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TomB
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Posted - 2005.02.15 18:41:00 -
[1]
The E&P W didn't get to the Test Server until 15:30 GMT on the 16th of february + all characters have skills affecting E&P W at level 5 now, you can now test how this will work after maximizing these skills.
Moved the skills & ships list here and will be adding more details and the modules when time allows.
Skills
New skills are ready for the new system and old skills will get modified, here is a list of new skills and suggestions on modifications for current skills.
Old Skill Modifications: Duration increase or decrease can both be bad; increase means that a destroyed target or a failed attempt will require longer duration until next possible attempt - decrease means cap needs to be minimum at start to allow lesser experienced players on smallers ships to use these modules + succesful attempts will have shorter duration.
Electronic Warfare -5% cap need for ECM (changed from duration)
Sensor Linking -5% cap need for Remote Sensor Dampener (changed from duration)
Weapon Disruption: -5% cap need for Tracking Disruptor (changed from duration)
Propulsion Jamming: -5% cap need for Warp Scrambler/Disruptor & Stasis Webifier (changed from duration)
New Skills: New skills that will be trainable to improve Electronic & Propulsion Warfare (names are placeholders atm):
Electronic Optimal +10% Optimal for ECM, Remote Sensor Dampener, Tracking Disruptor Rank: 4 - Required Skills: Electronics Lvl 4 & Electronic Warfare Lvl 4
Electronic Fall Off +10% Fall Off for ECM, Remote Sensor Dampener, Tracking Disruptor Rank: 3 - Required Skills: Electronics Lvl 3 & Electronic Warfare Lvl 3
EW Strength +5% All Scan Strengths for ECM (Target Jammers) Rank: 5 - Required Skills: Electronics Lvl 5 & Electronic Warfare Lvl 5
Dampen Strength -5% Signature Resolution & Max Target Range for Remote Sensor Dampener Rank: 5 - Required Skills: Electronics Lvl 5 & Sensor Linking Lvl 5
Disruption Strength: -5% Tracking Speed & Optimal Range for Tracking Disruptor Rank: 5 - Required Skills: Electronics Lvl 5 & Weapon Disruption Lvl 5
Propulsion Fall Off: +10% Fall Off for Warp Scrambler/Disruptor & Stasis Webifier Rank: 3 - Required Skills: Electronics Lvl 3 & Propulsion Jamming Lvl 3
Propulsion Optimal: +10% Optimal Warp Scrambler/Disruptor & Stasis Webifier Rank: 4 - Required Skills: Electronics Lvl 4 & Propulsion Jamming Lvl 4
Scrambling Strength: +5% All Propulsion Strengths for Warp Scrambler/Disruptor Rank: 5 - Required Skills: Electronics Lvl 5 & Propulsion Jamming Lvl 5
Stasis Strength: -5% Maximum Velocity for Stasis Webifier Rank: 5 - Required Skills: Electronics Lvl 5 & Propulsion Jamming Lvl 5
Ships This opens new possibilities for electronic warfare ships that we have had in line for quite some time, it also enables us to make current ships that were designed for this to operate better in this field with exchanged bonuses, see details.
Old Ships:
Crucifier Current: +5% CPU New: -5% Tracking Speed & Optimal for Tracking Disruptors Addon: base CPU & max targeting range increased
Griffin Current: +5% CPU Possible New: +20% ECM Optimal Range Addon: base CPU & max targeting range increased
Maulus Current: +5% CPU Possible New: -5% Max Target Range & Signature Resolution for RSD Addon: base CPU & max targeting range increased
Vigil Current: +5% Max Target Range Possible New: +5% Signature Radius for Target Painters (new module that's being worked on, increases signature radius of target) Addon: base CPU & max targeting range increased
Blackbird Current: -10% Cap Need for Electronic Warfare Possible New: +20% ECM Optimal Range Addon: base max targeting range increased
Celestis Current: +5% Hybrid Tracking Possible New: -5% Max Target Range & Signature Resolution for RSD Addon: -1 low slot +1 med slot Addon: base max targeting range increased
Scorpion Current: +10% Missile Velocity Possible New: +20% ECM Optimal Range Addon: base max targeting range increased
Covert Ops Not new but still placed among these ships because they are in the line of electronical ships. These ships are missing a second bonus for the Covert Ops skills, we will be looking at scanning probe bonuses for these ships.
MORE TO COME

