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CCP Nozh
C C P

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Posted - 2009.04.02 09:02:00 -
[1]
In our recent changes to speed we made some agility changes, the changes that were meant to make acceleration and maneuverability feel better had an unwanted side effect. It became too hard to target lock ships before they aligned and warped off. We've done some tweaks to agility, reverting smaller ships back to their original form and reducing the agility boost on larger ships.
We're going to have these changes running on Singularity and see how things turn out. The changes are authored directly onto Singularity and therefore easy to revert at any time.
Original Agility Change:
All ships * 0.7
Changes running on Singularity now (based of values pre-boost):
Frigates * 1.0 Destroyers * 0.85 Cruisers * 0.9 Battle Cruisers * 0.9 Battle Ships * 0.9
Feedback on these changes would be greatly appreciated, like I mentioned before the changes are made directly onto Singularity and therefore very easy to modify.
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Mecinia Lua
Galactic Express Burning Horizons
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Posted - 2009.04.02 09:17:00 -
[2]
What about Transports, Industrials, Mining Barges, Exhumers? |

Kateryne
Minmatar Nisaba Syndicate
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Posted - 2009.04.02 09:19:00 -
[3]
Yeah i'm guessing this is across the board and not just sub-capital combat vessels? |

Jason Edwards
Internet Tough Guy
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Posted - 2009.04.02 09:30:00 -
[4]
I'd just like to point out that I can now say.
I told you so
I posted it when they posted about the agility changes.
Obviously now since you are reversing the agility changes. Blaster boats are hurt fairly badly again. So what's changing to unnerf blasterboats? |

Marconus Orion
Amarr Astroglide X The Foray Project
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Posted - 2009.04.02 09:42:00 -
[5]
Originally by: Jason Edwards I'd just like to point out that I can now say.
I told you so
I posted it when they posted about the agility changes.
Obviously now since you are reversing the agility changes. Blaster boats are hurt fairly badly again. So what's changing to unnerf blasterboats?
Are you on crack or something? This change will HELP blaster boats. I mean what do you want exactly? 
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Miyamoto Shigesuke
Jugis Modo Utopia Skunk-Works
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Posted - 2009.04.02 09:51:00 -
[6]
Could you elaborate, how this is helping the blaster boats?
They need stronger webs, better tracking and higher speed to be usable...
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Kateryne
Minmatar Nisaba Syndicate
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Posted - 2009.04.02 09:53:00 -
[7]
The change means ships align slower in general, so you have longer to tackle/move in on them, thus the point blank range blaster boats have gotten a few more seconds of lovin!
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Alexia Diana
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Posted - 2009.04.02 10:05:00 -
[8]
Originally by: Kateryne The change means ships align slower in general, so you have longer to tackle/move in on them, thus the point blank range blaster boats have gotten a few more seconds of lovin!
That's true, but only if you're landing right over your unsuspecting target. On the other hand, for most situations, this change is nerfing the blasterboats.
Well, it seems that we're back to "sit at the gate with jaws open wide" creative style of play.
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Roemy Schneider
BINFORD
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Posted - 2009.04.02 10:11:00 -
[9]
agility has an influence on many things. but you're targeting only one of these: warp.
since you obviously didnt read the ole' player thread about this topic, let me say it again: increase warp threshold from 75 or 80% (i honestly dont know what speeds are required today) by no more than 5%
-> acceleration and maneuverabilty still feels better, current orbits can be maintained and for once you will have managed to surgically tackle the actual problem. (and it can't be any harder to modify than the agility factors of every ship size)
agility changes will lead to necessary changes to tracking, explosion velocity and targeting range on some frigs, just to name a few
okok im slightly exaggerating. but stick to the issue for once - putting the gist back into logistics |

Bellum Eternus
Gallente Death of Virtue
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Posted - 2009.04.02 10:17:00 -
[10]
I just tried the new agility changes on SISI. Totally screws up blaster ships again.
Just change the warp speed threshold to 85% of max speed instead of the current 75%. That will increase the time to warp without changing any other balance. Super simple and elegant solution to the problem.
Any other change in any other direction will only screw up on particular performance metric or another. Messing with agility and lock speeds and so on has too many knock on effects during normal PVP. The warp speed threshold affects a single thing: time to warp, and that's it.
Now that this problem is solved, let's move on to more important things.
Bellum Eternus Inveniam viam aut faciam.
Death of Virtue is Recruiting
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Winterreign
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Posted - 2009.04.02 10:28:00 -
[11]
Perhaps i have my math backwards
But all agility was based upon original agility changes. which *o.7
Does the lower agility = faster align time? Or Does the higher agility = Faster align time?
You mentioned reducing agility so i assume that the the lower the agility the more "Agile" a ship is.
As if everything was 0.7
Then Frigates are 30% less agile Destoyers 15% less agile and cruisers, BC, and battleshipes 20% less agile.
Correct? Other wise it looks as if u gave all the ships MORE agility. -W
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Bellum Eternus
Gallente Death of Virtue
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Posted - 2009.04.02 10:35:00 -
[12]
Originally by: Winterreign Perhaps i have my math backwards
But all agility was based upon original agility changes. which *o.7
Does the lower agility = faster align time? Or Does the higher agility = Faster align time?
You mentioned reducing agility so i assume that the the lower the agility the more "Agile" a ship is.
As if everything was 0.7
Then Frigates are 30% less agile Destoyers 15% less agile and cruisers, BC, and battleshipes 20% less agile.
Correct? Other wise it looks as if u gave all the ships MORE agility. -W
Think of it as an inertia modifier.
Simply put: if the original values were 1, the new inertia is 70% of the original- 30% reduction, meaning the ships can get to a particular speed 30% faster, and the *latest* SISI values are closer to 90% of the original pre-QR values.
All of this inertia modifier stuff is crap however. All that needs to be done is tweak each warp speed threshold to return the time to warp requirement for all ships to something equal or greater than pre-QR warp times.
Bellum Eternus Inveniam viam aut faciam.
Death of Virtue is Recruiting
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Jason Edwards
Internet Tough Guy
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Posted - 2009.04.02 10:41:00 -
[13]
Quote: Are you on crack or something? This change will HELP blaster boats. I mean what do you want exactly?
No. The agility change was a response to boost blasterboats because they needed to gather speed in order to get on the target. Which was too slow after the speed nerf.
Now they are reversing this change. Leaving blasterboats in the SAME situation.
Quote: I just tried the new agility changes on SISI. Totally screws up blaster ships again.
No doubt.
Quote: Just change the warp speed threshold to 85% of max speed instead of the current 75%. That will increase the time to warp without changing any other balance. Super simple and elegant solution to the problem.
>Super simple and elegant >CCP
Quote: Any other change in any other direction will only screw up on particular performance metric or another. Messing with agility and lock speeds and so on has too many knock on effects during normal PVP. The warp speed threshold affects a single thing: time to warp, and that's it.
TBH speed threshold isnt the problem for me usually. It's aligning that takes longer. This fact is very pronounced in capships when the warp tube isnt even pointed where you are warping. Nor is the ship. ------------------------ To make a megathron from scratch, you must first invent the eve universe. ------------------------ Life sucks and then you get podded. |

Vaal Erit
Science and Trade Institute
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Posted - 2009.04.02 10:41:00 -
[14]
What's wrong with either upping the warp speed % to warp (like bellum stated above) or increasing sensor resolution of ships?
I'm really liking these new Dev posts, keep up the great work. I am praying that the next once fixes regional gates to the size of normal gates :)
Originally by: CCP Whisper So you're going to have to do some actual thinking with regards to hull components and their capabilities instead of copying some cookie-cutter setup. Cry some more.
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Shijima Nei
Caldari Caldari Provisions
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Posted - 2009.04.02 10:42:00 -
[15]
Originally by: Bellum Eternus
Originally by: Winterreign Perhaps i have my math backwards
But all agility was based upon original agility changes. which *o.7
Does the lower agility = faster align time? Or Does the higher agility = Faster align time?
You mentioned reducing agility so i assume that the the lower the agility the more "Agile" a ship is.
As if everything was 0.7
Then Frigates are 30% less agile Destoyers 15% less agile and cruisers, BC, and battleshipes 20% less agile.
Correct? Other wise it looks as if u gave all the ships MORE agility. -W
Think of it as an inertia modifier.
Simply put: if the original values were 1, the new inertia is 70% of the original- 30% reduction, meaning the ships can get to a particular speed 30% faster, and the *latest* SISI values are closer to 90% of the original pre-QR values.
All of this inertia modifier stuff is crap however. All that needs to be done is tweak each warp speed threshold to return the time to warp requirement for all ships to something equal or greater than pre-QR warp times.
should no by now CCP dnt like stuff they have to "look" into and work out they just like the simple easy to do ideas which is hit everythin hard and hope it works well
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Jason Edwards
Internet Tough Guy
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Posted - 2009.04.02 10:48:00 -
[16]
Quote: Perhaps i have my math backwards But all agility was based upon original agility changes. which *o.7 Does the lower agility = faster align time? Or Does the higher agility = Faster align time?
Ok agility does 2 things.
1. Align time 2. Acceleration
Essentially they boosted agility so blaster boats achieve higher speed faster. Thusly compensating for the less speed. Thusly there was no difference in the time it took to get 20km to start pew pewing.
Unintended thing is that ships suddenly can align and warp faster then they ought to. Thusly you cant catch people.
Proof of concept: the osprey; it can align and warp before pretty much anything can target it. We had a pos reinforced. I had to get osprey from highsec to 0.0. Vaga and assorted other ships chased me. Eventually getting to my destination and they wouldnt warp to the pos. Ironically they put 17 bubbles up on this one gate. Literally covered all possible angles you might get from dropping ss between ss. Finally got me tackled then using a sling.
Quote: Then Frigates are 30% less agile Destoyers 15% less agile and cruisers, BC, and battleshipes 20% less agile. Correct? Other wise it looks as if u gave all the ships MORE agility.
Indeed. They will take longer to accelerate and align. ------------------------ To make a megathron from scratch, you must first invent the eve universe. ------------------------ Life sucks and then you get podded. |

Zamolxiss
Amarr ROMANIA Renegades Legiunea ROmana
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Posted - 2009.04.02 10:49:00 -
[17]
Originally by: Bellum Eternus I just tried the new agility changes on SISI. Totally screws up blaster ships again.
Just change the warp speed threshold to 85% of max speed instead of the current 75%. That will increase the time to warp without changing any other balance. Super simple and elegant solution to the problem.
Any other change in any other direction will only screw up on particular performance metric or another. Messing with agility and lock speeds and so on has too many knock on effects during normal PVP. The warp speed threshold affects a single thing: time to warp, and that's it.
Now that this problem is solved, let's move on to more important things.
The man has a point Nozh.. the agility decress should affect only frigs, witch atm are invulnerable to larger targets, especialy BS's, when orbiting at point black, even under dual web effect..
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Nichola Kreed
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Posted - 2009.04.02 10:50:00 -
[18]
damn it, another change that nerf solo and boost blob.
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Mohenna
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Posted - 2009.04.02 10:50:00 -
[19]
:( everything that makes this game slower makes me sad.
This action is like admitting defeat to lag...
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Jalif
Minmatar Black Sinisters
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Posted - 2009.04.02 10:51:00 -
[20]
Edited by: Jalif on 02/04/2009 10:51:46
Originally by: Nichola Kreed damn it, another change that nerf solo and boost blob.
thx for making the game worse.
|Black Sinisters| |

Fossil Wolf
omen. Gay4Life
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Posted - 2009.04.02 10:59:00 -
[21]
Am I right in thinking this will effect the top orbit speeds of ships as well as warp speeds?
Furthermore by continuing this discussion we detract from the real issue many of us are having with eve online, the lack of break between signature and post content. |

MotherMoon
Huang Yinglong
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Posted - 2009.04.02 11:02:00 -
[22]
why not remove the whole speed to warp thing?
based it on something else.
Give every ship a time to warp thing, I don't see why it has to be tied into base speed.
you should have to line up, and need charge the warp drive, also starting warp could totaly stop you dead as far as speed goes.
Then the capitor read out would start filling up red, when it goes full red you hit warp speed.
then you could go into and use this as an excuse to change the way warp works, boosting time to get to full warp speed to be like, instant, and have the same same old slow slow down at the end.
So you hit still, and... BAM! warp drive active.
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Tonto Auri
Vhero' Multipurpose Corp
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Posted - 2009.04.02 11:04:00 -
[23]
Originally by: Fossil Wolf Am I right in thinking this will effect the top orbit speeds of ships as well as warp speeds?
Warp speed are fixed value per ship class. Can only be affected by rigs. -- Thanks CCP for cu |

Fossil Wolf
omen. Gay4Life
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Posted - 2009.04.02 11:08:00 -
[24]
Originally by: Tonto Auri
Originally by: Fossil Wolf Am I right in thinking this will effect the top orbit speeds of ships as well as warp speeds?
Warp speed are fixed value per ship class. Can only be affected by rigs.
Sorry, I didn't say that very well at all.. I meant warp align speed 
Furthermore by continuing this discussion we detract from the real issue many of us are having with eve online, the lack of break between signature and post content. |
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CCP Nozh
C C P

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Posted - 2009.04.02 11:16:00 -
[25]
Originally by: Bellum Eternus I just tried the new agility changes on SISI. Totally screws up blaster ships again.
Just change the warp speed threshold to 85% of max speed instead of the current 75%. That will increase the time to warp without changing any other balance. Super simple and elegant solution to the problem.
Any other change in any other direction will only screw up on particular performance metric or another. Messing with agility and lock speeds and so on has too many knock on effects during normal PVP. The warp speed threshold affects a single thing: time to warp, and that's it.
Now that this problem is solved, let's move on to more important things.
Unfortunately it's not that simple. The acceleration formula is based on mass and the agility modifier. Changing the warp speed threshold changes the balance between the classes drastically.
I'm going to try some new values later on today:
The main problem after the initial speed changes were cruiser/frigate sized ships, battleships don't need that much of a change.
New values: (not yet applied to Singularity)
Frigates: 1.0 Destroyers: 0.85 Cruisers: 0.9 Battlecruisers: 0.85 Battleships: 0.8
Nozh Game Designer CCP Games |
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Tonto Auri
Vhero' Multipurpose Corp
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Posted - 2009.04.02 11:17:00 -
[26]
Originally by: Fossil Wolf
Originally by: Tonto Auri
Originally by: Fossil Wolf Am I right in thinking this will effect the top orbit speeds of ships as well as warp speeds?
Warp speed are fixed value per ship class. Can only be affected by rigs.
Sorry, I didn't say that very well at all.. I meant warp align speed 
Warp align TIME is a complex formula of your ship agility, mass and top speed. Factored by your initial state (were you flying in any direction or standing still, unaligned) -- Thanks CCP for cu |

Alex Medvedov
Minmatar Black Sinisters
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Posted - 2009.04.02 11:25:00 -
[27]
Originally by: CCP Nozh
The main problem after the initial speed changes were cruiser/frigate sized ships, battleships don't need that much of a change.
Dont take me wrong but arent Frigates supposed to be hard to catch? Whats the point of flying Frigates if they get their agility close to cruiser sized ships. I mean one of the most positive QR feature was in my opinion great agility buff to Assault Ships which improved their align times be in line with other frigs (not with Cruisers as it used to be) and i certainly dont think that the pre QR situation was better..
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CCP Nozh
C C P

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Posted - 2009.04.02 11:31:00 -
[28]
Originally by: Alex Medvedov
Originally by: CCP Nozh
The main problem after the initial speed changes were cruiser/frigate sized ships, battleships don't need that much of a change.
Dont take me wrong but arent Frigates supposed to be hard to catch? Whats the point of flying Frigates if they get their agility close to cruiser sized ships. I mean one of the most positive QR feature was in my opinion great agility buff to Assault Ships which improved their align times be in line with other frigs (not with Cruisers as it used to be) and i certainly dont think that the pre QR situation was better..
Assault ships / Frigates will still have the same agility ratio. The changes to assault ships were done prior to the original agility changes.
Nozh Game Designer CCP Games |
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CCP Nozh
C C P

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Posted - 2009.04.02 11:33:00 -
[29]
Originally by: Mecinia Lua What about Transports, Industrials, Mining Barges, Exhumers?
Original changes were only done to combat ships. We didn't touch the agility of these ships in our agility changes.
Nozh Game Designer CCP Games |
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Garr Anders
Minmatar Thukk U
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Posted - 2009.04.02 11:34:00 -
[30]
Originally by: Mecinia Lua What about Transports, Industrials, Mining Barges, Exhumers?
I'd be very interested in an answere to this as well.
----- Garr Anders
"The only winning move is not to play" is about the best damn advice anyone can get regarding arguing over the internet. - referring to the Movie WarGames 1983
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CCP Nozh
C C P

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Posted - 2009.04.02 11:35:00 -
[31]
Originally by: Nichola Kreed damn it, another change that nerf solo and boost blob.
Actually, the agility was preventing solo pvp as targets were able to warp out before getting scrambled.
Nozh Game Designer CCP Games |
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Bellum Eternus
Gallente Death of Virtue
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Posted - 2009.04.02 11:35:00 -
[32]
Originally by: CCP Nozh
Unfortunately it's not that simple. The acceleration formula is based on mass and the agility modifier. Changing the warp speed threshold changes the balance between the classes drastically.
I'm going to try some new values later on today:
The main problem after the initial speed changes were cruiser/frigate sized ships, battleships don't need that much of a change.
New values: (not yet applied to Singularity)
Frigates: 1.0 Destroyers: 0.85 Cruisers: 0.9 Battlecruisers: 0.85 Battleships: 0.8
Well, a couple things- 1) I know it's not simple, I was just trying to cut to the chase and oversimplify a bit in my OP. Due to the nonlinear acceleration curves and the way mass and the agility modifier affect top speed and acceleration, you'd have to fine tune the warp threshold for each class to a particular value, and then take a look at how this base value is affected when positive or negative modifiers like plates or istabs are fit, to ensure that the new threshold numbers don't do strange things like scale wildly when istabs are fit, or make the thing take ten minutes to warp if a plate is added.
Besides the obvious stuff above, what are the other downsides to changing the warp speed threshold? I'm not trying to be contrary here. I'm extremely happy that you're addressing this issue. I really am.
Could we please look at the ratios between warp times and lock times per class of ship, and then each class of ship with a single sensor booster II with scan res script vs. the warp time of a ship one class smaller? Like a BS w/ SBII vs. a BC?
What are our other options here? What about adding an additional 5m/sec to all blaster BS hulls? And 10m/sec to BCs and smaller? What about making exceptions for blaster ship hull agility?
What other exotic non traditional options are possible that people have just dismissed out of hand because at first pass it might be construed as treating them as a special case? (which they are)
Again, thanks for the attention to this huge issue! \o/
Bellum Eternus Inveniam viam aut faciam.
Death of Virtue is Recruiting
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CCP Nozh
C C P

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Posted - 2009.04.02 11:50:00 -
[33]
Originally by: Bellum Eternus
Originally by: CCP Nozh
Unfortunately it's not that simple. The acceleration formula is based on mass and the agility modifier. Changing the warp speed threshold changes the balance between the classes drastically.
I'm going to try some new values later on today:
The main problem after the initial speed changes were cruiser/frigate sized ships, battleships don't need that much of a change.
New values: (not yet applied to Singularity)
Frigates: 1.0 Destroyers: 0.85 Cruisers: 0.9 Battlecruisers: 0.85 Battleships: 0.8
Well, a couple things- 1) I know it's not simple, I was just trying to cut to the chase and oversimplify a bit in my OP. Due to the nonlinear acceleration curves and the way mass and the agility modifier affect top speed and acceleration, you'd have to fine tune the warp threshold for each class to a particular value, and then take a look at how this base value is affected when positive or negative modifiers like plates or istabs are fit, to ensure that the new threshold numbers don't do strange things like scale wildly when istabs are fit, or make the thing take ten minutes to warp if a plate is added.
Besides the obvious stuff above, what are the other downsides to changing the warp speed threshold? I'm not trying to be contrary here. I'm extremely happy that you're addressing this issue. I really am.
Could we please look at the ratios between warp times and lock times per class of ship, and then each class of ship with a single sensor booster II with scan res script vs. the warp time of a ship one class smaller? Like a BS w/ SBII vs. a BC?
What are our other options here? What about adding an additional 5m/sec to all blaster BS hulls? And 10m/sec to BCs and smaller? What about making exceptions for blaster ship hull agility?
What other exotic non traditional options are possible that people have just dismissed out of hand because at first pass it might be construed as treating them as a special case? (which they are)
Again, thanks for the attention to this huge issue! \o/
Having different warp thresholds on different classes of ships would just become confusing.
My spreadsheet currently takes into account lock time vs. align time. (How long a ship takes to lock itself, and how long it takes to align and warp out). Class by class, sub-class by sub-class.
About special casing blasterboats, that's not going to happen at this time. We'll have to look at the problem (if there is a problem) separately, I'll be posting another thread today where you can voice your concerns for blaster ships. But lets focus at the problem at hand for now.
There will be a reboot at 14:00 which will apply the new changes.
Nozh Game Designer CCP Games |
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Polinus
Caldari State War Academy
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Posted - 2009.04.02 11:55:00 -
[34]
The boost to agility had a HUGE bennefit. They allowed fleets to warp of when titans were seen in field more easily.
Now you reduce them again. And that just move the whole game again to the EVERYONE warp out always in 10 seconds regardless of speed because of the MWD cycle trick.
Not a good change CCP. This just makes agility irrelevant again.
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CCP Nozh
C C P

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Posted - 2009.04.02 11:56:00 -
[35]
Also I want to point out that I was going to post this yesterday, but I thought no one would take me seriously. Damn April 1.
Nozh Game Designer CCP Games |
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Lefevre
Caldari The Glenn Quagmire Finishing School for Young Ladies
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Posted - 2009.04.02 11:58:00 -
[36]
Yet another nail in the solo coffin.
pro-blob ftw
- -
Mind controlled by Chode Rizoum http://gigkb.skullone.net/?a=homehttp://gigkb.skullone.net/?a=home[/url][/url]
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Kagura Nikon
Minmatar M. Corp
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Posted - 2009.04.02 11:59:00 -
[37]
Originally by: Bellum Eternus
Originally by: CCP Nozh
Unfortunately it's not that simple. The acceleration formula is based on mass and the agility modifier. Changing the warp speed threshold changes the balance between the classes drastically.
I'm going to try some new values later on today:
The main problem after the initial speed changes were cruiser/frigate sized ships, battleships don't need that much of a change.
New values: (not yet applied to Singularity)
Frigates: 1.0 Destroyers: 0.85 Cruisers: 0.9 Battlecruisers: 0.85 Battleships: 0.8
Well, a couple things- 1) I know it's not simple, I was just trying to cut to the chase and oversimplify a bit in my OP. Due to the nonlinear acceleration curves and the way mass and the agility modifier affect top speed and acceleration, you'd have to fine tune the warp threshold for each class to a particular value, and then take a look at how this base value is affected when positive or negative modifiers like plates or istabs are fit, to ensure that the new threshold numbers don't do strange things like scale wildly when istabs are fit, or make the thing take ten minutes to warp if a plate is added.
Besides the obvious stuff above, what are the other downsides to changing the warp speed threshold? I'm not trying to be contrary here. I'm extremely happy that you're addressing this issue. I really am.
Could we please look at the ratios between warp times and lock times per class of ship, and then each class of ship with a single sensor booster II with scan res script vs. the warp time of a ship one class smaller? Like a BS w/ SBII vs. a BC?
What are our other options here? What about adding an additional 5m/sec to all blaster BS hulls? And 10m/sec to BCs and smaller? What about making exceptions for blaster ship hull agility?
What other exotic non traditional options are possible that people have just dismissed out of hand because at first pass it might be construed as treating them as a special case? (which they are)
Again, thanks for the attention to this huge issue! \o/
If you boost blaster speed you need to boost minmatar speed also. Because let be plain and simple, minmatar Must be the faster sicne they are the weakest on brute force. Then we startup an arms race again.
I REALLY think all this will be solved when MWD is changed into a VERY high acceleration.. that can go ONLY straight until cycle ends!!! That would be a perfect module for blaster ships. On other hand AB speed could be raised a bit and minmatar would use mostly AB to kite (since you can change direction it becomes superior to kiting) ------------------------------------------------- If brute force doesn't solve your problem... you are not using enough
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Bellum Eternus
Gallente Death of Virtue
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Posted - 2009.04.02 12:00:00 -
[38]
Originally by: CCP Nozh Also I want to point out that I was going to post this yesterday, but I thought no one would take me seriously. Damn April 1.
It'll probably have to be next year instead of this one, but I'll buy you a beer at fanfest. ;)
I'll be there with bells on to examine the new changes. \o/ And a separate thread to address blaster issues? Be still my heart!
Bellum Eternus Inveniam viam aut faciam.
Death of Virtue is Recruiting
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Fossil Wolf
omen. Gay4Life
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Posted - 2009.04.02 12:01:00 -
[39]
So no more fleet stabbers with 0.9 align time? 
Furthermore by continuing this discussion we detract from the real issue many of us are having with eve online, the lack of break between signature and post content. |

Polinus
Caldari State War Academy
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Posted - 2009.04.02 12:09:00 -
[40]
Originally by: Fossil Wolf So no more fleet stabbers with 0.9 align time? 
nope.. now they will take 1.003 seconds to align.....
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darkmancer
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Posted - 2009.04.02 12:12:00 -
[41]
Edited by: darkmancer on 02/04/2009 12:12:30 Do you have to make changes to BS agilities? If you can't catch a bs your doing something wrong :)
It's already a pain dragging them around it'd be nice not for them to be made even worse. --------------------------------- There's a simple solution to every problem. It is always invariably wrong |

Jack Dant
Minmatar The Gentlemen of Low Moral Fibre
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Posted - 2009.04.02 12:16:00 -
[42]
Originally by: Lefevre Yet another nail in the solo coffin.
pro-blob ftw
The agility boost forces blobbing if you want to fight on gates. You can't tackle anything faster than a plated cruiser unless you have a dedicated tackler (sensor boosted frigate or interceptor). But dedicated tacklers can't kill much on their own, so you need at least one dps ship too. Then it quickly evolves into a whole gang.
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Trox Aeze
MILLITECH
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Posted - 2009.04.02 12:20:00 -
[43]
Does this also apply to the yo-yo titans? With Nomad Implants and some agility mods, they are very quick to warp out.
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isdisco3
Reaper Industries Eternal Rapture
|
Posted - 2009.04.02 12:22:00 -
[44]
Edited by: isdisco3 on 02/04/2009 12:22:41
Originally by: CCP Nozh
Originally by: Nichola Kreed damn it, another change that nerf solo and boost blob.
Actually, the agility was preventing solo pvp as targets were able to warp out before getting scrambled.
Actually, the agility was helping solo pvp because the agility allowed small hit-and-run gangs to have a chance of bailing when the inevitable blob showed up in response to gankings. Now they're going to get caught by the blobs, further hurting solo / small-gang pvp.
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isdisco3
Reaper Industries Eternal Rapture
|
Posted - 2009.04.02 12:25:00 -
[45]
Edited by: isdisco3 on 02/04/2009 12:25:26 doublepost ftl
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Zamolxiss
Amarr ROMANIA Renegades Legiunea ROmana
|
Posted - 2009.04.02 12:26:00 -
[46]
Edited by: Zamolxiss on 02/04/2009 12:26:36 You have a cookie for this Nozh Not for this thread in particular, but for the attitude, this should happen more often.. infact, i don't think any of us would have a problem with you guys missing an expansion for the sake of ballancig, bug fixing and general sistem overhaul.. Zulupark mentioned not so long ago the intention to rework all ships the way you did Sansha, and i think that can't happen to soon.. and you should follow up on that, even tho the amount of work is insame, we'll do our part.. just state your intentions and contributions will start pouring <3 Nozh
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Kagura Nikon
Minmatar M. Corp
|
Posted - 2009.04.02 12:43:00 -
[47]
Originally by: Trox Aeze Does this also apply to the yo-yo titans? With Nomad Implants and some agility mods, they are very quick to warp out.
this also. PLEASE CCP. HALVE titans agility ( like in DOUBLE their warp time) ------------------------------------------------- If brute force doesn't solve your problem... you are not using enough
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The Snowman
Gallente Wurmz.
|
Posted - 2009.04.02 13:01:00 -
[48]
Originally by: CCP Nozh
Originally by: Nichola Kreed damn it, another change that nerf solo and boost blob.
Actually, the agility was preventing solo pvp as targets were able to warp out before getting scrambled.
*sigh* I thought this was the entire point! since its a multi player pvp game, its beyond my comprehension why you would make changes to once again discourage multi playing and push the carebears back into high-sec.
Your supposed to be encouraging pvp and multi-playing but you clearly have a desire to encourage solo play.
Bizarre, very bizarre.
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Handon Guild
The Glenn Quagmire Finishing School for Young Ladies
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Posted - 2009.04.02 13:04:00 -
[49]
Originally by: CCP Nozh
Originally by: Nichola Kreed damn it, another change that nerf solo and boost blob.
Actually, the agility was preventing solo pvp as targets were able to warp out before getting scrambled.
Dodged that was quite well didn't you? no matter how you look at it, since you guys nerfed speed, if your gonna make an agility nerf its gonna hit the players that do small scale/solo pvp
Bl b-Online
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RedSplat
Heretic Army
|
Posted - 2009.04.02 13:15:00 -
[50]
I was rather tired of having to fit a SEBO to catch cruisers in belts that didnt want to be caught, when i was in a cruiser myself.
Speaking as one of the ebil gate camping piwate fraternity it will be nice to not require a SEBO Hictor on gate with multiple RSB's on it to catch cruisers and in some cases BC's.
Lag and module lag combined with the agility changes have made catching targets on gate and to a lesser extent in belts problematic without using specialized shiptypes.
Originally by: CCP Mitnal
I don't sleep. I am always here. Watching. Waiting.
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Bellum Eternus
Gallente Death of Virtue
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Posted - 2009.04.02 13:37:00 -
[51]
Originally by: isdisco3 Edited by: isdisco3 on 02/04/2009 12:22:41
Originally by: CCP Nozh
Originally by: Nichola Kreed damn it, another change that nerf solo and boost blob.
Actually, the agility was preventing solo pvp as targets were able to warp out before getting scrambled.
Actually, the agility was helping solo pvp because the agility allowed small hit-and-run gangs to have a chance of bailing when the inevitable blob showed up in response to gankings. Now they're going to get caught by the blobs, further hurting solo / small-gang pvp.
It positively ruined *my* solo PVP.
Bellum Eternus Inveniam viam aut faciam.
Death of Virtue is Recruiting
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Aylara
|
Posted - 2009.04.02 13:37:00 -
[52]
Originally by: CCP Nozh
Originally by: Nichola Kreed damn it, another change that nerf solo and boost blob.
Actually, the agility was preventing solo pvp as targets were able to warp out before getting scrambled.
Humm, then the agility buff was not the reason for me seeing more people venturing into low-sec and even 0.0 NPC space, in small/medium ships. Strange, i thought that this was the thing that made carebears venture out of hi-sec and even try some PVP. But since you have all the statistics, I guess you know what you're talking about 
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Myra2007
Shafrak Industries
|
Posted - 2009.04.02 13:41:00 -
[53]
GOOD, though i would have preferred an appropriate boost to scan resolution instead, so that combat doesn't feel "slower". I remember the feeling on sisi after the speed nerf and before the agility changes - that was awful and felt like slow motion. --
Originally by: Jasper Dark
I agree! Lets go back into caves and lick rocks!
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The Snowman
Gallente Wurmz.
|
Posted - 2009.04.02 13:43:00 -
[54]
Originally by: Bellum Eternus It positively ruined *my* solo PVP.
The needs of the many outweigh the needs of the few. |

RedSplat
Heretic Army
|
Posted - 2009.04.02 13:53:00 -
[55]
Originally by: Aylara
Humm, then the agility buff was not the reason for me seeing more people venturing into low-sec and even 0.0 NPC space, in small/medium ships. Strange, i thought that this was the thing that made carebears venture out of hi-sec and even try some PVP. But since you have all the statistics, I guess you know what you're talking about 
Post QR i saw a few more week old frigates in Lowsec, that are impossible to catch without an interceptor or dual sebo on a cruiser or sebo on a destroyer. Fair enough.
Then there was the odd cruiser, just like there always has been- except now they could turn on a dime and warp before one could lock them in another cruiser and fitting a SEBO didnt guarantee catching them unless they were plated. That is and was and will still be if changes arent made, imbalanced.
Following the latest patch there has been a significant increase in week old frigates, presumably 'boxxies' if you like that term. They seem to be after BS rats.
All the agility changes did was make it easier for cruisers and BC's to avoid fights. Significantly easier.
Did this result in more Empire dwellers in Lowsec? Not really, the reason they live in highsec is so they dont have to take risks and the rewards to Lowsec arent significant enough to appeal to the legendary greed of highsec bears.
The 'Highsec' players in lowsec i'm seeing are all new players that dont know any better. Hell, last week i had someone that thought i was a rat.
Originally by: CCP Mitnal
I don't sleep. I am always here. Watching. Waiting.
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Caldari Citizen4714
|
Posted - 2009.04.02 14:22:00 -
[56]
What about pods and shuttles?
I was solocamping the highsec side of a dead end gate from lowsec into highsec (trying to catch red flashies going into empire) in an interceptor with over 3k scan res (.8s lock on a pod) and never caught a single a frigate, shuttle, or pod before it was in warp. A couple of times I control+clicked ten or 15 times before they went invulnerable due to warp and still never got a lock. - Support DISBANDING the Alliance CCP Renamed at the Alliance's Request |

attitude man
Viper Squad
|
Posted - 2009.04.02 14:24:00 -
[57]
how about caps and super caps??
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The Snowman
Gallente Wurmz.
|
Posted - 2009.04.02 14:24:00 -
[58]
Originally by: RedSplat
Following the latest patch there has been a significant increase in week old frigates, presumably 'boxxies' if you like that term. They seem to be after BS rats.
It doesnt take long for a boxie to get into a cruiser, several friends of mine had started the trial and they are in cruisers before the trial is over. So the benefits of agility buff for new players is equally true.
Originally by: RedSplat All the agility changes did was make it easier for cruisers and BC's to avoid fights. Significantly easier.
Great! Whats the problem? more newbs in low-sec, be honest, new players will make many more mistakes that have NOTHING to do with agility, they dont understand about local, or aligning, or checking sec-status, nor do they really understand the overview and lets not forget the directional scanner. Nor do they know how to judge what ships are a threat or not.
I cant beleive that solo pvp'ers are only able to kill newbs because of their inability to warp off fast... if so, then they are very poor pirates indeed.
Originally by: RedSplat Did this result in more Empire dwellers in Lowsec? Not really, the reason they live in highsec is so they dont have to take risks and the rewards to Lowsec arent significant enough to appeal to the legendary greed of highsec bears.
I disbelieve this entirly, after talking to people in FW many many players say that they ventured into low sec more. Also remember that low sec spawns BS's so YES the reward IS more appealing. The reason they didnt venture was because they could be caught on the gate so fast.
Originally by: RedSplat The 'Highsec' players in lowsec i'm seeing are all new players that dont know any better. Hell, last week i had someone that thought i was a rat.
And this is what pirates want, and rebutt's my point exactly.
With the influx of new players into low-sec I really am suprised to hear pirates crying about agility, I really am, but not nearly as suprised as I am to hear an actuall CCP Dev wanting to encourage solo play. Maybe someone should show him the meaning of MMO. |

Cpt Cosmic
|
Posted - 2009.04.02 14:27:00 -
[59]
Edited by: Cpt Cosmic on 02/04/2009 14:27:23 1. welcome back MWD cycle trick, makes agility on heavy plated/big ships nonrelevant 2. welcome back assault ships that align like cruiser 3. welcome back slower acceleration, epic fun with blaster boats incoming :>
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Beardponderer
Malevolent Evolution The Church.
|
Posted - 2009.04.02 14:31:00 -
[60]
What a load of █▀█ █▀▀ █▌█ ▀█▀ █▀▀ █▀▀ █▀▀ █▐█ ░█░ ▀▀█ ▀░░ ▀▀▀ ▀░▀ ▀▀▀ ▀▀▀
Looks good  ----------------------------------------------
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Sidus Isaacs
Gallente
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Posted - 2009.04.02 14:46:00 -
[61]
Intersting.
I find that on Tq currently it is not briken unless for any toher ships then T1. T1 rifter for instance with two nanoes warp very fast, but then again it is supposed to be a very fast ship.
But for other classes the current agility seems fine imo.
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Polinus
Caldari State War Academy
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Posted - 2009.04.02 15:00:00 -
[62]
Originally by: Caldari Citizen4714 What about pods and shuttles?
I was solocamping the highsec side of a dead end gate from lowsec into highsec (trying to catch red flashies going into empire) in an interceptor with over 3k scan res (.8s lock on a pod) and never caught a single a frigate, shuttle, or pod before it was in warp. A couple of times I control+clicked ten or 15 times before they went invulnerable due to warp and still never got a lock.
You are not supposed to catch pods and shuttles without a bubble. That is quite on purpose.
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Gneeznow
North Eastern Swat Pandemic Legion
|
Posted - 2009.04.02 15:05:00 -
[63]
Glad to see this, it will help soloing a great deal, for the last few months it was very frustrating watching ships the same class as myself get away because of lock time, even flying a sensor boosted ishtar cruisers were warping out before I could get a point, its a shame that its taken CCP this long to fix this tbh
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Polinus
Caldari State War Academy
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Posted - 2009.04.02 15:07:00 -
[64]
The major problems that arise is that MWD trick will again set in stone the warp speed for all big ships. Typhoon shield tanker or abaddon with 7 plates? both warp out in same time...
Also makes a tiny bit harder to avoid titans again.
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Roemy Schneider
BINFORD
|
Posted - 2009.04.02 15:07:00 -
[65]
Originally by: CCP Nozh Unfortunately it's not that simple. The acceleration formula is based on mass and the agility modifier. Changing the warp speed threshold changes the balance between the classes drastically.
quoting misinformation: only 1/3 sentences is correct
http://wiki.eveonline.com/wiki/Acceleration
time is linear to mass, time is linear to agility
the balance between classes? shifts linear with it
if you want to bring in the arctanhyp of the locking time equation, i'm prepared for it
now raise the threshold - putting the gist back into logistics |

el caido
School of Applied Knowledge
|
Posted - 2009.04.02 15:09:00 -
[66]
Edited by: el caido on 02/04/2009 15:09:38
Even though I don't fly Minr*tard, I was not a fan of the drastic 'nano nerf' for various reasons. One reason being the extreme agility buff for various ships, so I am happy to see this tweaked a tad. 
But I agree with others in this thread that some attention must be paid to close-range battleships (and perhaps some BCs) in the future ... trying to fly a blaster mega since QR has been a painful experience.
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Raimo
Gallente Wrath of Fenris
|
Posted - 2009.04.02 15:12:00 -
[67]
Edited by: Raimo on 02/04/2009 15:14:48
I love that this is being adressed but I too am worried about the blasterboats getting even more shafted, also I don't like the idea of making combat feel even slower... (Bring nano and superspeed ceptors back tbh, it was so much more fun to go zooom)
The time-to-warp idea thus has merit instead this agility change IMO. It cannot be that hard! ;)
Oh, I cannot wait to seee the blaster thread tbh!
(But the issues with blasters are somewhat connected to this, though currently the MWD/Web/scram changes are hurting small and medium blasters as well) ---
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Dav Varan
|
Posted - 2009.04.02 15:31:00 -
[68]
Couldnt you keep the agility changes if you modified the % of max impulse speed required to warp say from 75% to 85% or whatever works ? |
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CCP Nozh
C C P

|
Posted - 2009.04.02 15:47:00 -
[69]
Originally by: Roemy Schneider Edited by: Roemy Schneider on 02/04/2009 15:07:59
Originally by: CCP Nozh Unfortunately it's not that simple. The acceleration formula is based on mass and the agility modifier. Changing the warp speed threshold changes the balance between the classes drastically.
quoting misinformation: only 1/3 sentences is correct
http://wiki.eveonline.com/wiki/Acceleration
time is linear to mass, time is linear to agility
the balance between classes? shifts linear with it
if you want to bring in the arctanhyp of the locking time equation, i'm prepared for it
now raise the threshold
E:url'ed
You're actually correct. Didn't know about that page...
I'm using
-ln(0.25)* mass * agility / 10^6
However simply changing the warp speed threshold doesn't allow me to balance the warp time between classes, like I'm doing by using different agility modifiers.
Some more tweaks:
Stealthbombers: 0.7 (now not using the same as frigates) Assault Frigates: 0.8 (giving them a bit more agility) Battlecruisers: 0.8 Battleships: 0.75 Cruisers: 0.95
Nozh Game Designer CCP Games |
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5pinDizzy
|
Posted - 2009.04.02 15:57:00 -
[70]
Changes seem decent but...
Is it me, or does cloak stay on for too long?
It should be coming off as soon as you click to move but it seems to be around a good 3-4 seconds after which is a lifetime when concerning warping of small ships.
I was trying it with a maller, spun right around accelerated to about 90% speed before it started to graphically decloak.
That's a generous amount of 'target invulnerable' time for a mechanic that's only supposed to protect someone if they're lagging and their client has updated the session change properly yet.
if you disagree with me then you should probably post a response and stop reading my signature. |

Kagura Nikon
Minmatar M. Corp
|
Posted - 2009.04.02 16:02:00 -
[71]
Originally by: 5pinDizzy Changes seem decent but...
Is it me, or does cloak stay on for too long?
It should be coming off as soon as you click to move but it seems to be around a good 3-4 seconds after which is a lifetime when concerning warping of small ships.
I was trying it with a maller, spun right around accelerated to about 90% speed before it started to graphically decloak.
That's a generous amount of 'target invulnerable' time for a mechanic that's only supposed to protect someone if they're lagging and their client has updated the session change properly yet.
Think a good ammount of that is pure latency. You click warp.. 1 secodn later (considerign a heavy situation) the server gets the command, compute the needed stufff, decides who wil receive the info on the new ship appearing. Somethign on the milliseccond range. Then sends to each of the observers. Those receive it 1 second later. Now you see him. You click lock... 1 secodn later the server receives that.. and discover that the target has already warped.... ------------------------------------------------- If brute force doesn't solve your problem... you are not using enough
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5pinDizzy
|
Posted - 2009.04.02 16:20:00 -
[72]
Yeah, but I'm talking about a ship I'm piloting myself.
if you disagree with me then you should probably post a response and stop reading my signature. |

ArkulA
Cardshark Influence
|
Posted - 2009.04.02 16:29:00 -
[73]
Frigates: 1.0 Destroyers: 0.85 Cruisers: 0.9 Battlecruisers: 0.85 Battleships: 0.8
why 0.85 for destroyer? i think it's more logic to put this value at 0.95 (5% more agility than smaller class, and it will be more linear)
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BlackHorizon
Raype Inc.
|
Posted - 2009.04.02 17:10:00 -
[74]
Edited by: BlackHorizon on 02/04/2009 17:15:02 Nozh, overall I support you on this, but the class values like "0.9" you suggest are too arbitrary and ignore the in-class variations. Certain frigates will be slower than some cruisers, for example.
I would suggest you listen to one of the previous posters and simply increase the warp time on ships independent of mass and agility, or wait until such a mechanic can be implemented/coded. If you can't do this, at least come up with a formula based sig radius or ratios of some ship attributes rather than arbitrarily pulling out "0.x" multipliers.
Furthermore, blaster ships are still too slow. For example certain minmatar cruisers with even 1600mm plates are more agile/faster than unplated gallente or amarr cruisers.
|

Clone 1
Laughing Leprechauns Corporation
|
Posted - 2009.04.02 17:19:00 -
[75]
Originally by: CCP Nozh
Actually, the agility was preventing solo pvp as targets were able to warp out before getting scrambled.
Yep, glad you are looking at it. A sensor boosted BS couldnt catch a bs before it warped, or a double sensor boosted cruiser couldnt catch a cruiser. It was stupid.
Combine that with the delay between target decloaking after jumping, and me seeing the target decloak it just got too annoying. -------------------------------------------------- The Angels Have the Phone Box |

Clone 1
Laughing Leprechauns Corporation
|
Posted - 2009.04.02 17:22:00 -
[76]
Originally by: Kagura Nikon
Originally by: 5pinDizzy Changes seem decent but...
Is it me, or does cloak stay on for too long?
It should be coming off as soon as you click to move but it seems to be around a good 3-4 seconds after which is a lifetime when concerning warping of small ships.
I was trying it with a maller, spun right around accelerated to about 90% speed before it started to graphically decloak.
That's a generous amount of 'target invulnerable' time for a mechanic that's only supposed to protect someone if they're lagging and their client has updated the session change properly yet.
Think a good ammount of that is pure latency. You click warp.. 1 secodn later (considerign a heavy situation) the server gets the command, compute the needed stufff, decides who wil receive the info on the new ship appearing. Somethign on the milliseccond range. Then sends to each of the observers. Those receive it 1 second later. Now you see him. You click lock... 1 secodn later the server receives that.. and discover that the target has already warped....
It's only gotten this bad in the last year or so. That decloaking delay (and invulernability after warp in) are far in excess of what they were 1 year ago. -------------------------------------------------- The Angels Have the Phone Box |

Ephemeron
North Eastern Swat Pandemic Legion
|
Posted - 2009.04.02 17:43:00 -
[77]
Originally by: Polinus The boost to agility had a HUGE bennefit. They allowed fleets to warp of when titans were seen in field more easily.
Now you reduce them again. And that just move the whole game again to the EVERYONE warp out always in 10 seconds regardless of speed because of the MWD cycle trick.
Not a good change CCP. This just makes agility irrelevant again.
Why are you complaining about lost ability to warp out quickly, when you yourself pointed out the MWD trick? you are concerned that the extra effort of activating MWD and deactivating it makes the game too hard?
I don't see a problem aside from pure lack of skill or laziness. And game balance shouldn't be centered around those
The whole Great Speed Nerf was a horrible mistake, now the devs finally undo some of the damage done. How can that be a bad change? This is good.
|

Ephemeron
North Eastern Swat Pandemic Legion
|
Posted - 2009.04.02 17:54:00 -
[78]
Quote: It's only gotten this bad in the last year or so. That decloaking delay (and invulernability after warp in) are far in excess of what they were 1 year ago.
I notice something along those lines.
I also notice that bumping causes desynchs more often, especially at asteroid belts.
It seems like the server and client are usually desynched by 1-2 seconds. This may result in some of the strange side effects you see on warp ons, lock failures, and mod activation/deactivation
EVE designed in such a way as to make 1-2 second desynch hardly noticeable. It's not a twitch game, if it was anything like FPS game, you'd notice this desynch very badly. Still, it creates strange behavior sometimes
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5pinDizzy
|
Posted - 2009.04.02 18:10:00 -
[79]
Originally by: CCP Nozh
Stealthbombers: 0.7 (now not using the same as frigates) Assault Frigates: 0.8 (giving them a bit more agility) Battlecruisers: 0.8 Battleships: 0.75 Cruisers: 0.95
This is much better then what you started out with.
Cruiser class is a big grey area and may well need splitting up too like you've done with frigates, but still looking good.
5pindizzy approved! 
if you disagree with me then you should probably post a response and stop reading my signature. |

Davor
Merch Industrial GoonSwarm
|
Posted - 2009.04.02 18:28:00 -
[80]
Just make all ships lock a little faster then, why is this such a difficult concept?
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AZN Steve
|
Posted - 2009.04.02 18:30:00 -
[81]
Am I going to have to WTS vagabond now ?
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Letifer Deus
181st Legion W A S T E L A N D
|
Posted - 2009.04.02 18:42:00 -
[82]
Edited by: Letifer Deus on 02/04/2009 18:44:42 Your updated tweaks are far better than what you put in the OP. Gonna get on SISI later today and test. =) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Brought to you by the letter ARRR!" |

Polinus
Caldari State War Academy
|
Posted - 2009.04.02 19:07:00 -
[83]
Originally by: Ephemeron
Originally by: Polinus The boost to agility had a HUGE bennefit. They allowed fleets to warp of when titans were seen in field more easily.
Now you reduce them again. And that just move the whole game again to the EVERYONE warp out always in 10 seconds regardless of speed because of the MWD cycle trick.
Not a good change CCP. This just makes agility irrelevant again.
Why are you complaining about lost ability to warp out quickly, when you yourself pointed out the MWD trick? you are concerned that the extra effort of activating MWD and deactivating it makes the game too hard?
I don't see a problem aside from pure lack of skill or laziness. And game balance shouldn't be centered around those
The whole Great Speed Nerf was a horrible mistake, now the devs finally undo some of the damage done. How can that be a bad change? This is good.
Because the normal warp out involve 1 command. MWD trick warpout involves 3 commands.That means lag and module activation failure have 3 tiems more chance to Frack you.
Also the MWD makes all BS equal nad makes the minmatar agility advatnage WORTHLESS
|

Ephemeron
North Eastern Swat Pandemic Legion
|
Posted - 2009.04.02 19:11:00 -
[84]
Originally by: Davor Just make all ships lock a little faster then, why is this such a difficult concept?
Because lock times are already small enough that lag plays much stronger role than your scan res
In EVE, there's about half a second delay for a ship to appear on overview - from the time it actually starts warping. Then you got another half a second module activation lag. Then you got another 200-400 ms lag just between server and client.
In total you lose about 1 - 1.5 seconds. When lock times and warp times are measured in less than 10 seconds, that lag effect becomes too strong. CCP can't solve that lag, so instead we just go back to the way EVE was for 5 years - with slower warp times. This is no radical idea, this is the way the game was since begining, and only the recent crazy balancing action has upset status quo
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Ephemeron
North Eastern Swat Pandemic Legion
|
Posted - 2009.04.02 19:27:00 -
[85]
Originally by: Polinus Because the normal warp out involve 1 command. MWD trick warpout involves 3 commands.That means lag and module activation failure have 3 tiems more chance to Frack you.
Also the MWD makes all BS equal nad makes the minmatar agility advatnage WORTHLESS
Yes, that is pure laziness, and reduction of player skill value
If you don't want to bother with MWD, you can fit 2x inertia mods/rigs, you'd warp even better than now.
The options are there, just need to figure out what you want to achieve and how to do it.
If titan DDD pose a serious problem to overall game balance, you start a thread specifically about titan DDD and make your case.
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The Djego
Minmatar merovinger inc
|
Posted - 2009.04.02 20:37:00 -
[86]
Originally by: Gneeznow Glad to see this, it will help soloing a great deal, for the last few months it was very frustrating watching ships the same class as myself get away because of lock time, even flying a sensor boosted ishtar cruisers were warping out before I could get a point, its a shame that its taken CCP this long to fix this tbh
I will agree here.
Well yes it hurts Blaster Ships, again.  On the other hand a Blaster ship is useless for solo PVP when you see this nice Ravens warping of again and again and you are unable to put a point on them. If people talk about this change make EvE more Blob frindly well a Blob will bring a Ceptor, Frig, Hic with some Sensor Boosters for tackling and it will allways tackle better than the solo Ship. If you are able to not get tackeled by a blob you will have exactly zero chance of tackling and killing something that don¦t want to fight you solo. 
Since we are at fixing multiple issues atm(finaly ECM and don¦t forget to boost ECCM to) can we get medium/large Blaster Ships revistited for solo pvp? Outside of yay RR Gang or yay ECM Drones you can¦t shoot back they perfome actualy kind of poor atm because they lost most of ther advantages with the 60% web.  ---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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Cyno Hoar
|
Posted - 2009.04.02 20:41:00 -
[87]
How about instead of tinkering with each class of ship on an individual basis you just increase lock speeds/reduce lock times?
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Pboyt
|
Posted - 2009.04.02 20:43:00 -
[88]
I like the idea of every ship having a 'warp time' seperate attribute.
It would be independent of max veolicty, percentage velocity required for warp, agility or mass. Just a simple 'timer'.
Is it too hard to add timers for ship warping?
Then ships could be fixed so that their agilities, velocities and masses match the style for the class that they are in and this will be much better for combat.
|

Frogman Henry
Republic Military School
|
Posted - 2009.04.02 20:48:00 -
[89]
CCP Nozh, it is good you want to make major changes to the game mechanics when you have absolutely no idea how they work.
"...going to fix blah blah blah..." when you are completely wrong about how the game calculates it, yet you still do not change your basic incorrect assumptions when you are called on being a know nothing.
Great job, as usual, keep up the good work. |

Gekkoh
Caldari Rule of Five The Junta
|
Posted - 2009.04.02 21:16:00 -
[90]
I HATE gate camping. It's one of the worst aspects of Eve, in my opinion. It sucks if you're just trying to get somewhere, and it sucks for those who are forced to sit at a gate in order to find some PvP. I won't even go into the fact that HICs are vastly overpowered to come across while traveling.
Instead of forcing more of it on us, can't you think of a better design concept than enforcing "chokepoints in space" on us?
Also, I have to echo the comments about the new agility making the game seem faster. It was more fun to fly an agile ship, period. And now you're taking that away to appease gate campers and pirates who aren't able to achieve the element of surprise.
Sometimes I wonder if you guys actually have a coherent vision of where you want to take Eve, or an idea of what most of your subscribers actually do from day to day, because some of these changes appear to be randomly pulled out of a hat and/or directed to make a small minority happy.
|

BlackHorizon
Raype Inc.
|
Posted - 2009.04.02 21:28:00 -
[91]
Edited by: BlackHorizon on 02/04/2009 21:29:37 For those of you suggesting just increasing scan resolution on all ships, consider that these would have unintended consequences on the effectiveness of modules such sensor dampeners, warp core stabilizers and cloaks.
Increasing warp time is a better solution, but it must be done correctly and not arbitrarily.
|

StinkRay
|
Posted - 2009.04.02 21:41:00 -
[92]
Edited by: StinkRay on 02/04/2009 21:46:13 what I don't get is why there can't be a separate align time modifier?
If the problem lies with the align times then it's align time that you need to look at directly, and not indirectly through agility which affects a number of other things. Why make it over complicated?
If the reason is players should be able to influence their align time by increasing their agility... Sure.. But why not just instead make those mods/fits whatnot affect align time as well?

