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Micro Jump Drive I

Author
St Mio
Imperial Academy
Amarr Empire
#1 - 2012-03-12 10:13:38 UTC
From latest Chaos dump (?):
Quote:

Micro Jump Drive I
Long ramp up time, at end ship is jumped instantly 100 km directly forward. Ship maintains direction and velocity. Ship is affected by warp scramblers and warp disruption fields.

Attention
Seb Seba
Garoun Investment Bank
Gallente Federation
#2 - 2012-03-12 10:16:30 UTC
St Mio wrote:
From latest Chaos dump (?):
Quote:

Micro Jump Drive I
Long ramp up time, at end ship is jumped instantly 100 km directly forward. Ship maintains direction and velocity. Ship is affected by warp scramblers and warp disruption fields.

Attention


Nano snipers dream come true?
Ottersmacker
Genos Occidere
HYDRA RELOADED
#3 - 2012-03-12 10:17:03 UTC
Blink
12% of base mana
Instant 15 sec cooldown
Teleports the caster 20 yards forward, unless something is in the way.


(also probably gets a bonus from glyph of republic fleet)

i just locked an open door.. strange, yet symbolically compelling.

Keen Fallsword
Skyway Patrol
#4 - 2012-03-12 10:24:04 UTC
Seb Seba wrote:
St Mio wrote:
From latest Chaos dump (?):
Quote:

Micro Jump Drive I
Long ramp up time, at end ship is jumped instantly 100 km directly forward. Ship maintains direction and velocity. Ship is affected by warp scramblers and warp disruption fields.

Attention


Nano snipers dream come true?


errr

close azz wreckers dream come true ?
Bumblefck
Kerensky Initiatives
#5 - 2012-03-12 10:49:24 UTC
This is like the third thread on this stupid Drive thing

Perfection is a dish best served like wasabi .

Bumble's Space Log

JC Anderson
RED ROSE THORN
#6 - 2012-03-12 10:51:44 UTC
Heh theres a mobile micro jump drive disruptor deployable too.
Chribba
Otherworld Enterprises
Otherworld Empire
#7 - 2012-03-12 10:52:01 UTC
and it's still going to be cool

★★★ Secure 3rd party service ★★★

Visit my in-game channel 'Holy Veldspar'

Twitter @ChribbaVeldspar

St Mio
Imperial Academy
Amarr Empire
#8 - 2012-03-12 11:17:10 UTC
Bumblefck wrote:
This is like the third thread on this stupid Drive thing

I want to be popular too, ok! Big smile
Rek Seven
University of Caille
Gallente Federation
#9 - 2012-03-12 11:22:05 UTC
I remember when this was suggested on the old forums and i though it would be cool... But having a fixed micro-jump range of 100 km doesn't sound that great. It will only be used for escape and sniper re-positioning.

They should add scripts so you can change the micro jump rangeAttention
JC Anderson
RED ROSE THORN
#10 - 2012-03-12 11:23:59 UTC  |  Edited by: JC Anderson
Rek Seven wrote:
I remember when this was suggested on the old forums and i though it would be cool... But having a fixed micro-jump range of 100 km doesn't sound that great. It will only be used for escape and sniper re-positioning.

They should add scripts so you can change the micro jump rangeAttention


It lists the micro jump disruptors to prevent it...

But I still find much comedy in picturing two fleets micro jumping over and over each other like leap frogs for a few hours as one tries to range and the other just keeps jumping away as they land.
Rek Seven
University of Caille
Gallente Federation
#11 - 2012-03-12 11:27:30 UTC
JC Anderson wrote:
Rek Seven wrote:
I remember when this was suggested on the old forums and i though it would be cool... But having a fixed micro-jump range of 100 km doesn't sound that great. It will only be used for escape and sniper re-positioning.

They should add scripts so you can change the micro jump rangeAttention


It lists the micro jump disruptors to prevent it...

But I still find much comedy in picturing two fleets micro jumping over and over each other like leap frogs for a few hours as one tries to range and the other just keeps jumping away as they land.


