Nullification and WCS Updates – testing has begun!

Maybe I’m not so adept in Pvp, but what could be the point of making Warp core stabilizer an active module. What it is the problem with the Warp core stabilizer in its current state … it is almost useless in it is current form, but you are making worse, requiring an extra step to play with it

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Maybe next nerf smartbombs next? Talk about afk activity.

Interdiction nullifier on Interceptors and T3Cs are somewhat balanced since T3Cs simply cannot fight properly with it, as They would take 10 seconds to allign Without propulsion upgrades that takes low slots. fleet Interceptors can easily Bounce around and tackle, and this is necessary because their niche is basically being scouts.

Removing the Passive Bonuses would make T3Cs have little reason to fit the Interdiction nullifier subsystem (Unless CCP makes it that the subsystem basically reduces the Interdiction nullifier CD massively so that the ship would still be able to re-activate the module when it’slanding from warp) , and fleet ceptors would be having a much harder time running around and tackling stuff.

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I think a really important question to ask is what is the role of fleet interceptors after the patch? what will they be able to do that is not done better by other ship classes?

They will be outperformed as small fleet doctrine by T1 frigates
Outperformed as tackle by covert ops
Outperformed as scouts by covert ops
Outperformed as travel ship by shuttles

I hope that phrasing the question in this way will help CCP better understand the complaints here. All of the roles of the ship are being removed and nothing given in return.

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Well, F tackle ceptros I guess. I’m not sure how you’re suppose to reasonably scout gate camps or tackle anything for your gang to start fights now when you’ll now need to go thought bubbles on evert gate to do so.

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If the bubble mechanic is not changed, you have to activate the module before enter warp to not land in the bubble. Hence activation to escape from previous bubble and avoiding next bubble should be one round.

But as said above, the reactivating delay restricts the capability to fast travel gate-to-gate. Which makes bubbles much more effective in slowing hunters.

Brisc, even if nullification on other platforms was an issue, fleet interceptors for use in small gang are absolutely critical, and this change hurts badly. Our scouts need to be able to get tackle and survive; with one fewer lowslots, less fitting room, reduced lock range, and a cooldown so long that you can’t get past a gate bubbled on both sides, a small gang’s ability to hunt and navigate hostile space nosedives with this change. I can’t comment on the other nullification issues, but the ceptors need to either keep their current passive nullification or be given far better bonuses + another lowslot to compensate and keep their current role.

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I do not like. No way to escape a camp on both sides, and only having one WCS means that any schmuck with enough mids to overcome your one WCS wins no matter how quick you are.

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You will be completely stuck on the other side of the gate if both sides are bubbled. Sure, you can activate and get through the first bubble, but you’ll decloak on the other side while still in cool down since all mods deactivate once you jump. You aren’t slowed down, you’re caught and have to try and burn out of a bubble.

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I definitely like the change on shuttles: * Passive nullification will be added to all shuttles
but others, maybe no.

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This is a horrible idea. I actually think this might be one of CCP’s worst ideas and let’s be honest, CCP has had some really lame ideas.

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Well, poor job.
Current implementation is pointless.
Argument “better that nothing” is dismissed.

If all of you “had robust conversation” down there, I see the real value of this advisory body. i.e. 0 (zero)

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  • Passive nullification will be added to all shuttles.
    this last one is really bad :frowning basically gives you a free pass smart bombs excluded to move through wormholes, or bubble camps

Jumping doesnt reset the timer? GG then.

I can’t tell if this is supposed to be a /s type thing. Every idea you just proposed is genuinely terrible.
Make High Sec even safer and remove tons of gameplay? Garbage.
Double ALREADY tanky ships and reduce content? Terrible.
Make DST’s, Barges and Orcas even more slippery? Horrifically bad idea.
You are just trying to completely overhaul this game to suit a singular playstyle: mining.
That would be significantly worse than any of the recent changes.

Agreed. Strat Cruisers already nerffed to hell, and a key value was their Nullification … then the inty got it as passive and that also reduced strat cruiser value.
Now folks will just use shuttles and perches at all gates to get around and move a pod or scout.
Next up nerf Book Marks and perches.
This is a foolish change.

Or at least prevent one from activating the other. If you have cloak engaged - no Nullification, or vice-versa.

Nothing resets the timer… although u bring up an interesting possible fix.
If they did reset the module on gate jump the problem would be solved. But then i guess it’s not much of a change to just keeping interceptors as they are :confused:

This Also hurts defensive ceptor play. Small gangs can bring interdictors and trap defensive ceptors, so the defenders could never reach the gang if They’re one step ahead of the defenders. The only Hope is the jump bridges, and since defenders have interdictors as Well, Eventually, the small gang would be forced to make a choice:

fight 20 caracals,a sabre and a paladin,

or filament away.

They would probably not fight 20 caracals.
Thus, a fight is avoided, which is not the preferred outcome- the gang went to null for PVP, fights, not warping away and getting trapped.