2004.07.06 19:30:45combatTomB strikes you critically with his Nerf Bat, pwning you for -100% everything. |

TomB
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Posted - 2005.02.15 18:42:00 -
[2]
Edits:
- Warp Disruptors added
- Base modules: Sensor Damper & Tracking Disruptor set to -35% base attacks, skills will be able to increase them to -51.25% (more than current base)
This is calculated by "0.65 attack multiplier" multiplied with "0.75 skill multiplier" (0.05 per level) = 0.4875 = 51.25%
- Fixed incorrect Stasis values in post
- Decreased base value of stasis to -50%, increasing it to -62.5% with skill, fleeting & tech II will get -75% with max skills, commander & officer drops even more -> this is done to test with reduced velocities after the propulsion changes around xmas, they how ever have had quite some range boost possibility with the fall off addon
- Ranges on racial ECM jammers increased
[/*]Warp Scrambler fall off decreased[/*] [/*]Warp Disruptor optimal increased and fall off decreased[/*] [/*]Racial warp scramblers and disruptors increased in ranges[/*] [/*]Stasis decreased in fall off[/*]

2004.07.06 19:30:45combatTomB strikes you critically with his Nerf Bat, pwning you for -100% everything. |

TomB
|
Posted - 2005.02.15 18:42:00 -
[3]
Modules These values are currently in use for testing but they are not yet on the Test Server like I promised (or hoped for), will get them there tomorrow.
Some of these modules have been decreased in efficiency mostly because there will be skills to increase them to same or similar level to what's currently on Tranquility.
Other modifications are mostly in capacitor usage but also some minor changes in CPU (which are not listed here right now).
Also: named drops AKA pirate drops AKA meta modules AKA something will be increasing the efficiency on modules that was not happening before (Jam Strength for example), ranges and decreasing CPU & capacitor usage + missing tech II modules in these groups will get ready for deployment
ECM Racial Race Strength Attack Strength: 6 Other Race Attack Strength: 2 Optimal Range: 45000 Fall Off: 22500 Duration: 20 secs (was 30 secs) Cap Need: 80 (was 40 cap) Note: Cap need per sec has been increased, it won't be runnable for longer duration on all ships without fitting specially for it.
ECM Multi All Races Attack Strength: 4 Optimal Range: 30000 Fall Off: 15000 Duration: 20 secs (was 5) Cap Need: 120 cap (was 40) Note: Cap need per sec has been reduced, the downside of the Multi is how ever still more cap need and slightly less range than the racials.
ECM Burst All Races Attack Strength: 6 Optimal Range: 7500 (was 5000) Fall Off: 7500 Duration: 60 secs (was 20) Cap Need: 480 cap (was 30) Note: This module is not working currently on SISI, will post update on it when it's working. The idea is to make this module a good defender against smaller vessels for a long duration but not operational by all ships, if it fails how ever the long duration will make the slot useless for 60 secs
ECCM Race Strength Defence Strength: 6 (was 3) Nothing else has changed so far with these modules
Sensor Backup Arrays Race Strength Defence Strength: 4 (was 2) Nothing else has changed so far with these modules
ECCM Projector All Races Defence Strength: 8 (was 4) CPU: 50
Remote Sensor Damper Sensor Resolution Multiplier: -35% (was -50%) Max Target Range Multiplier: -35% (was -50%) Optimal Range: 25000 Fall Off: 50000 Duration: 10 secs (was 30) Cap Need: 30 cap (was 10) Note: The sensor damper will get some power decrease but these values don't have to be final - cap usage has been increased alot, this module is operational by all ships but not operational for longer duration by ships with small capacitor.
Tracking Disruptor Tracking Speed: -35% (was -50%) Optimal Range Multiplier: -35% (was -10%) Optimal Range: 40000 Fall Off: 20000 Duration: 10 secs (was 5) Cap Need: 20 cap (was 10) Note: Stays pretty much the same besides it's getting better Optimal Range attack on turrets.
Target Painter Signature Radius: +25% Optimal Range: 25000 Fall Off: 50000 Duration: 10 secs Cap Need: 20 cap
Warp Scrambler Racial Race Strength Attack Strength: 6 Other Race Attack Strength: 2 Optimal Range: 11250 Fall Off: 3750 Duration: 30 secs Cap Need: 20 cap
Warp Scrambler Multi All Race Attack Strength: 4 Optimal Range: 7500 Fall Off: 2500 Duration: 30 secs (was 25) Cap Need: 25 cap (was 20)
Warp Disruptor Racial Race Strength Attack Strength: 3 Other Race Attack Strength: 1 Optimal Range: 30000 Fall Off: 15000 Duration: 30 secs Cap Need: 80 cap
Warp Disruptor Multi All Race Attack Strength: 2 Optimal Range: 20000 Fall Off: 10000 Duration: 30 secs (was 10) Cap Need: 100 cap (was 50) Note: Cap Need decreased
Warp Core Stabilizer All Race Defence Strength: 2
Stasis Webifier Max Velocity: -50% (was -75%) Optimal Range: 10000 Fall Off: 5000 Duration: 5 secs (was 20) Cap Need: 10 cap (was 20)

