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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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Warde Guildencrantz
TunDraGon
177
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Posted - 2012.11.02 18:23:00 -
[2] - Quote
FIRST
Confirming good!
I like how a scorp will still be badass despite the range nerfs on unbonused ECM. I really appreciate that because scorps are such awesome ships to look at and should always be great at ECMing.
Also like the new rank 3 skills for sensor strength, they will be oh-so great for solo work.
(The scorp should always stay at the level its currently at, if not get better, because it's quite a commitment to be flying a scorp, and it can't just appear out of nowhere and screw up solo fights as easily as other boats. It's a great ship and really oriented to fleet stuff so I hope it won't become bad with the ECM changes.) |

Goldensaver
Vorbild Industries Inc.
79
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Posted - 2012.11.02 18:28:00 -
[3] - Quote
YES!
Nerfing TD's!
Also, I like the thought of being able to skill up to be more resilient against ECM. That's going to be nice. The range nerfs also aren't bad, that'll be nice to force them to be a little closer.
I like that Damps are getting fixed... but they can be really farking annoying. Unlike ECM, they almost never miss.
The TP's are nice. Still not as useful as other Ewars in most situations, but when they do get used, they'll actually get used to better effect now. No complaints there. |

Scatim Helicon
GoonWaffe Goonswarm Federation
1004
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Posted - 2012.11.02 18:30:00 -
[4] - Quote
CCP Fozzie wrote:These changes are not the final solution for ewar by a long shot. An interesting choice of words :xd:
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. |

Jon Joringer
Zero-K
7
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Posted - 2012.11.02 18:34:00 -
[5] - Quote
I'll be honest and say I'm not too familiar with how greatly these percentages will change the in-game effectiveness of these modules, but the changes certainly seem to be on the right track. |

Scatim Helicon
GoonWaffe Goonswarm Federation
1004
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Posted - 2012.11.02 18:42:00 -
[6] - Quote
Dropping the range of ECM and increasing the range of damps is an interesting thematic tweak and I think it has merit - Gallente ships get a counter to the sniping focus of their traditional Caldari foes, whilst ECM becomes more about countering the short ranged gankwagons that represent the archetypical Gallente vessel, rather than countering everything.
If anything you might want to take this further - drop ECM optimal significantly and leave the falloff untouched, so that ECM is more focused against point-blank gankwagons and of diminishing value against even mid-ranged targets. Of course, you might also need to look at further incentivising those point-blank gankwagons in the first place...
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. |

Zarnak Wulf
Imperial Outlaws
696
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Posted - 2012.11.02 18:43:00 -
[7] - Quote
So scripted TD will be at 40% rather then 50% on unbonused ships? |
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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 -
[8] - 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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Harvey James
Deep Core Mining Inc. Caldari State
89
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Posted - 2012.11.02 18:51:00 -
[9] - Quote
@CCP Fozzie why can't the scorp/all bs be a proper battleship and actually focus on killing stuff instead? |
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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 -
[10] - 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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Lili Lu
575
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Posted - 2012.11.02 18:56:00 -
[11] - Quote
Thanks for these changes Fozzie. ANd as you say the whole thing is a work in progress. Also, I'd like to think I was the originator of the sensor integrity skills idea, but I honestly can't remember if I promoted the idea after reading someone else's suggestion for it way back when. Regardless, this addition evens the situation accross ewars. The only thing that would be missing at this point would be a skill for decreasing one's own signature radius, which could also only be effective if one is painted. But painting is still the weakest ewar so not a significant issue.
Goldensaver wrote:YES!
Nerfing TD's!
Also, I like the thought of being able to skill up to be more resilient against ECM. That's going to be nice. The range nerfs also aren't bad, that'll be nice to force them to be a little closer.
I like that Damps are getting fixed... but they can be really farking annoying. Unlike ECM, they almost never miss.
The TP's are nice. Still not as useful as other Ewars in most situations, but when they do get used, they'll actually get used to better effect now. No complaints there.
Agreed with TDs. Not sure if the 5% reduction is enough to stem the recent heavy use of unbonused TDs on ships with plentiful midslots. But at least it is something.
As for damps, and I have an alt that specs in it, I'm somewhat surprised by the optimal bonus. I almost figured a falloff range bonus would be more apprpriate, but I'll take the optimal bonus. The extensive falloff on damps operates as their chance component. But the current max skill ranges for a damp II are 45km opt and 90km falloff. How exactly is that 20% optimal buff going to affect that? will it be 54km optimal now?
edit - and ditto for wondering how the 5% TD reduction will exactly operate. Will it be the actual reduction in the percent of optimal or taracking disruption? or is it the percent change to be applied as a multiplier of the current strength? |

Harvey James
Deep Core Mining Inc. Caldari State
89
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Posted - 2012.11.02 18:57:00 -
[12] - Quote
CCP Fozzie wrote: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.
You don't think its range and tank are too much for a e-war ship?
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Gripen
1101
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Posted - 2012.11.02 18:58:00 -
[13] - Quote
CCP Fozzie, It would be great if you could comment on why are you doing changes and what you're trying to archieve with them because without such explanations changes may look like nonsense to some people. You know, like some other game companies do when announcing balance changes. |

Jerick Ludhowe
The Nyan Cat Pirates Nyanpire
188
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Posted - 2012.11.02 18:59:00 -
[14] - Quote
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)
Oh Hell yes.
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Bizmarhk
Mafia Redux
36
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Posted - 2012.11.02 19:01:00 -
[15] - Quote
This is great to read, and nice first step in the right direction of fixing the unbalanced thing that is ECM. Even though you wanted to do more, I think it's good to take incremental steps in addressing this issue, and many other issues within EVE. I'm excited to see how the field changes, more namely small gang PVP with the proposed changes.
Great work CCP Fozzie |

Arydanika
Amok. Goonswarm Federation
162
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Posted - 2012.11.02 19:01:00 -
[16] - Quote
CCP Fozzie wrote:Hello everyone. Another set of changes to get feedback on for Retri.
CCP Fozzie wrote: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.
CCP Fozzie wrote: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.
It's great to see developers moving towards small, incremental iterations rather than dipping an entire mechanic in acid and watching it crumbled to dust. This is a great few steps towards the balance of ECM and I'm looking forward to the moderate approach being continued. When can players expect these changes to be loaded to Buckingham for testing?
Gripen wrote:CCP Fozzie, It would be great if you could comment on why are you doing changes and what you're trying to archieve with them because without such explanations changes may look like nonsense to some people. You know, like some other game companies do when announcing balance changes. I agree. Knowing the game plan and goals for a balance change can increase the relevancy of feedback. Voices from the Void; a bi-weekly podcast and weekly news vlog featuring current events of the MMORPG Eve Online. Check out other Eve Online podcasts by visiting the Eve Online Pod Pack. |

Zarnak Wulf
Imperial Outlaws
696
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Posted - 2012.11.02 19:03:00 -
[17] - Quote
Jerick Ludhowe wrote: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)
Oh Hell yes.
It would be cooler if a ship's sensor strength played into more then just ECM. |

fukier
Flatline.
92
|
Posted - 2012.11.02 19:07:00 -
[18] - 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. |

Azula Kishtar
Lonely among the Stars
10
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Posted - 2012.11.02 19:09:00 -
[19] - Quote
Changes look ok at first glance. I like the added skills. More stuff to train for towards perfection is welcomed.
I highly doubt that the nerf to TDs will change much though. Alas, i remain confident that this first small increment is the first step to better balanced E-War. |

Goldensaver
Vorbild Industries Inc.
79
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Posted - 2012.11.02 19:10:00 -
[20] - Quote
Lili Lu wrote:Thanks for these changes Fozzie. ANd as you say the whole thing is a work in progress. Also, I'd like to think I was the originator of the sensor integrity skills idea, but I honestly can't remember if I promoted the idea after reading someone else's suggestion for it way back when. Regardless, this addition evens the situation accross ewars. The only thing that would be missing at this point would be a skill for decreasing one's own signature radius, which could also only be effective if one is painted. But painting is still the weakest ewar so not a significant issue. Goldensaver wrote:YES!
Nerfing TD's!
Also, I like the thought of being able to skill up to be more resilient against ECM. That's going to be nice. The range nerfs also aren't bad, that'll be nice to force them to be a little closer.
I like that Damps are getting fixed... but they can be really farking annoying. Unlike ECM, they almost never miss.
The TP's are nice. Still not as useful as other Ewars in most situations, but when they do get used, they'll actually get used to better effect now. No complaints there. Agreed with TDs. Not sure if the 5% reduction is enough to stem the recent heavy use of unbonused TDs on ships with plentiful midslots. But at least it is something. As for damps, and I have an alt that specs in it, I'm somewhat surprised by the optimal bonus. I almost figured a falloff range bonus would be more apprpriate, but I'll take the optimal bonus. The extensive falloff on damps operates as their chance component. But the current max skill ranges for a damp II are 45km opt and 90km falloff. How exactly is that 20% optimal buff going to affect that? will it be 54km optimal now? edit - and ditto for wondering how the 5% TD reduction will exactly operate. Will it be the actual reduction in the percent of optimal or taracking disruption? or is it the percent change to be applied as a multiplier of the current strength?
Yeah, it's nice to see painting get a buff. It'll be effective in the situations where it actually gets fielded over the other EWar's now.
But I'm not sure if the TD nerf was enough either. I'd like to see it go the way of the dodo on unbonused ships, perhaps more base effectiveness nerfs, and more bonus buffs. You know, a la ECM?
It is strange that they decided to buff damp optimal, yeah. They've got great falloff, and I'd rather have seen them work with that. Of course, guaranteed damps are better, I guess. I do know that Damps are going to frustrate me a lot though. They're less chance based then ECM (assuming you have sufficient sensor strength to not get jammed 100% of the time), and it'll be frustrating to see my range cut down below my preferred engagement range. Of course, that is why they exist, so I shouldn't be complaining. But with the stacking penalties of locking range boosters, you can't even effectively counter damps after the first couple range scripted sebo's. Of course, it isn't a huge buff, so I'm probably over-reacting...
The ECM counter skills are a great idea if you ask me. I love the fact that you can skill up to counter ECM now. Not much more to say on that, now we'll see less permajams. Of course, ships with inherently low sensor strength are still going to suffer from almost-perma jams, regardless. |
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Goldensaver
Vorbild Industries Inc.
79
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Posted - 2012.11.02 19:11:00 -
[21] - Quote
Harvey James wrote:CCP Fozzie wrote: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. You don't think its range and tank are too much for a e-war ship? They did just nerf its range, you know.
Besides, tiericide man, it's going to change ALL the things. |

Warde Guildencrantz
TunDraGon
177
|
Posted - 2012.11.02 19:11:00 -
[22] - Quote
Harvey James wrote:CCP Fozzie wrote: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. You don't think its range and tank are too much for a e-war ship?
as a battleship and a pretty big commitment to a fight,
1. its tank is pretty horrible, nothing to write home about when armor tanked 2. its range is reasonable considering its horrid ability to stay at that range |

fukier
Flatline.
92
|
Posted - 2012.11.02 19:13:00 -
[23] - 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. |

Goldensaver
Vorbild Industries Inc.
79
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Posted - 2012.11.02 19:19:00 -
[24] - Quote
Zarnak Wulf wrote:Jerick Ludhowe wrote: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)
Oh Hell yes. It would be cooler if a ship's sensor strength played into more then just ECM.
Just saw this. I think it would be interesting to see sensor strength as a counter to the effectiveness of Sensor Damps. You could up the base power of Damps, and implement a formula that adjusts their strength downward in proportion to Sensor Strength. Thus, you can counter Sensor Damps by implementing a mix of ECCM and SeBo's into your build, but you have to have a lot of spare mids, or supporting logis to make a large effect on the strength of them.
I dunno. I just don't like how the only counter to Damps is a module that suffers heavy stacking penalties. |

Lili Lu
575
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Posted - 2012.11.02 19:19:00 -
[25] - Quote
fukier wrote:So does this mean unscanable tech iii is back? Possibly at least for the first patch of Retribution. I suppose the followup patch may have changes to make those ships probe-able again. Or the long awaited off-grid booster mechanic abolition. Then the unprobability problem will matter much less. |

Tarsas Phage
Freight Club Touch Fiberoptic
104
|
Posted - 2012.11.02 19:22:00 -
[26] - Quote
ECM is currently the only EWAR (excluding neuts, nos) which does not have a stacking penalty associated with it. Damps, TPs, and TDs all get a stacking penalty applied against their net effect on a target.
Is or was a stacking penalty being applied to them ever under consideration in addition to the changes you outlined? And if so, would it also apply to ECM drones? |

Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
3289
|
Posted - 2012.11.02 19:24:00 -
[27] - Quote
Stat tweaks are great, but I urge you to keep looking at the core ECM mechanic itself, rather than simply its application. I still love reducing jam length with sensor strength, bringing ECM into more of a lock-breaker role that can be combined with Scan resolution dampening to create a synergistic permajam effect that relies on player skill, not slot machine probability to be effective.
Making ECM drones break locks only would be a great place to start, as they'd be a nuisance at the 1 vs 1 level but not completely imbalance a fight, and could scale up to a fleet level where a CLOUD of drones can create the permajam effect, but not a simple wing of EC-300's.
I'd also look at the sensor damp drones at this time too, there might be a tweak or two there that can make them more viable and dovetail well with the rest of the iterations you're working on here.
Also, as we've discussed internally, you really need to address the scannability factor in conjunction with increasing sensor strength through skills, if thats the way you go. Having a penalty built into command links would be a great place to start, but command ships are by no means the only ships that people want to hide from probes, so please consider this if you must go with a skill buff so we're not fixing one problem only to create another. Vice Secretary of the 7th Council of Stellar Management.
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Scatim Helicon
GoonWaffe Goonswarm Federation
1004
|
Posted - 2012.11.02 19:25:00 -
[28] - Quote
Zarnak Wulf wrote:It would be cooler if a ship's sensor strength played into more then just ECM.
I've had a concept floating around in my head for ages now for adapting the "jam strength vs sensor strength" mechanic that ECM uses and applying it to the other forms of primary racial e-war but never quite got to a stage where I could write it up properly.
Also, a link while we're on the subject of e-war: https://forums.eveonline.com/default.aspx?g=posts&m=1863090 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. |

HVAC Repairman
GoonWaffe Goonswarm Federation
248
|
Posted - 2012.11.02 19:26:00 -
[29] - Quote
YOU'RE KILLING THE GAME FOZZIE Follow me on twitter |

Viribus
Love Squad Confederation of xXPIZZAXx
99
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Posted - 2012.11.02 19:38:00 -
[30] - Quote
I know you guys are scared shitless of implementing anything that will actually change the metagame, but c'mon
It takes years to get to this point? |
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Marlona Sky
D00M. Northern Coalition.
1766
|
Posted - 2012.11.02 19:40:00 -
[31] - Quote
Just remove ECM completely.
Remove local, structure mails and revamp the directional scanner! |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
168
|
Posted - 2012.11.02 19:42:00 -
[32] - Quote
Was expecting a LOT more for the ECM changes..
how about JUST fixing ECM drones? I can deal with the rest.. its the drones that drive me up the wall. |

Bouh Revetoile
Barricade.
148
|
Posted - 2012.11.02 19:43:00 -
[33] - Quote
Tarsas Phage wrote:ECM is currently the only EWAR (excluding neuts, nos) which does not have a stacking penalty associated with it. Damps, TPs, and TDs all get a stacking penalty applied against their net effect on a target.
Is or was a stacking penalty being applied to them ever under consideration in addition to the changes you outlined? And if so, would it also apply to ECM drones? ECM don't really work this way as you are either jammed or not and the jamming chance is calculated when the module cycle.
I'm a bit sad though by this ECM change, because that mean that unbonused ECM will be even more useless. |

Varesk
Origin. Black Legion.
192
|
Posted - 2012.11.02 19:46:00 -
[34] - Quote
Garviel Tarrant wrote:Was expecting a LOT more for the ECM changes..
how about JUST fixing ECM drones? I can deal with the rest.. its the drones that drive me up the wall.
smartbomb.
|

Man Fantastic
MoneyClips Industries
1
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Posted - 2012.11.02 19:47:00 -
[35] - Quote
No love for the Kitsune? |

Tuceev
B0rthole Test Alliance Please Ignore
5
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Posted - 2012.11.02 19:49:00 -
[36] - Quote
CCP Fozzie wrote: Here's what we currently have on our plate for Retribution:
ECM *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)
Will these skills function like shield/armor compensation skills and only be effective when fitting a sensor strength module, or more of a blanket skill where training it grants an instant bonus to sensor strength? |

Marlona Sky
D00M. Northern Coalition.
1766
|
Posted - 2012.11.02 19:52:00 -
[37] - Quote
No seriously, just remove all EW drones for now too. ECM is, has been, and from the looks of it, will remain the worst game mechanic in the history of all MMO games.
Locking a target is 99% of everything when it comes to combat. Why you decided to introduce a mechanic that removes players from the game for 20+ seconds at a time is dumber than a box of ****.
Remove local, structure mails and revamp the directional scanner! |

Viribus
Love Squad Confederation of xXPIZZAXx
99
|
Posted - 2012.11.02 19:52:00 -
[38] - Quote
Varesk wrote:Garviel Tarrant wrote:Was expecting a LOT more for the ECM changes..
how about JUST fixing ECM drones? I can deal with the rest.. its the drones that drive me up the wall. smartbomb.
There's a lot of reasons why (small and medium) smartbombs are a bad solution
-ECM drones will finish their jam cycle if they die in the middle of it, so even if you blow them off in the first cycle that's still 20 seconds of being jammed. More practically, with a medium SB, it's potentially 40-60 seconds of jamming
-They use shitloads of cap
-You can't use them on gates or stations, which are popular places for fights
-They take a long time to kill drones anyway
Unless you mean smartbombs on a fleet scale, which makes sense 'cause you're in scrub legion and only fly in blobs lmao |

Lili Lu
575
|
Posted - 2012.11.02 19:55:00 -
[39] - Quote
Tuceev wrote:CCP Fozzie wrote: Here's what we currently have on our plate for Retribution:
ECM *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)
Will these skills function like shield/armor compensation skills and only be effective when fitting a sensor strength module, or more of a blanket skill where training it grants an instant bonus to sensor strength? It appears to me it will be like long range targeting or signature analysis. A plain flat bonus applied on whatever the ship stats are for senssor strength. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
168
|
Posted - 2012.11.02 19:55:00 -
[40] - Quote
Viribus wrote:Varesk wrote:Garviel Tarrant wrote:Was expecting a LOT more for the ECM changes..
how about JUST fixing ECM drones? I can deal with the rest.. its the drones that drive me up the wall. smartbomb. There's a lot of reasons why (small and medium) smartbombs are a bad solution -ECM drones will finish their jam cycle if they die in the middle of it, so even if you blow them off in the first cycle that's still 20 seconds of being jammed. More practically, with a medium SB, it's potentially 40-60 seconds of jamming -They use shitloads of cap -You can't use them on gates or stations, which are popular places for fights -They take a long time to kill drones anyway Unless you mean smartbombs on a fleet scale, which makes sense 'cause you're in scrub legion and only fly in blobs lmao
Not to mention that even if you do kill the drones, just getting jammed once before they die is often enough to lose you the fight.
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Bubanni
ElitistOps Pandemic Legion
532
|
Posted - 2012.11.02 19:58:00 -
[41] - Quote
Hello Fozzie :) can I make a suggestion for an "ECM" change? I am not talking about the module here, but instead the drones
The jamming duration for the ec-300 600 and 900 should be reduced to 1-5 sec instead of the current or simply break the lock like the ecm burst.
I would say at least the light ec-300 should only break lock and not keep it broken or only last for 1 sec ec-600 could do the same or last for 5 sec ec-900 could do 10+ sec jamming (or like I said, it could simply break the lock like with all the others)
At the moment ecm drones are way too useful, specialy compared to the other ewar drones, not because of their chance to jam, but because of the duration a "lucky" jam gets you.
Christmas wish list https://forums.eveonline.com/default.aspx?g=posts&t=134275
Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |

Lili Lu
575
|
Posted - 2012.11.02 19:59:00 -
[42] - Quote
Dayam, Marlona and Gavriel, I thought I had a hate of ecm. You guys would remove it from the game, whether in module or drone form.
I recognize a need for such a mechanic though, espcially as a counter to logistic support. It just shouldn't be a 20 second forced time out from the game. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
168
|
Posted - 2012.11.02 20:00:00 -
[43] - Quote
Lili Lu wrote:Dayam, Marlona and Gavriel, I thought I had a hate of ecm. You guys would remove it from the game, whether in module or drone form.
I recognize a need for such a mechanic though, espcially as a counter to logistic support. It just shouldn't be a 20 second forced time out from the game.
I never said remove it.. I just want them to completely redo the mechanic and then make anything that fits ECM drones explode on undock.
Reasonable if you ask me.. |

Aglais
Deep Core Mining Inc. Caldari State
152
|
Posted - 2012.11.02 20:09:00 -
[44] - Quote
CCP Fozzie wrote: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.
So it's fine that Caldari only have two direct combat battleships forever, while everyone else has three? Well, right now, Caldari only have one valid battleship for anything and that's the Rokh. Gallente have Megathron and Dominix, you can fly pretty much any Amarr battleship, and any Minmatar one.
I'm not sure I understand the reasoning behind this decision. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
168
|
Posted - 2012.11.02 20:09:00 -
[45] - Quote
Aglais wrote:CCP Fozzie wrote: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. So it's fine that Caldari only have two direct combat battleships forever, while everyone else has three? Well, right now, Caldari only have one valid battleship for anything and that's the Rokh. Gallente have Megathron and Dominix, you can fly pretty much any Amarr battleship, and any Minmatar one. I'm not sure I understand the reasoning behind this decision.
At least the Rokh is really cool when you put railguns on it? |

Harvey James
Deep Core Mining Inc. Caldari State
89
|
Posted - 2012.11.02 20:11:00 -
[46] - Quote
Aglais wrote:CCP Fozzie wrote: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. So it's fine that Caldari only have two direct combat battleships forever, while everyone else has three? Well, right now, Caldari only have one valid battleship for anything and that's the Rokh. Gallente have Megathron and Dominix, you can fly pretty much any Amarr battleship, and any Minmatar one. I'm not sure I understand the reasoning behind this decision.
mm.. i would like the scorp to be a high dps bs like the drake will be ROF and 5% dmg bonus |

Jerick Ludhowe
The Nyan Cat Pirates Nyanpire
188
|
Posted - 2012.11.02 20:11:00 -
[47] - Quote
CCP Fozzie wrote:
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.
Or you could just delete this fundamentally flawed mechanic and make sensor strength have 100% no bearing on a ships ability to be probed. Tricks are not what's needed here fozzie, non mongoloidish mechanics are.
|

Marlona Sky
D00M. Northern Coalition.
1766
|
Posted - 2012.11.02 20:14:00 -
[48] - Quote
Lili Lu wrote:Dayam, Marlona and Gavriel, I thought I had a hate of ecm. You guys would remove it from the game, whether in module or drone form.
I recognize a need for such a mechanic though, espcially as a counter to logistic support. It just shouldn't be a 20 second forced time out from the game. If you want it to be a counter for remote type modules then have ECM affect only those modules. Not the entire ship!
Now I have four new skills to max to level five and I swear on a that is holy, I still will have my Dominix jammed out by a flight of light ECM drones even though I have two ECCM modules fit, overloaded, with max Proteus information bonuses.
Remove local, structure mails and revamp the directional scanner! |

Bolow Santosi
GoonWaffe Goonswarm Federation
27
|
Posted - 2012.11.02 20:16:00 -
[49] - Quote
Harvey James wrote:
mm.. i would like the scorp to be a high dps bs like the drake will be ROF and 5% dmg bonus
Drakes are the polar opposite of high dps. I'd rather see every race get an EWAR battleship rather than having the Scorpion be the next Hyperion. |

Michael Harari
The Hatchery Team Liquid
338
|
Posted - 2012.11.02 20:17:00 -
[50] - 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.
Is this a joke? Tds are already HUGELY effective, why are they getting buffed? (yes, buffing them on ships that use them is a buff - its like claiming that giving caldari ships a nerf to autocannon damage is a nerf to autocannons)
In addition, in every other place in every post of this sort, 5% actually means 5 percentage points. Look at how you phrased the increase to the scorpions range "Increase it 5% to 25%" You are actually increasing it by 25%, but you mean 20+5, not 20*1.05 |
|

