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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
Medria Lennelluc
Strategic Exploration and Development Corp SpaceMonkey's Alliance
3
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Posted - 2015.11.27 09:48:13 -
[61] - Quote
Aisha Shimaya wrote:A good change with a nice incursion nerf on the side.
Doesn't really nerf incursions, at least not on any meaningful level. |
Lewich
Explosive Decomposition
0
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Posted - 2015.11.27 09:57:30 -
[62] - Quote
Why is T2 large remote rep is using 40 more PG now? WHERE'S my damn bonus PG on Guard/Oneiros? Basi/Scimi have their fitting adjusted to new shield reps. Why is armor doesnt?
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Yun Kuai
Justified Chaos Spaceship Bebop
286
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Posted - 2015.11.27 10:06:49 -
[63] - Quote
Not quite sure how I feel on these changes. On one hand it should change how logi works in small gangs forcing both armor and shield logi closer, meaning the kite meta will be harder (maybe). On the other hand, we've had numerous instances where the guy was at like 90km from the logi and had gotten a scram on an Orthus, etc. but he was just too far out of rep range and we only had AB logi. Now he'll catch reps, albeit at like 20-25% of max effiiciency, but hey reps are reps (and that's the part I'm worried about)
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Gen Mo'Kai
Phayder Corporation
4
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Posted - 2015.11.27 10:10:03 -
[64] - Quote
When will the amount of armor/shield/hull repair be calculated?
For example: if I am in falloff and start cycling an remote armor repper, then move into optimal before the cycle is completed, will the amount of armor applied be determined when I started cycling the module, or when the armor actually applies at the end of the cycle? |
Nevyn Auscent
Broke Sauce
2731
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Posted - 2015.11.27 10:59:23 -
[65] - Quote
Gen Mo'Kai wrote:When will the amount of armor/shield/hull repair be calculated?
For example: if I am in falloff and start cycling an remote armor repper, then move into optimal before the cycle is completed, will the amount of armor applied be determined when I started cycling the module, or when the armor actually applies at the end of the cycle? Based on the fact you can start the cycle on someone it and they can then go out of range and it fail currently, I'd guess at the end, but good question. |
Fossor Wintersky
Ordinus Ursorum Cautorum
20
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Posted - 2015.11.27 11:31:21 -
[66] - Quote
Oh. lol.
Useless changes.
It's a time to delete characters and uninstall game. 'cause it's not a game already. |
afkalt
Republic Military School Minmatar Republic
2467
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Posted - 2015.11.27 11:44:46 -
[67] - Quote
Fossor Wintersky wrote:Oh. lol.
Useless changes.
It's a time to delete characters and uninstall game. 'cause it's not a game already.
Crack on then. |
Dantelion Shinoni
SQUIDS.
20
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Posted - 2015.11.27 12:22:37 -
[68] - Quote
Torgeir Hekard wrote:Xe'Cara'eos wrote: I'm seeing this as an indirect nerf to small gangs......
I'm seeing this as a rather direct nerf to small gangs because Le Blob doesn't care about long cycles because with 100500 logis you are already staggering reps by virtue of human factor, because blob logi fits are largely unaffected (5-1 basi is exactly the same as it was), because who cares about 80% rep efficiency when you have 300% overrep, but now you can rep up that drooling moron that MJDed in the middle of the enemy fleet with a couple dozen logi of yours.
Small gangs will adapt. Plus it's probably too late to add something that would help curb blob-overrepping since those are due pretty soon.
I would like to see more emphasis on making target switching more powerful by increasing the rep cycles even more. But that could actually not be that great if an idea. |
Khan Wrenth
Ore Oppression Prevention and Salvation
302
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Posted - 2015.11.27 12:35:37 -
[69] - Quote
Dantelion Shinoni wrote:Small gangs will adapt. Plus it's probably too late to add something that would help curb blob-overrepping since those are due pretty soon.
I would like to see more emphasis on making target switching more powerful by increasing the rep cycles even more, maybe go 30%, 75% slower for armor and shield reps. Might be a tad extreme though.
I had a proposal that, in my opinion, nerfed the power of large blobs while mostly leaving small gang alone. https://forums.eveonline.com/default.aspx?g=posts&t=449157 The single paragraph that starts with "The basics" boils down the proposal and explains the premise.
On another note, I find it kind of odd that a major shift to mechanics that play such a large role in this game are rolled out mere days before release. More minor parts of the game get more forewarning on the forums and more time for testing on Sisi.
Let's discuss overhauling the way we get intel in EvE.
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Thercon Jair
Nex Exercitus Memento Moriendo
8
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Posted - 2015.11.27 13:28:24 -
[70] - Quote
I am not 100% certain yet, but the changes seem to widen the gap between cap transfer and non-cap transfer logistics.