I'd just love to fit it to my blaster mega and Micro jump to a target 50km away for some serious face melting Twisted
Mara Rinn
Cosmic Goo Convertor
#12 - 2012-03-12 11:30:51 UTC  |  Edited by: Mara Rinn
Watch as Oracles become the most overpowered ship in existence. Nanofags? Ha! They had nothing on Oraskips. Useful damage projection from 50 to 150km, and before you can get a warpable hit on them, they've skipped somewhere else shooting you from where your interceptors can't hope to reach them in time.

(Skip drive because they jump in much smaller hops, kinda like the stutterwarp drive in 2300 AD)
Aquila Draco
#13 - 2012-03-12 11:50:04 UTC  |  Edited by: Aquila Draco
People... you forgot this sentence:

Quote:
Long ramp up time, at end ship is jumped instantly 100 km directly forward. Ship maintains direction and velocity. Ship is affected by warp scramblers and warp disruption fields.

Note: Battleship class module


So... it will be very hard to fit it on BC if not impossible.
Roime
Mea Culpa.
Shadow Cartel
#14 - 2012-03-12 11:52:30 UTC
Is this a real dump, or mineral market manipulation fake?

.

Aquila Draco
#15 - 2012-03-12 11:54:24 UTC
Roime wrote:
Is this a real dump, or mineral market manipulation fake?




Person who gave us all true info from dumps (tier3 BCs, AF stats, hybrid stats) has posted this... so its true.
Raneru
Jerkasaurus Wrecks Inc.
Sedition.
#16 - 2012-03-12 12:23:20 UTC
Quote:
Type ID:
28840

Name:
Magic Crystal Ball

Description:
Allows you to see into the future by looking for new TypeIDs on Singularity.

Warning: Side-effects may include speculation, jumping to conclusions, overanalysis, misunderstandings, unwarranted assumptions, ten-page forum threads, baseless concerns, undue panic, virtual stampedes, threadnaughts, premature account cancellation and unneeded developer stress. USE WITH CAUTION.
Wacktopia
Fleet-Up.com
Keep It Simple Software Group
#17 - 2012-03-12 12:36:43 UTC  |  Edited by: Wacktopia
Quote:
duration: 30000.0


Er... so 30s from activation until jump? "Hey there Mr Sniper Fleet, please sit still for 30s whilst I activate my MJD"....?

Also, what the hell point is there creating this in game and then a large deployable counter that everyone can easily use? Why not just get a 100km warp-in (get a cloaky ship 150 away in line with the target and "warp to 50") for your battleship fleet instead of having to warp "exactly 100km" and wait 30seconds to even do that?

The potential for the idea is interesting but under it's current (yeah yeah pre-beta I know) stats it looks too dumb and fiddly to use.

Edit: What might work...

1) Activate MJD
2) Wait some time for warp up / activation cycle then...
3) At end of activation cycle you get a new in-space right-click menu "Jump Drive"
4) Right click in space "Jump Drive > Jump 50km, 75km, 100km, 125km, 150km, 200km, 250km"

Would allow fleet command to order activation of the module and then allow for fleet to align if/when ready and call for a specific jump range.

Kitchen sink? Seriousy, get your ship together -  Fleet-Up.com

Rek Seven
University of Caille
Gallente Federation
#18 - 2012-03-12 13:05:18 UTC
Wacktopia wrote:

Edit: What might work...

1) Activate MJD
2) Wait some time for warp up / activation cycle then...
3) At end of activation cycle you get a new in-space right-click menu "Jump Drive"
4) Right click in space "Jump Drive > Jump 50km, 75km, 100km, 125km, 150km, 200km, 250km"

Would allow fleet command to order activation of the module and then allow for fleet to align if/when ready and call for a specific jump range.


So after the cycle ends you can save the micro jump for a later use? I like that idea but while the MJ is active/stored, the ship should have the 500% sig bloom.


Aquila Draco
#19 - 2012-03-12 13:06:18 UTC
I hope that this is connected to removing on grid warp to anything that's over 150km and removing on grid probing (warp to probe). I hope that in this expansion they will remove hard cap of 250km lock range.
This all will make snipers useful again.
And if my ship can target over 250km, why the hell not let it do that.

Please CCP... listen to my prayers.
Johnson Johnson
Science and Trade Institute
Caldari State
#20 - 2012-03-12 13:13:08 UTC
here's to micro jumping on top of aligning jump freighters outside lowsec stations and bumping them 50km
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