CCP Devblog: New modules & changes

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You've got a dead link. :(Ok, finished your article. I think the important thing with the MJD is how its jump distance is affected by/limited by ship mass. If you could use one on a capital and only move 20km~, thatd still become a must-have for every supercapital ever.
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*edit* Nevermind.
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Reading comprehension??? He mentioned that in the context of a future addition of smaller sizes.
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I hope they dont add medium MJDs , it would make sniper TIER3 gangs even better than they are already.The Target Breaker is awesome for BLACK OPS / drops which dont have logi . these in combination with falcons will help BLOP fleets to stay alive a lot . I like it . I can see the LARGE MJD be very usefull for medium , small sized RR Gangs in Low Sec. Unlike most of the other things in Retribution , I like these changes a lot . ASB's could need a slightly bigger nerf though as they are still way better than most active armor tanking variants. ( The triple rep myrm might keep up with that )
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So from what I can tell, Micro Jump Drives allow you to travel at a theoretical speed of 333m/s if you remain stationary between jumps, so roughly 450m/s if left untackled. A neat escape tool, but that doesn't compare with Micro-Warp Drives or even Afterburners. Still, it'll be interesting to see how they turn out being used.Forgive me if I did my math wrong.
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they can only be fitted to a battle ship else supers would become unkillable period
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I hope they'll never add the MJD to small and non-pvp ships, would be too op : it would become a must have for scout / hauler who move on null ; with that no one would care about bubbles camp, they would become pretty hard to catch...
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except you can't put on MJD on a BOPS bs, despite the description. try it.
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With the addition of a drone bay, the battle Noctis because even more feasible.
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holy shit you're so incredibly wrong100km range for a 9.4 spool-up time (skill at 4) => 100/9.4=10.63km/s = 10630m/s speed
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You failed to take into account the cool down period, and I failed to take into account the spool-up time. I was talking about overall speed, not instantaneous speed, and saying that the module can not REPLACE a prop mod. Sorry for the miscommunication.
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I wholeheartedly disagree. The MJD will make battleships a common sight again, particularly sniper shield battleships. With bubbles not afecting them (of all things!) it would require good piloting and scram-range bonused ships to catch one of these. On the other hand though, we could see 'I was there' sort of brawls, until they get to using wcs smartbomb battleship firewalls around the main fleet.
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Which Eve are you playing where battleships aren't already a common sight?
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The MJD replaces a BS prop mod. A BS can't fit both and be useable. You have a flying brick. Can't burn to gate or burn out of bubbles. You have this theoretical BS fleet spool up forever, jump, tackle then burns the 100K in less time than it takes the BSes to align, and they are SOL.
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Just tried it again. Apparently you can fit an AB and MJD but not MWD and MJD. You are still using 2 medium slots instead of 1 for propulsion.
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It makes for a neat little trick or escape mechanism, but the combined issues of cool down and fitting make it doubtful that it will ever become a widely-used tactical positioning tool.
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On a more positive note, the MJD's effect looks boss as fuck
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try traning your fitting skills harder. A megathron can fit this and an MWD and dual 1600 tank and neutron blasters and have cpu and grid left to spare wtf are you on about? Personally I can't wait to see Vindi/Bhaal/damnation gangs with this module oh wait... I'm already building them in preparation >:)
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training* Stupid phone keyboard D:
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is the spool up time less than a bombs flight time? And... actually nevermind.. That wouldn't help too much with escaping bombers.... if I was the bomber wing I'd just have some bombers bomb the gate and some bombers 130 off the gate ... drop first bombs as soon as scout confirms red gate fire... force ingressing BS's to jump forward without aligning. Then bomb the spot 100km away from the gate >:)
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at the exact point they happen too align too, which in some system could be literally one of a hundred things? good luck bud.
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Oh what the shit tyrone!
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I foresee supers fitting LARGE MJD's . Welcome to the age where no more supers die.
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They can be fitted to BSes, and only BSes.
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Don't forget the MJD cloak trick, you can activate, cloak and wait then you will jump and land still cloaked.
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The WH space one :D
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There is an anti-MJD bubble btw. While it doesn't seem to be coming out with this expansion it does exist ( check the market with the other bubbles or blueprints ).
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I'm wondering if we'll see MJDs used on Battleships fit to be blockade runners. Jump gate, immediately hit spool up, jump. I'm hoping the spool up disables gate cloak (it should). If it does, 8 seconds is a long time for the gate camp to put a scram on you, but many people still just use a long point.The other interesting use may be smartbombing battleships...with he ability to suddenly move 100km, they might become viable in large fleet fights.
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Apparently they have changed this on a internal build, we will not be able to do this on TQ when expansion comes.
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The salvage drone is definitely a "good" imoAs for the MJD, look at is as "anti-blob"Goonswarm drpped 700 drakes on your 200 man rokh fleet? align MJD warp. Also will make flying fleets like nagas thougher, at least against battleship fleets.And it can be stopped by warp scramblersDefinitely goes in a "Meh" to "Good" for me, depend on how useful it turns out to be.
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Thank sweet jesus. The cloak-MWD trick is bad enough imo.
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Couldnt agree more.