Range on cap transfers between logistics never was an issue, and cap transfer based builds could use non-cap recharge utilised slots to increase other stats, lock range, speed, sensor strength, while cap recharge based logistics will have bigger issues staying cap stable while trying to approach the tank and utility of the transfer logistics. |
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Daichi Yamato
Xero Security and Technologies
2848
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Posted - 2015.11.27 13:30:41 -
[71] - Quote
Which is where the advantage in quick release cycle lies. If they feel they need to hold the changes till a later date they can, or if the changes are released and break the game we dont have to wait long for a balance pass.
I was hoping for more of a nerf to cruiser logi ranges
EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"
Daichi Yamato's version of structure based decs
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Lugh Crow-Slave
1311
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Posted - 2015.11.27 13:43:22 -
[72] - Quote
It's a bit backwards that shield will be cycling slower than armor why are we flipping this fir RR. If it's because shield reps at the start then that makes no seance as you still have to run a full cycle before swapping
Fuel block colors? Missiles for Caldari T3? Corp Stasis
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M1k3y Koontz
Respawn Disabled Initiative Mercenaries
804
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Posted - 2015.11.27 14:05:16 -
[73] - Quote
Lugh Crow-Slave wrote:It's a bit backwards that shield will be cycling slower than armor why are we flipping this fir RR. If it's because shield reps at the start then that makes no seance as you still have to run a full cycle before swapping
*sense
And if we think about shield reps needing to "recharge" before the next cycle then it makes sense having to fully cycle before boosting again.
How much herp could a herp derp derp if a herp derp could herp derp.
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Sof0s
Parental Control PURPLE HELMETED WARRIORS
3
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Posted - 2015.11.27 14:09:02 -
[74] - Quote
I dont like the range change its bad for the game having support ships able to rep at such extreme ranges even with 20% rep power cause enemy fleets cant usually fire at enemies at 80~90Km+ unless they are in sniper doctrine . Longer cycles makes fleets prefer armor logi setups instead of shields thats not good also . But i am sure CCP will fix it 3 or 4 years from now . |
biz Antollare
eXceed Inc.
64
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Posted - 2015.11.27 14:19:04 -
[75] - Quote
Logi wasnt broken.
Fozzie go find something better to do instead of "fixing" things that dont need to be fixed. |
Frostys Virpio
KarmaFleet Goonswarm Federation
2407
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Posted - 2015.11.27 14:31:28 -
[76] - Quote
Arrendis wrote:Tethys Luxor wrote:Logi V is a now an even more powerful skill. As opposed to being the 'if you don't have it, fly the T1 support cruiser' skill it's been for any serious logi-work?
Before T1 cruiser change it was even "better" with Logi V or go DPS bro... |
Harvey James
The Sengoku Legacy
1248
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Posted - 2015.11.27 14:33:38 -
[77] - Quote
shouldn't large reps have a slower cycle time than mediums?
T3's need to be versatile not have T2 resists, OP dps and tank obsoleting T2 ships entirely.
ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 highslots for droneboats
Nerf web strength, Make the blaster Eagle worth using
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Thercon Jair
Nex Exercitus Memento Moriendo
8
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Posted - 2015.11.27 14:42:59 -
[78] - Quote
Harvey James wrote:shouldn't large reps have a slower cycle time than mediums?
I'd be actually more in favour of ballancing cruiser sized logis around medium remote reps and medium remote cap transfers and then introducing a BS sized logistics platform utilising large reps and cap transfers, and add a signature resolution/explosion radius-like attribute that corresponds to the size (but don't mess up minmatar ships receiving less reps because they're usually a bit smaller than the turret resolution of the size).
It's strange that frigates use small, cruisers use large, and cruisers are used for cruiser and up fleets. |
Anzsi
Fistful of Finns Paisti Syndicate
3
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Posted - 2015.11.27 15:17:08 -
[79] - Quote
hahaa ccp taked something for my idea :)
I like this logi-changes.
my post earlier this year: https://forums.eveonline.com/default.aspx?g=posts&m=5884010 |
Lugh Crow-Slave
1311
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Posted - 2015.11.27 15:48:44 -
[80] - Quote
why is it armor reps will also be repping more hp/s?
Fuel block colors? Missiles for Caldari T3? Corp Stasis
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Arrendis
GoonWaffe Goonswarm Federation
1669
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Posted - 2015.11.27 16:18:12 -
[81] - Quote
Lugh Crow-Slave wrote:why is it armor reps will also be repping more hp/s?
Probably the same reason they have a longer optimal: they land at the end of the cycle. Shield reps land the moment the module activates, so you make them suffer a bit for their speed, and increase the differentiation between the two types of fleet. |
Pic'n dor
Wild Sentinels Honorable Third Party
44
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Posted - 2015.11.27 17:24:50 -
[82] - Quote
longer cycle time + more cap usage == big nerf on logi
nerf nerf nerf nerf
COUCOU TOUCHE TOUCHE
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Skyler Hawk
Boars on Parade The Tuskers Co.
67
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Posted - 2015.11.27 17:50:48 -
[83] - Quote
Since you're rebalancing remote rep modules anyway, wouldn't it make sense to introduce faction and deadspace large remote armor reps and shield boosters to complement the existing mediums and smalls? |
Maximus Aerelius
PROPHET OF ENIGMA
1331
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Posted - 2015.11.27 17:57:27 -
[84] - Quote
Solarus Explorer wrote:+1 for cutting down the range of frig logi. I would suggest cutting down the range of cruiser logi further as well, to give brawlers some chance of catching logi in small gangs.
