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Thread: Micro Jump Drives

  1. #61
    Vortex's Avatar
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    Quote Originally Posted by prometheus View Post
    Same concept, different execution.
    The biggest issue is the fixed range of this thing.

    100km is worthless, and being adjustable would risk being OP.
    Yep. I have no idea why everyone thinks this would be a "buff" to Gallente blaster boats. I cannot fathom a situation in which I need to jump 100km in a straight line to "get into the fray" of things in a blaster boat. You won't catch sniper HACs with this, cause, you know, you're a battleship. You won't catch sniping battleships even, and you'd get alphaed before you even spool up. In small gangs you are either fighting close range or getting kited by Nano, which, again, you won't catch with a 100km jump.

    If you must scramble a battleship to prevent it from jumping then you just made battleships stupidly hard to tackle as well. Oh lolol, infinite point? How about I just teleport away for no reason whatsoever!

    I have real trouble seeing a module like this ever making it onto TQ - it will always exist very far into the "useless" or "mandatory OP module" spectrum, never a balanced module. I wouldn't mind seeing a specific ship class get something like this (Blackops come to mind), but as a general purpose module? lolno. If carriers or dreads can fit it (which CCP would be retarded to allow) then they become an instant each choice for that first midslot on those ships.

  2. #62
    Anzoxe's Avatar
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    Quote Originally Posted by Vortex View Post
    If carriers or dreads can fit it (which CCP would be retarded to allow) then they become an instant each choice for that first midslot on those ships.
    another nerf to shield caps

  3. #63
    Xiang Jiao's Avatar
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    CCP should just roll a module out that's balanced for frigate classes* (frig/dessy) and see how it works. I don't know why they would lead off with a battleship design in the first place. They were smart enough to start with the frigate class for the new "tiericide" balancing. Introduce the module when the new frigs come out, reclassifying the useless mining vessels as the new experimental platform. Fuck mining frigates anyway. I'd like to see some hard numbers proving that players actually use them when just starting out. Other than the Navitas as cyno ship, and one lone Burst, I've never seen them flown in Eve.

    *To balance it for frigs, they would have to base the jump propulsion system on mass so if someone tries to use it on a battleship it will fling them no more than 1000m. Or they could simply not allow it to be fitted on anything else, but that breaks down the sandbox quality of the game. If someone wants to jump their Abaddon in 1km hops, they should be able to do so.
    Last edited by Xiang Jiao; April 3 2012 at 01:33:50 AM.


  4. #64

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    I mined in a Burst.

  5. #65
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    Quote Originally Posted by Mfume View Post
    I mined in a Burst.
    I flew exactly one burst. To a station to pickup my rifter.

  6. #66
    Lachesis VII's Avatar
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    Quote Originally Posted by Mfume View Post
    I mined in a Burst.
    I mined in a Navitas, and I've hauled cargo in a Bantam.

  7. #67
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    The more I think about it, the more I come to believe that this module is to encourage low-sec CNR mission running.

    (except the spool timer makes it usless).

  8. #68
    Xiang Jiao's Avatar
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    Quote Originally Posted by Lachesis VII View Post
    Quote Originally Posted by Mfume View Post
    I mined in a Burst.
    I mined in a Navitas, and I've hauled cargo in a Bantam.
    How did I know you assholes would post just to be contradictory? It's not as if the ships have never seen the undock of a station before, but that they are utterly pointless. Instead of using a Navitas, you could do a lot better in a Catalyst with 9 more hours of training time, so the very next day. Sure, it's more expensive, and you could maybe argue that the green Eve pilot will have trouble raising the cash for a destroyer right away. If this is a problem then perhaps the new player experience is failing more than we have guessed. I'd much rather see some buffs to the tutorial mission rewards than ships that are almost totally useless beyond using day one in a belt munching rocks and never again. Keep in mind that there are no T2 variants of these ships, so the models of the hulls are a real waste, too. They all look nice except the Burst is a little boring to me.

    Wow, I'm way off topic - reel me in!