2004.07.06 19:30:45combatTomB strikes you critically with his Nerf Bat, pwning you for -100% everything. |

Valrandir
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Posted - 2005.02.15 18:52:00 -
[4]
Edited by: Valrandir on 15/02/2005 18:52:40 Keep up the good work 
--------------------------------
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Grimpak
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Posted - 2005.02.15 18:55:00 -
[5]
Quote: Sensor Linking -5% cap need for Remote Sensor Dampener (changed from duration)
....still belive that this is a bad bonus, TomB... unless you increase the cap usage of the damps and remote boosters substantially ... -------------------
Quote: Fragm's Oversized Ego Cannon barely scratches the forums, inflicting omgnoonecares damage
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j0sephine
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Posted - 2005.02.15 19:22:00 -
[6]
"Scorpion Current: +10% Missile Velocity Possible New: +20% ECM Optimal Range Addon: base max targeting range increased"
Well, the nerf of missile velocity bonus is as sucky as it was in the other thread ;s But then maybe missile changes are going to make up for it, guess we'll see.
20% bonus to ecm looks better than the original, good enough actually to make some noticeable difference ^^ (tho' still a bit irksome to have the same increase on frigates, cruisers and battleships even if times involved in training are vastly different... how about 15/20/25 increases instead for frigate/cruiser/battleship, respectively? ^^;
the increase of targeting range... that seems quite pointless, current targeting range on Scorpion goes up to 100 km with basic skills trained, and she'd typically be running sensor booster(s) anyway. Why not please please please address the more important issue with her that is... she can't really do anything but EW? Am thinking... giving 6 launchers hardpoints on her current high slots, would it really be so overpowering? Raven has 6 launchers and RoF bonus and isn't really anything spectacular once you move past the "torps at 5 km" scenario... so 6 launchers without Raven's bonus and less low slots (so not as many damage mods) .. would it really be so bad? ;.;
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Reatu Krentor
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Posted - 2005.02.15 19:24:00 -
[7]
Originally by: Grimpak
Quote: Sensor Linking -5% cap need for Remote Sensor Dampener (changed from duration)
....still belive that this is a bad bonus, TomB... unless you increase the cap usage of the damps and remote boosters substantially ...
Myeah its not exactly a great bonus, but its better than the current one. Perhaps it could be a range bonus instead Also will this affect remote sensor booster as well ? I'd think so but it does only say dampner. ------------------------------------------ The ammatar are not the enemy, they are the smoke and mirrors of the amarr. |