Please resize sig to a maximum of 400 x 120 and filesize no greater than 24000 bytes - Mitnal |

Raimo
Gallente Wrath of Fenris
|
Posted - 2009.04.02 21:54:00 -
[93]
Originally by: BlackHorizon
I would suggest you listen to one of the previous posters and simply increase the warp time on ships independent of mass and agility, or wait until such a mechanic can be implemented/coded. If you don't have the resources to do this, please come up with a formula based on ship attributes such as sig radius instead of puling out of a hat class agility modifiers like "0.95".
The more I think about it the more I feel this is correct. The ship agilities should not be touched, they are perfect in combat now. (albeit boringly slow after the speed nerf but them's the breaks) IMO you need to be able to increase the warp time without increasing agilities. |

Dr Resheph
Amarr YOU ARE NOW READING THIS LOUDLY
|
Posted - 2009.04.02 22:10:00 -
[94]
BC agility values are definitely too high on TQ today. 10% nerf seems fine.
25% nerf on cruisers (5% less from old values) though is gonna be felt on HACs. Can't say whether its bad or good atm.
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Galdornae
Gunship Diplomacy
|
Posted - 2009.04.02 22:29:00 -
[95]
Originally by: CCP Nozh
Originally by: Nichola Kreed damn it, another change that nerf solo and boost blob.
Actually, the agility was preventing solo pvp as targets were able to warp out before getting scrambled.
WRONG Most ships are going to have no problem burning back to the gate when caught by a solo ship with fast enough lock time to catch them.
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Ephemeron
North Eastern Swat Pandemic Legion
|
Posted - 2009.04.02 23:01:00 -
[96]
Originally by: Gekkoh I HATE gate camping. It's one of the worst aspects of Eve, in my opinion. It sucks if you're just trying to get somewhere, and it sucks for those who are forced to sit at a gate in order to find some PvP. I won't even go into the fact that HICs are vastly overpowered to come across while traveling.
Instead of forcing more of it on us, can't you think of a better design concept than enforcing "chokepoints in space" on us?
Also, I have to echo the comments about the new agility making the game seem faster. It was more fun to fly an agile ship, period. And now you're taking that away to appease gate campers and pirates who aren't able to achieve the element of surprise.
Sometimes I wonder if you guys actually have a coherent vision of where you want to take Eve, or an idea of what most of your subscribers actually do from day to day, because some of these changes appear to be randomly pulled out of a hat and/or directed to make a small minority happy.
I tend to criticize CCP decision making pretty bad. But this is definitely undeserved.
I don't want to derail this thread any more by trying to get thru your head how how wrong your entire of understanding of game theory is.
But I will say that I wish carebears like you were taken out and podded, repeatedly, until you quit the game or get smart
|

Ephemeron
North Eastern Swat Pandemic Legion
|
Posted - 2009.04.02 23:04:00 -
[97]
Originally by: Galdornae
Originally by: CCP Nozh
Originally by: Nichola Kreed damn it, another change that nerf solo and boost blob.
Actually, the agility was preventing solo pvp as targets were able to warp out before getting scrambled.
WRONG Most ships are going to have no problem burning back to the gate when caught by a solo ship with fast enough lock time to catch them.
As a guy who scored at least 300 solo kills, I can say with certainty that restoring agility setting to pre-speed nerf setting will help solo and small scale pvp.
The people who burn back to the gate would do so less successfully than they do now, as it would take them longer to accelerate.
|

burek
Mercenary Forces
|
Posted - 2009.04.02 23:11:00 -
[98]
I don't see how anyone can view this as a solo nerf. It is a restoration of some grace to solo players that fly cruiser to BS hulls.
As a guy who was solo often and in tiny gangs (2-3) the silly agility change absolutely ruined PvP. When you can't lock same size targets (or bigger even), something is wrong. Maybe I'll actually log in to play instead of just change skills if CCP introduce this. |

Thenoran
Caldari Tranquility Industries
|
Posted - 2009.04.02 23:19:00 -
[99]
Originally by: CCP Nozh
Originally by: Alex Medvedov
Originally by: CCP Nozh
The main problem after the initial speed changes were cruiser/frigate sized ships, battleships don't need that much of a change.
Dont take me wrong but arent Frigates supposed to be hard to catch? Whats the point of flying Frigates if they get their agility close to cruiser sized ships. I mean one of the most positive QR feature was in my opinion great agility buff to Assault Ships which improved their align times be in line with other frigs (not with Cruisers as it used to be) and i certainly dont think that the pre QR situation was better..
Assault ships / Frigates will still have the same agility ratio. The changes to assault ships were done prior to the original agility changes.
What about Stealth Bombers? In the SB thread, is it mentioned they get an agility boost, but will that be nullified by the 0.7 change or all T1/T2 frigates spared from agility reduction? ------------------------ Low-sec is like sailing along the coast of Somalia...
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5pinDizzy
|
Posted - 2009.04.02 23:25:00 -
[100]
Why are people whining now when the original agility nerf was large, sweeping and in the extreme?
The changes Nozh's looking at reigns it back into some common sense and makes lowsec a bit more playable again.
Yet some of you are sounding like it's going to destroy Eve etc and we're messing with unknown evil forces!
These changes can't come soon enough, has been killing the joy out of some aspects of lowsec fighting.
if you disagree with me then you should probably post a response and stop reading my signature. |

SecHaul
|
Posted - 2009.04.02 23:36:00 -
[101]
Until CCP fix the MWD / Cloak / warp trick, which makes even battleships invulnerable to landing points, I don't see the point of tweaking align times. Let's be honest, those that want to avoid getting pointed still can.
Including several above that brag about solo kills and how this will assist them in catching targets. Fix both elements please.
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Ephemeron
North Eastern Swat Pandemic Legion
|
Posted - 2009.04.02 23:48:00 -
[102]
Originally by: SecHaul Until CCP fix the MWD / Cloak / warp trick, which makes even battleships invulnerable to landing points, I don't see the point of tweaking align times. Let's be honest, those that want to avoid getting pointed still can.
Including several above that brag about solo kills and how this will assist them in catching targets. Fix both elements please.
MWD+cloak+warp trick is essential in allowing small scale pvp to exist for larger sized ships - such as battleships. Without it, there would be only 2 successful strategies: either bring a big blob, or wait at SS/POS until enemy leaves.
What what you rather have, a small chance to decloak and scramble someone in 10 seconds, or no chance at all because the enemy is sitting at SS? Not to mention that dictors and bubbles almost completely nullify this trick.
And frankly, this issue has nothing to do with current tweaks in agility. If you want to discuss it, start your own thread
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Aftenbar
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Posted - 2009.04.03 00:37:00 -
[103]
Hurrah. I am glad I didn't put the trimarks on the triple sensor boosting broadsword I had dreamed up to try to catch t1 cruisers while trying to gate camp......
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Rawr Cristina
Caldari Naqam Exalted.
|
Posted - 2009.04.03 00:45:00 -
[104]
Good changes on the whole. I'm hearing a lot of people whining about how it's death to solo pvp but I've no idea where that comes from. At the moment it's virtually impossible for a Cruiser to point another Cruiser before it enters warp which makes solo impossible. You need a dedicated tackler to catch things.
HACs will still easily be able to burn back to gates 99% of the time.
- Contagious - |

5pinDizzy
|
Posted - 2009.04.03 01:29:00 -
[105]
Originally by: Rawr Cristina Good changes on the whole. I'm hearing a lot of people whining about how it's death to solo pvp but I've no idea where that comes from. At the moment it's virtually impossible for a Cruiser to point another Cruiser before it enters warp which makes solo impossible. You need a dedicated tackler to catch things.
HACs will still easily be able to burn back to gates 99% of the time.
Oh please Cristina, shut up will you.
I'm either sick of seeing you articulate so smoothly what I sometimes see as a muddle in the back of my mind or sick of seeing you being entertaining and funny.
I don't like the fact I like you so much, its just weird and wrong.
Half my brain wants to make a forum signature dedicated to you and the other half is saying ARRRGH SHUTTUP.
P.S I read all your posts.
<3 <3 <3
if you disagree with me then you should probably post a response and stop reading my signature. |

prefectro
Minmatar Amok. Minor Threat.
|
Posted - 2009.04.03 02:20:00 -
[106]
Edited by: prefectro on 03/04/2009 02:24:24 As a person who's entire eve life is centered around small gang PVP...
I can see this as a buff to low sec solo pvp, but not 0.0 where you have to deal with bubbles and fast locking inties. I barely make it back to the gate now in a vaga versus a medium sized gang (filled with sniper hacs). You nerf the agility and I don't know how on earth I am supposed to solo or roam in a small gang (2-3) if I will die as soon as I hit the first medium sized gang.
Is it possible to have a fix that helps locking for low sec pvp'ers while still giving the solo / small gang players in 0.0 the ability to roam and have a chance against blobs?
Also want to say I love this new way that CCP is introducing changes. We not only get to respond to ideas, but to see the original post updated due to player responses is heart warming.
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SecHaul
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Posted - 2009.04.03 02:34:00 -
[107]
Originally by: Ephemeron And frankly, this issue has nothing to do with current tweaks in agility. If you want to discuss it, start your own thread
Then you are deluded. The whole issue of this thread and rebalancing is that you cannot catch ships of the equivalent size before they warp off. Align / MWD / Cloak / Insta-warp prevents interceptors from catching battleships, it's 100% directly related.
And cloak is not essential to small scale PvP, any more than logoff / logon games are. If you fix agility, all that will happen is 'solo' battleships fit a cloak and completely bypass the rebalancing anyway. Hence the reason behind 'small' gang warfare with frigs -> HACs.
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Letifer Deus
181st Legion W A S T E L A N D
|
Posted - 2009.04.03 02:45:00 -
[108]
Originally by: SecHaul If you fix agility, all that will happen is 'solo' battleships fit a cloak and completely bypass the rebalancing anyway.
Yes, you're right. Because using a high, 60 cpu loss and losing 40% of your scan res leads to a great solo BS.  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Brought to you by the letter ARRR!" |

Noisrevbus
Caldari Breams Gone Wild
|
Posted - 2009.04.03 02:54:00 -
[109]
Edited by: Noisrevbus on 03/04/2009 02:56:35
Originally by: CCP Nozh It became too hard to target lock ships before they aligned and warped off. We've done some tweaks to agility, reverting smaller ships back to their original form and reducing the agility boost on larger ships.
I'd like to see more of a discussion on that issue, rather than just tweaking and discussion of numbers.
Did it really?
Personally, i don't experience the ease of warping out - because i (we) catch people reasonably well on live (in 00 and lowsec). Sure, i have heard people complain about it from time to time, but that is just common disappointment when someone gets out (and rarely based on any situation when tackle have been conducted flawless). I hope that with reverting the agility, other balance issues are also taken into consideration - such as how ships with a high resolution or modules like remote sensor boosters, benefit from the current conditions.
Ships specialized into initial tackle within a gang, and group-support modules such as electronic remotes (despite their impopularity) make the game richer. Don't forget about them when you consider reverting the agility. Is it really too hard to land a tackle? or are people just being comfortable, ignoring the tools at hand, and eager to see better performance on ships with omni-setups? All honour to solo pilots and small wolfpack gangs, but i hope group dynamics is not set aside in favour of conserving those ideals in an MMO (i consider remote sensor boosters a far more interesting topic than the difficulty of landing a tackle in lowsec with just a HAC and a point).
I'd like to read a bit more about the motivation and objectives behind these changes. That would also help with target values when testing.
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Shinma Apollo
Shut Up And Play
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Posted - 2009.04.03 03:00:00 -
[110]
I'm in agreement with the initial purpose of the changes, and have voiced the need, but I think in some cases it should really be scrutinized before it goes live. cruiser v cruiser combat being possible? hell yes. But one of the problems is it does hinder solo play because players don't have the ability to disengage as easily given how much faster frigs' base speed is compared to cruisers. Maybe one way would be to nudge up the base speed of cruisers a slight bit.
Originally by: Shinma Apollo
Originally by: CCP Mitnal
Hey Mitnal, did I give the best excuse ever for a z0r chain when you gave me my last ban?
Let's not go near moderation discussion.
However, if t
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Ephemeron
North Eastern Swat Pandemic Legion
|
Posted - 2009.04.03 04:10:00 -
[111]
Originally by: Shinma Apollo I'm in agreement with the initial purpose of the changes, and have voiced the need, but I think in some cases it should really be scrutinized before it goes live. cruiser v cruiser combat being possible? hell yes. But one of the problems is it does hinder solo play because players don't have the ability to disengage as easily given how much faster frigs' base speed is compared to cruisers. Maybe one way would be to nudge up the base speed of cruisers a slight bit.
Another way to address this concern is to completely reverse all the changes in Great Speed Nerf
We had a working model, a good model that offered many opportunities and needed just slight tweaking for balance. But they trashed it
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Ephemeron
North Eastern Swat Pandemic Legion
|
Posted - 2009.04.03 04:17:00 -
[112]
Originally by: Noisrevbus Did it really?
Personally, i don't experience the ease of warping out..
It did, my personal experience shows more people getting away, cruiser sized and battleship sized targets (frigs always get away even before this change).
I usually fly a combination of Stiletto for tackle, and a battleship for tank and gank. So I exerience pvp from both small tackler perspective and heavy hitter perspective
The agility change wasn't severe, it didn't totally ruin pvp - of course. We are talking about small effects here. But the point is that the effect, however small, was a negative one. We want a positive effect, just a small one. And that is being accomplished by the current agility tweaks.
It's really a no brainer to understand that if people are unable to tackle targets of their own ship sized - things they have a chance at killing, because of increased enemy agility, then you will have less pvp among those people - who don't fly big gank squads.
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McDaddy Pimp
Brutor tribe
|
Posted - 2009.04.03 04:20:00 -
[113]
Edited by: McDaddy Pimp on 03/04/2009 04:20:28 \o/ yay! Finally, something nice from CPP!. I don't really see whats all the whining about.. isn't CCP Nozh changing the agility back to pre-QR? Didn't heard ppl whining about their agility before that.. IMO, people whining about this agilty boost = carebares who only want consensual pvp I must admit though, i have no idea about maths/formula for warp time etc. But anything that make it easier to catch ships just encourage more pew pew, which is good no?
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Vaal Erit
Science and Trade Institute
|
Posted - 2009.04.03 04:22:00 -
[114]
Originally by: Noisrevbus
I'd like to see more of a discussion on that issue, rather than just tweaking and discussion of numbers.
400+ replies Better start reading, noob.
Originally by: CCP Whisper So you're going to have to do some actual thinking with regards to hull components and their capabilities instead of copying some cookie-cutter setup. Cry some more.
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Rawr Cristina
Caldari Naqam Exalted.
|
Posted - 2009.04.03 04:39:00 -
[115]
Originally by: 5pinDizzy
Half my brain wants to make a forum signature dedicated to you and the other half is saying ARRRGH SHUTTUP.
P.S I read all your posts.
Umm thanks... I think... 
- Contagious - |

prefectro
Minmatar Amok. Minor Threat.
|
Posted - 2009.04.03 05:26:00 -
[116]
They did go a little too far with the speed nerf. If the agility reduction was coupled with an equal increase in speed then I think that would solve a lot of issues. You can still target ships warping from a gate, but give ships that little extra speed to get away from blobs and burn back to the gate.
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Carnelian X
|
Posted - 2009.04.03 06:12:00 -
[117]
Originally by: Cpt Cosmic
1. welcome back MWD cycle trick, makes agility on heavy plated/big ships nonrelevant
It never left.
Please Noaz - whilst agility changes are nice, can you look into the MWD cloak trick.
Agility is irrelevant - totally and utterly when I can cloak/mwd one of the biggest ships in the game (battleship) past the fastest tacklers in the game (sensor boosted inty) at will.
If you dont understand wht the mwd/cloak is I will be pleased to detail it for you
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Major Deviant
|
Posted - 2009.04.03 06:54:00 -
[118]
Originally by: CCP Nozh
Originally by: Alex Medvedov
Originally by: CCP Nozh
The main problem after the initial speed changes were cruiser/frigate sized ships, battleships don't need that much of a change.
Dont take me wrong but arent Frigates supposed to be hard to catch? Whats the point of flying Frigates if they get their agility close to cruiser sized ships. I mean one of the most positive QR feature was in my opinion great agility buff to Assault Ships which improved their align times be in line with other frigs (not with Cruisers as it used to be) and i certainly dont think that the pre QR situation was better..
Assault ships / Frigates will still have the same agility ratio. The changes to assault ships were done prior to the original agility changes.
I am a little bit confused. Is frigate agility being changed? The first post is misleading:
Original Agility Change:
All ships * 0.7
Changes running on Singularity now (based of values pre-boost): ???
Frigates * 1.0 -> Does this mean that they remain as they are on TQ? Destroyers * 0.85 Cruisers * 0.9 Battle Cruisers * 0.9 Battle Ships * 0.9
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Raimo
Gallente Wrath of Fenris
|
Posted - 2009.04.03 07:38:00 -
[119]
Edited by: Raimo on 03/04/2009 07:43:02
Originally by: McDaddy Pimp
I don't really see whats all the whining about.. isn't CCP Nozh changing the agility back to pre-QR? Didn't heard ppl whining about their agility before that..
Pre-QR agilities were coupled with *significantly* better attainable top speeds (nano) so the situation with the proposed changes is vastly different...
Actually, there's a thought!
Originally by: prefectro They did go a little too far with the speed nerf. If the agility reduction was coupled with an equal increase in speed then I think that would solve a lot of issues. You can still target ships warping from a gate, but give ships that little extra speed to get away from blobs and burn back to the gate.
Indeed, how about doing the agility reduction like outlined in this thread but at the same time scaling max speeds up by the same percentage?
Also I'll go on an OT tangent but TBH I would love to see some of the nano nerf changes reversed, let us again attain more speed by clever fitting and pimping! Just make it much less efficient than it was pre-QR. Or how about reversing the web and scrams shutting down mwds change and instead give ABs a resistance against webs so that a webbed AB boat is faster than a webbed MWD boat?
Something that still gives a nich for AB fits but reverses the currently idiotic Scrams. Let solo close range pilots fit 24km points again and actually catch stuff, make solo tackling work again! (Needs the tackling/ agility/ time-to-warp changes discussed here to work ofc)
Hmm. Or keep the new webs (tho give Minnie Recons and EAS a slight Web strength role bonus ffs... No, I don't fly them personally) but create a new module that has both a 24km point and the scram MWD effect under 9k, but with only one point and significantly increased fitting requirements and/ or cap use? *That* would make solo med/ small blaster and AC boats shine again... And actually help large blaster pilots as well.
Well sorry for the OT, I can dream can't I. :P ---
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Yakov Draken
Minmatar Tides Of War
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Posted - 2009.04.03 08:20:00 -
[120]
Really happy you guys are addressing this as it has been a pain in the butt.
I prefered your original values - fix blaster boats as they need to be fixed not here. This is about the fundamental question of who can lock what. Locking people at gates took a battering with the agility changes and sitting watching BS's warp off from your BS is real frustrating. The changes hurt solo pvp and hurt small gang pvp.
In the past a sensor boosted BC could lock a Cruiser in time, a SB'd BS could lock a BC in time and each class could lock its' own class fast enough without a SB. Can we please go back to this.
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Raimo
Gallente Wrath of Fenris
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Posted - 2009.04.03 10:01:00 -
[121]
Edited by: Raimo on 03/04/2009 10:01:34
Originally by: Yakov Draken
In the past a sensor boosted BC could lock a Cruiser in time, a SB'd BS could lock a BC in time and each class could lock its' own class fast enough without a SB. Can we please go back to this.
OFC this is what it really boils down to, and it seems is what they're trying to accomplish. I would just prefer it if there was any other way than making ships even slower overall, taking even more fun out of *flying* an internet spaceship. (and the unneeded boost to ranged DPS again) ---
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Mohenna
|
Posted - 2009.04.03 10:02:00 -
[122]
I really can't see how people are glad to see the game slowed down.
I totally understand the point of the gatecampers; but there must be another way. For example, calculate lag in the point mechanics, use a timestamp to see when the tackler started tackling and make the warper wait for it while invulnerable: when the timestamp message arrives, the server decides if the warper managed to warp off or not.
This leaves the game as fast as now. And there are probably other solutions too. DON'T MAKE THE GAME MORE BORING!!! Also gatecampers have to dock, undock, warp around... Why do you want to make it a pain?
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Hun Jakuza
24th Imperial Guard
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Posted - 2009.04.03 11:37:00 -
[123]
Finaly. The QR agility changes ruined the PvP. A simple cruiser can't caught a cuiser at gate. A BS warped out from gate when the attacker BS not used sensor booster. Maybe new era coming.
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ShadowMaiden
Amarr Divine Radiance
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Posted - 2009.04.03 12:00:00 -
[124]
Originally by: SecHaul Let's be honest, those that want to avoid getting pointed still can.
So by that logic, the game should be changed so that no-one can avoid being pointed?
I wish I was a 3ft doll with a watering can and heterochromatic eyes |

Darwin's Market
|
Posted - 2009.04.03 12:53:00 -
[125]
Just make sensor boosters more powerful you crazies.
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Daan Sai
Polytrope
|
Posted - 2009.04.03 13:01:00 -
[126]
Originally by: CCP Nozh
Original Agility Change:
All ships * 0.7
No! That just isn't true. Megas ( and related blaster boats) got and *additional* agility boost at the last minute by the balancing team. So they were more like *0.65 or maybe even 0.6
*Please* don't lump them back in will all BS ships again or we will just have to debate over blaster boats all over again.
If BS are now going to be *0.8 then make megas about *0.7 or 0.75.
--------------------------------- Internet Submarines is Serious Business ---------------------------------
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Daan Sai
Polytrope
|
Posted - 2009.04.03 13:01:00 -
[127]
Edited by: Daan Sai on 03/04/2009 13:01:28 [Edit double post]
--------------------------------- Internet Submarines is Serious Business ---------------------------------
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SecHaul
|
Posted - 2009.04.03 13:05:00 -
[128]
Originally by: ShadowMaiden So by that logic, the game should be changed so that no-one can avoid being pointed?
It's quite easy to partly quote an answer and write a response that completely misses the point of the entire post you quoted. Since you appear to be struggling to understand the point of the thread:
1. The point of this thread, and this rebalancing, is to address the situation that ships of approximately the same size cannot target one another before the other ship cold warps off.
2. Since the post-QR issue was mostly focused upon frigate to cruiser sized hulls, CCP is rebalancing the agility numbers of those ships (with limited tweaks to larger ships)
3. The purpose of this change is to head back towards EVE being a non-consensual PvP game, i.e. if you jump blind into a system and there is an interceptor on the other side, your cruiser shouldn't be able to warp off because of the combination of game lag and quick align times.
4. Align / MWD / Cloak / insta-warp completely negates the above 3 points, since a battleship can safely enter warp before being targetted due to the same factors as above.
For everyone that is saying "yes, please fix the agility to I can solo PvP in my dominix, but please don't fix the align / MWD / cloak trick so that I can still avoid getting tackled myself" is clearly wanting to change one mechanic for their abuse, while continuing to abuse another.
And as for the comment of cloaking ruining a solo battleships lock time, try fly a Dominix and drop drones, since if you even require that lock. Or try flying around 0.0 and pop a few rats, have a look at what every single one is fitting - fitting a cloak does not provide sufficient penalties to warrant complete immunity to everything but a bubble.
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CCP Nozh
C C P

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Posted - 2009.04.03 14:32:00 -
[129]
Update - Should be on Singularity now:
Agility:
- Frigates - General - 1.0
- Frigates - Stealthbombers - 0.7 (They were aligning as fast as Battlecruisers)
- Frigates - Assault Ships - 0.8 (This brings them down to around a 4 - 4.5 second align time)
- Destroyer - General - 0.85 (Briging them a bit closer to frigates)
- Cruiser - General - 1.0
- Cruiser - HAC - 0.9
- Cruiser - HIC - 0.9
- Cruiser - Logistics - 1.0
- Cruiser - Combat Recon - 0.95
- Cruiser - Force Recon - 1.0
- Battlecruisers - 0.8
- Battleships - 0.8
Scan Resolution:
- Cruisers - General - 15% Boost
- Cruisers - HAC - 20% Boost
- Cruisers - Force Recon - 10% Boost
- Battleship - Black Ops - 10% Boost
Please check out these new values on Singularity and leave some feedback... Might be a bit inactive on the forums next week, weekend / Easter holiday. But I'll try to drop by as often as possible..
Nozh Game Designer CCP Games |
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Zamolxiss
Amarr ROMANIA Renegades Legiunea ROmana
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Posted - 2009.04.03 14:52:00 -
[130]
Looks interesting.. What about this Nozh? Quote: I'll be posting another thread today where you can voice your concerns for blaster ships. But lets focus at the problem at hand for now.
That shouldn't be delayed, a thread regarding Blasters and AC's and to some extent Artys..
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Raimo
Gallente Wrath of Fenris
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Posted - 2009.04.03 14:56:00 -
[131]
Originally by: Zamolxiss Looks interesting.. What about this Nozh? Quote: I'll be posting another thread today where you can voice your concerns for blaster ships. But lets focus at the problem at hand for now.
That shouldn't be delayed, a thread regarding Blasters and AC's and to some extent Artys..
Yes, I was waiting for the blaster thread already... ---
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ChalSto
LOCKDOWN. Force Of Evil
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Posted - 2009.04.03 15:01:00 -
[132]
Hello CCP Nozh,
how do you see the future (or the role) of blaster-ships?
How is it supposed to work? (in theory)
Do you even see a problem with blaster-ships? -If no: Go on Tranquility server...try out yourself -If yes: How do YOU (yes you, becouse YOU worked out the nano-nerf) try to fix it?
Originally by: Agmar ----------------------------------------------- "The North is so ghey that even the NPCs fly ravens." |
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CCP Nozh
C C P

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Posted - 2009.04.03 15:06:00 -
[133]
Originally by: Zamolxiss Looks interesting.. What about this Nozh? Quote: I'll be posting another thread today where you can voice your concerns for blaster ships. But lets focus at the problem at hand for now.
That shouldn't be delayed, a thread regarding Blasters and AC's and to some extent Artys..
I won't be doing a blaster thread per se, but rather a general balancing thread where players can voice their concerns on various matters. But since I'm focusing on these changes now, and a short Easter holiday is coming up I don't want to post it quite yet, as I intend to be quite active in the thread.
Nozh Game Designer CCP Games |
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isdisco3
Reaper Industries Eternal Rapture
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Posted - 2009.04.03 15:11:00 -
[134]
Edited by: isdisco3 on 03/04/2009 15:13:18 again, the agility helped solo and small-gang pvp because it allowed flexibility for them to escape when the big blob showed up.
oh, and the creation of arbitrary modifiers ("hey, let's make this one .9. oh, and this one be .8. and this should totally be .95!") strikes me as ... arbitrary.
Please resize your signature to the maximum allowed of 400 x 120 pixels with a maximum file size of 24000 bytes. Navigator
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Raimo
Gallente Wrath of Fenris
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Posted - 2009.04.03 15:17:00 -
[135]
Originally by: CCP Nozh
Originally by: Zamolxiss Looks interesting.. What about this Nozh? Quote: I'll be posting another thread today where you can voice your concerns for blaster ships. But lets focus at the problem at hand for now.
That shouldn't be delayed, a thread regarding Blasters and AC's and to some extent Artys..
I won't be doing a blaster thread per se, but rather a general balancing thread where players can voice their concerns on various matters. But since I'm focusing on these changes now, and a short Easter holiday is coming up I don't want to post it quite yet, as I intend to be quite active in the thread.
Nozh, any chance you could visit This Thread?
IMO blaster boats (especially medium and to some extent the small ones) were hurt a lot by the web/ scram/ mwd changes, and the agility boost they got was not enough of a cure. As their agilities are now being tweaked they are IMO getting even more shafted, I think the long/ short point dilemma is also a big one for blaster pilots and intertwined to the agility changes in a way...
In other words, please fix the QR blaster nerf one way or another. ;)
(Me, I'm so far almost totally gallente specced but am well on my way to skilling T2 Amarr and Minnie cruisers, for variety and riding the FOTM train while it lasts) ---
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CCP Nozh
C C P

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Posted - 2009.04.03 15:29:00 -
[136]
Originally by: isdisco3 Edited by: isdisco3 on 03/04/2009 15:13:18 again, the agility helped solo and small-gang pvp because it allowed flexibility for them to escape when the big blob showed up.
oh, and the creation of arbitrary modifiers ("hey, let's make this one .9. oh, and this one be .8. and this should totally be .95!") strikes me as ... arbitrary.
Arbitrary would be me pulling the modifiers out of my ***, but they're based on calculated scanSpeed and align time for each class.
As for this effecting small-gang PVP, sure it does, but in more ways than just "not being able to run away as fast". I think it's important that players are actually able to catch other players also and that PVP does not become completely consensual. Think of it this way, sure you'll get into tight spots more often, but on the other hand you'll also be able to catch more targets yourself.
Nozh Game Designer CCP Games |
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Mohenna
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Posted - 2009.04.03 16:41:00 -
[137]
Edited by: Mohenna on 03/04/2009 16:45:00 Nozh, please consider the added boredom factor of less agility for everybody. This would make Eve a bit worse imho.
I just had an idea, what about making warp faster as a whole to counteract the boredom effect of having to wait more for warping? Or better yet would be to make acceleration and deceleration during warp almost instantaneous, one can't be scrambled anyway at that point.
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Raimo
Gallente Wrath of Fenris
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Posted - 2009.04.03 17:07:00 -
[138]
Originally by: Mohenna Edited by: Mohenna on 03/04/2009 16:45:00 Nozh, please consider the added boredom factor of less agility for everybody. This would make Eve a bit worse imho.
I just had an idea, what about making warp faster as a whole to counteract the boredom effect of having to wait more for warping? Or better yet would be to make acceleration and deceleration during warp almost instantaneous, one can't be scrambled anyway at that point.
Uh, travel times will still be totally fine after the changes, it's the overall speed of combat and combat maneuvres that many people are worried about... ---
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spinarax
Method of Destruction Privateer Alliance
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Posted - 2009.04.03 17:27:00 -
[139]
Edited by: spinarax on 03/04/2009 17:28:34
Originally by: CCP Nozh
As for this effecting small-gang PVP, sure it does, but in more ways than just "not being able to run away as fast". I think it's important that players are actually able to catch other players also and that PVP does not become completely consensual. Think of it this way, sure you'll get into tight spots more often, but on the other hand you'll also be able to catch more targets yourself.
THIS.
post QR, everybody is dieing less and, both the hunter and the prey. with these changes, ppl have to commit to their fights, more exploding ships on both side which is [borat]very nice![/borat]
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Ephemeron
North Eastern Swat Pandemic Legion
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Posted - 2009.04.03 18:06:00 -
[140]
Originally by: Raimo
Originally by: Mohenna Edited by: Mohenna on 03/04/2009 16:45:00 Nozh, please consider the added boredom factor of less agility for everybody. This would make Eve a bit worse imho.
I just had an idea, what about making warp faster as a whole to counteract the boredom effect of having to wait more for warping? Or better yet would be to make acceleration and deceleration during warp almost instantaneous, one can't be scrambled anyway at that point.
That could be addressed by undoing the Great Speed Nerf
Uh, travel times will still be totally fine after the changes, it's the overall speed of combat and combat maneuvres that many people are worried about...
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RedSplat
Heretic Army
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Posted - 2009.04.03 18:22:00 -
[141]
Originally by: spinarax Edited by: spinarax on 03/04/2009 17:28:34
Originally by: CCP Nozh
As for this effecting small-gang PVP, sure it does, but in more ways than just "not being able to run away as fast". I think it's important that players are actually able to catch other players also and that PVP does not become completely consensual. Think of it this way, sure you'll get into tight spots more often, but on the other hand you'll also be able to catch more targets yourself.
THIS.
post QR, everybody is dieing less and, both the hunter and the prey. with these changes, ppl have to commit to their fights, more exploding ships on both side which is [borat]very nice![/borat]
Yes. 
Originally by: CCP Mitnal
I don't sleep. I am always here. Watching. Waiting.
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Raimo
Gallente Wrath of Fenris
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Posted - 2009.04.03 18:43:00 -
[142]
Originally by: Ephemeron Edited by: Ephemeron on 03/04/2009 18:30:24
Originally by: Raimo
Uh, travel times will still be totally fine after the changes, it's the overall speed of combat and combat maneuvres that many people are worried about...
That could be addressed by undoing the Great Speed Nerf
I couldn't agree more! But that is most likely out of the question, tbh I'd just like to see overall speeds (acceleration) not go down even more... ---
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Artemis Dragmire
Veto. Veto Corp
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Posted - 2009.04.03 19:18:00 -
[143]
The latest update looks promising. I like that HACs are getting the biggest boost to scan res - it always seemed odd to me that an expensive combat cruiser didn't actually have any better sensors than it's t1 counterpart.
Yea, gonna make small gangs a little bit less mobile, but should make catching targets and finding fights a little bit easier.
I can't remember the last time I had a nice, small gang vs small gang fight. Those usually come about because one member of one gang gets caught and the rest come to help.. those are some of the most fun fights I've ever had in EVE and I miss them.
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Bellum Eternus
Gallente Death of Virtue
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Posted - 2009.04.03 20:50:00 -
[144]
Originally by: Raimo
Originally by: Ephemeron Edited by: Ephemeron on 03/04/2009 18:30:24
Originally by: Raimo
Uh, travel times will still be totally fine after the changes, it's the overall speed of combat and combat maneuvres that many people are worried about...
That could be addressed by undoing the Great Speed Nerf
I couldn't agree more! But that is most likely out of the question, tbh I'd just like to see overall speeds (acceleration) not go down even more...
I don't see why people keep bringing this up. The entire game design system was built up around a particular envelope of speed: gun tracking, missile velocity, explosion velocity, ranges, lock times, ship mass, etc. etc. etc.. The devs never intended for cruisers to be flying 10km/sec+. It was game breaking and they fixed it.
Why can't you people (everyone who keeps asking for it back) see that? Did you simply not play Eve before the nano fad existed? Was that the only Eve you knew until it was changed? If so then I can see why you don't understand. If not, then you have no excuse.
That being said, these agility changes aren't going to 'ruin travel times' or 'OMG THE BLOB IS GOING TO WIN'. Is everyone who is complaining about the reduced agility REALLY THAT STUPID? These are small changes. We're splitting hairs here, literally, to fine tune the small window of time between time to lock and time to warp. THAT'S IT.
If you run into a blob, you're probably dead regardless of existing agility or not. After the changes the results won't be much different, if at all. Most of the people complaining are 0.0 pilots anyway, where bubbles dictors and HICs abound. Again, I don't know why those people are even worried about it. The changes generally won't affect combat in an appreciable way except for a few specific cases, most notably blaster ships.
The amount of time difference in acceleration that results due to the changes with respect to travel times is microscopic when compared to your overall travel time. Somehow there is some perceived slight against 'speed' players, and that just isn't the case.
To all of you fearing this change: are you the killer or the victim? If you're a loser and get killed all the time, then you're probably going to get killed MORE after the change because it will be slightly easier to tackle you. If you're NOT A TOTAL LOSER and are the one doing the hunting, then you should be overjoyed that this imbalance is being addressed.
Bellum Eternus Inveniam viam aut faciam.
Death of Virtue is Recruiting
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Isil Rahsen
Gallente Ferrum Superum
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Posted - 2009.04.03 21:43:00 -
[145]
I find myself agreeing with Bellum on these changes. Being able to catch ships on gates has been frustrating at best since QR where I didn't have a problem before and if I ran into a blob after QR I still died like I would have pre-QR. These changes will just bring things back in-line. Looking forward to the general balance thread because several weapon systems need looking at badly.
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5pinDizzy
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Posted - 2009.04.03 21:48:00 -
[146]
<3 Nozh.
Now back to normal programming where we listen to bitter old nanopilots.
if you disagree with me then you should probably post a response and stop reading my signature. |

Roemy Schneider
BINFORD
|
Posted - 2009.04.03 22:18:00 -
[147]
HACs +20% scan res..? then +20% scan res on logis! i'm primarily targeting other logis, baby dics and frigs here!!!
and no bonus/help/plus for force recons... have these guys pay for their cov cloak. for everythign else, there's combat recons.
and btw; gj on screwing AFs out of their new found role since the weight-loss. although AB tanking still isnt an option in 0.0 even for them, the guys in low-sec will stop using these "new" bricks, too. - putting the gist back into logistics |

ShadowMaiden
Amarr Divine Radiance
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Posted - 2009.04.03 22:22:00 -
[148]
Originally by: SecHaul Edited by: SecHaul on 03/04/2009 13:22:02
Originally by: ShadowMaiden So by that logic, the game should be changed so that no-one can avoid being pointed?
It's quite easy to partly quote an answer and write a response that completely misses the point of the entire post you quoted. Since you appear to be struggling to understand the point of the thread:
1. The point of this thread, and this rebalancing, is to address the situation that ships of approximately the same size cannot target one another before the other ship cold warps off.
2. Since the post-QR issue was mostly focused upon frigate to cruiser sized hulls, CCP is rebalancing the agility numbers of those ships (with limited tweaks to larger ships)
3. The purpose of this change is to head back towards EVE being a non-consensual PvP game, i.e. if you jump blind into a system and there is an interceptor on the other side, your cruiser shouldn't be able to warp off because of the combination of game lag and quick align times.
4. Align / MWD / Cloak / insta-warp completely negates the above 3 points, since a battleship can safely enter warp before being targetted due to the same factors as above.
For everyone that is saying "yes, please fix the agility to I can solo PvP in my dominix, but please don't fix the align / MWD / cloak trick so that I can still avoid getting tackled myself" is clearly wanting to change one mechanic for their abuse, while continuing to abuse another.
And as for the comment of cloaking ruining a solo battleships lock time, try fly a Dominix and drop drones, see if you even require that lock. Or try flying around 0.0 and pop a few ratters, have a look at what every single one is fitting - fitting a cloak does not provide sufficient penalties to warrant complete immunity to everything but a bubble.
Is it as easy as spouting a tl;dr diatribe like you're some kind of psuedo developer?
lol, internet spaceships
I wish I was a 3ft doll with a watering can and heterochromatic eyes |

Goatface Man
GoonFleet GoonSwarm
|
Posted - 2009.04.03 22:40:00 -
[149]
Originally by: CCP Nozh
As for this effecting small-gang PVP, sure it does, but in more ways than just "not being able to run away as fast". I think it's important that players are actually able to catch other players also and that PVP does not become completely consensual. Think of it this way, sure you'll get into tight spots more often, but on the other hand you'll also be able to catch more targets yourself.
With the current system, I can use a stiletto to lock and tackle a light drone in under a second and a half with a single sig amp and a scripted signal booster, and my interceptor skill are pretty weak. If you can show me a viable ship build that can align and warp out in under 1.5 seconds, I would be interested in seeing it. |

Ephemeron
North Eastern Swat Pandemic Legion
|
Posted - 2009.04.03 22:53:00 -
[150]
Quote: I don't see why people keep bringing this up. The entire game design system was built up around a particular envelope of speed: gun tracking, missile velocity, explosion velocity, ranges, lock times, ship mass, etc. etc. etc.. The devs never intended for cruisers to be flying 10km/sec+. It was game breaking and they fixed it.
Why can't you people (everyone who keeps asking for it back) see that? Did you simply not play Eve before the nano fad existed? Was that the only Eve you knew until it was changed? If so then I can see why you don't understand. If not, then you have no excuse.
First, you should also keep in mind that entire game design was build on catching your target. It's a very important part of the game. It's never enough to simply lock and fire. You need to do something people refer to as "tackle" - the primary tools for that are webs and scramblers.
if you don't ignore that important part of the game, then all the nanoships, even the super extreme ones that reach 10km/s are actually easy to kill once they are tackled. The main difficulty was getting that tackle, it wasn't about weapons missing and not doing enough damage to kill them.
The people who argue against nanoships like to bring up these 4+ billion isk ships that reach 10+km/s speeds as the basis on which they build their arguments. And it may have been valid if their solutions addressed only those particular ships. Less than 1% of ships in PvP actually fell into the 10km/s speed category. Yet the final solution involved changing 100% of the pvp ships, even the ones that never broke 3 km/s
Then there's the argument of excessive speed being "game breaking". I seen Crows fly at 15 km/s, Vagabonds do 10 km/s, and the game didn't crash, server didn't crash. The movement of those ships on my screen remained smooth, frame rate not dropping under 15 fps. All my modules could still activate. There wasn't a single instance of where those speeds have caused anything "game breaking" - that I am aware of.
All of this has been discussed and mentioned already. Yet people continuously refuse to even remember those arguments. Of course we won't get anywhere if people have to explain the same thing over and over again, to those who are blind to see.
Reason lost, personal likes/dislikes won.
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RedSplat
Heretic Army
|
Posted - 2009.04.03 23:11:00 -
[151]
Originally by: Goatface Man
With the current system, I can use a stiletto to lock and tackle a light drone in under a second and a half with a single sig amp and a scripted signal booster, and my interceptor skill are pretty weak. If you can show me a viable ship build that can align and warp out in under 1.5 seconds, I would be interested in seeing it.
Try this on a gate in lowsec.
Originally by: CCP Mitnal
I don't sleep. I am always here. Watching. Waiting.
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Ephemeron
North Eastern Swat Pandemic Legion
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Posted - 2009.04.03 23:25:00 -
[152]
Originally by: RedSplat
Originally by: Goatface Man
With the current system, I can use a stiletto to lock and tackle a light drone in under a second and a half with a single sig amp and a scripted signal booster, and my interceptor skill are pretty weak. If you can show me a viable ship build that can align and warp out in under 1.5 seconds, I would be interested in seeing it.
Try this on a gate in lowsec.
This guy must not be aware of a thing like lag
Fact 1: when another person initiates warp command after jumping into system, from cloaked state, he does not appear on your overview for 100-500 ms
Fact 2: when you finish getting a lock on someone, your modules don't activate immediately, there's another 100-500 ms delay
Fact 3: ping time between client 1, server, client 2, is easily another 100-300 ms
Bottom line is, it is virtually impossible to scramble a ship under 2 seconds, even with extremely high scan res.
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Spurty
Caldari Amok. Minor Threat.
|
Posted - 2009.04.03 23:35:00 -
[153]
Originally by: Ephemeron
Then there's the argument of excessive speed being "game breaking". I seen Crows fly at 15 km/s, Vagabonds do 10 km/s, and the game didn't crash, server didn't crash. The movement of those ships on my screen remained smooth, frame rate not dropping under 15 fps. All my modules could still activate. There wasn't a single instance of where those speeds have caused anything "game breaking" - that I am aware of.
crows doing under 27km/s = slow back then
What I understood about the need for the balance was that CCP does not own a game engine that can deal with things moving at those speeds. The Physics of the engine no longer followed the rules they set. Effectively, breaking the game. If they did own an engine where physics didn't fall away, all they would have had to do was make missiles move x10 faster.
How they fixed it, well thats a point of contention, but there aren't any cruisers acting like interceptors anymore for one thing.
effectively, the game is now working as designed (where each class is supposed to have a defined role, not doable by a different class).
What we remember is how it evolved over time adding more and more non-stacking modules and rigs. I too trained up for nano, enjoyed flying vagas back then. Not flown one since, because to be honest, I like the fact I don't have to fly one. Its not mandatory anymore.
Hope this helps you understand this is an actual reason why CCP had to do it that wasn't fueled by people whining. CCP actually applied method to fix the madness.
Originally by: Butter Dog
I think you'll find that 10 seconds > 1 month
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Goatface Man
GoonFleet GoonSwarm
|
Posted - 2009.04.03 23:40:00 -
[154]
Edited by: Goatface Man on 03/04/2009 23:40:48 And just how many ships in the game actually align in two seconds? Never mind that when they undock from a station, bridge into a system or even just warp onto a grid, they might be faced with 5-10 seconds of no overview and nothing on grid while the people waiting leisurely lock them and kill them before they even know that hostiles are present.
If you want CCP to fix lag issues, berate them about fixing lag issues. But there's bugger all reason to mess about with warp times, general acceleration and orbital radii just because someone's getting ****y that they can't insta-lock a ship that's deliberately designed not to be.
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Spurty
Caldari Amok. Minor Threat.
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Posted - 2009.04.03 23:41:00 -
[155]
the issue with lag and locking things is often worse than that.
I've have my pod locked and destroyed before I even saw my ship explode lol.
Not all clients are equal :(
Originally by: Butter Dog
I think you'll find that 10 seconds > 1 month
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Spurty
Caldari Amok. Minor Threat.
|
Posted - 2009.04.03 23:44:00 -
[156]
actually goatface, many cruisers can after jumping into your system.
they appear on your overview and are lockable for less than a second before they warp at the moment. Thats today, on TQ
Originally by: Butter Dog
I think you'll find that 10 seconds > 1 month
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Ephemeron
North Eastern Swat Pandemic Legion
|
Posted - 2009.04.03 23:53:00 -
[157]
Quote: crows doing under 27km/s = slow back then
Come on, even you wouldn't seriously believe in that.
I practically lived in 0.0 for last 5 years. I have seen Crows doing 15km a couple times. I have heard of 25km crows, but haven't seen.
There's more chance of getting Draclira of Chelm officer spawn than seeing one of those in battle. (I had 6 of those)
Do I think 25+ km/s frig is excessive? yes Do I think we need massive sweeping nerfs to all the speed modules in game? no
There had to be a better solution. Even 100km/s Crow can't be used to justify the horrible nerfs that followed
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Goatface Man
GoonFleet GoonSwarm
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Posted - 2009.04.03 23:59:00 -
[158]
Originally by: Spurty actually goatface, many cruisers can after jumping into your system.
they appear on your overview and are lockable for less than a second before they warp at the moment. Thats today, on TQ
Now, I hate to tell you this, but not every fight in the game is ganking someone after they jump into the system.
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Ephemeron
North Eastern Swat Pandemic Legion
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Posted - 2009.04.04 00:07:00 -
[159]
Originally by: Goatface Man
Originally by: Spurty actually goatface, many cruisers can after jumping into your system.
they appear on your overview and are lockable for less than a second before they warp at the moment. Thats today, on TQ
Now, I hate to tell you this, but not every fight in the game is ganking someone after they jump into the system.
You don't hate it, you love it, admit it 
The fights that don't involve ganking people are about tackling people. And if 2 similar cruisers can't tackle each other at a gate, then the only option left is to create a gank squad with dictors and sensor boosted interceptors, multiple webs and scramblers - in other words gank. We don't want fighting to be just about ganking. So agility should be reduced
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TheLibrarian
Tides Of War
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Posted - 2009.04.04 00:54:00 -
[160]
Originally by: CCP Nozh
As for this effecting small-gang PVP, sure it does, but in more ways than just "not being able to run away as fast". I think it's important that players are actually able to catch other players also and that PVP does not become completely consensual. Think of it this way, sure you'll get into tight spots more often, but on the other hand you'll also be able to catch more targets yourself.
              
