What I said was:-
MJD has a “one per ship restriction” and it has a cool down to prevent repeated consecutive activations.
MJF scales linearly with the number of modules, as does the total achievable jump distance. The following statement highlighted one of the “abused-to-the-point-of-broken” mechanics of the MJF meta…
You are correct in that a weapons timer does not directly prevent the bulk movement of a fleet large distances with a CD blob. A weapons timer does make life more difficult for CD blobs that simply warp to a ping several hundred kilometres from a gate and MJF their way through disruption bubbles to crash a gate.
Fighting groups of small ships that move fast and can’t be easily caught isn’t fun. Why else did half the interceptors loose their interdiction nullification?
On this there is agreement,
As far as my eve history knowledge goes, there was a time smart bombs in high security space were actually that, smart. You could run them without dropping out of green safety and a lot of mission runners liked to use smartbombs to clear away pesky weak NPC’s. Then CCP decided to change how EVE calculated who an “enemy” was and resulted in a computationally less expensive ( less laggy ) algorithm and with it the developers decided to throw out green safety smartbombing in favour of red-safety, full-time-weapons-timer mechanics for the sake of simplicity, rather than code in exceptions for the multitude of smart bomb edge cases.
The acceptance of a simple solution to AoE weapons timer “triggers” essentially shifted from what the AoE effect “did” ( previously accepted as a logical application of its operation ) to what it “could potentially do” ( illogical, but easy to understand as a rule and therefore accepted ) which meant more things generating weapons timers than they used to, even things that didn’t necessarily do any damage. Take bombs, if two bombs of different types are heading towards each other, whichever one explodes first will destroy the other, yet both ships end up with weapons timers despite on ship doing 0 damage.
The same could be said for the impact T3 destroyers had on everything from smaller ships like assault frigates all the way to battle cruisers. It took a very long time for CCP to buff smaller ships, even within the T3 bracket ships like the Svipul had an obvious dominance that took a long time to balance out.
I agree that giving out a weapons timer isn’t an outcome I’d have liked to see as a first preference.
I too would have much preferred a cool down mechanic to stop the repeated use of MJF to give large masses of ships the ability to move around grids too quickly and through interdiction efforts, yet I’ll accept a weapons timer in lieu, at least for now.
Sometimes is very frustrating that CCP seems to ignore the need to make changes, at least this is a change in a otherwise niche area and it is positive that CCP is giving it some attention. Hopefully this isn’t the last iteration and with time CCP will be responsive to feedback and make future adjustments.