Jim Raynor
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Posted - 2005.02.15 19:28:00 -
[8]
Originally by: j0sephine "Scorpion Current: +10% Missile Velocity Possible New: +20% ECM Optimal Range Addon: base max targeting range increased"
Well, the nerf of missile velocity bonus is as sucky as it was in the other thread ;s But then maybe missile changes are going to make up for it, guess we'll see.
20% bonus to ecm looks better than the original, good enough actually to make some noticeable difference ^^ (tho' still a bit irksome to have the same increase on frigates, cruisers and battleships even if times involved in training are vastly different... how about 15/20/25 increases instead for frigate/cruiser/battleship, respectively? ^^;
the increase of targeting range... that seems quite pointless, current targeting range on Scorpion goes up to 100 km with basic skills trained, and she'd typically be running sensor booster(s) anyway. Why not please please please address the more important issue with her that is... she can't really do anything but EW? Am thinking... giving 6 launchers hardpoints on her current high slots, would it really be so overpowering? Raven has 6 launchers and RoF bonus and isn't really anything spectacular once you move past the "torps at 5 km" scenario... so 6 launchers without Raven's bonus and less low slots (so not as many damage mods) .. would it really be so bad? ;.;
I would love to see the Scorpion be more than a one trick EW pony.
6 Launchers 6 Hi would be cool..
Missiles reworked so that Caldari ships don't really need the Velocity bonus so much would be nice too. :(
------
ROBBLE ROBBLE |

TomB
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Posted - 2005.02.15 19:46:00 -
[9]
Originally by: j0sephine "Scorpion Current: +10% Missile Velocity Possible New: +20% ECM Optimal Range Addon: base max targeting range increased"
Well, the nerf of missile velocity bonus is as sucky as it was in the other thread ;s But then maybe missile changes are going to make up for it, guess we'll see.
With the removal of the missile velocity bonus the Scorp looses its only offensive bonus although it's not that offensive besides being able to start dealing damage faster at longer ranges + able to hit ships faster than base missiles.
We will look at the importance of the Scorp shield bonus vs. its defence capabilities in the new EW system, so it is possible we might give it another bonus, update will get posted in this thread.

2004.07.06 19:30:45combatTomB strikes you critically with his Nerf Bat, pwning you for -100% everything. |

Ankanos
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Posted - 2005.02.15 19:49:00 -
[10]
Edited by: Ankanos on 15/02/2005 19:55:12
Originally by: TomB
Celestis Current: +5% Hybrid Tracking Possible New: -5% Max Target Range & Signature Resolution for RSD Addon: -1 low slot +1 med slot Addon: base max targeting range increased
nononono TomB, the Celestis is my favorite ship, i've been doing all my l3 missions in it for many many months. the damage and tracking bonus + 8 drones make for a cheap, fun, highly versatile good damaging ship that makes hunting in low sec and missions a fun challenge. heck i've even watched a guy do a domi spawn in one..with 200mm rails no less..
i'm in this ship 90% of my game play the past 4-5 months or so..
losing the damage bonus and a low slot would be cause for major depression for those of us who get a big kick fighting the odds in this ship.
How about you make a Celestis Type-E with your EW mods and leave the original for all of us that get our yayas off with the current model..
The Type-E would be exactly the same in price and mineral needs, just have a different slot layout..
If you just cant have that sort of malarky, make the Celestis a unique and special gallente EW ship...
give it a 5/4/4 layout and include the EW specials along with the track and damage bonuses..
pretty pretty pleeease??
-I'll give a years supply of Quafe...  (come'on, you know you want to)
(remember, repeat after me: leave the low slot and damage/track bonus on..leave the low slot and damage/track bonus on..leave the low..)
thanx in advance,
-ank
(edit: spelling & humour) --- |