Aglais
Deep Core Mining Inc. Caldari State
152
|
Posted - 2012.11.02 20:19:00 -
[51] - Quote
Garviel Tarrant wrote:Aglais wrote:CCP Fozzie wrote: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. So it's fine that Caldari only have two direct combat battleships forever, while everyone else has three? Well, right now, Caldari only have one valid battleship for anything and that's the Rokh. Gallente have Megathron and Dominix, you can fly pretty much any Amarr battleship, and any Minmatar one. I'm not sure I understand the reasoning behind this decision. At least the Rokh is really cool when you put railguns on it?
Ok, so you have one battleship that performs adequately in one role.
Two other factions have entire T1 battleship lineups that can be used in a vast array of situations.
Even Gallente battleships have niche situations that they're actually regarded as being good in. In terms of direct combat battleships, Caldari only have one. Scorpion isn't built for anything that isn't ECMs and then dying promptly, the Raven is just... Bad. Even torpedo Typhoons are held in higher esteem than the dedicated missile ship that is the Raven. |

Bagehi
Kaesong Kosmonauts Test Alliance Please Ignore
125
|
Posted - 2012.11.02 20:20:00 -
[52] - Quote
CCP Fozzie wrote: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)
I know it isn't popular to bat for the ECM team, but here's my problem with the range reduction on ECM modules: slots. It is a plural thing. On every other ewar ship, you can fit your ewar module(s) and a tank. A reasonable tank. That is not the case with ECM boats. You can have a tank or you can be effective as ewar. You can really only pick one with the way ECM is currently designed.
Now, I will agree that the ability of ECM to perma jam a ship is a pretty terrible mechanic. However, that is a solo or extremely small gang warfare situation. A situation that would not be impacted, at all, by a range nerf. The range nerf means ecm has to move in closer for pretty much every other situation, which means they are more likely to be shot by something.
ECM would probably be more balanced if the modules had long cycles, and only jammed for part of the cycle (i.e. a cool-down period).
|

Eternal Error
Immortalis Inc. Shadow Cartel
140
|
Posted - 2012.11.02 20:25:00 -
[53] - Quote
TD changes: solid, especially if you're considering making TDs affect missiles. You might want to go a bit further.
Damp changes: better than nothing, although I think one of the larger issues with these is that the arazu/lachesis need to be viable armor tankers (can't fit tackle AND damps with a strong shield tank). Not sure if this will make them good though.
ECM: I think you're barking up the wrong tree here for two main reasons: 1.) ECM DRONES are the biggest problem, not the modules. 2.) The modules are already lackluster on unbonused ships; the last thing you need to worry about is making it more specific to bonused ships. Additionally, the tanks on those bonused ships are usually fairly weak (or they don't carry many jammers); bringing them closer/making them easier to kill shouldn't be the priority either. The mechanic as a whole needs looked at, or at least the jamming strength/probabilities.
I'm not opposed to introducing a new skill involving sensor strengths, but I'd probably make it less important, say 3% per level and a rank 1 or 2 skill. 4 new rank 3 skills to train is a bit excessive IMO. |

Marlona Sky
D00M. Northern Coalition.
1766
|
Posted - 2012.11.02 20:26:00 -
[54] - Quote
Bagehi wrote:CCP Fozzie wrote: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) I know it isn't popular to bat for the ECM team, but here's my problem with the range reduction on ECM modules: slots. It is a plural thing. On every other ewar ship, you can fit your ewar module(s) and a tank. A reasonable tank. That is not the case with ECM boats. You can have a tank or you can be effective as ewar. You can really only pick one with the way ECM is currently designed. Now, I will agree that the ability of ECM to perma jam a ship is a pretty terrible mechanic. However, that is a solo or extremely small gang warfare situation. A situation that would not be impacted, at all, by a range nerf. The range nerf means ecm has to move in closer for pretty much every other situation, which means they are more likely to be shot by something. ECM would probably be more balanced if the modules had long cycles, and only jammed for part of the cycle (i.e. a cool-down period). Or just remove completely from the game.
Remove local, structure mails and revamp the directional scanner! |

Sarmatiko
785
|
Posted - 2012.11.02 20:27:00 -
[55] - Quote
CCP Fozzie, is there any plans to re-introduce once again Reverb Target Painter module (TP for high-slot)? 
|

Milton Middleson
Rifterlings Damu'Khonde
141
|
Posted - 2012.11.02 20:28:00 -
[56] - Quote
As a TD fetishist, I think the nerf to unbonused TDs is okay. I don't think unbonused ewar should be really weak, though, especially since that is essentially what armor tankers are trading damage and speed for. Well, that and sig radius.
As a guy who thinks ECM is a terrible, terrible mechanic, I'm all for the nerf, but I don't think it actually addresses the problem. It just makes ECM worse.
Quote:On every other ewar ship, you can fit your ewar module(s) and a tank. A reasonable tank. That is not the case with ECM boats. You can have a tank or you can be effective as ewar. Rooks and Falcons are both capable of fitting an okay shield tank + prop and still have 4 jammers. ECM pilots choose not to tank their ships at present because there isn't much of a reason to. |

Escobar Slim III
Madame Tinkertoy's House of Blue Lights The Devil's Tattoo
6
|
Posted - 2012.11.02 20:29:00 -
[57] - Quote
first. |

Michael Harari
The Hatchery Team Liquid
338
|
Posted - 2012.11.02 20:31:00 -
[58] - Quote
Eternal Error wrote:TD changes: solid, especially if you're considering making TDs affect missiles.
If its actually a 5% change (and not 5 percentage points, like CCP means every other time they say 5% in ship and module stats), then its a negligible change (and overall a buff).
If its 5 percentage points (again, this is what ccp means every other time they say 5% in relation to ships and modules), then yeah, its a decent change. |

Harvey James
Deep Core Mining Inc. Caldari State
89
|
Posted - 2012.11.02 20:32:00 -
[59] - Quote
Milton Middleson wrote:As a TD fetishist, I think the nerf to unbonused TDs is okay. I don't think unbonused ewar should be really weak, though, especially since that is essentially what armor tankers are trading damage and speed for. Well, that and sig radius. As a guy who thinks ECM is a terrible, terrible mechanic, I'm all for the nerf, but I don't think it actually addresses the problem. It just makes ECM worse. Quote:On every other ewar ship, you can fit your ewar module(s) and a tank. A reasonable tank. That is not the case with ECM boats. You can have a tank or you can be effective as ewar. Rooks and Falcons are both capable of fitting an okay shield tank + prop and still have 4 jammers. ECM pilots choose not to tank their ships at present because there isn't much of a reason to.
most people plate falcons or rooks |

Mortimer Civeri
Aliastra Gallente Federation
219
|
Posted - 2012.11.02 20:33:00 -
[60] - Quote
Damps will still be useless. "I don't know which is worse, ...that everyone has his price, or that the price is always so low." Calvin
|
|

Powers Sa
GoonWaffe Goonswarm Federation
354
|
Posted - 2012.11.02 20:35:00 -
[61] - Quote
Hans Jagerblitzen wrote:Stat tweaks are great, but I urge you to keep looking at the core ECM mechanic itself, rather than simply its application. I still love reducing jam length with sensor strength, bringing ECM into more of a lock-breaker role that can be combined with Scan resolution dampening to create a synergistic permajam effect that relies on player skill, not slot machine probability to be effective.
Making ECM drones break locks only would be a great place to start, as they'd be a nuisance at the 1 vs 1 level but not completely imbalance a fight, and could scale up to a fleet level where a CLOUD of drones can create the permajam effect, but not a simple wing of EC-300's.
I'd also look at the sensor damp drones at this time too, there might be a tweak or two there that can make them more viable and dovetail well with the rest of the iterations you're working on here.
Also, as we've discussed internally, you really need to address the scannability factor in conjunction with increasing sensor strength through skills, if thats the way you go. Having a penalty built into command links would be a great place to start, but command ships are by no means the only ships that people want to hide from probes, so please consider this if you must go with a skill buff so we're not fixing one problem only to create another. That's why you need to roll racial eccm implants like I do hans. |

Milton Middleson
Rifterlings Damu'Khonde
141
|
Posted - 2012.11.02 20:37:00 -
[62] - Quote
Harvey James wrote:Milton Middleson wrote:As a TD fetishist, I think the nerf to unbonused TDs is okay. I don't think unbonused ewar should be really weak, though, especially since that is essentially what armor tankers are trading damage and speed for. Well, that and sig radius. As a guy who thinks ECM is a terrible, terrible mechanic, I'm all for the nerf, but I don't think it actually addresses the problem. It just makes ECM worse. Quote:On every other ewar ship, you can fit your ewar module(s) and a tank. A reasonable tank. That is not the case with ECM boats. You can have a tank or you can be effective as ewar. Rooks and Falcons are both capable of fitting an okay shield tank + prop and still have 4 jammers. ECM pilots choose not to tank their ships at present because there isn't much of a reason to. most people plate falcons or rooks
Most falcons I've seen have been DC tanked, followed by armor tanked (as have most Griffins, Blackbirds and Scorpions). I've never actually seen a Rook in combat. My point is that aside from Griffins/Kitsunes, ECM pilots make a deliberate choice to forgo a decent tank in favor of MOAR JAMS, because ECM at a distance is a better tank than actual tank modules. |

Desert Ice78
Cobra Kai Dojo WHY so Seri0Us
170
|
Posted - 2012.11.02 20:38:00 -
[63] - Quote
Marlona Sky wrote:Just remove ECM Caldari completely.
Fixed that for you. I am a pod pilot: http://dl.eve-files.com/media/corp/DesertIce/POD.jpg
CCP Zulu: Came expecting a discussion about computer monitors, left confused. |

Michael Harari
The Hatchery Team Liquid
338
|
Posted - 2012.11.02 20:57:00 -
[64] - Quote
Mortimer Civeri wrote:Damps will still be useless.
Not really. 2 bonused damps will take a cane's lock range to less than heated web range.
2 damps take a guardian to under 20km lock range. 3 damp it to 13km.
This is before links are added in (and take a look at the prices of info mindlinks recently) |

Bouh Revetoile
Barricade.
148
|
Posted - 2012.11.02 20:58:00 -
[65] - Quote
Oh cool ! Caldari BS discussion. Maybe someone will answer here : what are the problems of the Raven ?
Warning : Cruise flight time is not an issue since sniping above 150km is dead ; reason is because drakes and tengu don't care at less than 100km. Warning : Torp will receive GMP skill application.
As for the Scorpion, you only need to be creative to make it work, I admit creativity though is not really a caldari trait. Though if you cannot make a good use of eight mid slots and bonused ECM, there's nothing to do. Anyway, Scorp are used in 0.0 fleets, that's not what I call useless... |

usrevenge
Enlightened Industries Test Alliance Please Ignore
27
|
Posted - 2012.11.02 21:11:00 -
[66] - Quote
I approve, the ECM changes sound very good for now, would have to see them in action of course.
I still think the solution to ECM is make it so it breaks lock, but doesn't prevent you from relocking. |

Marlona Sky
D00M. Northern Coalition.
1766
|
Posted - 2012.11.02 21:11:00 -
[67] - Quote
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????
Remove local, structure mails and revamp the directional scanner! |

Omnathious Deninard
Extrinsic Operations
252
|
Posted - 2012.11.02 21:15:00 -
[68] - Quote
Any chance on making the signal distortion amplifier effect all forms or E-War and not just ECM? Ideas for Drone Improvement https://forums.eveonline.com/default.aspx?g=posts&m=1658683#post1658683
Updated 10/10/12 |

Michael Harari
The Hatchery Team Liquid
338
|
Posted - 2012.11.02 21:16:00 -
[69] - Quote
Omnathious Deninard wrote:Any chance on making the signal distortion amplifier effect all forms or E-War and not just ECM?
hahahahaha |

Iam Widdershins
Project Nemesis
754
|
Posted - 2012.11.02 21:28:00 -
[70] - Quote
If ECM drones are not being addressed that's a real pity. Currently fitting a cloud of light ECM drones is an adequate alternative to bringing an actual jamming ship.
I am very much of the mind that ECM drones should reduce sensor strength with a stacking penalty, not actually jam on their own. They should not be a viable escape mechanism, but they should be a useful tool to complement a dedicated ECM ship. Lobbying for your right to delete your signature |
|

Krell Kroenen
Miners In Possession Brothers of Apocrypha.
54
|
Posted - 2012.11.02 21:29:00 -
[71] - Quote
I like the ability to skill up ECM resistance. Though the benefit to many of the Minmatar hulls will be limited. I am still happy to have some boost rather than none at all. Also I am sure that the other races that will gain more from these skills will at least give ECM users a few bouts of frustration in the future, and that gives me a warm feeling none the less.
|

