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

Grimpak
Midnight Elites Echelon Rising
472
|
Posted - 2012.11.05 12:51:00 -
[271] - 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.
signature is not the same thing as size.
EM signature of an airplane is somewhat bigger than the airplane itself (transmitting radio waves, reflecting radio waves and all that).
if we transpose it to EVE, the shields a ship have makes the ship look bigger on tracking and radar instruments than it actually is. [img]http://eve-files.com/sig/grimpak[/img]
[quote]The more I know about humans, the more I love animals.[/quote] ain't that right |

Berfdod
Pwncakes and Rofls
0
|
Posted - 2012.11.05 13:13:00 -
[272] - Quote
CCP Fozzie wrote: 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.
having been a new player at one point, this game is awfully long to even be able to play, to be at such a huge disadvantage for so long, to feel that there is little point to playing if you make the grind to be an acceptable pilot its not worth playing. you might want to look that all your new subs are all old peoples alts that know the game this wont be an attractive game to a new player if tehy cannot fly a ship for 3 years. just creating buffers so those of us (me included) that are nearing 10 years old keep huge advantages are silly. balance should come, not leave people that have played for ever some "edge" especially in a pvp based environment. there should be some point that its a level playing feild. that said its imposible to over come old players with specialization since there are limits of only 5 in skills. why drag out more skills to max to be competitive. :( |

Harvey James
Deep Core Mining Inc. Caldari State
90
|
Posted - 2012.11.05 13:26:00 -
[273] - Quote
CCP Fozzie wrote: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.
can the kitsune even target far enough for this new bonus which is 12.5% optimal range and falloff?
|

Nova Fox
Novafox Shipyards
4135
|
Posted - 2012.11.05 13:40:00 -
[274] - Quote
For the uninitiated.
Electronic Signature of a F-18 Super Hornet is about the size of a large seagull.
Electronic Signature of a F-35 Thunder II is about the size of a US quater.
Electronic Signature =/= Phsyical Size.
|

Warde Guildencrantz
TunDraGon
177
|
Posted - 2012.11.05 13:46:00 -
[275] - Quote
Nova Fox wrote:For the uninitiated.
Electronic Signature of a F-18 Super Hornet is about the size of a large seagull.
Electronic Signature of a F-35 Thunder II is about the size of a US quater.
Electronic Signature =/= Phsyical Size.
It is understandable that ships with huge shield fields around the vessel would have signature that scales with the size of the ship. |

serras bang
Lucien Coven
45
|
Posted - 2012.11.05 13:52:00 -
[276] - Quote
CCP Fozzie wrote: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.
so a smaller sig radius will not affect a missle capability to lay dmg on the target ? |

serras bang
Lucien Coven
45
|
Posted - 2012.11.05 13:56:00 -
[277] - 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.
also to be fair it is possible that in a space game that character would also have the ability to better hide there ship from sensors and even bing the shield closer to the hull itself to reduce size of shield around the ship and it is even possible that characters could by having a tighter shield to the ship actively have a stronger shield. |

fukier
Flatline.
112
|
Posted - 2012.11.05 14:11:00 -
[278] - 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. |

Fon Revedhort
Monks of War DarkSide.
808
|
Posted - 2012.11.05 14:53:00 -
[279] - 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. What's wrong with ecm drones acting like... ecm jammers?
If you think current ec-300s are way too good for their pricetag (lol) than nothing prevents CCP from nerfing them directly and introducing drones of higher meta-leves to match current strength. Really. At the moment ecm drones is pretty much the only option to escape some fail-proof ganks.
Yet again: what needs addressing is stacking craploads of ecm drone packs at one single target. Sending just 5 against overtanked proteuses or small pesky frigs is not gamebreaking at all! 14 |

Zarnak Wulf
Imperial Outlaws
697
|
Posted - 2012.11.05 14:53:00 -
[280] - Quote
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. |

kyrieee
Doctrine. FEARLESS.
102
|
Posted - 2012.11.05 15:05:00 -
[281] - Quote
CCP Fozzie wrote:We also believe that providing skills to help defend against things like ewar gives useful tools to players.
If the skills actually did that in a tangible way then I think people would have less objections with them. For example, let's say the skill reduced the duration of a successful jam by 10% per level, then my skill investment would be guaranteed improvement in a fight vs ECM, just like Long Range Targeting would help me vs damps. With their current design however, the skills don't help me at all when I'm actually jammed. They will never enable me to do anything, they will only give me a slightly higher chance to not be disabled and that's fundamentally different.
Most people think the all or nothing dice roll that is ECM is deeply flawed and having to spend a bunch of training time getting a slightly more weighted dice is not a band aid, it's salt in the wounds. It's only going to make people curse your name when their level V sensor strength comp does nothing and they sit permajammed by a dozen EC-600. |
|

