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Author |
Thread Statistics | Show CCP posts - 20 post(s) |
Locke Erasmus
GoonWaffe Goonswarm Federation
0
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Posted - 2016.08.29 18:03:42 -
[211] - Quote
So boosts will now have duration bonuses on the buffs, affected by the skills and implants you have. But the cycle time stays the same regardless. So to be at optimal cap usage and conserve ammo, you will have to manually deactivate your boost module and reactivate it when boosts are going to run out. Is this intended gameplay? Or is this just an oversight that hasn't been considered yet? |
FT Diomedes
The Graduates
2650
|
Posted - 2016.08.29 18:06:06 -
[212] - Quote
All in all, I like it!
As mentioned above, I have some concerns about the new Titan modules, but at it's core I really like the new changes.
I like that Command Ships can only fit two by default and have to further specialize to fit more than that. This suits the on-grid Claymores and Sleipnirs I have been using very well.
I love that you combined the repair cycle time and capacitor usage into one module.
I would like to see Capitals and Supercapitals be better at boosting all around. You already have to make significant trade offs to fit links on the ships.
I'm looking forward to seeing people try to warp in with cloaky nullified T3's to drop boosts and then get out before the other side can lock them. That will be fun and interesting to watch.
I never play in high security space, but you need to do something about neutral boosters. I should be able to kill them if they boost my war target.
CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.
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Rivr Luzade
Kenshin. DARKNESS.
2692
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Posted - 2016.08.29 18:06:26 -
[213] - Quote
Airi Cho wrote:Rivr Luzade wrote:Something else that just occurred to me: Squads should be removed. You don't need them anymore after these changes and their removal would reduce a lot of clutter in the fleet. Instead of 5 Wings with 5 Squads each, you can just have the 5 wings with all people in it. That's enough room to organize a fleet and all the problems with missing squads, overcrowded squads or finding out in which squad you are while the entire list jumps around erratically due to newly joining members would be gone. TBH it can still make sense for just warping e.g. logi or ewar That can be done by wings as well.
UI Improvement Collective
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Drago Shouna
Royal Amarr Institute Amarr Empire
565
|
Posted - 2016.08.29 18:07:21 -
[214] - Quote
Elenahina wrote:Draconas109 wrote:these boosting changes are flat out ********, on grid mining boosts that require ammunition to run.
Has CCP ever tried to be in a null industrialists boots for a week without their dev tools and see how annoying it is to mine and not get killed? 3 hours a day I can probably get to mine with reds constantly in system and managing barges is hard enough, now we have to baby sit multiple boosters?
No, im being serious, this is a giant middle finger in our faces, and an ammo requirement is the cherry on top of the **** mountain. Did you miss the part where it said they would be really small and the boosters would have large ammo capacities? It's not like you're going to have to micromanage the damned things. Sheesh.
Nope but you're going to have to sit there left clicking every 30-90s to keep the boost going...
Wait...is there an app for that ;)
Solecist Project...." They refuse to play by the rules and laws of the game and use it as excuse ..."
" They don't care about how you play as long as they get to play how they want."
Welcome to EVE.
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Winter Archipelago
Autumn Industrial Enterprises
587
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Posted - 2016.08.29 18:07:54 -
[215] - Quote
Locke Erasmus wrote:So boosts will now have duration bonuses on the buffs, affected by the skills and implants you have. But the cycle time stays the same regardless. So to be at optimal cap usage and conserve ammo, you will have to manually deactivate your boost module and reactivate it when boosts are going to run out. Is this intended gameplay? Or is this just an oversight that hasn't been considered yet? Considering we have zero numbers on the whole thing, it's probably best to wait until we get those before such speculation.
If I were going to speculate, though? A ship running its default number of links will be able to run cap-stable with a reasonable effort and level of skill, but will have to run with cap-boosting mods and implants to be able to run more than their default number or will have to sacrifice in other areas such as tank or prop.
