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Author |
Thread Statistics | Show CCP posts - 81 post(s) |

Aethlyn
EVE University Ivy League
137
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Posted - 2012.09.20 18:35:00 -
[211] - Quote
Vincent Athena wrote:As this is a nerf to drones and fleets, maybe a balancing buff is needed for both. Suggestions:
Drones can already auto-aggro anything that is attacking me. Change it so I can order them to attack anything attacking me without the need to target lock. This would be good even if I do not get to select the target, just the ability to say "Pick one and go!" would be good. Edit, or just change it so drones on auto-aggro do this when initially deployed. Right now they sit and wait until a new target attacks me.
Define my drones and members of my fleet to be "cooperative targets". They cooperate with me in getting a target lock, allowing me to lock my drones and fleet members faster. This would help with remote reps. This would open up a can of worms regarding griefing etc. I understand what you're trying to suggest. That's perfectly fine in a PvE environment. But how about people camping a gate with sentry drones? You wouldn't be able to get away, even if they can't lock you in time for you to warp out (the drones could, as you don't have to lock first). This could definitely screw over balancing regarding locking times, especially when using smaller drones to catch more fragile targets while being in a bigger ship yourself. Looking for more thoughts? Read http://aethlyn.blogspot.com/ or follow me on http://twitter.com/Aethlyn. |

Agaetis Byrjun Endalaust
Repercussus RAZOR Alliance
19
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Posted - 2012.09.20 18:35:00 -
[212] - Quote
long story short: not only you're nerfing the 3 most popular ships in EVE but also the way everyone was pve-ing since ever.
This update is breaking salvaging during mission, mining, plex runners, drone boats, everyone who spent months to skill a 2nd/3rd/.... account for some specific task. Moreover it will break every technique previously used (thus making all sites reporting info and 'blitz strategies' totally useless) such as the bring-the-tough-guy-who-gets-aggro and clean the rooms with dps boats with some specific role and fitting. Now if I'm not completely wrong, every and each ship should potentially be able to tank the full room. This is a dead end.
Yeah, indeed NPC are getting smarter. Doesn't look the same for humans programming them though
And I'm sure It would be stupid to ask for a complete revamp of bounties and missions rewards ______________________________ just because you're paranoid it doesn't mean they're not after you |

Lors Dornick
Kallisti Industries Solar Assault Fleet
190
|
Posted - 2012.09.20 18:37:00 -
[213] - Quote
seth Hendar wrote: idon't know, maybe, you know, use that insane feature called groups?
Correct, but as far as I know there's no way to assign a hotkey to deploy a given group.
Grouping of drones are nice but it's still a bit annoying to deal with the drone UI to send out the correct flight of drones.
You still have to call the current flight back in (for which there is a hot key that works, unless it's sentries) and then select the flight/group of drones you want to send out, wait for the currently deployed ones to get home, and then r-click and send out the ones you want.
It's not exactly pressing F1 :/
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Aethlyn
EVE University Ivy League
137
|
Posted - 2012.09.20 18:37:00 -
[214] - Quote
Everyone? The only drones skill I'm having at level 5 is Drones. Others are on 1-4 maximum. Don't always assume everyone is just AFKing missions or whatever. Looking for more thoughts? Read http://aethlyn.blogspot.com/ or follow me on http://twitter.com/Aethlyn. |

stoicfaux
1662
|
Posted - 2012.09.20 18:38:00 -
[215] - Quote
So... aside from drone aggro, mission running for solo people hasn't changed much, or has it? (I ask because I don't expect to have time to try out Duality any time soon.)
Also, +1.
You can tell me what is and isn't Truth when you pry the tinfoil from my cold, lifeless head. Feature Request: -áDamnation Ship Codpiece-áfor the NeX store.
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Vincent Athena
V.I.C.E.
996
|
Posted - 2012.09.20 18:38:00 -
[216] - Quote
Its been suggested that you should be able to set drone groups to a HUD button, like a weapon. Click it, that group launches.
Or you could define 3 hot keys: Launch currently selected drone group, move to next drone group, move to previous drone group.
But what would really be nice is a fast and easy way to recall just the drone that caught aggro. Maybe put the drone control buttons on the drone window. I would click on drone in question, click on recall button. You could also define "recall selected item(s)" key. Or alt-click on a drone recalls that drone. http://vincentoneve.wordpress.com/ |