CCP has just released a devblog about Team Super Friends' more recent work. A large part of the blog covers changes to kill rights and wars, which will be covered in another article. Some small but significant module changes were thrown in at the very end of this blog that may raise some eyebrows...

 

THE GOOD

It's been a while now since the Reactive Armour Hardeners and Ancillary Shield Boosters were introduced, and the consensus-by-fire is in. While RAHs have a significant upside - they suffer no stacking penalties with regular hardeners - their high cap use (made worse by their associated skill) has not made them popular. On the other hand, ASBs have proven to be wildly popular, with many players even considering them overpowered. To see their effectiveness, particularly in small gang situations, one had only to look at their popularity in the last Alliance tournament. By contrast, the RAH has mostly been limited to use on max-tank capitals, where the upside is welcome and the downside less relevant. Ultimately, the balance of power has shifted that much more towards shield tanks at a time when armour tanks could certainly use some help.

Thankfully, CCP is responding. In Retribution, the RAH will receive a couple of buffs. Their resistances will shift by 6% per cycle, up from 3%. Additionally, the Armour Resistance Phasing Skill will now reduce cap use, rather than effectively increase it as before. On the other hand, ASBs are seeing several nerfs. The cycle time for XL ASBs is increasing from 4 to 5 seconds. Additionally, all ASBs are seeing their capacitor usage increased by 40%, and cap booster capacity reduced by 30%. While the reduction in capacity and increase in capacitor use combine as a blanket nerf and serve to reinforce the "emergency" nature of the module, the cycle time extension on the XL booster is aimed squarely at multi-ASB battleship fits.

 

THE MEH

Target spectrum breakers, which were supposedly going to change blob warfare, have been curiously non-existent on Tranquility. This maybe because they have ridiculous signature resolution penalties, or that they take the slot of something that could be significantly more useful. In their wisdom, CCP have decided to reduce activation time to 8 seconds, and the scan resolution penalty to 25%. It is difficult to imagine that these buffs will do much, however, as the biggest downside remains: In this "Age of Logistics" (only enhanced by the addition of Tech 1 logistics frigates and cruisers), the last thing you want to do when under fire is break everyone's locks.

Salvage drones will be added. Small-sized drones with a base salvage success of 3% that can be increased to 13% with the associated salvage drone skill to level five, and the same 10 second cycle time as normal salvage modules. These stats will be respectable given you will likely be flying five of these at once means that it will take on average two cycles to succeed in any salvage attempt. These drones come with some advantages and disadvantages. On the downside, they leave the salvage in the wreck, requiring players to collect it themselves. They're also incapable of salvaging sleeper wrecks or more difficult targets such as player or officer wrecks, although most of those cases matter less to the probable users. On the other hand, there are few players to whom they will not be a welcome addition. For example, marauder pilots blitzing missions often favor three tractor beams to loot anything they can while killing as fast as possible. And even those with a dedicated salvage pilot will appreciate them, thanks to another change: the addition of a 25m3 drone bay to the Noctis.

 

THE BAD

The micro jump drive was an original idea that had potential to change fleets up a bit and perhaps allow brawler BS to make a return. CCP has announced the final (maybe?) points about their function. Technically they are similar to a 100MN MWD, with effectively identical fitting and cap requirements, though they only cause a 150% sig bloom as opposed to 500%. The module spools up in 12 seconds (reduced to 8 with the skill at 5) and shoots you 100km in the direction you're pointing,  maintaining your initial heading and velocity. The final clincher: this module is not affected by bubbles or warp disruptors, only by warp scramblers.

The most obvious use for the module is as an escape tool. Align your fleet, hit the spool up, and then (thanks to the retained initial velocity) warp almost instantly to safety.

In most fleet fights, the most difficult part is holding down your opponents. This is all the more difficult in low-sec where bubbles are non-existent, but CCP clearly intended this module for larger fleet battles. Most battles are spent with FCs trying frantically to bubble an enemy fleet. On one hand, creating a module that makes this even more difficult can be seen as a short-sighted decision. Given that the fitting requirements are almost identical to the 100MN MWDs in use now, it would be easy to adapt this to existing BS doctrines. On the other hand, battleships rarely fight alone. Modern fleets of any sort are accompanied by logistics, recons and other support ships, all of which would be left behind. The fact that the full name of the module is "Large Micro Jump Drive" implies that CCP may add other sizes "Soon™", but until then it seems likely that the module's usefulness will be limited.

Once CCP does add smaller versions of the MJD, maybe things change. Long-dead doctrines such as RRBS fleets become viable again, diversifying the field. Perhaps "sniper" (in the sense of ability to engage at 150km or so) doctrines such as rokhs or napocs become more popular. Hit and run groups based on Tier 3 BCs could get a boost in the form of heightened mobility. Perhaps even doctrines not based on mobility adopt the module, if only to counter the mobility it offers to opposing doctrines.

Or not. Only time will tell. The MJD will see more actual use than the Target Spectrum Breaker, though, thanks to one tiny detail. The module's spool-up phase continues even while cloaked, making it potentially very useful for Blackops BS.

[name_1]
Member of Nulli Secunda. Have been playing Eve for close to four years, already hit by bittervet syndrome. I've played a number of games over the years and generally dab in every game that's fun.