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Thread Statistics | Show CCP posts - 14 post(s) |
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CCP Fozzie
C C P C C P Alliance
2116

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Posted - 2012.11.02 18:17:00 -
[1] - Quote
Hello everyone. Another set of changes to get feedback on for Retri. Since we're adjusting so many ewar ships between the disruption frigates and disruption cruisers, we saw the need to make some moderate adjustments to the modules as well as to other ewar ships to keep them competitive.
The reason these are being revealed near the end of our feature announcements is that we were investigating options for a more comprehensive ECM rebalance, however that will not be able to make it into Retribution. These changes are not the final solution for ewar by a long shot, they are incremental changes that will build towards the more complete changes we would like to make to the mechanics.
Here's what we currently have on our plate for Retribution:
ECM *Reduce Optimal Range and Falloff of all ECM modules by 10% *Add to the Optimal Range and Falloff bonus on ECM range bonused ships by 2.5% for the Blackbird and Tengu Obfuscation Manifold (bringing it to 12.5%) and 5% for the Scorpion (bringing it to 25%) *Add four new racial sensor compensation skills that increase each type of Sensor Strength by 5% per level (Requires Electronics 4, rank 3 skills in the Electronics category)
Damps *Increase Optimal Range of all Remote Sensor Dampeners by 20% *Set the Damp strength bonus on Damp bonused ships to 7.5% per level
Tracking Disruptors *Reduce TD base module effectiveness by 5% *Set the TD strength bonus on all TD bonused ships to 7.5% per level
Target Painter *Set the TP strength bonus on TP bonused ships to 7.5% per level for T1 and 10% per level for T2
We are aware of the effect the new skills will have on probing, and we're going to be keeping our eyes on it and have a few tricks up our sleeve in that regard.
We also want to reiterate that we are not looking at these ecm changes as a complete solution to the problems with that mechanic. It's a moderate change that we can make with the resources available for this expansion and that won't get in the way of our more comprehensive changes down the road. Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
2116

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Posted - 2012.11.02 18:48:00 -
[2] - Quote
Zarnak Wulf wrote:So scripted TD will be at 40% rather then 50% on unbonused ships?
47.5%. Multiply the effectiveness by 0.95, rather than subtract 5. I'll see if I can clarify the wording. Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
2116

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Posted - 2012.11.02 18:52:00 -
[3] - Quote
Harvey James wrote:@CCP Fozzie why can't the scorp/all bs be a proper battleship and actually focus on killing stuff instead?
We have a bunch of long term plans for battleships, but in general we are ok with the unsual role the Scorp plays. Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
2121

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Posted - 2012.11.05 10:27:00 -
[4] - Quote
Hey everyone, thanks for the feedback so far.
One change to report at this time, we're extending the range boost to the Kitsune as well.
I'd also like to address the questions about why we've chosen skills as the route to increase sensor strength. Compared to just nerfing the base values of ECM or increasing the sensor strength of all ships, using skills provides new choices that players can make about priorities. Decisions like whether to train your sensor compensation skill to 4 or get and extra level of surgical strike, whether you should train another race's sensor corp or focus on your favorite race in order to specialize, are the kind of choices the skill system is designed to create.
We also believe that providing skills to help defend against things like ewar gives useful tools to players. With the introduction of these sensor comp skills there will be skills that mitigate every form of ewar except target painters. As we move forward I would not be averse to adding a sig radius reducing skill as well, as part of a general movement towards making signature radius more noticeable to everyday pilots.
As for the choice to make four skills instead of one, a basic premise of the eve skill system has always been that a newer player can overtake an older player in ability through specialization. Instead of making older players unbeatable the skill system is intended to use generalization and increased options as the benefits for older players, while giving newer player the option to be just about as good as anyone else at specific roles and specific sets of ships while they work towards adding more options for themselves. The four skills allow a newer player who focuses on one race first to get the same resistance to ECM as a much older player while only investing 1/4 the SP. Players are also welcome to broaden their scope, and training the first few levels of each skill will be a very quick affair, while getting them to level 5 for the last 5% bonus would require significant investment.
To answer one other question we're getting about unprobable ships, these skills will not make any ships unprobable since becoming unprobable was made impossible a little over a year ago. They will however make probing ships more difficult and some ships may require higher skill levels and better equipment to catch. Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
2121

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Posted - 2012.11.05 11:28:00 -
[5] - Quote
Bubanni wrote:What about the ECM drone suggestion of making them only break lock instead of jamming for 20 sec,this would bring them in line with the other ewar drones, they will be used less but that's a good thing if you ask me
I'm not averse to that idea at all, but due to the resources required it won't be possible for Retribution. Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
2122

