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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Current Habit
Rusty Pricks
77
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Posted - 2016.02.12 15:11:20 -
[31] - Quote
TrouserDeagle wrote:seriously though gallente ship with shield transfers, what's up with that
Gallente carriers already have a remote shield booster range bonus, other than for triaging a POS is almost never used tho. |
Zukan Strom
Special Needs Program
3
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Posted - 2016.02.12 15:16:13 -
[32] - Quote
We did it Reddit! |
lord xavier
Hax.
101
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Posted - 2016.02.12 15:17:36 -
[33] - Quote
Custos Stratos wrote:EvilweaselFinance wrote:Custos Stratos wrote:What if we already have all the Fighter skills? Do we have to skill the new skills as well or do we also get Light and Support Fighters? you have to train the new skills for the new fighters, why would you expect anything else Because the Fighter Bomber skill also becomes the new Heavy Fighter skill. I would expect players to get the Light and Support Fighter skill at the lvl they have Fighter skill now tbh.
Support, Light, (????), Heavy.
If FB is becoming heavy, and we train Support and Light.
Where would fighters fit into the equation of how the subcap drone skills work?
Hint: (Medium)
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Chaosmancer
Deep Core Mining Inc. Caldari State
3
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Posted - 2016.02.12 15:18:53 -
[34] - Quote
Quote:We are not married to any one implementation for enforcing commitment in fitting choices, and we are very open to hearing feedback from the community about how you think this problem should be solved. However we do believe that it must be solved. Our currently proposed solution is that you canGÇÖt refit with a weapons timer. Meaning, if you are aggressing a player, or assisting a player ship who is aggressing a player, you can't refit for 60 seconds.
Now, the problem that the capital focus group has raised, and reasonably so, is that combat refitting can add a lot of excitement and strategy to fights, especially for Triage pilots, and they would be very disappointed to lose that game-play. Makes sense. ItGÇÖs active, it takes sharp thinking to figure out which fit is ideal depending on your situation, and it takes practice. Despite those good reasons, we feel that we can address the amount of mastery and excitement available to Triage pilots without the need for refitting in combat, and thatGÇÖs exactly what we want to do.
My suggestion would be that any module that disallows remote assistance (Bastion, Siege, Triage), allows you to refit freely. This would allow "masterful solos", yet will never become overpowered due to limitations to receiving remote assistance and the limit of your local tank/rep.
Besides the activation of those modules, there will be the 60 seconds of not shooting before you can refit. |
Forlorn Wongraven
Habitual Euthanasia Pandemic Legion
166
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Posted - 2016.02.12 15:21:09 -
[35] - Quote
Malcanis wrote:Forlorn Wongraven wrote:Are carriers losing their ability to use links? FAX are keeping that ability. No mention of changed stats for carrriers. That's why I am asking.
Winner ATXI , 3rd place ATXII, winner ATXIII - follow me on twitter: @ForlornW
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lord xavier
Hax.
101
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Posted - 2016.02.12 15:21:12 -
[36] - Quote
Soldarius wrote:A 1% role bonus to links is trash. This means 3 of 4 role bonuses are completely wasted. No one will ever use these for links when they can fly a covert nullified almost unprobable T3 for half the price and get a 10% bonus with defensive subsystems at 5. Let alone a CS with 15% bonuses.
If your aim was to get a 5% bonus, then make it a 5% role bonus, or a 1% per level of something skill bonus.
No one would ever use them while a Command Ship would overthrow it, or with a titans natural bonus ontop of CS.
The only time these would ever get used is blops drop if you dont have a CS vessel of some kind giving bonuses. Even then you are looking at one; the bonus to remote shield/armor. Because if you have to use the resist, you're in ****.
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Lady Aesir
Ghost Recon Inc
20
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Posted - 2016.02.12 15:23:25 -
[37] - Quote
Combat refitting
1. Only allowed on Force Aux but for the cap gameplay only, it is what they are design for! 2. Remove it completely from everything else.
