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Thread Statistics | Show CCP posts - 4 post(s) |
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CCP Larrikin
C C P C C P Alliance
654
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Posted - 2017.02.23 11:30:31 -
[1] - Quote
Hi m8s,
In March, we're releasing a number of balance tweaks and we would love your feedback.
WARP DISRUPTION FIELD GENERATORS The current state of Scripted Warp Disruption Field Generators is a little too oppressive, especially to the small gang PvP scene. We'd like to open up propulsion module options. As such, we're going to make some changes.
Changes:
- Remove the Warp Scrambling effect from the Focused Warp Disruption Script
- Introduce a new Focused Warp Scrambling Script with a -20% range bonus
The new Focused Warp Scrambling Script will have the following ranges (with max skills):
- T1: 16km
- Meta: 18km
- T2: 20km
- Faction: 21km
The blueprint for the Focused Warp Scrambling Script will be available at all the same place & price as the Focused Warp Disruption Script blueprint is available.
Game Designer | Team Phenomenon | https://twitter.com/CCP_Larrikin
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CCP Larrikin
C C P C C P Alliance
654
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Posted - 2017.02.23 13:55:13 -
[2] - Quote
Reserved
Game Designer | Team Phenomenon | https://twitter.com/CCP_Larrikin
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CCP Larrikin
C C P C C P Alliance
657
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Posted - 2017.02.23 14:17:10 -
[3] - Quote
Jay Amazingness wrote:Saeka Tyr wrote:at least let us overheat for range due to the longer cycle time this isn't such a bad idea.
Hrm, I kinda like that idea. Maybe :)
Game Designer | Team Phenomenon | https://twitter.com/CCP_Larrikin
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CCP Larrikin
C C P C C P Alliance
662
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Posted - 2017.02.23 15:20:02 -
[4] - Quote
Helsir Qyrdun wrote:As a confirmed HIC and 100mn abuser I can say I like this direction.
That said, few questions.
Will links continue to not effect range? Correct, Command Bursts will not effect the range of scripted Warp Disrupt Field Generators
Helsir Qyrdun wrote:What is the new cycle time? The cycle time hasn't changed. The new scrambling script has the same cycle time as the disruption script.
Helsir Qyrdun wrote:Will either of the scripted points keep caps from jumping gates? Yes, both the scrambling script and disruption script will stop capitals from jumping gates.
Good questions! Added to the Q&A.
Bei ArtJay wrote:Cool change! Will encourage more skirmishing without 100mn again which is good, however I think the people who use them in fleet fights with supers have a point.
I think that given the number of sirens on grid in your average cap brawl now, and the fact you can now point supers/titans with ceptors and such, and now tackle rorquals, HIC's feel like they have lost a little too much of their specialty.
I think allowing them to receive reps all the time might not be such a bad idea these days?
This is an interesting point. It would be possible to give 50% impedance to remote reps or something like that too. But I don't think that really addresses your core point about specialty. This is something I'd like to look at again in the future.
Game Designer | Team Phenomenon | https://twitter.com/CCP_Larrikin
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