Beware of the Leopard.
Is that even explained in nulli module description?
Also is it true that you can fit only one stab? There are ships with really fancy scramblers that alone have 3 warp scrambling points. what if they get also a disruptor. Defeats purpose of using this module then really.
That’s your dogma - not mine.
this needs a r/ how to ■■■■ a game speed run lmao XD TEST do it
Yeah, I was hoping to see a drone control range penalty to go with the targeting range and scan res penalties.
fill for srp
Also if you think has to be some kind of penalty for travling from A to B, there is its called smarbombs or insta lock gate camps, there just arent a lot of these camps.
It’s in the post - “add depth and alleviate concerns around their previous use as a powerful means to escape.”
I assume we both recognize that these words don’t actually tell us anything.
“Alleviate concerns around their previous use as a means of nullifying bubbles”
Okay. But what was the problem with how nullification was being used?
Combat fleets? Individuals skating through gate camps? In gameplay terms, what’s the problem being solved?
Nope, it’s going to be very confusing for people until they learn how bubble mechanics work.
This is after all a result of the bubble mechanics, not a result of the nulli module. Bubbles are checked when you get into warp, so you can sometimes fly right through bubbles because they had become active after you initiated warp.
If the nulli module changes nothing to bubble mechanics but just makes you immune to them, it means that you just need to be immune the moment you get into warp, not the moment you actually pass through the bubble.
Warp core stabs have -50 Mbit/sec on the test server. So no more stabbed Ishtars or Gilas.
SO, these are some of the main thoughts that came to my mind while I was reading about this proposed change.
It is indeed very unintuitive for newbros how the bubble system works, how the moment of warping matters more than the moment of landing (or passing through the bubble)… and how catch and drag bubbles work in the first place. But once someone has learned all that…
Then it should be fairly clear that the module should only matter for the initiation of the warp.
Should. operative word.
So that’s one time per system (unless you’re using pings or end up in a bubble at a planet you used as a midpoint to scout the outgate out… whoops!).
So yeahhhh… interested to see how they tweak the cooldowns and such. As someone else said, seems like a lot of needless added complexity. Instead of making this module eat up a low slot that would normally be used for agility, also… why not just have it be a built-in button to any ship class that can use it, similar to the 3 mode buttons for t3dds?
But while we’re at it, built in bastion button for marauders so we can use all 4 utility highslots instead of just the 3 remaining?
what about all the null jump bridges!!!
To be honest I was a bit shocked by this
- I think the shuttle nullification is fine, not sure of the actual use such mods will get I suspect very niche
But it basically just deletes the whole point of one of the strategic cruiser subsystems.
So I like the shuttles thing,
Interceptors are annoying but now much less useful (compare the usage of the fleet and combat cepters to see what I mean)
Overall this seems like a wierd idea that overthinks what simply could have been remove nullification if you have offensive modues fitted/onlined as was recently done for burst jammers.
The more I read this thread and the comments from null blob CSMs championing these braindead out of touch changes the angrier I get and feel less like logging in. This is so out of touch and is a horrible idea.
I might not be space important but this is garbage.
I think this is a good point. Much of the complaint about nullification in recent years has been about nullified ships being useful in combat. Making nullification into a high-slot module forces a tradeoff between nullification and DPS or other utility (nos, neut, cloak, probes, etc.) and doesn’t change the ship’s ability to fit for shield or armor tank.
Yes, in terms of the balance between shield/armor, this nullification module would ease a lot nicer into a lot of fits if it worked in a utility high slot.
So when are you going to buff t3 cruisers or remove the ■■■■■■■ sp loss? They are practically useless with this change.
I quite agree with this. It is incredibly important, speaking as a scout, that one is able to move around fast in a nullified ship, and it would make no difference to me if combat modules removed nullification. It would address the complaints much better than the current proposal.
Exactly this is not possible when landing in a bubble camp. You can’t activate modules under gate cloak. Also I assume the module’s effect will not survive jump. Hence no instawarp. You will always lose one 1s to align, activate, warp.
Good job nullbloc CSM.
Thanks. Saves me basically typing the same response. I bloody hope that was not representative of CSM feedback.
You have to activate it before you warp. There is a new trait “activate_in_cloak” that is not live yet. So you need to go to pings every ■■■■■■■ time, to then DSCAN is there is a camp.
like ecm changes.
who tf let brisc rubal back onto csm?
ccp is broken.