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Thread Statistics | Show CCP posts - 14 post(s) |
fukier
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Posted - 2012.11.02 19:07:00 -
[1] - Quote
CCP Fozzie wrote: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.
Still seems too high... I would prefer scripts to be only useable on bonused ships..
Make it a role bonus to use scripts. At the end of the game both the pawn and the Queen go in the same box. |
fukier
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Posted - 2012.11.02 19:13:00 -
[2] - Quote
So does this mean unscanable tech iii is back? At the end of the game both the pawn and the Queen go in the same box. |
fukier
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Posted - 2012.11.03 03:09:00 -
[3] - Quote
Desert Ice78 wrote:Marlona Sky wrote:Desert Ice78 wrote:Marlona Sky wrote:Just remove ECM Caldari completely. Fixed that for you. Are you implying that without ECM in its current form Caldari has a worthless ship lineup? Are you seriously saying this?? Do you even play the game???? Can anyone say "Heavy missile nerf??" And what exactly will a dedicated Caldari pilot be flying after patch?
i heard they boosted hybrids. At the end of the game both the pawn and the Queen go in the same box. |
fukier
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Posted - 2012.11.03 16:11:00 -
[4] - Quote
Fon Revedhort wrote:Spugg Galdon wrote:Hey Fozzie. These are all good changes. I have only one critisism. CCP Fozzie wrote: *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)
I think this skill should not affect ship sensor strength but the effectiveness of ECCM modules... That's it. Good work though Absolutely wrong. What you propose is buffing ECCM to make them mandatory just like these new skills, but unlike skills ECCM can not be put onto any ship requiring it. Why the hell anyone still insists on making fights determined at the fitting screen?
i dunno i like the idea of it increasing the effectiveness of eccm and backup arrays and also projected eccm...
cuss if they are just doing it to increase base stats why not just scrap the whole train more stuff thing and just increase the base strength of the ships by 25%?
At the end of the game both the pawn and the Queen go in the same box. |
fukier
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Posted - 2012.11.03 16:16:00 -
[5] - Quote
ScoRpS wrote:ECM needs a radical overhaul. As it is it's abused and no fun at all and has been for a long long time.
A single module that totally negates jamming 100% similar to triage would be nice.
Or a sliding scale system based on sensor strength. jamming strength 24 cannot jam ship with sensor strength of 25. Taking the chance element completely out.
ECM drones should have same penalty reducing them to anti frigate/tackle only.
As it is 0utbreak condemns the use of ecm in our own gangs favoring tactics and strategies over jamming. We like our prey to be live and kicking!
what about revamping the auto targeting unit to be a back up targeting unit that will allow you to target when jammed but has simular negative effects like a cloak or warp core stablizer?
so when the mod is active it reduces max targeting range sig resoution? the cycle of the mod would be 40 seconds... so it would only negate one of two jams... At the end of the game both the pawn and the Queen go in the same box. |
fukier
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Posted - 2012.11.03 17:35:00 -
[6] - Quote
Inquisitor Kitchner wrote:Total newb question: How/why do these changes effect probing?
scanning works on how big your ships is i.e. your sig radius vrs how strong your sensor strength is...
if you have a low enough ratio it makes it litterally impossilbe to scan you down (ccp fixed this a while ago)
but with a 25% increase in a tengu sensor strength you could in theory now have unscanable ships again...
but tbh this would only last a little while as fozzie said he already has ideas for a counter to this... At the end of the game both the pawn and the Queen go in the same box. |
fukier
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Posted - 2012.11.03 18:28:00 -
[7] - Quote
Marlona Sky wrote:The real issue is people trying to keep the complete loss of locking. That is a terrible, terrible way to start. Any suggestions or ideas need to start from the ground up. Forget everything about the current form of ECM and do not begin to make a suggestion that is based on a 'all or nothing' mechanic.
3 ideas for ecm
one: make ecm the tracking disrupters for missiles
two: make ecm reduce the max targets you can lock.
tech I = 1 less target
tech 2 = 1.5 targets
you can always target atleast one target.
three:
instead of making it chance based for you not to lock its chance based for weapons to have a reduced damage in the applied damage formula (this would be outside of the tracking foumula) like they did for titan tracking but make it a mod that makes a simular effect. where damage is calcuated as = chance to hit against x (x is a random number and if chance to his is greater then you get damage if its lower then you dont do damage) what i am suggesting is ecm affects how x is generated... thus increase its chance to be greater then 0.5 thus making is harder to do damage. At the end of the game both the pawn and the Queen go in the same box. |
fukier
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Posted - 2012.11.03 18:36:00 -
[8] - Quote
Gneeznow wrote:Mortimer Civeri wrote:Damps will still be useless. Damps are good now, they'll be even better after the ship changes and damp changes. A celestis can shut down two snipers like tier 3 battlecruisers at 100km with good skills each damp is -51% locking range, how is that useless?
