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Thread Statistics | Show CCP posts - 14 post(s) |

Bubanni
SniggWaffe YOUR VOTES DON'T COUNT
376
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Posted - 2012.07.24 14:42:00 -
[61] - Quote
Nevigrofnu Mrots wrote:about noob frigs...
I live in 0.0 in a remote station and I have other ships in my hangar, so if I dock up CCP will never give me a noob ship, I have to travel to a nearby station were I have no ships to get one.
Can CCP put a "give one noob ship" button in each station?
to avoid abuse and accumulation, just give one if there is none in your inventory.
Also can you give us other racial noob ships if we have trained other frig racials, making our choice what frig we want to get?
Thanks
That's already possible at your own station... you simply have to make a contract with all your ships to yourself... and not accept the contract, your hangar is now empty, simply undock and redock, free rookieship is now in your hangar
Christmas wish list https://forums.eveonline.com/default.aspx?g=posts&t=134275 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |

Nova Fox
Novafox Shipyards
4055
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Posted - 2012.07.24 14:42:00 -
[62] - Quote
How about rookie frigate bpos that are like the shuttles? uses trit only.
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Valeo Galaem
New Eden Advanced Reconnaissance Unit Sentient World Observation and Response Directive
50
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Posted - 2012.07.24 15:20:00 -
[63] - Quote
Aren't rookie ships on the market on Sisi - I thought I saw that recently.
I think it would be interesting for new players if they could easily obtain another race's rookie ship. |

Harvey James
Prospero's Sight
7
|
Posted - 2012.07.24 15:24:00 -
[64] - Quote
they are on market on tranq |

Tanaka Aiko
ICE is Coming to EVE Goonswarm Federation
71
|
Posted - 2012.07.24 15:40:00 -
[65] - Quote
Bubanni wrote: That's already possible at your own station... you simply have to make a contract with all your ships to yourself... and not accept the contract, your hangar is now empty, simply undock and redock, free rookieship is now in your hangar
it would remove all insurance on these ships, that's not really usable... |

Fidelium Mortis
Quantum Cats Syndicate
114
|
Posted - 2012.07.24 15:41:00 -
[66] - Quote
CCP Fozzie wrote:A few tweaks:
IMPAIROR: +4 PWG, -5 CPU, +5 Cargohold
IBIS: +2 PWG, +10 CPU, -5 Cargohold
VELATOR: +3 PWG, -5 Cargohold
REAPER: +1 PWG, +5 CPU
We're also dropping one launcher from the Imp and Vel. There are potential future plans to expand missile options for Gallente and Amarr but those who brought up the lack of direction given to new players by even hardpoints make an excellent point.
Awww I was actually going to comment that it's refreshing to see the flexibility of even turret/launcher hard points being included in these ships.
I foresee many lol-noob ship fleets following this change. ICRS - Intergalactic Certified Rocket Surgeon |

Pipa Porto
476
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Posted - 2012.07.24 16:25:00 -
[67] - Quote
Nova Fox wrote:How about rookie frigate bpos that are like the shuttles? uses trit only.
There's an idea. Would be a niche use, but I imagine a lot of players would grab them (I still prefer the button though).
Otherwise Rookie ships will be the only ship that can't really be used cross-racially (having to roll up an appropriate racial alt to provide ships that conform to the new LasorBisCat doctrine is kind of a weird mechanic). EvE: Everyone vs Everyone |

DrysonBennington
Eagle's Talon's
8
|
Posted - 2012.07.24 19:24:00 -
[68] - Quote
I do like the idea of T2 and even T3 Pirate Ships.
Such mission ships would add a new level of mission running to the game as well as adding danger and excitement with a substantial reward increase.
For T2 missions the pilot could use a T1 but it would be extremely hard because of the NPC's employing T2 ships. T3 Missions would neccesitate the use of T3 Battle Cruisers and T3 Cruisers as the NPC would employ all T2 and a mix of T3 Ships where such T3 configurations would match the configurations of the pilot flown T3 Cruisers.
CCP must evolve its game or fear becoming like the dinosaur, just a bunch of parched bones that used to be scary. |

