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Author |
Thread Statistics | Show CCP posts - 21 post(s) |
Milton Middleson
Rifterlings Ushra'Khan
84
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Posted - 2012.08.31 18:33:00 -
[331] - Quote
CCP Fozzie wrote:Bienator II wrote: so rather then changing the warpin i would like to see "backwards running timers" if you leave the plex.
That idea is definitely on our radar but we have not committed to it yet internally, still being discussed.
I think you should seriously consider it, because without it the current changes still don't really fix the problem that it is more time efficient to defend your space by dplexing than driving out offensive plexers. While I'm quite happy to see the end of gunless plexing frigates, I expect that it will still be trivial to run small plexes in a destroyer. I don't want to see fruitlessly pursuing stabbed merlins replaced by fruitlessly pursuing nanothrashers (granted, they will be much easier to catch that frigates, but the point is that driving someone out of a plex should result in them losing at least some of their forward progress). |
Manssell
OmiHyperMultiNationalDrunksConglomerate
115
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Posted - 2012.08.31 18:36:00 -
[332] - Quote
Dan Carter Murray wrote:Manssell wrote:CCP Fozzie wrote:Mike deVoid wrote:CCP Ytterbium wrote:* NPC standing aggression revamp: it's currently very blurry to know when NPCs attack you and when they don't. Part of the NPC revamp is to have clear attack rules to know when they are going to attack you or not. A fallout of that is also to make standing gains from PvP / PvE more consistent in FW, as we have a lot of confusion with this as well. We still have to design details on this specific points, but there have been excellent suggestions on this thread we will look into. [/list] Here you go, again, constructive comments are welcome I probably shouldn't expose this but I currently benefit from being in Caldari FW and having very high Gal and Min faction standings (I used to be in Gal FW 2 years ago). Currently this means that offensive plexing is easy since I never get attacked by the NPCs, but conversely it means I can never run a defensive plex. What is going to happen to me when you 'fix' this? We know about that, don't worry. The NPCs should always consider faction membership above standings after the patch, so they'll shoot you like they shoot everyone in your faction. On a related note, If we must now kill the rats to capture plexs, is there any thought being given to the issue of the terrible, terrible grind that must be done if one leaves FW to get standings back just to bad with the opposing faction? you knew the repercussions when you joined FW.
I know that. That's why I waited so long in my Eve life to finally join FW. I had some things to finish up. But lots of newer people I have been meeting don't understand what they are getting into in regards to the pain in the butt it's going to be for them after they leave FW. Of corse there is consequences for them, but the grind in this game is bad. But I suppose this is one of those "eve is hard for the sake of being hard arguments"? |
X Gallentius
Justified Chaos
454
|
Posted - 2012.08.31 18:40:00 -
[333] - Quote
Quote: * Complex size and name changes: current complex sizes are confusing as some major sites have no acceleration gates, while others do. Plan is to revamp sites to 4 sizes: rookie (only tech 1 frigates allowed, no navy, pirate or tech 2 variant), small (all small ships, including navy, pirate and tech 2 variants - essentially all frigates and destroyers), medium (all cruisers, including navy, pirate and tech 2 variants - battlecruiser variants are not allowed) and large (unrestricted access).
Leave "unrestricted" to bunker busts. New L4 ought to be old L3. |
chatgris
Quantum Cats Syndicate
197
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Posted - 2012.08.31 18:41:00 -
[334] - Quote
CCP Ytterbium wrote:* Increase contested range: at the moment an hostile pilot will only contest a capture timer if he is within capture range (whose reach varies depending on the point above). We want to move the contested area to the whole complex range, which would mean as long as hostile pilot is within your room the capture timer would be paused.
So far I LOVE everything about this but this:
a) If the pilot goes "off grid" are they still considered in the plex zone? (To prevent an enemy player from just burning away in a 8k/s dramiel forever.
b) System defence is possible with a super nano ship that runs forever with offgrid boost. Mix this with the grid mechanics and it can get a little exploitable in the sense that defence is no longer pvp but "run around and around and around until the opponent gets bored".
