Nullification and Warp Module Update – Live Now!

Or, you can accept that you’re extremely niche experience and opinion doesn’t override all other concerns, and use an astero instead of trying to turn the helios into one. Why should helios pilots now alter their training plans just to suit you? FYI, I don’t fly a helios, and have never had any interest in flying one. I just don’t see why your extremely self-interested view should cause other people to miss out. I don’t disagree with you because of a failure to understand. I disagree with you precisely because I do understand: you’re too cheap to buy implants, and you’re only thinking of you.

I’m going to make one final attempt to make it clear why leaving the helios as it is, is a bad idea since you’ve muddied the issue completely, and then I’ll leave it there. Feel free to have the last word, and repeat ad nauseam that which never made sense to begin with. I’ll have faith in others’ ability to see through it.

Each frig is different, but they’re not supposed to be so different that they’re effectively another class entirely. The helios was massively imbalanced to begin with, on account that it was the only one of them that was viable for any sort of combat. Now the gulf has been been expanded further, from the other side. Overpowered and overcapable in one direction, and completely lacking in another. It’s balance of a sort, but it’s resulted in a ship that’s so skewed away from its counterparts that it’s no longer recognisable alongside them, and resembles a faction ship that costs multiples more. Covert ops frigates are recon/explo vessels. For combat probing, a better solution would either be for the astero to get a buff to its scan strength bonuses, as any concerns about its viability as compared to covops frigates are moot since the nullification changes. The lack of nullification now makes the choice between covops and astero clear. Another solution would be to finally add scan bonuses to the force and combat recon ships. It’s always been silly for so-called recon ships to be rubbish at scanning.

No, this Helios combat probe fit assumes that very expensive implant set to get over 100 scan strength for optimal results. How else are you going to catch people who have ECCM scripts in their sensor boosters?

Helios without implant set may work to catch easier targets, but that alone won’t be enough.

Indeed, combat probing enemy ships or using those probes to make bookmarks for a bomber fleet is a niche use. But it is a use nonetheless and one that the Helios is particularly good at.

A more common use is exploration in high or low sec, where bubbles don’t play a role and the Helios is superior to it’s alternatives due to it’s slot layout. You seem to focus only on the niche combat probe use, but ignore this. Why? Because it doesn’t fit your narrative that the Helios is bad?

As I said before, the Astero has a flat 37.5% scan strength bonus, which is very helpful for people who don’t have the skills yet. But it would be very unbalanced to give that ship a flat 50% scan strength bonus, while the other explorers require multiple skills at level 5 to reach such strength.

As we both have stated the same things over and over again, I don’t feel like we get any further by repeating it yet another time. So unless you have something new to bring in, this is the last time I comment on the Helios.

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I can honestly say this might be the worst update That ccp has ever put out. The Mechanics are detrimental to any ship they are used on and nerfs all interceptors and tech 3 crafts. They had no reason to create this update. Nothing was that overpowered that we needed that much of a nerf or a completely rushed and badly thought up expansion to the game!

I’m loving this. Nullification on Blockade Runners is so killer. And nullified Cheetah makes me sing!

Thanks for giving these ships that have been static for a while access to new modules that really expand the play options for them.

Pew pew!! (Well, not so much in these ships… :grin:)

@CCP_Dopamine
On Sisi the cooldown of T1 Nullification was reduced to 100s
Named ones to 130
but T2 remains 150.
Could you please double check this with the dev team?
I can’t believe that’s intended. T2 cost so much CPU and still have the longest Cooldown of all?
The only “benefit” of T2 is 50% more duration than T1, which can be a negative thing as the cooldown only starts after that duration.
Please. I will be so upset if this goes live.

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Use T1 as everybody is doing. Compact if you are tight on fitting. CCP doesn’t get that duration is a penalty in most situations.

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It can be good to have a longer duration when you’re getting chased by Sabres and there’s a whole blockade going.

Having options is the best. Don’t make all the modules the same. CCP gets this.