Kelsar Hemah
Blue Republic RvB - BLUE Republic
0
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Posted - 2012.07.24 19:51:00 -
[69] - Quote
Okay after looking at the ships again i realise that the cap on these are very low, and with low skills this could make level missions pretty hard when your damage isnt high enough to remove ships quick, from what I could calculate a Impairor would properly only be able to run its armor repper 5-6 times before being capped out which is about 30-36 sec combat, if this is enough fine. if not consider bumping up cap. |

Fidelium Mortis
Quantum Cats Syndicate
114
|
Posted - 2012.07.24 20:31:00 -
[70] - Quote
Kelsar Hemah wrote:Okay after looking at the ships again i realise that the cap on these are very low, and with low skills this could make level missions pretty hard when your damage isnt high enough to remove ships quick, from what I could calculate a Impairor would properly only be able to run its armor repper 5-6 times before being capped out which is about 30-36 sec combat, if this is enough fine. if not consider bumping up cap.
L1 missions don't have many sustained fights so a basic noobship setup will do fine except for some of the tougher missions like Worlds Collide. Even then, there's nothing preventing players from fitting up a normal combat frigate or destroyer. These ships provide a not-so-crappy baseline to work from. ICRS - Intergalactic Certified Rocket Surgeon |
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CCP Fozzie
C C P C C P Alliance
801

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Posted - 2012.07.24 20:36:00 -
[71] - Quote
Kelsar Hemah wrote:Okay after looking at the ships again i realise that the cap on these are very low, and with low skills this could make level missions pretty hard when your damage isnt high enough to remove ships quick, from what I could calculate a Impairor would properly only be able to run its armor repper 5-6 times before being capped out which is about 30-36 sec combat, if this is enough fine. if not consider bumping up cap.
Low cap but very fast cap regen. |
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Bloodpetal
Mimidae Risk Solutions
719
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Posted - 2012.07.24 20:42:00 -
[72] - Quote
CCP Fozzie wrote: IBIS:
Role bonuses: 20% bonus to Small Hybrid Turret optimal range 10% bonus to missile kinetic damage 30% bonus to ECM Target Jammer strength 10% bonus to shield resistances
No.
Seriously, 30% ECM strength?
GRIFFIN : 15% bonus to ECM Target Jammer strength and 10% bonus to ECM Target Jammers' capacitor need per level.
So L5 frigate gives you 150% jam strength? So an IBIS can almost perma jam a rifter with a racial jammer and outperforms a GRIFFIN??
Look, ECM is already an issue, we don't need swarms of ECM IBIS' out there. These frigates should be viable as nooby training and most nooby training is going to happen against NPC ships not as ECM platforms use in PVP.
I think the whole EWAR element of these should be totally turned away. A noob doesn't need EWAR to learn to play the game with 2 mid slots.
Mimidae Risk Solutions Recruiting |

Salpun
Paramount Commerce Masters of Flying Objects
354
|
Posted - 2012.07.24 20:44:00 -
[73] - Quote
Bloodpetal wrote:CCP Fozzie wrote: IBIS:
Role bonuses: 20% bonus to Small Hybrid Turret optimal range 10% bonus to missile kinetic damage 30% bonus to ECM Target Jammer strength 10% bonus to shield resistances
No. Seriously, 30% ECM strength? GRIFFIN : 15% bonus to ECM Target Jammer strength and 10% bonus to ECM Target Jammers' capacitor need per level.So L5 frigate gives you 150% jam strength? So an IBIS can almost perma jam a rifter with a racial jammer and outperforms a GRIFFIN?? Look, ECM is already an issue, we don't need swarms of ECM IBIS' out there. These frigates should be viable as nooby training and most nooby training is going to happen against NPC ships not as ECM platforms use in PVP. I think the whole EWAR element of these should be totally turned away. A noob doesn't need EWAR to learn to play the game with 2 mid slots.
The ECM is not effected by your skill level it is locked at 30% |

MeBiatch
Republic University Minmatar Republic
477
|
Posted - 2012.07.24 21:10:00 -
[74] - Quote
CCP Fozzie wrote:Kelsar Hemah wrote:Okay after looking at the ships again i realise that the cap on these are very low, and with low skills this could make level missions pretty hard when your damage isnt high enough to remove ships quick, from what I could calculate a Impairor would properly only be able to run its armor repper 5-6 times before being capped out which is about 30-36 sec combat, if this is enough fine. if not consider bumping up cap. Low cap but very fast cap regen.
perhaps a reason to use a cap battery?
Ok, so you've corrected my spelling,do you care to make a valid point? -áThere are no stupid Questions... just stupid people... |