Weapons should never be able to be swapped out in short time. Its a major refit in real-life. Armour plates/ Shield extenders are hard fittings and should not be removable also
All in all good Devblog |
onefineday
Sniggerdly Pandemic Legion
21
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Posted - 2016.02.12 15:25:24 -
[38] - Quote
Am sorry but you make no sense regarding forbidding fittings, eve fights never 10 vs 10 most of the time battle field in eve has few different doctrines and only way to outclass your enemy in this game is by adapting to ever changing battle including your fittings, thats a reason smaller more advance forces still have an capability to fight blobs adapt and win. Commitment part to battlefield comes from your enemy's doctors and bublers and spread points no matter the fitting. Removing chance of refit on mid fight will make those fights shorter as fighting groups will have much less flexibility. But i guess thats what you want ccp |
Shilalasar
Dead Sky Inc.
178
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Posted - 2016.02.12 15:25:58 -
[39] - Quote
Just for clarification: SP already trained into racial FAX skills will go into the unallocated pool?
As many people already asked: Will you look at bastion-¦s weapontimer? Many of these PvE setups rely on refitting and it seems unfair to exclude them while f.e. a Rattlesnake can still do it.
Minmatar and Gallente FAX seem superdependent on capboosters esp with their tankingbonus also relying on having cap to run the reppers. Takes away a lot of fittingchoice. Combined with the better slotlayouts they might be stuck in the niche they are currently in. Though ofc we do not know the complete and final stats. |
fenistil
Space-Brewery-Association
110
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Posted - 2016.02.12 15:28:33 -
[40] - Quote
Request: we need capital module rebalance stats so we can start looking at the ships.
Question: mixed RR/tank types. Lif and Ninazu will have bonuses to both shield and armor while their tank will be armor OR shield. Besides the White whale fits (officier mods to compensate for lack of bonuses), do you, CCP, think it is viable to bring an armor fit FAX to a shield fleet or a shield fit Ninazu to an armor? What scenarios can you imagine where giving bonuses to both shield and armor will be beneficial over capitalizing on one of them?
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jordanoontje
Quantum Star Conglomerate
1
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Posted - 2016.02.12 15:28:48 -
[41] - Quote
1% warfare doesn't seem worth it at all considering the amount of high slots expecting you to fit RR and triage and cap transfer depending on race of FA and then also links :Street I rather have a bonus to logistic heavy drones other than that I love it and cannot wait to use these shiny monsters of love |
Sentient Blade
Crisis Atmosphere Coalition of the Unfortunate
1608
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Posted - 2016.02.12 15:30:31 -
[42] - Quote
Nerfing combat refitting on triage seems to be a pretty big "hard cap" on them...
it's simply "If X dps greater than Y tank then die if if EHP/Sec loss is less EHP remaining divided by time in triage remaining" with no possibility of player reactions or skill to change it... I personally don't think that's a great mechanic for what is a player-skill intensive ship.
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Luscius Uta
195
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Posted - 2016.02.12 15:30:48 -
[43] - Quote
EvilweaselFinance wrote:Custos Stratos wrote:What if we already have all the Fighter skills? Do we have to skill the new skills as well or do we also get Light and Support Fighters? you have to train the new skills for the new fighters, why would you expect anything else
taken from the dev blog:
Quote:You will only require the Fighters skill to use Light, Support and Heavy Fighters.
Drifters have arrived - The End is nigh!
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Shalmon Aliatus
Bluestar Enterprises The Craftsmen
7
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Posted - 2016.02.12 15:35:06 -
[44] - Quote
Soldarius wrote:A 1% role bonus to links is trash. This means 3 of 4 role bonuses are completely wasted. No one will ever use these for links when they can fly a covert nullified almost unprobable T3 for half the price and get a 10% bonus with defensive subsystems at 5. Let alone a CS with 15% bonuses.
If your aim was to get a 5% bonus, then make it a 5% role bonus, or a 1% per level of something skill bonus.