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X Gallentius
Justified Chaos
454
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Posted - 2012.08.31 18:48:00 -
[335] - Quote
FistyMcBumBasher wrote:A more elegant solution would to make T2 cruisers in line with battlecruisers. T2 frigates are not allowed into the frigate sized plex, so why should t2 cruisers be allowed into T1? This will definitely change the dynamics of the fights. The space for successful engagements with T1 cruisers and non-nanofag BCs has been removed. Logi/ECM ftw in this new FW.
There is no need to change plex entrance requirements now that the T1 frigs have been rebalanced. |
Alticus C Bear
University of Caille Gallente Federation
73
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Posted - 2012.08.31 19:15:00 -
[336] - Quote
I do not feel the capture beacon location should change, at least not as much as you are suggesting.
At the moment when I pick up a ship on scan I have to decide to close to the beacon or stay and run the timer it will be easy to camp the warp in. I often camp the warp in any way, the npcGÇÖs can be killed and then I can run the timer if things are quiet.
The main reason I donGÇÖt like this is that currently if I pick up multiple ships on scan and then one warps in I can still choose to fight in the knowledge subsequent ships at least have some distance to travel. I donGÇÖt think lots of blobbing on the warp in will be fun.
I also feel that being able to contest the beacon from any point in the plex is exploitable, currently if someone gets range within a plex I can still approach and start counting down the timer they then are forced into engaging or risk losing the plex, the increased beacon activation range should give enough distance.
It is the NPC speed, tanking and timer changes that will work against afk farming plexers not moving the beacon.
I also do not like the ship restriction changes.
I can get T1 cruiser fights I can get frigate fights. T1 cruisers will be made obsolete in the plexes and the new small size will just be full of assault ships reducing the role of destoyers and even navy frigs.
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Mike deVoid
Doctrine. FEARLESS.
19
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Posted - 2012.08.31 19:25:00 -
[337] - Quote
Kuehnelt wrote:Manssell wrote:On a related note, If we must now kill the rats to capture plexs, is there any thought being given to the issue of the terrible, terrible grind that must be done if one leaves FW to get standings back just to bad with the opposing faction? Even if you don't shoot the rats, you'll get promotions from capturing plexes. Later promotions give you the largest faction standings in the game; the earliest promotions are competitive with what you'd get from running the SoE epic arc. So promotions destroy enemy standings all by themselves, and making you kill rats to plex is not really piling on new diplomatic troubles for you. Train Diplomacy (a rank 1 skill); shop in Jita by just flying in (faction navy only web, and are entirely evaded by agile ships) and buying stuff and having an alt/courier service ship it out. Or even have an alt do the purchasing and contracting both, without ever leaving jita. What you're really restricted from is missioning, incursions, and public events - stuff that requires you to hang aronud in a system, rather than move through it - in half of highsec.
You do not get promotions just for capturing plexes. |
Kuehnelt
Devoid Privateering
265
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Posted - 2012.08.31 19:32:00 -
[338] - Quote
Mike deVoid wrote:You do not get promotions just for capturing plexes.
I did not imagine all of the "You have been promoted." notifications that arrived the instant I captured a plex. |
Marcel Devereux
Aideron Robotics
145
|
Posted - 2012.08.31 19:33:00 -
[339] - Quote
Marcel Devereux wrote:Is it possible to get rid of acceleration gates? Instead just now allowing ships to warp the beacon? Chalk it up to the mass of the ship not being able to generate a proper warp bubble or something like that. Gates discourage PVP. Just let frigates warp in on other frigates!
I got it! Anyone can warp to the beacon but ships not meeting the requirements get dropped out of warp 500km or more from the beacon. Think of the beacon having a large warp bubble that stops that ships from entering it. You already have warp bubbles that drop people out of warp at a distance, so this is technically doable. Just need a few if's and else's with a large radius and BAM! no more acceleration gates.