MotherMoon
Blue Republic RvB - BLUE Republic
1021
|
Posted - 2012.07.25 00:18:00 -
[75] - Quote
Bloodpetal wrote:CCP Fozzie wrote: IBIS:
Role bonuses: 20% bonus to Small Hybrid Turret optimal range 10% bonus to missile kinetic damage 30% bonus to ECM Target Jammer strength 10% bonus to shield resistances
No. Seriously, 30% ECM strength? GRIFFIN : 15% bonus to ECM Target Jammer strength and 10% bonus to ECM Target Jammers' capacitor need per level.So L5 frigate gives you 150% jam strength? So an IBIS can almost perma jam a rifter with a racial jammer and outperforms a GRIFFIN?? Look, ECM is already an issue, we don't need swarms of ECM IBIS' out there. These frigates should be viable as nooby training and most nooby training is going to happen against NPC ships not as ECM platforms use in PVP. I think the whole EWAR element of these should be totally turned away. A noob doesn't need EWAR to learn to play the game with 2 mid slots.
fail post, feel free to edit away your shame, I'll re edit this post when you do, so no one has to know. http://dl.eve-files.com/media/1206/scimi.jpg |

MotherMoon
Blue Republic RvB - BLUE Republic
1021
|
Posted - 2012.07.25 00:26:00 -
[76] - Quote
oh, serious suggestion!
ok, one goal you could have for these noob ships could be a way for newer players to check out every faction type ship in the game when just starting out. Give 1 of each of them to new players. just for fun.
THEN, make civilian versions of each weapon type. Kinda like dust is >.> <.< which i hear at fanfest *no break NDA*
Right now there is no civ autoconnon, or civ atries. I think giving people some more civ options would be great change at some point. Help players pick which race path to move down. IT's confusing honestly to start and there is no ammo. So do that to, make the cheap almost free gear use civ ammo.
Right now players moving up to real turrets sometimes gets confused by ammo. can't blame them. http://dl.eve-files.com/media/1206/scimi.jpg |

Harvey James
Prospero's Sight
7
|
Posted - 2012.07.25 09:44:00 -
[77] - Quote
CCP Fozzie here is an important question for you are the ewar bonus's merely for show or do you want them to be useful in pvp? |
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CCP Fozzie
C C P C C P Alliance
818

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Posted - 2012.07.25 09:59:00 -
[78] - Quote
MotherMoon wrote:oh, serious suggestion!
ok, one goal you could have for these noob ships could be a way for newer players to check out every faction type ship in the game when just starting out. Give 1 of each of them to new players. just for fun.
THEN, make civilian versions of each weapon type. Kinda like dust is >.> <.< which i hear at fanfest *no break NDA*
Right now there is no civ autoconnon, or civ atries. I think giving people some more civ options would be great change at some point. Help players pick which race path to move down. IT's confusing honestly to start and there is no ammo. So do that to, make the cheap almost free gear use civ ammo.
Right now players moving up to real turrets sometimes gets confused by ammo. can't blame them.
The tutorial actually gives you a normal tech one turret nowadays and teaches you about ammo. The only source of civilian guns is when you unpackage a rookie ship. If anything I would like to phase out as many civilian modules as possible and just get new players the skillbooks to use tech one right away.
Harvey James wrote:CCP Fozzie here is an important question for you are the ewar bonus's merely for show or do you want them to be useful in pvp?
Primary purpose is for show, but I'm really interested to see if people find fun ways to use them in pvp. I think some of the community confusion I'm seeing (mostly on other forums) stems from people incorrectly thinking those bonuses are per level. |
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Harvey James
Prospero's Sight
7
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Posted - 2012.07.25 10:05:00 -
[79] - Quote
mm... well with 2 slots it will be hard for anyone to use the ewar at all along with their chronic lack of ehp |
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CCP Fozzie
C C P C C P Alliance
819