Bagehi
Kaesong Kosmonauts Test Alliance Please Ignore
125
|
Posted - 2012.11.02 21:30:00 -
[72] - Quote
Milton Middleson wrote:Harvey James wrote:Milton Middleson wrote:As a TD fetishist, I think the nerf to unbonused TDs is okay. I don't think unbonused ewar should be really weak, though, especially since that is essentially what armor tankers are trading damage and speed for. Well, that and sig radius. As a guy who thinks ECM is a terrible, terrible mechanic, I'm all for the nerf, but I don't think it actually addresses the problem. It just makes ECM worse. Quote:On every other ewar ship, you can fit your ewar module(s) and a tank. A reasonable tank. That is not the case with ECM boats. You can have a tank or you can be effective as ewar. Rooks and Falcons are both capable of fitting an okay shield tank + prop and still have 4 jammers. ECM pilots choose not to tank their ships at present because there isn't much of a reason to. most people plate falcons or rooks Most falcons I've seen have been DC tanked, followed by armor tanked (as have most Griffins, Blackbirds and Scorpions). I've never actually seen a Rook in combat. My point is that aside from Griffins/Kitsunes, ECM pilots make a deliberate choice to forgo a decent tank in favor of MOAR JAMS, because ECM at a distance is a better tank than actual tank modules.
A Lachesis, for instance, has an identical slot layout to a Rook. It does not need to use low slots to boost the strength of its disruptors/scrams to be able to tackle battleships. The Rook has to have a low slot used, and the mid-slot ewar modules are not one-module-works-on-all, so they can't roll out with one or two modules and be fit for battle. This trade off is "balanced" by the additional ~30 km range that the Rook gets over the Lach (in a fleet situation). So, a properly fit Rook is tanking & capping with the 2-3 low slots it has available (depending on whether or not you want to be effective against larger targets or not) and a spare midslot, while the Lachesis is fitting its tank with the 3 low slots and 4 midslots.
This range nerf, again, only impacts ECM boats in fleet situations (which isn't terribly common to begin with). It does absolutely nothing to deal with the vast majority of the complaints about ECM - solo or small gang warfare. So, I guess what I'm getting at is why? What is the purpose of the nerf? I really don't see how it corrects any in-game issues. |

Theon Severasse
EVE University Ivy League
2
|
Posted - 2012.11.02 21:30:00 -
[73] - Quote
Desert Ice78 wrote:Marlona Sky wrote:Just remove ECM Caldari completely. Fixed that for you.
The irony that you are a Caldari yourself seems to have escaped you... |

Bouh Revetoile
Barricade.
148
|
Posted - 2012.11.02 21:34:00 -
[74] - Quote
Iam Widdershins wrote:If ECM drones are not being addressed that's a real pity. Currently fitting a cloud of light ECM drones is an adequate alternative to bringing an actual jamming ship.
I am very much of the mind that ECM drones should reduce sensor strength with a stacking penalty, not actually jam on their own. They should not be a viable escape mechanism, but they should be a useful tool to complement a dedicated ECM ship. In fact, the biggest part of the ECM nerf is the new skill which also work for ECM drones.
I think though the skill should only apply to ECCM modules. |

Czar Marcus
Dreddit Test Alliance Please Ignore
0
|
Posted - 2012.11.02 21:35:00 -
[75] - Quote
I'd like to make a suggestion.
ECM is a problem. However, It wouldn't be as much of one if ECCM wasn't useless in its current form.
ECCM should give you a chance to break Jamming cycles when activated and a passive boost your sensor strength when not.
Racial ECCM should give you a high chance to break racial jammers/bigger boost to that sensor.
Omni ECCM should give you a medium chance to break jams and a medium boost to all sensor strength
Make ECCM cycle slower than ECM. The point isn't to make ECM useless, but to provide some sort of effective measure against it.
You should also be able to use multiple ECCM modules, but have a stacking penalty with a chance of actually jamming your own ship (Maybe 10% for T1 5% for T2) |

Goldensaver
Vorbild Industries Inc.
79
|
Posted - 2012.11.02 21:40:00 -
[76] - Quote
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???? I quite enjoy the Caldari ship lineup myself...
But if you are so in favor of removing ECM, I'll charge you with coming up with a viable EWar for the Caldari to use on their Recons, EAF's, and T1 Ewar ships.
And on top of that, it should be (very)slightly stronger then all of the other racial Ewar types, because that is a racial thing for the Caldari.
Also, make it so that it's not overpowered or underpowered.
And rebalance all 7 hulls that are bonused for it, so that they can use it properly without being overpowered.
I'm not saying that ECM isn't... frustrating, but there's a lot of work that needs to be put into replacing it before you simply throw it away. Mechanics and ships need to be changed, and they need to come up with a new idea entirely to replace it. |

serras bang
Lucien Coven
41
|
Posted - 2012.11.02 21:42:00 -
[77] - Quote
i dont know much about ewar but surely allowing use to increase our sensor stregnth would not only badly hurt ecm (along with the range nerf) but also nearly make it completely useless when tds affect missles ?
if the answer is yes then i ask you whats the point ? |

Sard Caid
Gunpoint Diplomacy
66
|
Posted - 2012.11.02 21:45:00 -
[78] - Quote
I like making unbonused ships using ECM less effective, and feel that's a good change. I also like the range tweak to damps, which for many pilots using them essentially translates to a strength bonus, given that I see many damp using ships using their EWAR well into that EWAR's current falloff range.
I'm more of a fan of a sensor strength skill that affects all ships with a higher rank attached to the skill. That said, I'm also more of a fan of nerfing ECM strength across the board rather than requiring pilots to devote skill training to nerfing the effects of that EWAR.
I think the TD nerf could be much more substantial, while maintaining current TD bonused ship effectiveness. As it stands, TD using ships without bonuses to them are incredibly potent, and with the Retribution patch looming, and many ships gaining midslots I see this form of EWAR becoming very popular without some type of substantial penalty to using it on unbonused ships.
|

Michael Harari
The Hatchery Team Liquid
338
|
Posted - 2012.11.02 21:50:00 -
[79] - Quote
One issue with ewar in general is that the supposed counters (TEs vs TDs, sebos vs damps) just dont work because of how the math works, and how stacking penalties work.
I think a good change would be for bonuses and penalties to be calculated based on the base amount.
For example, lets say we have a 40% scripted tracking disruptor, and a 20% tracking enhancer, on a ship with 10km optimal.
20% TE bonus = 2km. 40% TD penalty = 4km.
Final range is 8km optimal.
Currently, the way it works is 10km optimal * 1.2 (TE bonus) * .6 (TD penalty) = 7.2km optimal.
A 20% range bonus and 20% range penalty should really just negate each other, but what happens is the penalty is applied to the bonused amount, and ends up in an overall penalty. Things get even worse when you consider in game numbers (when penalties are almost always stronger than bonuses), and account for stacking penalties. |

aetherguy881
Malformed Entity
3
|
Posted - 2012.11.02 21:50:00 -
[80] - Quote
Goldensaver wrote: I like that Damps are getting fixed... but they can be really farking annoying. Unlike ECM, they almost never miss. Damps won't miss either way after this.
That's because it's 100% chance, but the effect isn't as such as an ECM. |
|

Mysa
EVIL PLANKTON
12
|
Posted - 2012.11.02 21:53:00 -
[81] - Quote
CCP Fozzie wrote: ECM *Reduce Optimal Range and Falloff of all ECM modules by 10%
Still way to powerfull, even whith skills at lv3 and lv1 ewar drone you can permajam anyone(in a griffin!). Strenght and Cykle time is what you need to adjust! And why all Ecm- drones have the same stats after all these years i dunno.
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)
Good idea but it wont help when a fully skilled falcon uncloaks and gets lock on anything whitin range. + for effort tho!
/edit: Also remove signal distortion amplifiers, non of the other e-war modules has a low slot power module like ecm's. That would be an easy fix! |

Michael Harari
The Hatchery Team Liquid
338
|
Posted - 2012.11.02 21:55:00 -
[82] - Quote
Mysa wrote:CCP Fozzie wrote: ECM *Reduce Optimal Range and Falloff of all ECM modules by 10%
Still way to powerfull, even whith skills at lv3 and lv1 ewar drone you can permajam anyone(in a griffin!). Strenght and Cykle time is what you need to adjust! And why all Ecm- drones have the same stats after all these years i dunno. 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) Good idea but it wont help when a fully skilled falcon uncloaks and gets lock on anything whitin range. + for effort tho!
The ewar changes combined with the damp changes make ewar pretty ****** compared to damps and TDs.
Its damps now that **** you over, when a celestis can damp your solo drake/jaguar/whatever to beneath scram range. |

Mysa
EVIL PLANKTON
12
|
Posted - 2012.11.02 21:56:00 -
[83] - Quote
Michael Harari wrote:Mysa wrote:CCP Fozzie wrote: ECM *Reduce Optimal Range and Falloff of all ECM modules by 10%
Still way to powerfull, even whith skills at lv3 and lv1 ewar drone you can permajam anyone(in a griffin!). Strenght and Cykle time is what you need to adjust! And why all Ecm- drones have the same stats after all these years i dunno. 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) Good idea but it wont help when a fully skilled falcon uncloaks and gets lock on anything whitin range. + for effort tho! The ewar changes combined with the damp changes make ewar pretty ****** compared to damps and TDs. Its damps now that **** you over, when a celestis can damp your solo drake/jaguar/whatever to beneath scram range.
I only play whitin scrambler range so i vouch for that!!!! |

Bouh Revetoile
Barricade.
148
|
Posted - 2012.11.02 21:57:00 -
[84] - Quote
Sard Caid wrote:I like making unbonused ships using ECM less effective, and feel that's a good change. I also like the range tweak to damps, which for many pilots using them essentially translates to a strength bonus, given that I see many damp using ships using their EWAR well into that EWAR's current falloff range.
I'm more of a fan of a sensor strength skill that affects all ships with a higher rank attached to the skill. That said, I'm also more of a fan of nerfing ECM strength across the board rather than requiring pilots to devote skill training to nerfing the effects of that EWAR.
Wait what ?! You *really* think unbonused ship were effective at all with ECM ? |

Takeshi Yamato
Blue Republic RvB - BLUE Republic
522
|
Posted - 2012.11.02 22:09:00 -
[85] - Quote
Tracking disruptors are probably still a little bit too good on unbonused ships.
Any word on TDs affecting missiles? The specialized TD ships need this to be able to compete with the ECM and damp ships which work equally well on every target. |

Takeshi Yamato
Blue Republic RvB - BLUE Republic
522
|
Posted - 2012.11.02 22:30:00 -
[86] - Quote
By the way: I also object to nerfing ECM via ECCM strength skills. In my opinion, the long term goal should be to rework ECM completely because the "all or nothing" mechanic isn't fun. Nerfing ECM as short term fix is fine, but doing it via new skills doesn't make sense. In fact, I'm slightly worried that these new skills mean ECM is always going to stay ECM. |

Harvey James
Deep Core Mining Inc. Caldari State
89
|
Posted - 2012.11.02 22:31:00 -
[87] - Quote
Takeshi Yamato wrote:By the way: I also object to nerfing ECM via ECCM strength skills. In my opinion, the long term goal should be to rework ECM completely because the "all or nothing" mechanic isn't fun. Nerfing ECM as short term fix is fine, but doing it via new skills doesn't make sense. In fact, I'm slightly worried that these new skills mean ECM is always going to stay ECM.
well you have to remember that the other e-war has skills that help against them so it is long overdue and as fozzie said only part of the solution they are working on. i know its painful having to wait for so long for just some of the things that need fixing but at least they are doing it.. |

ReK42
Dreddit Test Alliance Please Ignore
57
|
Posted - 2012.11.02 22:37:00 -
[88] - Quote
The changes to damps, disruptors and painters are welcome, as are the ECM range changes. The new sensor strength skills are terrible however. With the hull rebalance you've been slightly buffing everything's sensor strength already, now you're going to give every ship in the game a flat 20-25% increase. This is a massive nerf and will go too far.
What would be much more reasonable is a suggestion I have seen elsewhere (I forget where now). Currently ECM is a binary thing: you either jam for 20 seconds or you don't jam. Instead, make the length of the jam variable based on the same jam strength vs sensor strength equation. If the jam duration follows a bell curve it will bring it much more in line with the other forms of ewar. This will nerf it but it would be a reasonable nerf that doesn't gut the mechanic to the point of uselessness. |

Bouh Revetoile
Barricade.
148
|
Posted - 2012.11.02 22:37:00 -
[89] - Quote
Harvey James wrote:well you have to remember that the other e-war has skills that help against them so it is long overdue and as fozzie said only part of the solution they are working on. i know its painful having to wait for so long for just some of the things that need fixing but at least they are doing it.. When was the last time you saw an ECM module on an unbonused hull ?
Buffing sensor strength is a nerf to ALL ECM, not only the falcon and it's brothers. |

