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Thread Statistics | Show CCP posts - 1 post(s) |
PAPULA
Black Aces I N F A M O U S
88
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Posted - 2016.04.15 13:34:29 -
[1] - Quote
I tested paladin today in normal level 4 mission.
Due to bastion mode now has 5% chance of being tracking disrupted/scrammed/jammed/painted ..... i get tracking disrupted from sansha npc's all the time. 99% of the time i am tracking distrupted while in bastion mode. This happens because npc's are cheating so that 5% is more like 70%...
Please CCP make it 100% resistance or remove bastion module.
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CCP Fozzie
C C P C C P Alliance
14118
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Posted - 2016.04.15 16:31:05 -
[2] - Quote
There is a bug that currently causes some NPC effects to ignore ewar resistances. The intended behavior isn't a 5% chance to be tracking disrupted/scrammed/jammed/painted, it's that those effects would only apply at 5% strength (making it very easy to simply ignore them in most situations).
As a workaround until we have this defect fixed, we are re-enabling the old 100% block on offensive modifiers against ships in bastion mode. This will then be adjusted back to the 95% resistance once we have the NPC effects working correctly.
Game Designer | Team Five-0
https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/
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Sentient Blade
Crisis Atmosphere Coalition of the Unfortunate
1648
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Posted - 2016.04.15 17:11:58 -
[3] - Quote
Maybe I'm missing something here... but what is 5% of a scram?
Doesn't this neutralise dropping out of Bastion and warping / MJDing before someone tries to re-apply their previously-ineffective scrambler?
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PAPULA
Black Aces I N F A M O U S
90
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Posted - 2016.04.15 17:43:53 -
[4] - Quote
CCP Fozzie wrote:There is a bug that currently causes some NPC effects to ignore ewar resistances. The intended behavior isn't a 5% chance to be tracking disrupted/scrammed/jammed/painted, it's that those effects would only apply at 5% strength (making it very easy to simply ignore them in most situations).
As a workaround until we have this defect fixed, we are re-enabling the old 100% block on offensive modifiers against ships in bastion mode. This will then be adjusted back to the 95% resistance once we have the NPC effects working correctly. Thanks for reply Fozzie.
I just hope i don't get scrammed/webbed/jammed/tracking disrupted/sensor dampened in mission with marauder and then one mission takes me 40 minutes because i can't lock anything. Also why not leave them all to 100% for npc's only ? |
2891
Black Aces I N F A M O U S
0
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Posted - 2016.04.15 18:34:55 -
[5] - Quote
Agree with PAPULA.
I think players won't run missions any more due lower isk gain per time.More players will scam, gank and declare high sec wars, because they found out more profitable doing that. High sec wars for no reason should be also limited. People can not run high sec missions anymore! |
Conjaq
The Dark Space Initiative Scary Wormhole People
37
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Posted - 2016.04.15 19:54:58 -
[6] - Quote
CCP Fozzie wrote:There is a bug that currently causes some NPC effects to ignore ewar resistances. The intended behavior isn't a 5% chance to be tracking disrupted/scrammed/jammed/painted, it's that those effects would only apply at 5% strength (making it very easy to simply ignore them in most situations).
As a workaround until we have this defect fixed, we are re-enabling the old 100% block on offensive modifiers against ships in bastion mode. This will then be adjusted back to the 95% resistance once we have the NPC effects working correctly.
How does a jam only apply at 5%?
(fyi this is a bad change, ewar on npc's are horrible for some factions, and completely ignoreable on others...)
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Lugh Crow-Slave
2140
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Posted - 2016.04.15 22:28:02 -
[7] - Quote
Conjaq wrote:CCP Fozzie wrote:There is a bug that currently causes some NPC effects to ignore ewar resistances. The intended behavior isn't a 5% chance to be tracking disrupted/scrammed/jammed/painted, it's that those effects would only apply at 5% strength (making it very easy to simply ignore them in most situations).
As a workaround until we have this defect fixed, we are re-enabling the old 100% block on offensive modifiers against ships in bastion mode. This will then be adjusted back to the 95% resistance once we have the NPC effects working correctly. How does a jam only apply at 5%? (fyi this is a bad change, ewar on npc's are horrible for some factions, and completely ignoreable on others...)
have you guys just not looked at the stats?
its not a flat 95% resistance to all e-war
its 95% to sensor damps weapon disruption remote assistants and tp. so it just does not resist scram and it does not give a 95% reduction to ECM it gives a 1k% to sensor strengths
Citadel worm hole tax
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PAPULA
Black Aces I N F A M O U S
90
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Posted - 2016.04.15 22:45:32 -
[8] - Quote
Lugh Crow-Slave wrote:have you guys just not looked at the stats?
its not a flat 95% resistance to all e-war
its 95% to sensor damps weapon disruption remote assistants and tp. so it just does not resist scram and it does not give a 95% reduction to ECM it gives a 1k% to sensor strengths If that's the case and it will stay this way then bastion mode is useless.
