New Module: Lock Breakers

I have finally had a chance to catch up on some of the videos of fan fest this year. Having just finished watching the New Module presentation just one thing has caught my attention. Targeted lock breakers.

This is going to be a game changer. For anyone who has not seen the presentation I will quickly brush over the concept:

It is a module which breaks all locks on you. The module is chanced based, but the calculation includes the number of people currently targeting you. E.g. If one person is targeting you the chance of success is low, with 20 the chance is high. It was also noted that this would be a sub-capital only module (at least this was my interpretation; the exact phrase was “Doesn’t work on capitals” this could mean the reverse and its covered by the anti-ewar caveat on capitals, let’s hope not thou).

I’m sure your keen mind is already boggling at the possibilities, just as mine was.

Before Fanfest I discussed the “leaked” micro jump drive, and analysed my thoughts on how this would affect the game and whom it would affect (incidentally that module was also officially presented at the presentation), I want to do the same now with this.

First and foremost this could change the landscape of 0.0 warfare. For a long time now large fleet fights have concentrated on large groups of people attacking single targets in the enemy fleet to ensure its speedy destruction. This module (depending on its penalties and fitting requirements of course) could well change all that. Large blobs could soon find themselves frustrated by targets breaking lock and running from their malevolent grip faster than a soapy nun in a poker house.

However its effectiveness dependent on how the module is implemented. If it activates at the end of its cycle, it’s is likely to be too late for the defending ship, as blobs over a certain size (especially alpha fleets) will have killed them stone cold dead long before the cycle ends (even if it’s only a short one). On the other had if it’s activated on click and then has a cool down timer, we might see the emergence of super-fast locking battleships, which lock, lose lock and re-acquire in a matter of seconds allowing them to still blob the target.

What is good to see is that even in their most powerful form these modules are still going to require skill to both use and counter, and could see the emergence of new kind of psychological warfare (which I love). Assuming they have any kind of activation delay the skill of this module is going to be in when to press it. If you’re being targeted by an entire fleet, do you attempt to break lock early and warp out, or hero tank for a bit to cause maximum damage, but risk getting alpha’d. Equally there is a skill based counter to the module. If you know the cool down time, you could attempt to scare a selection of targets into activating early (locking up a tertiary target early, and re-lock them, then primary them before the cool down finishes). Equally FC’s are going to have to learn to keep a VERY fast locking ship back from initial tackling to hopefully catch anything attempting to run away, alternatively bubbles get even more importance on the battlefield.

One thing this will not do however is end the blob. I’m sure that some people are hoping this will mean a gang of 10 can take on a gang of 50 with far better odds. But assuming that large fleets have good discipline this is unlikely to happen. There is still no disadvantage to brining 50 people against 10 people. It just means each of your 10 engage 1 enemy and still win. At worst fleets will have to hold back some of its members from engaging in case the initial group lose lock. If the blob has a Hic or a Dic it the module makes no odds at all, except just how long it will take to die.

Outside of 0.0 fleet fights we could also see some interesting uses of this module; will they for instance work on NPC’s? Could we see people tanking PLEX’s and missions by breaking locks? Could it even make Mission/Incursion running even less of a risk, as with multiple NPC’s targeting you, your guaranteed to be able to break a mission gangers lock on you and run away?

Finally the biggest effect which we might see is dependence on logistics. Let us assume for a moment that this module is good enough to make primarying a single target with 100 people in effective. let’s say that when someone is targeted they pump the module and warp off before a new lock and be acquired (bubblers have been killed early in most battles). It would mean that it is now more effective to break your fleet down into squad based groups (1 tackler, 5 DPS lets say) and allow them to engage as a smaller group. This is going to make fleet MUCH more dependent of logistics. Now instead of all damage going onto a single target (with 60% of it being over kill) we have damage being applied across and entire fleet. Logistics are going to have to work harder than ever and may be required more than ever.

TL;DR

                – Invest in SEBO BPO’s

                – Invest in logistics

                – Keep investing in bubblers

                – don’t be surprised when the blob adapts

– <3 your logi.

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