12k EHP and 100m3 … good enough for ya?
A couple of things I dislike about this idea:
1. I don’t like that warp core stabilizers now only have two levels: 0 or 3.
Before:
- people could have any number of warp core strength
- tackle needs to make choice based on what they expect enemy to bring
Now:
- people either have 0 warp core strength or 3
- tackle needs either 1 or 4 warp disrupt strength
My suggestion - add more possible warp core strengths:
- add a meta module with a strength of only +2 instead of +3, but with less penalties
- add a new more expensive (green/blue) warp core stabilizer module with +4 strength
2. I don’t like that the nullification module is as harsh to drone bandwidth as warp core stabilizers
Maybe it isn’t intended, maybe it is. Both the nullification module and warp core stabilizers have a severe penalty for drone bandwidth (-50% bandwidth) that completely invalidates drones as a primary weapon system for a nullified ship.
Do nullified drone ships exist? Yes, the Proteus exists and has two specialised subsystems that now completely contradict eachother.
My suggestion: get rid of the drone penalties for the nullification module. (Keep them on the warp core stabilizers though, that’s great!)
Im on sisi right now and the stats on modules dont match the stats given. T3c subs still have Immunity , Also the Interdiction Nullifier can be fitted to alot more ships than stated,??
When will sisi be ready for us to test !
Its typical for CCP, to fix things that are not broken.
What was wrong with interceptors?
for interceptors and T3 we could leave everything as it is, and for everything else, do what you want! If this update happens, I’ll just uninstall the game! Tired of it! I have not forgiven you the capital yet!
They wont be if this goes through chap.
And like ive said before, good interceptor pilots are hard to kill; but theyre rare af.
About nullification, the penalties to lock range to ceptors is too steep. Ceptors need higher lock range with a small signature radius. The only way you can get more is to sacrifice a mid slot, which means you will be without a scram and point.
Also, a ceptor can no longer bypass gates that are bubbled on both sides. If the ceptor activates nullification warping to the gate, the module will be in cooldown on the other side.
These things together mean steep penalties for hunting ceptors, which will mean less Hanks for hunting gangs.
This is what I am talking about, another change that makes playing solo next to impossible.
This is a terrible change.
These nullification changes cannot leave sisi
O_o solo is easily possible just don’t afk
At least buy me dinner and drinks before you dry f**k me.
I will guarantee that we will all see “you cannot activate that module while cloaked”
Also, how have you decided to “improve” core stability on hulls? As soon as you’re tackled your ship loses 50% hull armour and shield and resistances while it shifts to reverse or starts spinning like some brain damaged chicken?
I agree with the penality. The Locking Range Penality needs to be removed for the Nulli Specialized Ships.
The bubbles on both side of a gate is not a problem for a Ares etc. the CD of the Nulli is over before your Jump Invul Timer is over in most cases. (like sub 1 AU Warps between gates need some more attention)
So first you want people to be more in low and null sec and then you make it harder to move there? Getting real mixed messages here. What do you want? Pvp or no play? Everyone buying their pvp ships with plexes from npc seeders, because all the industry people building stuff is driven out of the game? Make your mind.
Well, at least i can fit my epithals with I-stabs now.
Guns?
CCP, please no. These nullification changes are terrible for anyone trying to hunt in null sec. First of all, the passive penalties to the nullifier module absolutely screw up a ceptor’s lock range. They already have bad lock range (literally I fit a range increasing module or rig to all my hunting ceptors) and this makes it even worse. The scan resolution isn’t as big a problem for hunting but still could mean the difference between locking someone before they warp and not.
The much larger issue is the activation time and cool down on these modules. With ceptor bonuses, I am looking at a 30s activation time with a cool down of 75s meaning I can activate once every 105s. I can currently jump through 3-4 systems in a little over a minute and a half with my ceptor. If there are anchored bubbles on these gates to help keep ratters and miners safe (which is something I have seen, multiple consecutive gates bubbled for protection), then the ability to catch anyone is gone. Bots are incredibly hard to catch as it is. Literally a second or two is the difference between catching them and missing them, you have to be on the ball and grab them within 10-20 seconds of showing up in system. This is much much much harder now. Active ratters, while typically slightly slower than bots, are still the same. You need to be fast to catch them. If you can activate the nulli module, then you have just one more thing to do which adds time. If you can’t, then you just aren’t catching anyone.
Seriously, who even thought nullification was an issue. I see so many little bugs in the game day to day and see so many more cries on reddit for fixes to actual problems (where is the cloaky camping fix??) but I have never seen someone say that nullification on ceptors is a problem.
If you want to remove the ability for ceptor fleets to do dps (as we have seen a lot in the current war from both sides) then directly nerf a fleet ceptor’s ability to do dps. Nullification IS NOT THE ISSUE.
To give a slight tldr as I know my rant has been long. These changes KILL hunting. I seriously hope that theses nullification changes never leave sisi.
For those Areses it doesn’t matter if they are nullified or not. They are in a fleet. You are mixing up apples and oranges to suit your narrative.
So you were not persuasive enough, or they didn’t care? Good to know.
However, I grant to you that your proposed changes would have been a better avenue to pursue than this active module crap.
Really Really dumb move------again. Doesn’t solve the problem of bots…bots always win. Hurts players who are not bots more.
Two sides of gate bubbled your dead or camped in system forever.
Use a shuttle…yeah right, 1 smart bomb your dead.
Hurts the smaller players again more than larger players but with all the other changes why not throw in a couple more bad chages to put the final nail in eves coffin.
There needs to be more clarification on what exactly the activation mechanics does. Am I nullified if I activate when I enter warp, regardless of how long the warp takes? Do the “warp bubble” was there when you activate warp remain the way it’s decided what happens to you?
Also, please for the love of what is holy, STEALTH BOMBER being able to fit this? The only counter to cloaky bombing is bubbling. This is quite game breaking.
What happens with the Interdiction Nullification subsystem on T3Cs, by the way? Does it just confer Interceptor level bonuses to the T3C now, or will it be removed and a new subsystem introduced?
This also needs to be activable while under gate-cloak (not normal cloak though) to be effective, or it all becomes a latency fest and the people with the best ping will win every engagement on a bubbled gate after you jump through.
Why do you have to ■■■■ with my yacht? Your literally removing the only purpose it ever had. Keep the yachts passive nullification otherwise you’ve just deleted a ship from the game.