CCP Fozzie
C C P C C P Alliance
2127

|
Posted - 2012.11.05 15:16:00 -
[282] - 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 |
|

Sentinel zx
Deep Core Mining Corporation
9
|
Posted - 2012.11.05 15:26:00 -
[283] - Quote
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? 
Or maybe Target-Painter get more boost to effective counter the skill 
|

Zarnak Wulf
Imperial Outlaws
697
|
Posted - 2012.11.05 15:39:00 -
[284] - Quote
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? 
Just making sure you put the horse in front of the carriage.  |

Bienator II
madmen of the skies
1094
|
Posted - 2012.11.05 15:56:00 -
[285] - Quote
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?  or all off grid booster at once... a eve-style bounty system https://forums.eveonline.com/default.aspx?g=posts&m=359105
You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |

Harvey James
Deep Core Mining Inc. Caldari State
90
|
Posted - 2012.11.05 16:03:00 -
[286] - Quote
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? |

DJ P0N-3
Table Flippendeavors
52
|
Posted - 2012.11.05 16:11:00 -
[287] - Quote
Oof. It's a bad time to be percep/will mapped. |
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CCP Fozzie
C C P C C P Alliance
2135

|
Posted - 2012.11.05 16:12:00 -
[288] - 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 |
|

Milton Middleson
Rifterlings Damu'Khonde
142
|
Posted - 2012.11.05 16:14:00 -
[289] - Quote
Bienator II 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?  or all off grid booster at once...
I think they should seriously consider doing the OGB nerf in much the same manner that they implemented the early FW changes. Except with less warning.
Like none at all. |

Daneel Trevize
Give my 11percent back
245
|
Posted - 2012.11.05 17:00:00 -
[290] - Quote
"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. |

Gizznitt Malikite
Agony Unleashed Agony Empire
711
|
Posted - 2012.11.05 17:09:00 -
[291] - Quote
I feel like I'm missing something with the sensor strength skills and modules... They pretty much have two effects:
a.) It makes you harder to scan down. -- This only matters if someone is trying to scan you down. Really, the added difficulty to scanners is negligible to most combat ships vs scanners. Furthermore, since their is a cap on your signal strength, unscannable is not achieveable making using mods for this purpose only valuable on specific ships (like boosting t3's).
b.) It makes it harder to jam. -- This is majorly beneficial when facing ECM, but of very little utility otherwise. In many situations ECM is used ubiquitously (because it is very potent), and a skill to increase your sensor strength is a nice touch.
However...
Why do we have four racial lvl 3 sensor strength skills? That seems out of whack to me.. The utility of these skills, as listed above, are not universally beneficial. In short, I don't care about the individual level of each skill, but the equivalent rank of ALL four skills should be comparable to Signal Dispersion (rank V) or maybe Astronometric Rangefinding (rank 8).
Compare Signal Suppression (rank V) to Long Range Targeting (Rank 2) and Signature Analysis (Rank 1) Compare Turret Destabilization (Rank V) to Trajectory Analysis (Rank V), Sharpshooter (Rank 2), and Motion Prediction (Rank 2) There's nothing to compare Signature Focusing too....
Now Compare it to Signal Dispersion (rank V), which provides a skill bonus to ALL ECM jammers no matter the race, to four Racial lvl 3 skills. That's 12 ranks of SP to counter ECM, whereas countering TD's or SD's takes 9 ranks and 3 ranks, respectively. Additionally, of the utility skills that counter TD's and SD's is pretty significant to most situations.
In summary, I really don't care if you have 1 Signal Strength Skill, or four racial ones, but the equivalent rank of them should be inline with the rest of the skill tree. Twelve Ranks is ridiculously EXCESSIVE. Eight ranks is a more equitable number, and truthfully, unless sensor strength starts to play a role beyond jamming probability and signature strength, I think Four ranks would be balanced!!! |

fukier
Flatline.
113
|
Posted - 2012.11.05 17:46:00 -
[292] - 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. |

