidard wrote:

Are you referring to CPU here?



Yes. Most notably on the "top tier" modules.
Aaril
Pandemic Horde Inc.
Pandemic Horde
#83 - 2016-02-13 04:40:07 UTC  |  Edited by: Aaril
Shalashaska Adam wrote:
Enormous nerf across the board to meta scrams, and hence a huge quantity of scram frigates, coupled with a buff to meta disruptors, and it seems like CCP is intentionally giving a good few extra kilometres of wiggle room to longpoint kiters, which are arguably already the most dominant. Throwing a delicate balance out of whack for no reason.

A lot more sensible, would simply be 7500m for the T1, 8250m for the compact and enduring, 8750m for the scoped.

And if that is for some reason opposed, then make it 8000m for the compact and enduring, and 8500m for the scoped.

Even then, you would STILL have a 150m range nerf and a significant 3 cpu requirement increase, over the current J5B.

Surely that must show that the current numbers are severely over-nerfed.

How easy would it be to read a couple pages of feedback and make the sensible adjustment.

Yet how do I know with such certainty, that it will absolutely not happen, and hence another feedback thread is useless.


Dont forget the 2.5% web nerf coupled with this. I guess we could all take a damage nerf and use the new compact damage mods...oh wait...that is STILL a nerf to scram ships. Why scram gameplay is being punished in beyond my comprehension.
Hilti Enaka
Space Wolves ind.
Solyaris Chtonium
#84 - 2016-02-13 12:17:52 UTC
Murkar Omaristos wrote:
Hilti Enaka wrote:


Seriously what game are you playing? T1 fit frigates "catching" t2 fit battleships. Are you remotely aware how horrible this type of game play is. Why should warp disrupters and scrambles, webs and for that matter jams be exempt from the list of modules that are already grouped into small medium and large categories?


If you take warp disruptors/scrams away from frigs, you lose the ability to tackle stuff on gate (or elsewhere). Ceptors are basicalyl built specifically to tackle stuff (although combat ceptors arguably can DPS, they are still a tackle ship) complete with bonuses set up specifically for tackling.

People are already whining that ceptors etc. warp too fast to be caught. Put scrams and disruptors into the hands of larger ships onl, which have MUCH lower scan resolution, and tackle is broken completely. Your suggestion is so bad on so many levels, I shouldn't even have wasted the time responding to it.


Jesus if this is the intelligence of the people that play eve no wonder the game has become boring and predictable. I argue the modules like warp disrupters, scrambles and webs, should follow suit and be split into groups like all the other modules are. I also said that they should also have relevant penalties just like how medium shields on frigs and ceptors effect the overall fit of the ship. The reply, no because you can't tackle stuff on gates.... GG. That's laughable, wanting a game to focus on people putting together fleet comps to compete against specific ship hulls will provide a far more enjoyable than what is "blob the **** out of anything".
Hilti Enaka
Space Wolves ind.
Solyaris Chtonium
#85 - 2016-02-13 12:21:46 UTC  |  Edited by: Hilti Enaka
Zetakya wrote:
Hilti Enaka wrote:
Seriously what game are you playing? T1 fit frigates "catching" t2 fit battleships. Are you remotely aware how horrible this type of game play is. Why should warp disrupters and scrambles, webs and for that matter jams be exempt from the list of modules that are already grouped into small medium and large categories?


This is the tactical rock-paper-scissors. The frigate can stop you from getting away (but can't kill you itself). Without support, the frigate is vulnerable to Drones, various forms of ECM, the 50% of cruisers that can "dial-down" to hit frigates effectively, every destroyer and some more stuff besides.

Battleships are not (and should not be) an "I win" button.


