EVE Online

Why T2 Interdiction Nullifier is worse than T1 and a solution


Base stats

Given the recent outrage of the modules just being hotdropped on the eve players without giving any time to adjust or actually test these items properly.

This has lead to not only a bunch of random shenanigans from traits not being updated to highslots missing in ships that clearly need them, but furthermore, we have not actually been given the chance to theorycraft these modules.

Let's take a quick look at these modules in the compare aspect:

https://i.imgur.com/z5IS2AW.png

In table format it looks as such:

NamePowergridCPUActivation CostDurationReactivation Delay
Interdiction Nullifier I1.0 MW38.0 tf50 GJ10 s150 s
Compact Interdiction Nullifier1.0 MW32.0 tf50 GJ12 s150 s
Restrained Interdiction Nullifier1.0 MW38.0 tf35 GJ12 s150 s
Interdiction Nullifier II1.0 MW46.0 tf50 GJ15 s150 s


Fleet interceptor stats

Alright, so what's the problem? If you're using an interceptor to scout ahead of your fleet, doing small gang, etc, you need to go fast and make sure you don't lose your interceptor every time you take a warp.

So you take a fleet interceptor which is bonused for negating the negative effects of these modules and has a 100% duration bonus and 80% reactivation delay.

What that means is that for any fleet interceptor, this becomes the table:

NamePowergridCPUActivation CostDurationReactivation Delay
Interdiction Nullifier I1.0 MW38.0 tf50 GJ20 s30 s
Compact Interdiction Nullifier1.0 MW32.0 tf50 GJ24 s30 s
Restrained Interdiction Nullifier1.0 MW38.0 tf35 GJ24 s30 s
Interdiction Nullifier II1.0 MW46.0 tf50 GJ30 s30 s


The problem

When you are traveling through hostile territory, let's assume that there's some reds / neuts in local, as such you'll probably want to play it safe and move around nullified.

This means, every jump you want to be nullified.

Now you might not be aware, but the active effect of this module gets removed whenever you jump. So if you jump, whatever time you had left on your active timer is disregarded and your reactivation delay starts to tick down.

The other way the reactivation delay starts ticking down is when the duration of the module is up.

If you're traveling you want this module to be active every time you initiate warp, so you only need it for a very brief second when initiate warp (bubble catching / dragging gets calculated when you initiate warp).

When you jump there are 2 options:

  • Your interdiction nullification module was still active when you initiated jump: you now jump into a new system, it is no longer active and the reactivation delay of 30 seconds has started.
  • Your interdiction nullification module was no longer active when you initated jump: your reactivation delay is already ticking down when you jump

The second option is clearly favorable since it means you can travel faster, less time to wait.

WHICH MEANS THAT THE LOWER THE ACTIVATION TIME OF THE MODULE, THE FASTER YOU CAN TRAVEL WITH A FLEET INTERCEPTOR, FOR FUCK SAKES



The solution

Different modules should have different reactivation delays, since the logic clearly isn't there to carry active modules over through jump gates, and implementing that would break god knows what.

Suggested table is below (base version)

NamePowergridCPUActivation CostDurationReactivation DelayDuration (fleet inty)Reactivation Delay (fleet inty)
Interdiction Nullifier I1.0 MW38.0 tf50 GJ10 s150 s20 s30 s
Compact Interdiction Nullifier1.0 MW32.0 tf50 GJ12 s130 s24 s26 s
Restrained Interdiction Nullifier1.0 MW38.0 tf35 GJ12 s130 s24 s26 s
Interdiction Nullifier II1.0 MW46.0 tf50 GJ15 s100 s30 s20 s

Source

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