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Thread Statistics | Show CCP posts - 106 post(s) |
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CCP SoniClover
C C P C C P Alliance
40
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Posted - 2012.05.02 20:17:00 -
[1] - Quote
Drone damage module - the main reason to add this was to have all the main weapon types have a corresponding damage amplifying module. Plus, it's not like drones are overwhelming anything at the moment, so giving them a bit of love is ok. It's a low slot module. I'm at home, and I can't remember the exact fitting requirements, will post them tomorrow (for this and other modules).
Adaptive Armor Hardener - there is only a tech I version at start, but it will not be seeded directly on market. You'll get BPCs as drops (we haven't nailed down where yet). It is entirely possible to add other tech and/or faction versions later.
War cost change - we've been making changes to this very recently, so it might not be on Sisi yet, but should be soon. As Punkturis said, we'll have more information in a devblog very soon. |
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CCP SoniClover
C C P C C P Alliance
41
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Posted - 2012.05.03 11:46:00 -
[2] - Quote
Drone damage module - We were *very* conservative with the initial numbers and fully expected to up them from the 9/12% they currently are. So we will probably improve them in the near future (stats and/or CPU). But they will remain a low slot module.
War cost - remember that the changed version is NOT YET on Sisi, what is on Sisi right now is the original, old changes we implemented before Fanfest. Expect new version tomorrow.
CPU rigs - We'll take a look at the calibration cost, as there was a bit of debate on which way to go - we took the conservative approach, but might consider lowering it. |
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CCP SoniClover
C C P C C P Alliance
41
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Posted - 2012.05.03 13:48:00 -
[3] - Quote
Vessper wrote:Is there any information on how the resistance shifting armor hardener works?
It's an active module with a 10 sec cycle, every cycle it checks the damage received in the cycle and adjust the resistance bonus the module gives based on that. It takes the top two damage types and increases the resistance against them while reducing the other two by the same amount (if you have received only a single damage type, it adjust only that one). It's a zero-sum system, meaning for instance that if the resistance bonus for a damage type is at 0, it can't be reduced further and the one's to be increased don't increase as much. |
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CCP SoniClover
C C P C C P Alliance
41
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Posted - 2012.05.03 15:48:00 -
[4] - Quote
Tsubutai wrote:Are there diminishing returns on the increase or do you get the 'full' 15% from each resist that you're not being hit on? Specifically, if I were being hit exclusively with pure kinetic damage, what kinetic resist would the module confer?
The resist is calculated for the module itself, but when it's applied to the ship it goes through the normal channels. So, in the hypothetical scenario where you have no other resistance bonuses, then the max resist you could get from this module is 60% (the other three would then be at 0). But if you have other resistance bonuses, then your actual resist is calculated as usual.
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CCP SoniClover
C C P C C P Alliance
42
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Posted - 2012.05.03 16:28:00 -
[5] - Quote
We'd love to make a T2 version also before Inferno, we only have this one version now because we're still tweaking it, but once we're happy with it as a T1 version we should be able to do a T2 version also (no promise though ) But we're not making faction versions for Inferno (hopefully later).
As for the armor compensation skill, then the answer is no. This is for a technical reason of how passive and active resistances are calculated differently and to use it would require a constant recalculation which would override the adjustments made by this module.
We'll look into creating a new skill (or adjust an existing skill) to work with this module, but it might not make it in for Inferno. Btw, the skill requirement for the item Hull Upgrades Lvl 3.
Finally, we're in the process now of seeding the items on Sisi (a special seeding script has to be run to get things on Sisi), hopefully the items will be in tomorrow. |
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CCP SoniClover
C C P C C P Alliance
44
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Posted - 2012.05.03 22:44:00 -
[6] - Quote
Regarding the fueled shield booster - the first version I made actually used Hydrogen Batteries as fuel directly from the cargo hold, using a script. But there were several issues here, the most serious one being that it didn't fit one of the key criteria of the module, which was this is supposed to give temporary boost only. I.e. the intention was not to create a module that could be run non-stop throughout the whole combat. Instead, the thinking is that timing is important where you can temporarily tank more heavily than normally.
Now, whether cap boosters are the right choice or not can be debated, it has its pros and cons. Yes, it doesn't make sense to use an 800 instead of 400, but that isn't a bad thing per se - people will just use the 400 and that's fine. That being said, it is still in the picture to tweak stats and even create new kind of fuel charge, but fueling from the cargo hold didn't really work out when we tested it, i.e. it either allowed for endless boosting, or you having to fill you're cargo hold with a handful of fuel charges. |
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CCP SoniClover
C C P C C P Alliance
47
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Posted - 2012.05.04 15:22:00 -
[7] - Quote
Tenga Halaris wrote:Extrinsic Damage Modifier II:
Should get:
30 CPU req.
10% ROF 12% Dmg
Nice mod, has a lot of potential. At the moments it's not in line with other damage mods.