on grid probing is the problem to take full effect of the mod... as you said 100km but snipping used to mean around 180km which will result in you getting probed and interdicted and die to close range ahacs...
so damps are great they just need to fix on grid probing... At the end of the game both the pawn and the Queen go in the same box. |
fukier
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Posted - 2012.11.03 18:38:00 -
[9] - Quote
How about a skill that reduces the time you cannot lock atarget when you are ecmed?
something like 10% per level so that at lev V you can only jammed for 10 seconds each jam? that and increase the cycle time of ecm. At the end of the game both the pawn and the Queen go in the same box. |
fukier
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Posted - 2012.11.03 19:05:00 -
[10] - Quote
Bouh Revetoile wrote: Maybe ECCM could buff scan resolution .
see sensor booster At the end of the game both the pawn and the Queen go in the same box. |
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fukier
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Posted - 2012.11.03 21:12:00 -
[11] - Quote
Eridanii wrote:fukier wrote:Bouh Revetoile wrote: Maybe ECCM could buff scan resolution .
see sensor booster What he's saying is that ECCM provides ZERO boost if there's no jamming on the field, while a SeBo does provide benefit in addition to countering one of the other types of ewar. Changes to ECCM could provide additional benefits outside of just being the rock-paper-scissors against jamming.
ok so how about eccm lowers your sig radius too?
At the end of the game both the pawn and the Queen go in the same box. |
fukier
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Posted - 2012.11.03 21:37:00 -
[12] - Quote
Marlona Sky wrote:Another thing to consider is every race, with the exception of Caldari, has two forms of EW. One primary and one secondary. I know some of you will scream Caldari should have all of its EW bonuses piled onto one type of EW, but perhaps having their bonuses split between a primary and secondary will be healthy for the game. Then it would open up the door to moving away from an 'all or nothing' mechanic and move towards something more fluid and consistent type of EW.
so what gimp ecm and add what?
gal = rsd and long range points
min = tp and long range webs
amarr = td and nuets/nos
is there a remaining ewar that could fit in for caldari?
or invent some new one? and if so what would it be that is missing? a remote resistance inhibitor? a mod that reduces the effectiveness of remote repair mods? At the end of the game both the pawn and the Queen go in the same box. |
fukier
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Posted - 2012.11.04 17:05:00 -
[13] - Quote
i hope with the changes to rsd and the celestis that the arazu/lechasis will loose its hybrid damage bonus and get replaced with a optimal range bonus for rsd... otherwise the celestis will be the better rsd boat...
At the end of the game both the pawn and the Queen go in the same box. |
fukier
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Posted - 2012.11.04 21:33:00 -
[14] - Quote
in eve for turret damage there are two things that are calculated that determins if/and how much damage will be applied.
As an eve player you are only able to influence one aspect of this equation and that is the Chance to hit formula seen here
But that is only half of the equation... there is this other part that is called applied damage which works as follows
what i want to do is change ECM so it now affects how X is calculated...
Change sensor strength away from being a factor in target breaking and replace it in a formula that affects how X is calculated.
the higher your sensor strength the lower X can possibly be...
ECM will now counter base sensor strength by not breaking targeting but now increasing the chance for X to be a higher number...
something like if ECM strength is > target ship sensor strength then base number X can be is bigger... So now X can only be between 0.3 and 1
I think this would balance ECM against the other 3 Ewar that is out there and make a previously unchangeable mechanic X into something that as EVE players could manipulate.
At the end of the game both the pawn and the Queen go in the same box. |
fukier
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Posted - 2012.11.04 22:37:00 -
[15] - Quote
See projected ECCM/Tracking Links/Remote Sensor Booster/ and its most famous cousin Energy Transfers...
All of these counter Certain types of Ewar be it nueting/ECM/TD/RSD... The only problem is that tracking links and Energy Transfers are the only two that get a ship bonus... leaving Projected ECCM and Remote Sensor Boosters left out...
At the end of the game both the pawn and the Queen go in the same box. |
fukier
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Posted - 2012.11.05 05:03:00 -
[16] - Quote
lolz at all the noobs complaining about training new skills... take it from someone with over 100 mill sp... new skills are a welcome thing... At the end of the game both the pawn and the Queen go in the same box. |
fukier
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Posted - 2012.11.05 14:11:00 -
[17] - Quote
CCP Fozzie wrote: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.
do you think it could make it into verions 1.1 or 1.2 or is there already a plan for those releases...