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Posted - 2012.11.05 12:47:00 -
[6] - Quote
Jerick Ludhowe wrote:serras bang wrote: you do know giving a skill to reduce signature radius would have been an easy way to balance missles i hope if you do decide to introduce this skill then missles will infact get a smaller explosive radius or it will make missles less effective than they ever were.
To be fair... Nothing should reduce a ships signature radius... It's the size of the ship. How some magical links or implants have an effect on the size of your ship is ******** enough, introducing a skill as well would be beyond silly.
It's the size of the sensor signature your ship gives to others. Just as how a stealth bomber uses special materials and unique shapes to look smaller on radar than it actually is, in the world of Eve there are high tech methods to reduce the signature radius of a ship without reducing its physical size. Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
2127

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Posted - 2012.11.05 15:16:00 -
[7] - Quote
Zarnak Wulf wrote:I have a HG Halo implant clone. When coupled with a Loki booster it has the following impact on some ships' signature radii:
Wolf - 33m to 16m Thrasher - 56m to 28m SFI - 96m to 48m
And we want to add a skill to further lower sig radius? Tell me more of this 'I win' button.
What if we nerf the Loki booster first?  Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
2135

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Posted - 2012.11.05 16:12:00 -
[8] - Quote
Harvey James wrote:CCP Fozzie wrote:Zarnak Wulf wrote:I have a HG Halo implant clone. When coupled with a Loki booster it has the following impact on some ships' signature radii:
Wolf - 33m to 16m Thrasher - 56m to 28m SFI - 96m to 48m
And we want to add a skill to further lower sig radius? Tell me more of this 'I win' button. What if we nerf the Loki booster first?  when might you do this?
Before we add any hypothetical skills that reduce sig radius is the only timeline I can commit to in this thread. Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
2453

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Posted - 2012.11.22 11:35:00 -
[9] - Quote
Michael Harari wrote:Oh, im not complaining they are imbalanced, I just think the skill point multiplier should be knocked down by 1.
Well this is an excellent post to go right before my next announcement. 
We agree that the rank of the new Sensor Comp skills is a bit excessive and have decided to lower it down. However 5% per level at a rank 2 was a bit too powerful in this case so we're also reducing the effect to 4% per level.
The end result is a better bang for your hour spent training, but a slightly lower potential end result.
So the skills are now Rank 2 Int/Mem, providing 4% increased sensor strength in their chosen sensor type per level. Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
2456

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Posted - 2012.11.22 13:18:00 -
[10] - Quote
Salpun wrote:CCP Fozzie wrote:Michael Harari wrote:Oh, im not complaining they are imbalanced, I just think the skill point multiplier should be knocked down by 1. Well this is an excellent post to go right before my next announcement.  We agree that the rank of the new Sensor Comp skills is a bit excessive and have decided to lower it down. However 5% per level at a rank 2 was a bit too powerful in this case so we're also reducing the effect to 4% per level. The end result is a better bang for your hour spent training, but a slightly lower potential end result. So the skills are now Rank 2 Int/Mem, providing 4% increased sensor strength in their chosen sensor type per level. Skill book was never seeded on Buckingham in 6-c. Will using the skill book be testable before it hits TQ?
CCP Habakuk has put them up in 6-C now because he's awesome. Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
2468

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Posted - 2012.11.22 17:01:00 -
[11] - Quote
Mortimer Civeri wrote:This is almost exactly like learning skills. You don't have to train it, but you are at a disadvantage if you don't, so you should train it.
Your statement describes literally every skill in the game (except Tactical Shield Manipulation 5 and the old version of Afterburner 5).
In general we like people to have interesting options with their skill training and there are already skills that partially counter Damps and TDs.
We are planning to keep adding skills here and there from time to time, when we see interesting gaps to fill. Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
2468

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Posted - 2012.11.22 17:07:00 -
[12] - Quote
Michael Harari wrote:So why is the "5%" nerf to tracking disruptors a different kind of "5%" from every other "5%" change you are making?
Edit: Your statement also applies sometimes to afterburner V
Because it seemed clearer that way, I may have been wrong about that but I think most people get what's going on.
Good point about the afterburner skill, although take a look at it on Buckingham you'll be pleasantly surprised. Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
2468

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Posted - 2012.11.22 17:21:00 -
[13] - Quote
Sparkus Volundar wrote:Michael Harari wrote:CCP Fozzie wrote:
Good point about the afterburner skill, although take a look at it on Buckingham you'll be pleasantly surprised.
You cant trick me into logging in that easily. lol Skill is changing to offer -5% to Afterburner Duration per level and -10% Activcation Cost per level. Dear CCP Fozzie, In relation to the above Afterburner skill change, will the Fuel Conservation skill remain unchanged (leading to Afterburners having the same Cap use as now)? Regards, Sparks
Yeah we're not touching Fuel Conservation atm. Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
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