First Local, Next Warp Core Stabs?

Bravo, although I suspect your response will be totally lost on some posters here.

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Yar, tis a good post.

Personally I’ve never fitted them or had need to, so such a change wouldn’t affect me.

Meanwhile…

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I think that warp core stabs should be only possible on indy ships as an option and that includes mining ships and I would like to see them on freighters and jump freighters.

Industrials - All of them.
Transport Ships - DST’s only
Mining Barges - All of them
Exhumers - All of them
Mining Frigates - including the T2 versions

Commons sense time I hope…

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Those ‘other modules’ are intimately related to the function of warp-core stabs, in fact they’re the only reason warp-core stabs exist. You know this as well as I do, stop being disingenuous.

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Well, Hilmar’s tweet only talked about the possibility of removing Warp Core Stabs. So I don’t know why you want to keep bringing the rest of the modules in. If you want to talk about the other ones, I think you should just ask Hilmar about it and see what he thinks about those.

Just because there happens to be some kind of interaction does not mean that CCP is required to change Warp Disruptors and Scramblers just because of the removal of Warp Core Stabs. :slight_smile:

We even have a (fairly) recent example of this.

When ECM was changed, people could have cried that Sensor Boosters would also need to be changed, but CCP didn’t see fit to alter Sensor Boosters or Signal Amplifiers, even though the argument could have been made that they are “intimately related to” the function of ECM.

I did see a Widow with them and Autotargetters ratting once.

I think all modules should be fittable on all ships, more choice in wacky fits is what is fun, not cookie cuttered constant “optimal fits” of boredom

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Fitting WCS is a CHOICE, and with it comes a cost.

I did not expect to see Eve pilots suggesting to remove freedom… :wink:

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Well, you may expect Eve pilots suggesting to remove the freedom to be entirely risk-averse for no effort.

The so called “cost” overshadows the denial of fun content for others.

Hilmar said it first, it’s “boring” and too simplistic and one-sided in its design.

It’s a mechanic that will change, and for the better.

Ships with WCS have a “self nerf” and are rarely able to engage in a fight, in part due to target lock difficulties and also lack of fitting CPU…

It is up to you to keep that ship from warping off, by bumping or applying enough DPS to kill it before it can escape.

How fun is it to shoot fish in a barrel?

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CCP just removed local from nullsec without any consideration of it being complex environment. So yes, they can do anything at this point. :rofl:

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That’s precisely the point actually, because the way I see it, the problem with the current "modular WCS " design is exactly that, that it’s a non-combative solution that remains permanent and fit-specific.

It should be a subtle blend of both worlds imo, like a built-in feature of every propulsion mods for example, perhaps an overheating type of design but with consequences if overused ?

Just an idea…

Imagine having to escape a gatecamp, getting scrammed by mutltiple ships and being forced to overheat your prop’s built-in WCS to escape, depending on how much scramble load was on you at the time, you could escape but your prop might explode and cancel your warp mid-trajectory, rendering you defenseless and without a prop in deep space, and on a 1min warp timer as well … giving at least a little bit of time for pirates to scan you down, if they’re fast enough.

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yes please drop them from database :slight_smile:

Personally, Id love to see Pinlasers or Anti-module weapons that do very little damage over all but can destroy targetted modules. The first strike on a DST hitting the Stabs before its pinned. But conversely I suppose it could be used to take out Scrams.

I still like the idea of being able to target specific systems. I mean, some modules are massive.

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This company and its leadership is loosing its mind. There was once a time when there was this thing called ‘balance’ .

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I’m against removing stabs, because they provide options of play and counterplay. Somebody fitting stabs feels confident and takes risk not taken otherwise. This enables options for “surprise” counterplay, creating content.

if you remove stabs, people will not take those risks anymore, and either stop playing or playing safe, so no feasible counter is possible.

For example ninja looters … without stabs this profession will cease to exist and so hunters who prey on suspect haulers.

However I’m fine with giving penalties, so any type of fighting is impossible with fitted stabs. Also we can restrict fitted stabs to 1, but offer new expensive 2x, 3x, … single stab options.

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I approve, support, and endorse the above product . . . however, I don’t see where Hilmar’s tweet referenced the removal of warp core stabilizers. Is it possible you could point out where that terrific idea was actually mentioned?

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Would you approve of WCS as built-in prop feature, but with restrictions ? See my post a bit above.
Ie:

> Imagine having to escape a gatecamp, getting scrammed by mutltiple ships and being forced to overheat your prop’s built-in WCS to escape, depending on how much scramble load was on you at the time, you could escape but your prop might explode and cancel your warp mid-trajectory, rendering you defenseless and without a prop in deep space, and on a 1min warp timer as well … giving at least a little bit of time for pirates to scan you down, if they’re fast enough.

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Yep.
I use stabs to get me from Point A on the map to Point B. I have little interest in what happens on the way.
Where necessary, I’ll just go back to flying shuttles, pods and rookie ships through the bad neighbourhoods until I get to where I’m going, probably having a few meaningless rinse-and-repeat losses along the way.
As Cap’n America would say to a gatecamp “I can do this all day”.
The real tedium is going to be in managing jump clones and logistics between alts.

in b4 MWD+Cloak trick, Covops, “Git Gud Stab Whore”, yes, yes I’ve heard it all before.

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Not enthusiastic about the complete removal of wcs.

Now that wcs aren’t in fw, the only bad parts of wcs is specialised haulers like the miasmos and epithal. But the problem here is specialised haulers, not the wcs themselves.

Still, having a look at the whole mechanic and seeing if we can do something better isn’t a bad thing.

Edit- also how will this effect ships with built in wcs like the vent and dst’s?

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