Soundwave, I'm still waiting to hear back about my start date. |
Julius Foederatus
Hyper-Nova
109
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Posted - 2012.08.31 20:01:00 -
[340] - Quote
I'm with XG on the capture/contest range, making it 30km all around and being able to contest as soon as you're on grid gives a buff to kitey faggots that don't need any more buffs to their play style. Is there any reason why you guys don't want to make the timer run back when someone is not actively running it? |
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chatgris
Quantum Cats Syndicate
197
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Posted - 2012.08.31 20:47:00 -
[341] - Quote
Julius Foederatus wrote:I'm with XG on the capture/contest range, making it 30km all around and being able to contest as soon as you're on grid gives a buff to kitey faggots that don't need any more buffs to their play style. Is there any reason why you guys don't want to make the timer run back when someone is not actively running it?
Well, it's just one more reason to stop flying useless blaster boats :) |
chatgris
Quantum Cats Syndicate
197
|
Posted - 2012.08.31 20:50:00 -
[342] - Quote
CCP Fozzie wrote:Mike deVoid wrote:CCP Ytterbium wrote:* NPC standing aggression revamp: it's currently very blurry to know when NPCs attack you and when they don't. Part of the NPC revamp is to have clear attack rules to know when they are going to attack you or not. A fallout of that is also to make standing gains from PvP / PvE more consistent in FW, as we have a lot of confusion with this as well. We still have to design details on this specific points, but there have been excellent suggestions on this thread we will look into. [/list] Here you go, again, constructive comments are welcome I probably shouldn't expose this but I currently benefit from being in Caldari FW and having very high Gal and Min faction standings (I used to be in Gal FW 2 years ago). Currently this means that offensive plexing is easy since I never get attacked by the NPCs, but conversely it means I can never run a defensive plex. What is going to happen to me when you 'fix' this? We know about that, don't worry. The NPCs should always consider faction membership above standings after the patch, so they'll shoot you like they shoot everyone in your faction.
What about diagonal militias?
If I am a pilot in the minmatar militia defensively capturing a gallente plex, but my gallente standing is only +3, the "friendly" rats in a major plex will shoot at me even though I am counting the timer down for them.
Will this be fixed? Or put another way, will my faction membership in the minmatar militia count? |
Aryth
GoonWaffe Goonswarm Federation
526
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Posted - 2012.08.31 21:06:00 -
[343] - Quote
CCP Fozzie wrote:Mike deVoid wrote:CCP Ytterbium wrote:* NPC standing aggression revamp: it's currently very blurry to know when NPCs attack you and when they don't. Part of the NPC revamp is to have clear attack rules to know when they are going to attack you or not. A fallout of that is also to make standing gains from PvP / PvE more consistent in FW, as we have a lot of confusion with this as well. We still have to design details on this specific points, but there have been excellent suggestions on this thread we will look into. [/list] Here you go, again, constructive comments are welcome I probably shouldn't expose this but I currently benefit from being in Caldari FW and having very high Gal and Min faction standings (I used to be in Gal FW 2 years ago). Currently this means that offensive plexing is easy since I never get attacked by the NPCs, but conversely it means I can never run a defensive plex. What is going to happen to me when you 'fix' this? We know about that, don't worry. The NPCs should always consider faction membership above standings after the patch, so they'll shoot you like they shoot everyone in your faction.
Do you guys feel that defensive plexing may end up being the new farming flavor of the month? Leader of the Goonswarm Economic Cabal |
X Gallentius
Justified Chaos
456
|
Posted - 2012.08.31 21:13:00 -
[344] - Quote
Aryth wrote:Do you guys feel that defensive plexing may end up being the new farming flavor of the month? At least the farmers will now have to bring the appropriately sized ships for the job. Their defending alts (activated at about 95% contested level), however, will remain in fast frigs. Farmers are gonna farm. Farming will be a bit harder in the next patch. |
Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
2812
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Posted - 2012.08.31 21:21:00 -
[345] - Quote
X Gallentius wrote:Aryth wrote:Do you guys feel that defensive plexing may end up being the new farming flavor of the month? At least the farmers will now have to bring the appropriately sized ships for the job. Their defending alts (activated at about 95% contested level), however, will remain in fast frigs. Farmers are gonna farm. Farming will be a bit harder in the next patch.