I agree whole heatedly. The agility currently on TQ allows most fights to only happen when both sides are looking for a fight. This isn't good at all. People should be forced to fight. This is one of the best post I have read in a long time. I am glad you are going towards this! Because no matter what agility we have now, if we end up with an agility causing more fights. It is good for EVE as a whole.
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Blane Xero
Amarr The Firestorm Cartel
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Posted - 2009.04.04 01:09:00 -
[161]
Edited by: Blane Xero on 04/04/2009 01:09:18
Originally by: Beardponderer What a load of
█▀█ █▀▀ █▌█ ▀█▀ █▀▀ █▀▀ █▀▀ █▐█ █ ▀▀█ ▀. ▀▀▀ ▀ ▀ ▀▀▀ ▀▀▀
Looks good 
______________________________________________ Haruhiist since December 2008
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Spurty
Caldari Amok. Minor Threat.
|
Posted - 2009.04.04 02:52:00 -
[162]
Originally by: Ephemeron
Quote: crows doing under 27km/s = slow back then
Come on, even you wouldn't seriously believe in that.
I practically lived in 0.0 for last 5 years. I have seen Crows doing 15km a couple times. I have heard of 25km crows, but haven't seen.
There's more chance of getting Draclira of Chelm officer spawn than seeing one of those in battle. (I had 6 of those)
Do I think 25+ km/s frig is excessive? yes Do I think we need massive sweeping nerfs to all the speed modules in game? no
There had to be a better solution. Even 100km/s Crow can't be used to justify the horrible nerfs that followed
Alas, I'm correct :-/ It was as silly as it reads and real. T2 polys and faction everything = speed. Certainly not much to fear in a fight with that speed other than lag :)
The only way I can accept the speed rebalance is the justification that CCP witnessed their game engine going bonkers. Being a nano-spec'ed pilot (I've evolved, started the second I got wiff of the nerf) I certainly enjoyed the speed.
Just, not missing it though either. |

Ephemeron
North Eastern Swat Pandemic Legion
|
Posted - 2009.04.04 03:15:00 -
[163]
Quote: Alas, I'm correct :-/ It was as silly as it reads and real. T2 polys and faction everything = speed. Certainly not much to fear in a fight with that speed other than lag :)
Not much fear flying a paper thin ship that costs 1 billion to lose, 3 billion with pod?
have you ever tried it?
And how many pvpers do you know that fly 3+ billion isk ships on regular basis? less than 1% for sure
That 1% is used to justify the nerfs felt by 100% of the players, you think that's fair?
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Bellum Eternus
Gallente Death of Virtue
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Posted - 2009.04.04 04:37:00 -
[164]
Originally by: Ephemeron
Quote: Alas, I'm correct :-/ It was as silly as it reads and real. T2 polys and faction everything = speed. Certainly not much to fear in a fight with that speed other than lag :)
Not much fear flying a paper thin ship that costs 1 billion to lose, 3 billion with pod?
have you ever tried it?
And how many pvpers do you know that fly 3+ billion isk ships on regular basis? less than 1% for sure
That 1% is used to justify the nerfs felt by 100% of the players, you think that's fair?
Absolutely. Super fast ships (any cruiser over 4-5km/sec, any inty over 6-7km/sec are just horrible. You can't kill them, you can't make them engage if they don't want to fight. It's almost impossible to catch them if the pilot knows what he's doing.
And heaven forbid you're in lowsec or empire where you can't use bubbles. Speed fit ships and the gameplay that follows that is total garbage.
Bellum Eternus Inveniam viam aut faciam.
Death of Virtue is Recruiting
|

Ephemeron
North Eastern Swat Pandemic Legion
|
Posted - 2009.04.04 05:01:00 -
[165]
Quote: Absolutely. Super fast ships (any cruiser over 4-5km/sec, any inty over 6-7km/sec are just horrible. You can't kill them, you can't make them engage if they don't want to fight. It's almost impossible to catch them if the pilot knows what he's doing.
That's a cop out viewpoint
You can kill anyone in EVE if they expose themselves even a little. And the people flying those ships in 0.0 expose themselves a lot.
I personally flew several Machariels that I fit to have 7000-8000 m/s speeds. And while I killed a lot of things with them, in the end they all died. Just out of curiousity, I calculated the isk losses of all the ships I killed with each one and compared it to the cost of the mach, I barely broke even.
Does that make me a crappy fighter? check my stats on public killboards.
Nearly all the people who actually use their ships in pvp end up dying. Even titans. There is nothing invulnerable.
And your type of arguement can be applied to any ship - even a cloaked Raven farmer in 0.0. You can use same logic to argue how invulnerable they are.
Bottom line is, there were plenty of ways of killing those ships. Many of them require trickery, something a little less strait forward than lock, F1, F2, F3
You think it's too difficult, you give up, you justify your failure with excuses. I don't care about that, but when your excuses lead to CCP changing the entire game, removing the challenging parts, reducing the skill requirement for those of us that don't give up easy, you make my game more boring.
|

Bellum Eternus
Gallente Death of Virtue
|
Posted - 2009.04.04 05:18:00 -
[166]
Originally by: Ephemeron
Quote: Absolutely. Super fast ships (any cruiser over 4-5km/sec, any inty over 6-7km/sec are just horrible. You can't kill them, you can't make them engage if they don't want to fight. It's almost impossible to catch them if the pilot knows what he's doing.
That's a cop out viewpoint
You can kill anyone in EVE if they expose themselves even a little. And the people flying those ships in 0.0 expose themselves a lot.
I personally flew several Machariels that I fit to have 7000-8000 m/s speeds. And while I killed a lot of things with them, in the end they all died. Just out of curiousity, I calculated the isk losses of all the ships I killed with each one and compared it to the cost of the mach, I barely broke even.
Does that make me a crappy fighter? check my stats on public killboards.
Nearly all the people who actually use their ships in pvp end up dying. Even titans. There is nothing invulnerable.
And your type of arguement can be applied to any ship - even a cloaked Raven farmer in 0.0. You can use same logic to argue how invulnerable they are.
Bottom line is, there were plenty of ways of killing those ships. Many of them require trickery, something a little less strait forward than lock, F1, F2, F3
You think it's too difficult, you give up, you justify your failure with excuses. I don't care about that, but when your excuses lead to CCP changing the entire game, removing the challenging parts, reducing the skill requirement for those of us that don't give up easy, you make my game more boring.
Oh well. People like yourself have been making my game more boring for years. Bummer for you. I can't be bothered to explain why grossly disproportionate speed is bad for the game as a whole. You'll never change you're mind. And quite frankly, I could give a f#ck what you think anyway. There's no point in trying to get you to see it differently.
I'm not 'justifying my failure with excuses'. There is no failure on my part.
Bellum Eternus Inveniam viam aut faciam.
Death of Virtue is Recruiting
|

Raimo
Gallente Wrath of Fenris
|
Posted - 2009.04.04 06:01:00 -
[167]
FWIW, I got to nano for a short time only and I miss it tremendously. So much more fun gameplay than what we've had since TBH. I don't see the changes reversed after such a major overhaul, but I'd like elements of it looked at... Like the long/ short point issue, which is just idiotic at least from a blasters point of view if you played at all during the time when a 24km point and 10km web were all you needed.
About this thread, I see the change to time-to-warp and tackling as awesome and long overdue. I just wish that blaster boats and (on-grid) skirmish combat in general don't get hurt in the process. ---
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Miyamoto Isoruku
Caldari Noir.
|
Posted - 2009.04.04 06:49:00 -
[168]
What's the plan for ceptors, same as regular frigs?
|

Lysander Kaldenn
Viper Intel Squad Sons of Tangra
|
Posted - 2009.04.04 07:29:00 -
[169]
Originally by: Bellum Eternus
Originally by: Ephemeron
Quote: Absolutely. Super fast ships (any cruiser over 4-5km/sec, any inty over 6-7km/sec are just horrible. You can't kill them, you can't make them engage if they don't want to fight. It's almost impossible to catch them if the pilot knows what he's doing.
That's a cop out viewpoint
You can kill anyone in EVE if they expose themselves even a little. And the people flying those ships in 0.0 expose themselves a lot.
I personally flew several Machariels that I fit to have 7000-8000 m/s speeds. And while I killed a lot of things with them, in the end they all died. Just out of curiousity, I calculated the isk losses of all the ships I killed with each one and compared it to the cost of the mach, I barely broke even.
Does that make me a crappy fighter? check my stats on public killboards.
Nearly all the people who actually use their ships in pvp end up dying. Even titans. There is nothing invulnerable.
And your type of arguement can be applied to any ship - even a cloaked Raven farmer in 0.0. You can use same logic to argue how invulnerable they are.
Bottom line is, there were plenty of ways of killing those ships. Many of them require trickery, something a little less strait forward than lock, F1, F2, F3
You think it's too difficult, you give up, you justify your failure with excuses. I don't care about that, but when your excuses lead to CCP changing the entire game, removing the challenging parts, reducing the skill requirement for those of us that don't give up easy, you make my game more boring.
Oh well. People like yourself have been making my game more boring for years. Bummer for you. I can't be bothered to explain why grossly disproportionate speed is bad for the game as a whole. You'll never change you're mind. And quite frankly, I could give a f#ck what you think anyway. There's no point in trying to get you to see it differently.
I'm not 'justifying my failure with excuses'. There is no failure on my part.
Except for your failure to make CCP care about your stupid blaster post, don't forget that.
|

PeHD0M
|
Posted - 2009.04.04 08:09:00 -
[170]
So.. agility nerf.
C'mon ccp, gatecamping and station camping are a frustrating game mechanic for a victim. That is because it almost always a no chances 1 vs MANY fight. In both cases you can't see if you are in trap, before you get into it (gatecamping, undock).
Instead of creating some new pvp mechanic (for ex.: boosting dictor spheres, allowing them to be placed in lowsec, create a tool for calculating warp lines), you are going to boost that one.. You boosting the mass piracy, while nerfing: solo exploring, region trading, low sec agentrunning, FW. Nice 
In general, you are going to make game more borring and less dinamic. And now gallante blaster ships are even more screwed. Is anyone still flying them?
|

Raimo
Gallente Wrath of Fenris
|
Posted - 2009.04.04 09:57:00 -
[171]
Originally by: Miyamoto Isoruku What's the plan for ceptors, same as regular frigs?
Good point. Hopefully ceptors still retain their "instawarp" unless plated. That should be a ceptor exclusive feature IMO, like it was.
Originally by: PeHD0M
Instead of creating some new pvp mechanic (for ex.: boosting dictor spheres, allowing them to be placed in lowsec, create a tool for calculating warp lines), you are going to boost that one.. You boosting the mass piracy, while nerfing: solo exploring, region trading, low sec agentrunning, FW. Nice 
This agility nerf (which hopefully still mutates in to no nerf to agilities but a boost to tackling btw) is actually a boost to FW and solo PVP. Sure you'll end up in gatecamps a bit more if you're unscouted but the dedicated camps are currently only ones with a slight chance of catching things anyway...
I'm still worried about blaster boats though. ---
|

Myra2007
Shafrak Industries
|
Posted - 2009.04.04 10:22:00 -
[172]
Talking about lowsec there is hardly any reason to undock without a hic and some ship with rsbs nowadays. Because i.e. you ain't gonna a tackle another cruiser in your rupture unless hes stupid or has bad luck.
It just sucks if you're trying to engage targets of the same size but can't hold them down even after they made the mistake of not docking when you enter local, hanging around while you locate them and you do have the luck to get a warp in at sub 40-30km etc.
It is ridiculous to sneak up on a target in your force recon just to have them warp away in the time it takes for you to even being able to start locking after decloak (~5s).
A solo ship without a sensor booster is more or less reduced to consensual engagements anyway (which will get you blobbed all too often). This change may free a med-slot on many ships. Much needed change as scramblers already screwed up the midslot-balance of solo ships.
Oh, and as for camps. Please be realistic. If there is a half decent camp in your way and you're solo in anything but a frig/cov ops cloaker you're not going to pass. You can get lucky but probably you ain't risking your 200m hac for the small chance they may screw up?! So from that point of view nothing changes for soloers except that you may catch more targets.
Great change, i'll have to do some testing to get the feeling but this could/should be awesome.
--
Originally by: Jasper Dark
I agree! Lets go back into caves and lick rocks!
|

Thenoran
Caldari Tranquility Industries
|
Posted - 2009.04.04 10:49:00 -
[173]
Originally by: CCP Nozh Update - Should be on Singularity now:
Agility:
- Frigates - General - 1.0
- Frigates - Stealthbombers - 0.7 (They were aligning as fast as Battlecruisers)
- Frigates - Assault Ships - 0.8 (This brings them down to around a 4 - 4.5 second align time)
- Destroyer - General - 0.85 (Briging them a bit closer to frigates)
- Cruiser - General - 1.0
- Cruiser - HAC - 0.9
- Cruiser - HIC - 0.9
- Cruiser - Logistics - 1.0
- Cruiser - Combat Recon - 0.95
- Cruiser - Force Recon - 1.0
- Battlecruisers - 0.8
- Battleships - 0.8
Scan Resolution:
- Cruisers - General - 15% Boost
- Cruisers - HAC - 20% Boost
- Cruisers - Force Recon - 10% Boost
- Battleship - Black Ops - 10% Boost
Please check out these new values on Singularity and leave some feedback... Might be a bit inactive on the forums next week, weekend / Easter holiday. But I'll try to drop by as often as possible..
Do tell, why the Scan Resolution bonus? It makes the Stealth Bomber's job only harder. Boost Sensor Damps a little to balance it or something. ------------------------ Low-sec is like sailing along the coast of Somalia...
|

Aoa Lux
Caldari
|
Posted - 2009.04.04 12:32:00 -
[174]
Edited by: Aoa Lux on 04/04/2009 12:33:20
Originally by: CCP Nozh Update - Should be on Singularity now: Scan Resolution:
- Cruisers - General - 15% Boost
- Cruisers - HAC - 20% Boost
- Cruisers - Force Recon - 10% Boost
- Battleship - Black Ops - 10% Boost
Please check out these new values on Singularity and leave some feedback... Might be a bit inactive on the forums next week, weekend / Easter holiday. But I'll try to drop by as often as possible..
So are you planning to boost damps to compensate for this scanres change? What about the scanres penalty on cloaks? Going to increase it? What about the scanres penalty on warp stabs?
I could list more but I'm lazy.
|

TEK9
Caldari Vale Tudo. Privateer Alliance
|
Posted - 2009.04.04 15:06:00 -
[175]
Originally by: TheLibrarian
Originally by: CCP Nozh
As for this effecting small-gang PVP, sure it does, but in more ways than just "not being able to run away as fast". I think it's important that players are actually able to catch other players also and that PVP does not become completely consensual. Think of it this way, sure you'll get into tight spots more often, but on the other hand you'll also be able to catch more targets yourself.
              
I agree whole heatedly. The agility currently on TQ allows most fights to only happen when both sides are looking for a fight. This isn't good at all. People should be forced to fight. This is one of the best post I have read in a long time. I am glad you are going towards this! Because no matter what agility we have now, if we end up with an agility causing more fights. It is good for EVE as a whole.
/signed
However, it is clear from this thread (and previous ones on the same subject)that this is a bigger problem for those of us engaged in high-sec/low-sec PvP than it is for those in null-sec for the simple reason that we can't use bubbles.
The combination of increased agility, chronic gate lag, bigger gates and weaker webs has effectively meant that PvP is now generaly either consensual or consists of sitting outside Jita 4-4 ganking players who black screen.
I am therefore 100% supportive of the need to make some changes unless the intention is to move all meaningful non-consensual PvP to null-sec and leave Empire to the CareBears.
That said, I don't know what the best solution is because players do still need to be able to navigate through 0.0 without dying at every gate camp and blaster boats do need to be able to get into range and kill ships.
I am just very grateful that this issue is being reviewed.
|

tiita
|
Posted - 2009.04.04 18:03:00 -
[176]
CCP Nozh!
thanks for looking into the source of my most common game rage issue :)
i do love you.
 new sig on the way |

ChalSto
LOCKDOWN. Force Of Evil
|
Posted - 2009.04.04 20:52:00 -
[177]
Edited by: ChalSto on 04/04/2009 20:56:02
Originally by: Ephemeron
Quote: I don't see why people keep bringing this up. The entire game design system was built up around a particular envelope of speed: gun tracking, missile velocity, explosion velocity, ranges, lock times, ship mass, etc. etc. etc.. The devs never intended for cruisers to be flying 10km/sec+. It was game breaking and they fixed it.
Why can't you people (everyone who keeps asking for it back) see that? Did you simply not play Eve before the nano fad existed? Was that the only Eve you knew until it was changed? If so then I can see why you don't understand. If not, then you have no excuse.
First, you should also keep in mind that entire game design was build on catching your target. It's a very important part of the game. It's never enough to simply lock and fire. You need to do something people refer to as "tackle" - the primary tools for that are webs and scramblers.
if you don't ignore that important part of the game, then all the nanoships, even the super extreme ones that reach 10km/s are actually easy to kill once they are tackled. The main difficulty was getting that tackle, it wasn't about weapons missing and not doing enough damage to kill them.
The people who argue against nanoships like to bring up these 4+ billion isk ships that reach 10+km/s speeds as the basis on which they build their arguments. And it may have been valid if their solutions addressed only those particular ships. Less than 1% of ships in PvP actually fell into the 10km/s speed category. Yet the final solution involved changing 100% of the pvp ships, even the ones that never broke 3 km/s
Then there's the argument of excessive speed being "game breaking". I seen Crows fly at 15 km/s, Vagabonds do 10 km/s, and the game didn't crash, server didn't crash. The movement of those ships on my screen remained smooth, frame rate not dropping under 15 fps. All my modules could still activate. There wasn't a single instance of where those speeds have caused anything "game breaking" - that I am aware of.
All of this has been discussed and mentioned already. Yet people continuously refuse to even remember those arguments. Of course we won't get anywhere if people have to explain the same thing over and over again, to those who are blind to see.
Reason lost, personal likes/dislikes won.
He refered "game breaking" to "game mechanics breaking". And bellum is right.
If "nano-hac-gangs" are the only one-trick-pony that PL has, than, if i were you, I would start to think very very fast how to pvp in the future.....you¦ll need it...
Originally by: Agmar ----------------------------------------------- "The North is so ghey that even the NPCs fly ravens." |

Ephemeron
North Eastern Swat Pandemic Legion
|
Posted - 2009.04.04 21:24:00 -
[178]
ok, I'll make just 1 last point of the nano-ships:
I used them sometimes, but not often. Most of the time, I was fighting against them. It was challenging, but not to a point of frustration. I always managed to kill a few per day, when I was actively hunting.
Obviously, if I could get my kills as usual, including the nanoship kills, while other people couldn't kill them, then they must have been doing something wrong. Maybe my ships were better fitted - I tend to spend a lot on my ships, tho it doesn't mean I fly faction all the time. Maybe my tactics were just better. But if I could do it, that means the game mechanics weren't "broken", that the ships weren't invulnerable.
Of course I would have very, very difficult time being convinced that the nanoships were invulnerable if I personally killed them on regular basis. I guess the only way to convince others would be to force them to fly with me, and see for themselves how it is done.
|

Bellum Eternus
Gallente Death of Virtue
|
Posted - 2009.04.04 22:17:00 -
[179]
Originally by: Ephemeron ok, I'll make just 1 last point of the nano-ships:
I used them sometimes, but not often. Most of the time, I was fighting against them. It was challenging, but not to a point of frustration. I always managed to kill a few per day, when I was actively hunting.
Obviously, if I could get my kills as usual, including the nanoship kills, while other people couldn't kill them, then they must have been doing something wrong. Maybe my ships were better fitted - I tend to spend a lot on my ships, tho it doesn't mean I fly faction all the time. Maybe my tactics were just better. But if I could do it, that means the game mechanics weren't "broken", that the ships weren't invulnerable.
Of course I would have very, very difficult time being convinced that the nanoships were invulnerable if I personally killed them on regular basis. I guess the only way to convince others would be to force them to fly with me, and see for themselves how it is done.
You're confusing 'can kill' with 'works within the designed framework'.
Example of working within the established game design: a battleship, or a battlecruiser, traditionally fit. All weapons work well against them, and their weapons work well when fit to them, in a traditional sense.
Traditionally fit cruisers are the same way. Traditional weapons work just fine.
When you have to build exotic fits and use extreme tactics to solve one specific problem due to a game design flaw (massive speed due to knock on effects of various modules) then it's a game design flaw.
You seem to be confusing 'it's possible to do it' with 'yes, it's good/valid game design'. Stop being obtuse. And just to be clear, obtuse is the polite way of saying 'dumb as all f#ck'.
You're not playing at some level that is unattainable by other players. I *can* kill nano ships just fine. But that doesn't make it desirable gameplay. Flying/fighting nanoships polarizes the game play to the point to where that is all that works, to the complete exclusions of everything else. But again, that's totally obvious. You liked that sort of thing, most don't. It was bad game design, it was removed.
Bellum Eternus Inveniam viam aut faciam.
Death of Virtue is Recruiting
|

Euranamos
Caldari Vale Tudo. Privateer Alliance
|
Posted - 2009.04.05 00:15:00 -
[180]
Edited by: Euranamos on 05/04/2009 00:16:48
Originally by: TEK9
Originally by: TheLibrarian
Originally by: CCP Nozh
As for this effecting small-gang PVP, sure it does, but in more ways than just "not being able to run away as fast". I think it's important that players are actually able to catch other players also and that PVP does not become completely consensual. Think of it this way, sure you'll get into tight spots more often, but on the other hand you'll also be able to catch more targets yourself.
              
I agree whole heatedly. The agility currently on TQ allows most fights to only happen when both sides are looking for a fight. This isn't good at all. People should be forced to fight. This is one of the best post I have read in a long time. I am glad you are going towards this! Because no matter what agility we have now, if we end up with an agility causing more fights. It is good for EVE as a whole.
/signed
However, it is clear from this thread (and previous ones on the same subject)that this is a bigger problem for those of us engaged in high-sec/low-sec PvP than it is for those in null-sec for the simple reason that we can't use bubbles.
The combination of increased agility, chronic gate lag, bigger gates and weaker webs has effectively meant that PvP is now generaly either consensual or consists of sitting outside Jita 4-4 ganking players who black screen.
I am therefore 100% supportive of the need to make some changes unless the intention is to move all meaningful non-consensual PvP to null-sec and leave Empire to the CareBears.
That said, I don't know what the best solution is because players do still need to be able to navigate through 0.0 without dying at every gate camp and blaster boats do need to be able to get into range and kill ships.
I am just very grateful that this issue is being reviewed.
All we ask as Empire pvpers is to be able to catch targets that are meant to be caught, as TEK9 rightly points out bigger gates, weak webs was bad enough but then to add agility buffs means certain ships (caracal   ) are TOTALY invunrable. After the patch virtually all pvp is consensual and or done on the 'black screen of death' which I have to say is not great and in some cases have lead long term players to quit the game.
Once again I would like to add my thanks for CCP looking into this and I very much hope we get some balance out of what CCP Nozh is trying to acheive.
|

Ephemeron
North Eastern Swat Pandemic Legion
|
Posted - 2009.04.05 01:08:00 -
[181]
congrats Bellum Eternus for managing to hit the dirt with your face
|

Space Pinata
Amarr Discount Napkin Industries
|
Posted - 2009.04.05 03:49:00 -
[182]
Originally by: Bellum Eternus
You're confusing 'can kill' with 'works within the designed framework'.
Example of working within the established game design: a battleship, or a battlecruiser, traditionally fit. All weapons work well against them, and their weapons work well when fit to them, in a traditional sense.
Traditionally fit cruisers are the same way. Traditional weapons work just fine.
When you have to build exotic fits and use extreme tactics to solve one specific problem due to a game design flaw (massive speed due to knock on effects of various modules) then it's a game design flaw.
So your idea of "traditional" and "working game mechanics" are...
"If DPS > Tank then Ship Dies"?
Weapons aren't supposed to always work. It's why we have transversal, signature radius, EWar, etc...
I'll agree that the speed nerf was needed. (Mostly due to lack of variety rather than power. Every gang was a nano gang. Now we see frigate gangs, battleship gangs, and HAC gangs like before.) I think it was a bit excessive in some cases, though..
And the last thing we need are more nerfs.
Still, making someones weapons not work and trying to put yourself in a position where your own weapons do work.. that's the skill and challenge of pvp. Otherwise it's just focusing fire and seeing who has the tougher ships. |

prefectro
Minmatar Amok. Minor Threat.
|
Posted - 2009.04.05 04:55:00 -
[183]
So the big issue is we do not want this to be Consensual Eve Online. For low sec this makes sense to nerf the agility, but we have no problem with non-consensual pvp in nullsec where you got interdictors, heavy interdictors, bubbles, and fast locking inties. An agility nerf will make it that much harder for a small roaming gang to survive in nullsec. If we did do an agility nerf I would like to see it offset with a buff to speed. Personally, I feel the last speed nerf went way too far. Ships were drastically slowed down so even a 10% buff in speed would still be a lot slower then before the speed nerf.
|

Raimo
Gallente Wrath of Fenris
|
Posted - 2009.04.05 05:28:00 -
[184]
Originally by: prefectro So the big issue is we do not want this to be Consensual Eve Online. For low sec this makes sense to nerf the agility, but we have no problem with non-consensual pvp in nullsec where you got interdictors, heavy interdictors, bubbles, and fast locking inties. An agility nerf will make it that much harder for a small roaming gang to survive in nullsec. If we did do an agility nerf I would like to see it offset with a buff to speed. Personally, I feel the last speed nerf went way too far. Ships were drastically slowed down so even a 10% buff in speed would still be a lot slower then before the speed nerf.
Yet again, /signed. ---
|

Bellum Eternus
Gallente Death of Virtue
|
Posted - 2009.04.05 05:52:00 -
[185]
Originally by: Space Pinata
Originally by: Bellum Eternus
You're confusing 'can kill' with 'works within the designed framework'.
Example of working within the established game design: a battleship, or a battlecruiser, traditionally fit. All weapons work well against them, and their weapons work well when fit to them, in a traditional sense.
Traditionally fit cruisers are the same way. Traditional weapons work just fine.
When you have to build exotic fits and use extreme tactics to solve one specific problem due to a game design flaw (massive speed due to knock on effects of various modules) then it's a game design flaw.
So your idea of "traditional" and "working game mechanics" are...
"If DPS > Tank then Ship Dies"?
Weapons aren't supposed to always work. It's why we have transversal, signature radius, EWar, etc...
I'll agree that the speed nerf was needed. (Mostly due to lack of variety rather than power. Every gang was a nano gang. Now we see frigate gangs, battleship gangs, and HAC gangs like before.) I think it was a bit excessive in some cases, though..
And the last thing we need are more nerfs.
Still, making someones weapons not work and trying to put yourself in a position where your own weapons do work.. that's the skill and challenge of pvp. Otherwise it's just focusing fire and seeing who has the tougher ships.
Again, someone who is either too stupid to understand, or just being dense on purpose to ignore the points and continue on with their frivolous argument.
What I said in no way equates to "If DPS > Tank then Ship Dies". Transversal, sig radius, EW, all work within the confines of the intended game design. No game mechanic is broken or ignored. When a cruiser can do 14km/sec it breaks and therefor ignores various game mechanics there by making it completely invulnerable to things such as missiles, guns, drones, etc. Stop pretending it doesn't.
I can get in a frig and exploit the sig radius and tracking limitations of BS sized guns and use the game mechanics to my advantage. This is totally acceptable. I am not however completely invulnerable to all forms of attack because I'm operating outside of the intended design envelope.
Additionally, quite a few people seem to think that this change is going to affect their ship agility by 50% or something and their speed is going to be halved and all of a sudden they're going to die horrible deaths after the patch, where currently they're not. This is not the case.
If you were a winner before the change, you'll be more of a winner afterwards. If you're a loser, then you'll be getting killed a lot more, just like the rest of the carebear sheep out there. I just can't find any sympathy for the losers. It's good for the game to cull the weak and stupid. TBH I'm growing tired of explaining how wrong everyone is over and over again.
Bellum Eternus Inveniam viam aut faciam.
Death of Virtue is Recruiting
|

Max Hardcase
Art of War
|
Posted - 2009.04.05 07:38:00 -
[186]
Edited by: Max Hardcase on 05/04/2009 07:38:25 I weep for my RSD's, on the other hand my Arazu might be able to scram something now.
|

Elene Shuiko
Amarr Sininen Talo
|
Posted - 2009.04.05 08:09:00 -
[187]
Please don't forget (or be hating) Interceptors. Those ships really need that agility and are supposed to be the fastest frigates out there. |

Raimo
Gallente Wrath of Fenris
|
Posted - 2009.04.05 11:13:00 -
[188]
Originally by: Elene Shuiko Please don't forget (or be hating) Interceptors. Those ships really need that agility and are supposed to be the fastest frigates out there.
Indeed. Their agilities should stay like they are now, or very close to it. Ceptors were basically invulnerable to empire gatecamps pre-QR and that was good IMO. Also they need all their agility to be able to go about their dogfighting ways, an agility nerf will scale much worse on the ceptors, please don't nerf them! Maybe even increase their scan res a bit? :P ---
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TEK9
Caldari Vale Tudo. Privateer Alliance
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Posted - 2009.04.05 11:42:00 -
[189]
Originally by: Raimo
Originally by: prefectro So the big issue is we do not want this to be Consensual Eve Online. For low sec this makes sense to nerf the agility, but we have no problem with non-consensual pvp in nullsec where you got interdictors, heavy interdictors, bubbles, and fast locking inties. An agility nerf will make it that much harder for a small roaming gang to survive in nullsec. If we did do an agility nerf I would like to see it offset with a buff to speed. Personally, I feel the last speed nerf went way too far. Ships were drastically slowed down so even a 10% buff in speed would still be a lot slower then before the speed nerf.
Yet again, /signed.
/signed x 2
It is clear that PvP is becoming increasingly divided between what happens in Empire and what takes place in null sec.
As I have already stated, whilst I am 100% supportive of the need to address the agility issues in Empire I am conscious that I don't want this 'fix' to break another part of the game. I wish I was smart enough to come up with a solution, but hopefully CCP will.
That said, great job CCP for addressing this (at last!!).
Oh and hi Raimo.
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5pinDizzy
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Posted - 2009.04.05 12:49:00 -
[190]
rofl, mild barely game altering tweak to the agility and all hell breaks lose.
ARRRRRRRGHH WE'RE ALLLLL GONNA DIIIIIEEEEEE.
CCP STOP THIS MADNESS!
No wonder it takes years for stuff to get fixed. 
I also liked the hippocrisy of
"Only noobs and gankers camp gates in lowsec to kill stuff, yeees, welcome to gatecamp online, if they were real pvper's like us nullsec'ers they'd go to zero and put a bubble up somewhere and camp that instead."
if you disagree with me then you should probably post a response and stop reading my signature. |

TheLibrarian
Tides Of War
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Posted - 2009.04.05 15:08:00 -
[191]
Originally by: 5pinDizzy
"Only noobs and gankers camp gates in lowsec to kill stuff, yeees, welcome to gatecamp online, if they were real pvper's like us nullsec'ers they'd go to zero and put a bubble up somewhere and camp that instead."
like a gate?!?! agility for high sec and low sec without bubbles really needs to be changed. |

Raimo
Gallente Wrath of Fenris
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Posted - 2009.04.05 17:05:00 -
[192]
Edited by: Raimo on 05/04/2009 17:06:42
On a related note to the topic at hand, I still wish that some of the larger gates could be scaled back. They do contribute to the tackling problem... Maybe not the 0.0 entry gates but all the others that were changed as well.
Oh, o/ Tek9 ---
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Carnelian X
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Posted - 2009.04.05 17:07:00 -
[193]
Originally by: Ephemeron stuff
As a point of note - the above pilot (whilst i in no way attempt to denigrate his pvp ability) uses the Cloak-Mwd Non Exploit as a matter of corse in low sec.
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Space Pinata
Amarr Discount Napkin Industries
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Posted - 2009.04.05 17:47:00 -
[194]
Originally by: Bellum Eternus
Again, someone who is either too stupid to understand, or just being dense on purpose to ignore the points and continue on with their frivolous argument.
What I said in no way equates to "If DPS > Tank then Ship Dies". Transversal, sig radius, EW, all work within the confines of the intended game design. No game mechanic is broken or ignored. When a cruiser can do 14km/sec it breaks and therefor ignores various game mechanics there by making it completely invulnerable to things such as missiles, guns, drones, etc. Stop pretending it doesn't.
I can get in a frig and exploit the sig radius and tracking limitations of BS sized guns and use the game mechanics to my advantage. This is totally acceptable. I am not however completely invulnerable to all forms of attack because I'm operating outside of the intended design envelope.
Additionally, quite a few people seem to think that this change is going to affect their ship agility by 50% or something and their speed is going to be halved and all of a sudden they're going to die horrible deaths after the patch, where currently they're not. This is not the case.
Quoting someone who was either a noob pre-QR, didn't play at all, or didn't PVP at all. Your knowledge of nanoships clearly comes from what you read on the forums..
Because you're describing a multibillion ISK ship, fully faction fit and rigged, with all level five skills, a set of snake implants, overheating, with a maxed out claymore in the system as "every cruiser".
I believe you were also the one that said crows were "slow if they went less than 27k/s"? Heres a hint: I had a claw before the nano nerf. T2 fit, without snakes and 100M worth the rigs, 150M mwd, 100M each overdrives etc etc etc...
It went about 7500 m/s. My vaga, with polycarbs and a full t2 but non faction fit, went just over 6000 m/s and sacrificed a lot of DPS to do that. If I fit three gyros, it would have been closer to 5000~ish.
It also would die if it got webbed, neuted, or a mistake was made.
You also subscribe to the forum logic of "they were invincible in combat". They weren't. The broken part was not their combat effectiveness, but the fact that if they were in a losing situation, they could all run away and disengage without risk. In a straight fight, the speed tank was easy to beat; thing was, Nanoships never picked a straight fight. They swarmed, ganked, and then ran when things got even.
It honestly reminds me of small children trying to describe big numbers. "It went like 27 kajillion meters a second" The average nano post describes ships going 3-4 times faster than they actually went. Usually, several k/s faster than the 'faction fit high grade snake'd overheated ships with a command ship present'. 
The only way nanoships, and indeed any ships, are immune to attack is to be out of range.
tl;dr: Interceptors getting nerfed to "slightly worse" than pre QR agility, while losing 50% of their pre QR speed (more for the faction fits, but I'm talking about real fits here) is going to hit them hard.
Unless you think an inty orbitting at 3.5-4k (losing its orbit agility that now lets it reach almost full speed in orbit) isn't going to get torn to shreds by a drake. Or anything with drones. Or a tracking computer.
And if frigates aren't supposed to outrun a hictor at a gate... what's the point of a 'skirmish' ship that's still forced to engage?
Honestly, warp mechanics in general are the problem. After your agility says you're 'in warp', you're safe. If real speed mattered, an interceptor could chase down the fleeing battleship, or a vaga could chase down a slower HAC, even if it couldnt lock it in 3 seconds..
The way I see it, unless interceptors are excluded, they'll still warp too fast to get locked.. but lose their combat efficiency. Same for most frigates. And then we'll be back to pre-QR where the only frigate pilots simply lack SP for tech2 cruisers..yay, variety.
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Raimo
Gallente Wrath of Fenris
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Posted - 2009.04.05 18:22:00 -
[195]
Originally by: Space Pinata
The way I see it, unless interceptors are excluded, they'll still warp too fast to get locked.. but lose their combat efficiency. Same for most frigates. And then we'll be back to pre-QR where the only frigate pilots simply lack SP for tech2 cruisers..yay, variety.
I agree on your point about ceptors. I disagree about T1 frigs though, they should be somewhat catchable at gates, unlike ceptors. (But ofc only with other frigates or dedicated seboed tacklers) There should be a distinction between the two as far as travelling safety is concerned. ---
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Bellum Eternus
Gallente Death of Virtue
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Posted - 2009.04.06 00:15:00 -
[196]
Originally by: Space Pinata Quoting someone who was either a noob pre-QR, didn't play at all, or didn't PVP at all. Your knowledge of nanoships clearly comes from what you read on the forums..
Wrong.
Originally by: Space Pinata Because you're describing a multibillion ISK ship, fully faction fit and rigged, with all level five skills, a set of snake implants, overheating, with a maxed out claymore in the system as "every cruiser".
Wrong again.
Originally by: Space Pinata I believe you were also the one that said crows were "slow if they went less than 27k/s"? Heres a hint: I had a claw before the nano nerf. T2 fit, without snakes and 100M worth the rigs, 150M mwd, 100M each overdrives etc etc etc...
Absolutely wrong. I never once said that.
MY Vaga could do 12k/sec easy. Without gang bonuses. My Ishtar would do 6k+/sec, my Zealot a good 5k+/sec. Same with my Sac. Most of the people that I flew with could go similar speeds. I never really flew interceptors that much, mostly because I don't like small ships, but when I did fly my Crusader I could hit 18km/sec quite easily.
This isn't EFT. It's real world TQ. Any time a HEAVY ASSAULT CRUISER like the Ishtar can outrun THE FASTEST LIGHT DRONES IN THE GAME, it's broken.
Quite frankly I'm not really all that concerned about the agility of interceptors as a whole. And by that I mean that they could be left as-is and it wouldn't change much. What I'm more concerned about is ship agility and TTW for every other class of ship. Inties will always be super fast and almost impossible to catch due to lag etc. That has never been much of an issue IMO.
Being able to simply disengage at will with relative ease when a fight goes sour is indeed broken. Using speed levels completely outside the bounds of 'normal' performance for particular ship classes is broken. When missiles can't even fly fast enough to hit (much less actually damage) a ship class they're design to combat, it's broken. When drones can't catch up to ships to shoot at them, the speed system is broken.
You seem to think that it's ok for a ship to be basically invulnerable while doing it's job. I don't. So what if an interceptor incurs *some* damage while tackling a ship? It's putting itself in harms way, it should be vulnerable to attack.
Anyway, I'm getting off track here. The point is to have balance between the existing system designs for weapons/speed/ship sizes/lock speeds/agility etc.
When you have to go *far* out of your way and change multiple factors to address a single issue (speed for example) then that single issue needs to be addressed. The answer isn't to bend every other factor around to fit the single broken mechanic.
Bellum Eternus Inveniam viam aut faciam.
Death of Virtue is Recruiting
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Raimo
Gallente Wrath of Fenris
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Posted - 2009.04.06 05:28:00 -
[197]
Nozh, could you consider leaving Interceptors as they are now on TQ or very close to that? ---
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prefectro
Minmatar Amok. Minor Threat.
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Posted - 2009.04.06 05:57:00 -
[198]
Edited by: prefectro on 06/04/2009 06:00:16
Originally by: Bellum Eternus
MY Vaga could do 12k/sec easy. Without gang bonuses. My Ishtar would do 6k+/sec, my Zealot a good 5k+/sec. Same with my Sac. Most of the people that I flew with could go similar speeds. I never really flew interceptors that much, mostly because I don't like small ships, but when I did fly my Crusader I could hit 18km/sec quite easily.
This isn't EFT. It's real world TQ. Any time a HEAVY ASSAULT CRUISER like the Ishtar can outrun THE FASTEST LIGHT DRONES IN THE GAME, it's broken.
I have over 30mil+ SP just in Matar pvp ships (and related skills) and maxed navigation skills for speed/agility and my solo non over-heated T2 fitted Vaga (using roges) never went over 7km/s.
And this idea that the game is broken if a HAC goes faster then light drones is dumb. So if they made light drones go 20km/s will the game now not be broken? The advantage of speed should be measured in relation to the ranges/strength/tracking of weapons/mods that can effect speed (like neuts/webs) both directly and indirectly. By cutting speed in half they changed almost every aspect of PVP mechanics and now they are working to try to re-balance everything.
I am guessing that they are having greater customer involvement in this rebalancing (by creating posts of the changes) as they know they do not know everything plus it goes along with their whole agile development structure where customer involvement is key to successful deliverables. The whole point of this post is to challenge the changes and make sure no stone is unturned.
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Bellum Eternus
Gallente Death of Virtue
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Posted - 2009.04.06 06:43:00 -
[199]
Originally by: prefectro Edited by: prefectro on 06/04/2009 06:00:16
Originally by: Bellum Eternus
MY Vaga could do 12k/sec easy. Without gang bonuses. My Ishtar would do 6k+/sec, my Zealot a good 5k+/sec. Same with my Sac. Most of the people that I flew with could go similar speeds. I never really flew interceptors that much, mostly because I don't like small ships, but when I did fly my Crusader I could hit 18km/sec quite easily.
This isn't EFT. It's real world TQ. Any time a HEAVY ASSAULT CRUISER like the Ishtar can outrun THE FASTEST LIGHT DRONES IN THE GAME, it's broken.
I have over 30mil+ SP just in Matar pvp ships (and related skills) and maxed navigation skills for speed/agility and my solo non over-heated T2 fitted Vaga (using roges) never went over 7km/s.
And this idea that the game is broken if a HAC goes faster then light drones is dumb. So if they made light drones go 20km/s will the game now not be broken? The advantage of speed should be measured in relation to the ranges/strength/tracking of weapons/mods that can effect speed (like neuts/webs) both directly and indirectly. By cutting speed in half they changed almost every aspect of PVP mechanics and now they are working to try to re-balance everything.
I am guessing that they are having greater customer involvement in this rebalancing (by creating posts of the changes) as they know they do not know everything plus it goes along with their whole agile development structure where customer involvement is key to successful deliverables. The whole point of this post is to challenge the changes and make sure no stone is unturned.
Am I to assume that the only thing you managed to glean from my post is that you think that I implied that if drones went 20km/sec that the game would be balanced? Are you serious?
Bellum Eternus Inveniam viam aut faciam.
Death of Virtue is Recruiting
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Gerdan BloodELF
Shade.
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Posted - 2009.04.06 09:36:00 -
[200]
why not up snesor streanth a bit i mean its just not fair to us solo pvp's that are already finding it hard to fight i mean atm i can solo ishtars and deimos and most t1 cruisr's in my vexor i mean bend me over a bit more plz :(
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Zhula Guixgrixks
Increasing Success by Lowering Expectations Vanguard.
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Posted - 2009.04.06 10:01:00 -
[201]
Originally by: CCP Nozh Update - Should be on Singularity now: Frigates - Assault Ships - 0.8 (This brings them down to around a 4 - 4.5 second align time)
Has anybody tried AFs on Sisi ? I would like to get some feedback from somebody who actually fly those ships on TQ. Are they bricks (or half-bricks) again, or still feels like frigates ?
thx
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Kagura Nikon
Minmatar M. Corp
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Posted - 2009.04.06 10:08:00 -
[202]
Originally by: prefectro Edited by: prefectro on 06/04/2009 06:00:16
Originally by: Bellum Eternus
MY Vaga could do 12k/sec easy. Without gang bonuses. My Ishtar would do 6k+/sec, my Zealot a good 5k+/sec. Same with my Sac. Most of the people that I flew with could go similar speeds. I never really flew interceptors that much, mostly because I don't like small ships, but when I did fly my Crusader I could hit 18km/sec quite easily.
This isn't EFT. It's real world TQ. Any time a HEAVY ASSAULT CRUISER like the Ishtar can outrun THE FASTEST LIGHT DRONES IN THE GAME, it's broken.
I have over 30mil+ SP just in Matar pvp ships (and related skills) and maxed navigation skills for speed/agility and my solo non over-heated T2 fitted Vaga (using roges) never went over 7km/s.
And this idea that the game is broken if a HAC goes faster then light drones is dumb. So if they made light drones go 20km/s will the game now not be broken? The advantage of speed should be measured in relation to the ranges/strength/tracking of weapons/mods that can effect speed (like neuts/webs) both directly and indirectly. By cutting speed in half they changed almost every aspect of PVP mechanics and now they are working to try to re-balance everything.
I am guessing that they are having greater customer involvement in this rebalancing (by creating posts of the changes) as they know they do not know everything plus it goes along with their whole agile development structure where customer involvement is key to successful deliverables. The whole point of this post is to challenge the changes and make sure no stone is unturned.
I used to fly a rapier most of time during the nano age. I never had so much praising to my presence in gang as i had at that time.... And even so I say nano WAS broken! Simple fact that every engagement was a mad rush on unbiquous speeds that in 10 seconds would leave most of the gangs behind was totally dumb! An armageddon with sensor booster could not lock a vaga and fire 1 volley before it was out of scorch range!!!
Every hac was nanoed. And the very fast hacs were NOT rare contrary to some naysayers are telling. Almost 2/3 of the hacs were able to go 5 km/s or more and about 1 in 5 were toppling 8 km/s. It was totally dumb
I disagree on a lot of things made on the nano nerf. But the nerf WAS needed. Maybe on a different way, but was needed. Maybe it was too harsh.. but something was needed. (Personnally just removing MWD overheat, poly mass bonus to 10% and nerfing snakes would have been enough) ------------------------------------------------- If brute force doesn't solve your problem... you are not using enough
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Polinus
Caldari State War Academy
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Posted - 2009.04.06 10:09:00 -
[203]
Originally by: Zhula Guixgrixks
Originally by: CCP Nozh Update - Should be on Singularity now: Frigates - Assault Ships - 0.8 (This brings them down to around a 4 - 4.5 second align time)
Has anybody tried AFs on Sisi ? I would like to get some feedback from somebody who actually fly those ships on TQ. Are they bricks (or half-bricks) again, or still feels like frigates ?
thx
Feel like a frigate with a small plate. Not really bad. But i suspect you won't evade fast lock gate campers anymore.
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McEivalley
Fallen Angel's Blade.
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Posted - 2009.04.06 12:17:00 -
[204]
Originally by: CCP Nozh Update - Should be on Singularity now:
Agility:
- Frigates - General - 1.0
- Frigates - Stealthbombers - 0.7 (They were aligning as fast as Battlecruisers)
- Frigates - Assault Ships - 0.8 (This brings them down to around a 4 - 4.5 second align time)
- Destroyer - General - 0.85 (Briging them a bit closer to frigates)
- Cruiser - General - 1.0
- Cruiser - HAC - 0.9
- Cruiser - HIC - 0.9
- Cruiser - Logistics - 1.0
- Cruiser - Combat Recon - 0.95
- Cruiser - Force Recon - 1.0
- Battlecruisers - 0.8
- Battleships - 0.8
Scan Resolution:
- Cruisers - General - 15% Boost
- Cruisers - HAC - 20% Boost
- Cruisers - Force Recon - 10% Boost
- Battleship - Black Ops - 10% Boost
Please check out these new values on Singularity and leave some feedback... Might be a bit inactive on the forums next week, weekend / Easter holiday. But I'll try to drop by as often as possible..
No no no ... don't nerf assault frigs!!! Please. Pretty please. Kick stealth bombers align time even more afaic, and maybe give covert ops a little bit more tackling/"tank" capabilities (deserves a separate thread no doubt) but don't touch the align time of AFs. I'd even boost them (though, obviously, still keep them slower than interceptors and ewar frigs). So it might need a few numbers after the decimal point, rather than just one figure, but hey... it's possible. AFs should have some sort of tackling power and atm they are still too slow to react, especially when MWDing around. A top of the notch (skill wise) harpy would align without an mwd or inertia mods in 3.7s, while an eagle, its heavier counter part, does that in 5.1s. That's not even a second and a half faster. A vaga, the nimblest hac, takes 4.3 seconds. Due to low slots differences, you can still see hacs align and tackle better than AFs, not mentioning the fact that they can deal more dps and tank much better. In short, AFs still need a better align love than the current situation.
When you do that, could you please consult with the gfx department, if a layer of dust can be added to their paintjob, as all people will do with them is spinning them in station... maybe not even that. Do - don't die trying. |