This will change when they get rid of offgrid links (which will happen at some point). But yeah, 1% bonus is lame, considering you have a capital ship. |
Soldarius
O C C U P Y Test Alliance Please Ignore
1465
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Posted - 2016.02.12 15:38:24 -
[45] - Quote
lord xavier wrote:Soldarius wrote:A 1% role bonus to links is trash. This means 3 of 4 role bonuses are completely wasted. No one will ever use these for links when they can fly a covert nullified almost unprobable T3 for half the price and get a 10% bonus with defensive subsystems at 5. Let alone a CS with 15% bonuses.
If your aim was to get a 5% bonus, then make it a 5% role bonus, or a 1% per level of something skill bonus. No one would ever use them while a Command Ship would overthrow it, or with a titans natural bonus ontop of CS. The only time these would ever get used is blops drop if you dont have a CS vessel of some kind giving bonuses. Even then you are looking at one; the bonus to remote shield/armor. Because if you have to use the resist, you're in ****.
Agreed. I was using the provided stats to make a suggestion I thought was in-line with the devs' intent.
[hr]
I'm a little confused about the fighter(-bomber) skill changes.
Quote:
- You will only require the Fighters skill to use Light, Support and Heavy Fighters.
- The Fighter-Bombers skill will be renamed to Heavy Fighters, and give bonuses to heavy fighter squadrons. Heavy Fighter squadrons will only be launch-able by Supercarriers.
Effectively, fighter-bombers are becoming heavy fighters. The above says only the fighters skill is required to use them. Then it goes on to say the fighter-bombers skill will be renamed to heavy fighters. Does this mean the heavy fighters skill will only give an optional bonus to heavy fighters?
Also, I agree that disallowing refitting while one has a combat timer is an elegant solution to combat refitting.
http://youtu.be/YVkUvmDQ3HY
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TrouserDeagle
Beyond Divinity Inc Shadow Cartel
1216
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Posted - 2016.02.12 15:38:54 -
[46] - Quote
Sakurako Kimino wrote:TrouserDeagle wrote:seriously though gallente ship with shield transfers, what's up with that take a look at the thanatos it has the same.
I know, it's dumb |
Natheniel
Mostly Sober Dead Terrorists
85
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Posted - 2016.02.12 15:39:35 -
[47] - Quote
The fighters need to get the same love that the force aux got. Don't **** those of us who have max fighter skills. If I had perfect carrier skills before the patch I should have them after.
"Life is as a storm, one must be prepared for the hardship and scorn. But with in this is a light, one for which we must fight. For hope is our weapon and our dreams are our shield. When fully armed we can not be felled from the field."
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Rowells
ANZAC ALLIANCE Fidelas Constans
2930
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Posted - 2016.02.12 15:42:31 -
[48] - Quote
Soldarius wrote:lord xavier wrote:Soldarius wrote:A 1% role bonus to links is trash. This means 3 of 4 role bonuses are completely wasted. No one will ever use these for links when they can fly a covert nullified almost unprobable T3 for half the price and get a 10% bonus with defensive subsystems at 5. Let alone a CS with 15% bonuses.
If your aim was to get a 5% bonus, then make it a 5% role bonus, or a 1% per level of something skill bonus. No one would ever use them while a Command Ship would overthrow it, or with a titans natural bonus ontop of CS. The only time these would ever get used is blops drop if you dont have a CS vessel of some kind giving bonuses. Even then you are looking at one; the bonus to remote shield/armor. Because if you have to use the resist, you're in ****. Agreed. I was using the provided stats to make a suggestion I thought was in-line with the devs' intent. [hr] I'm a little confused about the fighter(-bomber) skill changes. Quote:
- You will only require the Fighters skill to use Light, Support and Heavy Fighters.
- The Fighter-Bombers skill will be renamed to Heavy Fighters, and give bonuses to heavy fighter squadrons. Heavy Fighter squadrons will only be launch-able by Supercarriers.
