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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
Sabriz Adoudel
Mission BLITZ
1773
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Posted - 2014.01.16 23:15:00 -
[61] - Quote
I love the change to skill requirements for Thermodynamics.
Let's get the newbros using this powerful PVP tool earlier. And by newbros, I mean both players completely new to EVE, and also newly-created ganking alts. https://forums.eveonline.com/default.aspx?g=posts&t=238931 - an idea for a new form of hybrid PVE/PVP content. EVE's golden rule: Never trust anyone in-game unless you are sleeping with them in real life. Even then, they may only be screwing you to screw you. |
Spanker
Quantum Origins.
5
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Posted - 2014.01.17 00:29:00 -
[62] - Quote
Yep......Someones growing some loco weed in CCP. Why not nerf every ship all over again? Lets target every role ability and take 20% of it away That would be AWESOME!....... |
Irya Boone
TIPIAKS
333
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Posted - 2014.01.17 00:41:00 -
[63] - Quote
Why for god sake are you conding things NO ONE ASKED YOU to And ignore all the requests from the Players
What about Drone UI? what wbout stop messing with drones to protect Goons , drones pilots are not ONLY archon pilots DAMN!!
I really really don't understand!! RENAME null sec systems With the name of REAL Universe Stellar Name like KOI-730 etc etc It will be awesome. Need Black Ops be able to FIT cover ops cloaking device !!! |
Lexiana Del'Amore
Nouvelle Rouvenor Monkeys with Guns.
47
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Posted - 2014.01.17 01:02:00 -
[64] - Quote
with all these changes to Overheating... any chance you can modify the icon used to overheat?
It's tiny and does not always relay correctly if a rack is overheating or not.
Bigger clearer icon/button would be greatly appreciated |
Topher Basquette Dusch-shur
Montana Freedom Fighters
5
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Posted - 2014.01.17 01:04:00 -
[65] - Quote
CCP Fozzie wrote:Hello everyone! Now we arrive at the more significant package of balance changes in today's announcements.
Obviously this is a heavy handed move from CCP Fozzie to get all 700 female Eve players to associate his name with the words "significant package".
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sabastyian
Death By Design
16
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Posted - 2014.01.17 01:43:00 -
[66] - Quote
Kagura Nikon wrote:CCP Fozzie wrote:Hello everyone! Now we arrive at the more significant package of balance changes in today's announcements. As I announced at EVE Vegas, changes to overheating were on the plan for Rubicon, specifically expanding heat functionality to many modules that did not have it before. This set of changes was bumped from the main Rubicon release due to time and will be arriving in Rubicon 1.1, along with some associated balance changes to some modules heavily affected by the heat iteration. I'll be talking about the heat specific changes in this thread, and splitting the associated balance changes off into their own threads to help focus the discussion. Those other threads cover: Tracking Disruptor, Sensor Dampener, Target Painter ChangesCapital Turret ChangesOmnidirectional Tracking Link ChangesI'd advise reading this OP all the way through before jumping to those ones quite yet. Ok! Time to look at overheating itself. Heat is one of our favourite combat mechanics as it provides opportunities for good decision making, bad decision making, and the excitement that comes from not knowing how your decision making will compare to that of your opponents. The main goals of this change are to lower the barrier of entry a little so that newer players can choose to jump into overheating earlier, and to expand the heat mechanic to a lot of modules (mostly active midslot modules) that one would expect to use heat but currently do not. Firstly, we are reducing the Power Grid Management skill requirement to train Thermodynamics from level 5 to level 4. This means that post 1.1 the requirements to train Thermodynamics will be Capacitor Management III, Science IV, and Power Grid Management IV. PGM is still a great skill to get to level 5, but now you can start overheating before starting that relatively long train. Next, we are expanding what modules can use heat. Modules gaining heat functionality are: The overheating effects of the modules will be as follows: TC, SB, Omni, Remote TC, Remote SB: 15% strength Remote ECCM: 30% strength TD, Damp, Painter, ECM Burst: 20% strength Smartbombs, TSB, Bubble launcher: -15% duration Most of these modules will be getting heat generation rates in the same range as similar modules, with the notable exception of smartbombs. Overheated smartbombs will give off a lot of heat (less than prop mods but more than most other modules) to ensure that a full rack of them cannot be sustainably overheated for extended periods. That's the changes we are making to heat itself in Rubicon 1.1. There are obviously other changes we want to make in the future including improvements to the UI and feedback for colorblind players, but those will need to wait for future releases. Please take a look at the other threads linked at the top of this post for information on the other module balance changes being made to Ewar modules, Capital guns, and Omnidirectional Tracking Links in concert with these heat changes. These changes will be on SISI in an upcoming update and we look forward to hearing your feedback. Why not make smartbombs overheat be a RANGE increase instead of ROF?