Ardon Gareau
Chasm City Syndicate
0
|
Posted - 2012.09.20 18:38:00 -
[217] - Quote
Syn Fatelyng wrote:Spc One wrote:When npc's are 70km away... it's hard to recall drones faster, so you loose all heavy drones. 70k are for sentry drones. Most active drone pilots won't use heavy drones until 20-25k since Gardes can easily track (with omnis) most things that close.
I find myself sending heavy drones out as far as 60k when it will take *forever* for my ship to make its way out to the target ships. Yes, I "chase" the drones and often end up in the 20-25k range, but they can reach the outlying ships faster than I can. If they start taking damage at that range (especially if a new flight of warps in and webs them), they're toast. |

Syn Fatelyng
Redanni
34
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Posted - 2012.09.20 18:40:00 -
[218] - Quote
Ardon GareauI wrote: find myself sending heavy drones out as far as 60k when it will take *forever* for my ship to make its way out to the target ships. Sounds like a good time to switch to Wardens and ranged ammo.
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Letrange
Chaosstorm Corporation
53
|
Posted - 2012.09.20 18:46:00 -
[219] - Quote
CCP FoxFour
I see you guys are going for the baby step method (you softies you).
Years ago I proposed that NPC AI should behave more like players and not just with regards to podding, if there's a mission critical ship that must be killed to complete the mission it will try and disengage and warp away when the player engages it if the player does not have it tackled. And yes if the player let the target get away, he'd fail the mission. If NPCs behaved like that, it would certainly make for PVE with more PvP style fits and be better training. Mix this with a general NPC bug out of a mission if the NPC fleet falls below certain thresholds and it means that they have to have the mission ship tackled by a certain point in the mission or it would also depart as part of the general bug out.
I do realize that you'd have to balance the salvage a bit in this case since there would be less wrecks left on the field.
also things like new spawns appearing a random amount of time after a trigger instead of immediately.
Make the NPCs behave as the players would. |

Lors Dornick
Kallisti Industries Solar Assault Fleet
190
|
Posted - 2012.09.20 18:46:00 -
[220] - Quote
Agaetis Byrjun Endalaust wrote:long story short: not only you're nerfing the 3 most popular ships in EVE but also the way everyone was pve-ing since ever.
This update is breaking salvaging during mission, mining, plex runners, drone boats, everyone who spent months to skill a 2nd/3rd/.... account for some specific task. Moreover it will break every technique previously used (thus making all sites reporting info and 'blitz strategies' totally useless) such as the bring-the-tough-guy-who-gets-aggro and clean the rooms with dps boats with some specific role and fitting.
Yep, agree on every point.
And this I think is the best thing with this change.
By changing something as simple as the AI of ye olde common rat, they've actually created something new.
People can't just rely on previously gathered information and tactics set in stone, people will actually have to engage their brain and think about new ways to achieve their goals.
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Vincent Athena
V.I.C.E.
996
|
Posted - 2012.09.20 18:47:00 -
[221] - Quote
Aethlyn wrote:Vincent Athena wrote:As this is a nerf to drones and fleets, maybe a balancing buff is needed for both. Suggestions:
Drones can already auto-aggro anything that is attacking me. Change it so I can order them to attack anything attacking me without the need to target lock. This would be good even if I do not get to select the target, just the ability to say "Pick one and go!" would be good. Edit, or just change it so drones on auto-aggro do this when initially deployed. Right now they sit and wait until a new target attacks me.
Define my drones and members of my fleet to be "cooperative targets". They cooperate with me in getting a target lock, allowing me to lock my drones and fleet members faster. This would help with remote reps. This would open up a can of worms regarding griefing etc. I understand what you're trying to suggest. That's perfectly fine in a PvE environment. But how about people camping a gate with sentry drones? You wouldn't be able to get away, even if they can't lock you in time for you to warp out (the drones could, as you don't have to lock first). This could definitely screw over balancing regarding locking times, especially when using smaller drones to catch more fragile targets while being in a bigger ship yourself. The command would be "Attack something that is attacking me". So in the gate camp case above, the ship tying to escape is not attacking, so the drones will not auto aggro, and I cannot get them to.
Right now if you have drones out on aggressive, they will attack anything that starts to attack you without you locking first. But if the entire room is aggroed on you and you then launch drones, they just sit there despite being on aggressive. Im suggesting changing that: When I launch my drones on aggressive, they should attack, not wait for a new target to aggro me. http://vincentoneve.wordpress.com/ |

