Nullification and WCS Updates – testing has begun!

You just don’t know what you are talking about, and your vision is limited to the nullsec space where you live.

I am talking about nullifier. You need nullifier in lowsec or highsec? I am really enjoy how people dont know anything about other people but already have strong opinion about them :slight_smile:
Keep guessing how i dont know what i am talking about

Giving the nullification ability to so many ships is such a bad idea, I thought CCP wanted ships to die and risks to be taken? These changes do way more to hurt pvp.

1 Like

A Prowler can now have 4.3m3 cargo, <3 second align time, covert cloaked, and nullified. This is impossible to catch without the pilot completely screwing up.

I’m legitimately confused at who thought this would be a good idea? It’s like you thought that T3’s being able to travel with almost complete impunity wasn’t enough, so you needed to spread it to exploration ships and haulers as well?

I like the core of the proposed changes. The fact that nulli and warp core are not an active module makes it more challenging to proper manage those instead of having it as passive. And as usuall, ppl will make mistakes which gives opportunities for catching them.

The things that are concenring my are:

  • nulli module being a low slot - imho it should be a high slot as low slots are usually used for fitting, especially on interceptors. For t3c’s it would mean sacrificing an utility high for nulli. Bombers would have to choose and be more specialized as their are already tight in high slots (bombs, cynos, cloaks, torpedoes)
  • being able to fit to T1 + faction frigs - this imho is game breaking currently. Battleship pilots will now always be able to fly bling pods due to frigate escape bay. Asteros will become even more uncatchable (they are already v.hard to catch due to their agility and speed)
  • being able to fit to T1 indies - I don’t see a point, T1 indies are not specialized in anything and I don’t see a reason for this. Imho it will create more oportunities for annoying gameplay.

Things that I find interesting:

  • being able to fit to DST and BR - interesting but I don’t think it’s needed. Hauling stuff should be dangerous. With those changes, hauling in null will be dumbed down to the points that there is no need for gate scouting.
  • being able to fit to bombers - now, it will be possible to set up perfect bombing runs regardless of the bubble status on grid. Still the bombers would have to survive to apply bomb dmg, but at least now they won’t be dragged into a position from whch they cannot bomb.
3 Likes

It is still dangerous. But now DST pilot have a chance to pass camp (it still 5-7 sec align time but there is a chance). And remember now you limited to 1 warp core with 3 str so even if you have nullified it still pretty dangerous to jump into camp with DST

I agree that it still is. However, I see being able to fit nulli to a DST as a ‘get out of jail free card’ in case you jump a gate unscouted and there’s a bubble on the other side.

The changes add nothing to the table, they only remove gameplay options.

My suggestions to add activity and excitement/content to the game while not ruining whole play styles.

  1. Stabs -
  • Activatable
  • Makes the ship immune to ALL point and scam effects for 10 seconds. (not bubbles)
  • Cooldown 2-4 Minutes (depending on meta/T2)
  • 1 Stab Module limit
  • Adds appropriate timer to prevent docking, tether, cloaking and gate jumping while on cooldown.
  • Useable while under gate cloak.
  • Penalties to Target Range, Scan Resolution & Drone Bandwidth stated only apply during activation and cooldown.

Notes:

  • Gives the “prey” a chance to escape depending on tank.

  • Allows for chase with skill and tactics enclosed to the current system with “gankers” and “prey”

  • Cat and mouse type game play in the system, giving other attributes/skills/modules more meaning, such as warp speed, probers, d-scan pros ect.

  • Prevents the always caught scenario if ships are limited to +3 stab strength. Gankers would just always fit +3 point/scram and always win otherwise.

  • Adds active fun chase gameplay that can be won by either side.

  • The penalties to Target range, Scan Resolution and Drone Bandwidth are unnecessary cruel if applied passively when the module is not active. However keeping the penalties but only when the module is active and on cooldown keeps the dynamic to more of a chase with the hunter having an advantage as the penalties would hinder the “preys” ability to turn around and fight directly.


  1. Nullification Module (Shuttles, Luxury Yachts and T3 cruisers in Null mode are passive nullification) -
  • Limited to Interdictors, Blockade Runners, DSTs. (No bombers, frigates ect)

  • Activatable

  • Makes the ship immune to all interdiction bubbles and their effects while active.

  • Interceptors role bonus:

    • 15% reduction of cooldown per skill level.
    • 20% reduction in activation cost per skill level.
  • Interdiction Nullifier Module (difference between the T1, Meta and T2 should be fitting only)

  • Slot: High

  • Active Time: 2 Minutes

  • Cooldown: 150 Seconds (At interceptor V this is 37.5 seconds)

  • Max Group Fitted: 1

  • Activation Cost: 150

  • Prevents cloak modules while active but not when in cooldown.

  • Active Time lasts through gate jump & session changes. (not logout)

  • Weapon Modules unable to be activated while module active.

  • Useable while under gate cloak.

Notes:

  • Activation time allows interceptors, DSTs and Blockade runners to ‘blockade run’ through multiple bubbles in multiple systems for the longer activation time.

  • DSTs and Blockade runners are balanced against Interceptors by warp speed & distance able to be traveled in the activation time & the reduced cooldown and activation cost of interceptors.

  • Hunter game play preserved by being able to rush through several systems but not always being immune. More focused strike oriented (like into pockets/dead end systems) than wild fire sweeping through an entire region play.