crazy idea, instead of nerfing everything and then making us overheat to get it back, just decrease to overheat bonus *crowd gasps*
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stoicfaux
3836
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Posted - 2014.01.17 02:37:00 -
[67] - Quote
If CCP is really trying to introduce isk sinks, then please reduce the costs of faction guns (and ammo) in the LP stores and I promise to buy them, use them, and overheat them.
WASABI: -áWarp Speed Module
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Red Teufel
Mafia Redux Phobia.
344
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Posted - 2014.01.17 03:53:00 -
[68] - Quote
probably the single stupidest thing and waste of development time ever ccp. litteraly you must of figured hey its eaither i work on a hard jesus feature orr... orrr I just look like i'm still working on balancing by changing things that...need no changing. O_o |
Sabriz Adoudel
Mission BLITZ
1777
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Posted - 2014.01.17 04:38:00 -
[69] - Quote
Irya Boone wrote:Why for god sake are you conding things NO ONE ASKED YOU to And ignore all the requests from the Players
What about Drone UI? what wbout stop messing with drones to protect Goons , drones pilots are not ONLY archon pilots DAMN!!
I really really don't understand!!
Uh - this isn't a pro-Goonswarm change.
If I were a Goon, I'd be pissed about the nerf to their Celestis doctrine.
As it is, I'll sit on the sidelines, point at the Goons, and say "suckers", then wait for them to come up with a new doctrine and sell them (and their enemies) the ships for it.
https://forums.eveonline.com/default.aspx?g=posts&t=238931 - an idea for a new form of hybrid PVE/PVP content. EVE's golden rule: Never trust anyone in-game unless you are sleeping with them in real life. Even then, they may only be screwing you to screw you. |
CW Itovuo
The Executioners Capital Punishment.
13
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Posted - 2014.01.17 05:07:00 -
[70] - Quote
Lexiana Del'Amore wrote:with all these changes to Overheating... any chance you can modify the icon used to overheat?
It's tiny and does not always relay correctly if a rack is overheating or not.
Bigger clearer icon/button would be greatly appreciated
+1 to what's been said above.
The one significant change that is most needed, is a change the UI. Overheating an individual module is not difficult, but it could be made much easier with some simple icon/graphical updates. I would put that at the top of the to-do list, long before making any changes to the modules.
As for reducing the base level of the EW modules... I'd really prefer you keep things as is, then add a small overheat bonus.
Reducing the starting point so that you can then provide a overheat bonus is akin to politician doublespeak. Take 9 steps back, turn in place 3 times, then take 10 steps forward... congratulations, we've made progress, or have we? |
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James Amril-Kesh
4S Corporation Goonswarm Federation
8551
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Posted - 2014.01.17 05:24:00 -
[71] - Quote
I think I speak for almost everyone when I say that I'd rather not have overheat on TP at all than have overheat that gives a slight benefit while the baseline of an already somewhat niche module nerfed.
The others are fine, really. SD and TD are very powerful currently and the slight nerf isn't a problem. My EVE Videos |
Nevyn Auscent
Broke Sauce
920
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Posted - 2014.01.17 05:37:00 -
[72] - Quote
Lexiana Del'Amore wrote:with all these changes to Overheating... any chance you can modify the icon used to overheat?
It's tiny and does not always relay correctly if a rack is overheating or not.
Bigger clearer icon/button would be greatly appreciated Shift Click on a module changes overheat status (Once it reaches the end of it's current cycle, it will display current status till end of cycle then swap).