At no point should they be either. What's so hard about making these modules into small, medium, large with specific side affects of a small warp disrupter, a medium warp disrupter and a large. The current meta means every man and their dog brings a garmur and sit 50k in relative safety, or 26k, it creates crap game play. Don't get me started on ECM, this is a broken mechanic all together. Why would i sacrifice a slot for a module that has "a chance" of success when the returns are a significant less effective ship. It's a trade off and warp disrupters, scrambles and webs should have the same degree of effect. You choose to put a medium disrupter or a large on your ceptor you should have to pay with an equally less effective ship. The modules might have the same range as they do at the moment but tackling a big ship in a small ship should be possible as long as there is an equal trade off.
Natural CloneKiller
Commonwealth Mercenaries
BLACKFLAG.
#86 - 2016-02-13 13:27:21 UTC  |  Edited by: Natural CloneKiller
big miker wrote:
Holy **** at the Republic fleet / Domination warp disruptor CPU increase Shocked


The CPU increases are stupid and will break so many fits. What is the reason for this. Surely you should be letting people who are willing to use these mods benefit from more fitting room not less!

I seriously find this one difficult to understand.

Agree with Big Miker here.
sytaqe violacea
Choir of morning
#87 - 2016-02-13 14:15:02 UTC
Suggestion : "Enduring" scram should be better at overload status, rather than better at cap needs.

Who cares the difference between 5GJ per 5s and 2GJ per 5s?
Warp scramblers are rarely stopped by capacitor problems. Yea, Warp disrupters are often halted by cap empty, and I have experienced them under kiting situations many times. Warp scramblers can keep tackling even under neut pressure. Most reasons why scrams get halted are "Burned out".
As for scrams, "less heat emission" or "more module structure HP" is more "Enduring" than "less capacitor use".
Circumstantial Evidence
#88 - 2016-02-13 21:02:03 UTC
Most complaints are about fitting or range - agree with sytaqe - I don't see much love or need here, for the "enduring" role.
Murkar Omaristos
The Alabaster Albatross
Unreasonable Bastards
#89 - 2016-02-14 03:55:33 UTC  |  Edited by: Murkar Omaristos
nvm.
Leisha Miralen
Doomheim
#90 - 2016-02-14 04:26:56 UTC
Hilti Enaka wrote:
Murkar Omaristos wrote:
Hilti Enaka wrote:


Seriously what game are you playing? T1 fit frigates "catching" t2 fit battleships. Are you remotely aware how horrible this type of game play is. Why should warp disrupters and scrambles, webs and for that matter jams be exempt from the list of modules that are already grouped into small medium and large categories?


If you take warp disruptors/scrams away from frigs, you lose the ability to tackle stuff on gate (or elsewhere). Ceptors are basicalyl built specifically to tackle stuff (although combat ceptors arguably can DPS, they are still a tackle ship) complete with bonuses set up specifically for tackling.

People are already whining that ceptors etc. warp too fast to be caught. Put scrams and disruptors into the hands of larger ships onl, which have MUCH lower scan resolution, and tackle is broken completely. Your suggestion is so bad on so many levels, I shouldn't even have wasted the time responding to it.


Jesus if this is the intelligence of the people that play eve no wonder the game has become boring and predictable. I argue the modules like warp disrupters, scrambles and webs, should follow suit and be split into groups like all the other modules are. I also said that they should also have relevant penalties just like how medium shields on frigs and ceptors effect the overall fit of the ship. The reply, no because you can't tackle stuff on gates.... GG. That's laughable, wanting a game to focus on people putting together fleet comps to compete against specific ship hulls will provide a far more enjoyable than what is "blob the **** out of anything".


This is just so idiotic I almost have no words....you do realize that lots of fights, including small gang fights and solo, happen on gates, wormholes, etc. right? Not just blobs? And that tackle is an important part of the way roles are structured in EVE?

Also large ships like supercarriers already have ewar immunity, so the argument that frigs shouldn't tackle big ships falls down. there IS ALREADY a size limit on what frigs can tackle. They cannot tackle supers. CCP chose to draw this line at supers instead of battleships.

None of the armor hardeners, membranes, shield hardeners, etc. Should those all be resized too? What about cap rechargers, ECM? By your logic everything should come in all sizes. Where do we draw the line, frigate-battleship sized nanite repair paste?