Jim Raynor
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Posted - 2005.02.15 19:54:00 -
[11]
Originally by: TomB
Originally by: j0sephine "Scorpion Current: +10% Missile Velocity Possible New: +20% ECM Optimal Range Addon: base max targeting range increased"
Well, the nerf of missile velocity bonus is as sucky as it was in the other thread ;s But then maybe missile changes are going to make up for it, guess we'll see.
With the removal of the missile velocity bonus the Scorp looses its only offensive bonus although it's not that offensive besides being able to start dealing damage faster at longer ranges + able to hit ships faster than base missiles.
We will look at the importance of the Scorp shield bonus vs. its defence capabilities in the new EW system, so it is possible we might give it another bonus, update will get posted in this thread.
I'd give the Scorpion higher base shields and drop the shield bonus.. Most scorpions are not tanked and are packing EW, so honestly that bonus might as well be 5% structure considering how much it actually protects a Scorpion in reality (considering just about everyone uses EM missiles and Pulse Lasers)..
6 Launchers on a Scorpion sounds good though, considering it has no bonuses anyways.. o_O ------
ROBBLE ROBBLE |

Red Six
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Posted - 2005.02.15 20:51:00 -
[12]
Edited by: Red Six on 15/02/2005 20:54:03 Edited by: Red Six on 15/02/2005 20:52:01 How about taking it the other way and setting Scorpion up so it can fit 6 railguns? Admittedly I haven't flown a Scorpion in a while but as j0 says with just basic skills trained the Scorpion has a range of ~100KM. Give the Caldari a long range hard hitting turret platform with 6 railguns at distance. Change the shield bonus to the same as the Typhoon with the optimal range increase for large hybrid, at the office and can't remember if it's 5% or 10% per level sorry. Then with 20% optimal per level for ECM the Scorpion can then become a very good sniper platform. Or are railguns that bad? Again it has been a while since I've flown anything but a Minmatar ship in combat and I'm just pitching an idea.
Edit: Clarity, spelling....
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Zel0ta
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Posted - 2005.02.15 21:38:00 -
[13]
tomb what we realy need is special warp scramblers that can only be fited on bs to warp scramble bs
same for frigates and cruisers
so a battle ship can only warp scramble a battle ship webers like that to.Racial missiles minmatar missiles that do damige to minmatar ships if fired on amarr theyd do no damige just for all races.O and warp core stabs need to be buffed up!They are way to week.We also need a refinery in the large mining barge caus you cant be botherd haulling that stuff back and forth as ore! LEDS DO THIS MAN I havent slept for 32 HOURS NOW but im on my pills BUT 32 HOURS WOHOO im doing.....GREAT! |