My message to CCP is to have rats spawn in the plexes according to who's inside - I don't know yet whether this is technically feasible or not, but I'm heavily encouraging it. What is needed here is that if I'm running a defensive plex, There are Amarr attacker spawns entering periodically. If I'm running an offensive plex, there are amarr defender spawns entering periodically.
The devil will be in the AI / aggro / programming, but this should be the absolute design goal to strive for if at all technically feasible. The last thing I want to see is the farming issue moved to D-plexing but not eliminated entirely. Vice Secretary of the 7th Council of Stellar Management.
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Mike deVoid
Doctrine. FEARLESS.
19
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Posted - 2012.08.31 21:38:00 -
[346] - Quote
Hans Jagerblitzen wrote:X Gallentius wrote:Aryth wrote:Do you guys feel that defensive plexing may end up being the new farming flavor of the month? At least the farmers will now have to bring the appropriately sized ships for the job. Their defending alts (activated at about 95% contested level), however, will remain in fast frigs. Farmers are gonna farm. Farming will be a bit harder in the next patch. My message to CCP is to have rats spawn in the plexes according to who's inside - I don't know yet whether this is technically feasible or not, but I'm heavily encouraging it. What is needed here is that if I'm running a defensive plex, There are Amarr attacker spawns entering periodically. If I'm running an offensive plex, there are amarr defender spawns entering periodically. The devil will be in the AI / aggro / programming, but this should be the absolute design goal to strive for if at all technically feasible. The last thing I want to see is the farming issue moved to D-plexing but not eliminated entirely.
Well you couldn't farm very easily since you'd get very little at low % of contestation. |
Mackenzie Ayres
24th Imperial Crusade Amarr Empire
1
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Posted - 2012.08.31 22:09:00 -
[347] - Quote
As per my previous post, can we get the timers moved to the HUD?
https://forums.eveonline.com/default.aspx?g=posts&m=1798235#post1798235
Mac |
Durrr
ReD or DeaD
1
|
Posted - 2012.08.31 22:10:00 -
[348] - Quote
CCP Ytterbium wrote:* Complex size and name changes: current complex sizes are confusing as some major sites have no acceleration gates, while others do. Plan is to revamp sites to 4 sizes: rookie (only tech 1 frigates allowed, no navy, pirate or tech 2 variant), small (all small ships, including navy, pirate and tech 2 variants - essentially all frigates and destroyers), medium (all cruisers, including navy, pirate and tech 2 variants - battlecruiser variants are not allowed) and large (unrestricted access). Here you go, again, constructive comments are welcome
While I have no problem with the "rookie" and new "small" plexes, I have some comments/questions in regards to the new medium, and new large plexes.
First of all, will the new large plex still have an acceleration gate that keeps out: A: Cynos B: Capitals C: Assigned Fighters from Carriers.
Or will they be more like the rarely seen unrestricted majors of today?
Secondly, I have a 'meh" feeling to the proposed medium plex change. I have a feeling that T2 cruisers would make t1 cruisers obsolete (since they cannot enter any smaller plex, and are at a rather large disadvantage to their t2 counterparts in mediums) at least with the way the ships are now (after cruiser tiercide, things may be different). IMO, t2 cruisers are much more on even footing with battlecruisers. If you really wanted a plex size which had t2/t3 cruisers, but not battlecruisers, I would urge that there remains a seperate plex for just t1 cruisers and below.