McEivalley
Fallen Angel's Blade.
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Posted - 2009.04.06 12:36:00 -
[205]
Originally by: Bellum Eternus
Originally by: Ephemeron ok, I'll make just 1 last point of the nano-ships:
You're confusing 'can kill' with 'works within the designed framework'...
Traditionally fit cruisers are the same way. Traditional weapons work just fine.
When you have to build exotic fits and use extreme tactics to solve one specific problem due to a game design flaw (massive speed due to knock on effects of various modules) then it's a game design flaw...
I clipped a bit so I would live the nano issue between you two, but conceptually speaking, ephemeron's right. You have hit the dirt with your face. There's only one thing I would regard as exotic or extreme in this game to the point of game failure, and that's out right bugs or malicious hacking. If you know of a bug, exploit it, etc... then you're nothing to me. Anything else, any "radical" fit you can think of, is and should be legitimate as long as it finds a nieche in the overall balance. I'm still tearing here a bit about what they're going to do to falcons, may they rest in peace in hangars, spinning forever. Do - don't die trying. |

Aylara
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Posted - 2009.04.06 12:42:00 -
[206]
Normally, for a predator to have 25% success ratio (1 of 4 chased prays) is a very high achievement. Shifting the advantage towards the predators, leads, most of the time, to a very poor ecosystem.
I'm very curious about how this change will shape the combat and how dense the player population inhabiting the low-sec will be.
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Polinus
Caldari State War Academy
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Posted - 2009.04.06 15:12:00 -
[207]
Originally by: Aylara Normally, for a predator to have 25% success ratio (1 of 4 chased prays) is a very high achievement. Shifting the advantage towards the predators, leads, most of the time, to a very poor ecosystem.
I'm very curious about how this change will shape the combat and how dense the player population inhabiting the low-sec will be.
You know.. that is the SMARTEST thing anyone ever said about low sec!
CCP.. hire a BIOLOGIST to balance low sec!
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Raimo
Gallente Wrath of Fenris
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Posted - 2009.04.06 17:11:00 -
[208]
Originally by: Aylara Normally, for a predator to have 25% success ratio (1 of 4 chased prays) is a very high achievement. Shifting the advantage towards the predators, leads, most of the time, to a very poor ecosystem.
I'm very curious about how this change will shape the combat and how dense the player population inhabiting the low-sec will be.
I thought most of low sec was there to pick a fight... Thanks for that post, too bad CCP disagrees. :P
(LOL, I'm not even a pirate :P ) ---
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Space Pinata
Amarr Discount Napkin Industries
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Posted - 2009.04.06 17:40:00 -
[209]
Edited by: Space Pinata on 06/04/2009 17:43:17
Originally by: Bellum Eternus
MY Vaga could do 12k/sec easy. Without gang bonuses. My Ishtar would do 6k+/sec, my Zealot a good 5k+/sec. Same with my Sac. Most of the people that I flew with could go similar speeds.
You are either 1) Lying or 2) You flew one of the aforementioned faction fit ships with snakes. A dual polycarb'd vaga, t2 MWD, three overdrives one nano in the lows did not reach 7000/second without overheating. That's about as fast as you can get without snakes or faction mods.
[Quote=Bellem Eternus]I never really flew interceptors that much, mostly because I don't like small ships, but when I did fly my Crusader I could hit 18km/sec quite easily.
You seem to think that it's ok for a ship to be basically invulnerable while doing it's job. I don't. So what if an interceptor incurs *some* damage while tackling a ship? It's putting itself in harms way, it should be vulnerable to attack.
Notice how early in your post you say "I never really flew interceptors", and then late in the post you're going on about how invulnerable they are.
Well, from someone who actually HAS flown interceptors.. they're far from invulnerable. Mess up your transversal once and you're going to be halfway dead when a single volley hits you. And that's from a ship you'd actually be orbitting.
If they have a friend sitting, say, 20km away from the ship you're orbitting, you're going to quickly find yourself either dying or trying to disengage.
Yes, it is possible to avoid most/all damage sometimes. It's also possible to get killed in one volley from a battleship if your transversal drops. Or to get webbed and killed off quickly with drones. Or, against medium guns, sometimes just having the target MWD away can force you to compensate, and if you do ~that~ wrong..
Well, you'll be in half armor or worse, and that's assuming they only hit you once... 
Oh. And missiles. If you slow an inty down by a people 1000 m/s.. (which, if they go back to pre-QR values, will happen. Intys used to orbit at maybe 75-80%~ of max speed, now it's more like 95%+. So, nerf agility, and they might be going 3.5-4k... even worse for the slower ones like the Taranis or Crow)
Well, I look forward to seeing heavy missiles and even cruise missiles chasing off or killing intys in a few volleys.
On an unrelated note: If only they added a module that improved drone speed, maybe drones could have caught up... (Hint: Warriors could easily break 10k/s if you bothered to fit drone upgrades)
Originally by: Polinus
Originally by: Aylara Normally, for a predator to have 25% success ratio (1 of 4 chased prays) is a very high achievement. Shifting the advantage towards the predators, leads, most of the time, to a very poor ecosystem.
I'm very curious about how this change will shape the combat and how dense the player population inhabiting the low-sec will be.
You know.. that is the SMARTEST thing anyone ever said about low sec!
CCP.. hire a BIOLOGIST to balance low sec!
Translation for the unintelligent mind: If pirates kill everything, no one will go to lowsec. Cue more whinging about lowsec because "there are no more targets" and "balance risk/reward". And by "balance risk/reward" they mean "make it so as long as I sit on a gate people will come to me and give me killmails".
And no, I don't dislike pirates. I just think most are too worried about killing and podding every ship that comes through to ever get a large selection of targets.. and, apparently, it's broken if occasionally someone escapes.
As always, we take the WoW route of pvp: Everyone who engages must either be on the winning side or die. |

Sgt Napalm
The Graduates Morsus Mihi
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Posted - 2009.04.06 17:53:00 -
[210]
In it's current form, what does this mean for blaster ship?
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Ephemeron
North Eastern Swat Pandemic Legion
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Posted - 2009.04.06 18:14:00 -
[211]
Originally by: Aylara Normally, for a predator to have 25% success ratio (1 of 4 chased prays) is a very high achievement. Shifting the advantage towards the predators, leads, most of the time, to a very poor ecosystem.
I'm very curious about how this change will shape the combat and how dense the player population inhabiting the low-sec will be.
You should keep in mind that the proposed agility "nerf" is still less than what EVE had before agility was boosted during the Great Speed Nerf patch. And it was that way for several years. So we aren't looking into something unknown here. We can simply compare to tackle success ratio before and after that patch. The proposed changes are a middle ground between those 2 cases.
Since EVE actually worked for many years with even worse agility, it's safe to say that the proposed agility changes will not create any strange unexpected results. The predator/prey balance will not go out of whack.
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Ephemeron
North Eastern Swat Pandemic Legion
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Posted - 2009.04.06 18:17:00 -
[212]
Edited by: Ephemeron on 06/04/2009 18:26:52
Originally by: Sgt Napalm In it's current form, what does this mean for blaster ship?
As someone who flys close range battleships nearly 100% of the time, I can say that this change will have minimal impact on performance of blaster ships.
The main impact here is on ability to tackle people, that effects everyone equally.
Originally by: Space Pinata Well, from someone who actually HAS flown interceptors.. they're far from invulnerable. Mess up your transversal once and you're going to be halfway dead when a single volley hits you. And that's from a ship you'd actually be orbitting.
If they have a friend sitting, say, 20km away from the ship you're orbitting, you're going to quickly find yourself either dying or trying to disengage.
Yes, it is possible to avoid most/all damage sometimes. It's also possible to get killed in one volley from a battleship if your transversal drops. Or to get webbed and killed off quickly with drones. Or, against medium guns, sometimes just having the target MWD away can force you to compensate, and if you do ~that~ wrong..
Well, you'll be in half armor or worse, and that's assuming they only hit you once...
It is precisely this type of thing that injected REAL player skill into combat. It was a way for smart people to stay ahead even against numerious enemy. But the enemy could also be smart, and so it became not a battle of tank and gank, but of who is smarter, who has more experience. It allowed high skill players to raise combat on a whole new plane of existence, and the majority of the "simpler" folk looked up and saw a ceiling that couldn't penetrate. It is their crys of "unfair" that eventually lead CCP to dumb down combat a bit, so everyone is "more equal"
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Space Pinata
Amarr Discount Napkin Industries
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Posted - 2009.04.06 18:59:00 -
[213]
Edited by: Space Pinata on 06/04/2009 19:05:34
Originally by: Ephemeron
Since EVE actually worked for many years with even worse agility, it's safe to say that the proposed agility changes will not create any strange unexpected results. The predator/prey balance will not go out of whack.
Most likely, things will be fine for all ships smaller than frigates. If interceptors today lose as much in orbit as they did pre-QR (where they were still fast enough due to higher max speed), things might get a bit ugly.
But as people have been so kind as to point out, it's all supposed to be about stat comparison. If you do something to prevent your enemies from being effective, they don't need to change tactics; you need to be nerfed so that tank/gank setups can reign supreme. Putting a tracking computer / web in or coming in at longer range to snipe off 'ceptor on your friend would involve lowering those two supreme EFT values.
And a more effective setup that doesn't show huge tank/dps in EFT is just silly. Why should we have to factor in more than these two stats in our setups? That's too many dimensions, and it makes my feeble brain just ache. 
Quote: It is precisely this type of thing that injected REAL player skill into combat. It was a way for smart people to stay ahead even against numerious enemy. But the enemy could also be smart, and so it became not a battle of tank and gank, but of who is smarter, who has more experience. It allowed high skill players to raise combat on a whole new plane of existence, and the majority of the "simpler" folk looked up and saw a ceiling that couldn't penetrate. It is their crys of "unfair" that eventually lead CCP to dumb down combat a bit, so everyone is "more equal"
Agreed. Ships aren't too fast to outrun missiles/drones/the same sized guns anymore, but maneuverability is still an advantage.
Now, it's more about managing range.. faster cruisers with better range, Ishtars that can drop ogres and then retreat to a safe distance while the tacklers hold an enemy in place, etc...
I'm worried that pretty soon we'll have to resort to slowly head butting each other to death so that the game is "fair" to people who only understand how to f1-f8.
There has to be a better way to fix warp speeds than a universal nerf. Maybe let the cloak drop for a second or so before the warp initiates, giving a chance to lock before the aligning starts? |

Agent Known
Apotheosis of Virtue
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Posted - 2009.04.06 19:07:00 -
[214]
I don't see why we have to speed up to warp anyway, because when you do actually engage warp, you stop completely before accelerating. Anyone else notice that? Watch your speed dial. 
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Bellum Eternus
Gallente Death of Virtue
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Posted - 2009.04.06 19:28:00 -
[215]
Originally by: Space Pinata <blah blah>
Yes, I flew using a HG Snake set. Obviously. I now fly with HG Slaves and other very very expensive implants. What I meant to convey, whether I did or not, was that I did fly interceptors, just not that much, because I really don't care to.
I know how to fly them, I know what it takes to fly them. I know their limitations and their advantages. I just don't *like* to fly them.
You're telling me that if I use Snakes then I'm unfairly comparing my capabilities with the 'masses' out there? My speed numbers for my ships w/ a HG Snake set I thought were rather conservative. I'm a 10/10ths player. I don't have a lot of ISK, but the ISK I do have goes into PVP. Most of the players I fly with are the same way. Snakes, Slaves, Crystals. We do whatever we can to push the envelope.
Anyway, we're totally getting off the subject here. Nanoships were horrible for the game and everybody knows it. Fortunately it will never return in it's previous form. Let's hope something worse doesn't crop up.
As for blaster ships and the upcoming change, I'm sure I'll still be flying laser ships for the most part. They're just too good when compared to blaster BS for the most part. I like having an MWD for chasing targets down in empire (meaning roaming and having to quickly double back) but I also really like killing anything inside of 60km with my lasers.
It will be interesting to see what the agility changes mean for smaller ships while webbed at optimal for large blasters. Probably not much of an improvement, but we'll see. Reducing the agility of blaster BS even further won't help them to be sure. Lower acceleration and a longer time to turn around will just make them worse, but probably not that much worse than they already are.
Oh, and I don't care how many drone nav modules you fit, warrior IIs would never catch my Vaga. Ever.
As for the predator/prey relationship- WTZ has pretty much ensured that 95% of targets get away. There should be plenty of targets in lowsec by that logic.
Bellum Eternus Inveniam viam aut faciam.
Death of Virtue is Recruiting
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ChalSto
LOCKDOWN. Force Of Evil
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Posted - 2009.04.06 19:59:00 -
[216]
Originally by: Sgt Napalm In it's current form, what does this mean for blaster ship?
They are screwed as before... Originally by: Agmar ----------------------------------------------- "The North is so ghey that even the NPCs fly ravens." |

Sgt Napalm
The Graduates Morsus Mihi
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Posted - 2009.04.06 20:33:00 -
[217]
Sad 
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Gut Punch
Shade. Penumbra Alliance
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Posted - 2009.04.07 02:22:00 -
[218]
Originally by: Bellum Eternus
Originally by: Space Pinata <blah blah>
Anyway, we're totally getting off the subject here. Nanoships were horrible for the game and everybody knows it. Fortunately it will never return in it's previous form. Let's hope something worse doesn't crop up.
Not everyone agrees with that. Mostly there is a feeling of consensus among players that were and are very vocal on the forums and that feeling has been translated by opportunists into a platform to condem. These people don't represent the viewpoint of people who don't play in blob vs blob warfare in 0.0 nor can the claim be made that "everyone" agreed with it. I'm not going to repeat the whole antinano tactic book that was VERY effective assuming the opposite ship or ships had pilots who had an IQ above 10.
What you and CCP are forgetting is the nanos, in their previous form, allowed for the important hit and run gameplay for people who went solo or with a couple of buddies. Again hitting the ability to hit and run but even more importantly, gate camp running, will further stagnate 0.0. What is the risk? Simply setup a massive bubble camp with falcons and two point lachesis and its game over - no escape, no fighting back. But most important - not skill required.
I am frustrated with the inability of my cruisers to catch other cruisers. But adjusting the alignment time has even larger implication beyond CCP Noah's desire to FORCE people to fight because they happened to be in the same place at the same time without any need for pilot skill.
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Bellum Eternus
Gallente Death of Virtue
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Posted - 2009.04.07 12:28:00 -
[219]
Feedback for BS agility changes:
Blasterthron with 3x trimarks, 1x 1600 RT plate and 100mn mwd2 with max nav skills now does 112m/sec base, and 785m/sec max.
I checked the accel, from standing start to 750m/sec (where the accel began to flatten out) and I did it eight times just to be sure (because it was so slow). I always measured between 37 and 38 seconds depending on lag. Accelerating to that speed costs me about 60% of my cap (again, max skills, and T2 mwd for larger cap capacity).
Maybe the answer here is to reduce the mass addition of 100mn mwds and increase their thrust a little bit to give BS a little more accel and top speed. 785m/sec is just LOL. And for all practical purposes, you'll never see that speed in combat due to the time that it takes to actually get there. 700m/sec is more realistic.
Due to the decreased agility it takes more time to slow down as well as speed up, so you have to start slowing down *earlier* which means reaching a lower peak speed and spending more time slowing down (so you don't overshoot your target) and all of this translates into a much longer time to cover the same distance and a much lower average speed.
I'm only posting this for the edification of the rest of the blaster pilots out there. I'm completely burnt out about caring at this point. I'll just fly lasers until CCP fixes the situation, if ever.
My Ishtar/Vaga/Zealot/Sac all fly great, as does my Crusader. The agility changes really haven't put a dent in the smaller ships. The Astarte with an 800 plate and a trimark is still a pig. And I wouldn't recommend flying a Hurricane with a 1600 plate. It's as slow as a BS.
Bellum Eternus Inveniam viam aut faciam.
Death of Virtue is Recruiting
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Ephemeron
North Eastern Swat Pandemic Legion
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Posted - 2009.04.07 16:35:00 -
[220]
Quote: Maybe the answer here is to reduce the mass addition of 100mn mwds and increase their thrust a little bit to give BS a little more accel and top speed. 785m/sec is just LOL. And for all practical purposes, you'll never see that speed in combat due to the time that it takes to actually get there. 700m/sec is more realistic.
You find it funny? That is the direct intentional resault of the Great Speed Nerf, which you so eagerly defend
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Mr Ignitious
R.E.C.O.N. Dara Cothrom
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Posted - 2009.04.07 18:41:00 -
[221]
Edited by: Mr Ignitious on 07/04/2009 18:42:11
Originally by: Ephemeron
Quote: Maybe the answer here is to reduce the mass addition of 100mn mwds and increase their thrust a little bit to give BS a little more accel and top speed. 785m/sec is just LOL. And for all practical purposes, you'll never see that speed in combat due to the time that it takes to actually get there. 700m/sec is more realistic.
You find it funny? That is the direct intentional resault of the Great Speed Nerf, which you so eagerly defend
the direct intentional result of the speed nerf was to stop ships from going 10km/s with ease. Megathron was never an issue of exploitation when it came to speed. This was an UNintentional side effect of it. A side effect, based on what bellum has shared, that has castrated a class of ships.
60% of cap to get close to top speed is ludicrous, not to mention how it would hurt to need to turn at all during the chase.
If CCP wants to lower agility so that things can be caught again, fine thats cool. However, it needs to be done with some finesse so that it doesn't fix one thing but obliterate another.
edit: clarity
I read the forums assuming there are no trolls, only really stupid people.
Originally by: CCP Zulupark
WHAT'S WRONG WITH YOU?
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Rawstyle
Caldari The Illuminati. Pandemic Legion
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Posted - 2009.04.07 19:17:00 -
[222]
I really cant understand the ppl moaning about this hurting solo pvp. Clearly you don't actually solo.
If you did you'd know that it is now impossible lock a ship that is the same class as you without a sensor booster fitted (which nerfs your actual fighting ability horribly in med/small ships), soloing (not dual boxing with a tackler) is currently impossible with only one character as you miss virtually everything that jumps into you, and belt ratters align an warp so fast now that its neigh on impossible to tackle them when soloing in a cruiser sized ship.
This is a welcome reversal of a completely pointless change. now bring back a reasonable amount of scrambling belt rats and there is some hope for ppl that actually solo once more.
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Bellum Eternus
Gallente Death of Virtue
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Posted - 2009.04.07 20:04:00 -
[223]
Originally by: Ephemeron
Quote: Maybe the answer here is to reduce the mass addition of 100mn mwds and increase their thrust a little bit to give BS a little more accel and top speed. 785m/sec is just LOL. And for all practical purposes, you'll never see that speed in combat due to the time that it takes to actually get there. 700m/sec is more realistic.
You find it funny? That is the direct intentional resault of the Great Speed Nerf, which you so eagerly defend
Yes, I do find it funny. Funny and sad. There was nothing broken with a Blasterthron moving at 1200m/sec (eventually). It's simply collateral damage from the speed nerf. It was never the target of the change. It's sad an entire class of ship has to be so crippled for everyone else to have their game back.
Bellum Eternus Inveniam viam aut faciam.
Death of Virtue is Recruiting
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Bellum Eternus
Gallente Death of Virtue
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Posted - 2009.04.07 20:15:00 -
[224]
Edited by: Bellum Eternus on 07/04/2009 20:16:50
Originally by: Ephemeron Edited by: Ephemeron on 06/04/2009 18:26:52
Originally by: Sgt Napalm In it's current form, what does this mean for blaster ship?
As someone who flys close range battleships nearly 100% of the time, I can say that this change will have minimal impact on performance of blaster ships.
Someone who flies blaster ships or just close range? Judging from your killboard you're more likely to fly just about anything other than a blaster BS, and when you do, it's an officer fit Kronos with a cloak (lol?), and not even a well fit Kronos at that, just expensive. Clearly you have more money than sense. Or skill.
Bellum Eternus Inveniam viam aut faciam.
Death of Virtue is Recruiting
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SecHaul
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Posted - 2009.04.07 20:29:00 -
[225]
Originally by: Bellum Eternus it's an officer fit Kronos with a cloak (lol?)
The cloak is required for the align, MWD, cloak, warp trick. You see, the change is wanted see he can point other ships, but the cloak mechanic mustn't change so he can continue to avoid being pointed himself.
That's what balance is all about after all, focus on half the problem that suits you, but ignore the larger problem with EVE being consensual PvP if you wish to fit a cloak.
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Ephemeron
North Eastern Swat Pandemic Legion
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Posted - 2009.04.07 21:35:00 -
[226]
when I just trained for battleships 3-4 years ago, I was specializing in Gallente blaster boats. For at least a year I flew nothing both Megas and Dominixes, that gradually changed as I trained up other faction bs and different tech 2 guns
Even now, Dominix remains my favorite ship and I like to fit it with blasters, typically 5 electrons or 5 ions. Now that I can successfully fly all battleships except Caldari missile boats, my choice of ship is dictated by performance - which I carefully analyze to see what works better. And it just so happens that blaster boats - megathron in particular, is underperforming, so I don't use it.
Mega pulse is the new FOTM - because it works.
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Ephemeron
North Eastern Swat Pandemic Legion
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Posted - 2009.04.07 21:43:00 -
[227]
Originally by: SecHaul
Originally by: Bellum Eternus it's an officer fit Kronos with a cloak (lol?)
The cloak is required for the align, MWD, cloak, warp trick. You see, the change is wanted see he can point other ships, but the cloak mechanic mustn't change so he can continue to avoid being pointed himself.
That's what balance is all about after all, focus on half the problem that suits you, but ignore the larger problem with EVE being consensual PvP if you wish to fit a cloak.
As you pointed out, cloak is very important. However, you might also notice that the ships I flew with it all died. And most of those deaths were due to large gank squads - surely that was not consensual on my part? There's no argument, the facts are here.
I understand your concern however, even tho you voice it incorrectly. I believe that cloak+mwd+warp trick is good for pvp as it allows strong ships to engage superior forces on a gate and get away without dying - when done properly. Without it, people could still engage stronger gang, but die much more often while doing it. This would discourage people to solo in heavy ships and encourage blobbing, with less engagements happening overall.
The scan res penalty of cloak insures that the battleship using it will never, ever, be able to tackle somebody who doesn't want to fight in the first place.
0.0 bubbles are pretty good at neutralizing this tactic. Only low sec empire suffers more, but even there, I have lost a few battleships. So, it is by no means an invulnerability granting trick, just another tactical tool
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1072
Amarr Fliegerkorps
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Posted - 2009.04.07 22:32:00 -
[228]
oh at last.. I was waiting for this thread since speed patch.. thanks a lot for fixing this : ) : ) |

Susan Kennedy
Gallente Eddie Murphy Appreciation Society Chubby Chuppers Chubba Chups
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Posted - 2009.04.07 22:39:00 -
[229]
Originally by: Ephemeron
mwd cloak warp
0.0 bubbles are pretty good at neutralizing this tactic. Only low sec empire suffers more, but even there, I have lost a few battleships. So, it is by no means an invulnerability granting trick, just another tactical tool
Yes... yes it is. Its an uninentional invulnerabilty trick which only fails due to extreme bad luck (a random bit of space junk sat on your jump in point) or bad lag.
Ive personally seen you fly past the quickest low sec tacklers in the game repeatedly in 5 bill isk + ships without a care in the world.
I also have flown my low skilled alt through all the major pirate camp spots in a t1 fit raven to prove the point.
To test this "non exploit" ive had interceptors remote sensor boosted and tasked soley with getting a lock on my ship. If done correctly it is impossible to do.
Any arguments you may make towards consensual pvp are totally hypocritical whilst you continue to defend this.
You can fly one of the slowest ships in the game, combat fit though any camp, with any tackler setup, in low sec simply by fitting a cloak and an mwd.
This is self evidently not balanced - and it flabbergasts me that you continue to suggest it is.
Also flabbergasting is no reference to this non exploit ever by any ccp employee when they seem so concerned with balance.
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Ephemeron
North Eastern Swat Pandemic Legion
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Posted - 2009.04.07 23:13:00 -
[230]
Originally by: Susan Kennedy
Originally by: Ephemeron
mwd cloak warp
0.0 bubbles are pretty good at neutralizing this tactic. Only low sec empire suffers more, but even there, I have lost a few battleships. So, it is by no means an invulnerability granting trick, just another tactical tool
Yes... yes it is. Its an uninentional invulnerabilty trick which only fails due to extreme bad luck (a random bit of space junk sat on your jump in point) or bad lag.
Ive personally seen you fly past the quickest low sec tacklers in the game repeatedly in 5 bill isk + ships without a care in the world.
I also have flown my low skilled alt through all the major pirate camp spots in a t1 fit raven to prove the point.
To test this "non exploit" ive had interceptors remote sensor boosted and tasked soley with getting a lock on my ship. If done correctly it is impossible to do.
Any arguments you may make towards consensual pvp are totally hypocritical whilst you continue to defend this.
You can fly one of the slowest ships in the game, combat fit though any camp, with any tackler setup, in low sec simply by fitting a cloak and an mwd.
This is self evidently not balanced - and it flabbergasts me that you continue to suggest it is.
Also flabbergasting is no reference to this non exploit ever by any ccp employee when they seem so concerned with balance.
Low sec pirate gangs have different composition from 0.0 gangs. In low sec, everyone flys slow heavy tank ships - because of the gate sentries. In 0.0, you got a lot of speed fit cruisers and interceptors. They have naturally better tackle power, even without the dictors.
The MWD+cloak trick gives people 10 seconds to decloak and scramble the target. Which is a pretty good amount of time if you have those fast ships and inties. A battleship with MWD on has huge sig radius, so once you decloak it, even your regular cruiser can lock it in a couple seconds.
If you know that you are going to be facing a lot of battleships in low sec that use this trick, you can put a few gang members in frigs and use them to decloak people - without aggro to sentries.
Then, we should also remember that there's a reason low sec has sentries in the first place - they are there to discourage pirate tackle, by keeping the fast small ships away. It seems the CCP intentially made it harder to catch people in low sec gates than 0.0 gates, so is it really proper to compare those 2 and demand they should be equally easy?
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Yakov Draken
Minmatar Tides Of War
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Posted - 2009.04.08 00:45:00 -
[231]
Ephemerons post seems pretty spot on. Quit playing the honor card - solo pvping is really hard and the fact that you can still get past gate camps in low sec when fit right may be frustrating for pirates, like me, but then again it is not 0.0.
Gate camping in low sec shouldn't be a catch them all and kill them thing - that is what 0.0 is for. In low sec sometimes you need to bait people in order to get to gank them. I, as a pirate, really have no problem with most smart, prepared, people being able to get through a low sec gate camp. If it is a problem for you go to 0.0 or learn to pirate in more varied ways. Gate camping is fine but it is also a fairly brainless sort of pvp that shouldn't be to powerful.
The best thing about gate camps is they make a great target to attack.
This issue is not wether or not we can catch people setup not to be caught (waves to all the recons passing by) it is wether or not our BS's can lock a BS, our BC's a BC, and anything a Cruiser. In the age of ECM mid slots are at a premium and the agility changes where a real kick in the gut to low sec piracy.
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Jas Dor
Minmatar
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Posted - 2009.04.08 01:36:00 -
[232]
On the off chance that somebody from CCP is still reading this thread, I'd just like to point out that this will vastly increase the effectiveness of Titans against roaming fleets (who currently have a good chance of being able to jump in and warp out before a DD). CCP needs to acknowledge that almost any major change to game play, whether nerf or buff, can VASTLY chance the balance of Titans. Names, Dates, Times, Engagements, Losses, Op-Tempo or STFU! |

Ephemeron
North Eastern Swat Pandemic Legion
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Posted - 2009.04.08 03:09:00 -
[233]
Originally by: Jas Dor On the off chance that somebody from CCP is still reading this thread, I'd just like to point out that this will vastly increase the effectiveness of Titans against roaming fleets (who currently have a good chance of being able to jump in and warp out before a DD). CCP needs to acknowledge that almost any major change to game play, whether nerf or buff, can VASTLY chance the balance of Titans.
I was under impression that most well prepared fleets - the ones where titan pilot actually plans to try DDD, will have at least 1 dictor on the gate
What alliances are you refering to that use titans on gates without dictors?
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Susan Kennedy
Gallente Eddie Murphy Appreciation Society Chubby Chuppers Chubba Chups
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Posted - 2009.04.08 10:53:00 -
[234]
Edited by: Susan Kennedy on 08/04/2009 10:55:52
Originally by: Ephemeron
The MWD+cloak trick gives people 10 seconds to decloak and scramble the target. Which is a pretty good amount of time if you have those fast ships and inties. A battleship with MWD on has huge sig radius, so once you decloak it, even your regular cruiser can lock it in a couple seconds.
If you know that you are going to be facing a lot of battleships in low sec that use this trick, you can put a few gang members in frigs and use them to decloak people - without aggro to sentries.
Then, we should also remember that there's a reason low sec has sentries in the first place - they are there to discourage pirate tackle, by keeping the fast small ships away. It seems the CCP intentially made it harder to catch people in low sec gates than 0.0 gates, so is it really proper to compare those 2 and demand they should be equally easy?
Regarding the MWD+cloak trick itself: people have discussed it since the introduction of cloaking devices - years ago. I personally started at least 1 thread specifically addressing this issue and it was specifically told to me that this a valid tactic. I find it funny to see people being surprised by it even tho it has been around for more than 2 years now. This is a valid tactic without a shadow of a doubt, whether you think it's bad influence of game play is another matter, but don't bother treating it as an exploit, as that just makes your post less likely to be taken seriously
I clearly state the issue is regarded as a "non Exploit".
So dont try that evasion malarky - it wont work. My complaint that was you seem so concerned with tweaking speed/agailty by 0.05% in the quest for balance - yet as a matter of course use, and indeed now defend the most unbalanced "feature" in the game - a feature that allows (combat fitted) the slowest ships in the game to be uncatchable in low sec.
As such (and whilst this continues) - anything you say in this thread is reduced to a farce. Your point about "i posted in a thread three years ago" is so utterly irrelevant as its not funny. You act as if this absolves you of guilt over the unbalance.
Your "inty uncloaker" trick is fine in theory - but in practice rarely works.
Again - to prove this - I have used the fastest ship in the game with drones assigned from gang and a HG snake set. (nb this was pre speed nerf)
I also tried it with a macherial and a cynabal in case the wider ship models/less speed worked better at the uncloak.
The problem lies in double clicking on the enemy when the uncloaks leads to your ship stopping dead in the water as soon as he hits cloak (ie straight away). The ships "nose dips" as well - meaning your alignment is altered and cannot simply whack top speed again - as you head in a different direction.
So your only alternative is to manualy rotate your camera to whatever random position the target ends up in , and spam double click roughly in the right area and pray. A combination of double click and then manual spam worked best - but delivered rarely.
If the target IS by chance uncloaked, you have a considerable delay before your remotly boosted lachesis can even attempt to lock "target is invulnerable, target is invulnerable, target is invulnerable..."
Then you have a second or so befor he is locked. Then you have a second before the modules decide to swtich on.
In practice - the target is long gone by this point.
These are COMBAT FIT SHIPS. No skills needed, no special crazy module set ups. With the addition of the little green timer ring around the mwd module - it dosent even need the ability to count to 10.
As such - I again say that whilst you continue to defend this obviously unbalanced issue - any and all of your comments on "balance" (be it speed, agility or whatever) should be considered hypocritical and irrelevant.
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SecHaul
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Posted - 2009.04.08 12:53:00 -
[235]
Originally by: Ephemeron As you pointed out, cloak is very important. However, you might also notice that the ships I flew with it all died. And most of those deaths were due to large gank squads - surely that was not consensual on my part? There's no argument, the facts are here.
I believe that cloak+mwd+warp trick is good for pvp as it allows strong ships to engage superior forces on a gate and get away without dying - when done properly. Without it, people could still engage stronger gang, but die much more often while doing it. This would discourage people to solo in heavy ships and encourage blobbing, with less engagements happening overall.
The scan res penalty of cloak insures that the battleship using it will never, ever, be able to tackle somebody who doesn't want to fight in the first place.
0.0 bubbles are pretty good at neutralizing this tactic. Only low sec empire suffers more, but even there, I have lost a few battleships. So, it is by no means an invulnerability granting trick, just another tactical tool
The issue is not viewing the ships that died, the issue is not being able to view all the ships that *should* have died in the absence of the MWD / cloak / warp trick. You asking me to prove a negative?
Secondly, you believe the MWD / cloak / warp trick is good for *your* PVP. Do not confuse what you want from the overall mechanic and what others want. You want CCP to rebalance agility to allow ships to be caught, but to not change another mechanic which makes it impossible to be caught. You can talk about 0.0 and bubbles all you wish, it's a simple matter of bookmarks, ship scanner, a cloak, and any other character to scout the other side of a gate and you are immune to bubbles and any threat in-game.
Last time I saw you flying about in your dominix, you had a Stiletto pilot with you - i.e. neutralizing the impact of your cloak penalty.
So let's take a step back and consider what you call negatives, because in every case they are easily counterable, and you do counter them.
I would like CCP to consider the root cause of this change, i.e. that larger, and ships of the same size, should under standard circumstances be able to lock one another before warping off. If cloaks are indeed meant to be a valid mechanic to bypass this vision, then I would like CCP to comment on such, because until such time, the above mention root cause is rather null and void.
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Ephemeron
North Eastern Swat Pandemic Legion
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Posted - 2009.04.08 17:13:00 -
[236]
Quote: ..You want CCP to rebalance agility to allow ships to be caught, but to not change another mechanic which makes it impossible to be caught..
As long as you keep using words like "impossible" and "invulnerability", I just can't take you seriously, I'm sorry
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Susan Kennedy
Gallente Eddie Murphy Appreciation Society Chubby Chuppers Chubba Chups
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Posted - 2009.04.08 18:39:00 -
[237]
Edited by: Susan Kennedy on 08/04/2009 18:47:44 Edited by: Susan Kennedy on 08/04/2009 18:40:23
Originally by: Ephemeron
Quote: ..You want CCP to rebalance agility to allow ships to be caught, but to not change another mechanic which makes it impossible to be caught..
As long as you keep using words like "impossible" and "invulnerability", I just can't take you seriously, I'm sorry
Cop Out
Massive and shocking avoidance of all the posters points.
As has been pointed out - the trick will fail if
1) Lag - lag causing module delay 2) Bad Luck - A chance jump in position next to a wreck (remember it is an exploit to deliberatly spam items to counter this trick so people cannot engineer this 3) 562 (if my maths are correct) pilots placed in exact postions around the uncloak sphere. Or for the sake of argume maybe 90 interceptor pilots orbiting at 15km. (balanced?)
If you had ANY defence against the arguments levveled agsint you - you would have brought them out. Not picked on the word "impossible" and clammed up.
Hell Ive seen you personally do that trick maybe 30 times. In one system over a period of a year. You must have done it hundereds and hundereds of times.
Myself Ive done it around 200 times. Ive been to all the choke points in low sec in the game, and even went to the caldari militi zone to test in on their fleets of frigates. Never been tackled.
For the sake of argument substitute the word impossible (which you objected to)for:
"The cloak mwd trick allows the slowest ships in the game to be 98.5% impossible to tackle in low sec. Tackling ships have been tested as HG Snake interceptors, remotely sensor boosted. The trick is not difficult - can be done with a 1mill skill point alt - it requires the ability to push three buttons in a row."
Ive seen it done all the time. Ive done it myself and ran my low skilled all past all the best low sec camps in the game. Ive never been tackled.
Skill-less alt
T1 Fits
Slow Ass Combat Fit Raven
30 Frigates Trying to tackle me and failing
No Ones been able to tackle me in low sec
Balance? Ive seen you do it in 5 billion isk ships (both yourself and your alt) and you breeze thorugh low sec, against the best tacklers in the game without a care in the world.
This is inherently NOT balanced. Yet you continue to argue about 0.1% agility changes and how this will affect pvp.
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Ephemeron
North Eastern Swat Pandemic Legion
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Posted - 2009.04.08 18:50:00 -
[238]
I have good defensive arguments, but I don't see the point of trying to be serious when the people I'm arguing against are clearly not serious. The little bits of truth contained in those posts are smothered in gross exaggerations and the tone is set to play more on emotions than logic.
I understand how that type of discussion can be pretty entertaining - I enjoy doing it, too. But I am always aware of what's serious and what's not. If you want to have a serious discussion, act like it
First hint - avoid using expressions like "impossible to catch" and "invulnerable ships"
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Cracken
Gallente
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Posted - 2009.04.08 18:55:00 -
[239]
You could also slightly lower the mass on the blaster boats as well. Makes mwd's more effective on them and solves the agility issue @ the same time.
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Ephemeron
North Eastern Swat Pandemic Legion
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Posted - 2009.04.08 19:01:00 -
[240]
Ok, lets be serious for a moment.
The MWD+cloak+warp trick has 2 distinct realms of influence: 1) low sec empire: characterized by gate sentries and inability to drop bubbles 2) 0.0 space: no gate sentries, no restrictions on bubbles
Are you specifically arguing that MWD+cloak tactic is bad for low sec empire? do you accept that it isn't a problem in 0.0?
If you accept the differences between 0.0 and empire, then you should also consider why CCP created these differences. Why did CCP make sure to prevent bubbles in low sec empire? Why did CCP put sentry guns with extremely high tracking? Why did CCP add covert ops cloaking ability to transport ships?
It seems as tho CCP did not want to make tackling of ships at the low sec empire gates easy.
Can we then say that my ability to find a ship setup that allows me to run thru a low sec empire gate camp is fully intended?
if you really want to have better chances of catching people, including big expensive ships, it seems that CCP encourages you to go to 0.0 and fight there.
Or do you want to insist that low sec empire should be identical to 0.0?
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Ephemeron
North Eastern Swat Pandemic Legion
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Posted - 2009.04.08 19:03:00 -
[241]
Originally by: Cracken You could also slightly lower the mass on the blaster boats as well. Makes mwd's more effective on them and solves the agility issue @ the same time.
that would also effect sniper setups unfairly against other snipers. A more proper solution would be to boost base speed, as snipers don't like having more base speed cause of tracking
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Kagura Nikon
Minmatar M. Corp
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Posted - 2009.04.08 19:09:00 -
[242]
Originally by: Ephemeron
Originally by: Cracken You could also slightly lower the mass on the blaster boats as well. Makes mwd's more effective on them and solves the agility issue @ the same time.
that would also effect sniper setups unfairly against other snipers. A more proper solution would be to boost base speed, as snipers don't like having more base speed cause of tracking
but then you need to boost tempest and typhoon speed as well Sicne they NEED to be faster than megatrons sicen its their only advantage.... adn then an endless race begins ------------------------------------------------- If brute force doesn't solve your problem... you are not using enough
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Ephemeron
North Eastern Swat Pandemic Legion
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Posted - 2009.04.08 19:28:00 -
[243]
In my experience, ever since the Great Speed Nerf, all battleships are equally slow - when fit the same way. A difference of 100 m/s with MWD on is not going to make a difference. Not to mention that with web and scramble, any speed advantage on bs becomes irrelevant.
While it would be NICE to have Minmatar have clear speed advantage, as the game stands now, they don't NEED it.
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SecHaul
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Posted - 2009.04.09 13:04:00 -
[244]
Edited by: SecHaul on 09/04/2009 13:04:58
Originally by: Ephemeron Ok, lets be serious for a moment.
The MWD+cloak+warp trick has 2 distinct realms of influence: 1) low sec empire: characterized by gate sentries and inability to drop bubbles 2) 0.0 space: no gate sentries, no restrictions on bubbles
Are you specifically arguing that MWD+cloak tactic is bad for low sec empire? do you accept that it isn't a problem in 0.0?
If you accept the differences between 0.0 and empire, then you should also consider why CCP created these differences. Why did CCP make sure to prevent bubbles in low sec empire? Why did CCP put sentry guns with extremely high tracking? Why did CCP add covert ops cloaking ability to transport ships?
It seems as tho CCP did not want to make tackling of ships at the low sec empire gates easy.
Can we then say that my ability to find a ship setup that allows me to run thru a low sec empire gate camp is fully intended?
if you really want to have better chances of catching people, including big expensive ships, it seems that CCP encourages you to go to 0.0 and fight there.
Or do you want to insist that low sec empire should be identical to 0.0?
The discussion about the difference between lowsec and 0.0 are irrelevant when it comes to the cloak / mwd trick. The fact that CCP have not said anything about this "feature" means that it is impossible for either of us to prove if it is a "feature" or if it is an "exploit" - the difference being the former is intended, and the second is that it was never intended.
Now, you are making a lot of assumptions that CCP "wants to make tackling on lowsecs difficult", that isn't true. Bubbles are very easy to avoid, and your case, it usually involves jumping in and out of system, and when things get really hairy, you deagress, jump and log - I've seen you do that in an officer fit Paladin, I guess that it is a feature as well?
The ultimate cause of the agility changes is to head back towards non-consensual PvP, directly from CCP words. As a result, if they truly want to head back into non-consensual PvP where smaller ships can tackle larger ships (when their goal is actually more aggressive that ships of the same size can tackle one another), then the cloak / mwd trick is a direct "feature" that needs to be corrected in addition to the agility changes.
Where my primary issue with you is, is you support the agility changes so that you can fight on gates with your "big expensive ships", however don't want the cloak / MWD trick so that you can continue to avoid the same situation when you are the prey. That is what I call a hypocrit, and that is why I laugh at your posts. Not because you post "it's 1% possible to catch me", but because you are so clearly trying to have the mechanics changed into your favor when completely ignoring the root cause for the change in the mechanics in the first place.
But never mind, every time we see you on a killmail, either is the killer or dead officer ship, we have a little chuckle and comment about the abuse of logoff mechanics and cloak / warp tricks. It doesn't make you a good PvP'er, it just makes you look silly.
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Raimo
Gallente Wrath of Fenris
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Posted - 2009.04.09 14:49:00 -
[245]
Who the hell started whining about cloaks in the official agility change feedback thread?  ---
Please resize your signature to the maximum allowed of 400 x 120 pixels with a maximum file size of 24000 bytes. Navigator |

