almost 3 years ago - CCP_Dopamine - Direct link

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Hello,

The Great Escape, one of our upcoming updates, is now available for testing on the Singularity Test Server. After a number of conversations with the CSM, we would love to hear feedback from the rest of the community on these changes!

Please keep in mind that what you see on the Singularity Test Server is a work in progress and we may tweak the numbers or adjust the design based on testing and player feedback before the Great Escape hits Tranquility later this month.

OVERVIEW
Updates to nullification and warp core stabilizer gameplay are live on Singularity. This includes converting nullification and warp core stabilizers to stand as active modules that have a substantial cooldown between uses will add depth and alleviate concerns around their previous use as a powerful means to escape.

NULLIFICATION
Nullification modules will be available for the following ship classes:

  • Interceptors
  • Blockade Runners
  • Covert Ops Frigates
  • Deep Space Transports
  • Luxury Yachts
  • Strategic Cruisers
  • Tech I and Faction Frigates
  • Stealth Bombers

Fleet Interceptors, Luxury Yachts, and Tech III Propulsion subsystems will grant bonuses to the active duration and cooldown duration for interdiction nullification module.

Classes formerly specializing in nullification will have strong bonuses, making them a much more attractive choice overall:

  • Interceptors, Luxury Yachts, and nullification Propulsion subsystems have the passive nullification removed.
  • Interceptors, Luxury Yachts, and nullification Propulsion subsystems now have new role bonuses:
    • 50% reduced target range penalty and reactivation delay for interdiction nullification module
    • 100% increased duration for interdiction nullification module
  • Passive nullification will be added to all shuttles.

MODULES:
Interdiction Nullifier I (NEW)

  • Slot: Low
  • Powergrid: 1 MW
  • CPU: 38 tf
  • Active Time: 10s
  • Cooldown: 150s
  • Activation cost: 150
  • Target Range Penalty: 50%
  • Scan Resolution Penalty: 50%
  • Max Group Fitted: 1
  • Required Skill: Warp Drive Operation 4

Compact Interdiction Nullifier

  • Slot: Low
  • Powergrid: 1 MW
  • CPU: 32 tf
  • Active Time: 12s
  • Cooldown: 150s
  • Activation cost: 150
  • Target Range Penalty: 50%
  • Scan Resolution Penalty: 50%
  • Max Group Fitted: 1
  • Required Skill: Warp Drive Operation 4

Restrained Interdiction Nullifier

  • Slot: Low
  • Powergrid: 1 MW
  • CPU: 38 tf
  • Active Time: 12s
  • Cooldown: 150s
  • Activation cost: 150
  • Target Range Penalty: 50%
  • Scan Resolution Penalty: 50%
  • Max Group Fitted: 1
  • Required Skill: Warp Drive Operation 4

Interdiction Nullifier II (NEW)

  • Slot: Low
  • Powergrid: 1 MW
  • CPU: 46 tf
  • Active Time: 15s
  • Cooldown: 150s
  • Activation cost: 150
  • Target Range Penalty: 50%
  • Scan Resolution Penalty: 50%
  • Max Group Fitted: 1
  • Required Skill: Warp Drive Operation 5

WARP CORE STABILIZERS
The penalties to ship performance remain as a passive effect and only the warp strength will improve when the module is active. Stats:

  • Activation cost: 50
  • Active duration: 20s
  • Cooldown: 120s
  • Warp Strength increase: 1
  • Targeting Range reduction: -50
  • Scan Resolution reduction: -50%
  • Drone Bandwidth reduction: -50%

In addition to these changes, we’ll also be adding a new attribute to select modules that will allow them to activate while under the stargate cloak. This ability will be added to both the new Nullification modules, and also the Warp Core Stabilizer modules. We’d like to hear more feedback on what other modules you would like to see this ability with!

almost 3 years ago - Brisc_Rubal - Direct link

I’m glad to see these changes roll out on the test server - we’ve had a lot of discussions about nullification and warp core stabs over the years (contrary to some people’s claims, this has been a community issue for a while - I hear about it plenty) and I am very pleased about the addition of nullification to shuttles.

I do think that making nullification a module instead of inherent to certain ship types is an interesting approach that will require more player choices and trade offs, and will provide some changes to the meta that potentially will be beneficial. I’m looking forward to seeing how this all works in practice. If it doesn’t work, it doesn’t work. I do think it is critical that the module is able to be activated while cloaked.

almost 3 years ago - CCP_Paradox - Direct link

Hi everyone,

You may have noticed recently another update on Singularity, that has a few changes and fixes to issues discovered.

  • Entering warp no longer deactivates the Interdiction Nullifier modules
  • Removed Stealth Bomber group from being able to fit the new Interdiction Nullifier modules.
  • Added Tech I Industrial groups to be able to fit the new Interdiction Nullifier modules.
  • Adjusted the bonus on Interceptors, Yachts, and T3 Cruisers to 80% penalty for reduced target range and reactivation delay.
  • Added the new attribute for allowing WCS and Nullifier modules to be activated while under the effect of a stargate cloak.
  • Updated the bonus texts for the Victorieux Luxury Yacht, Malediction, Imp, Whiptail, and T3 subsystems.
  • Fixed an error with a ghost attribute on the Restrained Interdiction Nullifier.
  • Updated the attribute text for the Drone Bandwidth penalty to show the percent reduction.
  • Correct the expected reprocessing materials from Interdiction Nullifier modules

-CCP Paradox

almost 3 years ago - CCP_Paradox - Direct link

Hi everyone,

Here are the latest revisions to the nullification update:

  • Interdiction Nullifier modules are now a High-Slot module.
  • Tech I Frigates have been removed from the list of ships that can fit nullifiers.
  • Fixed an issue with ECM burst jams not correctly disabling nullification when using the modules.
almost 3 years ago - Kenneth_Feld - Direct link

the nullfied when burst jammer is fitted is “Fixed” although maybe not on sisi yet

I am going right now to test again