Grimpak
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Posted - 2005.02.15 21:57:00 -
[14]
Quote: Remote Sensor Damper Sensor Resolution Multiplier: 0.625 (was 0.5) Max Target Range Multiplier: 0.625 (was 0.5) Optimal Range: 25000 Fall Off: 50000 Duration: 10 secs (was 30) Cap Need: 30 cap (was 10) Note: The sensor damper will get some power decrease but these values don't have to be final - cap usage has been increased alot, this module is operational by all ships but not operational for longer duration by ships with small capacitor.
...neat like that the skill will have a better use indeed. Oh and as for the efectiveness changes: damp is a bit more powerfull, with the increased cap consuming kinda "nerfing" it justly to not making it too powerfull. -------------------
Quote: Fragm's Oversized Ego Cannon barely scratches the forums, inflicting omgnoonecares damage
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Tobiaz
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Posted - 2005.02.15 22:03:00 -
[15]
Unless we're going to see some differences in the capuse of tracking disruptors and dampeners i don't think there is any use for learning those skills up to higher levels.
I think it would be also nice to introduce modules for different shipclasses where the frigate classes have better chances for succeeding their rolls, but the cruiser and battleship modules have better range.
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NiteOwl
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Posted - 2005.02.15 22:17:00 -
[16]
Ohh, heres an idea, why dont we make mining barges tougher and set them up with a onboard refining system. Give it 100% resistance across the board while yer at it.. Can we get named 10 point warp core stabs too?
How about take all our ammo away and add specific race ammo/siles! Also make it to where we can mine the armor off an enamy with combat mining lasers as well. It can transfer armor into minerals.
Oh yea, we old players are doing way to much damage cuz we have 8 months+ training under our gunnery skills. You might want to think about taking our bonusus away! The noobs dont think its fair. I payed over $100.00 of my money to train those skills but its ok, I got more.
Heres another recomendation, put flowers on the veldspar roids so the noobs that come from WOW will feel right at home!
The best news of all is, I get to recycle my scorpion! MINERALS! HOOOT!
In all honesty, almost 2 years into the game and playing more than ever. I was trying to find a way to step back and work on my RL again. Thanx tomb, think you just helped me out.
Frankly, this is an outrage.
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Icarus100
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Posted - 2005.02.15 22:33:00 -
[17]
Scorpion Current: +10% Missile Velocity Possible New: +20% ECM Optimal Range Addon: base max targeting range increased <- wtf?
It doesn't need more target range? - My hair is ugly.. |

m0jo
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Posted - 2005.02.15 22:35:00 -
[18]
Quote: Warp Scrambler Racial Race Strength Attack Strength: 6 Other Race Attack Strength: 2 Optimal Range: 7500 Fall Off: 7500 Duration: 30 secs Cap Need: 20 cap
Warp Scrambler Multi All Race Attack Strength: 4 Optimal Range: 5000 Fall Off: 5000 Duration: 30 secs (was 25) Cap Need: 25 cap (was 20)
Warp Core Stabilizer All Race Defence Strength: 2
Stasis Webifier Max Velocity: -60% (was -75%) Optimal Range: 5000 Fall Off: 5000 Duration: 5 secs (was 20) Cap Need: 10 cap (was 20)
Tomb stop ****ing in my cornflakes
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ALTNAME
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Posted - 2005.02.15 22:37:00 -
[19]
Do the devs wake up every morning and think "how can I make this game any easier for gankers." Perhaps it is a noble goal, and I am just missing it, yet given the excessive lag produced and the disparate advantage of those waiting at the gates, hoping for someone weak, benefitting them further just does not make sense. The Warp Core Stabs are now +2, well all of the warp jammers are now -4, the racial jammers at -6, or a ship with 3 or 4 mid slots will have 3 times strength per module than the stailizers, from 2x strength before. Their is no disadvantage in failing to warp jam someone, their is every disadvantage in the world from being warp jammed, if you cannot win. Giving those without risk a perfect opportunity to be completely without repurcussion is insane. Making ECM burst useless YET allowing scramblers to jam multiple targets from ungodly ranges is completely insane. Interceptor pilots and other gate ganks perhaps were complaining that their webs/inhibitors shut off sometimes, when they were being jammed due to their low sensor strength. given ECM burst being useless and counterproductive(insane cap use). The response is to make ECM useless, ecm burst retarded. ALL combat to occur within interceptor range in order for ecm to work, and then giveing scrambling a complete advantage with microscopic level cap use compared to insane ECM usage. I will never contribute to PVP in this game until every offense has an appropriate defense. It is why I quit SWG(may you rot in stinking hades you pathetic excuse for a game), it is why I will quit this game.
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Icarus100
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Posted - 2005.02.15 22:44:00 -
[20]
Originally by: ALTNAME Do the devs wake up every morning and think "how can I make this game any easier for gankers." Perhaps it is a noble goal, and I am just missing it, yet given the excessive lag produced and the disparate advantage of those waiting at the gates, hoping for someone weak, benefitting them further just does not make sense. The Warp Core Stabs are now +2, well all of the warp jammers are now -4, the racial jammers at -6, or a ship with 3 or 4 mid slots will have 3 times strength per module than the stailizers, from 2x strength before. Their is no disadvantage in failing to warp jam someone, their is every disadvantage in the world from being warp jammed, if you cannot win. Giving those without risk a perfect opportunity to be completely without repurcussion is insane. Making ECM burst useless YET allowing scramblers to jam multiple targets from ungodly ranges is completely insane. Interceptor pilots and other gate ganks perhaps were complaining that their webs/inhibitors shut off sometimes, when they were being jammed due to their low sensor strength. given ECM burst being useless and counterproductive(insane cap use). The response is to make ECM useless, ecm burst retarded. ALL combat to occur within interceptor range in order for ecm to work, and then giveing scrambling a complete advantage with microscopic level cap use compared to insane ECM usage. I will never contribute to PVP in this game until every offense has an appropriate defense. It is why I quit SWG(may you rot in stinking hades you pathetic excuse for a game), it is why I will quit this game.
rofl :D - My hair is ugly.. |