Marlona Sky
D00M. Northern Coalition.
1344
|
Posted - 2012.09.20 18:48:00 -
[222] - Quote
Spc One wrote:Dramaticus wrote:Its almost like you could add a target painter and a web to a Rattlesnake to make killing tackling frigates easier When npc's are 70km away... it's hard to recall drones faster, so you loose all heavy drones. As i said this mechanic is broken for high sec as you can't smartbomb. I am extremely comfortable with the idea of level 4 missions in high sec being impossible to solo. I am also comfortable with the idea of agents moving and or becoming less profitable as more and more players complete missions from the same agent.
Remove local, structure mails and revamp the directional scanner! |

Promiscuous Female
GBS Logistics and Fives Support Goonswarm Federation
194
|
Posted - 2012.09.20 18:50:00 -
[223] - Quote
Aethlyn wrote:Everyone? The only drones skill I'm having at level 5 is Drones. Others are on 1-4 maximum. Don't always assume everyone is just AFKing missions or whatever. you don't have scout drone operation to 5? shameful, get some t2 drones all up ins they are amazing |

Bagehi
Association of Commonwealth Enterprises Test Alliance Please Ignore
114
|
Posted - 2012.09.20 18:50:00 -
[224] - Quote
Jenn aSide wrote:Reginald Zebranky wrote:NPCs switching targets in some of the more difficult complexes is going to be troublesome for sure. I know lots of folks rely on being able to manage who the structures/npcs are shooting at. Sites like
- The Maze (final room)
- Dread Guristas fleet staging point (final stage)
- No Quarter (final stage)
put out an astronomical amount of DPS. A dedicated tanking ship is usually required. The tank-ship (often a pimped-out Tengu or a capital ship) typically sacrifices dps for tank. The high-skilled tengu-tanker takes the aggro and lower-skilled players warp in with whatever dps ships they have. Managing who that structure fires its Citadel Torps or Siege Railguns Batteries at is pretty key. It is going to be interesting to see how this works out. We're going to have to come up with new techniques on the double. Hopefully it won't lock lower-skilled players out of participating in these harder plexes entirely. On a related note: Along with the heavy missile dps nerf this is another hit to nullsec player income. We could sure use an isk buff out here! I pride myself on being able to set up and implement solutions to PVE related problems/content , in other words adapting. The 1st thing I thought when i hear dof the proposed Heavy Missile nerf (while others screamed blood murder) is what i could do with a Tracking comp'd up Navy Raven lol. But done wrong this change could make high end null sec exploration content seriously bad and broken beyond our (often incredible) ability to adapt. The 1st 2 rooms of guristas maze are bad, but doable even with switching, but that last room would be impossible if you can't control or predict where that torp is going to go......\ .....and as I was typing that I thought "maybe I could put a smart bombing rokh between our dps ship and the station... see, still trying to adapt lol. But if the rokh takes torp aggro and dies, blegh. Yea, we'll see, hope CCP thinks this all the way through.
You should be able to range tank citadel torps though. That's what I've always done anyway. Pretty easy to keep out of range. Citadel Torps are really short range, and it shouldn't take a whole lot of effort to keep range on an outpost. It isn't like it is mwd'ing towards you. |

