Nullification and WCS Updates – testing has begun!

So can we now let interceptors fit in the battleship escape bay now? (I swear its related)

Also maybe instead of needing a cooldown can we just have it consume fuel? maybe stront
I feel refueling tactics would be far more interesting than waiting between gates.

This seems like way too much power to those trying to stop ships. So the goal here is to make things less assured that you can run all the time, right? The timeouts seem like a good step for that, but if you are going to cut their power like that, make them more powerful the short time you can use them. Especially with the warp core stabilizers. If I can only use one, and I can only use it once, I should be able to break every single scram on me for that short burst of being able to escape. Make them chase us if you are going to make it impossible to run forever. It could lead to some interesting dynamics like sending in decoys to lure away pirates for blockade runs or ambushes.

3 Likes

Biggest thing i can say so far; is Nulli needs to be a high slot; if used in low slot, its a nerf to armor ships (unless you plan to add +1 low slot to all the ships that can use them).

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It doesn’t help my Crow fit either, I need 1 of the 2 lows for an AUX power core

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Please enlighten me.

Let put this Scenario. I want to be WRONG. I am missing something

Scanario A
A. I am coming from Sivala entering Uedama,
B. Enter Uedama CODE. scrambled me. I active WCS. I warp off
NOTE . I can still died here I can’t just stack WCS (4) to be relatively safe. Now gankers just need to add an extra point and be 100% they will catch you
C. Enter Juunigaish I got scrambled again
D. I died

Now What I can do ?
With the upcoming changes, Now If I got scrambled in point B. Instead of warping to gate I need to warp to a celestial and wait for the timer and warp again. Have you been ganked? Is an split second. And while traveling you already have muscle memory to warp from gate to gate.

This change… I don’t even…

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Don’t get the motivation for that ceptor change, love the wcs change tho.

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Because nullbloc wants it because ship too powerful enmasse apparently… i mean n the numbers they use what ■■■■■■■ ship isnt but there you go, CCP catering to blob war because that’s what everyone does apparently… all the ■■■■■■■ time… its just getting worse and after 14 years of playing am finding it harder and harder to want to actually undock; honestly yesterday after reading this ■■■■ i really felt like just logging off.

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Not sure why you are doing this ccp?

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You and me both pal…

CCP wtf you always doing crap like this because null blob mentality cant deal with it?

ALWAYS nerfing small and microgang playstyles; its already hard enough to travel around hostile sov null and they can already react fairly well over multile systems using JB… what now because some people figured out they can use an ares in an 80 man gang to get some kills you nerf interceptors… again… wtaf

■■■■■■■ livid not gonna lie

I can use 3 well placed bs to kill a thousand of them on one ■■■■■■■ gate ffs… does that mean smartbomb battleship is over powered??? OF COURSE ■■■■■■■ NOT YOU … UGH!

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I would like also to add, that you don’t know when you are about to be suicide-ganked, it happens in a second, I barely have time to do the Cloak+MWD trick. Please don’t tell me I would have to activate the WCS by default while entering in Eudama

Ok. My harmelss Legion with nullification subsystem already has -1 low slot. Now to utilize said subsystem I have to sacrifce another low slot to have previous funcionality. Convince me to use this hull after patch because I don’t see the point of it. I don’t even mention SP loss. It took few weeks (months?) to balance T3C, now with one patch you throw all that work away. This is ceptor problem you have you have to deal with. T3C were fine. Leave it passive on T3C and balance new modules on other hulls, currently they are unusable.

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T3C have been the most nerfed class of ship since their inception, and they still have that SP loss for some reason. I see no reason to use one, any other ship can specialize better in what a T3C could do

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You better be careful here.

Nullification needs to be carefully considered.
The Luxury Yacht should be left alone as the only ship with Innate because it really has little in the way for combat or explore due to small cargo hold and the low number of fitting slots. And it will keep it as a novelty ship.

The Warp Core Stabs though is a huge issue, because if the thinking is correct. This would effect the Venture. And you don’t want to make them even bigger targets.

The Warp Core Stab is a good idea, but considering how many players due the the double Warp Disruptors or Warp Scrams. This module makes a huge portion of the game even weaker and easier prey for gate camps and hunters. Its difficult enough to evade a Gnosis in LS trying to hunt your butt in a +3 Warp Core Stab Skiff. Just to have the the “Chance of Escape”. I have a +4 Warp Core Stab Prospect for LS/Null/WH operations. Endurance is the same as the Skiff.

If you do this update you need to also concurrently work on Warp Disrupts and Warp Scrams to adjust their power down competitively. Or limit them. Because there are some ships that amp up Warp Disrupts. I mean a DST [Mastadon] with +2 Warp Core already can maybe go +6 Warp Core Stab Defense. But there are builds that can overwhelm that and point the player SOLO.

The Module looks interesting allowing for more condensed fitting. [Which you should be doing already in game.] But Warp Core Stab penalties make fitting to ships like Miners and Explorers a double edged sword. +3 Warp Core is the rule, because no matter T2 or Factional [Officer in future?] They all have the same -1 Warp Disrupt Power. I would suggest tweaking the current modules to show +1/+2/+3 etc. Making fitting more competitive. There are some ships that can go higher in Warp Core Defense but the penalties make them blind as a bat and their signatures make them huge targets for conventional attack. Which needs to change.

