Fully capped out ships being unable to initiate warp

my viator has 1700 GJ. drained in one cycle of curse.
occator 3500. Needs 2 cycle, or 2 curses, to drain it out.
NH 3500

Most cruiser or smaller are neuted in one cycle.

Every playstyle in eve can be countered by another playstyle. emphasis is “another”. The capacitor neutralization, so far, has been counterable by injecting capacitor using capacitor boosters, so the proposed change already wants warp to be possible only if capacitor has been sufficiently high for a given timeframe, eliminating the classic capacitor warfare counter from being usable against warp interdiction by energy neutralization.

Further, classical warp disruption/scram can be countered by …

  • Destroying the source of the scram effect. So far the most final solution to the problem of not being able to warp, however, destroying a cap neut source will not return capacitor. So the cap neut’s victim still can’t warp
  • Outmanouvering the source of the scram. Again, while energy depleted ships have inferior manouverability, even if they manage to outmanouver all cap neut sources, they can nevertheless not warp as outrunning capacitor neuts does not give any capacitor back
  • Breaking sensor locks of the scram. Using either Burst Jammers, Sensor Dampeners, ECM drones or other fleet members using ECM modules to disable energy neutralization users from applying their effects on a victim will not provide it with any energy, therefore the victim cannot warp away even despite having broken the effect’s usage
  • Cap neutralizing the scram source. If the scram source can’t cycle it’s modules, you can warp away… unless, you still don’t get your capacitor back when you take off enough capacitor off your opponent, or the opponent depletes himself w/o your help
  • Warp Core Stabilizer modules and/or hull bonuses. The least reliable to reenable warp, as the scram user can potentially have multiple or stronger scrams, but if they don’t the WCS can re-enable warp drives… but it won’t provide capacitor, which is still disallowing the victim from warp.

So, the new mechanic effectively renders all counterplays against getting tackled that have been in the game so far, obsoletes a module category (scram and disrupt) and it’s defensive counterpart (WCS) while offering no obvious counterplay and buffing a module that is already quite strong?

Especially given the disablitiy to warp even when the effect has been countered enables all kinds of really lazy alt play and still being successful:

  • losing your tackle alt while no other ship has a tackle on the victim. To the gate guns which were very predictable yet you were lazy enough to get wrecked by them nevertheless and didn’t move your dps boat into scram range or didn’t even fit a scram on it in the first place
  • manouvering your tackle alt into the nirvana (or afk orbiting the wrong object) w/o realizing it before it left it’s scram module’s range
  • not grabing additional scrams before the primary tackle gets sensor warfare-ed
  • not paying attention to the capacitor state of your tackle alt
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I mean, there are a lot of alpha nuet ships out there. Abbs can one shot a cruisers cap, even some bbs

Or you could just get a warp scram and do it that way. Sounds like you are begging for a way to stop someone from warping that can’t be countered. If they get cap drained, they have to wait 1 minute before warping again- no take-backs.

Has PvP fallen this low finally? You already have Stasis Webifiers, Warp Scrams, Cap Draining, and Bumping without any collision damage. PvPers need more? Sounds like it’s time for a Top Gun dog fight training school.

I agree here, and am not advocating for this change. More just interested as a thought exercise given CCP is unlikely to pursue this anyways