I'm looking into upping this module in power. I mostly have the CPU and damage to work with, because of the way the technical backend is, I can't affect the RoF of drones. But we should be able to adjust the rest of the stats to make up for that somewhat. The goal is definitely to make this module be on par with the other damage amplifier mods.
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CCP SoniClover
C C P C C P Alliance
47
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Posted - 2012.05.04 15:40:00 -
[8] - Quote
Tenga Halaris wrote:Guys and Girls, the Ancillary Shield Booster I needs to be looked at. 60 s reload time is way to much. The amount of boost for this kind of mechanic is to low on the other hand. I can run 3 cycles on a large one, which takes 4 seconds per cycle and then reload it, which takes 60! seconds, while it boosts like a T2 LSB? If you don't want it to be used in PvE, raise the fuel cost by changing the type of fuel. At the current state of parameters, I don't see any circumstances, where this mod is more useful than any module we already use. UI Inventory is great, not regarding the "in space", need to be done adjustments o/ yeah I know --> http://www.youtube.com/watch?v=XmPJDmTQC6I&feature=relatedmimimimi...
I just changed the fueled shield booster modules to give them a bit more oomph. I simply doubled the shield boost and cap use for now, that might be too much, but I think it's closer to the intended function - good temporary boost that relies on timing. But it won't probably be on Sisi until Monday (I don't think they build over the weekend).
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CCP SoniClover
C C P C C P Alliance
47
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Posted - 2012.05.04 16:37:00 -
[9] - Quote
Regarding war dec - we're not creating any artificial incentives to fight a war - they are still completely open. This means some wars will absolutely have something to fight over (a POS for instance), while others will not. The reason for starting or conducting a war is still in the hands of the players, with all the pros and cons that entails. The dev blog very briefly discusses stuff we might potentially do in the future, which would give more framework to wars, but they will remain at their core as they do now. There are no plans to change that.
Regarding the fueled shield booster - I doubled the effect, the cap use and the capacity. So you can carry more, each charge will be much more effective, but running the module without charges is crippling. But IMO it needs to be that way because doubling the shield boosting effect makes it so much better stat wise to normal shield boosters and the intention is absolutely not to obsolete them in any way. I'm sure more tweaking is needed, but let's see how this plays out. From the testing I've done on the internal servers it looks promising, but as always the real test is when it's on Sisi and in the hands of you players, you with your uncanny abilities to break everything good and decent *runs away crying*
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CCP SoniClover
C C P C C P Alliance
48
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Posted - 2012.05.04 17:52:00 -
[10] - Quote
Prometheus Exenthal wrote:@SoniCloverOkay, if you doubled all the stats I'll give you the benefit of the doubt up until Monday when it goes up Did you adjust the DURATION as well? Because I think that should stay put if not be a second longer. Also, I highly recommend restricting ships to one ancillary booster. I know they aren't the easiest things to fit, but with such mechanics tanking quite hard with multiple boosters is a real possibility. Also get that Tengu some reduced CPU
I didn't edit the duration, I was thinking of upping the duration of the small version to 3, or even make all them 4 like the large and x-l are now, but decided to wait on that.
It's possible to make it one per ship, but cap boosters actually take quite a room in your cargo hold, so I think that's going to be the limiting factor to how easily you can sustain multiple modules. |
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CCP SoniClover
C C P C C P Alliance
54
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Posted - 2012.05.07 20:33:00 -
[11] - Quote
Ohh Yeah wrote:CCP SoniClover said that the adjustments he made to the Ancillary Shield Boosters would be on SiSi today, but alas they do not appear to be.
Any word on this?
This was based on my understanding that a new Sisi build would automatically include it, but this seems to not be the case. I will look into this tomorrow if it-¦s still not in then. |
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CCP SoniClover
C C P C C P Alliance
54
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Posted - 2012.05.07 20:53:00 -
[12] - Quote
Azura Solus wrote:I know it was stated that the details of how the war dec changes work on sisi will be posted . My question is could you give a heads up as to when this will be posted. Or have i missed it somewhere.
There will most likely be a dev blog on next Thursday.
Quick note, while a lot of the war mechanics are on Sisi already, there are a few important ones that are not there yet. So the complete system is not out yet. Should be all in over the next few days, hopefully. |
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CCP SoniClover
C C P C C P Alliance
54
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Posted - 2012.05.07 20:55:00 -
[13] - Quote
Ohh Yeah wrote:
Edit: Any chance you can squeeze in a new build before you close up shop for the night?