Lors Dornick
Kallisti Industries Solar Assault Fleet
190
|
Posted - 2012.09.20 18:52:00 -
[225] - Quote
Vincent Athena wrote:Its been suggested that you should be able to set drone groups to a HUD button, like a weapon. Click it, that group launches.
Or you could define 3 hot keys: Launch currently selected drone group, move to next drone group, move to previous drone group.
There are a lot of players who would love this, I'm one of those.
Or at least give us the ability to assign some random keycombo to launching a specific flight of drones.
I'd say that every single player flying a ship capable of carrying more than one flight of drones want this (nah, not true, lets say several players).
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Bob Bedala
24
|
Posted - 2012.09.20 18:52:00 -
[226] - Quote
I've just realised something.
On large scale software projects, you have engineers dedicated to feature releases & sections of the codebase. But those features are specced by product owners who are experts in their fields, in this case game designers.
Do CCP really have engineers in effect doing game design with seemingly little feedback from game designers?
The latter are the people who should be in communication with the playerbase, not engineers -- unless it's digging into the details of a bug. Seems weird-as, to me, but explains a heck of a lot. |

Scatim Helicon
GoonWaffe Goonswarm Federation
849
|
Posted - 2012.09.20 18:53:00 -
[227] - Quote
I appreciate the efforts but seems that the net result will be a nerf to nullsec pve above and beyond that in highsec.
In particular, 0.0 mining ops and ice mining ops, which were already of dubious value, are pretty much screwed beyond all hope by this since they often rely on a supertank to warp in first and claim rat aggro. Titans were never meant to be "cost effective", its a huge ****.-á- CCP Oveur, 2006
~If you want a picture of the future of WiS, imagine a spaceship, stamping on an avatar's face. Forever. |

Alexandr Archer
Astral Industry Service ROL.Citizens
1
|
Posted - 2012.09.20 18:55:00 -
[228] - Quote
I like this AI change! BUT may dear CPP you will have to make drones/fighters more survivable to give at least time to withdraw them to host-ship.Without this hunting with drones will be just economically unsound. Please note this problem. |

Logicycle
Terra Incognita Intrepid Crossing
73
|
Posted - 2012.09.20 18:56:00 -
[229] - Quote
This is a death sentence to heavy drones. I like the idea previously posted about using this new AI for entirely new missions like LvL 5 FW missions or something.
By the way when are we gonna get a new dev blog about the inventory system? It would be nice if you guys fixed one catastrophe before making a new ones. |