Sofia Wolf
Ministry of War Amarr Empire
71
|
Posted - 2012.11.02 22:47:00 -
[90] - Quote
CCP Fozzie wrote: 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) ...
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 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.
Any ETA for some serious change in ECM mechanics going beyond minor number shuffling? As I see it now this will do little to help resolve problems ECM brings to solo and small gang subcap fights, but might affect ECM suppression of logi ships in big fight where it is already balanced enough and needs no nerfing, in fact might by underpowered in some cases as it can't affect supercarriers and brake their spider reps. Changing ECM mechanics should be priority, something like this, or any of other suggested ECM mechanic changes you can find in F&ID forums.
Also TP still seems suboptimal choice compared to webs in most situations, but that might be more problem with webs being OP. Have you considered adjusting webs in this Ewar pass? |
|

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
80
|
Posted - 2012.11.02 22:47:00 -
[91] - Quote
Why aren't you deleting ECM drones? |

Pawnee
Ministry of War Amarr Empire
10
|
Posted - 2012.11.02 22:51:00 -
[92] - Quote
I am a little worried Mr Fozzie tries to turn my beloved Falcon into the new Pilgrim (most useless Recon of the game) ? That would make Caldari have the most worthless Force Recon and Combat Recon. (And on top of that they get a Missile nerf.)
When we talk about game mechanics, it is time to talk about weaknesses of Falcons in particular, because Mr Fozzie wants to change ECM and does not mention that ship, while he mentions some other ECM specialized ship.
1) Falcons have the worst cap of all cruisers. It means after longer warps, the cap of a Falcon will be empty. In kiting battles Falcons run out of cap quickly. It is 100km something and the cap is empty. Then the ship can not follow anymore and therefore no more jam. It has to warp out, re-cap and come back again.
2) Against Drone boats Falcons suck GÇô if the drone boat launches its Drones before you lock and Jam.
3) Falcons have a paper-thin tank. As said, it is better to focus all on ECM, then try to failfit for tank. ECM + Tank will never be possible together. That means, either the Falcon jams all DPS incoming or it vaporizes quickly. It is only useful in small gangs therefore.
4) Falcons are very weak alone. It is the combinations of ships, which makes Falcons appear so powerful. Like Sabre + Falcon. Or Falcon + Black Ops gang. Often these ships are fragile themselves. CCP buffed all Frigs and Drestroyers twice, did not care about Interdictors. If CCP nerfs Falcons, these other ships will be nerfed in their effectiveness, too. However ECM will most likely be replace by Logistics ships. Then no more ECM, but often Remote Rep will frustrate the current ECM haters.
Not everybody wants to do purely in-the-face RVB/Militia frig frag fests. Like get 50 cheap new ships and then throw them away. Especially Black ops teams can not afford to work that way. If you operate in enemy territory in 0.0, you can not afford to lose your ship or get it heavily damaged. It would be the end of the op and cost much time to replace or repair. Unless you do metagaming - there is always a way around.
I am not sure, what CCP Fozzie tries to do here will satisfy me. I am a Vet. I do not want to re-skill to reach a skill level, which i had before. I can afford thousands of t1 Frigs and Cruisers. I avoided the Drake since years now, because I flew it as noobi so often until I was fed up of it. If you buff t1 ships, more exotic ship classes like i.e. Field command ships or Electronic attack ships will become even more obsolet and rare. It will never work to "balance" ship classes in little steps and several patches. You change something, you change relations between ship classes. I doubt vets will be happy about this patch. I see nothing, I can skill for, so I get a new shiny toy or new useful skill. You will just switch FOTM from one ship class to another. If it goes really wrong, some t1 hulls will be better than the following t2 hulls.
You also did not mention the Kitsune. Electronic Attack ships are rare, because they die so fast - all of them. What happened to the idea to allow a Covert ops cloak on them? It would give these t2 Frigs the choice to pick their fights better.
Btw small ECM drones sometimes even jam Falcons. If I see lots of them on the field, I think twice whether I uncloak a Falcon or not. ECM drones can be easily killed by Smartbombs. However a Falcon has heavy capacitor problems already. So most Falcons do not fit a Smart bomb. |

Dessau
75
|
Posted - 2012.11.02 22:54:00 -
[93] - Quote
Excellent. I was hoping for a skills-based mechanic as part of the rebalance. Now I know how I will spend the first ~52 days of Retribution.
Cheers, CCP.
Channel 'Asymmetrics'. PvP for gentlepersons. |

Scatim Helicon
GoonWaffe Goonswarm Federation
1004
|
Posted - 2012.11.02 23:13:00 -
[94] - Quote
Pawnee wrote:I am a little worried Mr Fozzie tries to turn my beloved Falcon into the new Pilgrim (most useless Recon of the game) ? That will only happen if the Rook gets back its optimal bonus. 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. |

TheBreadMuncher
Boxxed Up Industries EPIC Alliance
381
|
Posted - 2012.11.02 23:28:00 -
[95] - Quote
Why do TDs not affect missiles like you proposed...? "We will create the introduction thread if that is requested by the community. Also, we will have an ISD Seminar about the CCL team in the coming weeks in which you can ask your questions about the CCL team and provide some constructive feedback to us." - Countless pages of locked threads and numerous permabanned accounts later, change is coming. |

Tau Cabalander
Retirement Retreat Working Stiffs
1073
|
Posted - 2012.11.02 23:35:00 -
[96] - Quote
Change ECCM II module to: * Increases sensor strength. * Reduces jam duration by 50%. * Scripts to either increase sensor strength or reduce jam duration further. |

Goldensaver
Vorbild Industries Inc.
79
|
Posted - 2012.11.02 23:47:00 -
[97] - Quote
TheBreadMuncher wrote:Why do TDs not affect missiles like you proposed...? Because then TDs as far as the eye can see?
Do you really see no issue with letting one module affect every single non-drone ship in game in a way that makes them almost worthless to fly?
At least ECM needs to dedicate 4 midslots, and their rigs and any lowslots they can spare to doing that. This would be a one module fits all sort of thing. |

Marlona Sky
D00M. Northern Coalition.
1766
|
Posted - 2012.11.02 23:49:00 -
[98] - Quote
TrouserDeagle wrote:Why aren't you deleting ECM drones? It's funny that all other non-damage drones in the game combined does not even begin to come close to the amount ECM drones are used. That says something.
Remove local, structure mails and revamp the directional scanner! |

Mr Floydy
The Xenodus Initiative. Ministry of Inappropriate Footwork
41
|
Posted - 2012.11.02 23:52:00 -
[99] - Quote
Another vote for doing *anything* with ECM drones. Massively reduce the jam time please. Just a pure lock break alone would still be damn powerful. |

Val'Dore
PlanetCorp InterStellar
146
|
Posted - 2012.11.03 00:05:00 -
[100] - Quote
Val'Dore wrote:Several Adjustments:
Amarr = EW Optimal Caldari = EW Duration Gallente = Efficiency Minmatar = Falloff
Sample EW Skill Bonus Changes:
Arbitrator: 10% TP, TD, RSD Optimal Range Bellicose: 10% TP, TD, RSD Falloff Range Blackbird: 10% TP, TD, RSD Duration Celestis: 10% TP, TD, RSD Cap Use
New ECM Role Bonuses:
Arbitrator: 100% Ladar ECM Strength Bellicose: 100% Radar ECM Strength Blackbird: 100% Magnetometric ECM Strength Celestis: 100% Gravimetric ECM Strength
Recons would have their flavors: webs, neuts, drones, scrams, etc.
No Universal ECM Ship. Period.
|
|

M1k3y Koontz
Blackened Skies Nulli Secunda
54
|
Posted - 2012.11.03 00:26:00 -
[101] - Quote
Quote: *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)
Do you realize what kind of monster your creating in the falcon? If it wasn't OP before, it will only get worse now, another 25% to the strength, even with the range nerf, will be just insane.
People will continue to fly Scorpion fleets and Widows just as much as they do now, but Falcons will just get even more OP.
Please, don't add these 5% racial bonus, it will only hurt small gang PVP
Edit:
Damn the trolls in my alliance -.-
ECCM comp skills VERY good idea, no more because of falcon  
Also no more Drakeblob (TM) jamming out half our fleet's scimis 
How much herp could a herp derp derp if a herp derp could herp derp. |

Lili Lu
575
|
Posted - 2012.11.03 00:27:00 -
[102] - Quote
Goldensaver wrote:TheBreadMuncher wrote:Why do TDs not affect missiles like you proposed...? Because then TDs as far as the eye can see? Do you really see no issue with letting one module affect every single non-drone ship in game in a way that makes them almost worthless to fly? At least ECM needs to dedicate 4 midslots, and their rigs and any lowslots they can spare to doing that. This would be a one module fits all sort of thing. We don't know whether it will be a sister module or a script. The argument you make supports the sister module suggestion.
Either way, In thinking more about it, the op nerf on TD strength is definitely too timid. Otherwise yes there is the potential for TDs to become a must have module.
However, one other difference you missed between ecm and TD is that that Caldari ewar is unversally effective, even if it requires 4 different modules for having a good chance to be effective on ships that are usually have more mids. And that effect when effective will always be more effective than the other ewars, at least under the current mechanics. Amarr deserves an ewar that is not worthless against probably a third of the ships used in the game.  |

Lili Lu
575
|
Posted - 2012.11.03 00:28:00 -
[103] - Quote
M1k3y Koontz wrote:Quote: *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)
Do you realize what kind of monster your creating in the falcon? If it wasn't OP before, it will only get worse now, another 25% to the strength, even with the range nerf, will be just insane. People will continue to fly Scorpion fleets and Widows just as much as they do now, but Falcons will just get even more OP. Please, don't add these 5% racial bonus, it will only hurt small gang PVP
Either you are wrong or most of the readers of this thread are wrong. I believe most of us read this as applying to everyone in game as a defensive skill against ecm, not an ecm specialist set of skills that buff ecm modules.  |

Benny Ohu
Chaotic Tranquility Casoff
387
|
Posted - 2012.11.03 01:00:00 -
[104] - Quote
Crosspost. I haven't looked at the prices for these modules in a while, though.Benny Ohu wrote:Are you considering making T2 EWAR worth taking while you are rebalancing disruption frigates? Right now Meta 4 is better than T2. T2 was cheaper than Meta 4 for a while, but with the whole Technetium business Meta 4 was cheaper and better. With the rebalancing of T2 armour plates, T2 EWAR is the only T2 set of mods with worse stats than their Meta 4 equivalents (I think). What is the design goal for T2 modules over Meta 4 in general? Is EWAR an intended exception? Meta 4 ECMTech 2 ECMMeta 4 Tracking DisruptorTech 2 TDThe activation cost and fitting requirements are both better for Meta 4. This is also true for Sensor Dampers, Target Painters, ECCM, Sensor Backup Arrays, Projected ECCM and ECM burst. |

Max Kolonko
High Voltage Industries Ash Alliance
205
|
Posted - 2012.11.03 01:01:00 -
[105] - Quote
because of falcon Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |

Theo Ramone
School of Applied Knowledge Caldari State
5
|
Posted - 2012.11.03 01:15:00 -
[106] - Quote
Since we're going to reduce the effects of ECM's can we also get some skills to reduce the effects of energy nuet/vamp?
Maybe a skill which hardens your capacitor to make x amount protected from modules that neut/vamp the cap levels?
Frankly, in the "Oh jesus run" list of ships the ewar ranks pretty low. The energy war ships (I'm looking at you pilgrim and curse) scare the bejesus out of me. I dont see too many solo rooks and falcons. Cant really say the same of pilgrims and curses.
ETA:
Oh, can you buff the tank on the ewar ships if your nerfing the jam abilities. Seeing s the jam chance is the only tank.....It would be nice to have a little bit of backup to the increased chance of failure thats coming. |

Benny Ohu
Chaotic Tranquility Casoff
387
|
Posted - 2012.11.03 01:26:00 -
[107] - Quote
Have you tried capacitor batteries? There was a GD thread with a Pilgrim pilot whining about losing a ship because of them. How dare someone counter my ship! |

serras bang
Lucien Coven
41
|
Posted - 2012.11.03 01:33:00 -
[108] - Quote
Theo Ramone wrote:Since we're going to reduce the effects of ECM's can we also get some skills to reduce the effects of energy nuet/vamp?
Maybe a skill which hardens your capacitor to make x amount protected from modules that neut/vamp the cap levels?
Frankly, in the "Oh jesus run" list of ships the ewar ranks pretty low. The energy war ships (I'm looking at you pilgrim and curse) scare the bejesus out of me. I dont see too many solo rooks and falcons. Cant really say the same of pilgrims and curses.
ETA:
Oh, can you buff the tank on the ewar ships if your nerfing the jam abilities. Seeing s the jam chance is the only tank.....It would be nice to have a little bit of backup to the increased chance of failure thats coming.
defens against vamp ? isnt that called a cap battery ? |

serras bang
Lucien Coven
41
|
Posted - 2012.11.03 01:36:00 -
[109] - Quote
im sure there will be more changes to dts when missles get implimented and they fully see the extent that they may or may not having (personaly im hopeing there gonne be op).
however one things for fozz to consider and as ive said before i havent ran figures or do ewar myself but i dont see a hugh problem atm (play tests may prove differently) about this unless ecm ship are infront of the dps and tanks or tds become best modual for everything. |