I-¦m at home, so not much I can do from here, unfortunately |
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CCP SoniClover
C C P C C P Alliance
56
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Posted - 2012.05.07 22:56:00 -
[14] - Quote
Regarding the drone damage module, I-¦ve upped the stats there a bit because of the no-RoF issue, this should be on Sisi soon (hopefully tomorrow). But the module is going to stay a low slot module. Drones need a bit of love, but we-¦re not going to solve all their problems in one go. Let-¦s focus on getting this out there now as a viable module on par with the other damage amplifiers, then we can start looking into what else can be done. |
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CCP SoniClover
C C P C C P Alliance
67
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Posted - 2012.05.09 19:56:00 -
[15] - Quote
Shandir wrote:CCP Punkturis wrote:Tobiaz wrote:I've been testing out the war dec system a bit more. It seems that making a war mutual makes it impossible for the attacking to stop the war unless it offers formal surrender or disbands. THIS IS EXCELLENT!!! If you bite off more then you can chew, you deserve having to swallow a Treaty of Versailles. ...
the surrender icon should be shown with a ! for both parties when a surrender offer has been made. if it doesn't I should probably fix it Can a dev confidently confirm that this 'attacker cannot drop war' mechanic is intended? If so, awesome . That is a step in the right direction.
Confirming that the only way to end a mutual war is by either side surrendering. This is intentional, it's part of making declaring a war more of a commitment and potential risk. |
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CCP SoniClover
C C P C C P Alliance
98
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Posted - 2012.05.16 12:45:00 -
[16] - Quote
Renan Ruivo wrote:
By the way, this one @CCP SoniClover
The drone damage amplifier module, will they have stack penalty with the Sentry Damage rig?!
No |
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CCP SoniClover
C C P C C P Alliance
98
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Posted - 2012.05.16 15:18:00 -
[17] - Quote
Kadesh Priestess wrote:It looks like they are mutually stacking penalized on sisi, when do you plan to have build where they are not? Also, could you answer question from old thread? Kadesh Priestess wrote:Fueled shield boosters & shield booster bonuses. Do you plan to apply bonuses which work on plain SBs onto new FSBs? Because currently it looks like a mess.
Bonuses with skill requirement filter by Shield Operation work (because FSB has this skill requirement) - e.g. Hawk shield boost amount bonus. Bonuses with group filter by Shield Booster do not work (because new SBs have Fueled Shield Booster group) - e.g. Golem
Do you plan to rectify this situation? Towards which variant?
We would like to fix this, but we don't have an ETA on it
Edit: Also, I'll look into the stacking penalties, they shouldn't apply so if they are I have to figure out why. |
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CCP SoniClover
C C P C C P Alliance
107
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Posted - 2012.05.16 16:44:00 -
[18] - Quote
Helothane wrote:MagSheath Target Breaker can only be fit on t1 and t2 BS (marauders and black ops). WIth -80% to scan resolution on ships that already have lousy scan resolution, can you explain the logic of this one? I might see a Black Ops using it, if all it is doing is being a covert bridge, or seeding a few BS with these on them in a big fleet of BS, but that scan res penalty is a killer otherwise. I assume that scan res penalty applies whether the module is activated or not (like a cloak module).
The initial version of the target breaker had very conservative stats. I've updated the stats a bit - the scan resolution is now -50% and the duration is now 12 instead of 20 seconds. It should be on Sisi tomorrow or Friday. |
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CCP SoniClover
C C P C C P Alliance
114
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Posted - 2012.05.19 16:09:00 -
[19] - Quote
Tobiaz wrote:OK, what happened to the option to make a war mutual? I think I'm getting crazy, because I did made a few wars mutual during testing but now I either completely forgot how, or the option is missing.
There was something broken here, but Tuxford fixed it this morning. |
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CCP SoniClover
C C P C C P Alliance
114
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Posted - 2012.05.19 16:10:00 -
[20] - Quote
Pattern Clarc wrote:Are any of the newly rebalance models modules even ready to go live? cap batteries, tracking disruptors an approve hardeners look to be on a pretty poor state imo.
Just to be clear, there are no changed to the tracking disruptor changes going out in Inferno. We were playing around with a few adjustments, but none of them bore fruit, so we reverted them all. Tracking Disruptors will continue to work exactly as before post-Inferno. |
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CCP SoniClover
C C P C C P Alliance
114
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Posted - 2012.05.19 16:14:00 -
[21] - Quote
Helothane wrote:CCP SoniClover wrote:Helothane wrote:MagSheath Target Breaker can only be fit on t1 and t2 BS (marauders and black ops). WIth -80% to scan resolution on ships that already have lousy scan resolution, can you explain the logic of this one? I might see a Black Ops using it, if all it is doing is being a covert bridge, or seeding a few BS with these on them in a big fleet of BS, but that scan res penalty is a killer otherwise. I assume that scan res penalty applies whether the module is activated or not (like a cloak module). The initial version of the target breaker had very conservative stats. I've updated the stats a bit - the scan resolution is now -50% and the duration is now 12 instead of 20 seconds. It should be on Sisi tomorrow or Friday. I'm still curious about the BS-only restriction, and what role you envision the module playing. When I first saw the module described, I thought it would be perfect for non-FC command ships. No BS class ships can fit links, however, so there goes that idea. Something that I haven't tested yet on SiSI: If you have two ship equipped with cap batteries, and one uses a neut on the other, is there a chance for the reflected effect to be reflected in turn by the originator?