Effectively, fighter-bombers are becoming heavy fighters. The above says only the fighters skill is required to use them. Then it goes on to say the fighter-bombers skill will be renamed to heavy fighters. Does this mean the heavy fighters skill will only give an optional bonus to heavy fighters? Also, I agree that disallowing refitting while one has a combat timer is an elegant solution to combat refitting. Think of it like current racial drone specialization. That extra 2% bonus skill. |
MuraSaki Siki
Minmatar Ship Construction Services
65
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Posted - 2016.02.12 15:44:54 -
[49] - Quote
Lair Osen wrote:Bastion Weapons Timer!!! Will this be removed or changed? Otherwise a Marauder in bastion will never be able to refit, even when not shooting anyone.
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Baki Yuku
Hoover Inc. Pandemic Legion
56
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Posted - 2016.02.12 15:49:27 -
[50] - Quote
Quote: COMBAT REFITTING ...
I honstly do not mind a refitting timer but I think 60 seconds is too long. 30 Seconds sounds much more resonable. I'd also go as far as argue that there should be no refitting timer on triage. Because with a refitting timer every kind of triage becomes suicide triage and that is one of the worst experiences you can have. It is not fun and frustrating to fly.
It does not matter how much you tweak hulls on FAX without refitting it is incrediably boring and frustating to fly yes you can argue but you can refit after 1 minute. Well the problem is that 1 minute you wait you are most likely already dead. Maybe 30 seconds if there absolutly has to be a refitting timer on FAX as well might just barely work. But in fights against bigger fleets you'll be dead no matter what.
Right now I fly triage because I like the refitting aspect of it is a role that requires skill and is not the usual same old F1 monkey crap. Plus you actually feel like what you do has an impact on whatever you make it or break it. Which is incrediable gradifying when you make it. No other role offers that in the game right now and I can say with absolute certainty that 60 seconds is too long no matter the stats on the hull it won't matter. In fights where refitting matters 20 seconds can make the difference between you making or breaking it. So the argument you can just stop repping for 60 seconds and then refit is not a solid one. Because at that point you are already dead. |
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Uppsy Daisy
Perkone Caldari State
637
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Posted - 2016.02.12 15:50:21 -
[51] - Quote
I was against removing combat refitting, because it brings such a lot of skill and excitement to capital combat.
However, after reading this I think that I understand and agree that it needs to be removed, and that CCP will deliver on their promise to make capital combat exciting.
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Lezarian
High Flyers Northern Coalition.
0
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Posted - 2016.02.12 15:56:17 -
[52] - Quote
CCP Phantom wrote:With the EVE: Citadel expansion this Spring we will see, of course, Citadels but also a full revamp of capital ships. This includes the introduction of the new Force Auxiliary capital ships. We now have more information about those Force Auxiliary ships available. Stats, transition from Triage Carriers to Force Auxiliaries and more. Check out the latest dev blog from CCP Larrikin and Team Five-0 Reworking Capital Ships: Skills, Modules and Refitting.
Will there still be a refund on any trained carrier skills?
Reason I ask is cuz when you guys first said you will be refunding carrier/ tactical logi/ fax skills. I had dumped sp into carrier skills expecting a refund on the sp to more around post patch.
Would be nice if ya stuck to that little bit, im sure im not the only one who did this. |
Current Habit
Rusty Pricks
78
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Posted - 2016.02.12 15:56:37 -
[53] - Quote
One point against combat refitting is that it's basically only done with expensive or very ships - combat refitting in a BC vs BC fight isn't a thing. So one can argue that pilots using combat refitting aren't committing to a specific fit but rather their ship and the additional refits they carry along with them. In most cases this means the groups using combat refitting commit considerably more assets (blinged machs, slowcats, supers) than the people they're fighting against. In short, people using combat refitting risk fewer losses but each loss hurts more. |
Rek Seven
Art Of Explosions 404 Hole Not Found
2151
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Posted - 2016.02.12 15:58:25 -
[54] - Quote
1% bonus to links per level... cool
The wishlist is pretty much complete...