|
Posted - 2012.07.25 10:48:00 -
[80] - Quote
Harvey James wrote:mm... well with 2 slots it will be hard for anyone to use the ewar at all along with their chronic lack of ehp and rather large sig for a tiny ship
The huge sig was part of my attempt to prevent them from eclipsing other frigates. Zero cost can be somewhat difficult to balance for. 
We're currently looking at lowering the sig a bit, but I think the highest priories are making a ship that helps new players learn the game and doing so without replacing other frigates for older players. Allowing creative uses in pvp would be fun but I'm considering that to be of tertiary importance. |
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Harvey James
Prospero's Sight
7
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Posted - 2012.07.25 11:08:00 -
[81] - Quote
well as your re-balancing frigs with roles in mind i don't think there's much chance of this being better as such more as a jack of all trades type ship like t3 cruisers were meant to be unless you want this ship to be in effect a 2 day ship/tier1 ship. When you think of t1 frigs they are all cheap enough for anyone to throw away i think so long as it doesn't do any one job better than other t1 frigs then there is no threat of it being OP or unbalanced and can provide a interesting alternative for pvp noobs. |

Duchess Starbuckington
Starbuckington Manor
242
|
Posted - 2012.07.25 11:24:00 -
[82] - Quote
Sorry but I have to agree that the Ibis should not be carrying an ECM bonus. Until ECM stops being utterly broken the last thing we need are more bonused ships for it (even if it's a rookie ship). |

Harvey James
Prospero's Sight
7
|
Posted - 2012.07.25 11:34:00 -
[83] - Quote
in what way is ecm broken do you know what you are talking about how many ecm ships have you used? |

mkint
820
|
Posted - 2012.07.25 13:13:00 -
[84] - Quote
CCP Fozzie wrote: If anything I would like to phase out as many civilian modules as possible and just get new players the skillbooks to use tech one right away.
I think that idea might need further thought. There are two big contradictory concerns when doing the tutorials. 1) being given equipment and told to do stuff but not being able to for a couple hours because you don't have the skills 1a)being given skills for the tutorials that you can't train, being given modules to use but being given the skill several missions later, being given a module but not even being told whether or not you'll be given the skill at all, 2) the confusion that civ gear is useless
The simplest solution is to make rookie gear useful enough to be used outside tutorials (maybe lvl 1's like the rookie ships.) |

MotherMoon
Blue Republic RvB - BLUE Republic
1032
|
Posted - 2012.07.25 20:33:00 -
[85] - Quote
CCP Fozzie wrote:MotherMoon wrote:oh, serious suggestion!
ok, one goal you could have for these noob ships could be a way for newer players to check out every faction type ship in the game when just starting out. Give 1 of each of them to new players. just for fun.
THEN, make civilian versions of each weapon type. Kinda like dust is >.> <.< which i hear at fanfest *no break NDA*
Right now there is no civ autoconnon, or civ atries. I think giving people some more civ options would be great change at some point. Help players pick which race path to move down. IT's confusing honestly to start and there is no ammo. So do that to, make the cheap almost free gear use civ ammo.
Right now players moving up to real turrets sometimes gets confused by ammo. can't blame them. The tutorial actually gives you a normal tech one turret nowadays and teaches you about ammo. The only source of civilian guns is when you unpackage a rookie ship. If anything I would like to phase out as many civilian modules as possible and just get new players the skillbooks to use tech one right away. Harvey James wrote:CCP Fozzie here is an important question for you are the ewar bonus's merely for show or do you want them to be useful in pvp? Primary purpose is for show, but I'm really interested to see if people find fun ways to use them in pvp. I think some of the community confusion I'm seeing (mostly on other forums) stems from people incorrectly thinking those bonuses are per level.
right on
at the same time when you get the turret and skill book you can't equip it for a while... maybe just have skills start off at level one when you inject them? i don't know, but yes good point, you've made into a get rid of civ gear believer. http://dl.eve-files.com/media/1206/scimi.jpg |

Cecil Arongo
Gh0st Hunters D3vil's Childr3n
22
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Posted - 2012.07.25 23:01:00 -
[86] - Quote
CCP Fozzie wrote:mkint wrote:When you say "useful" and "versatile" and stuff, what exactly do you mean in this case? What performance should we expect out of the new noob ships? Tutorials only? lvl 1 missions? lvl 2's? PVP vs T1 frigs? These frigates should be capable of running level 1 missions and career agents, but we don't want them to be good enough that players keep using them as primary ships more than a few days into the game. Hence the role bonuses instead of per-level bonuses.
http://ghunt.eve-kill.net/?a=kill_detail&kll_id=12752587
You DO realize that we already abuse the noobships? Now you are just encouraging us to embarrass people :) |