I think they wanted to reduce the T2 cooldown to 100 instead of T1 cooldown.
Just don’t want to have this one pushed to Tranquility, it is utterly stupid.

I don’t get that. The nulli module has only one purpose, warping out of and avoiding landing in a bubble. If you are chased on grid it’s useless. It’s binary, you warp out or not. A ceptor should be faster in/out warp than a Sabre.

Ideally the module should start cooldown the moment you warp, and have about 20s cooldown.

It’s not chased on grid, but having them warp after you. You jump into a bubble, warp out and jump next gate, then warp out of a bubble again.

A 20 second cool down means just hiding in gate cloak.

Sounds good. Or at least, as good as can be hoped, given CCP’s intransigence over this.

To avoid that you want the cooldown start as early as possible. It will be started latest on gate jump, but the earlier the better. That’s why the cycle time increase is a penalty for this scenarios. It is only useful if you manage and are forced to make two short warps in/out of bubbles in short succession, which is a niche case IMO.

Right on. I guess we just have different experiences bubbling and getting bubbled. I’m just glad the modules are different.

He meant cooldown not duration. T2 should have shortest cd.

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Is there any plan to update the specs for the Leopard and other faction shuttles that did not get the passive nullification?

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I dont get it… you totaly screwed it, No one from our corporatio want to play it now. Will be here some kind of protest on Jita or something like that.
WHY CCP!!! You totaly killed that game!

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And slow the ship using it while nerfing it’s drones.

ehmmmm… no! Your example is just one way of many. I have no idea what ‘most PvPers’ do and that’s not the point. A game where you only can do things that all the others are doing is boring like hell.

While it is correct that when you actively look for a fight, you’ll probably run into someone who is doing the same.
But then… are you alone? member of a corp where all corp buddies do the same and report on comms when they find targets, scout for a small gang, scout for a blackops group? Depending on your circumstances, you’ll probably see the hauler that crossjumps your route as a nice snack for in between to fund your pvp from the loot you might get.
But then… is he alone? member of a corp where corp buddies are on standby for help if needed? bait for a small/medium/large group of players?

Now you need to think about whether to try catching this guy. Only if you decide yes, the new mechanics apply.

What I want is that this decision will stay an option in the future. If the hauler guy has an I-win-button in form of a +3 wcs you do not even have a chance catching him resulting in a lack of excitement on your side plus a lack of excitement on the hauler’s side.

You can fit two scrams, unlike your target who can only fit one WCS. Even if they put the WCS back to 3, who has the “I win” button(s) really?

No, double scramming is not ideal, but neither was a full low rack of WCS. That was good balance. The excitement came from not knowing who was better prepared for the engagement.

If, as you say, it’s bad for the hauler to have an “I win” button because it robs both of excitement, why are you not applying the same logic the other way around? Especially since the scenario you outline is hypothetical, whereas the “I win” button for you is now actually real. The dynamic is now permanently in your favour. You’re actually sitting there and justifying having a real “I win” button in your possesion right now, because “I win” buttons are bad…

Let’s go over that one more time: “I win” buttons are bad, which is why you need one…?

Actually I lied, let’s go another time: “I win” buttons rob both parties of excitement because they create a foregone conclusion…which is why you need your button to have no counter, and ensure your success…?

You honestly expect us not to notice such hypocrisy?

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Catching someone who is not on autopilot and knows what he is doing is always difficult. the wcs vs. warp scrambler only applies after you actually succeeded to be in lock range and get a lock, be close enough to use a scrambler (which needs a lot of luck) or burn fast enough close to the target. Now by this time, almost all of the haulers are already gone - without the need of a wcs, just using the good old cloak/mwd trick. The small number of people who do get caught might have a wcs and get out as long as the hunter does not have a faction scram or a dual scram fit.
Really, how many hunters do you expect to do that? Even a faction scram is not popular as hunter ships die a lot. And dual scram will gimp most fits.

It’s probably futile to discuss this topic with you as you obviously don’t even want to try to understand.

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