Ephemeron
North Eastern Swat Pandemic Legion
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Posted - 2009.04.09 17:01:00 -
[246]
Originally by: Raimo Who the hell started whining about cloaks in the official agility change feedback thread? 
I was providing my input on effect of agility change to tackling ability, then someone accused me of using "MWD+cloak+warp exploit", and I started talking about that since it is also related to tackling. I know I'm just feeding the trolls here
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Ephemeron
North Eastern Swat Pandemic Legion
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Posted - 2009.04.09 17:26:00 -
[247]
>The discussion about the difference between lowsec and 0.0 are irrelevant when it comes to the cloak / mwd trick.
I already explained its relevance in previous post, if you pretend something isn't there it doesn't go away.
>The fact that CCP have not said anything about this "feature" means that it is impossible for either of us to prove if it is a "feature" or if it is an "exploit" - the difference being the former is intended, and the second is that it was never intended.
There was an official response, but it was like 2 years ago so I can't find it. We all know CCP are a little slow when it comes to fixing things, but they are usually a little faster when it comes to dealing with exploits. They have known about it for 2 years - as many people, including me, raised this question in the past. So even if I can't find the official response, their lack of action implies they don't see it as an exploit.
>Now, you are making a lot of assumptions that CCP "wants to make tackling on lowsecs difficult", that isn't true.
I wasn't making assumptions, I was making deductions based on current game design. I have seen discussions of low sec and pirating for 5 years. I remember when sentry guns in low sec were boosted several times, each time there was a big discussion on the effect and reason behind these changes. The side CCP was on is that low sec isn't meant to be easy for pirates. The extreme sentry gun tracking was introduced to prevent pirates from using small fast ships to tackle people at gates. Restrictions on bubbles in low sec are obviously made for same reason - CCP don't want pirates to catch everyone that jumps in. Even before this game had a beta version, CCP posted their ideas about how piracy in empire would be possible but difficult.
>Bubbles are very easy to avoid, and your case, it usually involves jumping in and out of system, and when things get really hairy, you deagress, jump and log - I've seen you do that in an officer fit Paladin, I guess that it is a feature as well?
If you say bubbles are very easy avoid, you obiously don't spend enough time playing in 0.0, or are simply trolling. Perhaps if you specifically refered to interceptors or transports avoiding bubbles, then you might have some hint of truth, but when you talk about battleships, it's just plain wrong.
If you deaggress, jump, and log, your ship will remain in space for 15 minutes. Go ahad and try it. There might have been a time early on when that worked, but if CCP fixed it, I don't know for sure since I don't use log off tactics. The very fact that you say you seen me log off to avoid combat destroys your credibility. I have never done that. I remember crashing to desktop several times, but each time I quickly log on within 40 seconds. I always use cloak when I need to hide from gank squads.
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xxxak
Caldari O.W.N. Corp OWN Alliance
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Posted - 2009.04.09 17:27:00 -
[248]
I think that reducing agility is a very bad idea and it is being overdone based on current SiSi values.
I think a better solution is to boost cruiser lock times. Give cruisers a resolution that is fast enough to catch most (but not all) other cruisers.
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xxxak
Caldari O.W.N. Corp OWN Alliance
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Posted - 2009.04.09 17:33:00 -
[249]
Edited by: xxxak on 09/04/2009 17:36:00 Edited by: xxxak on 09/04/2009 17:35:35
Originally by: BlackHorizon Edited by: BlackHorizon on 02/04/2009 17:37:44 Nozh, overall I support you on this, but the class values like "0.9" you suggest are too arbitrary and ignore the in-class variations. Certain frigates will be slower than some cruisers, for example.
I would suggest you listen to one of the previous posters and simply increase the warp time on ships independent of mass and agility, or wait until such a mechanic can be implemented/coded. If you don't have the resources to do this, please come up with a formula based on ship attributes such as sig radius instead of puling out of a hat class agility modifiers like "0.95".
What you're doing is changing the combat attributes of ships and creating new problems while trying to solve the lock speed problem. Blaster ships are still too slow, even battleships. Cruisers also have imbalances. For example certain minmatar cruisers with even 1600mm plates are more agile/faster than unplated gallente or amarr cruisers.
I very much agree with this. You are trying to use a sledge hammer when a scape is needed.
To be honest, you already got it wrong once. I am not saying that to make you feel bad, but to point out that agility is one of the hardest to balance and most important game mechanics there is in EVE.
Please think LONG and HARD about how this will affect a huge range of ships, and in a lot of different ways.
e.g.
-Vagabonds (and other ships) burning back to the gate -Assault frigates which are already almost "worse" than a T1 cruiser -Frigates that rely on tight orbits to survive -Ratters who are caught in belts -Solo pirates who land in a blob -Travel time for everyone!!
Also, please do NOT ignore lag issues with decloak.
I live in the USA. Right now, I often deal with ships that appear to warp before I can even BEGIN to target them. I think this has as much to do with lag as anything, but please consider that issue in this entire equation.
Keep in mind that TQ is way different than SiSi. The blobs, the need to travel 30 jumps to buy something (sometimes) etc etc.
Mainly, PLEASE, PLEASE don't rush this out. And if it is badly broken when it does go live please fix it again.
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Ephemeron
North Eastern Swat Pandemic Legion
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Posted - 2009.04.09 17:45:00 -
[250]
>The ultimate cause of the agility changes is to head back towards non-consensual PvP, directly from CCP words. As a result, if they truly want to head back into non-consensual PvP where smaller ships can tackle larger ships (when their goal is actually more aggressive that ships of the same size can tackle one another), then the cloak / mwd trick is a direct "feature" that needs to be corrected in addition to the agility changes.
I support non-sonsensual PvP, but I'm not foolish enough to argue it in extreme - that you could always fight whoever you wanted, that it was impossible to hide or escape. No reasonable gamer would want that. We seek balance, just the right measure of forcing a fight and escaping from a fight.
I won't deny that MWD+cloak+warp tactic is a powerful one, but as I said many times already - it is easily neutralized by bubbles. And having just a couple smart inty pilots is enough to decloak and scramble the battleship. Hell, my alt caught Falcon and Arazu a while ago in Delve, while camping a gate - and they warp cloak in just 5 seconds.
>Where my primary issue with you is, is you support the agility changes so that you can fight on gates with your "big expensive ships", however don't want the cloak / MWD trick so that you can continue to avoid the same situation when you are the prey. That is what I call a hypocrit, and that is why I laugh at your posts. Not because you post "it's 1% possible to catch me", but because you are so clearly trying to have the mechanics changed into your favor when completely ignoring the root cause for the change in the mechanics in the first place.Everyone can use the MWD+cloak+warp trick, I'm not trying to argue that no one but me should use it - that doesn't make me a hypocrit. By fitting cloak, I'm willingly giving up a high slot that could be used for another gun or energy neut, and I'm severely gimping my scan res - often times resulting in 10 sec loss of DPS, not to mention that it's impossible to tackle anything that doesn't come after me first. This tactic has advantages and disadvantages.
>..Not because you post "it's 1% possible to catch me"
Don't quote me on something I didn't say. The chance to catch me increases as the intelligence and number of pilots on opposite side increases. If you say that chance is 1%, that doesn't say much about your intelligence, sorry to say.
>But never mind, every time we see you on a killmail, either is the killer or dead officer ship, we have a little chuckle and comment about the abuse of logoff mechanics and cloak / warp tricks. It doesn't make you a good PvP'er, it just makes you look sillyAt least with that statement you admit there's no problem with MWD+cloak+warp tactic, as the person you accuse of using it all the time just keeps dying - must be not so powerful after all.
If you said that I never lost a big ship, you would have grounds on which to build your case for "game breaking tactic of MWD+cloak+warp". If it makes you feel any better, I won't claim that I'm a good pvper, I don't really care what you think. I care about game balance and ability of people to enjoy pvp. Challenge is part of the fun.
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xxxak
Caldari O.W.N. Corp OWN Alliance
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Posted - 2009.04.09 17:50:00 -
[251]
Originally by: Mohenna I really can't see how people are glad to see the game slowed down.
I totally understand the point of the gatecampers; but there must be another way. For example, calculate lag in the point mechanics, use a timestamp to see when the tackler started tackling and make the warper wait for it while invulnerable: when the timestamp message arrives, the server decides if the warper managed to warp off or not.
This leaves the game as fast as now. And there are probably other solutions too. DON'T MAKE THE GAME MORE BORING!!! Also gatecampers have to dock, undock, warp around... Why do you want to make it a pain?
This is an interesting idea.
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Ephemeron
North Eastern Swat Pandemic Legion
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Posted - 2009.04.09 17:52:00 -
[252]
Edited by: Ephemeron on 09/04/2009 17:55:57 xxxak, those agility fix values are arbitrary because the whole Great Speed Nerf was very arbitrary
What Nozh is doing now is undoing some of the arbitary nerfs he created. I'd prefer to see all of it undone, but short of that, any arbitrary value is better than no change at all.
This game was great for 4 years with old agility values. This is nothing new, we just returning to the way things were.
Originally by: xxxak
Originally by: Mohenna I really can't see how people are glad to see the game slowed down.
I totally understand the point of the gatecampers; but there must be another way. For example, calculate lag in the point mechanics, use a timestamp to see when the tackler started tackling and make the warper wait for it while invulnerable: when the timestamp message arrives, the server decides if the warper managed to warp off or not.
This leaves the game as fast as now. And there are probably other solutions too. DON'T MAKE THE GAME MORE BORING!!! Also gatecampers have to dock, undock, warp around... Why do you want to make it a pain?
This is an interesting idea.
I fully support that idea. I have been trying to prove why the Great Speed Nerf was unnecessary and wrong ever since the idea of it was introduced. It definitely does make the game more boring.
But here, for the first time, the dev responsible for this mistake is undoing some of his nerf. He admits he was wrong at least a little. Maybe we can get our speed back next
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xxxak
Caldari O.W.N. Corp OWN Alliance
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Posted - 2009.04.09 17:53:00 -
[253]
Originally by: CCP Nozh Update - Should be on Singularity now:
Agility:
- Frigates - General - 1.0
- Frigates - Stealthbombers - 0.7 (They were aligning as fast as Battlecruisers)
- Frigates - Assault Ships - 0.8 (This brings them down to around a 4 - 4.5 second align time)
- Destroyer - General - 0.85 (Briging them a bit closer to frigates)
- Cruiser - General - 1.0
- Cruiser - HAC - 0.9
- Cruiser - HIC - 0.9
- Cruiser - Logistics - 1.0
- Cruiser - Combat Recon - 0.95
- Cruiser - Force Recon - 1.0
- Battlecruisers - 0.8
- Battleships - 0.8
Scan Resolution:
- Cruisers - General - 15% Boost
- Cruisers - HAC - 20% Boost
- Cruisers - Force Recon - 10% Boost
- Battleship - Black Ops - 10% Boost
Please check out these new values on Singularity and leave some feedback... Might be a bit inactive on the forums next week, weekend / Easter holiday. But I'll try to drop by as often as possible..
HUGE, HUGE nerf to the Huginn, Rapier, Curse, and Pilgrim, all of which have already been nerfed to HELL.
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xxxak
Caldari O.W.N. Corp OWN Alliance
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Posted - 2009.04.09 18:22:00 -
[254]
Originally by: Bellum Eternus
Originally by: Ephemeron
Quote: Maybe the answer here is to reduce the mass addition of 100mn mwds and increase their thrust a little bit to give BS a little more accel and top speed. 785m/sec is just LOL. And for all practical purposes, you'll never see that speed in combat due to the time that it takes to actually get there. 700m/sec is more realistic.
You find it funny? That is the direct intentional resault of the Great Speed Nerf, which you so eagerly defend
Yes, I do find it funny. Funny and sad. There was nothing broken with a Blasterthron moving at 1200m/sec (eventually). It's simply collateral damage from the speed nerf. It was never the target of the change. It's sad an entire class of ship has to be so crippled for everyone else to have their game back.
I agree and it's just more proof that CCP F***ed up when they made nerfs across the board instead of DOING IT RIGHT and taking the time to tweak individual ships.
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GTC seller72
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Posted - 2009.04.09 18:42:00 -
[255]
1. If agility has been reduced how fats do blaster ships now accelerate, and how many more mwd cycles (and so CAP) will that mean in gang v gang pvp to get into range of each target?.
If scan res got a buff is that not another nerf to damps?.
Why not just make a thread asking all gallente spec'd players to bend over it would be a lot simpler?.
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Captain Vampire
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Posted - 2009.04.09 19:30:00 -
[256]
The changes feel great overall, however there is one issue with the latest proposal.
Sensor damps should be buffed due to this sensor strength change. They are already meh, and should at least get a buff making them equal to current TQ standards, perhaps they should be revisited all over again, or at least the gallente recon ship bonus.
Please don't ignore this issue, unwanted side effects should be negated, and I really don't think sensor dampeners was standing in the nerf bat queue.
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Hirana Yoshida
Behavioral Affront
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Posted - 2009.04.09 20:16:00 -
[257]
How about looking in a completely different direction for the agility changes?
Keep agility as is, but increase mass of armour plates by a factor of 3-4, adjust only shield buffer ships agility appropriately.
1. What this should do is make the highly popular buffer tanked cruisers/BS a liability and nudge some fittings towards active tanking to get higher manoeuvrability. 2. Combat ceases to be simple arithmetic using EHP/Dps and will involve cap boosters for rep, neuts, eWar .. proper battlefield tactics. 3. Fleet BS (especially the DD proofed) are slowed down eliminating tracking issues caused by high base speeds. 4. Will partially re-introduce the faster more nimble skirmishing ships of nano fame, when against the fat plated RR blobs (relative speed difference could become substantial).
Just an idea anyway.
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Katy Karkinoff
Minmatar Psycho Chicks
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Posted - 2009.04.09 20:51:00 -
[258]
Originally by: Hirana Yoshida How about looking in a completely different direction for the agility changes?
Keep agility as is, but increase mass of armour plates by a factor of 3-4, adjust only shield buffer ships agility appropriately.
1. What this should do is make the highly popular buffer tanked cruisers/BS a liability and nudge some fittings towards active tanking to get higher manoeuvrability. 2. Combat ceases to be simple arithmetic using EHP/Dps and will involve cap boosters for rep, neuts, eWar .. proper battlefield tactics. 3. Fleet BS (especially the DD proofed) are slowed down eliminating tracking issues caused by high base speeds. 4. Will partially re-introduce the faster more nimble skirmishing ships of nano fame, when against the fat plated RR blobs (relative speed difference could become substantial).
Just an idea anyway.
Except all the blaster boats are plated so now you're punishing them even more.
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Raimo
Gallente Wrath of Fenris
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Posted - 2009.04.09 22:06:00 -
[259]
Originally by: Katy Karkinoff
Originally by: Hirana Yoshida How about looking in a completely different direction for the agility changes?
Keep agility as is, but increase mass of armour plates by a factor of 3-4, adjust only shield buffer ships agility appropriately.
1. What this should do is make the highly popular buffer tanked cruisers/BS a liability and nudge some fittings towards active tanking to get higher manoeuvrability. 2. Combat ceases to be simple arithmetic using EHP/Dps and will involve cap boosters for rep, neuts, eWar .. proper battlefield tactics. 3. Fleet BS (especially the DD proofed) are slowed down eliminating tracking issues caused by high base speeds. 4. Will partially re-introduce the faster more nimble skirmishing ships of nano fame, when against the fat plated RR blobs (relative speed difference could become substantial).
Just an idea anyway.
Except all the blaster boats are plated so now you're punishing them even more.
A lot of gank blaster boats are shield buffered already... This would totally save them, all the caldari agilities nerfed to hell and back and the shield deimos going zoom! :P ---
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Ephemeron
North Eastern Swat Pandemic Legion
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Posted - 2009.04.09 22:46:00 -
[260]
Originally by: Raimo A lot of gank blaster boats are shield buffered already... This would totally save them, all the caldari agilities nerfed to hell and back and the shield deimos going zoom! :P
You people are getting carried away into fantasy land with your crazy ideas. This is a sci fi game
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1072
Amarr Fliegerkorps
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Posted - 2009.04.09 23:04:00 -
[261]
still supporting : )
a ship should be able tackle his own class & thats it. : ) |

Ephemeron
North Eastern Swat Pandemic Legion
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Posted - 2009.04.09 23:48:00 -
[262]
Originally by: 1072 still supporting : )
a ship should be able tackle his own class & thats it.
That pretty much sums it up. Unfitted ships of same class, with just 1 scrambler mod, should be able to tackle each other before they warp
With only exception being interceptors - they always warp too fast.
That's all we need to test, there's no need to get into crazy specific scenarios and philosophical discussions
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maralt
Minmatar The seers of truth
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Posted - 2009.04.10 00:59:00 -
[263]
Originally by: Ephemeron
Originally by: 1072 still supporting : )
a ship should be able tackle his own class & thats it.
That pretty much sums it up. Unfitted ships of same class, with just 1 scrambler mod, should be able to tackle each other before they warp
With only exception being interceptors - they always warp too fast.
That's all we need to test, there's no need to get into crazy specific scenarios and philosophical discussions
Id agree with that and i cannot off hand think of a down side to the idea in general.
It would need to be tested in a class v class scenario including sensor boosters on larger ships trying to lock smaller ones but the basic unboosted idea is sound.
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Lilith Velkor
Minmatar OVERLOAD. Dead Terrorists
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Posted - 2009.04.10 06:22:00 -
[264]
Originally by: Bellum Eternus I just tried the new agility changes on SISI. Totally screws up blaster ships again.
Just change the warp speed threshold to 85% of max speed instead of the current 75%. That will increase the time to warp without changing any other balance. Super simple and elegant solution to the problem.
This.
We minmatar pilots neeed agility since you've taken our speed away 
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SecHaul
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Posted - 2009.04.10 11:13:00 -
[265]
Originally by: Ephemeron That pretty much sums it up. Unfitted ships of same class, with just 1 scrambler mod, should be able to tackle each other before they warp
Agreed. In which case, you need to remove the cloak / warp trick, because that will clearly violate what you have written above. In fact, it violates it to such an extreme that you end up with: sensor boosted interceptors are unable to tackle plated battleships before they warp.
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GTC seller72
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Posted - 2009.04.10 12:20:00 -
[266]
Originally by: SecHaul
Originally by: Ephemeron That pretty much sums it up. Unfitted ships of same class, with just 1 scrambler mod, should be able to tackle each other before they warp
Agreed. In which case, you need to remove the cloak / warp trick, because that will clearly violate what you have written above. In fact, it violates it to such an extreme that you end up with: sensor boosted interceptors are unable to tackle plated battleships before they warp.
I do not agree, a technical manouver involving 2 mods allowing you to evade being ganked on a gate in low sec or empire if you get your timing totally correct is not the same as the base lock speed vs sig size problem we have.
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Raimo
Gallente Wrath of Fenris
|
Posted - 2009.04.10 13:28:00 -
[267]
Originally by: GTC seller72
Originally by: SecHaul
Originally by: Ephemeron That pretty much sums it up. Unfitted ships of same class, with just 1 scrambler mod, should be able to tackle each other before they warp
Agreed. In which case, you need to remove the cloak / warp trick, because that will clearly violate what you have written above. In fact, it violates it to such an extreme that you end up with: sensor boosted interceptors are unable to tackle plated battleships before they warp.
I do not agree, a technical manouver involving 2 mods allowing you to evade being ganked on a gate in low sec or empire if you get your timing totally correct is not the same as the base lock speed vs sig size problem we have.
Ditto. And the cloak whines could really use its own thread, the signal to noise is getting horrible here... ---
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SecHaul
|
Posted - 2009.04.10 14:45:00 -
[268]
Originally by: GTC seller72 I do not agree, a technical manouver involving 2 mods allowing you to evade being ganked on a gate in low sec or empire if you get your timing totally correct is not the same as the base lock speed vs sig size problem we have.
1.) It allows you to evade being ganked on any gate, empire, lowsec, nullsec. In 0.0 all it requires is half a brain to avoid bubbles.
2.) You make it sound like it's difficult to perform, as if getting the timing is a 1 in 100 chance. It's actually very hard to get it wrong with a little practice. The only way you lose is if the inty pilot burns and decloaks you before you warp off, which is extremely difficult.
And when CCP creates a rebalancing thread about this tactic, I will happily post in it. Until such time, they are speaking of agility changes to allow ships of the same size to point one another, and this is directly related, so it will be posted here.
All CCP needs to do is post some feedback on whether this tactic is intended or not. If it is, then so be it. If it isn't, then let us provide some feedback on how to improve the situation. Reducing signal to noise is as easy as providing some feedback to the noise.
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GTC seller72
|
Posted - 2009.04.10 18:09:00 -
[269]
Originally by: SecHaul
Originally by: GTC seller72 I do not agree, a technical manouver involving 2 mods allowing you to evade being ganked on a gate in low sec or empire if you get your timing totally correct is not the same as the base lock speed vs sig size problem we have.
1.) It allows you to evade being ganked on any gate, empire, lowsec, nullsec. In 0.0 all it requires is half a brain to avoid bubbles.
2.) You make it sound like it's difficult to perform, as if getting the timing is a 1 in 100 chance. It's actually very hard to get it wrong with a little practice. The only way you lose is if the inty pilot burns and decloaks you before you warp off, which is extremely difficult.
1. The MWD/cloak warp manouver does not work in bubbles, so avoiding them may take half a brain but it has nothing to do with the manouver in question, unless you are so lucky you end up on the outside edge of the bubble that faces the next gate or a bunch of belts planets ect.
2. If the hostile gang has a fast tackler the manouver must be done correctly there is no chance about it, it is either done correctly or you get caught.
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chatgris
Quantum Cats Syndicate
|
Posted - 2009.04.10 18:18:00 -
[270]
Personally, I have no trouble catching cruisers (caracals, no plates) if they uncloak within my scram range. But just a plea, please leave frigates uncatchable... It's the only thing that makes fw fun for the solo player, otherwise I'd just die at every pirate blob camp in low sec.
Plated dessies are already caught quite frequently as well. At least leave the smallest, more fragile and least damaging ships in the game with some role!
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SecHaul
|
Posted - 2009.04.10 21:52:00 -
[271]
Edited by: SecHaul on 10/04/2009 21:51:46 1. By your logic then, since bubbles stop warping, then clearly the agility is currently fine since ships can target and lock one another. The answer to this problem is clearly bubbles. With regards to bubbles, all it requires is a scan alt, or a scout in fast ship that can burn back to a gate. Bubbles are very easy to get around.
2. It's really easy to do the trick right. The point is, if the person is adapt at click 5 buttons in order, then a battleship can avoid an interceptor locking it. That is clearly broken when considering that CCP is attempting to rebalance same ship size locking same ship size.
You can continue trying to substantiate why this action is fine in EVE, that is your opinion. In my opinion, it makes a joke of the balance that CCP is attempting to introduce into the game, and I believe that as part of these changes they should consider fixing this.
As I said earlier, all CCP needs to do is provide some formal feedback as to whether this is an intended impact of fitting cloaks, 100% immunity to points in empire and lowsec if you half capable, and very near immunity in nullsec unless you are unlucky within timing and a dictor / HIC.
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Ephemeron
North Eastern Swat Pandemic Legion
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Posted - 2009.04.11 03:26:00 -
[272]
SecHaul, must you be such an asshat in Game Development forum?
go to General Discussion or CAOD
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Susan Kennedy
Gallente Eddie Murphy Appreciation Society Chubby Chuppers Chubba Chups
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Posted - 2009.04.11 04:19:00 -
[273]
Edited by: Susan Kennedy on 11/04/2009 04:20:59 New Module:
GODS ZIMMCLOAKWARPMWDER!
FITTING:
SLOTS: 1 Top And 1 Mid CPU: 135 tf PowerGrid: 1251 MW
DESCRIPTION:
The first module to emerged from jovian space in 6 years, this device is unique in taking both a top and middle slot on battleship sized craft.
This, drawback though, pales into insignificance when compared to the rewards this item offers the pilot.
EFFECTS:
1) Activating this module deflects 99.5% of all attempts to tackle it in low sec by any ship - leaving the pilot free to warp around at will
2)This device allows the pilot to cloak with the same efficiency as an improved cloaking device II
3)This device provides the same speed boost etc as a top of the range MWD
This device can be used on any battleship, and instantly turns the slowest ship in the game - fully combat ship fits into an untackalable wraith.
SKILL PREQS
Some lv3 navigation skills Electronics V
COST
2 million isk
________________________
Now the above module would NEVER have got past balancing. Indeed it wouldnt even have been brought up by any Dev - even as a joke.
Any attempts to introduce it would have been met with massive outcry
Yet because the cloak mwd trick came about as an unintentional side effect of two modules, its all ok????
Of course not - So why are people attempting to defend it - And why is it still in the game?
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Zamolxiss
Amarr ROMANIA Renegades Legiunea ROmana
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Posted - 2009.04.11 08:59:00 -
[274]
Originally by: Ephemeron SecHaul, must you be such an asshat in Game Development forum?
go to General Discussion or CAOD
You don't seem new to this forum section Eph, but you seem clueless about the troll brigade(SecHaul, Maralt, Kagura Nikon etc).. engaging in whatever discution with this bunch of armnchair generals is not just masochistic, is also irritating to the other guys that do come around here for genuine contributions, and not 10's of pages of trolling.. Do yourself and the rest of us a favor and simply ignore them..
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Trimutius III
Legio Octae Rebellion Alliance
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Posted - 2009.04.11 11:31:00 -
[275]
Originally by: Susan Kennedy
EFFECTS: 1) Activating this module deflects 99.5% of all attempts to tackle it in low sec by any ship - leaving the pilot free to warp around at will
Erm. Maybe 99.5% off all targeted tackling attempts and sometimes allow to fly out of bubble.
Quote:
SKILL PREQS
Some lv3 navigation skills Electronics V
Erm. Maybe Navigation lvl 4 Afterburner lvl 4 Microwarpdrive lvl 1 Electronics lvl 5 Cloaking lvl 3 (If factional Caldari Navy then lvl 1 is enough)
Quote:
COST
2 million isk
After Nanonerf all MWDs give same boost to speed so even 1 million ISK
Quote:
Now the above module would NEVER have got past balancing. Indeed it wouldnt even have been brought up by any Dev - even as a joke.
Any attempts to introduce it would have been met with massive outcry
Yet because the cloak mwd trick came about as an unintentional side effect of two modules, its all ok????
Of course not - So why are people attempting to defend it - And why is it still in the game?
Exploiters always don't want exploit to be fixed. And even if it's not exploit it's still gives a big advantage.
But if MWD and AB turns off as soon as cloaking activated (like if ship is srambled by scrambler) then it will not give such advantage. Because the main reason of such possibility is that U can reach higher speed while cloaked, and if MWD instantly turns off without making even single cycle then it will not be possible to warp out safely if their is somebody nearby.. ------------------------------------------------- I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist ¬ Trimutius |

GTC seller72
|
Posted - 2009.04.11 11:35:00 -
[276]
Originally by: SecHaul
1. By your logic then, since bubbles stop warping, then clearly the agility is currently fine since ships can target and lock one another.
Agility is not fine at least as far as standard lock time vs warp speed is concerned, although im not sure that reducing agility is a good solution to the problem as it will cause lots of other issues.
Originally by: SecHaul The answer to this problem is clearly bubbles. With regards to bubbles, all it requires is a scan alt, or a scout in fast ship that can burn back to a gate. Bubbles are very easy to get around.
Avoiding them because you use a scout is not "getting around" them, the same reasoning applies to a non mwd/cloak/warp manouver fitted ship if it wants to avoid a gate camp that does not have bubbles.
Originally by: SecHaul 2. It's really easy to do the trick right. The point is, if the person is adapt at click 5 buttons in order, then a battleship can avoid an interceptor locking it. That is clearly broken when considering that CCP is attempting to rebalance same ship size locking same ship size.
Maybe it is a reasonably simple manouver to perform if you have the right travel fit on your ship (cloaks are not standard fit for most BS pilots and it does gimp the ship a lot with lock time and fitting/cpu issues) but then by that same measure clicking one or maybe 2 buttons to be gaurenteed to scram somebody is a LOT easier.
|

GTC seller72
|
Posted - 2009.04.11 11:44:00 -
[277]
Originally by: Susan Kennedy Edited by: Susan Kennedy on 11/04/2009 04:20:59 New Module:
GODS ZIMMCLOAKWARPMWDER!
FITTING:
SLOTS: 1 Top And 1 Mid CPU: 135 tf PowerGrid: 1251 MW
DESCRIPTION:
The first module to emerged from jovian space in 6 years, this device is unique in taking both a top and middle slot on battleship sized craft.
This, drawback though, pales into insignificance when compared to the rewards this item offers the pilot.
EFFECTS:
1) Activating this module deflects 99.5% of all attempts to tackle it in low sec by any ship - leaving the pilot free to warp around at will
2)This device allows the pilot to cloak with the same efficiency as an improved cloaking device II
3)This device provides the same speed boost etc as a top of the range MWD
This device can be used on any battleship, and instantly turns the slowest ship in the game - fully combat ship fits into an untackalable wraith.
SKILL PREQS
Some lv3 navigation skills Electronics V
COST
2 million isk
________________________
Now the above module would NEVER have got past balancing. Indeed it wouldnt even have been brought up by any Dev - even as a joke.
Any attempts to introduce it would have been met with massive outcry
Yet because the cloak mwd trick came about as an unintentional side effect of two modules, its all ok????
Of course not - So why are people attempting to defend it - And why is it still in the game?
And what sort of a combat fit/ tank ect can the ship with this fitting use in combat ect?...its easy to post the pro's but what about the cons?.
And does it not balance the fact that a tackler has 100% success rate at scraming any ship (im including the hics infini point in these calculations just in case you mention warp core stabs)?.
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Uhr Zylex
Privateers Privateer Alliance
|
Posted - 2009.04.11 13:24:00 -
[278]
Want.
|

Omara Otawan
|
Posted - 2009.04.11 16:22:00 -
[279]
Edited by: Omara Otawan on 11/04/2009 16:22:58
Originally by: GTC seller72
And what sort of a combat fit/ tank ect can the ship with this fitting use in combat ect?...its easy to post the pro's but what about the cons?.
There are no real cons to this fitting, 60 cpu / 1 pg (also works with the prototype cloak if your good at pressing 5 buttons in sequence) is not what I'd consider 'gimping' anyways, and the reduced scanres is pretty much irrelevant if you intend to fight BSs.
You might now want to mention the Megathron having issues fitting it, but you just need to drop one EANM for a ANPII and there you go...
Quote:
And does it not balance the fact that a tackler has 100% success rate at scraming any ship (im including the hics infini point in these calculations just in case you mention warp core stabs)?.
HICs reliably fail to tackle:
- interceptors - frigates - blockade runners - force recons - stealth bombers
Anyways, why people defend this mechanic and at the same time call for non-consensual pvp is really beyond me, if you dont agree that this tactic needs fixed asap you better be quiet in this discussion.
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Raimo
Gallente Wrath of Fenris
|
Posted - 2009.04.11 17:20:00 -
[280]
Originally by: Omara Otawan
Anyways, why people defend this mechanic and at the same time call for non-consensual pvp is really beyond me, if you dont agree that this tactic needs fixed asap you better be quiet in this discussion.
Actually, it's you and your brothers in cloak-whine who should be quiet in this thread, titled "agility changes on singularity", not "cloaking is broken" or anything like that... 
Make your own thread ffs. (No, I have no opinion on the cloaking **** tho I like my recons and transports...) ---
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SecHaul
|
Posted - 2009.04.11 17:57:00 -
[281]
Edited by: SecHaul on 11/04/2009 17:59:22
Originally by: Ephemeron SecHaul, must you be such an asshat in Game Development forum?
go to General Discussion or CAOD
As I said, my interpretation of the reason behind the required agility changes is to move more towards non-consensual PvP. The cloak-warp trick is directly related to that, hence my bringing it up. As I have said in multiple posts, it's an opinion, and by continuing to spew your opinions forth, I reply with mine - maybe you should move your discussion as well.
All CCP needs to do is confirm that this is an intended mechanic, or not an intended mechanic, and we can have an intelligent discussion.
As I have said before, I am fine with someone supportin the cloak-warp trick because they believe CCP needs to move more towards consensual PvP. Howeve, you want more non-consensual PvP, but at the same time, want to keep this mechanic to keep consensual PvP for personal use. I find that hypocritical.
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Susan Kennedy
Gallente Eddie Murphy Appreciation Society Chubby Chuppers Chubba Chups
|
Posted - 2009.04.11 18:03:00 -
[282]
Edited by: Susan Kennedy on 11/04/2009 18:06:37 Edited by: Susan Kennedy on 11/04/2009 18:06:17
Originally by: Raimo
Actually, it's you and your brothers in cloak-whine who should be quiet in this thread, titled "agility changes on singularity", not "cloaking is broken" or anything like that... 
Make your own thread ffs. (No, I have no opinion on the cloaking **** tho I like my recons and transports...)
1 )
Fair point - but this is a CCP thread seeming to indicate they wish to change agility to make tackle easier (after years of making it harder and harder) in order to promote non consensual PVP (due to the present situation where it is very difficult to tackle a ship of the same class as yourself before it warps off)
This has naturally lead to the point that using the cloak mwd trick makes all ships (baring those few that can not fit an mwd... t1 industrials) untacklable.
You can change the agility all you like - they simply have to hit 5 buttons in a row (now with a handy green timer around the modules so you don't even have to count to 10) and they warp without any chance (baring collision with a space pea) to tackle them.
As such - all cloak mwd posts are absolutely on topic and you can forgive people whom for many years have almost given up hope of this issue being addressed seeing a glimmer of light in the OPs ideas.
Here we have a DEV who may just address the issue. Even if its to say "I wasnt aware of this issue and now I am - It will be looked into.".
2)
And your point about "I dont care about cloak **** - but i do like my recons" shows you DONT UNDERSTAND THE ISSUE
Nobody is complaining about ships who can fit a cov ops cloak being nigh untackleable in low sec. These ships have built in disadvantages to compensate for that massively powerful advantages.
The complaint is ANY SHIP can do the cloak mwd trick. ANY SHIP. To prove this I ran my alts low skilled Raven though all the choke points in the game. I also ran a Hyperion through the caldari militia area (seeking out fleets of frigates to try and tackle me) AND THEY COULDN'T.
This was fully combat fit ships.
In a thread where the complaint is that Ships of the same class have difficult tackling each other before they warp - Here we have a situation where a FRIGATE cannot tackle a BATTLESHIP before it warps. This is self evidentaly not balanced.
|

Omara Otawan
|
Posted - 2009.04.11 18:04:00 -
[283]
Originally by: Raimo
Actually, it's you and your brothers in cloak-whine who should be quiet in this thread, titled "agility changes on singularity", not "cloaking is broken" or anything like that... 
Erm, its actually an agility issue, or rather a trick to work around agility shortcomings on your ship... 
|

Raimo
Gallente Wrath of Fenris
|
Posted - 2009.04.11 19:00:00 -
[284]
Edited by: Raimo on 11/04/2009 19:03:04
Originally by: Susan Kennedy
And your point about "I dont care about cloak **** - but i do like my recons" shows you DONT UNDERSTAND THE ISSUE
I do understand the issue. I just stated my opinion on cloaks, as I never fit a cloak on a ship that's not designed for it. CBA to take the downsides that come with it. So your ****ed off that some people can be arsed, so what! You cloakwhiners downgrade this thread and bury all the legitimate *ON TOPIC* discussion in to this singleminded drivel... Like I said, create your own thread, run for CSM, I don't care! I just want you to shut up and let CCP listen to their players in fine tuning these *AGILITY CHANGES*!
Personally, I've stated my views but to repeat them to try and be heard above the noise, I'd love for ceptors to retain their current TQ agilities, and I would love for blasters boats to get some loving they sorely need. (Maybe matari too, I dunno)
Cheers ---
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Susan Kennedy
Gallente Eddie Murphy Appreciation Society Chubby Chuppers Chubba Chups
|
Posted - 2009.04.11 19:20:00 -
[285]
Edited by: Susan Kennedy on 11/04/2009 19:24:54 Edited by: Susan Kennedy on 11/04/2009 19:20:52
Originally by: Raimo You cloakwhiners downgrade this thread and bury all the legitimate *ON TOPIC* discussion in to this singleminded drivel... Personally, I've stated my views but to repeat them to try and be heard above the noise, I'd love for ceptors to retain their current TQ agilities, and I would love for blasters boats to get some loving they sorely need. (Maybe matari too, I dunno)
Thanks for your well thought out opinions
"MAYBE MATARII NEED SOMETHING DONE I DUNNOS!"
Which bring a lot of content to this thread.
However your point about "noise" and "off topic" are totally and demonstratively wrong.
Read the OP again:
Originally by: CCP Nozh In our recent changes to speed we made some agility changes, the changes that were meant to make acceleration and maneuverability feel better had an unwanted side effect. It became too hard to target lock ships before they aligned and warped off.
In a thread which is 100% about not being able for ships to lock a target before it aligns and warps off - the Cloak MWD trick (which, to reiterate, is 100% designed to allow your ship to align and warp off before the best tacklers in the game can tackle you) is very much on topic.
Its not just about agility.. its about agilty - scan res - and overall the non ability to tackle ships which should be tackleable. Am i wrong?
|

Roemy Schneider
BINFORD
|
Posted - 2009.04.11 20:03:00 -
[286]
we do have remote sensor boosters - all i'd support would be a bonus to them on some second tier of logistics or if bonuses on existing underappreciated logis would be added - putting the gist back into logistics |

GTC seller72
|
Posted - 2009.04.11 22:16:00 -
[287]
Originally by: Omara Otawan
Originally by: GTC seller72
And what sort of a combat fit/ tank ect can the ship with this fitting use in combat ect?...its easy to post the pro's but what about the cons?.
There are no real cons to this fitting, 60 cpu / 1 pg (also works with the prototype cloak if your good at pressing 5 buttons in sequence) is not what I'd consider 'gimping' anyways, and the reduced scanres is pretty much irrelevant if you intend to fight BSs.
You might now want to mention the Megathron having issues fitting it, but you just need to drop one EANM for a ANPII and there you go...
1. You cannot fit eanm on a mega if you fit it properly in the first place, let alone with a cloak.
2. A eanm uses only 36 cpu not 60 like the cloak.
3. 60 cpu is a crap tonne.
|

Omara Otawan
|
Posted - 2009.04.11 23:11:00 -
[288]
Originally by: GTC seller72
1. You cannot fit eanm on a mega if you fit it properly in the first place, let alone with a cloak.
2. A eanm uses only 36 cpu not 60 like the cloak.
3. 60 cpu is a crap tonne.
1) yes you can. even with a improved cloak. (hint: they are called ion blasters, you only lose 60 dps on a 3x dmg mod fit and gain tracking)
2) irrelevant, as you should only need to free up like 20 cpu anyway if you know what you're doing
3) a small price for invulnerability to gate tacklers
Anyway, the point still stands, you can fit cloak on preety much any BS and still have a fully combat ready setup.
|

The Djego
Minmatar Hellequin Inc.
|
Posted - 2009.04.12 00:13:00 -
[289]
People sayed it, I say it again, this thread is about agility changes not about Cloak Warp tricks. There was a big thread about the agility problem, there wasn¦t a big thread about Cloak+MWD fittings.
This are travel fits they lose a high Slot, a big amount of her lock speed and a very serious amount of CPU, plus getting riped into a new one by the same ship fitting no Cloak. This things are rare in Low and High Sec where the agility change is needet.
This Thread is about the agility change to catch non travel fitted Ships of the same shipclass before they can warp off.
---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
|

Lilith Velkor
Minmatar OVERLOAD. Dead Terrorists
|
Posted - 2009.04.12 00:36:00 -
[290]
Originally by: The Djego
This are travel fits they lose a high Slot, a big amount of her lock speed and a very serious amount of CPU, plus getting riped into a new one by the same ship fitting no Cloak. This things are rare in Low and High Sec where the agility change is needet.
The thing is, lowsec doesnt need an agility change, lowsec needs the lag issues when tackling fixed.
I'm a regular gatecamper, and I can tell you its already very hard to survive a halfdecent gatecamp that has a dictor and a rapier (what pretty much any camp has).
Boost my rapiers scanres and/or reduce agility only a slight bit, and there is no chance at all for ships larger than frigates to get away.
This will kill off any solo PvP, unless your idea of solo pvp is sitting at 0km from the highsec gate and waiting to get aggroed so you can always deagress and jump out.
Quote:
This Thread is about the agility change to catch non travel fitted Ships of the same shipclass before they can warp off.
What exactly counts as a travelfit anyway? In some way, i-stabbed / nanoed ships are travelfits as well, they give up dps (dmg mods), tank (eanms, plates, reppers etc), so by that logic those should get away as well?
I've said it before (in that agility thread), I'll say it again, agility is not the issue, the problem is the insane amount of lag introduced in the locking process.
More often than not I can see a ship on scanner like 2 seconds before it is on my overview and I can start locking, this is what needs fixed.
|

GTC seller72
|
Posted - 2009.04.12 10:34:00 -
[291]
Originally by: Omara Otawan
Originally by: GTC seller72
1. You cannot fit eanm on a mega if you fit it properly in the first place, let alone with a cloak.
2. A eanm uses only 36 cpu not 60 like the cloak.
3. 60 cpu is a crap tonne.
1) yes you can. even with a improved cloak. (hint: they are called ion blasters, you only lose 60 dps on a 3x dmg mod fit and gain tracking)
2) irrelevant, as you should only need to free up like 20 cpu anyway if you know what you're doing
3) a small price for invulnerability to gate tacklers
Its less DPS and a even more gimped tank than usual, and if you were looking for a fight you would not be in a travel fit in the first place.
|

The Djego
Minmatar Hellequin Inc.
|
Posted - 2009.04.12 11:55:00 -
[292]
Originally by: Lilith Velkor
Originally by: The Djego
This are travel fits they lose a high Slot, a big amount of her lock speed and a very serious amount of CPU, plus getting riped into a new one by the same ship fitting no Cloak. This things are rare in Low and High Sec where the agility change is needet.
The thing is, lowsec doesnt need an agility change, lowsec needs the lag issues when tackling fixed. Besides 'fixing' lowsec by ruining nullsec is a horrible idea.
I'm a regular gatecamper, and I can tell you its already very hard to survive a halfdecent gatecamp that has a dictor and a rapier (what pretty much any camp has).
Boost my rapiers scanres and/or reduce agility only a slight bit, and there is no chance at all for ships larger than frigates to get away.
This will kill off any solo PvP, unless your idea of solo pvp is sitting at 0km from the highsec gate and waiting to get aggroed so you can always deagress and jump out.
Isn¦t this basicly the intention of a Camp to catch things? You can use HICs with 2 Sensor boosters, Huggin\Rapier and Lachesis\Arazu to stop people, solo players and smaller gangs don¦t have this options, they need to get a lock and performe the hole tackling without this ships Ships most of the time.
Again solo PVP is dead allready, because you have next to no chance to catch a ship of the same size. Outside of ganking noobs, how good are your chances to catch people and kill them solo in one Fitting(in unconsensual PVP)?
You could do the tackling before QR and before the Nano Age(what I mostly spend in plated BS and plated Cruisers), by this logic there wouldn¦t be any solo PVP before, what wasn¦t the case.
Originally by: Lilith Velkor
Originally by: The Djego
This Thread is about the agility change to catch non travel fitted Ships of the same shipclass before they can warp off.
What exactly counts as a travelfit anyway? In some way, i-stabbed / nanoed ships are travelfits as well, they give up dps (dmg mods), tank (eanms, plates, reppers etc), so by that logic those should get away as well?
I've said it before (in that agility thread), I'll say it again, agility is not the issue, the problem is the insane amount of lag introduced in the locking process.
More often than not I can see a ship on scanner like 2 seconds before it is on my overview and I can start locking, this is what needs fixed.
Yes this are to travel Fittings. A Istabed Ship is next to uncatchable in Low Sec\Empire I move BS this way for sale and don¦t get nervous in any way if someone is at the gate, since im in Warp in 4-5 Seconds. On Ships that are fitted for speed and agility(like a Vaga/Huggin) you also trade DPS/Tank for speed but you use this speed in combat to your advantage(plus getting a bonus for reducing the risk to get killed in Camps). A Cloak loses all the value once you enter combat(beside sniping), same as a Istab fitting would do.
I wouldn¦t call it a insane amout of lag if I try to get a Point on a BS with my Mega(2 ships on grid). There will be allways a delay, human reaction time and agility/signatur vs scan resulution that needs to provide a usefull window to give you the ability to put your point on a target before it is gone. ---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
|

Hell'n
|
Posted - 2009.04.12 14:30:00 -
[293]
I know you guys are trying to fix problems here, but why not just own up to the fact that QR screwed up the game. Instead of changing certain mods and items, you changed everything and then rushed out that QR patch before it was ready.
So now we are in the position of almost every ship being out of whack, in terms of speed, MWD speed, agility and warp times. So instead of owning up, and fixing the real issues caused by QR, you put a couple of plasters on it and hope we'll be happy? I don't understand the formula, but I do expect the devs working on it too, I was rather taken aback by that.
I personally didn't like the nano age, and never took part in it, but you upset the whole game to remove it, using a sledgehammer approach. It's upset so many aspects of the game we all love. (devs included)
Maybe it's time, for a look at the whole game again?
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Lilith Velkor
Minmatar OVERLOAD. Dead Terrorists
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Posted - 2009.04.12 18:57:00 -
[294]
Originally by: The Djego
Isn¦t this basicly the intention of a Camp to catch things? You can use HICs with 2 Sensor boosters, Huggin\Rapier and Lachesis\Arazu to stop people, solo players and smaller gangs don¦t have this options, they need to get a lock and performe the hole tackling without this ships Ships most of the time.
Yes thats obviously the purpose of the camp. And while I'm the one stopping people most of the time and are on the receiving end maybe 5% of the time, I still can see the needs of the victims.
The purpose of the game is to be entertaining, and I dare to say none of our victims has any fun in our camps, apart from the odd people that go "lol, didnt think my BS would pop in 5 seconds flat".
While its quite fun for me to watch them die, if they can be sure to die every time they try to get into lowsec they simply wont bother anymore.
So you can put all the BS rats you want into lowsec, it will still die out completely if nobody can enter.
Quote:
Again solo PVP is dead allready, because you have next to no chance to catch a ship of the same size. Outside of ganking noobs, how good are your chances to catch people and kill them solo in one Fitting(in unconsensual PVP)?
I keep hearing this argument. If we're realistic, outside of ganking noobs, you'll never solo a ship on par with yours under sentry fire, you can bash up weaker people but thats about it, imo we can safely dismiss solo PVP at gates.
In belts or at planets there are 2 situations, either you have a target that is on its toes and takes care to be aligned and at speed to warp out at any moment (you will never catch them, as they warp out before you drop out of warp yourself but thats ok imo as they are alert), or you have the careless ones that are either sitting still or moving randomly, and there is absolutely no issue tackling those, even ship classes below your own, my killboard proves that.
And just for the record, solo isnt dead at all, I do it quite a lot, its alive and kicking.
Quote:
I wouldn¦t call it a insane amout of lag if I try to get a Point on a BS with my Mega(2 ships on grid). There will be allways a delay, human reaction time and agility/signatur vs scan resulution that needs to provide a usefull window to give you the ability to put your point on a target before it is gone.
The delay is in fact pretty significant, maybe 'lag' is bad wording here.
My reaction time is pretty good I'd say, my overview is setup to only show targets as they appear, and I'm already hovering the cursor over the place they'll show up at, I get fractions of a second reaction time at best.
The problem now is, there is a significant delay before they even show up on overview (this can be half a second easy, or more for the people from US or australia).
I now initiate locking, and my locktimer runs down, until I get that "locked" confirmation once its finished.
Then there is another delay before I finally get their picture up, this can be another .3 seconds or more sometimes.
But we arent there yet, even though I have all my modules hot at that point it'll take another .3-.5 seconds until my modules will finally activate.
This is what makes me missing targets, cruiser vs cruiser (without SB!) I get to the stage where I have the picture usually, the problem is the delay until my mods acticate.
Now these delays will vary depending on server load and your connection, but the point is there has to be a balance so both sides get a fair chance, or you wont be able to play without having a top-notch internet connection and living close to London...
As I see it, the current agility we have on TQ is about right, the issue is just the whole process of locking something introduces too many points of delay.
So the logical thing to do would be to streamline this process better, like having a protocol to tell the server "lock xyz and activate my point on it" in one step.
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Lilith Velkor
Minmatar OVERLOAD. Dead Terrorists
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Posted - 2009.04.12 19:03:00 -
[295]
Edited by: Lilith Velkor on 12/04/2009 19:07:06 (continued, stupid character limitation)
Apart from all the highsec / lowsec issues, think a second about nullsec too.
There we have bubbles, the only thing that helps you to survive there is your agility so you can leave the bubble or burn back to the gate.
As you need to burn you are almost instantly locked anyway, afterburner to keep sig low is not an option as you cant escape due to low speed, and running back doesnt work either as you'll just get webbed and bumped off.
Reducing agility would kill any chance to get out of those situations even for the fast ships, those areas should not be reserved to the large alliances with their megablobs, the solo player must have a chance as well (this also goes for lowsec /highsec even).
But there is more to it, as a minmatar pilot that specializes in cruiser class ships, almost all of my ships rely on agility as their means of survival as well as viability in combat, I dont have the amarr dps, the gallente tank or the caldari uber-range, I only have my maneuverability.
If that gets taken away most of my ships are gonna be worthless, sure I could try to compete in the other races territory but to no avail really.
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Seishi Maru
M. Corp Mostly Harmless
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Posted - 2009.04.12 19:33:00 -
[296]
Originally by: Lilith Velkor Edited by: Lilith Velkor on 12/04/2009 19:14:30 (continued, stupid character limitation)
Apart from all the highsec / lowsec issues, think a second about nullsec too.
There we have bubbles, the only thing that helps you to survive there is your agility so you can leave the bubble or burn back to the gate.
As you need to burn you are almost instantly locked anyway, afterburner to keep sig low is not an option as you cant escape due to low speed, and running back doesnt work either as you'll just get webbed and bumped off.
Reducing agility would kill any chance to get out of those situations even for the fast ships, those areas should not be reserved to the large alliances with their megablobs, the solo player must have a chance as well (this also goes for lowsec /highsec even).
But there is more to it, as a minmatar pilot that specializes in cruiser class ships, almost all of my ships rely on agility as their means of survival as well as viability in combat, I dont have the amarr dps, the gallente tank or the caldari uber-range, I only have my maneuverability.
If that gets taken away most of my ships are gonna be worthless, sure I could try to compete in the other races territory but to no avail really, for example trying to outgank plated amarr/gallente boats with low dps and flimsy tank is not gonna work unless I'm nimble enough to negate at least some of the incoming damage.
TL;DR: rather look at how you can improve the client to make the locking process work better, and leave agility alone.
You would be surprised! A tempest with AB can run back to a gate before a megathron can lock him (well it will be at 4.2 km from gate when lock is achieved.. but that means pretty much escapade anyway).
But i stil think AB need a 10% extra boost :(
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Lilith Velkor
Minmatar OVERLOAD. Dead Terrorists
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Posted - 2009.04.12 20:03:00 -
[297]
Edited by: Lilith Velkor on 12/04/2009 20:04:16
Originally by: Seishi Maru
You would be surprised! A tempest with AB can run back to a gate before a megathron can lock him (well it will be at 4.2 km from gate when lock is achieved.. but that means pretty much escapade anyway).
But i stil think AB need a 10% extra boost :(
Problem is its usually not a single Megathron that is doing the tackling. The Rapier will have you down to 100m/s on AB 2 seconds after you decloaked.
In fact, you'll be locked down long before you're even doing 100m/s.
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Seishi Maru
M. Corp Mostly Harmless
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Posted - 2009.04.12 20:31:00 -
[298]
Originally by: Lilith Velkor Edited by: Lilith Velkor on 12/04/2009 20:04:16
Originally by: Seishi Maru
You would be surprised! A tempest with AB can run back to a gate before a megathron can lock him (well it will be at 4.2 km from gate when lock is achieved.. but that means pretty much escapade anyway).
But i stil think AB need a 10% extra boost :(
Problem is its usually not a single Megathron that is doing the tackling. The Rapier will have you down to 100m/s on AB 2 seconds after you decloaked.
In fact, you'll be locked down long before you're even doing 100m/s.
since most people were talking about low sec I was thinking about low sec usual campers ( rapier are NOT as common as BS on low sec gates. Specially because a rapier starting the agro on a gate against a BS that an hit up to 30 km woudl end up in a dead rapier that cost > BS. (I am not considering falcons since they will not exist anymore in 2 weeks :P )
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Admiral IceBlock
Caldari Northern Intelligence PuPPet MasTers
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Posted - 2009.04.12 20:59:00 -
[299]
As long as one can can tackle a ship before it enters warp with sensor boosters I do not care about the values.
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chatgris
Quantum Cats Syndicate
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Posted - 2009.04.12 22:27:00 -
[300]
Lilith, you've pretty much said it all. Lowsec is absolutely thriving atm, with lots of solo targets for solo roamers. Good gate camps can still pin down cruisers (In my rifter, I can catch a caracal at a gate no problem if it uncloaks in my point range, and ceptors are even better at it). Even plated dessies are toast to a good gate camp currently.
And think about factional warfare! It's a huge, no sentry gun melee. For those that like the blobs, there's always a big ass gate camp along the main routes, but with the current agility, those who like to solo can generally get past the huge camps, and go into a plex (that's meant to facilitate combat among the same ship class). Nerfing agility just means undermines the ability to get into those plexes for a *possibly* fair fight (what about people camping the acceleration gate in?? say goodbye to same sized ship combat), which is FUN. Dieing pointlessly to the first gate camp you see, NOT fun. I don't want to buy a scouting alt and dual box all the time (though I guess with this, that's what CCP wants me to do).
Even now, we had a small friggie/ceptor gang on two sides of a gate. We managed to point a harpy down 4 times (point, harpy burns back to gate, jumps, rinse repeat) before it got away. An unplated ship.
Things are fine as they are, nerfing agility means that you die at the first gate camp you see, and solo pvp dies some more.
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LordVodka
Earned In Blood
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Posted - 2009.04.13 00:58:00 -
[301]
Although this change helps as a pirate... I do think to compensate for the newer align times scan res should be increased across the board. Currently you need a sensor booster on a bs to even catch a bc, which imo is kind of rediculous... With the changes you MIGHT be able to catch a bc without a sensor booster again but you'll surely have to be on your toes and have no lag. Increasing the scan resolution by 10-20% (at least on bs's) would be a nice way to compensate for allowing some acceleration, while still being able to catch people.
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Raimo
Gallente Wrath of Fenris
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Posted - 2009.04.13 05:37:00 -
[302]
Edited by: Raimo on 13/04/2009 05:38:32
Originally by: chatgris
Even now, we had a small friggie/ceptor gang on two sides of a gate. We managed to point a harpy down 4 times (point, harpy burns back to gate, jumps, rinse repeat) before it got away. An unplated ship.
Things are fine as they are, nerfing agility means that you die at the first gate camp you see, and solo pvp dies some more.
Chatgris, here I have to disagree with you. I'm *not* catching most of the frigates or dessies that I try to tackle, and many cruisers (especially the Caracals!) warp out most of the time as well. This applies even if I'm with a gang of several tackling ceptors. At the moment the dedicated camps have the best chance of catching stuff, solo roamers have it much worse. IMO the tackling change should go live, I'll just solo roam in ceptors and (hopefully) still be pretty safe from the gate camps. Hell, I will most likely solo roam in a Cruiser, HAC or Recon as well if I have a chance of catching things at gates again, never mind the camp risk!
Too bad about small plexes if you're in a ceptor tbh, but IMO overall this will be good for FW too. ;)
(Anyway, I would suspect that MWD fit T1 frigates still have a fair chance of burning out of scrambler range with heat and warp off at said camps, pirates cannot use ceptors at gates...)
But I don't oppose the ideas of changing tackling mechanics so that lag has less effect. Though some of the time-to-warp values need to be adressed anyway, I also still think that there could be an other way than changing agilities. The 85% warp speed idea is a sound one as well. ---
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Vaerah Vahrokha
Minmatar Dark-Rising
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Posted - 2009.04.13 11:33:00 -
[303]
Quote:
Oh, and if you wanna do something for us lowsec gatecampers, maybe finally fix that stupid mwd-cloak exploit, and rethink the completely invulnerable covert transports...
It's not an exploit to train and buy stuff to survive the odds, nor (like the exploits) it's readily available to everyone willing to do it super-early after character creation.
Else, training for super-high resistances should be considered an exploit as well. Just buying a blockade runner would be an exploit as well.
This reminds me when in WoW they called rogues exploiters because they attacked from stealth and "stunlocked". It was a **** annoying game mechanic but it was legit.
Quote:
You can change the agility all you like - they simply have to hit 5 buttons in a row (now with a handy green timer around the modules so you don't even have to count to 10) and they warp without any chance (baring collision with a space pea) to tackle them.
You need 2 buttons to press to lock and scram someone, it's not the case to call buttons in the matter.
Remove the MWD trick the day you make the gate sentries ignore resists etc. and pop the ship tanking them. So at least, like in high sec have to lose something to kill something of greater value. Risk and reward. So far all you need is 4-5 people at a gate camp to gank everything (not using the MWD trick or frigs, but hey smart bombs are in game) with no effort. Want it even easier?
Quote:
More often than not I can see a ship on scanner like 2 seconds before it is on my overview and I can start locking, this is what needs fixed.
Quoted for truth. When gatecamping, I suppose I'd be able to tackle a BC on a frigate, but it won't happen. The "target is immune" is all that comes up, even smashing lock furiosuly as the guy appears on grid.
Quote:
Chatgris, here I have to disagree with you. I'm *not* catching most of the frigates or dessies that I try to tackle, and many cruisers (especially the Caracals!) warp out most of the time as well. This applies even if I'm with a gang of several tackling ceptors.
Maybe he/she does it in another low sec system. On OMS and about, lag is always CRAPPY.
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Trimutius III
Legio Octae Rebellion Alliance
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Posted - 2009.04.13 15:11:00 -
[304]
Originally by: Vaerah Vahrokha
It's not an exploit to train and buy stuff to survive the odds, nor (like the exploits) it's readily available to everyone willing to do it super-early after character creation.
Else, training for super-high resistances should be considered an exploit as well. Just buying a blockade runner would be an exploit as well.
This reminds me when in WoW they called rogues exploiters because they attacked from stealth and "stunlocked". It was a **** annoying game mechanic but it was legit.
It's not exploit to use MWD. It's not an exploit to use a Cloak. But if u Align to next gate press MWD+Cloak and then press MWD again (to turn off it after decloak) after about 7-9 seconds decloak and press warp u will warp almost instantly even if u are on BS. It would be impossible if MWD will not work under cloak even single cycle.
It takes less then week with 100% learning bonus to learn to use MWD and Tech 2 Cloak... (with Salvaging it's not really hard to earn money to buy them)
Higher resistance don't give u really big advantage. If gang have enough damager resistance will not save u. And cloak+MWD trick will save u almost always against tacklers.
Buying Blockade Runner isn't exploit because Blockade Runner is designed to go through blockades but they are not designed for fighting, but BS is not designed for blockade running, frigates maybe, some tech2 cruisers maybe but not BS at all...
------------------------------------------------- I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist ¬ Trimutius |