My ideal situation would be: Rookie Plex- T1 Frigs Small Plex: Faction/T2 Frigs/Dessies + Rookie plex ships Red Headed Stepchild Plex: T1 Cruisers + Small Plex ships Medium Plex: perhaps similar to today's large plexes, although I wouldn't be offended if they didn't allow battlecruisers. Large Plexes: Unrestricted sub-caps and on a very rare occasion Giant Plexes: Completely Unrestricted- I would still like to keep the plex free of cynos though, so that if someone wants to bring capitals in, they would have to cyno them somewhere other than on top of you, and then warp them in. |
Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
2812
|
Posted - 2012.08.31 22:49:00 -
[349] - Quote
Durrr, lets have a bit of faith in CCP Fozzie - the reason you feel Tech 2 frigs aren't OP in small plexes is because Tech 1 frigs have been balanced properly and now are very much viable alongside their tech 2 counterparts.
Once tech 1 cruisers (including logi) are buffed to the same level of usefulness (especially in terms of bang-for-your-buck) as tech 1 frigates, you'll see them fielded just as much even if tech 2 cruisers are allowed in medium plexes.
Vice Secretary of the 7th Council of Stellar Management.
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Durrr
ReD or DeaD
1
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Posted - 2012.08.31 23:44:00 -
[350] - Quote
Hans Jagerblitzen wrote:Durrr, lets have a bit of faith in CCP Fozzie - the reason you feel Tech 2 frigs aren't OP in small plexes is because Tech 1 frigs have been balanced properly and now are very much viable alongside their tech 2 counterparts.
Once tech 1 cruisers (including logi) are buffed to the same level of usefulness (especially in terms of bang-for-your-buck) as tech 1 frigates, you'll see them fielded just as much even if tech 2 cruisers are allowed in medium plexes.
I did point out that this is how I felt about how the cruisers are now (pre-tiercied). The fact remains though that if they implement these changes for winter, it will be at least 6 months (if not a year) before the cruisers get some love, during which time nobody will really fly t1 cruisers in mediums.
I will take your word though Hans, and give 'em some faith. |
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CCP Fozzie
C C P C C P Alliance
1193
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Posted - 2012.08.31 23:50:00 -
[351] - Quote
Durrr wrote: it will be at least 6 months (if not a year) before the cruisers get some love
Sure about that? Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
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Alticus C Bear
University of Caille Gallente Federation
73
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Posted - 2012.08.31 23:51:00 -
[352] - Quote
I don't feel tech 2 frigates are balanced in the proposed small plexes and certainly not against Tech 1 frigates even the rebalanced ones. Assault ships will be the new top frig, even destroyers the cheap pvp option for countering frigs will have a hard time especially those with restricted damage types against racial resists.-á
I certainly hope that there is not the kind of power creep that Tech one cruisers can compete with HACs. Buffing T1 cruises would mean they are more viable along side navy and pirate cruisers but I would consider ships like the vexor and thorax quite well balanced and still far off the HAC versions whose nearest T1 competition is really battlecruisers. |
Hoarr
RPS holdings
36
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Posted - 2012.09.01 00:03:00 -
[353] - Quote
CCP Fozzie wrote:Durrr wrote: it will be at least 6 months (if not a year) before the cruisers get some love Sure about that?
THIS. This is the greatest thing I've heard in EvE all year. CRUISER LOVE FOR THE WINTER WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO |
Bloodpetal
Mimidae Risk Solutions
822
|
Posted - 2012.09.01 00:23:00 -
[354] - Quote
I can't Like + this post enough.
Seriously, great stuff!!!
CCP Ytterbium wrote:Alright folks, as promised, here are some iterations we are planning for winter. Remember, this thread will focus on FW NPCs and complexes, for War Zone Control and System Upgrade changes, please refer to this post.
- FW COMPLEX CHANGES
After reading the feedback from numerous community sources (had to read this post again to make sure we didn't forget any good point), we acknowledge that Factional Warfare complexes need to be changed and are high in our priority list.
* Capture beacon location: first, we want to move the capture beacon closer to the room entrance (0-10km instead of 60-70km) to promote fights next to the acceleration gate exit point and being able to intercept incoming hostiles more easily.
* Unify capture range: having 10, 20 and 30km range depending on the complex size is confusing and not needed anymore if we move the beacon closer to the room entrance. Thus we would like to have a capture range of 30km for all sized sites, so it's easier to remember for everyone.
