“When this Battleship hits 88mph, you’re´╗┐ going to see some serious shit.”

Youtuber AkrasjelLanate has been pouring some good videos of the upcoming duality changes for the Eve Online: Retribution expansion, here is a long sough after video of the Micro Jump Drives in Action:

The key is to check the station in the overview and how after the module is activated, the ship is instantly transported 100km in the direction its nose is pointed at.

Discussion: Game Changer or Useless Junk

As you can see in the module description, this is a “Battleship only” module, meaning you won’t be strapping one of these into your standard Drake. On the other hand it opens a wide array of opportunities, specially if you take into account the recent resurgence of Battleship fleet doctrines (FoxCats, Alphafleets, HeroCats, Rokhs, Hellcats).

So, how do you feel this module will add up to the current state of warfare tactics?

- R

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47 Comments

  1. Lugalbandak

    will it work if you are bubbled?

    October 29, 2012 at 8:55 am Reply
    1. Same NRDS Dude

      No, read item description in the video

      October 29, 2012 at 9:02 am Reply
    2. nope

      Nope, it's poorly worded but it's in the description

      October 29, 2012 at 9:04 am Reply
      1. Lugalbandak

        ah i need glasses and coffee

        October 29, 2012 at 9:10 am Reply
      2. Random Miner

        kinda does make it a little more pointless to make then huh?

        October 30, 2012 at 8:56 am Reply
  2. NRDS Dude

    well… it seems it gives visual notification for few seconds until the actual jump takes place, so the enemy will be alerted and can point u in advance (conclusion: it wont be good for solo/small gang… its more into apoc/alpha mael fleet

    October 29, 2012 at 9:01 am Reply
    1. Niiijay

      And you leave you logi behind?

      October 29, 2012 at 12:57 pm Reply
  3. Random CFC Grunt

    Ok, so will it break locks when the jump occurrs? If so, I'd say it's pretty fucking OP.

    Other than that – NEW MEGA MODEL! *fap fap fap*

    October 29, 2012 at 9:20 am Reply
    1. Trololol

      How would that be OP? It only activates once every FIVE MINUTES, can only be fit to battleships, and it killed by warp scramblers (not disruptors, but scrams) and bubbles.

      Sounds fine to me…

      October 29, 2012 at 9:54 pm Reply
  4. OK!

    As long as bubbles affect this, I don't see them used even in large fleets.

    October 29, 2012 at 9:24 am Reply
  5. Thisisit?

    So, if it's not working if you are bubbled or pointed what's the point to have it then? I can't think of any "serious" good uses..

    October 29, 2012 at 9:27 am Reply
    1. dani

      if you are bubbled or pointed, then whats the point of you fitting it at 1-st place

      October 29, 2012 at 5:56 pm Reply
      1. Thisisit?

        wha?

        October 30, 2012 at 7:09 am Reply
  6. Is the improved BS mobility the only aim of this mod? What did CCP say about it? Any links to a dev blog or other stuff where the mod was mentioned?

    October 29, 2012 at 9:37 am Reply
  7. Logi101

    Because you cant strap this to a logi ship i doubt this will see much use in large scale fleet fights, as~
    A) the logi ships will be left behind
    B) if you have a good logi wing who knows what they're doing and have put the fleet between themselves and the hostiles, the friendly fleet will still jump past them thus putting them in harms way. Be no good in an armour fleet where the guardians all run afterburners.
    To me this is more of a MOD that CCP has thrown in for the sake of throwing in.

    October 29, 2012 at 10:59 am Reply
    1. This is not an alt

      Not really because Logi usually have not only their own anchor but can always re position by bouncing to pings, This module simply allows BS's to have more mobility on the field which is actually pretty good

      October 29, 2012 at 3:44 pm Reply
    2. Lugalbandak

      maybe there will be rr bs gangs again to see more

      October 30, 2012 at 4:44 pm Reply
  8. porr

    mainly low sec mod

    October 29, 2012 at 11:13 am Reply
  9. PG Requirements are rather low which means this and an Afterburner on the ship might be good.

    October 29, 2012 at 12:20 pm Reply
  10. U know who

    Cyno might be more survivable in certain situations allowing more to get through. Like capital ganks, low sec some gate fights and structure specific work.