Bronson Hughes
ADVANCED Combat and Engineering
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Posted - 2009.04.13 15:18:00 -
[305]
Edited by: Bronson Hughes on 13/04/2009 15:20:33
Originally by: Bellum Eternus Feedback for BS agility changes: Blasterthron with 3x trimarks, 1x 1600 RT plate and 100mn mwd2 with max nav skills now does 112m/sec base, and 785m/sec max.
Originally by: Bellum Eternus
Maybe the answer here is to reduce the mass addition of 100mn mwds and increase their thrust a little bit to give BS a little more accel and top speed.
Have you ever considered changing your fit to adapt to the fact that battleships are less maneuverable now? I see you complaining rather regularly, and rightfully so I might add, that close-range battleships got the short end of the stick in QR, but why do you insist on still using pre-QR fits that only makes the situation worse instead of better?
I used plated blaster Megas pre-QR and I adapted my fit to something a lot more ganky post-QR. All I can say is that Hybrid Weapon Rigging IV is your friend; triple falloff rigs, especially with Null, go a long way towards compensating for the lower maneuverability. Sure, I can't absorb as much damage, but I'm still fairly mobile, have a decent engagement range, and in most of the situations where I use it I'm either tanking with my guns or in a RR gang.
I will agree with you that Plated/Trimarked Blaster Battleships are pretty much dead; at the very least they're not overly useful due to range, tracking, and speed issues. Blaster Battleships in general, however, are alive and kicking even if in a somewhat nerfed state.
But none of this changes the fact that pulse lasers are overpowered. -------------------- "I am hard pressed on my right; my centre is giving way; situation excellent; I am attacking." - Ferdinand Foch at the Battle of the Marne |

Quesa
Atlas Alliance
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Posted - 2009.04.13 19:08:00 -
[306]
Originally by: LordVodka Although this change helps as a pirate... I do think to compensate for the newer align times scan res should be increased across the board. Currently you need a sensor booster on a bs to even catch a bc, which imo is kind of rediculous... With the changes you MIGHT be able to catch a bc without a sensor booster again but you'll surely have to be on your toes and have no lag. Increasing the scan resolution by 10-20% (at least on bs's) would be a nice way to compensate for allowing some acceleration, while still being able to catch people.
I disagree with you 100%. Smaller, more agile ships shouldn't have a hard time getting away from BS's that don't boost their own systems to catch said ships.
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The Djego
Minmatar Hellequin Inc.
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Posted - 2009.04.13 19:10:00 -
[307]
Originally by: Lilith Velkor
Originally by: The Djego stuff
Yes thats obviously the purpose of the camp. And while I'm the one stopping people most of the time and are on the receiving end maybe 5% of the time, I still can see the needs of the victims.
The purpose of the game is to be entertaining, and I dare to say none of our victims has any fun in our camps, apart from the odd people that go "lol, didnt think my BS would pop in 5 seconds flat".
While its quite fun for me to watch them die, if they can be sure to die every time they try to get into lowsec they simply wont bother anymore.
So you can put all the BS rats you want into lowsec, it will still die out completely if nobody can enter.
Well people will allways adept, if it gets harder to tackle people they will bring more support to get the job done. I personaly havn¦t seen a HIC wiht 2 or more Sensor Boosters in Low Sec before QR, now it is a common fit. Things will scale down again. Im preaty shure only Frigs will move thrue your camps atm so you allready on a point where you can kill 80% of ships that passes thrue. You camp to kill anything that passes thrue, and you will change ships/tactics to get it done properly. This is simply the nature of the Camps. Any change that provides a chance for a solo Ship to do the tackling will increase your chances, there isn¦t a way around this. Increasing speed needet to warp will screw people harder in camps, they could still make it back to the gate, but they will have this option agaist solo players to. 
The point with the BS, well if you kill anybody that passes thrue and there isn¦t somebody to kill people will move, it is allways like this. Also other areas arn¦t this camped(it is actualy not this common in my opinion).
Originally by: Lilith Velkor
Originally by: The Djego
Again solo PVP is dead allready, because you have next to no chance to catch a ship of the same size. Outside of ganking noobs, how good are your chances to catch people and kill them solo in one Fitting(in unconsensual PVP)?
I keep hearing this argument. If we're realistic, outside of ganking noobs, you'll never solo a ship on par with yours under sentry fire, you can bash up weaker people but thats about it, imo we can safely dismiss solo PVP at gates.
In belts or at planets there are 2 situations, either you have a target that is on its toes and takes care to be aligned and at speed to warp out at any moment (you will never catch them, as they warp out before you drop out of warp yourself but thats ok imo as they are alert), or you have the careless ones that are either sitting still or moving randomly, and there is absolutely no issue tackling those, even ship classes below your own, my killboard proves that.
And just for the record, solo isnt dead at all, I do it quite a lot, its alive and kicking.
Taking out a Ship under sentry fire solo depends a bit on the Fitting, Skills and Implants that is all good and true. This dosn¦t mean it has to be a noob you are attacking there, if you have a serious DPS/Tank advantage(by maxed Skills, Implants some Faction stuff in the fitting) you can do it. Than again 80% of the ships you will encounter in Low Sec are mostly easy pickings.
Solo for me atm is somewhere between station games, roaming and looking for consesual PVP or killing people that don¦t move her Ship out of my range in time. This actualy isn¦t my definiton of well alive and kicking(from the pirating point of view).  ---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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The Djego
Minmatar Hellequin Inc.
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Posted - 2009.04.13 19:21:00 -
[308]
Originally by: Lilith Velkor
Originally by: The Djego
I wouldn¦t call it a insane amout of lag if I try to get a Point on a BS with my Mega(2 ships on grid). There will be allways a delay, human reaction time and agility/signatur vs scan resulution that needs to provide a usefull window to give you the ability to put your point on a target before it is gone.
The delay is in fact pretty significant, maybe 'lag' is bad wording here.
My reaction time is pretty good I'd say, my overview is setup to only show targets as they appear, and I'm already hovering the cursor over the place they'll show up at, I get fractions of a second reaction time at best.
The problem now is, there is a significant delay before they even show up on overview (this can be half a second easy, or more for the people from US or australia).
I now initiate locking, and my locktimer runs down, until I get that "locked" confirmation once its finished.
Then there is another delay before I finally get their picture up, this can be another .3 seconds or more sometimes.
But we arent there yet, even though I have all my modules hot at that point it'll take another .3-.5 seconds until my modules will finally activate.
This is what makes me missing targets, cruiser vs cruiser (without SB!) I get to the stage where I have the picture usually, the problem is the delay until my mods acticate.
Now these delays will vary depending on server load and your connection, but the point is there has to be a balance so both sides get a fair chance, or you wont be able to play without having a top-notch internet connection and living close to London...
As I see it, the current agility we have on TQ is about right, the issue is just the whole process of locking something introduces too many points of delay.
So the logical thing to do would be to streamline this process better, like having a protocol to tell the server "lock xyz and activate my point on it" in one step
.
This is all correct. A code that would apply modules that are "hot" at the point of the lock on ther server side(since the client allready sent the messages) would help to. On the other hand EvE shouldn¦t be like CS where the ping can make people screw up hardly and with extrem short reaction times. The times should even give people without a very good connection or in case of serverlag(not heavy lag but the common day to day lag) a chance to make it happen what is mostly bound to agility and lock speeds. ---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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Mag's
the united Negative Ten.
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Posted - 2009.04.13 19:38:00 -
[309]
It's been too many times to remember, when I've had the picture up, but my mods have failed to activate. Sometimes the pic seems to be up for a good second or so.
Regards Mag |

Drykor
Minmatar Reform-Revolt
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Posted - 2009.04.13 21:05:00 -
[310]
I'd welcome a reroll of that change, just too hard to catch even non-nano'd cruisers now.
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Vaerah Vahrokha
Minmatar Dark-Rising
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Posted - 2009.04.13 21:07:00 -
[311]
Quote:
It takes less then week with 100% learning bonus to learn to use MWD and Tech 2 Cloak... (with Salvaging it's not really hard to earn money to buy them)
And then you got a character able to escape in a frigate, the ships that don't need MWD nor cloak. Now, how long does it take for get MWD and Cloak II in a really played character (not one in your fantasy) that wants to use it for a BC or BS? A bit longer than a week.
Quote:
Higher resistance don't give u really big advantage. If gang have enough damager resistance will not save u. And cloak+MWD trick will save u almost always against tacklers.
Actually high resistances give you an huge advantage, because it protects against multiple enemies focusing at you, without sacrificing anything.
MWD "trick" requires you to use 1 high slot, plus if the gang use smart bombs, corpses or containers (or drones) they'll reveal you. There's multiple counters, like in everything in EvE.
Quote:
Buying Blockade Runner isn't exploit because Blockade Runner is designed to go through blockades but they are not designed for fighting, but BS is not designed for blockade running, frigates maybe, some tech2 cruisers maybe but not BS at all...
If you read this thread there were people complaining for Blockade runners very existance (as "cheat ship"). Moreover, since to be "real EvE" there has to be a counter for everything, it has to be possible for corporation X to bypass corporation Y gate camps. With a proper gate camp all you get is corporation's X ships decimation, if some bigger ships slip thru (not all will manage to) it only makes up for a nicer fight aftwerwards, which is all PvP is about.
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Trimutius III
Legio Octae Rebellion Alliance
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Posted - 2009.04.13 22:50:00 -
[312]
Edited by: Trimutius III on 13/04/2009 22:52:05
Originally by: Vaerah Vahrokha
Quote:
It takes less then week with 100% learning bonus to learn to use MWD and Tech 2 Cloak... (with Salvaging it's not really hard to earn money to buy them)
And then you got a character able to escape in a frigate, the ships that don't need MWD nor cloak. Now, how long does it take for get MWD and Cloak II in a really played character (not one in your fantasy) that wants to use it for a BC or BS? A bit longer than a week.
Ok... BC with all that is still less then a month. Not a big deal..
Quote:
Quote:
Higher resistance don't give u really big advantage. If gang have enough damager resistance will not save u. And cloak+MWD trick will save u almost always against tacklers.
Actually high resistances give you an huge advantage, because it protects against multiple enemies focusing at you, without sacrificing anything.
MWD "trick" requires you to use 1 high slot, plus if the gang use smart bombs, corpses or containers (or drones) they'll reveal you. There's multiple counters, like in everything in EvE.
Containers and drones are hard to use for decloaking, and not so often help... And bigger DPS is that much big problem
Quote:
Quote:
Buying Blockade Runner isn't exploit because Blockade Runner is designed to go through blockades but they are not designed for fighting, but BS is not designed for blockade running, frigates maybe, some tech2 cruisers maybe but not BS at all...
If you read this thread there were people complaining for Blockade runners very existance (as "cheat ship"). Moreover, since to be "real EvE" there has to be a counter for everything, it has to be possible for corporation X to bypass corporation Y gate camps. With a proper gate camp all you get is corporation's X ships decimation, if some bigger ships slip thru (not all will manage to) it only makes up for a nicer fight aftwerwards, which is all PvP is about.
I understand that. But what is a good counter against cloak? U know i'm one of that people who sometimes complain that cloak isn't balanced at all... Drones and containers is nothing not really good counter u can put them just everywhere, and putting them isn't easy at all... gathering a fleet of 50 people is easier... Cloak is not balanced in gatecamps, and not balanced with scanners... IMHO...
And going around agility with MWD+Cloak negates all what this topic is about... (I think this topic is about nerfing agility for easier scrambling) ------------------------------------------------- I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist ¬ Trimutius |

Susan Kennedy
Gallente Eddie Murphy Appreciation Society Chubby Chuppers Chubba Chups
|
Posted - 2009.04.14 05:00:00 -
[313]
Edited by: Susan Kennedy on 14/04/2009 05:02:40 Edited by: Susan Kennedy on 14/04/2009 05:01:14
Originally by: Vaerah Vahrokha
MWD "trick" requires you to use 1 high slot, plus if the gang use smart bombs, corpses or containers (or drones) they'll reveal you. There's multiple counters, like in everything in EvE.
Ok - this is the problem with EVE. A lot of people commenting on stuff they dont know about.
1) SmartBombs do not uncloak ships 2) Corpse spamming is an exploit 3) Can spamming is an exploit 4) The number of ships with drones out needed at the 15+KM jump in (im using only the small gates) is approximately 225. The larger gates exponentialy more.
So no - there isnt multiple counters. There IS NOT a counter - short of positioning 225 ships around the gate in exact positions. (this covers all the possible uncloaking positions)
This is the problem - All we want is a way to counter it.
PLEASE PLEASE could all the people who dont understand Cloak-Mwd please pipe down.
Thanks
|

Roemy Schneider
BINFORD
|
Posted - 2009.04.14 05:24:00 -
[314]
wait what smartbombs dont uncloak...? but thats what ive been told all my life.... tbh i've never really used cloak myself. all i remember is we doomsday'ed a cloaked mom about a year ago and that didnt help. - putting the gist back into logistics |

maralt
Minmatar The seers of truth
|
Posted - 2009.04.14 10:02:00 -
[315]
Originally by: Susan Kennedy
PLEASE PLEASE could all the people who dont understand Cloak-Mwd please pipe down.
PLEASE PLEASE could ccp comment on this phenomenon.
Thanks
The ALIGN/MWD/CLOAK/UNCLOAK/WARP manouver is a effect that can only be produced through the application of 2 modules, perfect timing and piloting skill and as such is not subject to the definition of a "exploit". It can also only be produced in a setting that does not have disruption bubbles of some description up.
Yours faithfully
Maralt the magnificent
King of CCP and love god of the universe.
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Trimutius III
Legio Octae Rebellion Alliance
|
Posted - 2009.04.14 11:12:00 -
[316]
Originally by: maralt
The ALIGN/MWD/CLOAK/UNCLOAK/WARP manouver is a effect that can only be produced through the application of 2 modules, perfect timing and piloting skill and as such is not subject to the definition of a "exploit".
Your Point? 2 modules please many BS like Armageddon, Dominix, Megathron, Scorpion, Raven, Tempest have a free high-slot, scan resolution is not really good penalty from having cloak on a ship, MWD is really useful in PvP even on BS. perfect timing isn't needed at all their 6-8 seconds and with wormies going around MWD it's even easier timing. Piloting skill? Do u mean Evasive Maneuvering and Spaceship Command? Not a big problem after some training piloting skill isn't problem at all. It's not so hard. The only problem that could appear is connection problem or lags, but we don't talk about such problems and hope that one day their will be no lags in EVE. 
Quote:
It can also only be produced in a setting that does not have disruption bubbles of some description up.
And what about lowsecs? Or u think lowsecs doesn't need balancing? And decloaking even in bubbles isn't that easy. Once my friend succeded to go away from taklers in Orca without being decloaked... ------------------------------------------------- I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist ¬ Trimutius |

Deva Blackfire
D00M.
|
Posted - 2009.04.14 11:39:00 -
[317]
If you really want you can MWD-cloak-warp (or just MWD-warp) titans... Works quite well even after nano nerf.
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Trimutius III
Legio Octae Rebellion Alliance
|
Posted - 2009.04.14 11:47:00 -
[318]
Originally by: Deva Blackfire If you really want you can MWD-cloak-warp (or just MWD-warp) titans... Works quite well even after nano nerf.
LOL no need for CapShips. They don't jump through gates. Decloaking on cyno is easier (5 km radius instead of 12-30 km)
I tried this trick with Orca and not satisfied I should say... But 100MN MWD is not designed for ships larger then BS. ------------------------------------------------- I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist ¬ Trimutius |

Deva Blackfire
D00M.
|
Posted - 2009.04.14 11:58:00 -
[319]
Originally by: Trimutius III
LOL no need for CapShips. They don't jump through gates. Decloaking on cyno is easier (5 km radius instead of 12-30 km)
Ever heard about them titans? Warping to spot above/below gate, pushing button, killing people and warping out before you can get on them? Its not fairy tale tho, they do exist.
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maralt
Minmatar The seers of truth
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Posted - 2009.04.14 12:10:00 -
[320]
Originally by: Trimutius III
Originally by: maralt
The ALIGN/MWD/CLOAK/UNCLOAK/WARP manouver is a effect that can only be produced through the application of 2 modules, perfect timing and piloting skill and as such is not subject to the definition of a "exploit".
Your Point? 2 modules please many BS like Armageddon, Dominix, Megathron, Scorpion, Raven, Tempest have a free high-slot, scan resolution is not really good penalty from having cloak on a ship, MWD is really useful in PvP even on BS. perfect timing isn't needed at all their 6-8 seconds and with wormies going around MWD it's even easier timing. Piloting skill? Do u mean Evasive Maneuvering and Spaceship Command? Not a big problem after some training piloting skill isn't problem at all. It's not so hard. The only problem that could appear is connection problem or lags, but we don't talk about such problems and hope that one day their will be no lags in EVE. 
Quote:
It can also only be produced in a setting that does not have disruption bubbles of some description up.
And what about lowsecs? Or u think lowsecs doesn't need balancing? And decloaking even in bubbles isn't that easy. Once my friend succeded to go away from taklers in Orca without being decloaked...
MEH stop whining, so a few ships use modules timing and piloting to get through your low sec gate camps, only noobs and fools jump into those camps anyway so even if the ability is removed ppl will just go around.
Take a chill pill see the manouver as a skill that a pilot can learn and easily screw up quite easily if he gets his timing wrong and understand that these ppl will not jump into your noob killer gate camps without having the chane to evade you anyway.
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Trimutius III
Legio Octae Rebellion Alliance
|
Posted - 2009.04.14 13:18:00 -
[321]
Originally by: Deva Blackfire
Originally by: Trimutius III
LOL no need for CapShips. They don't jump through gates. Decloaking on cyno is easier (5 km radius instead of 12-30 km)
Ever heard about them titans? Warping to spot above/below gate, pushing button, killing people and warping out before you can get on them? Its not fairy tale tho, they do exist.
As i understand it cloak will only slowdown warp for titans because speedbonus from 100MN MWDs isn't enough for such a heavy ship... As i see it titan just align while cloaked and then decloak-MWD and this is totally another move and based on another mechanics...
While Align-MWD-Cloak-Decloak-warp allows u to warp almost after decloak... Cloak-Align-Decloak-MWD-Warp just allow u too reach warp speed faster on a bigger ships... It's based on that cap ships reaches warpspeed in something like 30-40 seconds or even more and 1-2 cycles of MWD allows to warp faster... ------------------------------------------------- I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist ¬ Trimutius |

Susan Kennedy
Gallente Eddie Murphy Appreciation Society Chubby Chuppers Chubba Chups
|
Posted - 2009.04.14 13:20:00 -
[322]
Edited by: Susan Kennedy on 14/04/2009 13:23:18
Originally by: maralt
1)It can also only be produced in a setting that does not have disruption bubbles of some description up.
2)The ALIGN/MWD/CLOAK/UNCLOAK/WARP manouver is a effect that can only be produced through the application of 2 modules, perfect timing and piloting skill and as such is not subject to the definition of a "exploit".
1) Please Read the OP again. He/She (i think its a he) clearly states
Quote:
In our recent changes to speed we made some agility changes, the changes that were meant to make acceleration and maneuverability feel better had an unwanted side effect. It became too hard to target lock ships before they aligned and warped off
As you can see - we are not talking about "bubbled environments" - else the target ship wouldn't be warping off before lock was attained. So your first point is irrelevant to the topic at hand.
2) The POS BOWLING maneuver is a effect that can only be produced through the application of 2 modules, perfect timing and piloting skill and as such is not subject to the definition of a "exploit"..... OH WAIT - YES IT IS! YOU GET BANNED FOR IT. So your second point is irrelevant to the topic at hand
The point? The amount of modules, the timing needed (Which as an aside you dont need to be perfect - there's a nice little green bar that grows around the module to tell you exactly when to push what) or piloting skills (next to none needed) do not effect what is classed as an exploit - or we would still hav POS bowling in the game.
Im glad to see people have stopped trying to suggest their is a counter to this "trick" (there is not) though and are moving to other (just as easily counter able) points to try to defend this method)
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Trimutius III
Legio Octae Rebellion Alliance
|
Posted - 2009.04.14 13:36:00 -
[323]
Originally by: maralt
MEH stop whining, so a few ships use modules timing and piloting to get through your low sec gate camps, only noobs and fools jump into those camps anyway so even if the ability is removed ppl will just go around.
Take a chill pill see the manouver as a skill that a pilot can learn and easily screw up quite easily if he gets his timing wrong and understand that these ppl will not jump into your noob killer gate camps without having the chane to evade you anyway.
Me just thinking... As it is now not only noobs and fools jump into that camps. Timing is not so hard for experinced player and after 1-2 hours of training in high-secs u will do this moves almost automaticly... And i saw several times Raven coming through camps it's hard even to lock them after decloak... If ppl will go around then it's good, it will be more challenge to find a route. I'm not lowsec camper (i camped in past but not now) i don't care about lowsec gatecamps, but i do care about balance.
Maneuver skills rule... I use them quite often. But usually i fly through gatecamps in Interceptor, Covert Op or Blockade Runner, my favourite is interceptor it's faster (cloak ships based on maneuvers and interceptors are based on fast coming through) ------------------------------------------------- I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist ¬ Trimutius |

maralt
Minmatar The seers of truth
|
Posted - 2009.04.14 14:16:00 -
[324]
Edited by: maralt on 14/04/2009 14:16:47
Originally by: Susan Kennedy
Originally by: maralt
1)It can also only be produced in a setting that does not have disruption bubbles of some description up.
2)The ALIGN/MWD/CLOAK/UNCLOAK/WARP manouver is a effect that can only be produced through the application of 2 modules, perfect timing and piloting skill and as such is not subject to the definition of a "exploit".
1) Please Read the OP again. He/She (i think its a he) clearly states
Quote:
In our recent changes to speed we made some agility changes, the changes that were meant to make acceleration and maneuverability feel better had an unwanted side effect. It became too hard to target lock ships before they aligned and warped off
None of that has anything to do with the mwd/cloak/warp manouver as it has been around since LONG before the agility changes. You are trying to join dots that are not there, try to chill.
A sensor boosted interceptor tackling a BS not using the manouver would have no problem so stop trying to spin one totally seperate issue into another.
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Trimutius III
Legio Octae Rebellion Alliance
|
Posted - 2009.04.14 14:53:00 -
[325]
Edited by: Trimutius III on 14/04/2009 14:53:41
Originally by: maralt
A sensor boosted interceptor tackling a BS not using the manouver would have no problem so stop trying to spin one totally seperate issue into another.
Did u tried that? There is interesting message "Target os invulnerable" Before cloaking, shortly after decloaking and after warpout starts... So Usually u can't lock that ship at all because of targets invelnerability whole 10 seconds that MWD works... Maybe CCP should do something with target invulnerabilty that still work shortly after decloaking... But i don't think so... It works as intended (and grants that covert ops for example can easily cloak just after decloaking from afterjump cloak, it's impossible to prevent that cloaking with locking covert ops (u can try if u want it's really impossible)) ------------------------------------------------- I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist ¬ Trimutius |

maralt
Minmatar The seers of truth
|
Posted - 2009.04.14 15:59:00 -
[326]
Originally by: Trimutius III
Originally by: maralt
A sensor boosted interceptor tackling a BS not using the manouver would have no problem, so stop trying to spin one totally seperate issue into another.
Did u tried that? There is interesting message "Target os invulnerable" Before cloaking, shortly after decloaking and after warpout starts... So Usually u can't lock that ship at all because of targets invelnerability whole 10 seconds that MWD works... Maybe CCP should do something with target invulnerabilty that still work shortly after decloaking... But i don't think so... It works as intended (and grants that covert ops for example can easily cloak just after decloaking from afterjump cloak, it's impossible to prevent that cloaking with locking covert ops (u can try if u want it's really impossible))
Did u read that?...il highlight the bit you missed or ignored.
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Trimutius III
Legio Octae Rebellion Alliance
|
Posted - 2009.04.14 16:18:00 -
[327]
Edited by: Trimutius III on 14/04/2009 16:18:44
Originally by: maralt
Originally by: maralt
A sensor boosted interceptor tackling a BS not using the manouver would have no problem, so stop trying to spin one totally seperate issue into another.
Did u read that?...il highlight the bit you missed or ignored.
Oops... Sorry... Too often i miss that small word "not"... Yes i see... Agility is now good enough for ceptor too catch a BS That not using maneuver even before agility changes... But what i was saying is that this agility changes make no sense as far as it is impossible to catch MWD+Cloak BS. This possibility just negates all the agility changes... I said this somewhere above and repeat one more time... ------------------------------------------------- I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist ¬ Trimutius |

Lilith Velkor
Minmatar OVERLOAD. Dead Terrorists
|
Posted - 2009.04.14 17:22:00 -
[328]
Hmm, warp scramblers instantly shut down microwarpdrives since QR.
Makes me wonder why this effect cant be applied to cloaks 
Yes, cov ops cloaks too, I'm using the MWD-cloak-2km/s-while-cloaked sometimes on my rapier, its borderline exploit tho imo.
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The Djego
Minmatar Hellequin Inc.
|
Posted - 2009.04.14 17:25:00 -
[329]
Originally by: Trimutius III
But what i was saying is that this agility changes make no sense as far as it is impossible to catch MWD+Cloak BS. This possibility just negates all the agility changes... I said this somewhere above and repeat one more time...
Then again people(like me) complained about having issues putting a point on combat fitted ships and not about beeing unable to catch Ships that use Cloak+MWD. Figure what we might encounter more. 
---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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Yahrr
|
Posted - 2009.04.14 17:55:00 -
[330]
Just leave everything as it is for once and introduce some *new* stuff to counter your problems! Theres even a spare ship to use for small-ship-tackling at camps, the t2 destroyer. These ships have totally NO role in 0.1+ at the moment and are screaming to be used! For the mwd-cloak stuff, the ship has a 30 sec recalibration for targeting after cloak but it can still warp. I wouldnt go to go 30*lightspeed if my ship cant even target a jetcan.
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Trimutius III
Legio Octae Rebellion Alliance
|
Posted - 2009.04.14 21:30:00 -
[331]
Originally by: Lilith Velkor Hmm, warp scramblers instantly shut down microwarpdrives since QR.
Makes me wonder why this effect cant be applied to cloaks 
Yes, cov ops cloaks too, I'm using the MWD-cloak-2km/s-while-cloaked sometimes on my rapier, its borderline exploit tho imo.
Just want to clarify that as i see it. If cloak diactivates MWD. Maybe even AB. It would be quite good. Just running for 1 cycle while cloaked seems like exploit... it should be 0 cycles... ------------------------------------------------- I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist ¬ Trimutius |

Trevor Eve
|
Posted - 2009.04.14 21:50:00 -
[332]
Originally by: maralt [ the mwd/cloak/warp manouver as it has been around since LONG before the agility changes. You are trying to join dots that are not there, try to chill.
A sensor boosted interceptor tackling a BS not using the manouver would have no problem so stop trying to spin one totally seperate issue into another.
Ghost training was in the game since forever - it got changed. The length of time somethings been broke in the game is irrelevant. CloakMWD is broke. Its only a few diehards who cling onto trying to defend it - and they themselves admit they are on shaky ground.
I would think a thread about difficulty to tackle in low sec is a good place for this to be discussed. Just my 2 cents.
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Yahrr
|
Posted - 2009.04.14 22:40:00 -
[333]
Edited by: Yahrr on 14/04/2009 22:42:49
Quote: it should be 0 cycles...
I do the trick all the time with my covop cloakers. I doesnt feel like cheat, more like a nice trick. Anyway, since half the people here think of it as a cheat we should come up with something in the middle, something that makes us all happy. An idea totally different than NERF THIS (again?! getting sick of the nerfs): make it possible to run certain modules in cloak, at least with a covop cloak (it's supposed to be special). However, let all the modules on the ship generate heat fast. So when using the MWD trick, expect a 30-80% damage to most of the ship's modules when exiting cloak. This would keep the cheat/trick/exploit/haxxors/blabla but with a severe penalty.
Edit: This issue is directly linked with the whining about not being able to tackle ships, so this should be the right place indeed.
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Lilith Velkor
Minmatar OVERLOAD. Dead Terrorists
|
Posted - 2009.04.15 04:16:00 -
[334]
Originally by: Yahrr
However, let all the modules on the ship generate heat fast. So when using the MWD trick, expect a 30-80% damage to most of the ship's modules when exiting cloak. This would keep the cheat/trick/exploit/haxxors/blabla but with a severe penalty.
Hmm, that would be no real penalty, maybe having the microwarpdrive burn out immediately after using it for one cycle under cloak would be an interesting twist though.
You could still use it to get out of a hopeless situation but losing your propulsion module would sure be a harsh penalty you cant get around easily by repping it up again via nanite paste if it is destroyed.
Another alternative might be introducing a chance based mechanic that makes your cloak fail randomly if you activate the microwarpdrive before cloaking, say a flat 50% chance your cloak drops again immediately, leaving you with a huge signature for the tacklers to get a lock.
I'm still convinced this trick needs to be removed though, why invest valuable resources when the agenda is clearly to enforce nonconsensual pvp.
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Mr Ignitious
R.E.C.O.N. Dara Cothrom
|
Posted - 2009.04.15 04:52:00 -
[335]
Edited by: Mr Ignitious on 15/04/2009 04:52:39
Originally by: Lilith Velkor
Hmm, that would be no real penalty, maybe having the microwarpdrive burn out immediately after using it for one cycle under cloak would be an interesting twist though.
You could still use it to get out of a hopeless situation but losing your propulsion module would sure be a harsh penalty you cant get around easily by repping it up again via nanite paste if it is destroyed.
Another alternative might be introducing a chance based mechanic that makes your cloak fail randomly if you activate the microwarpdrive before cloaking, say a flat 50% chance your cloak drops again immediately, leaving you with a huge signature for the tacklers to get a lock.
I'm still convinced this trick needs to be removed though, why invest valuable resources when the agenda is clearly to enforce nonconsensual pvp.
It isn't alright to say 1 mwd cycle under cloak blows it up as that SEVERELY punishes all of the dedicated cloaking ships. Think about how ridiculous that is for any rapier pilot. They are MWDing/orbitting a target but want to cloak because they notice some incoming assistance for their target. You can't ask the pilot to wait for his MWD cycle to end just to cloak. Not to mention repairing burnt out modules can get pricey (light damage isn't bad, but repeated full repairs can take a toll)
I would like to say though that I realize how useful this tactic is (MWD, Cloak, Align trick) however I rarely use it as putting a cloak on my ships is either: Not possible due to slots for cloak; CPU use of cloak; or gimps the ship too much to be useful in combat (I've missed SOOO many kills in my ishtar due to having a improved cloak in the open high). If someone wishes to use this tactic it is likely because their intention is to do something less pewpew based, once they get to their destination they'll likely take it off for the sole reason of better locking time. Only ships left with a more sinister intent with cloaks are (bombers soon*) recons, but they aren't meant to be caught en route to a fight, they're more tailored towards being 2 volleyed during the fight.
That being said, this trick is besides the topic. I think that this agility change is indeed needed. I've flown sensor boosted megathrons that miss tackles on plated typhoons. My concern/question is what are the options you guys at CCP are considering as compensation for blaster boats. It would at least help me to see what are feasible in your eyes for changes.
edit: forums pwned my post
I read the forums assuming there are no trolls, only really stupid people.
Originally by: CCP Zulupark
WHAT'S WRONG WITH YOU?
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Yahrr
|
Posted - 2009.04.15 05:42:00 -
[336]
If my blaster enyo gets another boost then you wont hear me complaining :-D A mega without sensor boosters should be able to tackle a mega without nanos or inertia mods. But if it gets too easy then next month eve will be invaded by BC-noobs tackling even the average cruiser with ease (remember there's also a second RL-reaction time). Also inertia mods would need some work as the agility bonus gets wrecked by the sig penalty.
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Trimutius III
Legio Octae Rebellion Alliance
|
Posted - 2009.04.15 10:04:00 -
[337]
Edited by: Trimutius III on 15/04/2009 10:07:26
Originally by: Mr Ignitious If someone wishes to use this tactic it is likely because their intention is to do something less pewpew based, once they get to their destination they'll likely take it off for the sole reason of better locking time.
I agree. Maybe it so. But still this is a problem. Just ya know one thing is if u just gatecamping and waiting for pray and totally another if this BS will help ur enemies 2 jumps away with their dark intentions to ruin ur plans. Sometimes missing that BSes may play a key role in "who is the winner today?" Ships with Cloak are still able to dock and refit. And they may carry additional fitting just in cargo if their is some problems with fitting cloak. ------------------------------------------------- I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist ¬ Trimutius |

Gneeznow
North Eastern Swat Pandemic Legion
|
Posted - 2009.04.15 11:22:00 -
[338]
are these changes coming in apoc 1.1 ? it does not mention them in the patch notes.
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AZN Steve
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Posted - 2009.04.15 11:42:00 -
[339]
Originally by: chatgris Lilith, you've pretty much said it all. Lowsec is absolutely thriving atm, with lots of solo targets for solo roamers. Good gate camps can still pin down cruisers (In my rifter, I can catch a caracal at a gate no problem if it uncloaks in my point range, and ceptors are even better at it). Even plated dessies are toast to a good gate camp currently.
And think about factional warfare! It's a huge, no sentry gun melee. For those that like the blobs, there's always a big ass gate camp along the main routes, but with the current agility, those who like to solo can generally get past the huge camps, and go into a plex (that's meant to facilitate combat among the same ship class). Nerfing agility just means undermines the ability to get into those plexes for a *possibly* fair fight (what about people camping the acceleration gate in?? say goodbye to same sized ship combat), which is FUN. Dieing pointlessly to the first gate camp you see, NOT fun. I don't want to buy a scouting alt and dual box all the time (though I guess with this, that's what CCP wants me to do).
Even now, we had a small friggie/ceptor gang on two sides of a gate. We managed to point a harpy down 4 times (point, harpy burns back to gate, jumps, rinse repeat) before it got away. An unplated ship.
Things are fine as they are, nerfing agility means that you die at the first gate camp you see, and solo pvp dies some more.
QFT
so , are assault frigates alligning slower or faster now ?  when I fly in a frig , its because i want to escape gatecamping blobs , IE do solo pvp ... so how does taking away that ability promote solo pvp ? |

Bellum Eternus
Gallente Death of Virtue
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Posted - 2009.04.15 11:48:00 -
[340]
Originally by: Gneeznow are these changes coming in apoc 1.1 ? it does not mention them in the patch notes.
Newp.
Bellum Eternus Inveniam viam aut faciam.
Death of Virtue is Recruiting
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Dave Tehsulei
Atomic Battle Penguins The Darwin Award Foundation
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Posted - 2009.04.15 17:09:00 -
[341]
of all the things to cut :\
its ok tho we have stealth bombers to fly and more t3 bits!
who cares if the most game breaking change in years goes unfixed for another few months -------
Forum | Website |

LordVodka
Earned In Blood
|
Posted - 2009.04.16 00:36:00 -
[342]
This definately should of been in the patch, so tired of things warping way faster then they should.
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Lilith Velkor
Minmatar OVERLOAD. Dead Terrorists
|
Posted - 2009.04.16 02:03:00 -
[343]
Edited by: Lilith Velkor on 16/04/2009 02:05:42 Today at gatecamp:
Sitting at the gate waiting for things I can tackle, the alt sitting in the falcon as a blob repellant (2 computers, on the same internet connection).
Destroyer jumps in.
Destroyer decloaks and is visible on my mains screen, no sign of the destroyer on the alts screen whatsoever.
Destroyer enters warp on mains screen, and finally shows up on alts screen decloaking.
Destroyer vanishes in the distance on mains screen, enters warp on alts screen.
Destroyer vanishes in the distance on alts screen.
What gives? How is this gonna be dealt with? Or is that happening BECAUSE OF FALCON?
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1072
Amarr Fliegerkorps
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Posted - 2009.04.16 09:07:00 -
[344]
ah cmon now... why this patch is not included in 1.1.
This is just ridiculous.
a bs should be able to tackle a bs a bc should be able to tackle a bc a cr should be able to tackle a cr a fr should be able to tackle a fr
Unless targets are inertia stabbed or nanoed.
Is it to hard to fix ? You totally removed solo pvp from game;
forcing everyone to blob is simply; insane.
Last night my friend in a cane with a booster (sig anal V); could not tackle a drake... and you are not patching this. Please, just fix it. : ) |

chatgris
Quantum Cats Syndicate
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Posted - 2009.04.16 13:39:00 -
[345]
Originally by: 1072 ah cmon now... why this patch is not included in 1.1.
This is just ridiculous.
a bs should be able to tackle a bs a bc should be able to tackle a bc a cr should be able to tackle a cr a fr should be able to tackle a fr
Unless targets are inertia stabbed or nanoed.
Is it to hard to fix ? You totally removed solo pvp from game;
forcing everyone to blob is simply; insane.
Last night my friend in a cane with a booster (sig anal V); could not tackle a drake... and you are not patching this. Please, just fix it.
Do you even solo pvp at all?! The current agility ALLOWS for solo pvp. I whizz by invicta many times a day with their ceptor/HIC/BS/BC/rapier blob gatecamps. If if wasn't for my awesome rifter agility, I wouldn't be able to leave high sec without a big boring blob.
I get TONS of targets solo. 5-10 kills in a night is not uncommon for me in my rifter. Why? Because I can dodge the boring blobs, and actually find people that will give something even close to a fair fight, especially in those lovely little fw plexes.
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Gavin Darklighter
THE FINAL STAND
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Posted - 2009.04.16 15:25:00 -
[346]
Originally by: 1072 ah cmon now... why this patch is not included in 1.1.
This is just ridiculous.
a bs should be able to tackle a bs a bc should be able to tackle a bc a cr should be able to tackle a cr a fr should be able to tackle a fr
Unless targets are inertia stabbed or nanoed.
Is it to hard to fix ? You totally removed solo pvp from game;
forcing everyone to blob is simply; insane.
Last night my friend in a cane with a booster (sig anal V); could not tackle a drake... and you are not patching this. Please, just fix it.
Being unable to catch stuff doesn't make it impossible to solo, it just makes it harder to kill someone that doesn't want to fight.
signature picture exceeds the size limit.~WeatherMan |

Raimo
Gallente Wrath of Fenris
|
Posted - 2009.04.16 19:42:00 -
[347]
Edited by: Raimo on 16/04/2009 19:43:02
Originally by: chatgris
Do you even solo pvp at all?! The current agility ALLOWS for solo pvp. I whizz by invicta many times a day with their ceptor/HIC/BS/BC/rapier blob gatecamps. If if wasn't for my awesome rifter agility, I wouldn't be able to leave high sec without a big boring blob.
I get TONS of targets solo. 5-10 kills in a night is not uncommon for me in my rifter. Why? Because I can dodge the boring blobs, and actually find people that will give something even close to a fair fight, especially in those lovely little fw plexes.
Well, pre-QR when ship warp times were about what is being tested now we could nano our soloboats and be near invulnerable to camps... Though IMO that will still be somewhat possible. I'd say that even a Thorax can overheat it's mwd, align out and have a fairly decent chance of getting out of the HIC point range, tho ofc these days a faction scrambler Lach/ Zu might be able to shut it's MWD off before that... I dunno, damn QR messed this game up badly!
But tbh the problem that CCP fortunately are trying to fix is that sure, you get fights in a rifter, many folks *want* to engage even the most famous T1 frig!
Well, how many Caracals have you caught in a Vexor? How many Cerberuses in an Ishtar? How many Drakes in a Myrm? How many Ravens in a Mega? Those tackles should be possible again as well without fitting several sensor boosters, not just a Rifter pointing a Trasher with some luck...
And tbh if you wanna stay near invulnerable to gate camps in low sec switch to interceptors or cloaky ships, they are great fun anyway... ---
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Trimutius III
Legio Octae Rebellion Alliance
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Posted - 2009.04.17 00:49:00 -
[348]
Edited by: Trimutius III on 17/04/2009 00:51:42
Originally by: Raimo
And tbh if you wanna stay near invulnerable to gate camps in low sec switch to interceptors or cloaky ships, they are great fun anyway...
T2 frigs isn't good enough against camp with Smartbomb BS (8 smartbombs gives really big damage) but Recons and Blockade Runners are tougher. If I fly in ceptors i'm just using directscanner to know if there is BS on a gate... (though 8 smartbomb BS are rare they do exist, i remember even KM of such a BS with factinal smarts) But this isn't about agility. Making distance or fast warp out isn't hard for specialized ships. But tbh I was a little surprised after agility boost in QR. ------------------------------------------------- I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist ¬ Trimutius |

Raimo
Gallente Wrath of Fenris
|
Posted - 2009.04.17 06:32:00 -
[349]
Edited by: Raimo on 17/04/2009 06:32:33
Originally by: Trimutius III Edited by: Trimutius III on 17/04/2009 00:51:42
Originally by: Raimo
And tbh if you wanna stay near invulnerable to gate camps in low sec switch to interceptors or cloaky ships, they are great fun anyway...
T2 frigs isn't good enough against camp with Smartbomb BS (8 smartbombs gives really big damage) but Recons and Blockade Runners are tougher. If I fly in ceptors i'm just using directscanner to know if there is BS on a gate... (though 8 smartbomb BS are rare they do exist, i remember even KM of such a BS with factinal smarts) But this isn't about agility. Making distance or fast warp out isn't hard for specialized ships. But tbh I was a little surprised after agility boost in QR.
T2 frigs are better than T1 frigs which was my point. I've survived a smartbombing BS in a DC II tanked Ranis btw, I don't know if he had 8 fitted but it was a dedicated SB boat. TBH those smartbombers are rather uncommon in the are we live in anyway, it will usually get ganked really fast... ---
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CCP Nozh
C C P

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Posted - 2009.04.17 09:09:00 -
[350]
Next patch!
Had some internal problems getting it out in 1.1.
Nozh Game Designer CCP Games |
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1072
Amarr Fliegerkorps
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Posted - 2009.04.18 00:19:00 -
[351]
thanks for information..
will have to wait then : ( |

Roemy Schneider
BINFORD
|
Posted - 2009.04.19 00:32:00 -
[352]
RIP assault frigs - putting the gist back into logistics |

Major Deviant
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Posted - 2009.04.19 02:48:00 -
[353]
Edited by: Major Deviant on 19/04/2009 02:54:14 A lot of discussion is about ship classes which is IMHO is correct however there has not been enough focus on skills. I believe the ideal balance in agility should factor in tackling and agility skills as well. So to demonstrate what I am getting at lets first talk about and separate the T1 ships classes (I am not touching capitals). We have three main classes, frigs, cruisers and battleships with intermediate classes in between been destroyers and battlecruisers. Or in a more visual way:
Battleships
Battlecruisers
Cruisers
Destroyers
Frigates
The above is also akin to a food chain: Frigs eat frigs and avoid their nemesis the destroyer and may try their hands against a slow cruiser and in a pack can be deadly to all. Destroyers' primary diet is frigs or other destroyers avoid cruisers and in a pack can try to take anything else. Cruisers, feed on destroyers and other cruisers, can feed on frigs if they decide so but it is not a balanced diet and their nemesis is the battlecruiser. Battlecruisers feed on Cruisers and other battlecruisers, like to chew on destroyers and consider frigs trivial. Battleships, on the top of the food chain can eat all the others but prefer other battleships and battlecruisers while frigs and destroyers are small pickings but if hungry can be taken care of (drones).
Now lets talk about hunting. If the battleship could catch everything, the above ecosystem would collapse. Hence a battleship should only be able to catch only an other battleship. Also an experienced (highly skilled or sensor boosted) battleship should be able to catch a young inexperienced (low skilled) battlecruiser. Now a battlecruiser should always be able to catch a battleship ( so a pack of them could take it down), an other battlecruiser or a young cruiser. And the the food chain continues like wise till frigs, which should be able to catch everything but be immune to everything except other frigs and highly skilled destroyers.
Now as I touched skills on the above let me elaborate more. The skills that determine hunt/prey dominance are Evasive manoeuvring, Spaceship command and signature analysis. What I propose in the addition to the above is that a ship of the same class with maxed agility skills should always escape one with maxed sig analysis. The balance must be in favour of the prey otherwise we will have a collapsed ecosystem with one individual being hunted by ten pirates in low sec as was the case prior to the QR agility buff. Now a maxed skilled hunter should always be able to catch a non maxed prey IF the tackle is timed correctly so we have player skill in the mix as well. I will not try to complicate the above simple logic by going into T2 ships and tackling gear/avoidance gear they should be factored in to maintain the above hunter/prey balance.
The above may sound naive to some but from my personal experience in Eve, the proposed agility changes can have a serious affect on ships flown and especially low sec population. I am just eight months old and not an old eve player by any means. I first ventured into low sec LOOKING for trouble in a T1 frig after the QR agility buff because I knew that at least I could pick (most) of my fights. And I have been having a blast so far in Faction warfare. Many others did the same and suddenly people started flying destroyers again. See above food chain: one species becomes abundunt and its primary hunter thrives as well. They few times I was caught at a gate camp was by a sensor boosted or highly skilled interceptor and I believe this is as it should stay. If not, I would no go to low sec alone again in anything other than an interceptor or stealth bomber. Suddenly you will have interceptor/stealth bomber on line which will not be for long as younger players who can not fly them will not even venture into low sec.
Edit:wrong skill mentioned
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Sigras
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Posted - 2009.04.19 09:10:00 -
[354]
Originally by: Major Deviant The above is also akin to a food chain: Frigs eat frigs and avoid their nemesis the destroyer and may try their hands against a slow cruiser and in a pack can be deadly to all. Destroyers' primary diet is frigs or other destroyers avoid cruisers and in a pack can try to take anything else. Cruisers, feed on destroyers and other cruisers, can feed on frigs if they decide so but it is not a balanced diet and their nemesis is the battlecruiser. Battlecruisers feed on Cruisers and other battlecruisers, like to chew on destroyers and consider frigs trivial. Battleships, on the top of the food chain can eat all the others but prefer other battleships and battlecruisers while frigs and destroyers are small pickings but if hungry can be taken care of (drones).
Ok, i can see where you're coming from, though it sounds like Mrs Frizzle's class all over again :[
Originally by: Major Deviant Now lets talk about hunting. If the battleship could catch everything, the above ecosystem would collapse. Hence a battleship should only be able to catch only an other battleship. Also an experienced (highly skilled or sensor boosted) battleship should be able to catch a young inexperienced (low skilled) battlecruiser. Now a battlecruiser should always be able to catch a battleship ( so a pack of them could take it down), an other battlecruiser or a young cruiser. And the the food chain continues like wise till frigs, which should be able to catch everything but be immune to everything except other frigs and highly skilled destroyers.
Wait wait wait, in a normal food chain, the things one step up prey on the things one step below them and each other . . . and i can kinda see where a pack of them would take down a larger animal
Their MAIN diet, however, should be ships one size smaller than them, so frigates, for example, except for the most extremely experienced frigates, or large groups, should be, for the most part scared of destroyers and on up the food chain it goes.
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Major Deviant
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Posted - 2009.04.19 09:26:00 -
[355]
Edited by: Major Deviant on 19/04/2009 09:27:29
Originally by: Sigras
Wait wait wait, in a normal food chain, the things one step up prey on the things one step below them and each other . . . and i can kinda see where a pack of them would take down a larger animal
Their MAIN diet, however, should be ships one size smaller than them, so frigates, for example, except for the most extremely experienced frigates, or large groups, should be, for the most part scared of destroyers and on up the food chain it goes.
Well, the only things below frigs are drones/fighters actually but I was focusing on player flown ships as drones are really a weapon and not a ship per se. And of course a destroyer is the nemesis of a frig as per my "primary hunter" comment.
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Onizuka GTO
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Posted - 2009.04.19 23:23:00 -
[356]
Originally by: Major Deviant Edited by: Major Deviant on 19/04/2009 02:54:14 A lot of discussion is about ship classes which is IMHO is correct however there has not been enough focus on skills. I believe the ideal balance in agility should factor in tackling and agility skills as well. So to demonstrate what I am getting at lets first talk about and separate the T1 ships classes (I am not touching capitals). We have three main classes, frigs, cruisers and battleships with intermediate classes in between been destroyers and battlecruisers. Or in a more visual way:
Battleships
Battlecruisers
Cruisers
Destroyers
Frigates
you forgot Stealth Bombers who's natural prey is (now) Battleships.
Only works in packs (11+) though.
where does that fit in your food chain? 
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Zero Temperature
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Posted - 2009.04.20 13:12:00 -
[357]
To be clear I will define the action of tackling a ship before it aligns and warps away as "zero-time tackling."
In my opinion, the zero-time tackling is a serious role of frigates(or smaller ships in general), and by making ships of bigger class able to do so on some other bigger ships takes away a large part of the role. The fact that people want their ships to do the zero-time tackling and everything else at the same time does not constitute a good reason for rebalancing, especially not in the way of reducing agility all across the board which renders everyone vulnerable even if they are prepared to run.
I understand that in low sec due to the presence of sentry guns it's hard for small ships to perform their job without logistic ships. My proposal to this problem is simple.
Drop the useless tracking link bonus on Oneiros and Scimitar and replace it with remote sensor boosting bonus.
In the end just like in 0.0, if you are serious about catching something you bring a bubble and tacklers. Now in low sec, you bring a logistic and tacklers. It's still harder to catch people in low sec, but that's what it is meant to be.
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Raimo
Gallente Wrath of Fenris
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Posted - 2009.04.20 19:59:00 -
[358]
Originally by: Zero Temperature
In my opinion, the zero-time tackling is a serious role of frigates(or smaller ships in general), and by making ships of bigger class able to do so on some other bigger ships takes away a large part of the role. The fact that people want their ships to do the zero-time tackling and everything else at the same time does not constitute a good reason for rebalancing, especially not in the way of reducing agility all across the board which renders everyone vulnerable even if they are prepared to run.
Fancy term you got there. Did you pvp at all before QR? ---
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Trimutius III
Legio Octae Rebellion Alliance
|
Posted - 2009.04.20 20:55:00 -
[359]
Originally by: Roemy Schneider RIP assault frigs
Not so fast... Every useless ship gets a boost after some time. As I see it. ------------------------------------------------- I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist ¬ Trimutius |