Desert Ice78
Cobra Kai Dojo WHY so Seri0Us
170
|
Posted - 2012.11.03 01:37:00 -
[110] - Quote
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 am a pod pilot: http://dl.eve-files.com/media/corp/DesertIce/POD.jpg
CCP Zulu: Came expecting a discussion about computer monitors, left confused. |
|

serras bang
Lucien Coven
41
|
Posted - 2012.11.03 01:40:00 -
[111] - 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?
furry nerf has been cut bacl to what seems like an acceptable lvl (playtest pending) and btw dps isnt all that bad a lil lower but nothing unbearable |

serras bang
Lucien Coven
41
|
Posted - 2012.11.03 01:42:00 -
[112] - Quote
Lili Lu wrote:M1k3y Koontz wrote:Quote: *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)
Do you realize what kind of monster your creating in the falcon? If it wasn't OP before, it will only get worse now, another 25% to the strength, even with the range nerf, will be just insane. People will continue to fly Scorpion fleets and Widows just as much as they do now, but Falcons will just get even more OP. Please, don't add these 5% racial bonus, it will only hurt small gang PVP Either you are wrong or most of the readers of this thread are wrong. I believe most of us read this as applying to everyone in game as a defensive skill against ecm, not an ecm specialist set of skills that buff ecm modules. 
yep just read again i thought it was a ship bonus why dose things have to be put so hard to read. yeah yeah im dyslexic :P |

GeeShizzle MacCloud
229
|
Posted - 2012.11.03 01:44:00 -
[113] - Quote
so just to simplify on the numbers...
broad 10% nerf on unbonused ecm Griffin and Kitsune face 10% range/strength nerf max skilled blackbird / tengu bonuses up 2.5% max skilled scorp bonuses up 10%
buff on LR dampening ships max skilled dampening buff by 12.5%
broad 5% nerf on unbonused TD buff on max bonus TD by 2.5%
TP bonus up 12.5% on T1 bonused ships and up 25% on t2
I like the fact theres more emphasis on effectiveness of bonused ewar. Theres appears to have been some oversight on EAF's, which would be best to have some love. As for the ECM boats, most ECM ships use their range as their tank.
The new eccm compensation skills as is evident in this thread is quite controversial but with more changes to come its promising that balance will be achieved. do like the way they reduce the effectiveness of ec-300's.
|

Benny Ohu
Chaotic Tranquility Casoff
387
|
Posted - 2012.11.03 01:44:00 -
[114] - Quote
serras bang wrote:furry nerf nerf furries +1 |

serras bang
Lucien Coven
41
|
Posted - 2012.11.03 01:51:00 -
[115] - Quote
Benny Ohu wrote:serras bang wrote:furry nerf nerf furries +1
very funny :P |

Michael Harari
The Hatchery Team Liquid
338
|
Posted - 2012.11.03 02:23:00 -
[116] - Quote
Can fozzie actually confirm if the 5% td nerf is an actual 5% (ie, 5% of .2) or a 5 percentage point (as all his other changes are listed as) nerf? |

Red Teufel
Blackened Skies Nulli Secunda
102
|
Posted - 2012.11.03 02:49:00 -
[117] - Quote
interesting, very interesting. |

Iam Widdershins
Project Nemesis
754
|
Posted - 2012.11.03 02:49:00 -
[118] - Quote
CCP Fozzie:
Can we also see the sensor strength skill ranks reduced to 2? This would bring them into parity with armor and shield damage compensations and lessen the load on pilots who already fly three or four races of ships. Lobbying for your right to delete your signature |

Sassums
Wormhole Exploration Crew R.E.P.O.
56
|
Posted - 2012.11.03 03:05:00 -
[119] - Quote
So you're definition of an "Update" is instead a nerf to those ECM classed T2 Cruisers?
How is that in any way an update?
So not only do you nerf the base effectiveness, you slap me in the face by adding more skills to make the ships more effective?
The Falcon is already paper thin as it is, and now you are going to drop it's range and get it even closer to the combat?
Falcon is long range. Not in the middle of the fight the enemy farts and the ship dies.
What a load of garbage. |

Viribus
Love Squad Confederation of xXPIZZAXx
99
|
Posted - 2012.11.03 03:08:00 -
[120] - Quote
Sassums wrote:So you're definition of an "Update" is instead a nerf to those ECM classed T2 Cruisers?
How is that in any way an update?
So not only do you nerf the base effectiveness, you slap me in the face by adding more skills to make the ships more effective?
Please learn to read
Quote:The Falcon is already paper thin as it is, and now you are going to drop it's range and get it even closer to the combat?
Falcon is long range. Not in the middle of the fight the enemy farts and the ship dies.
What a load of garbage.
Falcon's paper thin because you can't shoot when you're permajammed. You already fly the most risk-averse ship in the entire game so your complaints kind of fall flat
Maybe you can adapt by not flying overpowered, risk-free garbage |
|

fukier
Flatline.
92
|
Posted - 2012.11.03 03:09:00 -
[121] - 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. |

Fon Revedhort
Monks of War DarkSide.
808
|
Posted - 2012.11.03 03:28:00 -
[122] - Quote
Changes in values alone are nothing. What you really should consider doing is fight against permajamming and all other forms of rendering an opposing ship totally useless by simply stacking a crapload of EW mods (in volumes sufficient to suppress gangs) against one single target.
Meh... 14 |

Maggeridon Thoraz
Reconfiguration Nation Transmission Lost
30
|
Posted - 2012.11.03 03:37:00 -
[123] - Quote
Garviel Tarrant wrote:
Not to mention that even if you do kill the drones, just getting jammed once before they die is often enough to lose you the fight.
is it not the purpose to get an advantage in a fight by ewar somehow which means loosing or winning ? you can counter the ecm with implants and modules. cant you ?
|

Shade Millith
Fortis Defensor.
46
|
Posted - 2012.11.03 04:05:00 -
[124] - Quote
It's about time that something's done about ECM.
It is one of the biggest killers of small gang fights. Perhaps also making it less effective to stack all ECM on a single target? |

Goldensaver
Vorbild Industries Inc.
79
|
Posted - 2012.11.03 04:51:00 -
[125] - Quote
serras bang wrote:Theo Ramone wrote:Since we're going to reduce the effects of ECM's can we also get some skills to reduce the effects of energy nuet/vamp?
Maybe a skill which hardens your capacitor to make x amount protected from modules that neut/vamp the cap levels?
Frankly, in the "Oh jesus run" list of ships the ewar ranks pretty low. The energy war ships (I'm looking at you pilgrim and curse) scare the bejesus out of me. I dont see too many solo rooks and falcons. Cant really say the same of pilgrims and curses.
ETA:
Oh, can you buff the tank on the ewar ships if your nerfing the jam abilities. Seeing s the jam chance is the only tank.....It would be nice to have a little bit of backup to the increased chance of failure thats coming. defens against vamp ? isnt that called a cap battery ? Cap battery? Isn't that called a module that uses up FAR too much CPU and PG for minimal gain aside from a very small counter to a strong mechanic in game?
Lets be honest, their fitting requirements need to be brought down a bit before they'll see any casual use. |

Turelus
Caldari Independent Navy Reserve The Fourth District
53
|
Posted - 2012.11.03 05:21:00 -
[126] - Quote
Hans Jagerblitzen wrote:Stat tweaks are great, but I urge you to keep looking at the core ECM mechanic itself, rather than simply its application. I still love reducing jam length with sensor strength, bringing ECM into more of a lock-breaker role that can be combined with Scan resolution dampening to create a synergistic permajam effect that relies on player skill, not slot machine probability to be effective.
Making ECM drones break locks only would be a great place to start, as they'd be a nuisance at the 1 vs 1 level but not completely imbalance a fight, and could scale up to a fleet level where a CLOUD of drones can create the permajam effect, but not a simple wing of EC-300's.
I'd also look at the sensor damp drones at this time too, there might be a tweak or two there that can make them more viable and dovetail well with the rest of the iterations you're working on here.
Also, as we've discussed internally, you really need to address the scannability factor in conjunction with increasing sensor strength through skills, if thats the way you go. Having a penalty built into command links would be a great place to start, but command ships are by no means the only ships that people want to hide from probes, so please consider this if you must go with a skill buff so we're not fixing one problem only to create another. As a fully trained ECM pilot I have often held debates over what I think would be too much of a nerf to ECM mechanics. However you ideas here are REALLY good and I would actually really like to see them take place. So you have a separate thread outlining these ideas? I would love to discuss it further but not break the flow of this thread.
On topic, pretty happy with the changes and making EWAR much stronger when deployed by its specialist ships. Not sure how I feel about the ECM def skills as it's just going to become another mandatory skill set for almost every pilot, the effects will be huge on some ships compared to others as well. It's already pretty hard to jam EWAR and Logistics ships using ECCM these skills might send them way over the ability to be jammed.
Okay I just did a very basic test. a max skill Falcon (basic 1600 plate fitting) with a Minmatar jammer overheated vs a Scimitar with 1x racial ECCM and a full set of high-end ECCM implants has a 23.63% chance to jam. Seems like it's not too broken to add these skills, I look forward to testing them soon. "Don't count on others for help. In the end each of us is in this alone. The survivors are those who know how to look out for themselves." |

Sushi Nardieu
0
|
Posted - 2012.11.03 05:31:00 -
[127] - Quote
Can one of the Loki Offensive Subs get a TP bonus then? Guns of Knowledge-á |

Valleria Darkmoon
Heretic Army Heretic Nation
30
|
Posted - 2012.11.03 05:33:00 -
[128] - Quote
Racial sensor compensation skills you say?
Well I know what my first purchase on log in on December 4th is now. Been hoping for these forever, just hoping I'm not still dreaming. |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
362
|
Posted - 2012.11.03 07:33:00 -
[129] - Quote
Wow, there should be a law against posting threads like this when I am indisposed or in the very least they should be locked until I get up after a hard nights work ....
Good that you have the balls to go here, but I fear you are not going far enough (yeah, yeah, I read the baby steps line but still). - ECM could do with further a slight reduction on unbonused hulls. Always been devastating for frigs/dessies as the sensors are so poor that it matters not who/what wields the infernal modules . one cycle equals the average duration of a light fight after all. - ECM drones, why have you not eradicated them, either remove from game until you figure out what to do with them or try them out as lockbreakers instead of jammers .. pretty sure they will shine as breakers. PS: The mechanics of the ECM could use a look at, forced thumb twiddling has no place in a multi-player game. Don't know what/who/why but I have spent far too long staring at an Eve cinematic to appreciate the mechanics ... pretty as Eve is I prefer to play it, not watch it 
- Damps will still be pretty 'meh', maybe add a slight scan bonus when fitting them to assist with using them as counter against the evil ECM or tweak the bonused hulls by upping same attribute. First lock wins in ECM/Damp contests, Caldari have more mids so don't notice the forced SeBo as much .....
- TP's are still not used in significant numbers for me to make a qualified judgment .... only really seen them from rats which have marginal stacking penalty. Something more might be required, maybe rename/reimagine them them to be :insertfancyphysicstermhere: projectors that in addition to sig blow-out affects target agility/mass or something .. not much, just enough to be noticeable when fully stacked.
- TD's, provided the plan is still to add them as counters to missiles, need the full ECM treatment. Make them a waste of space on unbonused hulls and increse said bonuses to match. They WILL become omni-present, at least make it a choice rather than a necessity. |

I'm Down
Macabre Votum Against ALL Authorities
133
|
Posted - 2012.11.03 08:30:00 -
[130] - Quote
Tracking Disruptors still get about 88% fully bonused up at 190km range on t1 ships... problem?
1 tracking disruptor at that range can reduce a 300km railgun (about the max range a rokh can go even though it can't lock) down to 36 optimal.... that's the most extreme example of how OP the module is, especially if you introduce it to missile warfare eventually rather than make another mod. Even if that's not the case... any normal range ship getting screwed offensively by 1 module is pretty insane. |
|

