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blankseplocked Warp disruptors & scramblers - are they over-used?
 
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Whitehound
The Whitehound Corporation
Frontline Assembly Point
Posted - 2011.02.12 12:37:00 - [1]
 

Edited by: Whitehound on 12/02/2011 14:20:06
I would like to know how people think about warp disruptors and warp scramblers.

Almost every ship (in PvP) fits a warp disruptor or a scrambler to the point where one can say it is mandatory to fit them or else you do not mean to PvP.

The exceptions are fleets where it has interdictors and bubbles to do the job and where all the mid-slots are needed for a maximum in eHP. And even then will some fit a warp disruptor just to be sure. But apart from fleet fights does almost everyone fit a warp disruptor or a scrambler on their ship.

In short, these modules are for many as mandatory as the weapons on their ship.

Does it need a new advanced skill for increasing the range of warp disruptor and scramblers to create more distinction between the pilots? Or perhaps you find them as pointless as the learning skills (which had become mandatory to train) and instead want ships like interceptors, assault frigates and cruiser have them built in? Or do you want to see the ability of warping during a pure "player versus player" engagement completely removed to make warp disruptors obsolete for good?

Or do you believe in not fitting them at all and in letting your opponents run to be the better way to PvP? Or perhaps you want to see them removed for good and do not care for kills and killboards.

So, please, let me know what your thoughts are: are warp disruptors over-used?

DeadNite
Caldari
Detrimental Imperative
Posted - 2011.02.12 16:26:00 - [2]
 

Something being "Over used" is subjective. One could also say damage mods, shield extenders, armor plates, and Extender/trimark rigs are over used.

There are skills to increase the range of these. Leadership skills + Warfare Links = crazy point/scram ranges. There are also ships that get range bonuses as well.

For me, the answer is no. If you want to kill something, preventing them from getting away seems reasonable. On that same note, if you want to increase the chance of your exit when needed, put some stabs on your ship. Eve PvP balance comes down to the players choice on fittings. Choices have to be made and consequences for said choices have to be meaningful. One ship cannot do and excel at everything.

Crazy KSK
Posted - 2011.02.12 18:17:00 - [3]
 

all I can say to that is that yes warp disruptors and warp scramblers are mandatory for PvP because you need to stop your target from running away otherwise you will hardly get a kill that is for low sec 0.0 PvP
personally I think the mechanic of warp inhibiting modules is fine

Imigo Montoya
Wildly Inappropriate
Goonswarm Federation
Posted - 2011.02.12 18:39:00 - [4]
 

Well-used, yes. Over-used, no.

Warp disruption is pretty well balanced in terms of use and counters. Ships are fit based on their purpose, and if that purpose is stopping ships from warping then the choice of ship also comes into play (Ares, Sabre etc).

Nothing wrong with this set of tools IMO.

captain skinback
Posted - 2011.02.12 20:06:00 - [5]
 

Edited by: captain skinback on 12/02/2011 20:07:35
they are kinda mandatory. it gets a bit dull when fitting ships. damage control web scram on every ship makes it a bit cookie cutter. but i think the only improvement disruptors and scrams need is the ability to stop ships with a point on them from being able to jump through a wormhole. since there is no aggression timers on wormholes there needs to be some way of stopping the enemy ships from jumping through and running away when they hit structure. gangs could fight each other on a hole to highsec and never loose or kill a single ship.

well that or just put aggression timers on wormholes. doing what i suggested might make it too easy to camp wormholes.

Mag's
the united
Negative Ten.
Posted - 2011.02.12 20:18:00 - [6]
 

What about guns? I've noticed they too seem mandatory when I fly my geddon or baddon in PvP.
Maybe CCP will look into this and make some changes. Neutral

Corina's Bodyguard
Posted - 2011.02.12 20:47:00 - [7]
 

Scrams are overused the same amount guns are.

However, some players do chose to not fit them (either for another web, or more tank if shields).

Also, there are range restrictions on them, so you can still get away if you are faster than your opponent.

Tarron Sarek
Gallente
Biotronics Inc.
Initiative Mercenaries
Posted - 2011.02.12 20:55:00 - [8]
 

Edited by: Tarron Sarek on 12/02/2011 20:56:07

You don't need web/scram on every PvP ship.
Yet requiring it leaves little room for "Ok, who has a point fitted? Nobody?! You ####### noobs!" occurrences.

-edit-
Also micromanaging every fleet, or a blob, would be horrible. Horrible.

Benjamin Hamburg
Gallente
Goonswarm Federation
Posted - 2011.02.12 21:03:00 - [9]
 

Scram and Disrupt are part of normal electronic warfare I guess. If you want to do solo-pvp, obviously they will be mandatory has you have nobody else to be your tackler. But as soon that you have at least 1 other friend, you could simply split the role and fit a web when he fit a disrupt, etc.

The more modules that exists, the better it is cause it gives a lot of possibilities for PvPer.

For example:

Scram and Disrupt arent the only method to tackle your ennemy. Energy neutralizer are very effective since a ennemy without capacitor will not be able to warp out.