For the Newbies: The 8 Golden Rules - The Magic 14 Skills - Finding the Right Corp - EVE University Wiki
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MidnightWyvern
Night Theifs Curatores Veritatis Alliance
314
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Posted - 2016.08.29 18:08:20 -
[216] - Quote
Airi Cho wrote:Linus Gorp wrote:MidnightWyvern wrote:Linus Gorp wrote:MidnightWyvern wrote: **** changes in online games, man. World of Warcraft has apparently been dumbing down their gameplay more and more with each successive release and they still have millions of subscribers, many of whom regularly swear they're quitting as soon as the next update drops and have been doing so for years without ever actually leaving permanently.
That's because WoW is just right on their intellectual level, while they're too dumb for pretty much everything else that isn't a WoW clone. WOW. That is a hilarious level of elitism. Have you made suggestions in this thread on how to modify this new system in a way you feel benefits your playstyle better? If not, you should do that. Page 1. Links fittable on Blops. Though I honestly don't really care all that much about getting links. I don't need them. you can blobs bridge a T3 for links? What he said.
Rattati Senpai noticed us! See you in the next FPS!
Alts: Saray Wyvern, Mobius Wyvern (Dust 514)
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Linus Gorp
Ministry of Propaganda and Morale Black Marker
386
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Posted - 2016.08.29 18:08:29 -
[217] - Quote
Rivr Luzade wrote:Airi Cho wrote:Rivr Luzade wrote:Something else that just occurred to me: Squads should be removed. You don't need them anymore after these changes and their removal would reduce a lot of clutter in the fleet. Instead of 5 Wings with 5 Squads each, you can just have the 5 wings with all people in it. That's enough room to organize a fleet and all the problems with missing squads, overcrowded squads or finding out in which squad you are while the entire list jumps around erratically due to newly joining members would be gone. TBH it can still make sense for just warping e.g. logi or ewar That can be done by wings as well. Squads are must-have for organized bomb runs, among other things.
When you don't know the difference between there, their, and they're, you come across as being so uneducated that your viewpoint can be safely dismissed. The literate is unlikely to learn much from the illiterate.
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Moac Tor
Cyber Core Stain Confederation
711
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Posted - 2016.08.29 18:08:47 -
[218] - Quote
Jenn aSide wrote:Hey CCP. This thread will be a monument. A Monument to the rage one gets when you spend YEARS giving people some unbalanced BS stuff (again, for YEARS!!!) , then finally fix it to be less unbalanced. This is WHY you don't give people stuff like the old off grid boosts, once it's there , people not only feel entitled to it, they build entire gameplay scenarios around it. I've already seen 3 people post about leaving the game. WTF are you going to do without their cumulative $45 per month CCP, tell me that? I wonder how many people quit over the scourge of boosts ruining small gang PvP.
That should more than balance out the loss from the people whinging about having to actually risk something if they want to use it.
Modulated ECM Effects
An Alternative to Skill Trading
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Sulvorati Kunoki
Sunstrike Enterprises
5
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Posted - 2016.08.29 18:08:57 -
[219] - Quote
Currently I can passively boost a fleet from which ever ship I wish to fly. Under the new system it seems I'll have to fly a ship that can take fleet boost modules. For small fleet combat that seems like a big negative change. I don't have any issues with having to be on grid or to have active boosters modules or being made visible as a fleet booster in some way, just would like to be able to do it from whatever ship I choose to fly.
I'm also disappointed that the time I invested in training Leadership skills is being totally nullified without any recompense.
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Rowells
ANZAC ALLIANCE Mercenary Coalition
3087
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Posted - 2016.08.29 18:10:12 -
[220] - Quote
Does the range of the module apply from the ships center mass or its model edge? |
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Silven Rubis
Gemini Talon Curatores Veritatis Alliance
0
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Posted - 2016.08.29 18:12:20 -
[221] - Quote
I dont like the new system at all, its a change for a change nothing newly finetuned just a massive dominant " accept the changes..." - nothig more easy for the gameplay, boosters and booster chars aint gameplay... just why I need amunition to boost and why i need a to learn Command Burst Specialist to achieve -10% Command Burst reload duration per level - already mindtwisting to think just about that...