Regarding the target breaker, the initial aim was to have it work for all non-capital ships, but as setting this up isn't very easy to do on the backend currently without some massive hacks, we decided to just do a battleship class version for now. But we're absolutely open to expanding this post-Inferno to other classes as well (we're even looking into making a more flexible T3 version of it, but that is still in experimental stages).
Regarding the cap batteries, then no, it can't be reflected back and forth We did actually think about this when implementing the technical aspect, but thought it too silly. |
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CCP SoniClover
C C P C C P Alliance
114
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Posted - 2012.05.19 16:15:00 -
[22] - Quote
Daniel Darkside wrote:I noticed that inventing the Drone Damage Amplifier II requires Caldari Encryption Methods. Since this is a drone module, should it require Gallente Encryption Methods?
Yes, this was an oversight that I have rectified. Thanks for the heads up. |
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CCP SoniClover
C C P C C P Alliance
114
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Posted - 2012.05.19 16:18:00 -
[23] - Quote
Helothane wrote:The small, medium and large versions of the Processor Overclocking Unit blueprints are inconsistent. The small requires charred micro circuits, damaged artificial neural networks and fried interface circuits. The medium requires conductive polymer, damaged artificial neural networks and tripped power circuits. The large requires charred micro circuits, conductive polymer and damaged artificial neural networks. No other rigs change what goes into making them as the size of the rig changes, just how much of each. Is this intentional?
Also, the finished product itself: t1 has a -5% to shield recharge rate, t2 has a -10% to shield recharge rate. First, no other Electronics (or Energy Grid) rigs have a drawback, which is good, as there is no associated skill that can be trained to reduce the drawback. Second, no t2 version of a rig has a worse drawback than the t1 version.
These are breaking patterns that have existed for quite some time. Are these changes to be seen as a new precedent?
I'll look into the material composition of the rig and fix any errors that might be there. Regarding the drawback, then this was intentional on our part. It's a precedent in the sense that we will consider drawbacks (or other non-standard effects) if we feel it's necessary for the item we're making, but we haven't set a fixed rule of always having drawbacks now in the electronics group. It's determined on a case by case bases. |
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CCP SoniClover
C C P C C P Alliance
114
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Posted - 2012.05.19 17:12:00 -
[24] - Quote
Tobiaz wrote:CCP SoniClover, thanks for the feedback. Oh... but there seems to be missing something... TRACKING DISRUPTORS!!!
Seriously, you guys are going to cause a mess with those that's going to require a LOT of cleaning.
We did play around a bit with some adjustments to the tracking disruptor (and some of them accidentally made it to SiSi in a half baked form), but what we had wasn't meeting our goals, so we reverted all the adjustments. There are no Tracking Disruptor changes coming out in Inferno. |
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CCP SoniClover
C C P C C P Alliance
120
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Posted - 2012.05.20 19:04:00 -
[25] - Quote
Haakyra Fly wrote:Why nobody may answer to this question?
@SoniClover.... please could u explain how exactly capacitor batteries work?
ie: i should neut 100 cap.... i neut 100 cap but 12.5 is also neuted from my cap (as reflection)?
OR
i should neut 100 cap... i neut 87,5 AND ALSO 12,5 is neuted from my cap?
thanks in advance. Its the latter. The neut is less effective and you lose a bit more cap as well. |
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CCP SoniClover
C C P C C P Alliance
122
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Posted - 2012.05.21 14:37:00 -
[26] - Quote
Rivqua wrote:@CCP SoniClover:
I notice the new shield boosters don't get affected by
A) Ship Boost Bonuses (Making them directly less useful on Minmatar instead of Caldari for example) (Intended to nerf Winmatar?) B) Are not affected by Blue Pills ?
Any comment. I realize it's late to post any changes now, but you could explain the intention for all to see ? :)
- Riv
The way bonuses are handled is inconsistent, and thus more difficult to work with. Streamlining this system is on our todo list, until then we try to deal with these cases on case by case bases, but it may be impossible/impractical to scale it completely for every single instance. Long story short, this is a known issue that we're doing our best to deal with until a complete overhaul can be done. |
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