Tyme Xandr
Gallente
State Protectorate
Posted - 2011.02.12 21:12:00 - [10]
 

I think web and scram are done very well, however if i were to EVER change anything id make it even shorter then current range on scramblers. More akin to 6km. Would make the choice between scram and disruptor even more of a thought process. Having an additional point for stopping someone from warping off should come at a much higher consequence the the very far km range scrams have now.

Amaroq Dricaldari
Amarr
Vengeance Industrial Militia
Posted - 2011.02.12 21:13:00 - [11]
 

I also find it annoying when people Warp Scramble pods. That is just horrible. Pods need an upgrade.

Whitehound
The Whitehound Corporation
Frontline Assembly Point
Posted - 2011.02.14 15:45:00 - [12]
 

Originally by: Mag's
What about guns? I've noticed they too seem mandatory when I fly my geddon or baddon in PvP.
Maybe CCP will look into this and make some changes. Neutral

What about ships? Are they over-used? And what about space itself? No, wait ...

Weapons come in different sizes and they have their own skill groups - not just one skill group but two - Gunnery and Missiles. So if warp scramblers and disruptors are as mandatory as weapons, but lack in variety and diversity then their frequent use does become boring and one speaks of an over-use.

Once this is understood can one actually talk about creating new variety. Not only by adding new modules or changing the existing ones, but by creating new skills for them and changing some of the fundamental game mechanics, too.

I think that they are over-used or simply too important to be treated as just another e-war module, but I would like to know what others think about them.

Robert Caldera
Posted - 2011.02.14 16:32:00 - [13]
 

combat ships are overused

E man Industries
Posted - 2011.02.14 17:35:00 - [14]
 

They fill a role and represent a choice.
Scram or disruptor of depend on others. It's fine.

Other modules are also just as common..MWD and afterburners..how often do you not fit one of those(MWD 95% of the time it seams)


Gypsio III
Dirty Filthy Perverts
Posted - 2011.02.14 18:10:00 - [15]
 

Originally by: Whitehound
Once this is understood can one actually talk about creating new variety. Not only by adding new modules or changing the existing ones, but by creating new skills for them and changing some of the fundamental game mechanics, too.


Maybe we could introduce some sort of area-of-effect warp disruption thingy? It could be on a special hull, and maybe its area of effect could increase with a certain skill?

Mag's
the united
Negative Ten.
Posted - 2011.02.14 18:37:00 - [16]
 

Originally by: Gypsio III
Originally by: Whitehound
Once this is understood can one actually talk about creating new variety. Not only by adding new modules or changing the existing ones, but by creating new skills for them and changing some of the fundamental game mechanics, too.

Maybe we could introduce some sort of area-of-effect warp disruption thingy? It could be on a special hull, and maybe its area of effect could increase with a certain skill?

You should start a new thread, that sounds like a great idea. Cool

Benjamin Hamburg
Gallente
Goonswarm Federation
Posted - 2011.02.14 18:44:00 - [17]
 

Originally by: Gypsio III
Originally by: Whitehound
Once this is understood can one actually talk about creating new variety. Not only by adding new modules or changing the existing ones, but by creating new skills for them and changing some of the fundamental game mechanics, too.


Maybe we could introduce some sort of area-of-effect warp disruption thingy? It could be on a special hull, and maybe its area of effect could increase with a certain skill?


lol.

Go on the market in the ship tab, then, go see ''advanced destroyer''. Interdictor?

After that, go under the ''advanced cruiser'' tab. Heavy Interdictor?

Mag's
the united
Negative Ten.
Posted - 2011.02.14 18:46:00 - [18]
 

Originally by: Benjamin Hamburg


lol.

Go on the market in the ship tab, then, go see ''advanced destroyer''. Interdictor?

After that, go under the ''advanced cruiser'' tab. Heavy Interdictor?

I'm guessing you had it turned off.

Misanthra
Posted - 2011.02.14 23:02:00 - [19]
 

Originally by: Amaroq Dricaldari
I also find it annoying when people Warp Scramble pods. That is just horrible. Pods need an upgrade.



If a shield tanker (caldari especially, quite squishy past the shields) when shields are done...find point in space and start spammming warp out.

if an armor tanker, 25-50% (50% for when you are primary...its obvious when you are primary most times lol) armor start the spamming mentioned above.

Gets your pod out most of the time. If the primary....you are done. Accept that your are losing your ship and move on. Nothing saves primary short of titans and the occassional dev hax node crashes (and they are dev hax...can't be 500 people jumping in a system to ho the km lol).



Every ship short of bs and caps carries a point (snipe bs point is useless). Reason being is you don't know when you wll be a ghetto tackler. In 0.0 for example you assume after their pass most of your dictors will be toast and you have to wait for them to reship. Bubble gets the initial warp lock down, BC and below support's job is to lock down as much as they can for when the bubble goes away to prevent escapes.

Xe'Cara'eos
Posted - 2011.02.17 08:35:00 - [20]
 

I'd like to see them affected by some skill that could increase their effective range... maybe put it under the navigation tab, or the electronics... same with webifiers actually... currently there's only one skill relationg to any prop jamming mod, and that governs how effective the stasis webifier is. Give us more skills!

Jokerface666
Amarr
Posted - 2011.02.17 09:00:00 - [21]
 

If something could be called overused then it is the Damage Control II....

Why change something that works well?

-1 from me.


 

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