    I

    October 29, 2012 at 1:38 pm Reply
  11. anon

    so … it will work if you are warp disrupted, only scram and bubble will stop it?

    October 29, 2012 at 2:16 pm Reply
  12. Blaster boater

    It's to bad this module is limited to 100km. It would be great if they could increase this to 200.

    October 29, 2012 at 2:29 pm Reply
    1. Anon

      Well there's a reason that the max range you can warp to something at is 100, this seems designed to close that distance unexpectedly.

      Though I think you have a point that many ships can hit way beyond 100 and I think the original warp ranges of 100 and 150 KM warp barrier etc were designed a very long time ago and should be adjusted. If I want to warp to something to observe, out of range of anything guaranteed that would be nice to be able to do. Then this micro jump to close the distance if I want to.

      I feel like this micro jump may likely be used as an "oh shit' button to bail out of problematic situations.
      I wonder if it can be disabled just before it fires, thus kept continually cycling and ready to deploy as things start to look grim. Hopefully not. I'd hope that once turned on, the jump cannot be aborted.

      October 29, 2012 at 6:46 pm Reply
  13. OMGFrigates Warpout

    I don't know about it being game changing or anything, but that spool up visualization is fantastic.

    October 29, 2012 at 3:49 pm Reply
  14. Anonymouse

    So… sniper battleships will become mission usable again. Warp in, turn around, jump 100km, snipe away, jump 100km back to the accel gate and keep on trucking. I like :)

    October 29, 2012 at 4:50 pm Reply
    1. Kratisto

      Yes, I emplore all people to take to sniper battleships again- their only weakness was their inability to warp 100 kilometers.

      Jesus christ.

      October 29, 2012 at 6:37 pm Reply
  15. IDK if it would be cooler to have a gambit factored in to this, say make it semi-ramdom so you will end jumping between 70km or 130km from your starting point, that would introduce an uncertainly factor which I would find appealing… :)

    October 29, 2012 at 5:54 pm Reply
    1. longtime

      What would a random range add to the game? I think if you made bombs random range it would kill the bombing run in eve. I imagine the same would happen if you made the MJD random no one would use it. Why would an FC use something that would randomly disperse his/her fleet up to 60k apart? I just don't see how this 'gambit factor' would do anything other than frustrate those that try to use it.

      October 30, 2012 at 12:59 am Reply
  16. Guest

    spider tanking BS are making a come back!!!!!!!!!!!!!

    October 29, 2012 at 5:55 pm Reply
  17. INQUIRING MINDS

    Does the spinup time match your ship's align time, or is it a fixed value? Hmm

    October 29, 2012 at 6:49 pm Reply
    1. M1k3y

      Sounds like its a fixed value, 11.4 seconds it said in the description

      October 29, 2012 at 9:52 pm Reply
  18. Cannonball1

    I think this'll provide a good boost to blaster boats especially, as this will allow them to more-or-less instantly close the distance.

    For those stating that this wont be usable in fleet because of logi, that's not true. Using logi anchors, logi can get to a point 60-70km from the fleet that would be in rep range of both the fleet's existing position and its warp-to point. Alternately, they can be 60km behind the fleet's original position and then warp to the bulk of the fleet as it lands. The bigger problem is for support ships like recons.

    As for all you real idiots complaining about it only being effective to 100km, if the enemy is over 150km, you can probe then warp to them. And if this mod extended the full 150km that would be pretty OP since you'd be able to warp on top of anybody on grid at will.

    October 29, 2012 at 7:02 pm Reply
  19. The Asshole

    Just a couple large tactical uses I can see off the bat.

    1. Tanked to the gills BS with a fleet a little behind it and the enemy at 170-200 or so in front, all aligned to the fleet. Warp, bingo, instant warp in with pre-aligned fleet to go from out of range and blueballs for everyone to in range and blap time. If it dies, so what, you can warp to the wreck too. So, as a target of this tactic, you can kill them or not and still the enemy is going to be in range in seconds. Add some insta-warp cepters and this gets real nasty with getting under transversal in a hurry. Also good for making tier 3 sniper fags nervous cause they won't be able to kite with impunity.

    2. Very fast advancing rolling safe maker. Instead of needing a cepter and 30 sec to a min to make each rolling safe, bingo, 20 sec and 2 jumps, done.

