Some ships that don’t really use drones and don’t rely on targeting range are going to cheese the hell out of this.
Picture a Hecate with that WCS: it doesn’t use drones so that penalty doesn’t do anything, it’s a close up ship anyway so it doesn’t really care for the range penalty and the base scan res is high enough to make it work. However, if fitted with that WCS all it has to do when in trouble is hit propulsion mode (<2 second align), hit WCS and it’ll moonwalk out of any realistic 1v1.
I’m sure there’s more ships that can use this like a kiting Nomen who’s fine with halving the drone bay, if scrammed (which is normally death for a kiting ship like that) just hit WCS and he’s off. I think this module is too powerful and kinda harks back to the old old WCS multispec of doom fits from back in the day.
Make this a high slot module! Please don’t penalize armor ships with it… Make them charge based, 2 shot things, with a long reload! This way you can actually use it on both sides of a risky gate, or hunt with it more effectively! Give that poor luxury yacht it’s hull bonus back! It’s a very expensive nieche thing, it’s nice to see it being unique that way, don’t kill it off please. Interceptors should have no targeting penalty while having one of this fitted, it kinda kills off their whole tackle purpose! Give them 100% excemption from the scan resolution and targeting range penalty!
Ansiblex deny more interesting content than they make. Pretty boring popping out of a WH chain to have a response fleet arrive in less than the time panic lasts because they can cover huge sections of space rapidly with no fatigue. At least before that you could bait a bridge on one side of their space before dropping the other side. This is an every day occurance and another nail in the coffin for people who wanted to hunt the krabs of larger groups.
This change is pretty similar in many ways, it adjusts something major through short sightedness without any thought for the knock on effects. Good luck ever scouting a fleet ahead, or moving a large number of pilots quickly to spring the trap of a dread bomb but at least the least competent of gate camps can kill a few extra interceptors.
So, you’re flying through null. You don’t know what the out-gate looks like, and it’s 30+au from any celestial, so you can’t d-scan it. You have to activate the nullification module when you warp. So you do. Obviously. You go screaming right through the stop bubble 100km from the gate, avoid the drag bubble 100km off the gate the other way, and land dead center in the 3 anchored bubbles ON the gate… because you landed at the gate, and you jump.
GOOD JOB!
By the way, there’s anchored bubbles on the other side, too, and the camp just jumped through after you. But hey, you can hold that gate cloak for… 75s, right?
What? That’s longer than the gate cloak lasts? By more than 50s? HRM. Well, I guess you’d better hold that 10s gate cloak for an extra minute+ then! Cuz otherwise, you’re toast.
ccp just does what they want they dont give a ■■■■ about our opinions they literally pay someone to think of stupid ideas to make us lose ships. They dont give a flying ■■■■ about us having fun they just want thier plex sells and they get that from new players throwing thousands of dollars to skill up into to a bunch of t2 ships
This might have to do that sniping petes and insta warping interceptors are only countered by more of the same. It’s a terrible mechanic when only counter is more of the same (we already had that during nano era and it was nerfed into oblivion for a very good reason).
If you want travel and being able to effortlessly run away then you should have no or, at least, nearly no offensive capability.
Only bad thing about this change is the new nullification modules. They should not be introduced. Nullification should only exist on t2 shuttle with some fitting room to get it instawarp/hyperspetial/tiny bit of tank for SB camps (obviously take a pick on which 1 or max 2 of those you can want).
‘A nulli-ceptor will have a 75s cd’ I failed to read the CD reduction bit properly. Good point well made.
‘People are just bad at the game or lazy.’ Its easy to criticise folk for being either lazy or bad but most people want entertainment in their gaming medium surely? If bouncing off celestials to scan a gate becomes more and more essential then it will just demotivate players to move around the game due to tedium.
i have to do that anyway. If I’m flying around with a billion in blueprints in my travelceptor you think i’m mindlessly jumping gate to gate? that’s foolishness.
If you’re flying around with a billion in blueprints in a travelceptor, you’re already foolish. Use a covops to light your route and just blops them around. Holy carp.
I like the interdiction changes. I don’t get the Warp Cor Stabilizer changes at all. They are already completely useless, as most pirates seem to have a +2 or +3 from scrams, so it’s not worth stabilizing out a ship. I get making them active, but I think the point system is too oppressive here as now only one can be fit. If it is going to be active, the only way they even stay useful is if I can break the current scrams of any point amount, and then have to wait my cooldown to break them again. Give us a cat and mouse, where scrams can get you away, but not keep you away.
I like the changes overall, there are a few pain points I’d like to bring up.
The CPU cost of the Nullifer module is extremely difficult to fit on current fleet interceptors, and even with the 50% penalty reduction, the lock range penalty really hurts hard. The activation cost of 150 (or 100 on the restrained module) is also very difficult to activate on some frigates, especially Interceptors and Covert Ops Frigates such as the Cheetah that have diabolical cap and some fits with a MWD fitted don’t even have enough cap to activate one and also make a 20 AU warp, lol.
I’d suggest lowering the cap cost overall to around 24-40 cap instead. I’d also suggest just giving interceptors and T3Cs a 100% reduction in scan res/lock range penalities on the nullification module. Fleet Ceptors are still losing a lowslot module as well a large amount of CPU in this patch, you might also want to add a fitting buff to these ships since just the loss of a lowslot is a big deal on fleet interceptors like the Stiletto and Malediction.
Adding Nullification Module to Stealth Bombers, I’m really worried about this, good defensive bubbles with dictors or using a HIC was one of the best ways to prevent your group from getting bombed. If Bombers can ignore defensive bubbles it could make them far more oppressive. I’ll reserve my judgement for after the changes of live though and I have my faith in Team Talos that they will make fast adjustments if this ends up being cancerous.
With these changes, if we use a T3 cruiser interdiction nullifier subsystem we lose a low slot, targeting speed/distance and 32 cpu. Also the reactivation delay destroys the ability to escape a gate with both sides bubbled. You might as well remove the nullification subsystem from the game altogether and give us something useful. Or make T3’s with the nullification subsystems like the new shuttles. As planned I doubt anyone would use them.
This is just pants-on-head stupid. All it takes is a couple of smartbombing Praxises tp ruin a travel-ceptor’s whole day. It’s not the 'ceptor pilot’s fault if most groups can’t be bothered to fit and fly smartbombers.
I fully agree that combat-capable ceptors need a nerf. Sword fleets are straight-up cancer. Give the travel role to shuttles if you want, or make it so that a ceptor can’t be nullified and combat-capable at the same time. The ability to travel with (relatively) low risk needs to be a thing or a lot of newbies will never venture into nullsec. But this set of changes is absolutely devastating to T3Cs that already require long skill trains to fly and that, because of skill-point loss, have few combat roles outside solo hunting, cyno placement, sniper Tengus and chemo.
It’s telling that the loudest advocate for these changes in this thread is a CSM member whose alliance’s war strategy consists mainly of turtling up in a single constellation behind heavily bubbled gates. From its perspective these changes are all gain and no loss.
‘You don’t know what the out-gate looks like, and it’s 30+au from any celestial, so you can’t d-scan it.’
You can scan. You need to start and cancel warp several times till you empty your cap then you jump without enough cap to hit your destination.
‘GOOD JOB!’ Stop being a facetious little sausage
That been said I still think its a terrible idea. It will discourage people from travelling to meet up and do things and slightly deincentivise people from moving around in general.