meowcat
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Posted - 2005.02.15 22:44:00 -
[21]
Edited by: meowcat on 15/02/2005 22:46:15 cap usage looks bad for frigates? (on some modules)
changes are good in principle, but you need to make sure the frigates 'tackler' role isn't urinated upon too much
~~~~)\~~~~~\o/~~~~
yeah but no but yeah but no but |

Grayson Burrows
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Posted - 2005.02.15 22:54:00 -
[22]
Can this also be done with nossies/neutralizers? Everyone uses and abuses the 100% chance to zot an inty's cap - take their toy away and force them to use light and medium drones like they're supposed to. 
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NiteOwl
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Posted - 2005.02.15 23:10:00 -
[23]
Originally by: Grayson Burrows Can this also be done with nossies/neutralizers? Everyone uses and abuses the 100% chance to zot an inty's cap - take their toy away and force them to use light and medium drones like they're supposed to. 
There are counters. If you feel you have to orbit at close range yer willing to accept the risk of nos... Thats yer bad. You would think they would fix current bugs instead of nurfing combat, again. Just when things were starting to get good too.
WOW, eh? hmmmmm
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Infinity Ziona
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Posted - 2005.02.15 23:13:00 -
[24]
Edited by: Infinity Ziona on 15/02/2005 23:14:18
Originally by: TomB
Warp Scrambler Racial Race Strength Attack Strength: 6 Other Race Attack Strength: 2 Optimal Range: 7500 Fall Off: 7500 Duration: 30 secs Cap Need: 20 cap
Warp Scrambler Multi All Race Attack Strength: 4 Optimal Range: 5000 Fall Off: 5000 Duration: 30 secs (was 25) Cap Need: 25 cap (was 20)
Warp Core Stabilizer All Race Defence Strength: 2
Stasis Webifier Max Velocity: -60% (was -75%) Optimal Range: 5000 Fall Off: 5000 Duration: 5 secs (was 20) Cap Need: 10 cap (was 20)
I'm hoping that you just forgot to add:
Warp Disruptor Racial Race Strength Attack Strength: 3 Other Race Attack Strength: 1 Optimal Range: 20000 Fall Off: 20000 Duration: 30 secs Cap Need: 30 cap
And
Warp Disruptor Multi Race Strength Attack Strength: 2 Optimal Range: 20000 Fall Off: 20000 Duration: 30 secs Cap Need: 40 cap
Because if not then this will seriously affect another vital part of small group / solo pvp. It shouldn't be forgotten that there is a part of the playerbase that enjoys solo / small group play and I think they also need to be considered with these changes.
Other then that the changes look very cool apart from the the Scorpion's -10% PL missile velocity bonus.
Additionally, a +5% or +10% PL to warp scrambler range would be cool too 
Infinity Ziona
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Grayson Burrows
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Posted - 2005.02.15 23:16:00 -
[25]
Edited by: Grayson Burrows on 15/02/2005 23:21:47 Works the other way around too. There's counters for an inty right on top of you (drones), so you "obviously" don't need a capkiller. 
There is no "feel" like orbitting inside nossie range due to range limitations on frigs, either you're using it as a fancy shuttle or you're in there being an annoying pest.
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TomB
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Posted - 2005.02.15 23:38:00 -
[26]
Originally by: Infinity Ziona I'm hoping that you just forgot to add:
Warp Disruptor Racial
Added, thank you

2004.07.06 19:30:45combatTomB strikes you critically with his Nerf Bat, pwning you for -100% everything. |

Hawk Firestorm
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Posted - 2005.02.16 00:01:00 -
[27]
Edited by: Hawk Firestorm on 16/02/2005 00:02:03 Great more skills! :(