    3. Very fast to make tactical warp ins anywhere you need them. No more needing a fast frig or pre-scouted tacticals, you can make them yourself very quickly. Add a couple of these guys in a fleet and you can surround a station with tacticals in a minute or two, out pace a rolling sniper fleet with tacticals in a minute or two, surround a K162 in a hurry, anywhere a tactical on the go is useful, this will make them available a lot faster. Oh, and speaking of safes, spot a BS not on grid popping around and you may be the subject of a lovely bombing run that no longer needs to be tied to celestials anymore.

    Just a few good uses off the top of my head.

    October 29, 2012 at 7:03 pm Reply
    1. Mhmm

      I like it. Not a mod you would put on the whole fleet, but a few ships fit with this can be really handy.

      October 29, 2012 at 8:53 pm Reply
    2. Scar

      Number 2 is out instantly. This module can only be activated once every 5 minutes so it'll be completely useless as a rolling safe maker. Number one will be kinda useless as well seeing as in the 11.4 seconds it takes to activate any T3 sniper gang worth it's salt will have sniped the shit out of you or aligned and warped. And as for number 3 I don't fancy making safes in slow as fuck battleships in the middle of enemy territory. You'll end up warping somewhere and getting picked off before you can warp out or help can arrive. Their is nothing fast about 11.4 seconds or the slow as fuck ship it can fit on.

      October 30, 2012 at 3:51 am Reply
  20. MasterDebater

    lachesis can point 100+k..

    October 29, 2012 at 8:03 pm Reply
  21. shit

    problem is, if you want some kind of propulsion you need 2 mid slot for this shit since it s not a mwd or an ab with this integrated in it but another complete and standalone module. Megas would be fucked up anyway.

    October 29, 2012 at 8:15 pm Reply
  22. Eirene

    Nice PvE Modul.

    October 29, 2012 at 8:41 pm Reply
  23. Trololol

    This will be great for stuff like Hellcats and Battlestations (Blaster Megas), range & speed will no longer be such a massive hindrance.

    Of course, there will always be one idiot who doesn't align and jumps in the wrong direction…

    October 29, 2012 at 9:58 pm Reply
  24. Nulli braw

    worthless module. 12 second spool up, 5 seconds for enemy to start burning. you land enemy is allready out of blaster range….epic. how about aoe web as well. then fine i can live with this.

    October 30, 2012 at 12:07 am Reply
  25. Luwc

    extreme kiting machariel is a go : I repeat … a go !

    I can already smell OP OP OP OP OP

    October 30, 2012 at 7:40 am Reply
  26. Random Miner

    Is it a Battleship sized module, or a battleship ONLY module. I ask because I'm wondering about the feasiblitiy of throwing this bitch on my orca. No More Bumping!

    October 30, 2012 at 8:53 am Reply
  27. Squinty McBlindy

    Leaving logistics behind??
    Any logi ship easily has over 60k-70m range on the reps, simply keep them 55km behind the battleships, wait for the BS to micro jump 100km, (making them over 150km away), warp to 0, lock and rep!

    October 30, 2012 at 10:36 am Reply
  28. CareBearStares

    Anyone ran any tests on what happens if you MJ into another ship? Does it bump them off at Ludacris Speed – like a POS shield password change?

    If so… this is pretty awesome, and dangerous.

    October 30, 2012 at 2:57 pm Reply
  29. SandyCakes

    I see the tactical great tactical implementations and there very unbalanced limits.

    Factional warfare players will rejoice at the use of this. Larger battles will have instant pings and many rounds of fighting. However the cons heavily out way the pros. 0.0 pilots won't use it as it takes up a spot where you could have put a mwd or ab. CCP needs to go back to what they originally said about this module. Nothing can stop it but not even regular bubbles. But what can stop it is a special bubble/point that stops the MJD.

    This idea was a great one because FW would be a full and complete warzone. As the bubbles do nothing to stop warping, just the MJD.

    October 31, 2012 at 1:59 am Reply
  30. anon

    nice idea but so penalized that it is another useless mod and skill, thanks CCP.

    October 31, 2012 at 9:50 am Reply
  31. meme

    Another load of crap ccp have been making, what a waste of time… see the bonus to your sig, 200% hmmm…

    October 31, 2012 at 12:18 pm Reply

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