
“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
will it work if you are bubbled?
No, read item description in the video
Nope, it's poorly worded but it's in the description
ah i need glasses and coffee
kinda does make it a little more pointless to make then huh?
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
And you leave you logi behind?
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*
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…
As long as bubbles affect this, I don't see them used even in large fleets.
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..
if you are bubbled or pointed, then whats the point of you fitting it at 1-st place
wha?
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?
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.
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
maybe there will be rr bs gangs again to see more
mainly low sec mod
PG Requirements are rather low which means this and an Afterburner on the ship might be good.
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
so … it will work if you are warp disrupted, only scram and bubble will stop it?
It's to bad this module is limited to 100km. It would be great if they could increase this to 200.
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.
I don't know about it being game changing or anything, but that spool up visualization is fantastic.
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
Yes, I emplore all people to take to sniper battleships again- their only weakness was their inability to warp 100 kilometers.
Jesus christ.
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…
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.
spider tanking BS are making a come back!!!!!!!!!!!!!
Does the spinup time match your ship's align time, or is it a fixed value? Hmm
Sounds like its a fixed value, 11.4 seconds it said in the description
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.
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.
I like it. Not a mod you would put on the whole fleet, but a few ships fit with this can be really handy.
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.
lachesis can point 100+k..
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.
Nice PvE Modul.
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…
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.
extreme kiting machariel is a go : I repeat … a go !
I can already smell OP OP OP OP OP
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!
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!
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.
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.
nice idea but so penalized that it is another useless mod and skill, thanks CCP.
Another load of crap ccp have been making, what a waste of time… see the bonus to your sig, 200% hmmm…