Jenn aSide
Smokin Aces.
251
|
Posted - 2012.09.20 18:57:00 -
[230] - Quote
Bagehi wrote:Jenn aSide wrote:Reginald Zebranky wrote:NPCs switching targets in some of the more difficult complexes is going to be troublesome for sure. I know lots of folks rely on being able to manage who the structures/npcs are shooting at. Sites like
- The Maze (final room)
- Dread Guristas fleet staging point (final stage)
- No Quarter (final stage)
put out an astronomical amount of DPS. A dedicated tanking ship is usually required. The tank-ship (often a pimped-out Tengu or a capital ship) typically sacrifices dps for tank. The high-skilled tengu-tanker takes the aggro and lower-skilled players warp in with whatever dps ships they have. Managing who that structure fires its Citadel Torps or Siege Railguns Batteries at is pretty key. It is going to be interesting to see how this works out. We're going to have to come up with new techniques on the double. Hopefully it won't lock lower-skilled players out of participating in these harder plexes entirely. On a related note: Along with the heavy missile dps nerf this is another hit to nullsec player income. We could sure use an isk buff out here! I pride myself on being able to set up and implement solutions to PVE related problems/content , in other words adapting. The 1st thing I thought when i hear dof the proposed Heavy Missile nerf (while others screamed blood murder) is what i could do with a Tracking comp'd up Navy Raven lol. But done wrong this change could make high end null sec exploration content seriously bad and broken beyond our (often incredible) ability to adapt. The 1st 2 rooms of guristas maze are bad, but doable even with switching, but that last room would be impossible if you can't control or predict where that torp is going to go......\ .....and as I was typing that I thought "maybe I could put a smart bombing rokh between our dps ship and the station... see, still trying to adapt lol. But if the rokh takes torp aggro and dies, blegh. Yea, we'll see, hope CCP thinks this all the way through. You should be able to range tank citadel torps though. That's what I've always done anyway. Pretty easy to keep out of range. Citadel Torps are really short range, and it shouldn't take a whole lot of effort to keep range on an outpost. It isn't like it is mwd'ing towards you.
The warp in spot for the maze and fleet staging point (among others) is within torp range. You can warp at range for fleet staging point, but the maze 5th room is only accessable vvia gate from the 4th room.
You may want to risk a ship like a machariel or rattlesnake for that, I don't.
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Feldercarb
Shrouded in secret
1
|
Posted - 2012.09.20 19:00:00 -
[231] - Quote
I have to agree with Vincent and others, this is a nerf to drone ship and drone battleships in particular. This only becomes fair when I can shoot off your turrents and NPC rats can shoot off your turrents plain and simple. Caldari or Caldari/Gal ships such as the rattler get a double whammy with defender missiles and drone targeting. When I can shoot off your guns and intercept your lasers and projectiles maybe we can call this fair. Yes rules are different in PVP vs PVE but short of deploying defender missiles, this is a direct attack on NPC vs drone boats and NPC vs Battleships. To adjust a mechanic against all races is a balance, to adjust to one particular set of ships or pilots is a nerf.
WHY THIS IS A CONCERN FOR EVERY BATTLESHIP REGARDLESS: Drone boat or not, the only way to survive a Scrambler in conjunction with an ECM Jammer is to get a long enough lock to deploy drones and set them to attack either the jammer or the scrambler (usually the scrambler), or have them set on agressive and have/had a prior target or had them set prior to a fight.
WIth the new mechanics, if you get scrammed and jammed, and you managed to deploy drones, now NPCs switch targets to your drones and destroy them, thus battleship defense is now nerfed. Your dead in the water in missions that have scramming frigates in conjunction with NPC ECM battleships.
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MisterNick
The Sagan Clan Pax Romana Alliance
123
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Posted - 2012.09.20 19:02:00 -
[232] - Quote
Curses, no longer can I (as a domi pilot) release the hounds and nip off to make a tasty beverage 
Long-awaited changes folks, nice work  "Human beings make life so interesting. Do you know that in a universe so full of wonders, they have managed to invent boredom." |

Jenn aSide
Smokin Aces.
251
|
Posted - 2012.09.20 19:03:00 -
[233] - Quote
Scatim Helicon wrote:I appreciate the efforts but seems that the net result will be a nerf to nullsec pve above and beyond that in highsec.
In particular, 0.0 mining ops and ice mining ops, which were already of dubious value, are pretty much screwed beyond all hope by this since they often rely on a supertank to warp in first and claim rat aggro.
I don't mine, but yea, this idea could really screw up the whole profit/loss risk/reward picture if not fully considered.
Like for me, there MAY be ways to tank the DED sites without loss, but at a certain point you cross a line into "this is not worth it" and the content that should have been boosted by a change instead ends up going un-used (and the CCP spends money in the form of developer man-hours to fix it instead of working on other things, which just ends up hurting the game).
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Alexandr Archer
Astral Industry Service ROL.Citizens
1
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Posted - 2012.09.20 19:03:00 -
[234] - Quote
CPP.How about module that repair drones/figthers on board of ship? |