In german we say "ganz sch+Śner K+ńse"
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Rivr Luzade
Kenshin. DARKNESS.
2692
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Posted - 2016.08.29 18:17:06 -
[222] - Quote
Linus Gorp wrote:Rivr Luzade wrote:Airi Cho wrote:Rivr Luzade wrote:Something else that just occurred to me: Squads should be removed. You don't need them anymore after these changes and their removal would reduce a lot of clutter in the fleet. Instead of 5 Wings with 5 Squads each, you can just have the 5 wings with all people in it. That's enough room to organize a fleet and all the problems with missing squads, overcrowded squads or finding out in which squad you are while the entire list jumps around erratically due to newly joining members would be gone. TBH it can still make sense for just warping e.g. logi or ewar That can be done by wings as well. Squads are must-have for organized bomb runs, among other things. Can be done by names.
Maybe squads don't need to go away completely, but they should not be the standard option for joining a wing. Most scenarios do not require squads after these changes and wings are enough to organize your fleet into the different roles. However, fleet bosses can setup squads for specific scenarios like the bombing that people can join into after they flocked into the fleet. Setting this up is not much work for the fleet boss, in particular if you keep stored fleet setups in mind. One way or another, something ought to be done about that clutter where it's not necessary.
UI Improvement Collective
My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.
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yuma detog
Skyrock
1
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Posted - 2016.08.29 18:18:16 -
[223] - Quote
Why are the new boosters the only module so far that are range-limited (unlike boosts right now) and that discriminate between friends and foes (unlike any other weapon, Aoe or targeted)?
Making sure your booster stays within boosting range of your own fleet while far enough away to not boost the hostile one could've been something that rewards good piloting. A similar tactic to how logistics are trying to stay close enough to the rest of their fleet to repair them while far enough away from hostile fleets to not be fired upon. |
Drazz Caylen
Team-Pyro Industries
19
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Posted - 2016.08.29 18:18:21 -
[224] - Quote
Rivr Luzade wrote:Something else that just occurred to me: Squads should be removed. You don't need them anymore after these changes and their removal would reduce a lot of clutter in the fleet. Disagree. Squads are very helpful in organizing the fleet, plus the fleet window can be arranged in various layers of customizations.
But Skill requirements for fleet size should be removed and refunded, the boost skills can stay since they still matter. |
Drago Shouna
Royal Amarr Institute Amarr Empire
567
|
Posted - 2016.08.29 18:18:21 -
[225] - Quote
Winter Archipelago wrote:Tau Cabalander wrote:Team Five 0 wrote:However, Command Burst bonuses do stack on top of bonuses from other sources (such as modules and implants) and this interaction may be subject to diminishing returns (stacking penalties) depending on the attribute being affected. The only thing that gives me pause is the stacking penalty. Example: Seems odd that it may benefit a mining ship to NOT fit a MLU. Maybe it'll finally get some career miners to fit a tank instead of going for pure yield, then whining about how they have it so hard compared to others when every other activity in the game has to decide on their own personal balance between tank and gank.
Oh shut up and take it to the other thread where this is being debated.
And just for your information...we already decide, every day, whether to fit tank or yield.
Solecist Project...." They refuse to play by the rules and laws of the game and use it as excuse ..."
" They don't care about how you play as long as they get to play how they want."
Welcome to EVE.
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MidnightWyvern
Night Theifs Curatores Veritatis Alliance
316
|
Posted - 2016.08.29 18:18:22 -
[226] - Quote
Sulvorati Kunoki wrote:Currently I can passively boost a fleet from which ever ship I wish to fly. Under the new system it seems I'll have to fly a ship that can take fleet boost modules. For small fleet combat that seems like a big negative change. I don't have any issues with having to be on grid or to have active boosters modules or being made visible as a fleet booster in some way, just would like to be able to do it from whatever ship I choose to fly.