* Increase contested range: at the moment an hostile pilot will only contest a capture timer if he is within capture range (whose reach varies depending on the point above). We want to move the contested area to the whole complex range, which would mean as long as hostile pilot is within your room the capture timer would be paused.
* Complex size and name changes: current complex sizes are confusing as some major sites have no acceleration gates, while others do. Plan is to revamp sites to 4 sizes: rookie (only tech 1 frigates allowed, no navy, pirate or tech 2 variant), small (all small ships, including navy, pirate and tech 2 variants - essentially all frigates and destroyers), medium (all cruisers, including navy, pirate and tech 2 variants - battlecruiser variants are not allowed) and large (unrestricted access).
- FW COMPLEX NPC CHANGES
We will be talking about complex NPC changes only here - we know FW mission NPCs need to be tackled as well, but for now let's focus on one problem at a time. Before we list the changes, the main activity we see for Factional Warfare is PvP. PvE should not override PvP in this feature, as such the NPCs need to be very specialized to meet the goals you mentioned in this thread.
* NPC attribute revamp: this means two things. First, making sure no faction has an advantage over another. For example, having some factions use missiles while other have turrets is a no go. The other is to make sure we prevent, or at least significantly reduce AFK farming without hampering PvP when it does happen. Current FW complex NPCs will be scrapped and replaced with new ones that have the following characteristics:
* Very low damage output - they can kill you if you stay in the complex without taking care of them for 15 minutes, but their damage potential is so small it won't hamper players if attacked by others while capturing. * Very high speeds: no matter what your fitting is, they will catch you. No endless Benny Hill music scene anymore. * No EW: no electronical warfare or any kind, as this would be destabilizing when PvP occurs * Have Sleeper AI: that means they will change targets according to your threat * Active tanking: NPCs will have an active tanking according to the complex size they are on to discourage players to tackle larger sites with undersized ships. For example, while Minor sites could have a frigate NPC easily killed in your own frigate, Major could have battlecruiser or battleships NPCs with a active tank extremely difficult to tackle on the same frigate.
Why do the active tanking point matter you say? Because:
* NPCs contest capture timer: as long as there is a NPC in the area the capture timer is paused, just like with an enemy player. Capture timer is only paused when attacking a complex. Defending a complex with NPCs of the same faction would not cause such pause. Coupled with the active tanking point above, it means that if you can't kill the NPC reasonably fast, you can't capture the complex.
* NPC number reduction: currently NPCs spawn by wave of 3-5 on a timer. Thus if you don't kill them in time you can be overrun by a large number of them. That was particularly a problem with EW NPCs, as while a few jamming NPCs is annoying but not a big deal, having 10-15 of them jamming you would prevent you from doing anything. Our goal is to change them to spawn sequentially one at a time, so the next NPC would not arrive until the previous one was killed. Again, PvE should not take over PvP in Factional Warfare.
* NPCs only spawn when no PvP is happening: NPCs spawn at a semi-random period of time, and only when the complex is attacked while there is no defending player. Technically that means NPC prevent AFK farming. NPCs do not warp away when a player from the opposing factions arrives. However, since they have very low damage and no EW, this shouldn't be much of a problem.
* NPC standing aggression revamp: it's currently very blurry to know when NPCs attack you and when they don't. Part of the NPC revamp is to have clear attack rules to know when they are going to attack you or not. A fallout of that is also to make standing gains from PvP / PvE more consistent in FW, as we have a lot of confusion with this as well. We still have to design details on this specific points, but there have been excellent suggestions on this thread we will look into.