Malkavien
Arch Angels Assault Force Lawful Insanity
3
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Posted - 2012.09.20 19:03:00 -
[235] - Quote
Ok I have a novel idea. Make EvE Free To Play and I won't be too bothered about my isk per hour to pay for my PLEX's and I can use my isk for more fun things like PvP that you seem intent on forcing me to do. |

stoicfaux
1662
|
Posted - 2012.09.20 19:04:00 -
[236] - Quote
Bob Bedala wrote:I've just realised something.
On large scale software projects, you have engineers dedicated to feature releases & sections of the codebase. But those features are specced by product owners who are experts in their fields, in this case game designers.
Do CCP really have engineers in effect doing game design with seemingly little feedback from game designers?
The latter are the people who should be in communication with the playerbase, not engineers -- unless it's digging into the details of a bug. Seems weird-as, to me, but explains a heck of a lot. My tinfoil hat theory is that CCP really does have a plan. MMO content is expensive to create and players tend to burn through or exploit it fairly quickly.
IMHO, instead of relying on content, CCP's changes (tiericide, missile changes, NPC AI, FW, upgrades, etc.) are designed to drive the PvE crowd into a PvP (or PvP-lite) mentality so that they're more likely to move to low and null sec, fight each other, and generate their own content (aka "emergent gameplay.")
My predictions for the future is that level 4s will require a friend or two to complete efficiently, that mission fits will need to fit e-war or counter-e-war modules, and that NPCs will rely less on numbers and more on quality (e.g. mission runners will need to buffer tank for short fights instead of endurance tanking.) Dying to NPCs will become likely as well (in order to get carebears comfortable with the idea of losing ships.)
You can tell me what is and isn't Truth when you pry the tinfoil from my cold, lifeless head. Feature Request: -áDamnation Ship Codpiece-áfor the NeX store.
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Melina Lin
Universal Frog
38
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Posted - 2012.09.20 19:05:00 -
[237] - Quote
Marlona Sky wrote:I am extremely comfortable with the idea of level 4 missions in high sec being impossible to solo.
My rough guess is that you are in the comfortable position to never have to bother with level 4 missions ever again. You are losing dreads casually and purposeful after all.
Anyway, I tried a mission. Four elite frigs nuked 3/5 Hobgoblins in the time it took me to drag new crystals from a can. Recalling wouldn't have helped I guess, they webbed the drones. Further testing was halted by the Navy being ********.
@CCP Market seeding seems to be very lacking. Nothing but Destroyers in Domain/Kador. 
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Tomcio FromFarAway
Singularity's Edge
219
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Posted - 2012.09.20 19:08:00 -
[238] - Quote
Few comments :
1) As was already stated you will probably need to adjust high-end DED sites where we have to deal with super torpedoes. With target switching capability those sites will become wasted content. It is already taking too much time to do them and if they will require over pimped fleets with full logi support we won't be bothering with them any more.
2) About drones in general : Them drones love to use their MWD when webbed. drone + web == dead drone There is no way around it. No amount of skill or effort will allow you to save that drone.
Fun facts : Medium drones have bigger signature than frigates. Heavy drones have signature of a cruiser.
Now multiply that by mwd sig bloom, close-to-zero tanking capability and single-digit-IQ of that drone. There is a reason why there is no point in using drones in wormholes ( without gang ).
Heavy drones are already gimped in pve. This change will make them terribly inefficient ( even more than they are now ). Forcing all drone users to use only sentries will not be considered as good design.
Keep in mind that constant recalling/redeploying/reassigning drones is *not* fun game mechanics.
Proposition : - no webs on drones ( all other forms of ewar are fine ) - light drones targeted by frigates only ( no destroyers ) - medium drones targeted by short range cruisers only - heavy drones targeted by short range cruisers/battlecruisers - no more than 4 normal rats ( 2 elite ) shooting at single drone at the same time |