I'm also disappointed that the time I invested in training Leadership skills is being totally nullified without any recompense.
Just use a Command Destroyer. They're very useful already even without the current Warfare Links. Command Bursts are just going to make them even more useful.
Rattati Senpai noticed us! See you in the next FPS!
Alts: Saray Wyvern, Mobius Wyvern (Dust 514)
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ZzyyzzxX
Another Nameless Corp....
3
|
Posted - 2016.08.29 18:21:34 -
[227] - Quote
Question about PVE interaction with rats and the on grid boosters, specifically relating to incursion running:
Will Sansha consider boosting ships to be high value targets (like ships being auto-primaried when ewar modules are activated in a site)?
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Moac Tor
Cyber Core Stain Confederation
713
|
Posted - 2016.08.29 18:23:09 -
[228] - Quote
Rowells wrote:Moac Tor wrote:Rowells wrote:IM SO HARD RIGHT NOW BUT ALSO PICKY ON THE DETAILS A BIT. FC I NEED A TOWEL: STAT. Quote:T1 Industrial Core (while active)
+25% bonus to Mining Foreman Burst strength
+50% bonus to Mining Foreman and Shield Command Burst Area of Effect Range
T2 Industrial Core (while active)
+30% bonus to Mining Foreman Burst strength
+100% bonus to Mining Foreman and Shield Command Burst Area of Effect Range AAAASSAGGHGGHGGHGGGGG DAMNIT WHY CCP WHY I was also hoping to do away with the requirement to siege to get the bonus. Theoretically though with the numbers given it is still worth using a Rorqual for boosting even without siege active which would make both playstyles viable. So risk / reward. I think this is a nice balance. I honestly don't feel the same way. There's a definite progression of bonuses and skill/isk cost as ships get larger or more specialized, and the progression seems to be better after the changes as well. However, once you throw in the 5-minute anchoring in place aspect, suddenly the potential risk goes much higher. I also dislike the fact that it is the only ship that has to make this kind of commitment for its bonuses. It's pretty much always been the point of contention whenever the rorqual is brought up, and to me, seems to be the excuse for introducing the new PANIC button, rather than the other way around (bonuses justifying a penalty instead of penalty justifying a bonus). I guess it all will depend on how long the siege cycle is going to be. I am expecting it to be reduced to 1 minute much like the bastion module. I cant see it staying at five minutes personally.
The thing I like though is before if you weren't using siege then it was better to use an Orca rather than a Rorqual. This was a stupid situation which has now thankfully been rectified, and it is always going to be better to use the Rorqual even if it is not sieged.
Modulated ECM Effects
An Alternative to Skill Trading
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Zappity
Pandemic Horde Inc. Pandemic Horde
2927
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Posted - 2016.08.29 18:23:32 -
[229] - Quote
Good job Fozzie & Co. I love the short duration of boost coverage. I love that it is ammo (I imagine this will be similar to bubble probes) rather than scripts or discrete modules. I love that it doesn't endure across gates. I love that it can't be received while tethered or in a force field. I love that you are going can see the boost effects on ships that you are fighting (I hope this is visible enough to see easily). I love that Command Processors are becoming rigs. I especially love that it gives the boosting ship a weapons timer.
I really love that you have pencilled in a wrap-up dev blog. The Citadel changes are very unclear because the early dev blogs are thoroughly out of date.
The only thing I don't really like it that this approach will strongly encourage anchoring in fleets so that everyone catches the boost. I don't think this is the right design goal. Could it be limited to a certain number of recipients for each boost to either encourage a larger number of boosters for large fleets or a separation into wings? I don't know if that would be any better.
Zappity's Adventures for a taste of lowsec and nullsec.
