Nullification and WCS Updates – testing has begun!

The 1 module limit makes WCS completelly pointless as every gate camp will now have a navy maulus.

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Hi everyone,

You may have noticed recently another update on Singularity, that has a few changes and fixes to issues discovered.

  • Entering warp no longer deactivates the Interdiction Nullifier modules
  • Removed Stealth Bomber group from being able to fit the new Interdiction Nullifier modules.
  • Added Tech I Industrial groups to be able to fit the new Interdiction Nullifier modules.
  • Adjusted the bonus on Interceptors, Yachts, and T3 Cruisers to 80% penalty for reduced target range and reactivation delay.
  • Added the new attribute for allowing WCS and Nullifier modules to be activated while under the effect of a stargate cloak.
  • Updated the bonus texts for the Victorieux Luxury Yacht, Malediction, Imp, Whiptail, and T3 subsystems.
  • Fixed an error with a ghost attribute on the Restrained Interdiction Nullifier.
  • Updated the attribute text for the Drone Bandwidth penalty to show the percent reduction.
  • Correct the expected reprocessing materials from Interdiction Nullifier modules

-CCP Paradox

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Why :confused:

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Doesn’t really help with double bubble fcked gates when Inties have to wait almost the entire cloak delay before they’re able to go for the target in system.
The simplest solution would’ve litterally been to disable nullification with an active weapons timer.

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I see CCP is still ignoring feedback from players and is continuing forward into navigating the game into the trash can. These changes, if they go live kills the interceptor completely. All of it roles will now be done better by other ships. How about listening to the players and the CSM about why these change are bad and then reevaluate if you want to continue down the path to the dumpster.

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Can some please explain to me this, What is your beef against Ishtar players with WSC? I have never used one I must say. I ratted in HS and never felt safe, not by a long shot. I use a Vedmak with drones to Rat. I keep presing V (d-scan) , the moment some is 5 AU I am already aligning to the Station. If someone is cloaking camping the site I just relay in my Armor and CONCORD (a glorified scarecrow) to save my ass.

Was I safe ?

But I have used WCS in my Astero in WH and HS. I basically have the same gameplay. I thing (Ship, Probe) is Less that 5AU I’m gone. But the same ting if someone is cloaking camping the Relic or Data site I am death. WCS is my last resource to warp away, I normally have my attention split between the D-scan and Hacking Game.

If I pay too much attention to the D-Scan I’ll be slow in the Hacking therefore I’ll not make much profit and be more vulnerable.
If I pay too much attention to hacking , any one can jump me

This is a legit question, I am curious, was I too safe ? Now You are adding me one more task (active the WCS) that is not even 100% effective.

Are these Ishtar such a problem ? Am I ? Why don’t just gank ishtark with two scram ?

After jumping the reactivation timer doesnt show, either on the module itself, or on mouseover.

Bonus on T3C is on hull or subsystem ( I guess subsystem)

Any chance to make it high slot module?

The GoonSM asked for this.

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OMFG, this is a massiv nerf in conjunction with run duration bonus. Because it delays the cooldown start by 30s and makes it impossible to pass double bubbled gates, isn’t it?

@CCP_Paradox Ok, so the new bonuses have made the ships which are traditionally nullified usable again. But the ships without the bonuses still run into all the problems detailed above. A gate that is bubbled on both sides will kill them almost every time. So why bother extending nullification to them at all if it’s essentially useless?

You still haven’t explained why CCP is obsessed with making everything active, and forcing players to be more engaged and tactical etc…on only ONE side of the equation. If the nullification has to be active, with a cooldown, then why isn’t the large warp disruptor getting the same treatment?!? Why is it that only the traveller has to do all the work?

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Shuttle has passive nullification so it’s dead easy to pass such gates. No effort involved.

If the addition of nullification to shuttles is to make them the de-facto taxi service (subject to destruction of from smartbombers) then for the love of everything that isn’t annoyingly boring in Eve please at least increase their Warp speed to 10 AUs. Nobody enjoys travelling 20 jumps to get to content. The travel-ceptor made that more bearable… Shuttle warp speed is much too slow to assist in minimizing this numbing aspect of the game… (Please don’t suggest the Leopard, too costly for the average player to fit this role…)

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What is the intended use case for the extended duration buff currently nullified ships get? Just a longer window to enter warp?

If the effect can’t last through gate jumps, all it does is make you wait longer until you trigger it again, because the warp calculation happens at the start of the warp, not the end, so a long duration is meaningless when you spend most of it in warp.

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I’m not sight seeing in nullsec, I’m there to fight, hunt. My reply was about the ceptor nerf. Nullified shuttles and other stuff only eliminate the inconvenience for defenders of bubbling their gates. Only null blocs profit.

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Agreed. Shuttle warp speed should get a buff.

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@CCP_Paradox with an ECM Burst fitted, you are now nullified when the module is on. This essentially brings back Nullified ECM Burst Interceptors, rolling back the change you guys introduced some months ago (which was needed and well done). Please consider addressing this, preventing the activation of the Interdiction Nullifier when an ECM Burst is fitted, or flat out prevent them being fit together on the same hull.

Thank you for removing the Stealth Bombers (that would have been extremely broken) and thank you for the reduction of cooldown and longer spool for bonused hull, which essentially makes nullification for fast travel possible again while maintaining the active aspect of the mechanics.

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Yeah, nullified interceptors as scouts are the primary use of interceptors in fleets in nullsec. People don’t fly the combat ceptors even though they’re faster in realspace.

Drag bubbles will suddenly be a lot more useful because most of the time, you don’t know the bubble is there in time to activate the module. Or you’re constantly activating the module and losing scouts due to a second bubble and cooldowns. It’s very unlikely that you could dscan ahead for a bubble in warp because where you land b/c of bubbles is determined when you enter the tunnel.

Back to preparing 500+km pings on every gate without fail to know whether or not you want to hit the module.

The interdiction nullified T3C subsystems also probably will all get unused in most cases. The tank-centric subsystem will instead get used and a nullification module added now and then.

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Ok, this helps with one issue (depending how duration is handled). Sorry, didn’t see this second part on first read. Remains the scan res penalty which makes hunting and tackling even more difficult. What about that?

Ok travel inties now ZORO thru the system instead of the usual bounce off a celestial.