Roime
Shiva Furnace
1384
|
Posted - 2012.11.03 08:32:00 -
[131] - Quote
Nice stuff.
ECM drone suggestion- halve their strength, and extend ship-based drone damage bonus to cover all EWAR drone effects, and change their jamming times:
EC-300: 0.5 / 5s EC-600: 0.75 / 10s EC-900: 1 / 20s
Shiva Furnace - recruiting again! |

Colt Blackhawk
The Forsworn Protectorate Imperial Protectorate
2
|
Posted - 2012.11.03 08:55:00 -
[132] - Quote
Dear CCP Fozzie, concerning problems with the following skill: Long Distance Jamming. It gives Bonus to optimal ewar range. Could we possibly somehow fix that skill? I mean if I train it I have better range so I can jam at longer distance but otherwise I destroy my good jamming and tracking disrupting abilities at short range. Right? That means otherwise: If I train this skill I decide that my char isn-¦t good at short range but and long range FOREVER, because I can-¦t make it undone. Couldn-¦t we switch the nonus somehow on falloff? |

Super Stallion
Caldari Provisions Caldari State
1
|
Posted - 2012.11.03 08:58:00 -
[133] - Quote
As one who dabbles in ECM:
-Changing ECM to only unlocking would be bad. It guarantees that the target will be able to sick drones on the ECM ship without the ECM ship having a way to prevent it. Depending on the drones used, you just nerfed the ECM ships. They would be unable to perform their primary function.
-Fozzie's change will be good. It will eliminate many of the 100% chance to jam situations that we have in game. right now, a kitsune can perma-lock a rifter with one t4 module can one skill at level 5. Other situations like this also occur. And, despite using it from time to time, Ill be the first to admit that it is a bit over powered.
-After reading the comments, I get the feeling that many have not gone through the math on how ECM works. A 25% boost in sensor strength is a huge bonus for ships facing ECM. Assuming that the ship isnt in a situation where a 100% jam rate occurs, when using one module, youll see a 25% less jams. With more than one module, the reductions in jams actually increases beyond 25%.
I think the only real fix to the situation is to buff ECCM so that it has another function when not facing an ECM ship. Perhaps have ECCM modules provide a bonus to all remote buffs received. Or, scrap the system for something else. |

Super Stallion
Caldari Provisions Caldari State
1
|
Posted - 2012.11.03 09:01:00 -
[134] - Quote
Colt Blackhawk wrote:Dear CCP Fozzie, concerning problems with the following skill: Long Distance Jamming. It gives Bonus to optimal ewar range. Could we possibly somehow fix that skill? I mean if I train it I have better range so I can jam at longer distance but otherwise I destroy my good jamming and tracking disrupting abilities at short range. Right? That means otherwise: If I train this skill I decide that my char isn-¦t good at short range but and long range FOREVER, because I can-¦t make it undone. Couldn-¦t we switch the nonus somehow on falloff?
I do not believe that long distance jamming has any effect on attempting to jam an opponent at closer ranges. All it does is extend your optimal. |

Colt Blackhawk
The Forsworn Protectorate Imperial Protectorate
2
|
Posted - 2012.11.03 09:14:00 -
[135] - Quote
Quote: do not believe that long distance jamming has any effect on attempting to jam an opponent at closer ranges. All it does is extend your optimal.
As I understand it ewar works at optimal - falloff. Training better optimal would mean that I am not so good at shorter range, right? Not so much drama with ECm here but much drama with TDs. I already dicovered that TDs do not work so good at shorter ranges. |

Smoking Blunts
ZC Industries Dark Stripes
343
|
Posted - 2012.11.03 09:41:00 -
[136] - Quote
is there any chance of you guys fixing meta 4 and t2 ecm jammers. currently the t2 version has no advantage over the meta 4, while the meta 4 has reduced cap use compared with t2...
surely the extra cap useage should end up with a slightly higher jam strength? OMG when can i get a pic here
|

Jack Miton
Aperture Harmonics K162
759
|
Posted - 2012.11.03 10:07:00 -
[137] - Quote
Quote:*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)
guess i need to spend 3mil SP on more int/mem crap :( |

Desert Ice78
Cobra Kai Dojo WHY so Seri0Us
170
|
Posted - 2012.11.03 10:29:00 -
[138] - Quote
Fozzie, we need a serious buff to the tank of the falcon to go with this general nerf to it's only tank: ECM.
Otherwise I'm looking at yet another ship to spin in my hanger. I am a pod pilot: http://dl.eve-files.com/media/corp/DesertIce/POD.jpg
CCP Zulu: Came expecting a discussion about computer monitors, left confused. |

Takeshi Yamato
Blue Republic RvB - BLUE Republic
522
|
Posted - 2012.11.03 10:32:00 -
[139] - Quote
I'm Down wrote:Tracking Disruptors still get about 88% fully bonused up at 190km range on t1 ships... problem?
1 tracking disruptor at that range can reduce a 300km railgun (about the max range a rokh can go even though it can't lock) down to 36 optimal.... that's the most extreme example of how OP the module is, especially if you introduce it to missile warfare eventually rather than make another mod. Even if that's not the case... any normal range ship getting screwed offensively by 1 module is pretty insane.
Your math is wrong. A TD on a ship with a 7.5% bonus is a -65% optimal reduction with these changes. The TD's optimal is 108 km as well, not 190 km. In fact, TD optimal + 2x falloff = 180 km.
|

Finarfin
Immunity Syndrome
12
|
Posted - 2012.11.03 10:35:00 -
[140] - Quote
Maybe the 4 new skills should be recombined into one. Roughly 3M SP just to diminish the effects of ECM is a bit rough. Having these will quickly become mandatory. It is like learning skills all over again. |
|

xo3e
The Deliberate Forces HYDRA RELOADED
36
|
Posted - 2012.11.03 10:56:00 -
[141] - Quote
this changes are p inconsistent
what is the point in boosting sensor strength if ecm mechanics is broken.
problem with ECM is that pilot that got jammed cant use his own skill to counteract. he can just go die being jammed or let his opponent escape.
you cant fix this by adding 4 shet skills Signature removed. Navigator |

Takeshi Yamato
Blue Republic RvB - BLUE Republic
522
|
Posted - 2012.11.03 11:21:00 -
[142] - Quote
To elaborate a bit on unbonused TDs being a bit too good still. I propose the following:
Set the T2 Tracking Disruptor to 16% optimal and 16% tracking reduction. With a script this becomes 32%. With Turret Destabilization V, this becomes 40%. On tranquility this would be 50.25% and with the current iteration 47.73%.
Change the TD strength bonus on specialized ships to +12.5% per level. This results in 65% TD strength. On tranquility it's currently 62.81% and 65.63% with the current iteration.
All nice even numbers.
|

Spugg Galdon
APOCALYPSE LEGION
237
|
Posted - 2012.11.03 11:29:00 -
[143] - Quote
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 |

Holy One
249
|
Posted - 2012.11.03 11:59:00 -
[144] - Quote
Quote:
If anything you might want to take this further - drop ECM optimal significantly and leave the falloff untouched, so that ECM is more focused against point-blank gankwagons and of diminishing value against even mid-ranged targets. Of course, you might also need to look at further incentivising those point-blank gankwagons in the first place...
This is so absolutely correct my roids are throbbing with the sheer righteousness of it.
ECM should be a short range counter to high dps and gtfo tool. It should be effective in this regard but place your ship in peril. It should not be the Falcon Alt decloaking and jamming you from 50km until you are dead.
Also damps need to be chance based on a par with ECM. Or they will just become the new fotm for faggots. |

Soldarius
TreadStone Standard Tribal Band
296
|
Posted - 2012.11.03 12:21:00 -
[145] - Quote
Excellent. I'm glad you're taking my and others' suggestion to simply add sensor boosting skills to allow for pilots to have the option of being more resistant to ECM. It is a simple and moderate step.
I can't say that I'm pleased about another range nerf, though. ECM range on a Falcon with max skills, 2 SDAs, and a Particle Dispersion Projector is 66km + 53km falloff. This is comparable with other EWAR. Not only is there no need for it, but it won't even be noticable. Nor will it effect counter-ecm tactics.
Buffs to Damps: looks good.
Nerf to TDs: setting up for the missile changes, are you? Unfortunately, like the ecm range nerf, a reduction of 5% of base is totally insignificant. No one will even notice the difference. Also, when you consider the need to balance TD effectiveness vs Tracking Computers in preparation for TD/TCs affecting missiles, you're going to have to go much farther. However, you are going in the right direction.
"How do you kill that which has no life?" |

Unseen Spectre
Shadow Eye Ops
1
|
Posted - 2012.11.03 12:41:00 -
[146] - Quote
Hi I have one small question for you (which some of you probably may find stupid or irrelevant :) ). I do not have much experience with using recons myself but it just seems (just based on the description and fitting specifications of the ship) to me that with a both the suggested missile changes and EWAR changes a Rook will be GÇ£hitGÇ¥ twice . Therefore, my question is what do you think the usefulness of the Rook will be going forward considering both the EWAR and missile changes?
|

Lili Lu
575
|
Posted - 2012.11.03 13:11:00 -
[147] - Quote
Desert Ice78 wrote:Fozzie, we need a serious buff to the tank of the falcon to go with this general nerf to it's only tank: ECM.
Otherwise I'm looking at yet another ship to spin in my hanger.
Are you sure your alliance is "why so serious" or is it "are you serious?"
If you want a tank on your Falcon start sacrificing a couple mids like every other recon does. All you really need is at most 4 ecm to perform your role. Noone says you have to be able to jam every possible ship if you are in a fleet with other ecm boats anyway.
If you aren't plated and a brick you could fit mobility and a tank that a logi can rep up. It is precisely because ecm has been so powerful that ecm pilots eschew a tank, load every possible mid with and ecm, and cry paper thin yada yada yada. If you had any experience with other recons you would know that you can't sacrifice mobility and tank and still expect to survive.
I'm being "so seriously", try some agility in the lows and a few shield mods in the mids. You won't have some purely afterthough plate hp that can't really be effectively repped and just makes you a brick. Look at the stats for recons, they all have roughly equal hp. If your Falcon is paper thin then so are the others and they often have to get quite a bit closer to perform their role. ECM is not your only tank unless you make it so. |

Sylph leonard
Aperture Harmonics K162
0
|
Posted - 2012.11.03 13:24:00 -
[148] - Quote
The new skills being rank 3 seems a little high, making them rank 2 would seems more appropriate.
Also are you guys gonna do anything with ECCMs as it could use some buffs. Giving them something like %30 reduction to jam cycle, TD, SD, TP effectiveness on top of what they already do for example. |

Bloodpetal
Mimidae Risk Solutions
1030
|
Posted - 2012.11.03 13:42:00 -
[149] - Quote
Can you just nerf EC-300s?
Also, I don't know what you're thinking about for ECM...
But seriously one of the first things that should be looked at if you're not doing a total mechanic overhaul is STACKING PENALTIES for multiple ECM mods on the same ship.
Where I am. |

MystLynx
Garoun Investment Bank Gallente Federation
0
|
Posted - 2012.11.03 14:04:00 -
[150] - Quote
Quote:*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)
NO THANK YOU!
That wont change anything about the metagame, except delaying my (and the one of numerous players i guess) skill plan with a useless rank 12 skill.
also
THIS
Bloodpetal wrote:Can you just nerf EC-300s?
Also, I don't know what you're thinking about for ECM...
But seriously one of the first things that should be looked at if you're not doing a total mechanic overhaul is STACKING PENALTIES for multiple ECM mods on the same ship.
<3 |
|

Harvey James
Deep Core Mining Inc. Caldari State
89
|
Posted - 2012.11.03 14:23:00 -
[151] - Quote
another option to nerf ecm is reducing the bonus on ecm rigs the op range rig adds 20% and the strength rig adds 10%. the rigs for the other e-war add only 5% strength and non for range slightly lobsided i would say as well as the sig distortion amp that boosts ecm only. |

Fon Revedhort
Monks of War DarkSide.
808
|
Posted - 2012.11.03 14:35:00 -
[152] - Quote
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? 14 |

2manno Asp
The Imperial Fedaykin
22
|
Posted - 2012.11.03 14:57:00 -
[153] - Quote
Fozzie, why can't we simply change the effects of ECM?
instead of preventing a ship from locking (effectively rending all modules useless, sans prop mods, as they require a lock), what about preventing individual modules from working in the event of a succesfull jam?
perhaps one type of ecm module would prevent a point or web from working, another might shut off high slots for a time, another might cause heat to build up faster (sort of like a stuxnet virus).
this gives the jammee a fighting chance to work with whatever remains working on his/her ship, instead of just shutting everything down. |