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Nevyn Auscent
Broke Sauce
3179
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Posted - 2016.04.16 00:24:49 -
[9] - Quote
Ouch.... CCP, Give Marauders some use outside of Bastion mode if you are stripping away their immunity. They are barely better than T1 Battleships as it is, in some cases T1 Battleships apply more DPS. So buff their base outside Bastion stats please since you are making Bastion weaker. |
PAPULA
Black Aces I N F A M O U S
90
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Posted - 2016.04.16 01:47:28 -
[10] - Quote
I really hope we can have same bastion immunity as it is now on TQ, otherwise faction battleships will be 1000 times better.
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Jonas Kanjus
Side Busters
27
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Posted - 2016.04.16 05:41:24 -
[11] - Quote
Related to Marauders.
Why is there a weapon aggression timer when using Bastion module? This is my first time using Bastion mode since Marauders were introduced.
My start date to EVE Online:
6/25/2005 8:24:57 AM UTC
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PAPULA
Black Aces I N F A M O U S
90
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Posted - 2016.04.16 09:14:24 -
[12] - Quote
Jonas Kanjus wrote:Related to Marauders.
Why is there a weapon aggression timer when using Bastion module? This is my first time using Bastion mode since Marauders were introduced. So you can't do station games with bastion on.
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Lugh Crow-Slave
2150
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Posted - 2016.04.16 13:27:22 -
[13] - Quote
PAPULA wrote:Lugh Crow-Slave wrote:have you guys just not looked at the stats?
its not a flat 95% resistance to all e-war
its 95% to sensor damps weapon disruption remote assistants and tp. so it just does not resist scram and it does not give a 95% reduction to ECM it gives a 1k% to sensor strengths If that's the case and it will stay this way then bastion mode is useless.
How are they useless? You may as well be immune to ecm and only taking 5%from other forms of ewar is not that bad you can also now revive 5% of friendly assistance
With that said I do feel all siege mods should keep their immunity it's probably the biggest bonuse you get fit the trade off of being stuck
Citadel worm hole tax
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Lugh Crow-Slave
2150
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Posted - 2016.04.16 13:29:57 -
[14] - Quote
CCP Fozzie wrote:There is a bug that currently causes some NPC effects to ignore ewar resistances. The intended behavior isn't a 5% chance to be tracking disrupted/scrammed/jammed/painted, it's that those effects would only apply at 5% strength (making it very easy to simply ignore them in most situations).
As a workaround until we have this defect fixed, we are re-enabling the old 100% block on offensive modifiers against ships in bastion mode. This will then be adjusted back to the 95% resistance once we have the NPC effects working correctly.
If you feel it can just be ignored for the most part why not just keep the immunity
It was supers and titans people didn't like being 100% immune not dreads and Marauders
Citadel worm hole tax
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PAPULA
Black Aces I N F A M O U S
92
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Posted - 2016.04.16 18:36:17 -
[15] - Quote
Lugh Crow-Slave wrote:CCP Fozzie wrote:There is a bug that currently causes some NPC effects to ignore ewar resistances. The intended behavior isn't a 5% chance to be tracking disrupted/scrammed/jammed/painted, it's that those effects would only apply at 5% strength (making it very easy to simply ignore them in most situations).
As a workaround until we have this defect fixed, we are re-enabling the old 100% block on offensive modifiers against ships in bastion mode. This will then be adjusted back to the 95% resistance once we have the NPC effects working correctly. If you feel it can just be ignored for the most part why not just keep the immunity It was supers and titans people didn't like being 100% immune not dreads and Marauders I agree. Dreads and marauders get stuck for duration of the timer, so they should keep 100% immunity, after all madauder will die very fast if you try to pvp with it in bastion mode.
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Lugh Crow-Slave
2168
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Posted - 2016.04.16 20:02:12 -
[16] - Quote
PAPULA wrote:Lugh Crow-Slave wrote:CCP Fozzie wrote:There is a bug that currently causes some NPC effects to ignore ewar resistances. The intended behavior isn't a 5% chance to be tracking disrupted/scrammed/jammed/painted, it's that those effects would only apply at 5% strength (making it very easy to simply ignore them in most situations).