Overall though i'm in favour of removing logi completely from the game. Let ships undock and die in pvp, they shouldn't have the safety of a bunch of logi ships to save them all the time.
^ this guy, really has no clue. You'd kill off an entire career line for the sake of some extra kills? I'd like to wager that more kills come from having Logi than not cos reasons.
EDIT: Also kill s off entire communities: Incursion Runners for one. No Incursion Runners then you've got whole systems with maximum Sansha effects in operation such as lower resists, lower bounties etc. Great idea bud /sarcasm.
[b]Fast Character Switching "XP Stylee"
Undocking - More Routes Out of Station[/b]
Here's my tear jar > |_| < Fill 'er up!
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Frostys Virpio
KarmaFleet Goonswarm Federation
2409
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Posted - 2015.11.27 18:15:21 -
[85] - Quote
Skyler Hawk wrote:Since you're rebalancing remote rep modules anyway, wouldn't it make sense to introduce faction and deadspace large remote armor reps and shield boosters to complement the existing mediums and smalls?
Since you are in the thread and replying to it, wouldn't it make sense to read the very first point in the OP's list? |
Che'Nedra Borune
Hidden Agenda Deep Space Engineering
3
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Posted - 2015.11.27 19:13:19 -
[86] - Quote
I think the changes to RR are interesting and will open up a wide range of new ways to play the game :)
However, I think that, with this change especially, it would be extremely helpful if the following long awaited features could be added: - Show logistics 'damage notifications' for both repairing and receiving parties.
This will function as immediate feedback of effectiveness of RR for logi pilots, just like the damage notifications give you an idea of 'how well' you're applying your damage. In addition, this will give somewhat of a way to analyze fights afterwards to see why you died with the logi present. Where they far into the falloff? Did not everybody repair you?
- Show logistics on killmails (repairs received amount on km, assisting players listed?)
Not only will this finally give some credit to all the nameless logibros out there who are putting their ship on the line and are never mentioned in any battle report, it will also give a much better idea of how much of hostile logi was overcome in the destruction of a ship.
Thanks for considering those changes :)
-Che
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elitatwo
Eve Minions The-Company
917
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Posted - 2015.11.27 20:16:39 -
[87] - Quote
Thercon Jair wrote:Harvey James wrote:shouldn't large reps have a slower cycle time than mediums? I'd be actually more in favour of ballancing cruiser sized logis around medium remote reps and medium remote cap transfers and then introducing a BS sized logistics platform utilising large reps and cap transfers, and add a signature resolution/explosion radius-like attribute that corresponds to the size (but don't mess up minmatar ships receiving less reps because they're usually a bit smaller than the turret resolution of the size). It's strange that frigates use small, cruisers use large, and cruisers are used for cruiser and up fleets.
Maybe you haven't noticed the cruiser changes in Retribution but the t1 logistic are using medium red whereas t2 logistics use large ones.
With the new falloff mechanics for logi, will there also be "wrecking" reps?
I think the better way to "balance" logistic modules would have been to give them an explosion radius and an explosion velocity, then give them the heavy missile treatment and then introduce an explosion radius and explosion velocity tracking disrupter that makes them even more useless.
Eve Minions is recruiting. Learn from about pvp, learn about ships and how to fly them correctly. Small gang and solo action in high, low and nullsec and w-space alike.
We will teach you everything you need and want to know.
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Zikori Trader
Deep Core Mining Inc. Caldari State
0
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Posted - 2015.11.27 21:53:45 -
[88] - Quote
The parish Fozzie is the worst that's ever happened to this game, the more incompetent a man at the CCP never was. We don't need these useless changes which you break our game, we don't pay you for it, in the game there are a thousand things about which the players asked for it, you ignore them, and do useless things that make people leave the game. I love being a support player, I spent a lot of time and money in order to pump logistician and links for CTA's and roaming, and you go and break everything. A great reason to leave this game. Stupid useless changes. |
ISD Max Trix
ISD Community Communications Liaisons
63
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Posted - 2015.11.27 21:59:35 -
[89] - Quote
Quote: 3. Ranting is prohibited.
A rant is a post that is often filled with angry and counterproductive comments. A free exchange of ideas is essential to building a strong sense of community and is helpful in development of the game and community. Rants are disruptive, and incite flaming and trolling. Please post your thoughts in a concise and clear manner while avoiding going off on rambling tangents.
Deleted a post for the above reason.
ISD Max Trix
Ensign
Community Communication Liaisons (CCLs)
Interstellar Services Department
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Mr Floydy
Questionable Ethics. Ministry of Inappropriate Footwork
294
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Posted - 2015.11.27 21:59:49 -
[90] - Quote
Changes look good, looking forward to flying logi with these. Ever since this was hinted at back at EveNT I've been looking forward to it :D |
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