Pipa Porto
491
|
Posted - 2012.07.25 23:33:00 -
[87] - Quote
Cecil Arongo wrote:CCP Fozzie wrote:mkint wrote:When you say "useful" and "versatile" and stuff, what exactly do you mean in this case? What performance should we expect out of the new noob ships? Tutorials only? lvl 1 missions? lvl 2's? PVP vs T1 frigs? These frigates should be capable of running level 1 missions and career agents, but we don't want them to be good enough that players keep using them as primary ships more than a few days into the game. Hence the role bonuses instead of per-level bonuses. http://ghunt.eve-kill.net/?a=kill_detail&kll_id=12752587You DO realize that we already abuse the noobships? Now you are just encouraging us to embarrass people :)
Web and Scram, and didn't kill a single one.  EvE: Everyone vs Everyone |

Shereza
Center for Advanced Studies Gallente Federation
14
|
Posted - 2012.07.26 09:57:00 -
[88] - Quote
Just out of curiosity, what would everyone who doesn't want the Ibis to receive an ECM role bonus suggest that it gets to introduce Caldari players into electronic warfare?
On a separate note. Was there any discussion about logistics bonuses? In some respects the rookie ships are already looking to be "get your feet wet in everything"/JoaT style ships so seeing an energy transfer bonus on the impairor, shield transfer bonus on the ibis, remote armor repair bonus on the velator, and tracking link bonus on the reaper might not be too out of place in the grand scheme of things. Nothing major, just say a 25% reduction in capacitor consumption of the first three modules and a 7.5% boost to the effectiveness of tracking links. The bonus arrangement would, to a degree, mimic the setup of the T1 "logistics" cruisers while not actually competing with them. |

Doddy
Excidium. Executive Outcomes
80
|
Posted - 2012.07.26 11:16:00 -
[89] - Quote
Scatim Helicon wrote:Saul Elsyn wrote:As a side note... Goonswarm's newest fleet doctrine! The n00b ship fleet! What do you mean, 'newest'?Anyway, this is going to be hilarious. But for the love of god get rid of the launcher hardpoints on the velator and impairor, giving amarr and gallente newbies launcher options is just going to confuse them into thinking they need to train missiles for their racial ships and you just end up with a lot of confused newbies wasting training time on missile skills. (For that matter the same can be said about the non-Caldari missile frigs, since 'damaging things with missiles' isn't a significantly different role to 'damaging things with guns' and it has the same side effect of encouraging poor training decisions amongst players who can't be expected to know any better.)
While i agree on the gallente side for sure, the amarr do in fact have missile ships. Assuming they are not going to remove amarr missile boats entirely (unlikely given thier plans for rocket inquisitor) they definately should leave some missile options open for new amarr players so everyone doesn't find themselves limited down the line.
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Doddy
Excidium. Executive Outcomes
80
|
Posted - 2012.07.26 11:30:00 -
[90] - Quote
Bloodpetal wrote:CCP Fozzie wrote: IBIS:
Role bonuses: 20% bonus to Small Hybrid Turret optimal range 10% bonus to missile kinetic damage 30% bonus to ECM Target Jammer strength 10% bonus to shield resistances
No. Seriously, 30% ECM strength? GRIFFIN : 15% bonus to ECM Target Jammer strength and 10% bonus to ECM Target Jammers' capacitor need per level.So L5 frigate gives you 150% jam strength? So an IBIS can almost perma jam a rifter with a racial jammer and outperforms a GRIFFIN?? Look, ECM is already an issue, we don't need swarms of ECM IBIS' out there. These frigates should be viable as nooby training and most nooby training is going to happen against NPC ships not as ECM platforms use in PVP. I think the whole EWAR element of these should be totally turned away. A noob doesn't need EWAR to learn to play the game with 2 mid slots.
If you are going to use caps PLEASE HAVE UNDERSTOOD WHAT "ROLE BONUS" IS.
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