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DJB16
DJB Alpha
27
|
Posted - 2016.08.29 18:23:41 -
[230] - Quote
ok whats the range going to be on a BC Command ship with lvl 5 skills? incursion runners move alot and have different anchor points sometimes 50km apart |
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Airi Cho
Dark-Rising Wrecking Machine.
158
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Posted - 2016.08.29 18:23:58 -
[231] - Quote
Rivr Luzade wrote:Airi Cho wrote:Rivr Luzade wrote:Something else that just occurred to me: Squads should be removed. You don't need them anymore after these changes and their removal would reduce a lot of clutter in the fleet. Instead of 5 Wings with 5 Squads each, you can just have the 5 wings with all people in it. That's enough room to organize a fleet and all the problems with missing squads, overcrowded squads or finding out in which squad you are while the entire list jumps around erratically due to newly joining members would be gone. TBH it can still make sense for just warping e.g. logi or ewar That can be done by wings as well.
wings are 50 people not just 10 |
Sexy Cakes
Have A Seat
1105
|
Posted - 2016.08.29 18:24:08 -
[232] - Quote
Sounds like FW needs on-grid boosting frigs and high sec war stuff needs a suspect timer.
Not today spaghetti.
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Airi Cho
Dark-Rising Wrecking Machine.
158
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Posted - 2016.08.29 18:25:29 -
[233] - Quote
Rowells wrote:Does the range of the module apply from the ships center mass or its model edge?
luxury problems of titan pilots ;) |
Arrendis
GoonWaffe Goonswarm Federation
1845
|
Posted - 2016.08.29 18:25:46 -
[234] - Quote
Draconas109 wrote:apparently you do boost and tether, my bad. you still have to pay attention for bumping
And this is why you sit between the spires the 'hus, right down at the base of them. good luck getting bumped out when you'll just bounce off the structure back into your original position. |
Hamasaki Cross
Scumbag Logistics INC PTY LTD Tactical Supremacy
18
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Posted - 2016.08.29 18:27:09 -
[235] - Quote
not sure since I didn't wanna read the 200 posts of comments on the million ways that this sucks (unless you're a CCPlease member who doesn't actually play, do industry, or understand the fact that mining is already on a decline and this will do nothing but hammer the final nail in the coffin, but instead, comes up with social experiments in order to ruin actual customer gameplay)
but mainly, for those of us who have trained literally a year of crap leadership skills that are now worthless, do we get a refund?
Also is there a refund for the Rorqual, which is literally an obsolete ship now? And mining skills and ships, which are no longer viable?
note: before the pvp e-peen nerds rage that there should be risk for the benefit, please note in advance, that you are correct. However, the game was designed one way, so people skill trained and invested in that way, so there should be some compensation for screwing that up in the interest of better game balance.
Final note: I find it comical that cloaking has no counter after 13 years. |
Airi Cho
Dark-Rising Wrecking Machine.
158
|
Posted - 2016.08.29 18:32:51 -
[236] - Quote
Hamasaki Cross wrote:not sure since I didn't wanna read the 200 posts of comments on the million ways that this sucks (unless you're a CCPlease member who doesn't actually play, do industry, or understand the fact that mining is already on a decline and this will do nothing but hammer the final nail in the coffin, but instead, comes up with social experiments in order to ruin actual customer gameplay)
but mainly, for those of us who have trained literally a year of crap leadership skills that are now worthless, do we get a refund?
Also is there a refund for the Rorqual, which is literally an obsolete ship now? And mining skills and ships, which are no longer viable?
note: before the pvp e-peen nerds rage that there should be risk for the benefit, please note in advance, that you are correct. However, the game was designed one way, so people skill trained and invested in that way, so there should be some compensation for screwing that up in the interest of better game balance.
Final note: I find it comical that cloaking has no counter after 13 years.
1. no refund. 2. rorqual will get a huge buff to be on grid.
