Nullification and WCS Updates – testing has begun!

Terrible changes. Making travel/scouting harder for people will only make strong blocks even stronger, thus unincentivising gameplay for people not interested in large block politics.

This is ultimately bad for player base.

CCP you should incentivise small groups, not strong blocks through gameplay changes. If anything you should make WCS easier to use.

1 Like

With this newfound tech of allowing modules activating under stargate cloak, how about allowing preheating modules like your prop mod while under stargate cloak, so you dont have to align first, then heat and then activate the module? This is already a stressfull endeavor because it’s only needed when under heavy pressure to begin with

4 Likes

LOL of course they did not think. They mindlessly catered to the interests of large soveregnity holders that need it easier to keep invaders from their space. The user base will be reduced to these holders. Its like -80% of player base.

2 Likes

I have 10 accounts i feel i will be unsubbing if this drops. Been 10 years playing this game/ Suppose all good things die out eventually. RIP Eve Online.

5 Likes

I usually like to see how the dice land on a major update and give CCP a chance but this is a huge jump to me. I never use WCS but constantly use ships that are nullified. I agree with the crowd that is saying “if it isn’t broken don’t fix it”. WCS render a ship useless in most aspects in their current state, that’s why I never use them. With the ability to only fit one why even bother fitting one now. you already lost if you hit a gate camp. I recently came back to the game after a year or so off. I wound up with assets in space that is controlled by the triglavians, lost a few assets in citadels etc, I really don’t understand what CCP’s reasoning for making our internet spaceship life so hard. I am about half way through my 3 month omega. I can honestly say I haven’t undocked in a month. I have been logging i n for the login rewards but mostly don’t even open a character. I’m probably going to login tomorrow for my last SP reward and forget about the game for another year or so.

1 Like

My bad - Omega lol.

It wasnt broken when no ship was nullified. So i dont know whats the problem :wink:

Alright… I’ll be fair and take back my words.
Following the relentless repetitions by @Arrendis that the WCS had it’s strenght boosted from 1 to 3, and me going on the test server to validate by myself, I think I’m happy with the coming change towards WCS.

@CCP_Dopamine you might want to update your introductory post to reflect this information. As of now I read : “Warp Strength increase: 1”, while it should have been 3. The limit of 1 module is also not mentionned in your post. It could have help me with my anger management :rofl:

As a little industrialist, I might sell a little bit less of them, from my production, since people won’t need (can’t fit) as many. But I’ll myself need less of them and be able to fit more Cargo Hold Extender, Inertial Stabilizer or Mining Laser Upgrade, depending on my tasks and goals, making my life easier and my work faster (less travel, less time mining)

Low Sec, here I come.

(I have zero opinion on nullifiers, as I’m not there yet in my Eve career, and don’t understand half ofl the discussions there)

1 Like

No. No. And No.
Same fiasco as the drone assist changes.

2 Likes

Firstly

Very good that something is moving, stagnation in this area has lasted to long.

I have some concerns over the proposed modules:
warp stab time might not allow for ship with them fitted to allign and warp off, time needs to be a bit more, probably closer to a minute.
stab strenght 3 seams a bit low as well, or at least lets have some choice in this, let say between 2 and 5 for various types of modules.

nulification interdiction, 20s on a ceptor on less on others is not enough, when you warp from one point to another, you can land inside a bubble you wont be able to fly out of, I can see this being not a very good position to be in, again, nothing silly, but around 60s mark would be minimum

maybe some skills to improve reactivation timer?

and obvious one, while you are at dealing with silly mechanics, can you please sort clocking out?
fuel or reactivation timers have been discussed so many times but nothing changed, as with this nulification example, we can see CCP can be very creative on dealing with mechanics, please sort clocking, prefereably at the same time, as this is going to be most likelly even a bigger problem.

thank you

Why are the 2 new modules not omega only?

Surely that should be the case

So, changes are being made and you (CCP) want us to test these changes. Fine and good. But what conditions am I supposed to be testing? What issue are you attempting to solve? The issue has not been explained at all. How can I and my mates test for this/these situation(s) and all of the sub-ramifications if we are not certain what we are to be testing.

This appears from the conversations that the Corp is having, is just another Blackout type exercise.

6 Likes

warp skill 4 is only omega… I didn’t check out shuttles though

Based on your logic a reasonable solution would be limiting the scram to one module only. If the target can have only one WCS attacker should have only one warp disrupting module too.

1 Like

I do remember, there were those for and opposed to it, IIRC it was a much more balanced view then and wasn’t affecting other classes of ships in near the way that these sweeping changes are going to, and nullified shuttles?, no tank at all = death so why even bother? I mean sure, dropped bubbles with no one there you zoom right through, or even better, cloaky eyes near a gate to let you know a shuttle is coming and you play rock, paper, scissors to see which one of you will turn on your smart bombs since you’ll only need one to do the job… and as you said it will need tweaking because like all of these things, there will be a knee-jerk nerf and things will maybe get fixed in ten years or so.

Don’t get me wrong, I love EvE and I would love to be wrong about this, but, I doubt I am.
o/
Celly

2 Likes

I pray this does not happen.

2 Likes

Covops die a lot faster than travelceptors. Couple fast ships in the camp decloak you and your done.

1 Like

So i have been able to put together an astero fit that is complete BS. Tell me what you guys think.
[Astero, *Simulated Astero Fitting]
Interdiction Nullifier II
Warp Core Stabilizer II
Inertial Stabilizers II
Inertial Stabilizers II

5MN Microwarpdrive II
Burst Jammer II
Zeugma Integrated Analyzer
Small Shield Extender II

Covert Ops Cloaking Device II
Sisters Core Probe Launcher

Small Hyperspatial Velocity Optimizer II
Small Hyperspatial Velocity Optimizer II
Small Hyperspatial Velocity Optimizer II

2 Likes

Another change that screws regular folk just trying to move around New Eden. WCSs were already weak compared to their offensive counterparts (stabs and disruptors). Now, they’ll be effectively useless. If you’re going to make them so that basically you get one use, at least make them render the ship immune from warp disruption. This means with one fitted, I can escape from a simple gate camp, but will have to use my skill to evade dedicated hunters for long enough.

Why is this a proposed change anyway? Is this another effort to prevent botting that does little to affect botters, but makes everyone else’s life miserable? There’s a player near where I live that operates 30 characters simultaneously. They all warp in and out at the same time, they all start mining at the same time and they all move at the same time. He’s been reported for botting multiple times, but he’s still here. Just admit that people who pay you for 30 accounts are allowed to bot all they want.

Stop making these changes because you can’t be bothered to really disrupt botters.

6 Likes

WTF is wrong with you guys?

5 Likes