Zero Temperature
|
Posted - 2009.04.21 05:36:00 -
[360]
Originally by: Raimo
Originally by: Zero Temperature
In my opinion, the zero-time tackling is a serious role of frigates(or smaller ships in general), and by making ships of bigger class able to do so on some other bigger ships takes away a large part of the role. The fact that people want their ships to do the zero-time tackling and everything else at the same time does not constitute a good reason for rebalancing, especially not in the way of reducing agility all across the board which renders everyone vulnerable even if they are prepared to run.
Fancy term you got there. Did you pvp at all before QR?
Maybe it's better for me to rephrase a bit. One major reason behind this agility change is the assumption that by fitting a warp disruptor ships should automatically gain the ability to do zero-time tackling, at least to certain degree. My argument is that I think this should be an exclusive role for smaller ships.
Pre-QR ships have worse agility but higher speed. So You still have a fair chance using the speed to burn back to the gate or out of range even if you got a point on you.
Instead of just smart mouthing, why don't you give us your counter argument then? If you are still curious about my pvp career you are welcome to check various killboards such as battleclinic.
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1072
Amarr Fliegerkorps
|
Posted - 2009.04.21 07:25:00 -
[361]
no it is not about zero tackling.
its just about: A ship, should be able tackle his very own class. Unless target has fitted inertia stabbed or nanoed.
: ) |

Zero Temperature
|
Posted - 2009.04.21 09:35:00 -
[362]
Originally by: 1072 no it is not about zero tackling.
its just about: A ship, should be able tackle his very own class. Unless target has fitted inertia stabbed or nanoed.
Dude, that's exactly the thing I am against.
To clarify the term "zero-time tackling," it is to distinguish itself from the ordinary "tackling," since to perform a zero-time tackling, the ship must have sufficient scan resolution in addtion to a warp disruptor/scrambler fitted.
As I stated in my previous post, zero-time tackling should be an exclusive role for small ships. Making bigger ships able to do so takes away this serious role. To put it in simple terms, if you can fly a bigger ship that can do both zero-time tackling and dps, instead of a frigate that can only do zero-time tackling and negligible dps, why would you want to fly a frigate?
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1072
Amarr Fliegerkorps
|
Posted - 2009.04.21 11:31:00 -
[363]
Edited by: 1072 on 21/04/2009 11:35:40 Edited by: 1072 on 21/04/2009 11:32:05 well to catch other frigates..
I am not saying a bs should tackle everything; I am just saying a bs should be able tackle another bs. I dont expect to tackle any shiptype rather then my own ship type. So its not zero-tackling; its just "decent" "minimal" tackling capability.
with you way of thinking, we could even ban bs' from fitting disruptors & scramblers. Since they are not supposed to tackle anything.
Nowawadays; you cant tackle another cruiser in a cruiser.
or you cant tackle another frigate in a frigate. If the target is in a frigate, its imposible to tackle him.
: ) |

Zero Temperature
|
Posted - 2009.04.21 12:26:00 -
[364]
Edited by: Zero Temperature on 21/04/2009 12:29:43
Originally by: 1072 Edited by: 1072 on 21/04/2009 11:35:40 Edited by: 1072 on 21/04/2009 11:32:05 well to catch other frigates..
I am not saying a bs should tackle everything; I am just saying a bs should be able tackle another bs. I dont expect to tackle any shiptype rather then my own ship type. So its not zero-tackling; its just "decent" "minimal" tackling capability.
with you way of thinking, we could even ban bs' from fitting disruptors & scramblers. Since they are not supposed to tackle anything.
Nowawadays; you cant tackle another cruiser in a cruiser.
or you cant tackle another frigate in a frigate. If the target is in a frigate, its imposible to tackle him.
You obviously are still missing my point. When a cruiser are able to tackle another cruiser at zero time, they will take away a very importanat job that currently can only be done by frigates. This change will make small ships losing a big chunks of incentives since the higher scan resolution is one of their few usefulness. By reducing the benefit of that extra high scan resolution to only catching frigates, less people will want to fly frigates into combat because their short-comings(such as low dps, low hp) simply can not be justified by the even fewer benefits.
Also this does not mean that bs or so should not fit warp disruptors, because even though small ships can tackle the target at zero time, it doesn't mean they can hold the point forever. Bigger ships still need to take over the point at some stage. And this is why I call it "zero-time tackling."
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Roemy Schneider
BINFORD
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Posted - 2009.04.21 12:56:00 -
[365]
so... with assault frigates now AB'ing at 75% max speed and >2km instead of the ordered 1km... how about reducing the mass addition of afterburners? yes, it'll make them a bit faster but you can still stack webs contrary to speed boosters. this wouldnt effect the time-to-warp - but it would counter this AF nerf and make ABs slightly more interesting in general (even though they will still be overrun by (much) bigger MWD ships.) - putting the gist back into logistics |

Raimo
Gallente Wrath of Fenris
|
Posted - 2009.04.21 15:34:00 -
[366]
Edited by: Raimo on 21/04/2009 15:34:49
Originally by: Zero Temperature
You obviously are still missing my point. When a cruiser are able to tackle another cruiser at zero time, they will take away a very importanat job that currently can only be done by frigates. This change will make small ships losing a big chunks of incentives since the higher scan resolution is one of their few usefulness. By reducing the benefit of that extra high scan resolution to only catching frigates, less people will want to fly frigates into combat because their short-comings(such as low dps, low hp) simply can not be justified by the even fewer benefits.
That has to be the worst reason to oppose these changes... What about solo pvp? A large chunk of active PVPers want their ability to somewhat solo tackle back, and these changes are needed for that... Also many, including me, want non- agility fitted frigates (except for unplated ceptors) tacklable again, at least with sensor boosted ceptors.
And those who enjoy flying frigates will still do so after these changes. ---
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Lilith Velkor
Minmatar OVERLOAD. Dead Terrorists
|
Posted - 2009.04.21 20:42:00 -
[367]
Originally by: Raimo
What about solo pvp? A large chunk of active PVPers want their ability to somewhat solo tackle back, and these changes are needed for that...
Tackle still works very well solo, the question once you drop on a target is rather if he is aligned (you never catch those unless they engage) or not, locktime is good enough and no agility change will do anything.
If you are engaging at gates your biggest problem is keeping them from reapproaching or burning away if you are solo apart from being in point range with the huge gates, I'm curious how you'll manage that solo if decent gangs even fail at this sometimes faced with a clever target.
I solo quite a lot and dont see what everyone is crying for here, if I want to catch frigates in my cruiser I'll just fit a sensorbooster like I'm meant to.
Looking at how lowsec population has grown since QR changes, I say keep the current agility so all these nice targets stay there.
One final word about consensual pvp, people seem to get a completely wrong picture what that means. To clarify, it means you dont get a popup-box that says "player has not set his pvp flag, find another target" once you try to shoot him, in no way it means you should be able to compare your gank/tank stats against anything that is on grid. |

Lilith Velkor
Minmatar OVERLOAD. Dead Terrorists
|
Posted - 2009.04.21 20:44:00 -
[368]
Originally by: Raimo
What about solo pvp? A large chunk of active PVPers want their ability to somewhat solo tackle back, and these changes are needed for that...
Tackle still works very well solo, the question once you drop on a target is rather if he is aligned (you never catch those unless they engage) or not, locktime is good enough and no agility change will do anything.
If you are engaging at gates your biggest problem is keeping them from reapproaching or burning away if you are solo apart from being in point range with the huge gates, I'm curious how you'll manage that solo if decent gangs even fail at this sometimes faced with a clever target.
I solo quite a lot and dont see what everyone is crying for here, if I want to catch frigates in my cruiser I'll just fit a sensorbooster like I'm meant to.
Looking at how lowsec population has grown since QR changes, I say keep the current agility so all these nice targets stay there.
One final word about consensual pvp, people seem to get a completely wrong picture what that means. To clarify, it means you dont get a popup-box that says "player has not set his pvp flag, find another target" once you try to shoot him, in no way it means you should be able to compare your gank/tank stats against anything that is on grid. |

Lilith Velkor
Minmatar OVERLOAD. Dead Terrorists
|
Posted - 2009.04.21 20:46:00 -
[369]
Edited by: Lilith Velkor on 21/04/2009 20:48:21
|

Lilith Velkor
Minmatar OVERLOAD. Dead Terrorists
|
Posted - 2009.04.21 20:47:00 -
[370]
Originally by: Raimo
What about solo pvp? A large chunk of active PVPers want their ability to somewhat solo tackle back, and these changes are needed for that...
Tackle still works very well solo, the question once you drop on a target is rather if he is aligned (you never catch those unless they engage) or not, locktime is good enough and no agility change will do anything.
If you are engaging at gates your biggest problem is keeping them from reapproaching or burning away if you are solo apart from being in point range with the huge gates, I'm curious how you'll manage that solo if decent gangs even fail at this sometimes faced with a clever target.
I solo quite a lot and dont see what everyone is crying for here, if I want to catch frigates in my cruiser I'll just fit a sensorbooster like I'm meant to.
Looking at how lowsec population has grown since QR changes, I say keep the current agility so all these nice targets stay there, and avoid ruining 3/4 of the minmatar ships in a quick-n-ugly fix.
One final word about consensual pvp, people seem to get a completely wrong picture what that means. To clarify, it means you dont get a popup-box that says "player has not set his pvp flag, find another target" once you try to shoot him, in no way it means you should be able to compare your gank/tank stats against anything that is on grid. |

burek
Mercenary Forces
|
Posted - 2009.04.22 03:31:00 -
[371]
Originally by: CCP Nozh Next patch!
Had some internal problems getting it out in 1.1.
Thank ****, finally! Looking forward to not needing 6 mid slots to tackle stuff solo  |

Raimo
Gallente Wrath of Fenris
|
Posted - 2009.04.22 06:42:00 -
[372]
Originally by: Lilith Velkor
Tackle still works very well solo, the question once you drop on a target is rather if he is aligned (you never catch those unless they engage) or not, locktime is good enough and no agility change will do anything.
No it doesn't. Even unaligned targets of the same class have a fairly good chance of getting away if you don't have a sensor booster, with frigates the sebo almost doesn't matter. ---
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Zero Temperature
|
Posted - 2009.04.22 07:15:00 -
[373]
Originally by: Raimo Edited by: Raimo on 21/04/2009 15:34:49
That has to be the worst reason to oppose these changes... What about solo pvp? A large chunk of active PVPers want their ability to somewhat solo tackle back, and these changes are needed for that... Also many, including me, want non- agility fitted frigates (except for unplated ceptors) tacklable again, at least with sensor boosted ceptors.
And those who enjoy flying frigates will still do so after these changes.
You think this agility change only effects your solo pvp targets and nothing else? In fact, I predict that solo pvp will suffer the most after this change, unless your solo pvp does not involve going through gates. Gate camping will be the king. Once your uber fast tackling solo pwnmobile meets a somewhat organized gate camp, and you find out that every ship there of your equal size can tackle you, instead of only small ships.
Solo pvp is not only about tackling and ganking, but also the ability to run when things go wrong. You have enjoyed the easy running part for so long and have taken it for granted.
|

Raimo
Gallente Wrath of Fenris
|
Posted - 2009.04.22 08:00:00 -
[374]
Originally by: Zero Temperature
Solo pvp is not only about tackling and ganking, but also the ability to run when things go wrong. You have enjoyed the easy running part for so long and have taken it for granted.
Good riddance. Make this game interesting again. If I go solo I *Expect* to have to deal with camps and I expect to lose some ships to said gangs, unless I am in a ceptor. ATM it's just all too fluffy with all these uncatchable frigs and cruisers going about their merry business unhindered. |

1072
Amarr Fliegerkorps
|
Posted - 2009.04.22 08:15:00 -
[375]
Edited by: 1072 on 22/04/2009 08:16:37
Originally by: Lilith Velkor
Tackle still works very well solo,
no it does not work...
And also yeah, if I go solo I expect to be gate camped.. Last night I was in my af, and another af failed to tackle me. I felt sorry for that guy. Convoed him and we talked about how bad ship agilities are.
cant wait for the fix.. |

Zero Temperature
|
Posted - 2009.04.22 09:11:00 -
[376]
I am glad that you two enjoy getting your ships blown up, but I believe that at least some other solo pvpers and especially your would-be targets wouldn't agree. I am also glad that you helped prove what others have pointed out, that low sec will be depleted of population.....again. As per rule of every society with freedom of speech, the extremists are usually the loudest. Unforturnately, or fortunately, eve is not a democratic community. In the end it is still CCP decides what they want this game to be.
Quote: And also yeah, if I go solo I expect to be gate camped.. Last night I was in my af, and another af failed to tackle me. I felt sorry for that guy. Convoed him and we talked about how bad ship agilities are.
cant wait for the fix..
Dude, you don't need to wait for the fix. The only thing you needed to do was turning your ship around, or even better, simply leeroy in the first place. |

Raimo
Gallente Wrath of Fenris
|
Posted - 2009.04.22 09:46:00 -
[377]
Originally by: Zero Temperature Edited by: Zero Temperature on 22/04/2009 09:37:16 I am glad that you two enjoy getting your ships blown up, but I believe that at least some other solo pvpers and especially your would-be targets wouldn't agree. I am also glad that you helped prove what others have pointed out, that low sec will be depleted of population.....again. As per rule of every society with freedom of speech, the extremists are usually the loudest. Unforturnately, or fortunately, eve is not a democratic community. In the end it is still CCP decides what they want this game to be.
Fortunately CCP has said that this change will go live in the next patch. Unfortunate to you. So why do you insist on bringing bad arguments to the discussion rather than helping to fine-tune the long overdue change?
From page 12 in case you missed it:
Originally by: CCP Nozh Next patch!
Had some internal problems getting it out in 1.1.
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Zero Temperature
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Posted - 2009.04.22 11:07:00 -
[378]
Originally by: Raimo Edited by: Raimo on 22/04/2009 10:11:48
Fortunately CCP has said that this change will go live in the next patch, unfortunately for you. So why do you insist on bringing bad arguments to the discussion rather than helping to fine-tune the long overdue change?
So far you haven't brought up anything to counter my arguments except your personal preference yet you are calling them bad?
As I have stated in my previous post, I believe the zero-time tackling should remain an exclusive role for small ships. Taking it away would seriously undermine their values. To let them perform their jobs better in low sec, I proposed to replace the logistic ship bonus with remote sensor boosting bonus, for various reasons I will not repeat here.
Still CCP makes the final decision, but I admit that I will be very dissapointed if CCP still go ahead with the change after I have made my case. I do hope that CCP can give us some good reasons if they actually do it.
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Raimo
Gallente Wrath of Fenris
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Posted - 2009.04.22 11:18:00 -
[379]
Edited by: Raimo on 22/04/2009 11:19:30
Originally by: Zero Temperature
Still CCP makes the final decision, but I admit that I will be very dissapointed if CCP still go ahead with the change after I have made my case. I do hope that CCP can give us some good reasons if they actually do it.
They already did. Read this thread and Nozh's replies. Non- consensual PVP and all that.
Also, your "tackling role" for frigates has existed only after the nearly game breaking QR/ speed nerf patch, and even then not for outlaws in lowsec (which I am not btw). Most posters here and most pilots I know just want their old EVE back and tackling fixed, that's all the counter your arguments need tbh. Having to deal with the new issues that stem from lower base speeds will just make it interesting, and if it indeed will be broken the whines will warrant a new fix/ adjustment soon enough. For now these changes (fixes) will be perfect, in absence of a more elegant solution as they are LONG overdue.
TBH your horrible attempt at "fixing" logistics is *very* telling...  |

Zero Temperature
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Posted - 2009.04.22 11:46:00 -
[380]
Edited by: Zero Temperature on 22/04/2009 11:51:56
Originally by: Raimo Edited by: Raimo on 22/04/2009 11:19:30
They already did. Read this thread and Nozh's replies. Non- consensual PVP and all that.
Also, your "tackling role" for frigates has existed only after the nearly game breaking QR/ speed nerf patch, and even then not for outlaws in lowsec (which I am not btw). Most posters here and most pilots I know just want their old EVE back and tackling fixed, that's all the counter your arguments need tbh. Having to deal with the new issues that stem from lower base speeds will just make it interesting, and if it indeed will be broken the whines will warrant a new fix/ adjustment soon enough. For now these changes (fixes) will be perfect, in absence of a more elegant solution as they are LONG overdue.
TBH your horrible attempt at "fixing" logistics is *very* telling... 
Dude, stop posting already, you are making your side looks really bad.
Hint: training Reading Comprehension to at least level 4 will help a lot.
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1072
Amarr Fliegerkorps
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Posted - 2009.04.22 12:06:00 -
[381]
no I dont like blown up, but I do believe solo pvp should exist.
You on the other hand believe that we need a gang for every kill. So most of eve low - high sec fights are going to be 1 vs many. Whats the fun in that. It will push poeple into blobing a lot more.
if a guy camps me with a frigate, he should be able to catch my frigate. With current mechanics, its not possible. So what do you suggest, he should also bring another interceptor too ?
I would prefer getting tackled by an af and have a nice 1v1 rather then having an imposibble fight in 2v1.
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Zero Temperature
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Posted - 2009.04.22 12:29:00 -
[382]
Originally by: 1072 no I dont like blown up, but I do believe solo pvp should exist.
You on the other hand believe that we need a gang for every kill. So most of eve low - high sec fights are going to be 1 vs many. Whats the fun in that. It will push poeple into blobing a lot more.
if a guy camps me with a frigate, he should be able to catch my frigate. With current mechanics, its not possible. So what do you suggest, he should also bring another interceptor too ?
I would prefer getting tackled by an af and have a nice 1v1 rather then having an imposibble fight in 2v1.
Sigh...as to the other poster, please train Reading Comprehension to at least level 4.
However, despite your misunderstanding, I still must thank you for helping me prove my point.
Also from now on I will refrain from posting any further unless there is a dev response to my arguments. |

Raimo
Gallente Wrath of Fenris
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Posted - 2009.04.22 13:13:00 -
[383]
Edited by: Raimo on 22/04/2009 13:14:11
Originally by: Zero Temperature
Also from now on I will refrain from posting any further unless there is a dev response to my arguments.
Thank you. Though I'm pretty certain that the devs need to train Reading Comprehension IV as well, too bad that they will probably get around to it only after Jove Titan V, in 2012...  ---
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Lilith Velkor
Minmatar OVERLOAD. Dead Terrorists
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Posted - 2009.04.22 17:15:00 -
[384]
Edited by: Lilith Velkor on 22/04/2009 17:27:20
Originally by: Raimo
No it doesn't. Even unaligned targets of the same class have a fairly good chance of getting away if you don't have a sensor booster, with frigates the sebo almost doesn't matter.
Yes it does.
Your mistake here is you expect the target to have zero reaction time, and this isnt the case.
I'm soloing in my rapier quite often (or doing the initial tackle solo, which is the same thing in regards of tackling), and I manage to point most ships of the same size despite the 5 second recalibration delay, without any sensor booster or locktime rigs.
This includes people paying attention and actively trying to not get caught btw...
Maybe you should train signature analysis to 5 finally, its worth having.
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Raimo
Gallente Wrath of Fenris
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Posted - 2009.04.22 17:26:00 -
[385]
Originally by: Lilith Velkor
Maybe you should train signature analysis to 5 finally, its worth having.
No worries, sig analysis V I have, I wouldn't bother talking about this otherwise.
Well, most targets I see at belts, gates or elsewhere are better prepared than yours then... |

Lilith Velkor
Minmatar OVERLOAD. Dead Terrorists
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Posted - 2009.04.22 17:28:00 -
[386]
Originally by: Raimo
No worries, sig analysis V I have, I wouldn't bother talking about this otherwise.
Well, most targets I see at belts, gates or elsewhere are better prepared than yours then...
Guess its the hunter, not the target  |

Raimo
Gallente Wrath of Fenris
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Posted - 2009.04.22 17:42:00 -
[387]
Edited by: Raimo on 22/04/2009 17:44:02
Originally by: Lilith Velkor
About the discussion as a whole, maybe it would be best if devs checked the characters posting and ignore all the people that dont have at least 500 solo kills under their belts.
Oh dear. You doing that silly move, of course I had to check your latest solokills then (1st 2-3 pages on evekill), amidst all the gang/ camp kills there were indeed some solo kills mostly in a vaga (pods that just you caught don't count), amidst the retrievers and cargo expanded frigs I saw *one* combat fitted ship as of late, whoop de doo you can catch and kill a T1 fit Cane in a Vaga... The skill! The courage! 
Stay on topic please, tbh. I'll try to do it as well. ---
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Lilith Velkor
Minmatar OVERLOAD. Dead Terrorists
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Posted - 2009.04.22 17:55:00 -
[388]
Edited by: Lilith Velkor on 22/04/2009 18:05:09
Originally by: Raimo
Oh dear. You doing that silly move, of course I had to check your latest solokills then (1st 2-3 pages on evekill), amidst all the gang/ camp kills there were indeed some solo kills mostly in a vaga
1st 2-3 pages on eve-kill... you realize that are the last 1-2 days, right? When we were in the faction warfare areas we'd fill up 3-4 pages a day Not even complaining about the fact it misses a lot of kills as well as a few losses there.
If you look a bit closer at those kills at the gate you'll find quite a few that are infact solo fights despite more than 1 person being on the killmail, while the killer had to manage his target aswell as sentry fire.
About the hurricane kill you found, yes he had a silly setup, what you dont see on the killmail are his friends in Eagle, Caracal and Blackbird running and leaving him to die against a single vagabond.
And whats wrong about me flying the vagabond, I'm completely maxed out for that ship so I'll fly it regularly ofc...
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Trimutius III
Legio Octae Rebellion Alliance
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Posted - 2009.04.22 21:32:00 -
[389]
Edited by: Trimutius III on 22/04/2009 21:34:51
Originally by: Raimo Edited by: Raimo on 22/04/2009 17:44:02
Originally by: Lilith Velkor
About the discussion as a whole, maybe it would be best if devs checked the characters posting and ignore all the people that dont have at least 500 solo kills under their belts.
Oh dear. You doing that silly move, of course I had to check your latest solokills then (1st 2-3 pages on evekill), amidst all the gang/ camp kills there were indeed some solo kills mostly in a vaga (pods that just you caught don't count), amidst the retrievers and cargo expanded frigs I saw *one* combat fitted ship as of late, whoop de doo you can catch and kill a T1 fit Cane in a Vaga... The skill! The courage! 
Stay on topic please, tbh. I'll try to do it as well.
Lol... i'll be surprised if at least 10% of all killmails is posted on eve-kill, i'll be really surprised. As i know it head to head PVP is quite rare, many of solo-kills are just killing newbie that will not escape anyway because they don't have enough experience to escape and this doesn't depend on any agility changes. ------------------------------------------------- I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist ¬ Trimutius |

Carnelian X
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Posted - 2009.04.24 16:42:00 -
[390]
Originally by: Lilith Velkor
1) When we were in the faction warfare areas we'd fill up 3-4 pages a day Not even complaining about the fact it misses a lot of kills as well as a few losses there.
2)If you look a bit closer at those kills at the gate you'll find quite a few that are infact solo fights despite more than 1 person being on the killmail, while the killer had to manage his target aswell as sentry fire.
3)Anyway back on topic, I still dont see what the point in messing with the current agility values is as it brings a lot more balance issues then it solves, besides the large majority of problems bar frigates maybe is solved by simply removing a bit of lag-points from the locking process, cant tell me its too difficult to get modules activated instantly after lock, or show ships on overview in less than 2 seconds until they decloak in the year 2009.
1) Using faction warfare kills as a reason why agility and solo tackling ability is fine dosent wash. Faction warfare is by design 90% noob pilots who are hitting the wrong buttons and cowering under the desk when you warp in to tackle them.
2)Solo kills with more then one person on the killmail?
3)This is the crux of the matter - You agree it is to difficult to tackle but blame the lag and module delay.
I would agree with this, many times I see the enemy target on my overview on my ALTS account (which is windowed and pushed under and to the side of the mains window so just the overview is there)a good second or so before it shows up on my mains account.
Also many times you will have the picture of the target up and sit twiddling your fingers waiting for prefired modules to activate.
I have gone as far as fitting two tackle mods - having one prefired - and spamming the second on when ive achieved "ship picture" to no avail.
However your theory that tweaking some agility and scan res figures is somehow "harder" then eliminating lag in the game is ludicrous, even if it is 2009.
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Lilith Velkor
Minmatar OVERLOAD. Dead Terrorists
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Posted - 2009.04.24 17:15:00 -
[391]
Edited by: Lilith Velkor on 24/04/2009 17:29:25
Quote:
2)Solo kills with more then one person on the killmail?
Target burns out of HIC range, escapes to planet, gets pursued and subsequently destroyed by a solo pilot scoring 100% of damage.
Fast target escapes the range of HICs and battleships which are unable to score damage, but gets taken down by a single fleet member in pursuit 120km from the main fleet.
Target gets shot by someone and makes his escape, 10 minutes later it gets caught by another pilot in the same system and destroyed.
Also, quite often we're just holding targets so people you have informed about a possible fight dont make their way in vain and get on a killmail, regardless if you'd have killed him solo.
Quote:
However your theory that tweaking some agility and scan res figures is somehow "harder" then eliminating lag in the game is ludicrous, even if it is 2009.
It is more effort, I'm not debating this. What I am saying is, it cant be *that* hard if your developers know what they are doing, and given the scale of this project I'm confident they are.
It should actually be a minor change to code only (actually, should be 1-2 days of work maximum, while I'd expect finetuning agility and scanres would take even more effort if you measure in working hours).
The point however is, agility is crucial to gameplay in more aspects than just the gate tackle, current values work fine in combat situations, and decreasing them would be very harmful to every ship class sub-BS.
We'll never be able to fully eliminate lag, but as I almost always get the picture of my target up when tackling cruiser vs cruiser at gate and only fail to have my mods activated, eliminating maybe one second lag in total would solve all problems (at least for my ping times).
Just decreasing agility would have a very small effect on those primarily suffering from lag issues anyway (e.g. US guys, which make up a decent part of eve population), as it builds up in the current multi-staged process.
That decreasing agility to a point where even the very laggy connected players can reliably get a tackle is not an option should be clear as there will always someone with a bit too much lag, but we cant leave these guys out when thinking about a solution.
Taking the above into acount it is quite obvious that the preferred solution would be a rework of the locking + module activation process, as I said its not much that needs to be achieved, if they manage to squeeze out only .5 - 1 sec in total it would already suffice.
Edit: somewhere in this thread there has been a suggestion for a timestamp-based approach, that probably would involve code modification on a larger scale, but might be worth investigating if its feasible.
Think about introducing a stage in the warp process where you gain invulnerability to target locks and damage, but remain on-grid for a short while while timestamps of tacklers get evaluated if they had you properly locked before you could warp, and if its the case abort warp, resync all the involved clients and issue is gone for even the most laggy connections.
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Trimutius III
Legio Octae Rebellion Alliance
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Posted - 2009.04.25 10:28:00 -
[392]
Edited by: Trimutius III on 25/04/2009 10:28:59
Originally by: Lilith Velkor
Also, quite often we're just holding targets so people you have informed about a possible fight dont make their way in vain and get on a killmail, regardless if you'd have killed him solo.
Ths situation doesn't count because if somebody holding and another person dealing damage it's already NOT a solo-kill.
Quote:
The point however is, agility is crucial to gameplay in more aspects than just the gate tackle, current values work fine in combat situations, and decreasing them would be very harmful to every ship class sub-BS.
I don't think so. Before nano-nerf in QR agility of many ships was slightly lower and CCP just bringing back same agility. And before QR everything wasn't so bad. And also i'm not quite sure that agility is really nerfed for all ships, smaller ships still have quite big agility. U know if somebody will lock my crusader before i warpout i may not dye because i'm could be faraway from him (more then 24 km)
Quote:
We'll never be able to fully eliminate lag, but as I almost always get the picture of my target up when tackling cruiser vs cruiser at gate and only fail to have my mods activated, eliminating maybe one second lag in total would solve all problems (at least for my ping times).
It's not only ping problem as i see it it always needed some time after lock before u can activate modules, no matter what. But it's just my opinion based on some experience of me and my friends.
Quote:
Just decreasing agility would have a very small effect on those primarily suffering from lag issues anyway (e.g. US guys, which make up a decent part of eve population), as it builds up in the current multi-staged process.
That decreasing agility to a point where even the very laggy connected players can reliably get a tackle is not an option should be clear as there will always someone with a bit too much lag, but we cant leave these guys out when thinking about a solution.
I think this changes aren't based on people with lags. Some problems had even people without with really good ping. I have quite a good ping and still suffer from that stupid not balanced agility.
Quote:
Taking the above into acount it is quite obvious that the preferred solution would be a rework of the locking + module activation process, as I said its not much that needs to be achieved, if they manage to squeeze out only .5 - 1 sec in total it would already suffice.
I should agree this is good idea. As i thought preactivated modules should be also preactivated on a server, and then server will activate them on target after locking no matter is client experiencing lags or not.
Quote:
Think about introducing a stage in the warp process where you gain invulnerability to target locks and damage, but remain on-grid for a short while while timestamps of tacklers get evaluated if they had you properly locked before you could warp, and if its the case abort warp, resync all the involved clients and issue is gone for even the most laggy connections.
As i see it CCP will not introduce such changes. They trying to solve this problems by reducing lags, reducing quantity of bits sent from a client to server and so on. Just such changes maybe unfair for people that have no lags u know. And another thing it's hard to really know if their is lags or not. Of course server could ping clients, but this is a bad idea somebody can hack client and get an unfair advantage lowering it's ping and tackling target anyway. To many exploits may be available with such changes (even maybe exploits that aren't connected to hacking) ------------------------------------------------- I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist ¬ Trimutius |

Lilith Velkor
Minmatar OVERLOAD. Dead Terrorists
|
Posted - 2009.04.25 20:03:00 -
[393]
Originally by: Trimutius III
I don't think so. Before nano-nerf in QR agility of many ships was slightly lower and CCP just bringing back same agility. And before QR everything wasn't so bad.
It just wasnt so bad because the top speed you could achieve was way higher, the difference from your speed to theirs much bigger. As this is no longer the case the agility boost was much needed, reverting that would be a huge mistake.
Now, there have been some oddities I dont quite understand, namely the caracal and his insane agility for what it needs, I find it disturbing that it is way more agile than the thorax for example if you take their roles into account.
Quote:
It's not only ping problem as i see it it always needed some time after lock before u can activate modules, no matter what. But it's just my opinion based on some experience of me and my friends.
Well, that actually is a ping problem, as the lower you ping time is the faster your modules will activate.
The communication delay between client and server introduces waiting, and there are too many little delays that build up to a large amount.
Quote:
I think this changes aren't based on people with lags. Some problems had even people without with really good ping. I have quite a good ping and still suffer from that stupid not balanced agility.
I have pretty good ping as well I'd say, still the main problems I'm experiencing are targets not showing on my overview without significant delay, delay after target is locked and the option to activate modules becomes available, and finally delay for the mods to have effect.
Quote:
Quote:
Taking the above into acount it is quite obvious that the preferred solution would be a rework of the locking + module activation process, as I said its not much that needs to be achieved, if they manage to squeeze out only .5 - 1 sec in total it would already suffice.
I should agree this is good idea. As i thought preactivated modules should be also preactivated on a server, and then server will activate them on target after locking no matter is client experiencing lags or not.
Yes, I think the problem lies with the way preactivated modules are handled. I guess it is working this way to give people a chance to turn them off again if they made a mistake while locking something and not get concorded so easy.
If they are preactivated on server, you might run into a situation where you have a module preactive, are in the process of locking and deactivate it but lag strikes and the server turns the module on resulting in your ship getting blown up by concord.
Now I would rather have this problem, as in this case I can see its my own fault for putting all weapons hot on the target without confirming first I'm allowed to shoot.
Quote:
Quote:
timestamps
As i see it CCP will not introduce such changes. They trying to solve this problems by reducing lags, reducing quantity of bits sent from a client to server and so on. Just such changes maybe unfair for people that have no lags u know.
Why would that be unfair? If you have less lag than another player, you already have an unfair advantage over him, how is taking that away unfair? Its not like they did something to deserve their good connection, they just live in a special part of the world.
If anything, the timestamp idea would be the most fair thing to do for everyone, as connection speed is effectively eliminated, so its just down to individual reaction time.
And I'm pretty sure there would be enough ways to prevent people from messing with their clients, if there still are exploits read the logs and swing the banstick.
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Trimutius III
Legio Octae Rebellion Alliance
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Posted - 2009.04.26 10:54:00 -
[394]
Edited by: Trimutius III on 26/04/2009 10:56:43
Originally by: Lilith Velkor
It just wasnt so bad because the top speed you could achieve was way higher, the difference from your speed to theirs much bigger. As this is no longer the case the agility boost was much needed, reverting that would be a huge mistake.
Now, there have been some oddities I dont quite understand, namely the caracal and his insane agility for what it needs, I find it disturbing that it is way more agile than the thorax for example if you take their roles into account.
Buffing scan resolution on the other hand has way less potential to be harmful to the gameplay, as long as its done in a moderate way.
U were talking about lags and now this? They aren't reverting agility changes they reverting them only for bigger ships, and u know the higher speed never saved BS if people wanted to catch him. Friend or agility may save him but not speed.
Quote:
1vs1
It's rare and usually strength is not equal.
Quote:
Well, that actually is a ping problem, as the lower you ping time is the faster your modules will activate.
The communication delay between client and server introduces waiting, and there are too many little delays that build up to a large amount.
I said that it's not ONLY a ping problem, but of course their is some ping problems too. But even with a best ping u get a delay about 0.5-1 seconds.But of course there is 3 delays, so total delay is 1.5-3 seconds.
Quote:
I have pretty good ping as well I'd say, still the main problems I'm experiencing are targets not showing on my overview without significant delay, delay after target is locked and the option to activate modules becomes available, and finally delay for the mods to have effect.
I played EVE for almost 2 years and now i think that this delays a programmed.
Quote:
Yes, I think the problem lies with the way preactivated modules are handled. I guess it is working this way to give people a chance to turn them off again if they made a mistake while locking something and not get concorded so easy.
No, for this reason u have a message that says that this is illegal. (module will not activate until u click "yes" or will not activate at all if u click "no".
Quote:
If they are preactivated on server, you might run into a situation where you have a module preactive, are in the process of locking and deactivate it but lag strikes and the server turns the module on resulting in your ship getting blown up by concord.
Message should be in highsecs, if u turned off that message it's ur problem. U always can reset it when needed (and it would be shown again)
Quote:
Why would that be unfair? If you have less lag than another player, you already have an unfair advantage over him, how is taking that away unfair? Its not like they did something to deserve their good connection, they just live in a special part of the world.
If anything, the timestamp idea would be the most fair thing to do for everyone, as connection speed is effectively eliminated, so its just down to individual reaction time.
And I'm pretty sure there would be enough ways to prevent people from messing with their clients, if there still are exploits read the logs and swing the banstick.
Why unfair? Just think those who have good ping should react fast to tackle a target, and those who have bad ping could don't need fast reaction with the same result especially if u using Teamspeak for example, team may just say to someone with a bad ping that target is going to appear. It's unfair.
Of course there is some methods to prevent and so on. But still banstick is good, but have one bad point for CCP. Bans are reducing money that CCP could get from people. So it's obvious that it's better not to create exploits then fight the consequences. And should i say that if they don't use banstick to exploit users they will lose even more money. ------------------------------------------------- I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist ¬ Trimutius |

Lilith Velkor
Minmatar OVERLOAD. Dead Terrorists
|
Posted - 2009.04.26 18:03:00 -
[395]
Edited by: Lilith Velkor on 26/04/2009 18:07:10
Originally by: Trimutius III
U were talking about lags and now this? Higher resolution means faster reaction. They aren't reverting agility changes they reverting them only for bigger ships, and u know the higher speed never saved BS if people wanted to catch him. Friend or agility may save him but not speed.
Actually if you read the OP, the plan seems to be to NOT revert them on bigger ships but just on the intermediate sized / small ships, these however need agility the most to be viable.
Apart from that, good agility and acceleration saved a lot of BS pilots already, as the initial boost is what decides if they can make it back to gate or not in an organized camp most of the time.
What I'm saying is increasing scan resolution is the better way to decrease lock times without having the negative effect on combat performance on 3/4 of the ships in game.
Quote:
Quote:
1vs1
It's rare and usually strength is not equal.
Yea, thats why I'm saying balancing such a situation on 1vs1 stats would be a bad idea for a game that almost never has these.
Quote:
I played EVE for almost 2 years and it looks like those delays a programmed.
I'm pretty sure they arent intentionally programmed. If they are, which I doubt, just take it out and solve the problem that way.
Quote:
Why unfair? Just think those who have good ping should react fast to tackle a target, and those who have bad ping could not need fast reaction with the same result especially if u using Teamspeak for example, team may just say to someone with a bad ping that target is going to appear. It's unfair.
No its not, as it makes no difference for someone to tell you what is going to happen, all that would matter is your own reaction after something shows up on *your* overview, it doesnt matter at all if your mates see it earlier.
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Trimutius III
Legio Octae Rebellion Alliance
|
Posted - 2009.04.26 20:09:00 -
[396]
Originally by: Lilith Velkor
Actually if you read the OP, the plan seems to be to NOT revert them on bigger ships but just on the intermediate sized / small ships, these however need agility the most to be viable.
Apart from that, good agility and acceleration saved a lot of BS pilots already, as the initial boost is what decides if they can make it back to gate or not in an organized camp most of the time.
What I'm saying is increasing scan resolution is the better way to decrease lock times without having the negative effect on combat performance on 3/4 of the ships in game.
As i said BS could be saved by agility (that directly connected to acceleration) or by friends (this always work if ur tank is good enough)
Quote:
Yea, thats why I'm saying balancing such a situation on 1vs1 stats would be a bad idea for a game that almost never has these.
The idea is that their could be many pilots on a scene but tackling is usually 1vs1 thing, closest tackler catch u and his friends made a wreck out of ur ship. U succeded to escape then u win.
Quote:
I'm pretty sure they arent intentionally programmed. If they are, which I doubt, just take it out and solve the problem that way.
Yes they aren't programmed of course. I just got used to them.
Quote:
No its not, as it makes no difference for someone to tell you what is going to happen, all that would matter is your own reaction after something shows up on *your* overview, it doesnt matter at all if your mates see it earlier.
I see ur idea. But when CCP made EVE they made client so that there almost no calculations on a client so that any hacking isn't possible without hacking server, and hacking server is easy to find out and punish. Hacking clients isn't so easy to find out. So some people will hack timestamp (several hundred thousand of subscribers, somebody will do that). And how CCP should investigate that and how server would know if timestamp is made by client or by a program... And even without hacking. somebody can make a targeting bot that will lock almost instantly. And timestamp would be small even without directly hacking client. CCP should not give a new toy to botmakers. IMHO
I think timestamp isn't good solving of problem. I think some changes should be serverside. So that server would almost automaticly activate some modules.
Delay after decloaking and before u can see target could have even backstory, for example sensor can not lock on target until it fully decloaked.
Not activating modules imidiatly could have backstory too.
But difference because of lags should be somehow resolved. But sometimes it's a problem. Some people could have ping of 1-2 seconds sometimes, especially when new ship appears. And during fleet battles ping could be even minutes, this timestamps will just create slowdown everyone who has no lags, and when lags are terrible it could be really hanging. And if we get to system with many people in local. For example someone is hanging on a gate and have with lags and everyone else is just waiting until timestamp from him get server and it will slow down warpout of everyone and could be exploited (to slowdown reinforsments for example) it could be even an alt in a rookie ship... ------------------------------------------------- I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist ¬ Trimutius |

Lilith Velkor
Minmatar OVERLOAD. Dead Terrorists
|
Posted - 2009.04.26 20:49:00 -
[397]
Edited by: Lilith Velkor on 26/04/2009 20:53:10
Originally by: Trimutius III
The idea is that their could be many pilots on a scene but tackling is usually 1vs1 thing, closest tackler catch u and his friends made a wreck out of ur ship. U succeded to escape then u win.
In those cases a HIC or interceptor is doing the tackling for the group, so there is absolutely no issue there catching even the fastest aligning ships.
Even for the huge regional gates 2 properly placed HICs will be in range of anything that jumps through.
Quote:
For example someone is hanging on a gate with lags and everyone else is just waiting until timestamp from him get server and it will slow down warpout of everyone and could be exploited (to slowdown reinforsments for example) it could be even an alt in a rookie ship... Lags could be easily creating for example u run simultaniously several clients with hanging noobships on same PC, they all will lag and send timestamp slowly killing that noobships will slowdown fleet. Not killing them will also slowdown fleet if everyone need to wait for a timestamp from that hanging noobship...
No offense, but I think you didnt fully understand what a timestamp approach would look like. Putting artificially lagged clients on grid would make no difference whatsoever for other clients, even if you'd try to tackle them.
No client waits for other clients, the server does the evaluation and informs his clients. If you did get a successful tackle due to timestamp evaluation, your client just gets resynced, you'd see the hostile ship reappear on grid (warping backwards, like at jita 4-4) and your modules become activated.
Edit: also, there should be no noticeable impact on performance at all if its done properly, as we are talking about maybe 25-50 cpu cycles here.
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Trimutius III
Legio Octae Rebellion Alliance
|
Posted - 2009.04.26 23:46:00 -
[398]
Originally by: Lilith Velkor
No client waits for other clients, the server does the evaluation and informs his clients. If you did get a successful tackle due to timestamp evaluation, your client just gets resynced, you'd see the hostile ship reappear on grid
And dies in lags in many cases (loading of ships is laggy atm)
And targeting bot is still possible (atm without timestamps such a bot isn't effective)... And that possiblity should be eleminated BEFORE implemetation. ------------------------------------------------- I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist ¬ Trimutius |

Lilith Velkor
Minmatar OVERLOAD. Dead Terrorists
|
Posted - 2009.04.27 17:43:00 -
[399]
Edited by: Lilith Velkor on 27/04/2009 17:46:55
Originally by: Trimutius III
Originally by: Lilith Velkor
No client waits for other clients, the server does the evaluation and informs his clients. If you did get a successful tackle due to timestamp evaluation, your client just gets resynced, you'd see the hostile ship reappear on grid
And dies in lags in many cases (loading of ships is laggy atm)
No, the ships would already been loaded as you have just left the grid (in most cases we're talking about less than a second anyway, so you'd not even have left the grid). If the grid is severely lagged you are more likely to die before you initially loaded it than after it has been loaded and you tried your warpout.
Quote:
And targeting bot is still possible (atm without timestamps such a bot isn't effective)... And that possiblity should be eleminated BEFORE implemetation.
I dont see what people would want with a targeting bot anyway, even if you'd code such a bot its reactions would be worse than a player just spamming locks on overview *before* a target appears.
There is nothing you could possibly gain by using a bot there, and bots would be ridiculously easy to spot when using a timestamp approach (unless you introduce random delays, but at this point you'll be much less effective than a player).
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Trimutius III
Legio Octae Rebellion Alliance
|
Posted - 2009.04.27 23:33:00 -
[400]
Originally by: Lilith Velkor
No, the ships would already been loaded as you have just left the grid (in most cases we're talking about less than a second anyway, so you'd not even have left the grid). If the grid is severely lagged you are more likely to die before you initially loaded it than after it has been loaded and you tried your warpout.
Me wrong, i didn't thought that ships may be stored in memory until all timestamps are checked.
Quote:
Quote:
And targeting bot is still possible (atm without timestamps such a bot isn't effective)... And that possiblity should be eleminated BEFORE implemetation.
I dont see what people would want with a targeting bot anyway, even if you'd code such a bot its reactions would be worse than a player just spamming locks on overview *before* a target appears.
There is nothing you could possibly gain by using a bot there, and bots would be ridiculously easy to spot when using a timestamp approach (unless you introduce random delays, but at this point you'll be much less effective than a player).
Randomizer isn't that hard to create. for example random time between from 0.05 to 0.2 seconds. Normal reaction of a man is 0.1 seconds (if u are lucky then maybe faster) And bot will react almost imidiatly (even faster then spamming, because u can't spam even at least 10 clicks per second, but if u have good reaction u can click after 0.1 second after target appears in overview). So targeting bot will just simulate the best possible reaction. Some people may come to same result after monthes of training, but bot doesn't need any training. So it's still a new possiblity for botmakers, i don't know how hard is making such a bot, but i think it's possible (it shouldn't be much harder then creating mining bots that should be banned as i think but somewhy they still exist as i know) ------------------------------------------------- I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist ¬ Trimutius |

Lilith Velkor
Minmatar OVERLOAD. Dead Terrorists
|
Posted - 2009.04.28 02:56:00 -
[401]
Originally by: Trimutius III So it's still a new possiblity for botmakers, i don't know how hard is making such a bot, but i think it's possible (it shouldn't be much harder then creating mining bots that should be banned as i think but somewhy they still exist as i know)
Well, from personal experience with automation software for QA purposes I'd guess getting the macro to do time-critical tasks in the area of even half a second only would be really pushing it if you want it to be failsafe, more so as Eve is a considerable performance hog compared to a normal office application.
The typical mining bots and macro mission running bots you see around dont really have good reaction times as far as I can tell, for those haulers you see running courier missions it is like 2-3 seconds or so, you can bump those off a gate before they can jump pretty good.
Still, might be possible depending on how you do it, but I cant see the possible gain there, as the reaction time of a player would be sufficient anyways.
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Trimutius III
Legio Octae Rebellion Alliance
|
Posted - 2009.04.28 11:40:00 -
[402]
Originally by: Lilith Velkor
Still, might be possible depending on how you do it, but I cant see the possible gain there, as the reaction time of a player would be sufficient anyways.
First of all i will not do it. I have a good reaction (practicing and so on), and i think that all bots should be banned forever. Or their should be legal ingame macroses for all (some easy macroses like making 2 actions at the same time, for activating tanking for example)
Reaction time of a player surely may be sufficient... But not a lazy player that will pay some bucks for not doing dirty work. Of course such a player who buys bots deserve bans, but still CCP should not give possibility for new bots, exploits and related things. Bans is good, but not giving players reasons to be banned even better. ------------------------------------------------- I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist ¬ Trimutius |