Put your tears in the jar on the way out.
CCP Fozzie
C C P
C C P Alliance
#91 - 2016-02-14 16:40:43 UTC
Hey everyone. Thanks for the feedback so far!

I'm seeing a lot of concern about the CPU costs of the Domination longpoint and some of the range values on the named scramblers.

For the Domination disruptor, the honest truth is that the old version was simply too strong, better in every way than all its competition. We want to provide a range of choices in faction longpoints with their own advantages and disadvantages. CPU tight fits may want to consider the 26km points for their improved fittings. That being said, we do think there's a bit of room to lower the faction point CPU from the first pass, so we've put together a second pass with slightly lower CPU on all the faction points.

We've also moved the Dark Blood tackle modules into the same stats group as True Sansha. This will generally mean an increase in fitting costs and an increase in range. As you guys pointed out, this better matches the Blood Raider faction traits.

As for the range on named scramblers, the current design isn't an accident but we are also willing to re-evaluate once we see how things develop on SISI. The goal is to provide an actual choice between named and T2 scramblers and this means each option must have tradeoffs. The old system with meta 4 modules dominating T2 was far from ideal. This new version means that fitting a T2 scram will be something many fits will want, but many fits will need to make sacrifices in other areas to reach that goal. The decision of which attributes you value most will be up to each individual pilot.

We are keeping an especially close eye on this change, and if it proves necessary we may tighten up the range gap between T1 and T2. We need to be careful not to let the difference get so close that the compact version becomes default though.

We've also made one other small tweak to the earlier proposal, dropping the capacitor need of the enduring longpoint a bit.

Thanks and keep the feedback coming!

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

elitatwo
Zansha Expansion
#92 - 2016-02-14 17:45:56 UTC
This may sound silly but how are the tackle frigate supposed to cope when there is no point to fit a point - pun indened.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Jack Roulette
Royal Amarr Institute
Amarr Empire
#93 - 2016-02-14 18:23:29 UTC
This +3 strength buff to all faction scrams is a HUUUGE bonus to tackling anything with a +2 inherent core strength (which was intended to negate 1 scram but now doesn't), as well as exploration frigates. It basically makes the venture's bonus completely pointless. CCP might as well just remove core stabs from the game. I mean, apparently the goal is to make tackling so moronically easy, why not? If we're just going to pretend like there's things you can do to prevent tackling, but constantly make it less an less likely that any of that will work, hell, might as well just have target locks shut off warp drives.

And this change does nothing to help the real problems like uncatchable interceptors.
Khan Wrenth
Viziam
Amarr Empire
#94 - 2016-02-14 18:38:57 UTC
Jack Roulette wrote:
This +3 strength buff to all faction scrams is a HUUUGE bonus to tackling anything with a +2 inherent core strength (which was intended to negate 1 scram but now doesn't), as well as exploration frigates. It basically makes the venture's bonus completely pointless. CCP might as well just remove core stabs from the game. I mean, apparently the goal is to make tackling so moronically easy, why not? If we're just going to pretend like there's things you can do to prevent tackling, but constantly make it less an less likely that any of that will work, hell, might as well just have target locks shut off warp drives.

And this change does nothing to help the real problems like uncatchable interceptors.

...faction scrams. Those are expensive and rare (comparatively). I think you're blowing this up way out of proportion. Native hull strength will still save you in what, 95% of the cases? Cool down man, everything's going to be okay.
Helios Anduath
The Scope
Gallente Federation
#95 - 2016-02-14 18:59:22 UTC
Jack Roulette wrote:
...

And this change does nothing to help the real problems like uncatchable interceptors.


There is no such thing. No Interceptor can every be 100% un-catchable as you cannot get any of them down to a 1s-to-warp and 2s-to-warp can still be caught, just with some effort.
Helene Fidard
CTRL-Q
#96 - 2016-02-14 19:17:20 UTC
CCP Fozzie wrote:
As for the range on named scramblers, the current design isn't an accident but we are also willing to re-evaluate once we see how things develop on SISI. The goal is to provide an actual choice between named and T2 scramblers and this means each option must have tradeoffs. The old system with meta 4 modules dominating T2 was far from ideal.