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Residium Fall
box26
18
|
Posted - 2016.08.29 18:34:01 -
[237] - Quote
Thankyou for doing this. |
Rowells
ANZAC ALLIANCE Mercenary Coalition
3088
|
Posted - 2016.08.29 18:34:18 -
[238] - Quote
Moac Tor wrote:Rowells wrote:Moac Tor wrote:Rowells wrote:IM SO HARD RIGHT NOW BUT ALSO PICKY ON THE DETAILS A BIT. FC I NEED A TOWEL: STAT. Quote:T1 Industrial Core (while active)
+25% bonus to Mining Foreman Burst strength
+50% bonus to Mining Foreman and Shield Command Burst Area of Effect Range
T2 Industrial Core (while active)
+30% bonus to Mining Foreman Burst strength
+100% bonus to Mining Foreman and Shield Command Burst Area of Effect Range AAAASSAGGHGGHGGHGGGGG DAMNIT WHY CCP WHY I was also hoping to do away with the requirement to siege to get the bonus. Theoretically though with the numbers given it is still worth using a Rorqual for boosting even without siege active which would make both playstyles viable. So risk / reward. I think this is a nice balance. I honestly don't feel the same way. There's a definite progression of bonuses and skill/isk cost as ships get larger or more specialized, and the progression seems to be better after the changes as well. However, once you throw in the 5-minute anchoring in place aspect, suddenly the potential risk goes much higher. I also dislike the fact that it is the only ship that has to make this kind of commitment for its bonuses. It's pretty much always been the point of contention whenever the rorqual is brought up, and to me, seems to be the excuse for introducing the new PANIC button, rather than the other way around (bonuses justifying a penalty instead of penalty justifying a bonus). I guess it all will depend on how long the siege cycle is going to be. I am expecting it to be reduced to 1 minute much like the bastion module. I cant see it staying at five minutes personally. The thing I like though is before if you weren't using siege then it was better to use an Orca rather than a Rorqual. This was a stupid situation which has now thankfully been rectified, and it is always going to be better to use the Rorqual even if it is not sieged. I can definitely agree on that. |
Sulvorati Kunoki
Sunstrike Enterprises
7
|
Posted - 2016.08.29 18:35:12 -
[239] - Quote
MidnightWyvern wrote:Sulvorati Kunoki wrote:Currently I can passively boost a fleet from which ever ship I wish to fly. Under the new system it seems I'll have to fly a ship that can take fleet boost modules. For small fleet combat that seems like a big negative change. I don't have any issues with having to be on grid or to have active boosters modules or being made visible as a fleet booster in some way, just would like to be able to do it from whatever ship I choose to fly.
I'm also disappointed that the time I invested in training Leadership skills is being totally nullified without any recompense.
Just use a Command Destroyer. They're very useful already even without the current Warfare Links. Command Bursts are just going to make them even more useful.
I don't doubt that they are useful. However the point was that I can currently passive boost in ANY ship and if I choose to I can get in a Command ship and actively boost some more. I don't like the reduction in choice that limits my particular game play. Having said that I'm sure I can adapt. |
Rivr Luzade
Kenshin. DARKNESS.
2692
|
Posted - 2016.08.29 18:35:42 -
[240] - Quote
Airi Cho wrote:Rivr Luzade wrote:Airi Cho wrote:Rivr Luzade wrote:Something else that just occurred to me: Squads should be removed. You don't need them anymore after these changes and their removal would reduce a lot of clutter in the fleet. Instead of 5 Wings with 5 Squads each, you can just have the 5 wings with all people in it. That's enough room to organize a fleet and all the problems with missing squads, overcrowded squads or finding out in which squad you are while the entire list jumps around erratically due to newly joining members would be gone. TBH it can still make sense for just warping e.g. logi or ewar That can be done by wings as well. wings are 50 people not just 10 That depends on your fleet size, not on the existence of squads. Under this new boosting system, there's no difference between 5 squads or 5 wings.
UI Improvement Collective
My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.
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