At the end of the game both the pawn and the Queen go in the same box. |
fukier
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Posted - 2012.11.05 17:46:00 -
[18] - Quote
Daneel Trevize wrote:"Stay on target!" Forget about the OGB for this thread. Fozzie, you're doing great work, maybe you need a little rest, we hope you don't start slipping. The reason people reject the idea of 4 racial skills for sensor strength and the opportunity cost of training them vs e.g. surgical strike, is that ECM is a terrible mechanic that is no fun, and too likely to result in a player unable to even take down 1 enemy when engineering a situation when they might otherwise have time to. Be that in a drawn out 1v1 or a 1vMany where some are split by aggro/positioning. You admit ECM is the most broken EWAR and state you intent to significantly change the mechanic, in such a way that would require more work than is deemed reasonable to dedicate to meet a Dec 4th completion date. Thus these 4 racial skills are proposed as a stop-gap measure. Before you can reasonably offer them to the player base you need to make clear and commit to the fact that:
- either the skills will really be as useful as any other multi-ship skill of such rank & mapping once the proper ECM fix is produced. this will require the playerbase to trust CCP on such a judgement like almost never before (though you're record's getting better);
- or state now that SP put into these skills will be reimbursed (or transferred into some other equal game-time reward) should they become a hinderance to the future ECM fix.
If you can't do either of these, then you seriously need to look into merging the skill into 1 while it's a stop-gap measure, or the other suggestions of straight-up reducing ECM strength and/or jam time (effectively giving everyone the effect without the wait for the pvp-mandatory training). And/or just strongly nerf/remove the meta0 tech1 EC drones of utter hatred.At least you can see if a falcon's following a gang as it jumps gates. You can't know everyone's fitted EC drones until the ball of them pops out or you start trawling out-of-game tools like killboards. And then you can't reposition against the little ******* or do much but try kill them asap. Their chance of jamming you far outweighs their tradeoff in potential dps. I am of course only restating what many people have already directly said and obviously think.
HI space friend please read my suggestion for ECM overhaul... this will make ECM a useful and fun mechanic. At the end of the game both the pawn and the Queen go in the same box. |
fukier
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Posted - 2012.11.06 23:02:00 -
[19] - Quote
guys you are all overthinking this... its really simple to balance Ewar...
just make using scripts for ewar mods a role for ewar ships... presto... fixed... At the end of the game both the pawn and the Queen go in the same box. |
fukier
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Posted - 2012.11.12 15:18:00 -
[20] - Quote
Aralieus wrote:fukier wrote:CCP Fozzie wrote: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. Still seems too high... I would prefer scripts to be only useable on bonused ships.. Make it a role bonus to use scripts. Settle down there killer. Do you actually use TD's because if you do then you would know what you propose will nerf TD's into the dirt. Let me guess...your a missle spammer?
yeah i use td's.... they are pretty fotm in FW right now... like have to be on every ship... like rsd used to be or nos or multi specs... or any other damn op mod ccp ever created and then nerfed...
i dont think race specific Ewar should be good on non specialsed ships... and right now TP and ECM are not that good on non Spcialised ships... RSD are only useful on racial ships now... but TD are still king...
so out options are to further reduce the base effectiveness of td's... i would say at a min 10% and then increase the effectiveness of ship skill bonus by 2.5% per lev...
or just make it so you can only use ewar scripts on ewar ships...
oh and TD belong in the dirt... At the end of the game both the pawn and the Queen go in the same box. |
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fukier
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Posted - 2012.11.12 18:07:00 -
[21] - Quote
Aralieus wrote:
Just because there FOTM in FW right now doesn't mean they are in other areas of the game...so it boils down to you want to nerf TD's (into the ground mind you) every where because their effective on *your* side of the sandbox. It's not our burden if you want to pilot mainly frigs which get hit the hardest by TD'ing. You choose to undock in those ships, so when your effectively shut down by some form of ewar it's not fair and should be nerfed? What if it were damps that made your ship get popped so easily...would you ask to nerf those to? No matter how you spin it your pissed about TD'ng making it extremely easy to pop a ship you love to fly and I get that but don't claim their OP cause frankly there quite crap on un bonused hulls.
i am saying for damps and td for scrips to be only useable on bonused ships...
and no td's are unbonused ships are rather awesome right now... even after the 5% nerf...
IMO and thats just me... racial ewar should only be good on bonused ships... just like racial weapons are only good on racial ships...
At the end of the game both the pawn and the Queen go in the same box. |
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