The Shuttles Issue is more dicey in my perspective. One they are so flimsy, two they have no way to make them appealing to players for operations. If you added things like slots or rigs maybe it would be preferred.

If you are going to to do this module, you might as well allow players to Emergency Stop in Warp, because Gate Camping and Bubbling on Long Distance Systems is going to become really ugly. And hard to predict where a bubble will be place. Not all systems have clear cut avoidable lines of movement.

You are forgetting players having the capacity to place bubbles mid warp stream with some preparation. I know of a system where this is done within range of a keepstar and has a depot to unstealth players. If this goes through, you are going to encourage massive turtling up in game which you do not want.

This testing set, will only discourage players from operating in Null and LS and WH, because then they are overwhelmed with having to time their escapes, and do activities. And will only strengthen Gatecamps. Who can also besides double warp disrupting gates or even stacking them in a row or mid warp stream and just sitting there to eat you, Smart Bomb to death a player mid exit of warp.

I like the Idea of a Nullifying Module that allows non-innate ships the ability to avoid sticky circumstances. But then again I would rather have a Target Lock Breaker module that would allow me to break someones lock on me with warp disrupts and give me the chance to escape. If you are really interested in working out active vs. passive defensive options. Warp Core are the only Passive Defenses.

Also the fitting issue is another problem. Warp Core Stabs shin kick a player so much that its really a problematic benefit to use. I can understand some unique simplification and increasing of power of the warpcore stabs to the benefit of players. Warp Core 1 is -1 vs. Warp Core 2 which is -2. Factional -3 etc. So you free up low slots for upgrades or other fittings that would benefit LS/Null roaming types in Passive Defense. Or even having lower penalties to scan focus and range.

The Interceptor issue is another problem because it can be stopped by smart bombers to an extent. Maybe taking the innate off interceptors but giving them other options and speed advantages would be preferred. But the problem is this might make gate camping even worse because then the interceptor begins to dive on players.

  1. Verify the Status of Innate Warp Stab +2 on Venture please.
  2. Verify the Status of Innate Warp Stab +2 on DST please.
  3. Leave the Luxury Yacht Nullification alone as it really has little to no role other than glorified taxi cab.
  4. Cross check all Shuttles carefully there are statistical surprises that will have knock on effects if you focus on them. [Especially when CSM shuttles and Halos get involved because you end up with the same Interceptor Question again from a whole perspective of “Honey I shrunk the Kids”. 18m to 12m in Wolf-Rayet.]
  5. Consider the Offensive Defensive Consequences and Benefits to the Ecosystem if you do this. What happens if a ship like lets say a Cyno Beacon Capable BR zips up in a Bubbled System and then Blop Drops an attacking force behind lines. Where it might have been interdicted by patrolling ships on a Bubbled Gate.] You can weaken defenses or massively strengthen them with unintended consequences.
  6. I have always thought an interceptor could dive into a bubble to catch an interloper. Maybe Warp Disrupt effects on friendly and hostile ships need to be re thought no?
  7. Loss of Nullification is already driving some interest in concentrating on Jump Freighters, which increases some severe threats to the in game economy. Because the loss of a Jump Freighter will trigger a massive issue and localized or even section wise economic shock.

The idea for the nullification module has merit, but it needs to be part of a new set of options in the tool kit. Nullification Modules should give some capacity to bounce out of a problem. But then again Target Lock Breakers were a good idea, but they were artificially allowed only on BS and larger ships. And were not used because of that reality. So you need think this over both active and passive wise. Warp Core Stabs could use an upgrade, but not like this. This will harm alot of players who already are having a hard time with +3 Warp Core Defense not cutting it by overuse of Double Factional Warp Disrupts and Scrams that overwhelm the Warp Core Stab power. Especially if modified with a Abyssal Mutaplasmids!

I am not sure if this is a good idea. To many possible dangers and problems. Now the AT ships maybe a consideration. But that might make them even more scarce because no one will even want to undock them now.

So, this might cause more people to play avoidance vs. exploring LS/Null/WH because you take away some of their defensive capacity. And the Industry changes and resource shortages are enforcing the opposite concept that CCP is mantra on about “Scarcity Breeds War.” I am seeing players attempt everything not to lose their stuff instead of risking it all. And it will only discourage activity not encourage it.

Please think this over and consider the ramifications.

5 Likes

Actually these changes protect the krabs. These changes slow down roaming PvP travel because of the nulli cooldown. You need two activations in order to pass gates which are bubbled on both sites. For unbonused ships with the values right now this might be even impossible due to system size. Slower and gimped tackle makes PvE safer.

Transportation and exploration gets buffed. BR, DST, Sunesis get a new GTFO option with nullification, and free low slots at the price of slower travel (pit stop in every system to wear off cooldown). How do I catch instawarp Asteros and Sunesis? Bubbles were the only option before, not anymore.

Whether nullification on covops is a net PvP gain needs to be seen, T3C hunters got nerfed hard again.