Shin Dari
Covert Brigade
45
|
Posted - 2012.11.05 17:58:00 -
[293] - Quote
Dear CCP Fozzie,
One of the biggest problems that I have with EWAR is that they use Mid slots. I think that they should use High slots, because if they used high slots: - It will discourage non-ewar ships from using ewar. - Ewar ships from shield races can finally use shields. - All races will be made to choose between DPS and EWAR. And each situation and ship will have its own balance (fleet/gang/solo).
Moving them to high slot would likely require too many resources for Retribution, but please consider it for the summer expansion.
However I admit that I am not perfect and thus might have missed a really compelling reason for them to use Mid slots. So can you please give me the reason why they should use midslots?
|

Cornette
Solar Revenue Service TAXU
6
|
Posted - 2012.11.05 18:02:00 -
[294] - Quote
So let me get this right: damps will still be ****, ecm-drones still be owerpowered unfun thing ever while ccp think that forcing a four new obligatory-must-train-to-5-skills down our throats is the answer to fixing stuff.
Well done fozzie, I can see why you work at ccp. |

Recoil IV
New Eden Renegades Ninja Unicorns with Huge Horns
36
|
Posted - 2012.11.05 19:00:00 -
[295] - Quote
Target Painter *Set the TP strength bonus on TP bonused ships to 7.5% per level for T1 and 10% per level for T2
why not 10% for both t1 and t2.seems reasonable considering its not the most used ewar module |

Eridanii
Firebird Squadron Terra-Incognita
7
|
Posted - 2012.11.05 19:05:00 -
[296] - Quote
Recoil IV wrote:Target Painter *Set the TP strength bonus on TP bonused ships to 7.5% per level for T1 and 10% per level for T2
why not 10% for both t1 and t2.seems reasonable considering its not the most used ewar module
Because T2 should be better. |

Sizeof Void
Center for Advanced Studies Gallente Federation
291
|
Posted - 2012.11.05 19:10:00 -
[297] - Quote
Smoking Blunts wrote:why are meta 4 jammers better than t2?
surely the extra cap useage (not to mention fitting requirments)of the t2 mod should make them slightly better than there meta 4 counter part. much in the same way t2 armor plates were recently adjusted isnt it about time you fix t2 jammers while your fixing EWAR. The situation with T2 armor plates wasn't really fixed. The buff to T2 plates is mitigated by the weight penalty, making Rolled Tungsten still preferable in most cases (the fitting and SP reqs are also lower for Tungsten plates).
However, the real problem with both high and low meta modules isn't the module specs - the problem is the NPC drop rate.
The drop rate for most meta items is currently so high that supply often exceeds demand, making the price for meta modules much lower than T2 and, in many cases, even T1 modules.
Don't know if Fozzie and Co. have time to tweak this for Retribution, but it does need to be looked at sometime soon. T1 modules across the board are just not worth fitting, and thus not worth building. |

Sizeof Void
Center for Advanced Studies Gallente Federation
291
|
Posted - 2012.11.05 19:14:00 -
[298] - Quote
Shin Dari wrote:However I admit that I am not perfect and thus might have missed a really compelling reason for them to use Mid slots. So can you please give me the reason why they should use midslots? Because they force shield tanked ships to compromise between tank and EW in the mids, just as armor tanked ships are required to compromise between tank and damage mods in the lows.
At least, that is how it was explained to me by CCP devs in the past. |

Sizeof Void
Center for Advanced Studies Gallente Federation
293
|
Posted - 2012.11.05 19:34:00 -
[299] - Quote
CCP Fozzie wrote: 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.
I understand the theory, but, in practice, it doesn't work this way.
Older players are much less adverse to spending time to train a skill up to level 5, esp. if they already have everything else trained up to level 4/5. Thus, when you add a new skill, or group of skills, the older players are going to train them up to level 5, without giving it much thought or effort.
For the newer players, you've just added a few more days (or more) of a skill that other players will tell them that they need to get up to at least level 3/4, in order to properly PVP (true or not, doesn't matter - this is how advice tends to work). This means that the new players have to compromise something else - DPS, tank, ability to get into a new ship, etc. - in order to spend those few more days (or more) training up your new sensor compensation skill. They will skill it up to the minimum, before switching back to their original SP plan (or perhaps, will just add it to the end of their current plan).
Thus, after a month or two, the older players will have all of the new skills trained up to level 5, while newer players will most likely have only one of the skills trained up to level 3/4, at best.
Where is the advantage to newer players? |

Viribus
Love Squad Confederation of xXPIZZAXx
101
|
Posted - 2012.11.05 19:34:00 -
[300] - Quote
Pretty annoying that targeting range is one skill, damping is one skill, jam strength is one skill, tracking is one skill, etc. etc. but sensor strength is four goddamn rank 3 skills
I think CCP employees are all closeted Falcon sympathizers, its the only explanation |
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