As a workaround until we have this defect fixed, we are re-enabling the old 100% block on offensive modifiers against ships in bastion mode. This will then be adjusted back to the 95% resistance once we have the NPC effects working correctly. If you feel it can just be ignored for the most part why not just keep the immunity It was supers and titans people didn't like being 100% immune not dreads and Marauders I agree. Dreads and marauders get stuck for duration of the timer, so they should keep 100% immunity, after all madauder will die very fast if you try to pvp with it in bastion mode.
O.of have you never pvped with Marauders? It's freaking awesome and with the right support you're a god.
.... getting method down can be expensive though
Citadel worm hole tax
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PAPULA
Black Aces I N F A M O U S
92
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Posted - 2016.04.16 21:08:42 -
[17] - Quote
Lugh Crow-Slave wrote:O.of have you never pvped with Marauders? It's freaking awesome and with the right support you're a god.
.... getting method down can be expensive though Yea with the right support... Capital fleet is also very good if you have support, if you are alone titan in space, battlecruisers will kill you.
If you go in alone with a marauder and 8 battleships attack you, neut you, you will die.
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Nevyn Auscent
Broke Sauce
3181
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Posted - 2016.04.17 04:09:49 -
[18] - Quote
PAPULA wrote: Yea with the right support... Capital fleet is also very good if you have support, if you are alone titan in space, battlecruisers will kill you.
If you go in alone with a marauder and 8 battleships attack you, neut you, you will die.
There are actually a couple of good solo PvP Marauder set ups, Golem & Vargur, but they are based around the 2*XL-ASB set up from what I know, and how crazy overpowered multiple ASB's are to start with, and very much based on knowing your targets before you drop your marauder on them. And you can do the 2*XL-ASB set up on non marauders and get also insane results. So it's not the fact it's a marauder so much as ASB's.
However the removal of immunity from the Bastion massively shifts things, especially in PvE where you can no longer use Bastion to drop points on you temporarily and take advantage of the delay re-establishing it after Bastion finishes to warp out of a site.
Basically, Marauders need a compensating buff for when they aren't in Bastion, because they sure weren't overpowered compared to the T1 BS, if anything Marauders were totally underwhelming for a T2 Battleship. |
PAPULA
Black Aces I N F A M O U S
93
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Posted - 2016.04.17 07:52:09 -
[19] - Quote
Nevyn Auscent wrote: if anything Marauders were totally underwhelming for a T2 Battleship.
Yea they still are, faction battleships are way better, only good thing about marauders is that they're 100% immune to ewar. |
Lugh Crow-Slave
2182
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Posted - 2016.04.17 11:22:05 -
[20] - Quote
PAPULA wrote:Nevyn Auscent wrote: if anything Marauders were totally underwhelming for a T2 Battleship.
Yea they still are, faction battleships are way better, only good thing about marauders is that they're 100% immune to ewar. oh i'm not arguing this point i dont think anyone would disagree
Citadel worm hole tax
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Primary This Rifter
Ministry of War Amarr Empire
1171
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Posted - 2016.04.17 23:14:49 -
[21] - Quote
PAPULA wrote:Lugh Crow-Slave wrote:have you guys just not looked at the stats?
its not a flat 95% resistance to all e-war
its 95% to sensor damps weapon disruption remote assistants and tp. so it just does not resist scram and it does not give a 95% reduction to ECM it gives a 1k% to sensor strengths If that's the case and it will stay this way then bastion mode is useless. *95% effectiveness* "USELESS!" |
Sepheir Sepheron
The Congregation No Handlebars.
44
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Posted - 2016.04.18 16:34:33 -
[22] - Quote
Marauders are niche enough already please don't nerf them by removing their e-war immunity. At least, if you're going to remove it, give them something to compensate. |
Endecroix
Last Exit for the Lost
30
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Posted - 2016.04.19 08:28:49 -
[23] - Quote
This is the wrong change in my opinion. You don't mess up 95% of the usage to fix a potential problem with the other 5%. Mission running in Marauders has already been nerfed income wise with effects of the salvage rebalance. I'll be honest my first thought for defending citadels was just to plonk a vargur on the undock but correct me if I am wrong here Fozzie but wouldn't an easy counter to that just be a command destroyer if one were to allow it to catch a bastion enabled ship - it's not like you could then scram a bastion enabled ship as things currently stand to prevent that.
Just seems the wrong solution to the problem. Marauders is a massive train for little pay off already and even less of one now. The thing is with some missions you aren't just facing the one damp or tracking disruptor you are facing loads. I am not seeing Marauders dominating PVP - I am seeing an awful lot of pirate battleships though. So why nerf the longer train to the point of uselessness compared with the easier option.
Let me rephrase that to a simple question: What role do you envisage for marauders with this change.
