Nullification and WCS Updates – testing has begun!

also Navy Maulus

The warp core stabilizer change is useless and a waste of dev time.

Since i live in null i can now lockdown a entire chain of systems with ~ 2 anchored bubbles. when hostiles come wanting to tackle my carrier they will have to burn through bubbles with their snaked interceptors. good luck catching me with your nullified shuttle

Objective opinion: the nullified ceptors had this 1 thing going for them, now they are overall useless(?)

4 Likes

Yep, that’s my main issue with this. I love flying the Keres, but I think there should be more warp core stabilizer strength options than 0 or 3 (or 5 for the Venture/DST).

This is great timing to cut off all resupply of new recruits to Goonswarm in Delve. Big block alliances can really siege and trap pilots in an area so they can’t participate in content elsewhere in the universe.

Shuttles can easily be smartbombed and interceptors can be destroyed in the time it takes to active an active module. Lots of implants are likely to be destroyed with this update. Might be a good time to invest in implants, that is if people think they are still worth using after this update.

Looks like High-Sec is going to become more populated, especially by newbros.

1 Like

I have to STRONGLY disagree on this. DST’s and Blockade runners NEED that extra high for probes if they’re using wormholes, it’s probably why the second slot exists in the first place.
Also most things that affect your warp are already low’s.

2 Likes

The module won’t last long enough.
You have to activate the module before entering warp for it to work.
So you activate it then warp to a gate. Lets say it takes an average of 15-20 seconds to get across most systems to the other gate. This then takes another few seconds without TIDI or gate loading time issues. (which are common in places like australia)
You enter the gate and another bubble is on the other side… you are in cool down for another minute and a half and your immunity ran out ages ago. GG.

This is an extremely damaging change to small gangs. We depend on ceptors as scouts and hunters. If they can’t do both, now someone is stuck mainboxing a scout that can’t effectively tackle and hold targets, the small gangs can’t realistically roam hostile space more than a casper unit away from their outhole, and gatecamps become far more powerful. IF there were concerns about fleet interceptors being used as dps platforms, strip them of their weapons hardpoints. Now there’s far less reason to use a fleet interceptor, and a small gang’s ability to hunt, roam and catch targets falls off a cliff. Who the hell considered fleet interceptors being used as scouts and hunters to be a problem?

2 Likes

Ironically this change makes cloaky camping more attractive and almost a necessity.

These nullification changes are absolutely brain dead and should never leave the test server

6 Likes

CCP, Please no more modules. We already have too much ■■■■ that needs built in a time when you are deliberately making sure there are not enough resources to build them. Here’s some other options…

  • Make aggressing things give a 2-5 minute nullification timer.

  • Make HIC bubbles stop nullified ships. Would actually make HICs worth undocking for more than just a titan gank. And make them worth the crazy price…

7 Likes

Fantastic ideas both.

“Balanced capsuleers”? So ironic. So it’s pvp play or the highway? Is there a way to turn off news posts on the launcher? I don’t wanna see how the game is being royally screwed this time. I just wanna play. So depressing and disappointing.

2 Likes

Did CCP miss the -50% Drone Bandwith in the OP for the nullification modules? The attributes on SISI say this is also limited. Can you verify?

The -50% drone bandwidth on interdiction nullification is kind of strange, considering the only droneboats that can fit it are drone proteuses, which are already pretty trash.

1 Like

I’ll help you out on this one:

  • Remove the change on T3’s + Fleet Interceptors and add Shuttles
  • Reduce it to -1 warp scramble strength and add a limitation of 3 modules per ship, penalties are fine IF they stack
  • Remove the ability to copy local chat
  • Let everyone use these fine jump bridges, there shall be no “stargate” which requires standings

Reasons:

  • You slow down dedicated hunting ships, travel interceptors are no problem to catch / destroy
  • One Slot for -3 warp core strength is too much, it would be better if more slots gain more safety and limit it due to a maximum

What will happen if you get this on tq:

  • More mass bubbled Gates which deny content and create a safe zone
  • Ratters with missile systems for example, maybe 1-2 targeting mods and +3 warp core strength
1 Like

We will have to bounce celestials , but you do this anyway even with an interceptor as you can tank 1 SB BS , but not 2 or more.

Can I overheat it?

How does CCP think this will incentivize gatecamping over other more active pvp?

The Nullification cooldown is the single “feature killer” that makes the Nullification changes unreasonable.

To make this feature palatable:

1 ) Remove the cooldown altogether. Given that there’s an activation cost to the module, who cares if someone runs it multiple cycles back-to-back? That’s a cap management / fitting issue, not a fundamental breakage of core gameplay.

2 ) Make the Interdiction Nullifier a high-slot module - avoids penalizing Armor doctrine.

3 ) Introduce Passive-Nullified T2 Shuttles - Rather than adding passive nullification to all Shuttles, how about introducing a set of T2 Shuttles that require Warp Drive Operation V and result in passive Nullification. (Triglav or Edencom Shuttle anyone?)

As for WCS, same issue with the cooldown. Unnecessarily complicates travel for no benefit.

I could get behind the idea of limiting WCS to specific hull types (industrials)… No-one needs WCS on a combat-fit ship.

4 Likes

So you’ve essentially killed the ability to escape bubble camps. If both sides of a gate are bubbled, you’ll be stuck in cooldown once you’ve made it through and jumped since all modules are deactivated when you jump. The new mods are worthless after you jump.

After some testing I have the following wishes to the initial changes:

  • Make WCS/Nulli Activateable under Gate Cloak (CCP already confirmed doing that)

  • Remove the Targetin Range, Scan Resolution & Drone Bandwith Penality for Ships that specialized in Nullification before (Ares, Malediction, Interdiction Nullifier Subsystem, etc.)

  • Raise the Bonus to Reactivation Delay on the Nullification Specialized Ships to 60% (60 sec reactivation), to make it easier to use a Travel Ceptor between Gates that are very close to each other.

1 Like

For stealth bomber make they coudl fit this ONLY and ONLY if they have no cloacking module fitted.
Stop to have all “bonus” to the same ship.