The proposed changes are ok, though you guys ever considered that you can actually add content make a game diverse and let players just get on and play without making them have to jump though hoops? :)
This is especially true of older players like myself, we've been around the block a bit and well the month long training times just for a bit of plating is kinda becoming a drag.
For the really big content like titans ya, but ease up on the Skill quest will yas. ;)
I'm still very concerned bout any kinda of changes to balance while the fundementals haven't been addressed, though I have to say I heartly approve of the change of thought towards 'chance to hit' method.
Gunnery could use a revamp along similar lines.
Though I would probably sugest that EW be a actual function of a ship not a mod, and that EW Mods be phased out, it would allow for better balance and a method where the user can't goto extremem's in fitting, it being a function of the ship.
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j0sephine
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Posted - 2005.02.16 00:15:00 -
[28]
Edited by: j0sephine on 16/02/2005 00:20:35
"How about taking it the other way and setting Scorpion up so it can fit 6 railguns?"
'Tis another way, aye ^^ Thing is, as much as i like the idea of Caldari getting a gunboat, it'd make Scorpion essentially a poor man's Dominix -- they have identical grid, so the best railgun you'd probably mount on the 6 slots would be dual 250 mm rails. Now, add to it the Scorpion doesn't get the Dominix' damage bonus to hybrids, and her 4 low slots vs Dominix' 7 don't create much room for damage increase either... in the end, you wind up with a 'sniper' ship that isn't really doing any great damage and has ~20-25 km optimal with antimatter ammo... say hello to that friendly gankageddon ^^;;;
(edit: aaand you also don't get the Dominix' huge drone bay to boot... really, in the end the list of drawback in that comparison gets to the point where i begin to wonder if 8 middle slots really make up for it all, especially with these EW changes o.O;
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Infinity Ziona
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Posted - 2005.02.16 00:27:00 -
[29]
Will these modules (including WCS +2) have a stacking penalty?
Also if I'm interpreting this correctly, the warp scramble optimal on say the warp scrambler racial is 7.5k, the falloff is 7.5k, does this mean that you could scramble a person with less reliability up to 15k with the warp scrambler?
Infinity Ziona
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The Cosmopolite
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Posted - 2005.02.16 00:35:00 -
[30]
Originally by: Infinity Ziona Will these modules (including WCS +2) have a stacking penalty?
Also if I'm interpreting this correctly, the warp scramble optimal on say the warp scrambler racial is 7.5k, the falloff is 7.5k, does this mean that you could scramble a person with less reliability up to 15k with the warp scrambler?
Infinity Ziona
As the modules do not stack, in the conventional sense, there would be no point in a stacking penalty. They operate singly on a probabilistic basis. The more you have the better your chances but that is not the same as absolute stacking.
The exception seems to be WCS and I expect they will stack and with no penalty. (Just like sensor upgrades presently do and just like shield extenders and armour plates, btw not such a silly analogy when you think about what CCP are up to here...)
As to your interpretation of optimal and falloff: yep, you got it. ..and just like guns at the outer ranges of the falloff the chances will be vanishingly small.
The Cos
The Star Fraction - Executor CEO: Jade Constantine |
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