Here you go, again, constructive comments are welcome Mimidae Risk Solutions Recruiting |
Ovali Garsk
Tribal Liberation Force Minmatar Republic
0
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Posted - 2012.09.01 00:32:00 -
[355] - Quote
CCP Ytterbium wrote:* Capture beacon location: first, we want to move the capture beacon closer to the room entrance (0-10km instead of 60-70km) to promote fights next to the acceleration gate exit point and being able to intercept incoming hostiles more easily. * Unify capture range: having 10, 20 and 30km range depending on the complex size is confusing and not needed anymore if we move the beacon closer to the room entrance. Thus we would like to have a capture range of 30km for all sized sites, so it's easier to remember for everyone. * Increase contested range: at the moment an hostile pilot will only contest a capture timer if he is within capture range (whose reach varies depending on the point above). We want to move the contested area to the whole complex range, which would mean as long as hostile pilot is within your room the capture timer would be paused. Here you go, again, constructive comments are welcome
Ok, I love the NPC changes.
Love the move of the capture button and the increase to 30km (for kiting style plexers).
But the increased contested range leaves me bewildered. Isn't that exploitable? What would stop sbd. from grabbing a fleet interceptor/Dram and essentially forever keep sbd. from contesting that plex. In ordinary circumstances you'd just move on, i guess (and let him waste his time), but what about a crucial moment, when people are trying to get a system into or out of vulnerable? Grab a few pilots and forever stop a those plexes from being completed?
Maybe I am missing something.
Other than that, good changes. Love the new iterating CCP. |
Marcel Devereux
Aideron Robotics
145
|
Posted - 2012.09.01 01:02:00 -
[356] - Quote
CCP Fozzie wrote:Durrr wrote: it will be at least 6 months (if not a year) before the cruisers get some love Sure about that?
Look what you did Durrr, you made Fozzie mad! Now he is going to hold out on rebalancing the cruisers for two years. Good job. Good job.
Fozzie, you have no officially gone on the record saying that you will fix cruisers by Winter ;-)
I know, I know, I have issues and should see a therapist about my trolling issues. |
Sven Viko VIkolander
Blue Republic RvB - BLUE Republic
19
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Posted - 2012.09.01 02:35:00 -
[357] - Quote
CCP Fozzie wrote:Kuehnelt wrote:Amazing changes. CCP Ytterbium wrote:* Have Sleeper AI: that means they will change targets according to your threat
...
NPCs do not warp away when a player from the opposing factions arrives. However, since they have very low damage and no EW, this shouldn't be much of a problem. How apt are they to kill drones? With the sleeper AI we basically have a slider to adjust their hatred of drones, we can take them all the way from "Member of NPCs for the ethical treatment of drones" to "Drones killed my parents and forced me into life as a sociopathic superhero" and anywhere in between. So we'll tweak based on test server feedback.
lolololol |
Cearain
Imperial Outlaws
595
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Posted - 2012.09.01 03:22:00 -
[358] - Quote
Alticus C Bear wrote:I don't feel tech 2 frigates are balanced in the proposed small plexes and certainly not against Tech 1 frigates even the rebalanced ones. Assault ships will be the new top frig, even destroyers the cheap pvp option for countering frigs will have a hard time especially those with restricted damage types against racial resists.-á
I certainly hope that there is not the kind of power creep that Tech one cruisers can compete with HACs. Buffing T1 cruises would mean they are more viable along side navy and pirate cruisers but I would consider ships like the vexor and thorax quite well balanced and still far off the HAC versions whose nearest T1 competition is really battlecruisers.
I too think the current plex restrictions are better than the proposed new ones. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Cearain
Imperial Outlaws
595
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Posted - 2012.09.01 03:26:00 -
[359] - Quote
Alticus C Bear wrote:I do not feel the capture beacon location should change, at least not as much as you are suggesting.
Yeah it just means I will lose a few more ruptures to cynabals (and now vagabonds) unless I am sitting there spamming the dscan like a ninny.
Also like you said the distance helped for when blobs jumped in. Keeping everything right at the warp in will lead to more ganks but it won't lead to any more decent fights.
Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Cearain
Imperial Outlaws
595
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Posted - 2012.09.01 03:31:00 -
[360] - Quote
CCP Fozzie wrote:Durrr wrote: it will be at least 6 months (if not a year) before the cruisers get some love Sure about that?
Unless they are going to be able to compete with hacs its hard to see what place they will have in faction war.
These faction plex restriction changes seem like a big boost to t2 industry. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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