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Hra Neuvosto
Tengoo Uninstallation Service White Stag Exit Bag
361
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Posted - 2016.02.12 16:01:35 -
[55] - Quote
Question: will applied ship skins be transfered to the FAX hull or reimbursed into your home station? |
Rob Kaichin
Empire Assault Corp Dead Terrorists
7
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Posted - 2016.02.12 16:03:09 -
[56] - Quote
Well I resubbed yesterday.
It seems I should've waited. |
Memphis Baas
1113
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Posted - 2016.02.12 16:08:06 -
[57] - Quote
So the Fighters skill functions like the Drones skill, limiting you to flying 1-5? (squadrons?), and otherwise the Light, Support, and Heavy Fighters skills function like Light, Medium, Heavy Drones skills, basically unlocking the respective fighters and giving bonuses? If that's the case it makes sense, thank you.
Otherwise the fauxes will use the Carriers skill, and the Triage module, so no renaming / retraining necessary? People who currently have carriers trained will retain access to carriers and gain access to fauxes? And you're converting the ships, too, not just skills.
I think the new carrier gameplay will be much more interesting to me than the faux gameplay (which seems to be fleet command and remote repair). |
The Cue
Sky Fighters
32
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Posted - 2016.02.12 16:14:56 -
[58] - Quote
So these scripted hardeners are kinda cool, but they don't do anything to really change what's being lost from triage refitting. Refitting in triage isn't about increasing tank. There's some cool stuff that gets done with refitting a shield ship to armor buffer and then to hull buffer to try and last long enough to drop out of siege/triage, but that was nothing more than a gimmick. A cool gimmick, but still just a gimmick.
The real skill involved in triage refitting, and the part that will be so seriously missed is the refitting from tank mods to cap mods. K-space triage will make great use of these new mods, and will likely not be hurt much by this change, but for wormholers, this is a huge nerf. One of the heaviest nerfs I've ever seen handed out by CCP.
The best solution would be to make Dreads, FAXs, and Marauders immune to the refitting change, but if that's not possible, make a FAX and dread only module that's an EANM when activated, and a CPR when not activated, then another that's an invuln/cap recharger. That would maintain the ability to switch tank for cap and visa versa without being overly complex.
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Captain StringfellowHawk
Forsaken Reavers Goonswarm Federation
281
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Posted - 2016.02.12 16:31:15 -
[59] - Quote
Soldarius wrote:A 1% role bonus to links is trash. This means 3 of 4 role bonuses are completely wasted. No one will ever use these for links when they can fly a covert nullified almost unprobable T3 for half the price and get a 10% bonus with defensive subsystems at 5. Let alone a CS with 15% bonuses.
If your aim was to get a 5% bonus, then make it a 5% role bonus, or a 1% per level of something skill bonus.
Did you forget Off-grid boosting is going to die. Links will now work within radius of ship and most likely CCP's favorite new flavor with falloff. As you drift further away from the transmitting ship the worse your boosts are as the signal degrades.
It was mentioned that Command Destroyers will work similar to Interdictors. Warp in and out Dropping boost bubbles. I can only predict Command Ships then will work similar to Heavy Interdictors. Moving around field its links active and making sure its squads are within its field. I would assume the same of T3,BC's,orca,rorqual as boosters as well. Stay within the Bubble and your ship has links, fall out of it and well. Guess who got primaried... or had their mining laser turn off :P |
Hairpins Blueprint
The Northerners Northern Coalition.
180
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Posted - 2016.02.12 16:31:46 -
[60] - Quote
Will carriers be able to reach 2k+ dps with light fighters?
And will they be able to kill frigates with light fighters?
If not, and you remove normal drones from carriers, you will kill carrier pve
I don't understand way you change Bombers to heavy fighter, and don't change fighters to light fighters. Zup with that?
+1 for the changes, looking forward to 100k + dps tank on Lif Cap booster triage, i love it. |
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