  • Hauler game play enhanced by allowing limited immunity to bubbles but at the expense of cloaking for activation time. Making this a double edged sword for haulers. Allowing point/scram possibility while cooldown encourages gate campers and gankers to chase the haulers instead of staying on a gate/set location. Also unlike interceptors with no bonus to module cooldown they cannot rely on gate cloak timer for safety as they have other means to attempt escape and should be easier to catch considering possibly cargo rewards.

  • DSTs use their tank to escape as they can be immune to bubbles and points at the same time in limited fashion (via ship bonus) or entirely if they don’t leave the system using the new stabs above.

  • Blockade runners use their speed and agility to escape as they can be immune to bubbles for a short time and hope to sub 2 second align and/or outrun/dodge gankers to get to safety.

  • Travel Interceptor game play preserved by needing limited gate cloak stop time only when activity running into trouble/camps if module is on cooldown. Extra activation time allows escape from gates bubbled on both sides.

  • Removing the target range, scan resolution and drone penalty and replacing that with unusable weapon modules while the module is active removes the issue with the passive negatives hurting the drone ships abilities and still allows scout interceptors to do their job/role by scouting and possibly catching others with point/scram and holding them for a short time so reinforcements can catch up, while being unable to use attack weapons themselves while nullified. The balance here is the interceptor is vulnerable to retaliation if they were forced by the enemies to use nullification. Which is a needed counter play against the ship.

  • The module being limited to a high slot also reduces the unfair strain on armor ships compared to shield ships while also adding a limit to offensive capability of interceptors while also giving a more meaningful module trade off choice for Blockade Runners and DSTs

I would love to hear feedback on such a proposal and would hope that CCP gives this situation a lot more thought with a much wider set of possibilities before committing to anything.

1 Like

You have to activate the module before doing a warp otherwise you will be bubbled, on some long warp it will not be possible. Bubbling both side of the gate completely negate the nullification module because you have a 150s cooldown and the effect doesn’t stay after you jump the gate.

Same idea for the WCS module, DST were already dying with +3 points, so I don’t see the situation be much better after.

On the other side, you get astero with covops cloak + nullification + wcs. BR with covops cyno + cloak + nullification + wcs

I just don’t understand what CCP is trying to do with that update

1 Like

Solving an imaginary non-existent probltm by creating a whole lot of new REAL problems. So CCP. Much gamedesign. Very scarcity.

Ah the gankers are crying about lack of free targets in space. Imagine if you actually have to fight for your kills instead of just moving around with impunity until you find an easy target. You already got cynos nerfed by crying to CCP how ebil alliances were not serving you free kills as your elite pvp skills demand.

Roaming small gang pvp is just another name for ganking. Same as elite pvpers from wormholes that, I’m sure by pure accident, nearly always fly very slippery doctrines to allow running away if a gank goes bad. Grow some balls and fight instead of just crying for free kills.

2 Likes

Dear CCP

I’m absolutely horrified by the prospect of these nullification changes. They will completely nerf the hunting opportunities for T3C pilots in solo and small gang scenarios.

I spend almost all my in-game time traversing null sec hunting in a Legion as a solo PVP’er. Without nullification I would get caught and killed in a very short space of time, so if these changes are implemented I have virtually no choice other than to fit a nullification module which will severely nerf lock range and scan res.

So every time I enter a systems and see a target on D-Scan I’m going to have to go to a safe (which may involve making one first), drop a depot and refit before moving to engage the target. After 2 minutes or so of refitting my targets are going to be long gone.

Of course I could forgo the nullification module and accept the increased risk of ship losses while travelling, but even then the crabbing region residents are just going to bubble the hell out of every gate, slowing me down to such an extent that again my targets are going to be long gone by the time I arrive.

The question is why should anyone accept the increased risk of losing ships from just travelling around? It’s already risky enough to move around null sec in a PvP ship as it is, especially when you are risking a 500mil+ T3C. Risk of loss should be greater in actual PvP engagements and not when trying to get there.

Please stop these changes

Regards
Kal.

6 Likes

Sounds like a smartbomb revival to me :wink:

In stargate cloak please let us pre-heat modules

4 Likes

one of the stupid updates ever , nullier was first a unique selling point for t3 , then interceptor and now more and more wtf.
why can’t some things remain the sole selling point for a few ships?
Cooldown, wtf what did you smoke or drink? bring more so stupit things u will lose old players. nerf mining, nerf ratting , nerf nerf nerf stupito

1 Like

i don’t get this change… inties and BR’s got nerfed, like who flied br’s anyway??? just got even weaker.

Inties gonna get mass tackled in nullsec gate war and scouting…

fun for scanners i’d say they have a chance to o7 sabers now.

Can’ t insta warp a yacht anymore, useless change for dst’s that basicly are nullified with an MJD on them…

strategic cruisers get an extra low slot then? no? then euh… yah…

frigates… just get lost with this, they are crap ships that should stay crap… what’s the point of an intercepter then? oh yeah the point.

Steal bombers… GTFO we want these things nerfed not boosted.

I agree this is a good idea.

And those things are way too cheap. Make them on par with cloaking devices please

I was way ahead of my time :sunglasses:

image

3 Likes

2 seconds active time more. Not that it makes a huge difference…