  9. #69
    Donor Mike deVoid's Avatar
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    (Aside from arguments debating its utility in the first place) is a long spoolup time necessary to balance the module, if it is also going to have a cooldown? Wouldn't 5seconds spoolup be better?
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  10. #70
    Vortex's Avatar
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    Quote Originally Posted by Mike deVoid View Post
    (Aside from arguments debating its utility in the first place) is a long spoolup time necessary to balance the module, if it is also going to have a cooldown? Wouldn't 5seconds spoolup be better?
    I don't have a clue how long a spool up would be balanced. The shorter the spoolup, the better the module becomes as a reactionary escape mechanism. You jump into a pirate camp, but they don't have the special bubble! You press jump, and are now X km away and aligning to warp. -> short/no spool is Broken. At the same time, a 20 or 30s spool up time would be pretty dumb, as you couldn't plan any combat scenario that far in advance. The far better solution would be to have the spool up timer, and the activation, be separate commands. If there was a 20s spoolup, and you could keep the ship spooled up for up to 2 minutes so long as the ship stayed above X cap %, then yea, it might have use. Just click once to spool, and click again to jump. You can't spool it up out of the blue to escape a gatecamp, but you could spool it tactically to use when needed.

    Frankly I wish warp drives worked this way. Instead of just instantly going to warp, I'd rather the ship had to suck energy out of the capacitor at a steady rate, and initiate warp only once all the energy required for the total distance traveled was acquired. Warping with zero cap is often an advantage since you are guaranteed your own pre-made safespot, which is just silly - there shouldn't be an advantage to not having cap!. Plus, it would finally decouple ship agility from ship warp timers, which would allow better balancing for both nano and lock times / ship escape. That's neither here nor there tho so vOv.

  11. #71
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    If I were to redesign eve from scratch, warp drives would indeed spool.

    I think the next question with MJD is can you spool whilst cloaked...

    Also, might as well watch this if you have an hour to kill:

  12. #72
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    Quote Originally Posted by Pattern View Post
    If I were to redesign eve from scratch, warp drives would indeed spool.

    I think the next question with MJD is can you spool whilst cloaked...
    Huh, that's an interesting question. I'd assume the MJD activation would halt cloaks from activating, but if they don't you could indeed just F1/F2 and spend your entire spool-up cycle inside the cloak. Actually, if the jump itself is part of one continuous module cycle, then its reconcilable it would jump your ship straight from the cloak as well. That's all easily tweaked on CCP's end tho, so I can only guess that the spool-up, and jump, would not work while cloaked.

  13. #73
    Donor Mike deVoid's Avatar
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    Quote Originally Posted by Vortex View Post
    Quote Originally Posted by Pattern View Post
    If I were to redesign eve from scratch, warp drives would indeed spool.

    I think the next question with MJD is can you spool whilst cloaked...
    Huh, that's an interesting question. I'd assume the MJD activation would halt cloaks from activating, but if they don't you could indeed just F1/F2 and spend your entire spool-up cycle inside the cloak. Actually, if the jump itself is part of one continuous module cycle, then its reconcilable it would jump your ship straight from the cloak as well. That's all easily tweaked on CCP's end tho, so I can only guess that the spool-up, and jump, would not work while cloaked.
    You could use the MWD-cloak trick to make it work as long as you jumped at the end of the spool-up period.
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  14. #74
    Lachesis VII's Avatar
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    Quote Originally Posted by Xiang Jiao View Post
    Quote Originally Posted by Lachesis VII View Post
    Quote Originally Posted by Mfume View Post
    I mined in a Burst.
    I mined in a Navitas, and I've hauled cargo in a Bantam.
    How did I know you assholes would post just to be contradictory?
    Wasn't saying it to be contradictory, was saying it to prove that I was stupid when I started playing EVE.

    Then again, I'm still pretty stupid: http://eve.battleclinic.com/killboar...hp?id=11365119

  15. #75
    Xiang Jiao's Avatar
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    Quote Originally Posted by Lachesis VII View Post
    Then again, I'm still pretty stupid: http://eve.battleclinic.com/killboar...hp?id=11365119
    That's awesome - a combat Navitas. Now imagine if that ship could zip around the grid and tackle shit. It would need an all around buff, too.


  16. #76
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    Yeah, a propulsion device that requires you sit still first is pretty useless tbh.

    Does anyone remember the Chrono Legionnaires from Red Alert 2? They could teleport anywhere and zap stuff, but they had a cooldown based on how far you jumped. They were cool as hell, but basically useless since you usually wanted to you know, attack after jumping somewhere. Though you could mitigate that by doing smaller jumps, but at that point you may have just used normal dudes.

  17. #77
    Donor Sparq's Avatar
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    Quote Originally Posted by Pattern View Post
    If I were to redesign eve from scratch, warp drives would indeed spool.
    I would stab you in the neck.

  18. #78
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    Quote Originally Posted by Sparq View Post
    Quote Originally Posted by Pattern View Post
    If I were to redesign eve from scratch, warp drives would indeed spool.
    I would stab you in the neck.
    I would gladly help.

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