Just last Thursday, six days, or four business days ago, CCP announced a plan to make changes warp core stabilizers and interdiction nullification. While the former saw only a few changes, the latter went through a cycle of alterations that moved it from a low slot to a high slot and updated the ships that would be allowed to use the new module.
CCP apparently felt they had enough feedback and launched all the changes on the live server this morning.
Launched under the title “The Great Escape,” a banner worthy of the Ministry of Truth, I can only imagine they mean that ironically as both changes are targeted at keeping players from being able to escape destruction. It will be great if you actually escape I guess, but CCP ideally wants less or that and more ships exploding.
Warp Core Stabilizers
The warp core stabilizer summary remains simple. From the announcement post, here is what the tech I module is now:
- Warp Core Stabilizer I
- Activation cost: 80 Gj
- Active Duration: 10 seconds
- Reactivation Delay: 150 seconds
- Maximum number able to be fitted: 1
- Warp Scramble Strength: -2
- Targeting range reduction: -40%
- Scan resolution reduction: -40%
- Drone Bandwidth Penalty: -50%
You now can have 10 seconds of 2 warp core strength with a 150 second cool down, and only one can be fitted per ship. The other flavors of the module alter the activation duration, which can be as long as 18 seconds with a faction version. The scan resolution and targeting range penalties, which are applied when the module is fit, as with the old passive version, are reduced with the higher meta modules, but the drone bandwidth penalty remains the same.
Warp Nullification Module
Interdiction nullification, after having gone through multiple gyrations, has now landed on the following plan:
- Interceptors, yachts, and nullification subsystems now have passive nullification removed.
- Interceptors, yachts, and nullification subsystems have received a new role bonus: 80% reduced target range penalty and reactivation delay for interdiction nullification modules.
- Interceptors, yachts, and nullification subsystems have now received a new role bonus: 100% increased duration for interdiction nullification modules.
- Passive nullification has been added to all shuttles.
- New blueprints, seeding, and manufacturing data have been added for the new modules.
Of note there is that blueprints have only just been seeded with this patch, not in advance as CCP has done in the past, so right now the only ships with interdiction nullification are shuttles. For days, if not weeks, production will have to ramp up to catch up with the change, during which bubbles in null sec are essentially unavoidable. A few are on the market already, but only enough to accommodate experimentation. Blueprints still need to be optimized and there is research needed for the tech II versions.
And even when the market settles, expect to see a lot more of those on gates during your travels. And on both sides of gates where possible, since the cool down will force you to motor out slowly as you wait for the activation timer to run down.
Those details are a bit short of the full picture, so you have to go to the patch notes to get a few more details… though not that many. CCP’s lack of transparency in documenting the changes here seems like another indication of the almost indecent haste they have shown in getting these changes in.
The new module will be usable by the following ship types:
- Interceptors
- Blockade Runners
- Deep Space Transports
- Tech I Industrials
- Covert Ops Frigates
- Victorieux Luxury Yacht
- Strategic Cruisers
In addition, the following applies:
- All interdiction nullifiers are High-Slot modules and only one nullifier can be fit per ship.
- When fitted these modules will reduce targeting range and ship scan resolution by 50%.
- Module types:
- Interdiction Nullifier I
- Compact Interdiction Nullifier
- Restrained Interdiction Nullifier
- Interdiction Nullifier II
The high meta version give you a longer duration of nullification, with 10 seconds on the tech I and 15 seconds on the tech II. But the reactivation delay remains 150 seconds on all of them.
So it goes. As with most rushed things, expect issues. The in-game information is incorrect in some places, with the Restrained version of the unit still listing stealth bombers as part of the supported ship list.
Welcome to a new age in null sec.
Related:
- INN – Great? Escape: CCP’s Nullification Changes Go Live
- The Nosy Gamer – EVE Online’s Great Escape
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LOL. Limiting stabs to 1 breaks a billion fits and really pretty much nerfs stabs to oblivion. As intended, I’m sure. Another interesting mechanic gone.
The handling of the nullification stuff is downright weird. Does Pearl Abyss have some “concern” they are forcing on CCP or something? If I were still playing, I’d be taking a couple weeks off until my explo could happen safely again. Having taken a couple of weeks off in the past, I know that for me that turned into a good chance of taking months off. It’s amazing what a relief not playing that game turned out to be for me.
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@anypo8 – Faction scrams are going to be all the rage now, since they have a strength of 3, so automatically win and tackle with every attempt that gets in range… and shuts off your MWD do you cannot get back out of range. Poors will fit a point and a scram for the same effect. 3 points will always tackle now.
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@Wilhelm: Yes. And in turn pilots will quit mounting a stab because what’s the point when anyone who cares can beat it practically for free anyhow? Ultimately, stabs are Defender Missiles all over again: a thing that’s barely viable on paper and absolutely useless in practice.
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@anypo8 – The funny thing is that defender missiles did eventually find a role. In null sec they can be used to counter bombs launched by stealth bombers. They can only be fit to destroyers now, so those are the anti-bomber hulls. But for many years they were completely useless. I remember trying them out when I was new to the game.
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