Without good salvage - they won't excel at making ISK from missions - so tractor bonus is wasted Without EW immunity - they'll get swamped by NPCs and won't excel at missions - so the EW immunity bonus is wasted Without massive changes - they won't excel at PVP
I've loved the changes of recent times and the push to make the game accessible for all by using smaller ships effectively but there has to be something to aim for and when you get there then there needs to be tangible benefits.
Anyway keep up the good work even if I don't agree with this one! |
PAPULA
Black Aces I N F A M O U S
96
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Posted - 2016.04.20 07:25:29 -
[24] - Quote
I just tested bastion mode on SISI and it is back as it is currently on TQ. So you are once again immune to ewar. But yea even if you are immune to ewar, you still die fast because it's basically a battleship.
I hope we can keep this immunity in the future. Thanks Fozzie. |
snorkle25
Dirt Nap Squad Dirt Nap Squad.
12
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Posted - 2016.04.21 21:35:53 -
[25] - Quote
Personally I really like that the total ewar immunity is going away (no one should be TOTALLY ewar immune), and I hope this is a trend that will continue. However, it does need a little tweaking in regards to NPC's. Either the current NPC mechanic is bypassing this 5% vulnerability or its too easy to get a successful hit. A few thoughts on ways to improve this although it would be harder to impliment:
ECM - increase sensor strength by a large amount (+250-350%) when in bastion, optionally, each successful jam could reduce the number of max targets by 1. Tweak as necessary to find good user balance in missions/game play.
Target Painters/Sensor Damps / Tracking Disruption: Reduce their effectiveness while in bastion mode. Two options could be to (a) reduce the effectiveness of each one by a flat % (say 75%) and include stacking penalties or (b) utilize stacking penalties in your favor by artificially inflating the number of modules active when calculating the stacking penalty. For instance, with Marauder 3 the game would give the first ewar module applied the effective stacking penalty equivalent to the 4th such module to be applied. This means large numbers of ewar would still have an effect but at most you would only lose ~15-20% effectiveness.
Scrams/Webs - Bastion module gives large warp strength bonus/breaks module lock on deactivation (forcing scram/disruptor reactivation).
I also feel that similar changes could be made to other ships that are currently ewar immune (triage/siege/supers). Yes these larger ships should be harder to counter but large coordinated efforts by sub-capitals should have some effect. |
Nevyn Auscent
Broke Sauce
3197
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Posted - 2016.04.22 01:49:21 -
[26] - Quote
A simple solution to return power to Marauders. Remove the immobility on Bastion. Now there is control over what types of Ewar it makes you immune to webs & points can still apply, so it makes you resistant to ECM/TP/TD/Damps & have really good local tank and the downside is no remote assistance.
This would actually make Marauders able to Maraud again, which requires mobility. Siege type effects are not what marauders do, and this would bring mobility and diversity back into things.
I proposed a similar thing in the carriers thread for FAX & Dreads, to stop the 'sit in one spot and blob' type of warfare, and make tactical awareness and positioning more of a thing. |
Mina Sebiestar
Minmatar Inner Space Conglomerate
1074
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Posted - 2016.04.22 08:33:37 -
[27] - Quote
Remove immobility activation of bastion renders your warp engines inoperative but you can move.
Give us our vargur back no minmatar ship should be immobile brick in space roll back speed and mass nerf to it.
Give vargur an golem range webs roll back Kronos pali webs.
Make em more than wh solo farming self tackled objects in space for game play sake.
Typhoon Fleet Issue SOE skin for the win.
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PAPULA
Black Aces I N F A M O U S
96
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Posted - 2016.04.22 09:08:40 -
[28] - Quote
Moving marauders while in bastion would be a little OP if you ask me.
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Ralph King-Griffin
Devils Rejects 666 The Devil's Warrior Alliance
15168
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Posted - 2016.04.22 09:26:08 -
[29] - Quote
PAPULA wrote:Moving marauders while in bastion would be a little OP if you ask me. Not if it cant leave, i do however see the bastion bonus getting slapped hard for it though, probaby harder than anyone would like i.e. "ccpplzchangeitback" hard. Carefull what you ask for.
Better the Devil you know.
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PAPULA
Black Aces I N F A M O U S
96
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Posted - 2016.04.22 09:38:46 -
[30] - Quote
Ralph King-Griffin wrote:PAPULA wrote:Moving marauders while in bastion would be a little OP if you ask me. Not if it cant leave, i do however see the bastion bonus getting slapped hard for it though, probaby harder than anyone would like i.e. "ccpplzchangeitback" hard. Carefull what you ask for. Yea, well i still think faction battleships will be way better if they nerf bastion module. If bastion will no longer be 100% immune to NPC's, i will sell my marauders and use only faction battleships.
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