Learnt this gem a few hours ago myself in another thread. |
Landrik Blake
MUSE Rapid Action Team Metaphysical Utopian Society Enterprises
2
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Posted - 2014.01.17 06:35:00 -
[73] - Quote
Yankunytjatjara wrote:But please, for the love of god, finally FIX AFTERBURNERS! It's still useless to train them up to V because of the heating problem: the AB burns immediately. It's going to be much worse now, with all these extra mid slot modules causing heat damage and generating residual heat on the rack.
@CCP Fozzie - Have you considered the implications of this on prop mods and shield tanked ships? Since you're nerfing some of these modules to compensate for overheating, aren't we now getting less out of our mid slots for the same amount of potential heat damage on the rack? |
Louis Robichaud
Red Federation RvB - RED Federation
95
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Posted - 2014.01.17 06:38:00 -
[74] - Quote
I'm not in favour of these changes. Increasing complexity isn't always good. Otherwise, why can't we overheat our rigs and our drones while we are at it? Heck, overheat the hull, overheat all the things!!!
That being said, the change to lower the skill requirement is good IMO |
Marian Devers
Rage and Terror Against ALL Authorities
35
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Posted - 2014.01.17 07:34:00 -
[75] - Quote
CCP Fozzie wrote:Next, we are expanding what modules can use heat. Modules gaining heat functionality are: - Interdiction Sphere Launchers
The current ROF of an Interdiction Sphere Launcher is 5 seconds. Overheated - 4.25 seconds. I fail to see any way this would be useful or beneficial to a pilot. If a target can burn out of a bubble and warp out in under 5 seconds, he can do the same in 4.25 seconds.
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Yankunytjatjara
Red Federation RvB - RED Federation
90
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Posted - 2014.01.17 08:00:00 -
[76] - Quote
Other OH related changes that are very needed:
Mods: Reduce afterburners heating at higher skill levels, especially bad for small ones
UI: 1. make pre-heating possible when cloaked/gate-cloaked (like in warp: you're not activating anything yet) 2. if you are overheating the whole rack, a module whose cycle stops shouldn't stop that 3. change the "lock overheat state" button so that it doesn't prevent changing OH status, but rather remembers the OH status of each mod when its cycle ends/starts. Now it's dumb: you lock status, overheat a mod once, then it's reset, and to OH it again you have to unlock 4. add a "prevent overheat" button instead, if this is how 3 is being used 5. clearer buttons
Mechanics: It's always been said by devs that the leftmost and the rightmost mods in a rack are adjacent for heat, but it's a well known fact that it doesn't work. Should this be fixed? My solo pvp video: Yankunytjude... That attitude! Solo/small gang proposal: Ship Velocity Vectors |
Schmata Bastanold
The brothers inc Brothers Of The Dark Sun
1296
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Posted - 2014.01.17 08:01:00 -
[77] - Quote
I like things HOT! Thank you Fozzie :) I am not my skills but... http://eveboard.com/pilot/Schmata_Bastanold |
Morwennon
Aliastra Gallente Federation
67
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Posted - 2014.01.17 08:15:00 -
[78] - Quote
While you're changing heat, could you make it possible to toggle the heat status of your modules while under gatecloak, so you could pre-heat your MWD or hardeners or whatever before decloaking? Ceterum censeo, the RLML and HML nerfs must be undone. |
poppeteer
Pator Tech School Minmatar Republic
28
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Posted - 2014.01.17 08:29:00 -
[79] - Quote
Sigh. 4 months of skill queue online before an indefinite break. |
Khanh'rhh
GoonWaffe Goonswarm Federation
2544
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Posted - 2014.01.17 11:13:00 -
[80] - Quote
Apologies if it's already been mentioned, but have you looked at the situation with capital ships using heat? It seems to me they essentially get all those new overheat bonuses built into the module now, since they can overheat forever. How? In tidi, you can refit your carrier / dread in what is effectively 1 or 2 seconds of game time, meaning all they will do is overheat the new modules (omnis in particular on boot carriers) and replace them when they're too damaged.
Not to mention, without a change to drone assist, having perma-heated ECCM just makes the mechanic worse.