Bob Bedala
24
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Posted - 2012.09.20 19:13:00 -
[239] - Quote
stoicfaux wrote:IMHO, instead of relying on content, CCP's changes (tiericide, missile changes, NPC AI, FW, upgrades, etc.) are designed to drive the PvE crowd into a PvP (or PvP-lite) mentality so that they're more likely to move to low and null sec, fight each other, and generate their own content (aka "emergent gameplay.")
I'm totally fine with that. What I'm not fine with is these dot releases on features such as the Unified Inventory being ill-considered. I smell process and engineering management issues. Eve is just too big for "I see a problem over here, sleeves up, imma fix-it" engineering. That works for bugfixing and is admirable, but is risky for feature releases. |

Witchking Angmar
Perkele.
26
|
Posted - 2012.09.20 19:14:00 -
[240] - Quote
I am a bit conflicted about this change. On one i agree you should work towards more interesting PVE, but i also see a few problematic things about this.
Firstly, some DED complexes such as the various 10/10's and the Fleet Staging Point 3 previously mentioned in the thread have citadel torpedoes which do absurd amounts of damage. For now these complexes can be done using a dedicated tank ship requiring high resists (~85-95%) in up to three different damage types at once along with a good amount of HP. Very commonly the ships used to tank these complexes are either T2 or T3 cruisers which rely partly on their small signature radius. Commonly used remote repair ships are Dominix, and the obvious T2 logistics. If however the NPCs were to switch targets, all members of the party would be required to take turns tanking.
You can see how it becomes a problem to at the same time have very high tanking and remote repairing capabilities. The cruisers will hardly be an adequate choice, seeing their minimal repair capability. Logistics, while having good capability when it comes to remote repair, suffer from a tank far too weak for tanking. The Dominix, a widely popular PVE ship, can be fit to excel at remote repairing or alternatively to have a decent tank. With its bloated signature radius however, the Dominix can hardly be fit to tank and repair at the same time on top of having to be cap stable on top of all that.
Not only does your tank need to reach these extremely high resistances, in the Blood Raider 10/10 complex for instance it has to do so without using any capacitor at all due to the excessive capacitor neutralizing involved. On the other hand, the Guristas 10/10, The Maze, requires your tank to have high resistances in not only kinetic and thermal, which are the damage types dealt by Guristas, but also EM, which is dealt by the citadel torpedo.
So, while the impact of this change will be minimal on complexes such as the 6/10, which are easy to solo, while the 10/10's and certain other complexes will become practically impossible, barring perhaps for a large group of RR battleships. The 7/10 and 8/10's will take much longer to run (the former can already take hours with its five rooms) when all ships of the group are required to fit high tank, and to stay close to each other, severely diminishing their DPS.
In general i am not opposed to making the NPCs more intelligent, however before such changes are made you have to take a close look at some of the existing PVE content, and the effect this change would have on it.
On to my second point. While i live in nullsec i often scan wormholes in search of easy ways to other parts of K-space or the occasional possibility of ganking some poor sod running sleeper sites in a shiny ship. However, when i do find someone ratting, i have to consider not only if i can match my target in a fight, but whether i can take the sleeper fire should they switch to me.
With the proposed changes to normal NPC AI, this will become something to worry about in K-space as well. Say i was roaming around in a Cynabal, and came across a Tengu running a Serpentis sanctum. Currently with EMP doing the optimal damage type against the Tengu, and the slight advantage given by my flight of ECM-300's, i can reasonably assume to be able to tank his damage long enough to take him down. If however the NPCs in the anomaly were to switch to me on landing, and worse yet the frigates scramble and web me, i would be dead in a matter of seconds.
Again, in general i am in favor of making NPCs more intelligent, but this is yet another change that will make ratting in nullsec safer. |
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