I know you don't balance by price, but consider this facet of player behaviour: the difference between the ranges on the j5b and the faint epsilon scrams is a massive 375m, and people still pay 30x more for them. 750m tiers are huge for scrams.

Hey! I don't know about you

but I'm joining CTRL-Q

O'nira
Science and Trade Institute
Caldari State
#97 - 2016-02-14 19:57:05 UTC
Jack Roulette wrote:
This +3 strength buff to all faction scrams is a HUUUGE bonus to tackling anything with a +2 inherent core strength (which was intended to negate 1 scram but now doesn't), as well as exploration frigates. It basically makes the venture's bonus completely pointless. CCP might as well just remove core stabs from the game. I mean, apparently the goal is to make tackling so moronically easy, why not? If we're just going to pretend like there's things you can do to prevent tackling, but constantly make it less an less likely that any of that will work, hell, might as well just have target locks shut off warp drives.

And this change does nothing to help the real problems like uncatchable interceptors.



a venture has 1 low slot that you can and should fit a warb stab in, same with the t2 industrials though they usually have more than 1 low slot
Dantelion Shinoni
Empirical Inventions
#98 - 2016-02-14 20:54:28 UTC
CCP Fozzie wrote:


We are keeping an especially close eye on this change, and if it proves necessary we may tighten up the range gap between T1 and T2. We need to be careful not to let the difference get so close that the compact version becomes default though.


That's the key here. T2 can be desirable enough without the named having terrible range.

Again, it's not just fiting here, a 7500 distance kills scram-kiting, or at least severely nerf it. All named should at least be viable options for it, else you are pigeonholing a lot of people into Scoped and T2, or abandoning their nerfed hulls (I doubt the Tormentor fit with which I learned to scram-kite would survive that change...).
Masao Kurata
Perkone
Caldari State
#99 - 2016-02-14 21:04:32 UTC

  • The meta ranges seem a bit harsh, 8000 for compact and 8500 for scoped would be more reasonable.
  • Balancing modules around tackling supers seems odd when that clearly won't be what they're used for 99% of the time.
  • There's no real fitting choices to be made in the faction scrams or points, you just fit the best you can afford in cpu and ISK. Wasn't the goal to introduce more meaningful fitting choices? If anything they're more homogenous than they were before. Maybe give racial specialities within the tiers if you must really have obvious tiers of faction modules. Low fitting cost, high scram strength, low cap usage. Range is of course the primary stat and determines the tier.
Sabriz Adoudel
Move along there is nothing here
#100 - 2016-02-14 22:55:40 UTC
CCP Fozzie wrote:


As for the range on named scramblers, the current design isn't an accident but we are also willing to re-evaluate once we see how things develop on SISI. The goal is to provide an actual choice between named and T2 scramblers and this means each option must have tradeoffs. The old system with meta 4 modules dominating T2 was far from ideal. This new version means that fitting a T2 scram will be something many fits will want, but many fits will need to make sacrifices in other areas to reach that goal. The decision of which attributes you value most will be up to each individual pilot.




It should be pointed out that, in terms of acquisition, meta 4 modules are considerably harder to acquire than T2 ones.

T2 ones can be mass produced in obscene amounts - I could start the build process on 250 of them before work and come home to them all done (using only three characters).

Acquiring 250 meta 4 modules - even of a relatively unpopular meta 4 module - requires a lot of messing around in mission hubs. You'd have better stat access than me but I'd be surprised if even 250 meta 4 damage controls are looted gamewide in a day, and maybe 2000 of the scrams.

I stand to gain from these changes (I'm already setting up a production chain for these T2 modules) but I don't think it is a bad thing at all if the harder modules to acquire are more powerful.

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