In total I see a massive buff to defense and escape, and nerfs to the attacker/hunter side. Is this the direction of EvE you want?

The good thing is, the knobs to help with those problems are there. Reduce cooldown for bonused ships, give them a low slot, remove tackle penalty from tackle ceptors, no nullification on faction ships.

2 Likes

I don’t know if it’s inteded but the new Nullifier system in singularity works only HALF of the time.
Ok if you jump in a bubulle ir’s working but HALF of the time you LAND on a bubulle and you have no way to survive.
1 : Someone launch a bubulle on gate B. You are on gate A and warping to gate B. You can’t activate Nullifier in warp so you will land on the edge of the bubule. You can tell me when you land on bubulle activate your nullifier and warp out.
This will not work for 2 reason :
First you will lose time to activate your module (makes you avalable to lock) and after clic warp. Any camp gate will catch you
Secondly any bubulle trap is your automatic death. Camper anchor a bubulle, put drones or container on the edge and when you land on it, no way to cloak, you can’t avoid the bubulle because nullifier don’t works when you warp on a bubulle and any camp gate will have somme sensor boost ship makes you impossible to warp out.
So basically, when people will understand the new nullifier, ir’s make it useless.

You come back to say this

No. It’s already way too hard to travel around in this game and avoid unwanted fights. It’s too easy to catch people, there’s no skill involved.

I say this as a purely 100% pvp pilot, I don’t do anything else in EVE. I get no pleasure or joy out of killing shuttles, travel ceptors, transports, freighters, mining barges, etc… like what’s the challenge? Why the hell do I need these things to be easier to catch when there’s literally no sport in killing them? They already can’t escape the bubble, they can’t escape the points, they can’t escape the neuts… we already have HICs that have a way overpowered point that ignores WCS.

This proposed change just feels like CCP is pandering to nullbears who get off on shooting fish in a barrel. When I take a look at who is on the CSM, and specifically which ones are in this thread praising this change, that’s all I see… nullbears who want their easy F1 killmails… as if they aren’t getting enough already, gotta add some travel ceptors and indys?

I’m honestly pretty close to unsubbing at this point. ESS was good when it first came out but now it’s just marauder blobs. Null always finds a way to turn everything into a yawnfest. How will this be any different? Can we stop giving them literally everything they want please? As in, let’s stop buffing 80 man HAC bubblecamps?

You know what I’d like to see for once? How about we make the game harder for the bittervet douchebags! Let’s nerf sensor boosters, nerf faction/blue modules, and ban supercaps from lowsec… let’s add a debuff to bubbles so that they penalize scan res, how about that? CCP you’ve been crapping all over new players for the last 18 years, why not crap over the oldbros for a change?

13 Likes

So you want more chances to interact? How about them bubbles then? What do those do for interaction? They just passively stay there and block everyone from warping, the counter-play to that was interdiction nullifier, now take that away and what’s left?

Completely garbage changes, just replacing an issue with another bigger issue.

Interceptors

Welcome to removing the interceptor class ship from the meta. Combat interceptors already became underused when nullification got removed, now say farewell to scouting ones. If I wanna use a fleet tackle, an atron or similar t1/faction frig will be surely of a better use: a) usually are more combat capable and can be more tanky; b) some of them has useful e-war bonuses; c) are significantly cheaper and can be easily replaced, even if you bring it in the Frigate escape bay of the BO; d) are absolutely accessible from day one for newer players/fresh alts.
Blockade Runners
Nothing changed. A competent BR pilot was able to bypass two-sided gatecamps even before, and even the server priority trick was hard to lock a CovOps cloaked ship. With this module its even more guaranteed that the BR will escape, as it won’t need to slowboat out from the bubbles risking to be decloaked. So now the BRs are the new annoying “cloaky nullified Tengu” which you had no chance to get in a gatecamp.
Covert Ops Frigates
Yup, perfect idea to make travel though null safe again - as I said, the server priority trick works badly with ships immediately cloaking after initiating warp. Now all taxis will have a 400-600 m cargo (it was impossible for ceptors), a covops cloak and be nullified for warping out from the bubbles.
Deep Space Transports
See as with the BRs but with better cargo space.
Luxury Yachts
Did anybody use them at all?
Strategic Cruisers
Well, solo hunting will be probably more annoying so less people will do it without BlackOps bridging.
Tech I and Faction Frigates
Meet the new fleet tackle, but with nullification now! See above.
Stealth Bombers
And here we have the new scout meta. Imagine a frigsize ship with nullification, ability to warp cloaked, close to 2-3sec align time and without speed penalties while cloaked, and as a bonus - ability to deal significant damage against bigger targets.

TL;DR:
Probable impact of changes: ceptors will get removed from meta; SBs would probably become the scouts but with CovOps cloak; t1/faction frigs will probably take the fleet ceptor role, with useful e-war bonuses, stronger tank/DPS and one-time nullification; BRs and CovOps frigates will become even more uncatchable. Nothing will change, in fact, except fleet tackle and scout roles will be taken by other ship classes, by occasion - more powerful and scary, than the poor ceptors were.

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