Mohenna
|
Posted - 2009.04.28 12:34:00 -
[403]
I'm the guy who first spoke about the timestamp idea. Macros wouldn't be an issue; in eve the only macros that have a long life are the basic ones, "envelop the client", that suffer of as long a lag as a human user. "Substitute the client" macros (invisible walls in CS if I'm right, for example) are defeated by the fast patching rhythm.
The problem that I see with my own idea is that you would defeat lag in only a single instance. This sounds... Wrong. If you had timestamping technologies that defeat lag here, why not implementing them everywhere?
The second problem is technical. I've been thinking about it a little bit, and I don't think there actually is a deadlock free solution in a multiuser environment, to develop "back-in-time" events like the timestamp one I spoke about. Think about it. One client (pirate) sends the tackle (and thus, weapons), another client (fugitive) sends escape. Two clients, stuff works. Here come client 3 (uh, anti-pirate) who sends a tackle+weapons timestamp to the server. Turns out he's badly lagged. The server first calculates the tackle; the fugitive warps away, then is rubber-banded back to the gate because the pirate tackled him. Then the anti-pirate timestamp gets worked, and suppose the pirate is alpha-ed. The fugitive is rabberbanded again to where he was going, lol.
Now imagine that the fugitive's destination was a nearby station where another tackler tried to tackle him. Another combat happened there. You quickly make complexity raise beyond manageable levels. This thing would be a total rework of eve.... Not something that we could see happening, I'm afraid.
I wonder how they solved the issue (IF they did) in JG where stuff is supposed to happen quiclkly (you friggin use a joystick...)
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Trimutius III
Legio Octae Rebellion Alliance
|
Posted - 2009.04.28 14:50:00 -
[404]
Originally by: Mohenna I'm the guy who first spoke about the timestamp idea. Macros wouldn't be an issue; in eve the only macros that have a long life are the basic ones, "envelop the client", that suffer of as long a lag as a human user. "Substitute the client" macros (invisible walls in CS if I'm right, for example) are defeated by the fast patching rhythm.
I talked about macros because i was talking about bots. It's not directly connected to timestamps.
Quote:
The problem that I see with my own idea is that you would defeat lag in only a single instance. This sounds... Wrong. If you had timestamping technologies that defeat lag here, why not implementing them everywhere?
Not everywhere it's possible, because lags can have different effect on different actions. But single instance better then none, the only question does it worth it?
Quote:
The second problem is technical. I've been thinking about it a little bit, and I don't think there actually is a deadlock free solution in a multiuser environment, to develop "back-in-time" events like the timestamp one I spoke about. Think about it. One client (pirate) sends the tackle (and thus, weapons), another client (fugitive) sends escape. Two clients, stuff works. Here come client 3 (uh, anti-pirate) who sends a tackle+weapons timestamp to the server. Turns out he's badly lagged. The server first calculates the tackle; the fugitive warps away, then is rubber-banded back to the gate because the pirate tackled him. Then the anti-pirate timestamp gets worked, and suppose the pirate is alpha-ed. The fugitive is rabberbanded again to where he was going, lol.
Nope i don't think that calculating is that hard warping is takes about 5 seconds even if u warp only 150km if timestamp didn't come so fast then sorry you're TOO laggy and u lose anyway. But complecsity may be very intersting. Ur example isn't right. If somebody scrambled target and imidiatly after that was poped target still have to click warp button again. It could be solved just this way, but it's not always fair. And still
Quote:
Now imagine that the fugitive's destination was a nearby station where another tackler tried to tackle him. Another combat happened there. You quickly make complexity raise beyond manageable levels. This thing would be a total rework of eve.... Not something that we could see happening, I'm afraid.
Imagine fleet battle and thousands of timestamps sent during short amount of time... Server may just die... =)
Quote:
I wonder how they solved the issue (IF they did) in JG where stuff is supposed to happen quiclkly (you friggin use a joystick...)
Such a games are based on totally another mechanics. In such games most of calculations are made on ur computer and it's just sycnronizing with server as fast as it can. EVE is different. Most of the calculations are made on the server, and client is only sending commands and recieveing coordinates. This aproach gives some advantages like low traffic and hardly possible hacking (u have to hack server anyway, and that could be easily detected), but u see many lags, which are disguised in another approach when ur PC calculates itself, but in such games there are lags, they just cause different effects.
But I doubt that CCP will change mechanics to oposite. ------------------------------------------------- I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist ¬ Trimutius |

General Coochie
The Bastards
|
Posted - 2009.05.04 15:47:00 -
[405]
Edited by: General Coochie on 04/05/2009 15:49:24 Long thread.
Is the agility change affecting both T1 and T2 hulls? (I already read about AFs) Im thinking HACs and inties.
BTW this do make soloing harder. Much easier to get caught in a blob on a gate or similar. Whats making solo PvP hard is NOT targets warping of to fast.
Got Cooch?, solo PvP movie
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Trimutius III
Legio Octae Rebellion Alliance
|
Posted - 2009.05.04 18:30:00 -
[406]
Originally by: General Coochie Edited by: General Coochie on 04/05/2009 15:49:24 Long thread.
Is the agility change affecting both T1 and T2 hulls? (I already read about AFs) Im thinking HACs and inties.
BTW this do make soloing harder. Much easier to get caught in a blob on a gate or similar. Whats making solo PvP hard is NOT targets warping of to fast.
Somewhere in the middle modifiers for t2 hulls was written. They have different modifiers but still new... I'm to lazy to search where it was... look for CCP posts in the middle of this thread. ------------------------------------------------- I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist ¬ Trimutius |

lecrotta
Minmatar lecrotta Corp
|
Posted - 2009.05.05 12:30:00 -
[407]
Quote:
Agility:
- Frigates - General - 1.0
- Frigates - Stealthbombers - 0.7 (They were aligning as fast as Battlecruisers)
- Frigates - Assault Ships - 0.8 (This brings them down to around a 4 - 4.5 second align time)
- Destroyer - General - 0.85 (Briging them a bit closer to frigates)
- Cruiser - General - 1.0
- Cruiser - HAC - 0.9
- Cruiser - HIC - 0.9
- Cruiser - Logistics - 1.0
- Cruiser - Combat Recon - 0.95
- Cruiser - Force Recon - 1.0
- Battlecruisers - 0.8
- Battleships - 0.8
Scan Resolution:
- Cruisers - General - 15% Boost
- Cruisers - HAC - 20% Boost
- Cruisers - Force Recon - 10% Boost
- Battleship - Black Ops - 10% Boost
Are these figures upto date?.
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1072
Fliegerkorps
|
Posted - 2009.05.06 11:15:00 -
[408]
well still waiting for it to come out.
In the mean time I fitted my vexor with 3 targeting subsystem rigs (13m each, ouch) + a sensor booster.. I had to drop web, so targets still can easily burn back to gate & get away.
-boombastica !- |

SecHaul
|
Posted - 2009.05.07 19:19:00 -
[409]
Originally by: Ephemeron
Originally by: SecHaul Until CCP fix the MWD / Cloak / warp trick, which makes even battleships invulnerable to landing points, I don't see the point of tweaking align times. Let's be honest, those that want to avoid getting pointed still can.
Including several above that brag about solo kills and how this will assist them in catching targets. Fix both elements please.
MWD+cloak+warp trick is essential in allowing small scale pvp to exist for larger sized ships - such as battleships. Without it, there would be only 2 successful strategies: either bring a big blob, or wait at SS/POS until enemy leaves.
What what you rather have, a small chance to decloak and scramble someone in 10 seconds, or no chance at all because the enemy is sitting at SS? Not to mention that dictors and bubbles almost completely nullify this trick.
And frankly, this issue has nothing to do with current tweaks in agility. If you want to discuss it, start your own thread
It appears per my forum reading that in the latest build of SISI that the MWD / Cloak / Warp trick has been fixed. Cloaking now instantly deactivates the MWD (Warp Scram type effect) making it impossible to reach the required 75% speed to insta-warp.
Oh noes, solo PvP will die!
I haven't seen any formal feedback on this change, but I'm hoping that the new SISI build is a good sign of the change to come.
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Trimutius III
Legio Octae Rebellion Alliance
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Posted - 2009.05.07 22:17:00 -
[410]
Edited by: Trimutius III on 07/05/2009 22:19:11
Originally by: SecHaul
It appears per my forum reading that in the latest build of SISI that the MWD / Cloak / Warp trick has been fixed. Cloaking now instantly deactivates the MWD (Warp Scram type effect) making it impossible to reach the required 75% speed to insta-warp.
Oh noes, solo PvP will die!
I haven't seen any formal feedback on this change, but I'm hoping that the new SISI build is a good sign of the change to come.
Looks like will see AB on cloaking ships? Need to check if AB diactivated by cloak or not... ------------------------------------------------- I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist ¬ Trimutius |

Holy Cheater
Monks of War
|
Posted - 2009.05.08 17:39:00 -
[411]
Afterburner also deactivates after you turn on cloak. Get a 0.0 scout for your recon ship or sell it quickly. In other case, you will be run over by a blob.
Thanks, CCP. Nice job. Nerfing another ship class for solo/small group pvp.
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Holy Cheater
Monks of War
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Posted - 2009.05.08 18:09:00 -
[412]
Ahh.. I forgot.. The so called scouts (covert ops frigates) wouldn't have significant advantage against a recon while trying to jump through a blob.
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Susan Kennedy
Gallente Eddie Murphy Appreciation Society Chubby Chuppers Chubba Chups
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Posted - 2009.05.08 22:28:00 -
[413]
Excellant work CCP - If this goes through you will silence the doubters.
cloak-mwd-warp was a travesty - and people who used it a stain on the game
Nice to see you are listening.
  
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RabbitofDoom
|
Posted - 2009.05.08 23:36:00 -
[414]
Edited by: RabbitofDoom on 08/05/2009 23:36:41 Hmm correct me if i am wrong but those changes make pretty much "light" frigate/crusier gangs obsolete. Now such gangs can slip throu low sec gate camps or escape from ambusehs/bloobs and carry enough firepower to try to kill something. With those changes i don't see much of a reason to slip trhou a gate camp if its pretty much certain that someone won't make it. Its quite important for my corporation because we are offen flying wiht newbies from one of our country training corp to show them basics of pvp. I dont see much of a room for such low sp players in pvp after those changes.
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Hawk Firestorm
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Posted - 2009.05.09 02:21:00 -
[415]
Edited by: Hawk Firestorm on 09/05/2009 02:24:14 The problems as far as warp goes could be fixed pretty easily by setting a set time for each ship on how long it takes to initiate a warp skills shortening this perhaps.
Once you've done that and separated the warp issue as something separate from agility it makes it easier to balance both I think, the only factor being that the ship can actually turn about in the warp time frame to the heading, not that that's important as were all used to warping backwards by now anyways. :)
You can then make ships as agile and change the speeds of any ship in game without it effecting warp.
Obivously you'd have to adjust or reevaluate the tracking system (TBH I think it's far too complex over what it needs to be), and any balance issues from implementing the above if it requires ships to be about longer than currently before warp is initiated.
But overall I think it's probably best that the two were separated.
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Trimutius III
Legio Octae Rebellion Alliance
|
Posted - 2009.05.09 21:01:00 -
[416]
I'll repeat this in this thread too:
Maybe turning off of MWD should be replaced by:
Afterburner and Microwarpdrive Max Velocity Bonus -90 % Afterburner and Microwarpdrive Thrust Bonus Afterburner and Microwarpdrive Thrust Bonus -80 %
Or even 100%... Penalty like Warp Disruption Field Generator have... Or maybe different cloak should have different penalties... Cov Ops Cloak almost no penalty and Prototype have big penalty... ------------------------------------------------- I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist ¬ Trimutius |

Luna Nilaya
Blood Works Inc. Circle-Of-Two
|
Posted - 2009.05.11 13:12:00 -
[417]
Originally by: Nichola Kreed damn it, another change that nerf solo and boost blob.
Well I think that something is seriously wrong if a Rapier with two sensor boosters with scan res scripts and two scan resolution rigs can't lock a vaga before it warps away. -
Installing premium content... Deleting file: \boot.ini |

Veebora
Caldari
|
Posted - 2009.05.12 02:49:00 -
[418]
Originally by: CCP Nozh Update - Should be on Singularity now:
Agility:
- Frigates - Stealthbombers - 0.7 (They were aligning as fast as Battlecruisers)
Thank you !!!!
This was the reason why I stopped using Stealthbombers!
I was losing them on gates.
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1072
Fliegerkorps
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Posted - 2009.05.13 12:21:00 -
[419]
its not included in apoc 1.2 again ???????
"zzzzzzzzzzzzzzzzzzz"
-boombastica !- |

Clone 1
Laughing Leprechauns Corporation Pioneer Alliance
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Posted - 2009.05.13 12:29:00 -
[420]
Originally by: 1072 its not included in apoc 1.2 again ???????
"zzzzzzzzzzzzzzzzzzz"
This is really bad form and lack of respect.
-------------------------------------------------- The Angels Have the Phone Box |

Raimo
Gallente Wrath of Fenris
|
Posted - 2009.05.13 12:30:00 -
[421]
Originally by: CCP Nozh Next patch!
Had some internal problems getting it out in 1.1.
What happened? Not stated to be in 1.2 either. Please... ---
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Towelieban
Minmatar D00M.
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Posted - 2009.05.13 13:37:00 -
[422]
and its in 1.2
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Clone 1
Laughing Leprechauns Corporation Pioneer Alliance
|
Posted - 2009.05.13 14:11:00 -
[423]
Originally by: Towelieban and its in 1.2
Nice -------------------------------------------------- The Angels Have the Phone Box |

Raia Mortius
Yin Bao
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Posted - 2009.05.13 14:47:00 -
[424]
did we find out over the course of this thread what the modifier stands for ?
1 = untouched 0.9 = aligns faster now..
?????
no time to go through 7 pages :D
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Raimo
Gallente Wrath of Fenris
|
Posted - 2009.05.13 14:53:00 -
[425]
Originally by: Towelieban and its in 1.2
Yes! Thank you Nozh and CCP! ---
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Raimo
Gallente Wrath of Fenris
|
Posted - 2009.05.13 14:58:00 -
[426]
Edited by: Raimo on 13/05/2009 14:58:43
Oh, btw, did the Mega and the other affected blaster boats(I haven't found a complete list so it would be nice btw) keep their relative QR agility boost with these new changes? I hope so... ---
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Raimo
Gallente Wrath of Fenris
|
Posted - 2009.05.13 15:45:00 -
[427]
Edited by: Raimo on 13/05/2009 15:46:23
Oh, and what happened to Interceptors in the end? Did they get the "Frigate - General = 1.0" treatment or did they stay untouched? (I hope for the latter)
Yay, 3 posts in a row! :P
Edit: I guess I can be useful too
Originally by: Raia Mortius did we find out over the course of this thread what the modifier stands for ?
1 = untouched 0.9 = aligns faster now..
?????
no time to go through 7 pages :D
1 is pre-QR, 0.7 is post-QR (except some blaster boats)
So things that say anything bigger than 0.7 are getting slower... ---
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Maxsim Goratiev
Gallente Imperial Tau Syndicate
|
Posted - 2009.05.13 16:34:00 -
[428]
This is very good update, and now you can catch people before they warp withought such desperade need of a dedicated tacler, this will give a little lift to 1v1 pvp Hm... |

Gaogan
Gallente Solar Storm Sev3rance
|
Posted - 2009.05.13 17:11:00 -
[429]
Please put the crack pipe down. Seriously, WTF? All ships recently got a significant agility boost. BC and I think BS had already had their agility increased once or twice. Now you are giving bs and bc a further increase in agility and scan res? WHY? I thought eve was not supposed to be a twitch reflex game, but you keep making it faster and faster. I think that at this point in my able hands a bs is more agile than a cruiser was when I first got into one so long ago. This is getting absurd. A BATTLE SHIP should not feel zippy.
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Lilith Velkor
Minmatar OVERLOAD. Dead Terrorists
|
Posted - 2009.05.13 18:25:00 -
[430]
Lol, the really put this nonsense in the patch 
Goodbye solo pvp, you'll be missed 
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Kavu
Genos Occidere The Gurlstas Associates
|
Posted - 2009.05.13 18:57:00 -
[431]
How about: return everything to pre-speed nerf stats and impose a "speed limit" on each individual ship, once this "speed limit" is exceeded your ship would take continuous damage from shaking itself apart due to extreme speed
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Angel Scott
|
Posted - 2009.05.13 18:58:00 -
[432]
Awesome. almost always while gate camping i notice that while using a dedicated tackler remote boosted to 1600mm, frigates are still getting thru the camp. We've also had problems with the delay of activation of warp disruptors where it activates amost 2 seconds after target lock is achieved but by then it's too late.
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Raimo
Gallente Wrath of Fenris
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Posted - 2009.05.13 19:48:00 -
[433]
Originally by: Gaogan Please put the crack pipe down. Seriously, WTF? All ships recently got a significant agility boost. BC and I think BS had already had their agility increased once or twice. Now you are giving bs and bc a further increase in agility and scan res? WHY? I thought eve was not supposed to be a twitch reflex game, but you keep making it faster and faster. I think that at this point in my able hands a bs is more agile than a cruiser was when I first got into one so long ago. This is getting absurd. A BATTLE SHIP should not feel zippy.
Uh, reading comprehension is a decent skill to have. Or patience to read the OP... ---
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Blood Mace
|
Posted - 2009.05.13 21:04:00 -
[434]
Originally by: CCP Nozh Update - Should be on Singularity now: Agility:
- Frigates - Assault Ships - 0.8 (This brings them down to around a 4 - 4.5 second align time)
Looks like assault frigates are crap now. There were normal ships for half a year only.
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Myrkala
Minmatar Aurora Acclivitous
|
Posted - 2009.05.13 22:04:00 -
[435]
Originally by: Blood Mace
Originally by: CCP Nozh Update - Should be on Singularity now: Agility:
- Frigates - Assault Ships - 0.8 (This brings them down to around a 4 - 4.5 second align time)
Looks like assault frigates are crap now. There were normal ships for half a year only.
Yeah, they shouldn't be changed that much. They are after all T2, assuming the arbitrary numbers work like this:
Frigs General = 1.0 (Highest agility)
Frigs Assault Ships = 0.8 -> Assault ship has 80% of the agility of its T1 Hull.
Rifter with perfect skills and no mods aligns in 3.4 s
Jaguar with perfect skills and no mods aligns in 4 - 4.5 s with changes.
The "old" Jaguar can align in 3.7 s, its not that much of a change but I personally think it should be so much. The modifier should be 0.9 IMO, the assault ships NEED their agility a lot to orbit bigger ships at close range (e.g. 1000m) to survive against bigger ships. "Ruppie ain't no puppie." |

Raimo
Gallente Wrath of Fenris
|
Posted - 2009.05.13 23:29:00 -
[436]
Originally by: Myrkala
Yeah, they shouldn't be changed that much. They are after all T2, assuming the arbitrary numbers work like this:
Frigs General = 1.0 (Highest agility)
Frigs Assault Ships = 0.8 -> Assault ship has 80% of the agility of its T1 Hull.
You're assuming too much. Like in my previous post, reading comprehension please!
I'll fix it for you:
Frigs General = 1.0 (Lowest agility)
---
|

Rigpa
|
Posted - 2009.05.14 00:12:00 -
[437]
As someone else mentioned, reducing the larger gate sizes somewhat would help increase non-consensual PvP. If you are at the center of the gate and someone uncloaks 40k away from you, a fast lock time, and their slower align time will really make no difference.
On the opposite end of this issue however you have ships that can burn back to the gate far too easily like the nano vagabond. By the time you get in range to scram them they are already back to the gate and jumping. To counter this somewhat I'd like to see a small increase in scram range, maybe just an additional 1k. It would be nice to be able to occasionally scram them before they have fully aligned.
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Infinity Ziona
Minmatar I AM BETTER THAN YOU
|
Posted - 2009.05.14 01:34:00 -
[438]
Nothing should be immune to pvp. With current mechanics small ship pvp is consentual in high sec / low sec.
The small changes are hardly going to make travel time noticeably slower.
I solo exclusively and this is going to make solo killing (who cares about solo escaping) easier. I play EVE to solo kill, not to escape.
Ganking Buddhist Nun |

Tal Kjelthorne
Kjelthorne Industries
|
Posted - 2009.05.14 01:36:00 -
[439]
Originally by: Raimo
Originally by: Myrkala
Yeah, they shouldn't be changed that much. They are after all T2, assuming the arbitrary numbers work like this:
Frigs General = 1.0 (Highest agility)
Frigs Assault Ships = 0.8 -> Assault ship has 80% of the agility of its T1 Hull.
You're assuming too much. Like in my previous post, reading comprehension please!
I'll fix it for you:
Frigs General = 1.0 (Lowest agility)
TBH I don't get it either. The numbers make no sense to me as there's no math.
For instance, an Incursus has an inertia modifier of 2.52 base and an Ishkur has an inertia modifier of 3.56. Both of them get a change of 0.7 base. Does that mean the Incursus is now 1.764 or 3.6? Is the Ishkur now 2.5 or 5.1?
Further, now the Ishkur has another 0.8 attached to it. Does that make it 2 or 6.375? I don't know, because I dont' know what 0.7 and 0.8 mean, and I can't apply it to any formula, because no formula was bloody given in either dev post!
Reading comprehension is all fine and wonderful, but you can't expect everyone to know everything. Last I knew "Inertia Modifier" was "Agility". There is no "Agility" in the show info window.
You can't just throw numbers out there and expect everyone to know. ___________ I reserve the right to be wrong.
We the Unwilling Led by the Unknowing... |

MukkBarovian
|
Posted - 2009.05.14 04:24:00 -
[440]
Should I understand that with the great speed nerf all ships became 30% more agile, and that with the agility nerf the numbers provided state that the new agilities will be 0-20% faster than they were before the speed nerf?
|

buck herrick
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Posted - 2009.05.14 04:39:00 -
[441]
Originally by: Angel Scott Awesome. almost always while gate camping i notice that while using a dedicated tackler remote boosted to 1600mm, frigates are still getting thru the camp. We've also had problems with the delay of activation of warp disruptors where it activates amost 2 seconds after target lock is achieved but by then it's too late.
completely agree, have tried this with all sorts of ships, the recent changes were unwelcome when it came to combat, we argued long and hard and even had remote sensor-boosted frigs on gates trying to tackle cruisers, still no go.
this should set the balance straight again hopefully.
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Raimo
Gallente Wrath of Fenris
|
Posted - 2009.05.14 04:44:00 -
[442]
Edited by: Raimo on 14/05/2009 04:45:24
Originally by: MukkBarovian Should I understand that with the great speed nerf all ships became 30% more agile, and that with the agility nerf the numbers provided state that the new agilities will be 0-20% faster than they were before the speed nerf?
This is right. Nothing is getting nerfed to be slower than Pre-QR but nothing is getting more agile than post- QR either. Overall ships get an agility reduction of around 10-20%, making them align and accelerate that much *slower*. Tal, read again. ---
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Utari G'Denoik
Gallente
|
Posted - 2009.05.14 13:07:00 -
[443]
Why don't you just pretend these manufacturers came up with some new technology to improve their ships and call it a day.... go trade in your 2008 models for the new 2009, so's I can pop it.
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chick 195
|
Posted - 2009.05.14 13:09:00 -
[444]
My Paladin still has 81 scan Res has not changed classed as a battleship no ?
Maruaders realy need a sensor speed boost now every one has had a agility changed for faster align time. Maruaders are used for pvp not just PVE!
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Izo Alabaster
Friendly Neighbourhood Extortion Company
|
Posted - 2009.05.14 13:11:00 -
[445]
As a solo/small gang pvp pilot, I highly support a moderate change to ship agility. CCP has adamantly defended their position that small guns should be effective against small ships, medium vs. medium and large vs. large, but until this patch, it's been next to impossible for that to happen, because they can't lock each other before one warps off!
Pre-speed changes, a cruiser without a sensor booster had a decent chance of locking another cruiser before it could warp off. After QR's speed changes, you could forget about it. A cruiser would be in warp (partly due to network latency) almost before he appeared on your overview and would be in warp certainly before you fully locked him. This lead to an arms race, where you had to bring a dedicated tackler, and then someone else to deal dps, and so on, until you had one blob vs. one other blob. In effect, more agile ships hurt small gang and solo pvp because a non-consenting individual had a very high chance of warping out before you could tackle them in a similar sized ship. It drastically lowered the frequency of good fights occuring between similar sized ships. That = bad.
Here's crossing my fingers and hoping my sensor boosted Hyperion will be able to lock those pesky, flashy red carebear drakes that keep stumbling onto it, before they warp off. 
Originally by: CCP Nozh Are BS useless in solo combat? The larger ship still has many benefits: * Can fit smaller weapons to fend off smaller targets * More slots allow EW counter measures
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Gaogan
Gallente Solar Storm Sev3rance
|
Posted - 2009.05.14 13:53:00 -
[446]
Originally by: Raimo
Uh, reading comprehension is a decent skill to have. Or patience to read the OP...
I did numb nuts, thanks for the useless flame.
BS, BC, AF, etc all got an agility BUFF, not NERF. A lower inerta multiplier = more agile ship. You can see this because the number goes down when you board the ship and your skills are applied.
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Eustise
Caldari
|
Posted - 2009.05.14 13:58:00 -
[447]
Edited by: Eustise on 14/05/2009 13:58:32 Edit: nvm
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Raimo
Gallente Wrath of Fenris
|
Posted - 2009.05.14 14:08:00 -
[448]
Edited by: Raimo on 14/05/2009 14:17:28
Originally by: Gaogan
Originally by: Raimo
Uh, reading comprehension is a decent skill to have. Or patience to read the OP...
I did numb nuts, thanks for the useless flame.
BS, BC, AF, etc all got an agility BUFF, not NERF. A lower inerta multiplier = more agile ship. You can see this because the number goes down when you board the ship and your skills are applied.
Originally by: Raimo Edited by: Raimo on 14/05/2009 04:45:24
Originally by: MukkBarovian Should I understand that with the great speed nerf all ships became 30% more agile, and that with the agility nerf the numbers provided state that the new agilities will be 0-20% faster than they were before the speed nerf?
This is right. Nothing is getting nerfed to be slower than Pre-QR but nothing is getting more agile than post- QR either. Overall ships get an agility reduction of around 10-20%, making them align and accelerate that much *slower*. Tal, read again.
Read the OP again. The numbers provided are comparison values between Pre-QR, Post- QR and now. 1.0 (pre-QR, the new frigs) is the slowest align time, 0.7 (most ships Post QR) is the fastest. The values are not referring to yesterday's TQ values but instead to the old Pre-QR values ("1.0"), Post-QR they were mostly "0.7" which is now being upped to "0.8", "0.9" and "1.0" etc on the affected ship classes... (I.e. they become slower aligning/ accelerating than "0.7", yesterday's agilities on TQ)
 ---
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Minerva Moore
|
Posted - 2009.05.14 14:29:00 -
[449]
Originally by: Ephemeron
I practically lived in 0.0 for last 5 years. <nano-whining removed>
And yet, in spite of being so uber, you sit on the eve-o forums and whine because you can't fly your untouchable vaga anymore?
Go away.
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Daisy Blossom
Caldari Morbid Obssesion
|
Posted - 2009.05.14 16:40:00 -
[450]
Originally by: RedSplat
Originally by: spinarax Edited by: spinarax on 03/04/2009 17:28:34
Originally by: CCP Nozh
As for this effecting small-gang PVP, sure it does, but in more ways than just "not being able to run away as fast". I think it's important that players are actually able to catch other players also and that PVP does not become completely consensual. Think of it this way, sure you'll get into tight spots more often, but on the other hand you'll also be able to catch more targets yourself.
THIS.
post QR, everybody is dieing less and, both the hunter and the prey. with these changes, ppl have to commit to their fights, more exploding ships on both side which is [borat]very nice![/borat]
Yes. 
YARRR!
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1072
Fliegerkorps
|
Posted - 2009.05.14 16:41:00 -
[451]
yay its here at last.. thanks : )
-boombastica !- |

Mortifix
M0N3Y SH0T R.E.P.O.
|
Posted - 2009.05.14 17:00:00 -
[452]
I lol at all of the people that come to the forums and whine and cry about the changes that are forever coming about. (I am not talking about those with constructive complaints...you know who you are)Instead of being mad and whine about it, start thinking on ways to incorporate those changes into your play style. I started playing in 2003 so you can imagine how many changes I have seen, (good and bad) One of the main reason I love this game so much is because it does change all of the time, therefore you need to be a bit smarter than the average WOW player. If there is anything you should learn about this game its this...Adapt and Overcome. Another thing is be versatile, dont be one of those people that can only fly one ship and only know how to use that one ship. (and no I am not saying it is bad to spec for a certain ship you like or love, I am saying always have a backup plan/ship)Remember, everything in eve has a counter...find it and exploit it.)Just my 2isk worth |

Omara Otawan
|
Posted - 2009.05.14 17:37:00 -
[453]
The fun part is that interceptors (those needed fixing the most) are still invulnerable.
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Saelv Miren
|
Posted - 2009.05.14 18:14:00 -
[454]
What Mortifix said. And I might add, this goes double towards all thos who whine about 'nerfs' when 'balancing changes' are in fact what's going on here. Thos who persistently use the term 'nerf' are just ****ed off because their easy mode has been spoiled. Get a grip, stfu and learn to adapt 
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Knicknac
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Posted - 2009.05.14 19:05:00 -
[455]
Edited by: Knicknac on 14/05/2009 19:06:40 nice fail patch eve = new wow thanks!!
and guess what it only affects combat ships... which means 1. either train for drake = next uber ship or 2. carebear heaven gogo CCP!
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Diomidis
Amarr Mythos Corp RAZOR Alliance
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Posted - 2009.05.14 19:19:00 -
[456]
The Cloak+MWD nerf along with agility changes makes scouting a tad weaker now... Also agility affects nano-ships a lot, as acceleration is more important than top speed 90% of the times, unless you find yourself burning to and away from targets...
It's a nerf against fast hitting roaming gangers, and a boost for pirating-gate-camping etc... In the Blobing environment I live in, that's fail, even if it will earn me some T1/T2 frig kills more when I'm flying my Cader or Vaga etc...it will force more blobing tho, and that's already too much to keep me happy 
Join the Biggest Greek Corp! www.Mythos-eve.com - Join Mythos Channel in game! |

Hurtado Soneka
Caldari State Protectorate
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Posted - 2009.05.14 20:11:00 -
[457]
Excellent changes, might be able to catch something on a gate now 
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Salient Soldier
Minmatar The Panopticon Crimson Dawn.
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Posted - 2009.05.14 20:13:00 -
[458]
all i can say is.. wow.
20% nerf to hac agility? are you kidding me?
Like 0.0 blobing alliances didnt have enough advantages as it is. Small roaming gangs pretty much have to go frigs or cov ops now.
Well its a good thing i wasted all those skill points on hac 5 and recon 5
Honestly, you tell me why anyone would bother flying a hac now? Its only real advantage was being able to move around quickly. Now you might as well just lug around a BC since your just gonna get caught either way at some point.
Apparently you really want me to quit playing eve ccp, god i hope black prophecy hurrys up and comes out. If im going to play space WoW, might as well be able to use my dust covered joystick while i do it.
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Hurtado Soneka
Caldari State Protectorate
|
Posted - 2009.05.14 20:15:00 -
[459]
Originally by: Salient Soldier
Like 0.0 blobing alliances didnt have enough advantages as it is. Small roaming gangs pretty much have to go frigs or cov ops now.
Not all eve is in 0.0 and this affects everybody...
Originally by: Salient Soldier
Apparently you really want me to quit playing eve ccp, god i hope black prophecy hurrys up and comes out. If im going to play space WoW, might as well be able to use my dust covered joystick while i do it.
Can I have your stuff? 
|

Exquina
|
Posted - 2009.05.14 22:39:00 -
[460]
If you separate highsec and 0.0 life&battles so much, mybe there lies the answer from the beginning. The easiest solution, considering all the complexed game mechanics would be that your ships behave differently from 0.5-1.0 than they do from 0.0-0.4 Considering agility, speed and all other crap u care to whine about.
Offtopic; Personaly I think might is in numbers thus zerg, regardless of skill or teamplay. It is a prooven fact from various MMOs I have played over the years.
gl&hf
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isdisco3
Reaper Industries Eternal Rapture
|
Posted - 2009.05.14 23:05:00 -
[461]
Hey nozh, I'd like to thank you for your consistent and informative feedback in this thread. By providing valuable information on your thought process to us, your faithful customers, you have ensured a quality change went forth in this patch. Thank you again.
This is sarcasm, by the way.
|

Dipluz
Caldari PodPal
|
Posted - 2009.05.14 23:32:00 -
[462]
Originally by: CCP Nozh
Originally by: isdisco3 Edited by: isdisco3 on 03/04/2009 15:13:18 again, the agility helped solo and small-gang pvp because it allowed flexibility for them to escape when the big blob showed up.
oh, and the creation of arbitrary modifiers ("hey, let's make this one .9. oh, and this one be .8. and this should totally be .95!") strikes me as ... arbitrary.
Arbitrary would be me pulling the modifiers out of my ***, but they're based on calculated scanSpeed and align time for each class.
As for this effecting small-gang PVP, sure it does, but in more ways than just "not being able to run away as fast". I think it's important that players are actually able to catch other players also and that PVP does not become completely consensual. Think of it this way, sure you'll get into tight spots more often, but on the other hand you'll also be able to catch more targets yourself.
dude look at this
http://www.youtube.com/watch?v=Pk17Kp4c-PY
-------------------------------------------------
*borked* |

Jim Perry
Fatalix Inc.
|
Posted - 2009.05.15 00:37:00 -
[463]
Congratulations ccp on yet again nerfing the small roaming gang. You know why so many people fly fast, quick aligning ships? Because it's fun. This, of course, causes the large carebear alliances to whine because they aren't smart enough or are to lazy to properly use the tools available to them to stop these gangs. ie, hics, dictors, mobile warp disrupters, interceptors, and a host of other things that properly flown easily shut down these small fast moving gangs. You guys, like usual, eventually cave in to these whiners who don't want to have to simply pay attention to local, or intel channels, or safe spot once in awhile when these gangs come through.
Keep pushing people out of fun things like small roaming gangs and into your "baby", large laggy blobs. Congratulations, you are succeeding in making eve into somewhat less of a good time. |

Hun Jakuza
Guargumi INC.
|
Posted - 2009.05.15 04:28:00 -
[464]
Edited by: Hun Jakuza on 15/05/2009 04:30:56 Thx CCP the fix, maybe now we can catch at gate some ships and finally fix the mwd+cloak bullsh*t too (next patch will repair apochrypa 1.2 fix). Let them cry 0.0 carebears who cant use it anymore this tricky cheat.
|

glassmanipulator
Lucian Alliance Arcane Alliance
|
Posted - 2009.05.15 06:35:00 -
[465]
This change is absolutely horrible. Leave the cov ops out of it :(
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Cash Loki
|
Posted - 2009.05.15 10:25:00 -
[466]
Edited by: Cash Loki on 15/05/2009 10:34:26 I love the new changes brought to the game regarding agility and scan resolution. Im locking haulers in my drake now. Whatever you did, very nice tweak
EDIT: Damn just finished reading the first two pages, those haulers pilots must have been noobs and question, couldnt you just fit an inertia stabalizer?
|

Blind Aggression
|
Posted - 2009.05.15 11:17:00 -
[467]
Edited by: Blind Aggression on 15/05/2009 11:19:02 Boah - u can lock hauler at the gate in a drake - Now? WOW! I did it before too and there was an option called skills.
Its a further Nerf in pattern of CCP. Balaning is like shooting butterflys with a huge 156mm cannon. And later one does not surprise that the result that became which it become should. Remember the last nerfs, ist an back and forth. But now live with this changes! Next time u should use the Testserver to say before what is good or not, i only see max. 500 different faces there, 500 of 50000 ppl. Later they wont change it so fast again.
Its time to regroup and build some new tactics - again - but it isnt a new thing, and perhaps it becomes so fewer boringly. And I believes one to it will also get accustomed, as at each Nerf/Patch before.
|

Raimo
Gallente Wrath of Fenris
|
Posted - 2009.05.15 12:21:00 -
[468]
Edited by: Raimo on 15/05/2009 12:27:10
Originally by: Omara Otawan The fun part is that interceptors (those needed fixing the most) are still invulnerable.
No, that is just how it should be IMO. That leaves the ceptor option for those who wanna continue being uncatchable while roaming solo... Also this might nerf the Dessie and AF craze we see in FW/ lowsec a bit, I personally enjoy flying and fighting ceptors much more. :P
So far no complaints about this agility change part of the patch, I seemed to catch stuff better last night (Unsensorboosted gank Zu actually caught ****, yay!) and already adjusted some of my fits accordingly. Lost 200m/s-ish speed on my Sader (OD II -> Nano II) but it still is totally flyable.
Thank you CCP and Nozh. ---
|

Raimo
Gallente Wrath of Fenris
|
Posted - 2009.05.15 12:30:00 -
[469]
Originally by: Cash Loki
Also, Im a construction worker, I have no idea what *0.9 means in the agilty numbers, does that mean my hac goes ten percent faster? Im for real
no, your HAC aligns and accelerates slower than prepatch, but it was changed a bit less than T1 Cruisers. ---
|

The Djego
Minmatar Hellequin Inc.
|
Posted - 2009.05.15 13:02:00 -
[470]
I tested this changes(Agility/Scan resulution) yesterday and I think it is overall ok done and I would like to thank CCP for this fix, since it was one of my biggest complains about the QR change.
I can confirm that solo tackling another BS is fully possible again(ok atm even a bit to easy with the 3 Second delay for the MWD after decloak).
---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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TEK9
Caldari Vale Tudo. Privateer Alliance
|
Posted - 2009.05.15 13:22:00 -
[471]
Originally by: Blind Aggression Edited by: Blind Aggression on 15/05/2009 11:19:02 Boah - u can lock hauler at the gate in a drake - Now? WOW! I did it before too and there was an option called skills.
Its a further Nerf in pattern of CCP. Balaning is like shooting butterflys with a huge 156mm cannon. And later one does not surprise that the result that became which it become should. Remember the last nerfs, ist an back and forth. But now live with this changes! Next time u should use the Testserver to say before what is good or not, i only see max. 500 different faces there, 500 of 50000 ppl. Later they wont change it so fast again.
Its time to regroup and build some new tactics - again - but it isnt a new thing, and perhaps it becomes so fewer boringly. And I believes one to it will also get accustomed, as at each Nerf/Patch before.
What?  
Anyway, thanks CCP for making these changes albeit I haven't tested them yet. It might actually give me the motivation to start playing Eve again.
|

Lilith Velkor
Minmatar OVERLOAD. Dead Terrorists
|
Posted - 2009.05.15 17:27:00 -
[472]
Edited by: Lilith Velkor on 15/05/2009 17:35:33 Just like what I expected, a HUGE nerf to all cruiser sized ships combat performance, and thus to small roaming gangs in general. Pretty much no reason to fly in anything besides a BS blob now, and it better be a huge blob.
Interceptor agility still completely broken, even a dual SB stiletto isnt able to tackle another ceptor.
Cruiser sized ships stand no chance whatsoever to burn back to a gate in a half-decent camp (the small difference in acceleration makes a *huge* difference in survivability), all in all a horrible change, it should get rolled back and replaced by a better solution.
Disclaimer: I'm gatecamping like 80% of my gametime, and I STILL THINK IT IS A STUPID CHANGE.
If anything needed a fix its interceptors, nothing else...
|

Lubont
BALKAN EXPRESS B A L E X
|
Posted - 2009.05.16 00:04:00 -
[473]
Originally by: Salient Soldier Edited by: Salient Soldier on 14/05/2009 21:32:47
all i can say is.. wow.
20% nerf to hac agility? are you kidding me?
Like 0.0 blobing alliances didnt have enough advantages as it is. Small roaming gangs pretty much have to go frigs or cov ops now.
Well its a good thing i wasted all those skill points on hac 5 and recon 5
Honestly, you tell me why anyone would bother flying a hac now? Its only real advantage was being able to move around quickly. Now you might as well just lug around a BC since your just gonna get caught either way at some point.
And for all of you saying, oh hey just adapt.. this isnt something you can just adapt to. What this means is what you used to be able to do with just a handful of your pals has turned into a blob only activity. What 5 guys could accomplish with 5 hacs or recons in 0.0 has gone out the window. Now your only option is going to be logging out in 0.0 when you get blobed since you cant outrun anything. So now your only real option is what? stealth bombers? Good, so glad i have 30m skill points in cruiser sized BS.
If your in a cruiser and you want to catch other cruisers at the gates, theres this thing called a SENSOR BOOSTER.
Oh and wait, isnt there a class of ship designed specifically to catch people at gates, oh what was it called.. INTERDICTORS.
Apparently you really want me to quit playing eve ccp, god i hope black prophecy hurrys up and comes out. If im going to play space WoW, might as well be able to use my dust covered joystick while i do it.
yeah, maybe the better thing for you is that you quit playing eve and go play WOW
|

Tregaron
Minmatar 0utbreak KrautbreaK
|
Posted - 2009.05.16 20:08:00 -
[474]
seriously can u change the logistics back the way they wer. seem my scimitar aligns slower than a zealot 
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Lilith Velkor
Minmatar OVERLOAD. Dead Terrorists
|
Posted - 2009.05.16 20:28:00 -
[475]
Originally by: Tregaron seriously can u change the logistics back the way they wer. seem my scimitar aligns slower than a zealot 
Meh, try to keep interceptors tackled with double-webs in a Huginn.
By the time the space cow has turned your target already safely burned out of pointrange / webrange. Its silly 
|

Veebora
Caldari
|
Posted - 2009.05.18 05:05:00 -
[476]
Should the Stealth Bomber be warping any faster than before patch?
If yes, I didn't realize that on TQ.
|

Raimo
Gallente Wrath of Fenris
|
Posted - 2009.05.18 05:39:00 -
[477]
Originally by: Veebora Should the Stealth Bomber be warping any faster than before patch?
If yes, I didn't realize that on TQ.
It should be warpind slower. ---
|

Sendra Rayne
Minmatar Advocates of Sin
|
Posted - 2009.05.18 07:13:00 -
[478]
It seems that you have given the big blobs the advanced, and taken away from the small roaming gang. You say it makes tackling easier. Tackling was never an issue with active pvp pilot using a sensor booster. What you did is now make is nearly impossible for a small 5 to 10 man roaming gang to run a 40 man gang camp. They we be less fighting because a cornered roam gang is now going to have to just log out instead of fight.
Minmatar losses again...
|

Raimo
Gallente Wrath of Fenris
|
Posted - 2009.05.18 11:32:00 -
[479]
I dunno, last night we were on a quick roam/ chase (lowsec, FW) with 5-10 in mostly T2 frig hulls, I had my nanoish falloff Deimos out when all of a sudden we found that BYDI had a 20-30 man HAC/ HIC/ CS gang chasing the same 20 WTs we were chasing ONE jump behind us... :P
We ended up getting a quick gank on one gate when BYDI jumped in, I was of course the last one on grid, 10km off the gate but I too managed to burn out, align and warp overloading my MWD before the BYDI gang got me. (Tho I didn't see how many Minnie recons they had/ if they had arrived in system yet...)
But so far a small mobile gang evaded a bigger still rather mobile gang perfectly well and even getting a kill in the process. The balance seems to be working pretty ok to me... OFC IDK what had happened had the larger gang setup a camp in front of us, I at least might have died in that case yeah. ---
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Bugszor
Caldari PodPal
|
Posted - 2009.05.18 23:52:00 -
[480]
All i have to say is..
It is just utterly wrong if my devoter.. fitted with 3 T2 SEBO's.. and gang bonusses have a scan res of 1400 something. STILL not being able to get certain cruisers. its pathetic and seriously has to change.
and for the cloaking thing that it takes to long for you to lock. i've had it multiple times that i try to catch someone in my arazu or pilgrim.. and i uncloak and try to lock but it wont go cause it thinks i'm still cloaked. why not make it possible to lock THROUGH yer cloak? As in. you can start the lock while cloaked and uncloak instantly.
Cloaked ships are made for such kinda things. the element of surprise. so wtf.
I surely hope that this wil make it atleast a bit more easier to catch those people on the gates -----------------------------------
Originally by: Nex Angelus Perhaps it was a Bugszor 
|

Lilith Velkor
Minmatar OVERLOAD. Dead Terrorists
|
Posted - 2009.05.19 01:08:00 -
[481]
Edited by: Lilith Velkor on 19/05/2009 01:16:50
Originally by: Bugszor
It is just utterly wrong if my devoter.. fitted with 3 T2 SEBO's.. and gang bonusses have a scan res of 1400 something. STILL not being able to get certain cruisers. its pathetic and seriously has to change.
Thats because nobody bothered to fix lag issues in the locking process. 
If you got little lag no cruiser gets away, our hictor pilots usually had no trouble pointing stabbers and vagabonds (8 out of 10 died in our camps) before that patch, you never really needed mad scanres to pull it off. The only things that managed to get away were covops ships and ceptors.
If you are living in US or australia you're boned though.
Quote: Minmatar losses again...
Also this. Seriously, how many nerfs do minmatar have to take, its getting ridiculous.
Our cruisers need their agility buffed badly, it simply doesnt work out if you are outdamaged, outranged and outtanked all the time and dont even got a real edge in maneuverability 
Not even asking to fix our BSs which are beyond repair, but why nerf our cruisers so bad ffs?
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McCreary075
Gallente Noir.
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Posted - 2009.05.19 01:43:00 -
[482]
Yikes, I whipped out my faction cruisers earlier today, and holy crap, they really took a nerf-bat to the face in agility. Was the extra agility nerf on the faction cruisers intentional?
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spazoxlabanias
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Posted - 2009.05.19 12:15:00 -
[483]
dont you think that the nerf in agility was TOO MUCH??? i mean a ceptor now is less agile than a normal fitted vaga before!
why everytime you want to nerf something you just damp it to hell?
and please change this "need for speed" name (probably "dont need speed")... it has become a joke.. i suggest you make ships like structures that will just warp once in an hour. Well done, game is more 'balanced' now indeed!
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Trimutius III
Legio Octae Rebellion Alliance
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Posted - 2009.05.19 19:13:00 -
[484]
Originally by: spazoxlabanias dont you think that the nerf in agility was TOO MUCH??? i mean a ceptor now is less agile than a normal fitted vaga before!
Hm how many agility modes have u fitted on Vaga?
Or maybe u compared interceptor with MWD vs. Vaga without MWD. (turning on MWD reduces agility)
I'm pretty satisfied with agility of my Malediction... My Malediction is almost same as it was before Nanonerf... So i don't care.
Quote:
why everytime you want to nerf something you just damp it to hell?
Do u have some numbers??? It's hard to understand what do u mean without numbers (seconds for ceptor, seconds for vaga, which fit do u use and so on)
Quote:
and please change this "need for speed" name (probably "dont need speed")... it has become a joke.. i suggest you make ships like structures that will just warp once in an hour. Well done, game is more 'balanced' now indeed!
Hmm... "Need of speed" is about reducing lags... It's not related to ships' speed anyway... ------------------------------------------------- I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist ¬ Trimutius |

Nicyra
Amarr
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Posted - 2009.05.21 22:10:00 -
[485]
Shut up. I'm a carebear, but ever since warp to 0, the only way for a pirate to really get kills on good people is to set up a bubble in 0.0
------------------------------------------------ ,"Dude, your chin..." http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1021382
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Sari Ajantes
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Posted - 2009.05.22 13:40:00 -
[486]
So all in all, everyone is complaining when a change affects them, noone seems to care for the whole picture.. I never liked fast ships, but i use a deimos with blasters, and belive me the speed is just for catching up.
A player should be unable to solo gank using battleclinic fits, unless he also uses his brain, if not maybe he is better off in gangs..
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Ausser
Cybertech Industrials Agency
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Posted - 2009.05.22 15:38:00 -
[487]
Originally by: Sari Ajantes So all in all, everyone is complaining when a change affects them, noone seems to care for the whole picture.. I never liked fast ships, but i use a deimos with blasters, and belive me the speed is just for catching up.
A player should be unable to solo gank using battleclinic fits, unless he also uses his brain, if not maybe he is better off in gangs..
This.
However, since brain is occupied for whining, there is no capacity left to adapt to the changes - untill adapted battleclinic fits are published.
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Tinfoil Tiara
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Posted - 2009.05.26 11:49:00 -
[488]
(harking back to far earlier whines)
Ephemeron, no smack on yr abilities. The fights and chases I've been a part of where you were the target have been quite entertaining, however, you seem consistently against change and more accurately, realistically correct change. Your whines ring bells of my delight as one of the many who wish they could exploit the "laws" of "physics" with thaumaturgic magical powers of excessive bonus maths.
Please re-think your arguments in the context of CCP trying to make the game feel authentic, immersive and legitimate while retaining the sci-fi super fun ability to spank folks for pure enjoyment within a measure of reason and skill. Knocking CCP in their efforts to improve the game for everyone (not just the wealthy enough to casually lose an officer fitted faction BS because they are lucky/GTC/have nothing else to live for) is largely depressing in the context of a constructive, productive and enhancing discussion in regards to the now and future of what we all love. Note the "All". ^^TT
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