No, the cost of carrying multiple T2 mods isn't a disincentive to doing this. "Do not touch anything unnecessarily. Beware of pretty girls in dance halls and parks who may be spies, as well as bicycles, revolvers, uniforms, arms, dead horses, and men lying on roads -- they are not there accidentally." -Soviet infantry manual, issued in the 1930 |
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Angelica Dreamstar
Epic Boo Bees
183
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Posted - 2014.01.17 12:01:00 -
[81] - Quote
SMARTBOMBS!
*Deeeeep sigh*
I just came............ thanks CCP Fuzzy! ;) Create a new, pretty, female character! Make the name count! Join the epic boo bees! (RP,PvE/PvP,wardecs,new players!) You're at it from day 0! |
Khan Farshatok
Dedicated Individuals Conditioned to Kill B O R G
100
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Posted - 2014.01.17 13:36:00 -
[82] - Quote
Red Teufel wrote:probably the single stupidest thing and waste of development time ever ccp. litteraly you must of figured hey its eaither i work on a hard jesus feature orr... orrr I just look like i'm still working on balancing by changing things that...need no changing. O_o
have you not seen the capital tracking nerf? |
Rek Seven
Probe Patrol Polarized.
1315
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Posted - 2014.01.17 15:57:00 -
[83] - Quote
The more i think about it, the more i think we need rigs/mods to dramatically reduce heat damage and maybe increase the effectiveness of overheating. +1 |
Arthur Aihaken
The.VOID
2779
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Posted - 2014.01.17 16:56:00 -
[84] - Quote
Rek Seven wrote:The more i think about it, the more i think we need rigs/mods to dramatically reduce heat damage and maybe increase the effectiveness of overheating. Just embrace the nerf... I am currently away, traveling through time and will be returning last week. |
Michael Harari
Genos Occidere HYDRA RELOADED
1060
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Posted - 2014.01.17 17:00:00 -
[85] - Quote
While looking at heat, can you also take a look at heat release by particular weapons?
For example, an LML destroyer with thermo V will burn out its entire high rack with only 6 shots.
Frigate arty is another hilariously high heat weapon. |
Riot Girl
You'll Cowards Don't Even Smoke Crack
2414
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Posted - 2014.01.17 17:05:00 -
[86] - Quote
Rek Seven wrote:The more i think about it, the more i think we need rigs/mods to dramatically reduce heat damage and maybe increase the effectiveness of overheating. I think some buffs to overheating mechanics would help compensate for all the extra overheating.
Oh god. |
Alx Warlord
SUPERNOVA SOCIETY Last Resort.
571
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Posted - 2014.01.17 17:15:00 -
[87] - Quote
Ok Fozzie, to be constructive. Add something NEW to Overheat mechanism, like a cooling module that reduces the heat and uses nanite to repair nearby modules, or a skill to bring modules back to life using time and nanite... Also the overheat in EVE is too empirical, It does not have a clear math.
If you add a new fitting slot for the ships like a null energy slot just to mess with overheat mechanics would be good too..
And there is always the possibility to give minmatar a Heat electronic warfare to burn other ships modules...
You have many, many options... try harder! Please read these! > New POS system > New SOV system |
Komodo Askold
No Code of Conduct Fluffeh Bunneh Murder Squad
119
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Posted - 2014.01.17 17:16:00 -
[88] - Quote
Red Giant, overheated smartbombs?
So tasty...
Which attributes of them will be affected by overheating? RoF, range, damage? |
Hatsumi Kobayashi
Origin. Black Legion.
417
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Posted - 2014.01.17 18:51:00 -
[89] - Quote
Re-requesting heat emission and heat damage attributes for the affected modules pretty please? No sig. |
Markku Laaksonen
EVE University Ivy League
329
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Posted - 2014.01.17 21:53:00 -
[90] - Quote
CCP Fozzie wrote:Harvey James wrote:its funny you mention almost everything but ecm mods how come? ECM can already overheat.
This is my favorite change.
DUST 514 Recruit Code - https://dust514.com/recruit/zluCyb/
EVE Buddy Invite - https://secure.eveonline.com/trial/?invc=047203f1-4124-42a1-b36f-39ca8ae5d6e2&action=buddy
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