Major Killz
Chaotic Tranquility Casoff
104
|
Posted - 2012.11.03 15:09:00 -
[154] - Quote
The changes to tracking disruptor are a JOKE. 5%? Sensor dampners effectiveness DO NOT NEED to be increased. Sensor dampners are all ready effective. Which idi0ts have convinced you sensor dampners aren't effective?
Tracking disruptors SHOULD be NERFED to the level of target painters, but will only get 37% effectiveness with optimal or tracking scripts. You and your whole 'TEAM' is r3t@rd3d and have created and will implement a few SILLY forseen fails. I've already stopped commented on some of these threads because I have every intention of ABUSING THE FU*K out of your changes, but NOT THIS THREAD.
I suggest you REALLY think this threw. ECM should break locks ONLY (no 20 second wait for locks) and use ALOT of cap, but have short duration. All the modules mentioned should use ALOT of cap, except for target painters = / [SMUG]-áSORRY for party rocking! v0v
|

ScoRpS
0utbreak Outbreak.
54
|
Posted - 2012.11.03 15:18:00 -
[155] - Quote
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! |

Iris Bravemount
Fweddit I Whip My Slaves Back and Forth
110
|
Posted - 2012.11.03 15:30:00 -
[156] - Quote
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).
4 more unsexy skills to train. 
I accidentally... the bookmark. How much is it worth? |

Eridanii
Firebird Squadron Terra-Incognita
7
|
Posted - 2012.11.03 15:34:00 -
[157] - Quote
I welcome the slight buff to Sensor Damps but I don't think it really makes or breaks anything. It helps damps in normal scram-range situations.
Max skilled Arazu with two damp rigs before and after buff Range reduction 58.57% vs 64.43% Ship with 140km lock range vs 2 damps before and after ~28.5km / ~22.5km vs 3 damps before and after ~19.0km / ~14.0km
I don't think they will become the new go to ECM but I think we'll see increased effectiveness at locking down targets around scram ranges.
Range damps only work if you can dictate range and the gal boats bonus'd for damps are kind of bricks and can't always dictate range. Once you close to point-blank, the damps are worthless, leaving them as a situational ewar mod which I am alright with. ECM works the same at point-blank all the way to optimal leaving it the preferred ewar mod for neutralizing someone.
I like the idea of having ECM be the short-range ewar as Caldari's racial counter to Gal blasters and Damps being the long-range ewar for Gallente's counter to Caldari sniping. Reducing ECM optimal by a lot and increasing falloff would be a great way to implement this. |

Sarah Schneider
PonyWaffe Test Alliance Please Ignore
1601
|
Posted - 2012.11.03 15:35:00 -
[158] - Quote
I'll just leave this here.. http://themittani.com/features/ecm-not-nerf-we-deserve-fix-we-need
ECM needs an overhaul, nerfing range, adding a bunch of skill to effect will do nothing and might even cause more problems along the way. "I think weGÇÖre just getting closer and closer to a place where the people we lose are people that itGÇÖs okay to lose." -Kristoffer Touborg, Eve lead designer |

Julius Foederatus
Hyper-Nova
140
|
Posted - 2012.11.03 15:42:00 -
[159] - Quote
Damp bonuses were not boosted enough. It needs 10% per level, not 7.5%. Either that or we need a targeting range nerf across the board. |

Deerin
Murientor Tribe Defiant Legacy
31
|
Posted - 2012.11.03 15:49:00 -
[160] - Quote
ECM:
I hate the fact that we are getting 4 new skills that we'll just HAVE TO train. I don't know if what I'm about to ask is possible but:
Link these 4 skills together. So I could train Minmatar sensor str for L1, gallente sensor str for l2 minmatar again for l3 gallente agian for l4 and caldari for l5. With this I will end up with 10% minmatar 10%gallente and 5% caldari jam str. If I chose so I could also train all minmatar so I can get 25% sensor str bonus.
This would add a unique flavour to all characters. You would have to be careful when choosing as the changes are irreversible.
Furthermore, I think it is a technical problem to implement the stacking penalty for ecm. But there is another way around.
Make it so that each ecm effect beyond the first on the ship increases ships sensor strength by 10% (Capped at 150%)
This would cause the sensor strength to increase by 40% when being attacked by a single flight of ecm drones. It wouldn't have huge effect on dedicated ewar ships as their jam str is already high and they won't really put more than 2 jammers on a single ship. If they do then that ship probably has ECCM and I don't think it is a bad idea for an ECCM ship to enjoy this sort of protection.
TD:
I believe a flat -5% reduction on base effectiveness would have been a better tweak (i.e.15.1% instead of 20.1%) TD's are quite powerful atm.
Damps: I see no meaningful change here. Damps already had a decent range. I'm actually content with damps as they are. Maybe a little bit reduction on cap consumption???please???
Painters: Make painters scrpited. One script = target painting. Other script = target signature reduction. So that target painting ships can also be used defensively in gangs when a teammate is under heavy fire. Would give a nice flavour to minmatar ewar.
|
|

fukier
Flatline.
92
|
Posted - 2012.11.03 16:11:00 -
[161] - 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
Flatline.
92
|
Posted - 2012.11.03 16:16:00 -
[162] - 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. |

kyrieee
Doctrine. FEARLESS.
100
|
Posted - 2012.11.03 16:16:00 -
[163] - Quote
Adding four racial sensor strength skills doesn't strike me as a good way to balance ECM. The skills will become mandatory for everyone to train to at least level IV, which means that you're effectively just setting a new, lower baseline for ECM. Furthermore, the skills do absolutely nothing for you when you're not being jammed. That is a problem tied to the ECM mechanic, but it's still a huge problem. Tracking skills / modules help me track in all situations, sebos / targeting skills always help me lock faster, but sensor strength gives me a slightly higher chance of not being rendered useless.
It is a bad concept for a module and it's no better as a skill. Unless you already have a plan of what you want to do with these skills with regards to a future overhaul of the ECM mechanic then you should reconsider if adding them to the game is the right move. Otherwise you may very well end up in a situation where you need to redesign the skill or just reimburse everyone's SP. ECM is a broken mechanic, don't feed the monster by having everyone invest more SP into it.
If what you want to achieve is a slight ECM nerf, then just change the jam strength on all the jammers. Weeks of training time to maybe get jammed less isn't going to solve any problems. |

Super Stallion
Caldari Provisions Caldari State
1
|
Posted - 2012.11.03 16:32:00 -
[164] - Quote
kyrieee wrote:Adding four racial sensor strength skills doesn't strike me as a good way to balance ECM. The skills will become mandatory for everyone to train to at least level IV, which means that you're effectively just setting a new, lower baseline for ECM. Furthermore, the skills do absolutely nothing for you when you're not being jammed. That is a problem tied to the ECM mechanic, but it's still a huge problem. Tracking skills / modules help me track in all situations, sebos / targeting skills always help me lock faster, but sensor strength gives me a slightly higher chance of not being rendered useless.
It is a bad concept for a module and it's no better as a skill. Unless you already have a plan of what you want to do with these skills with regards to a future overhaul of the ECM mechanic then you should reconsider if adding them to the game is the right move. Otherwise you may very well end up in a situation where you need to redesign the skill or just reimburse everyone's SP. ECM is a broken mechanic, don't feed the monster by having everyone invest more SP into it.
If what you want to achieve is a slight ECM nerf, then just change the jam strength on all the jammers. Weeks of training time to maybe get jammed less isn't going to solve any problems.
These skills will also make it more difficult for someone to scan you down. since ship size, for probes, is ( sig rad / sensor strength ).
So, they do have an effect that goes beyond facing ECM ships. |

Yue Rubens
The Dancer. Initiative Mercenaries
2
|
Posted - 2012.11.03 16:54:00 -
[165] - Quote
I agree with Fin that it would be pretty hard for allrounders to skill this for all their ships, however not all races/shiptypes need these skills *mandatory*, a falcon pilot will need them, just as a scimitar pilot will. Flying a dps ship in fleet will not make this skill to 5 mandatory, as ECM is usually not directed at the dps bulk of the fleet.
To those guys who call for a change to the scorpion, or complain that caldari has only one viable battleship:
Just no!
It is not a fault that caldari have a fun, different, ewar-based bs, the fault lies in that 2 of the other races don't. The dominix takes a similar position to the scorp as it is better at support/ewar/neuts/versatility than damage.
Buhu the scorpion has no armor tank? Well zang, first off, it's a caldari ship. Second, it can jam from up to 150km away, what does it need tank for. If you want a brawler/neut scorp you'll have to sacrifice mids for shield tank. And then you'll get the added goodie of a bonused burst lockbreaker with like 25+ km range.
A well fielded raven fleet can be quite useful, too, the doctrine wheel turns every day... |

Timothia Hodges
The Kairos Syndicate Transmission Lost
5
|
Posted - 2012.11.03 17:09:00 -
[166] - Quote
Does scanning really need to be made harder? |

Bouh Revetoile
Barricade.
148
|
Posted - 2012.11.03 17:17:00 -
[167] - Quote
Fon Revedhort wrote:Why the hell anyone still insists on making fights determined at the fitting screen? May be because unstopable ship is bad concept ?
What I don't understand is that people don't mind having kiting ship hard countering brawlers but hate EWAR even though EWAR can be countered the same way Lr fit counter SR fit.
Of course, ECM is a bit screwed mecanic, but the concept of fitting to protect against some threat should stay. |

Inquisitor Kitchner
Galaxy Punks Executive Outcomes
352
|
Posted - 2012.11.03 17:20:00 -
[168] - Quote
Total newb question: How/why do these changes effect probing? "If an injury has to be done to a man it should be so severe that his vengeance need not be feared." - Niccolo Machiavelli |

Kai'rae Saarkus
Ganja Labs Exodus.
26
|
Posted - 2012.11.03 17:26:00 -
[169] - Quote
Inquisitor Kitchner wrote:Total newb question: How/why do these changes effect probing?
They make it harder (smaller signatures).
Bouh Revetoile wrote:Fon Revedhort wrote:Why the hell anyone still insists on making fights determined at the fitting screen? May be because unstopable ship is bad concept ? What I don't understand is that people don't mind having kiting ship hard countering brawlers but hate EWAR even though EWAR can be countered the same way Lr fit counter SR fit. Of course, ECM is a bit screwed mecanic, but the concept of fitting to protect against some threat should stay.
Because fitting a LR ship to kite SR ships doesn't immediately gimp me against every other possible gang comp out there. Fitting an ECCM gimps me against everything that is not ECM. This is why people are happier with damps / TDS: naturally, people fit modules to maximise the stats these types of EWAR affect.
The second reason is that there is only one place to counter ECM: before you undock. Every other type of EWAR can be countered in space (stay outside of Point / Web / Neut range, burn close to your target against damps, fly to optimise your tracking / range against TDs). The only thing you can do against ECM is blap it, which isn't really a counter because you can't do it if it's affecting you. |

fukier
Flatline.
92
|
Posted - 2012.11.03 17:35:00 -
[170] - 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. |
|

Marlona Sky
D00M. Northern Coalition.
1766
|
Posted - 2012.11.03 17:38:00 -
[171] - Quote
That website is **** and that article just proves it. 
Remove local, structure mails and revamp the directional scanner! |

Suitonia
Corp 54 Curatores Veritatis Alliance
127
|
Posted - 2012.11.03 17:47:00 -
[172] - Quote
Fozzie, are there any plans to review ECM drones? (And all ewar drones to be honest, anything that doesn't have EC in it's name is worthless). Right now ECM drones are much stronger than a multispectral jammer on an unbonused hull which doesn't seem inline at all. Also, due to the way the ECM Mechanic works, 5x EC-300's for example don't have any stacking penalty, they are just extra dicerolls of the same strength, where as the 4th and 5th light sensor drone is applying the same stacking penalty as if you were putting 4-5 damp modules on someone for example, which means your 4% target range and scan resolution damp is actually 0.4% or something not even worth mentioning.
I think to get around the stacking penalty a good solution would be to maybe just roll all 5 drones into a single drone for each type of ewar.
i.e. instead of using 5x SD-300's you would use 1x SD-300 which takes up 25m3 space and is 1 drone and would have the cumulative stats of all 5 drones. Thus getting around the stacking penalty. Medium sized drones would take 50m3 space for 1, and heavy 125m3. Make it so it still takes up all 5x drone slots though so someone can't launch 5x new SD-300s
ECM drones are way too good right now and really need to be turned downwards. |

Mortimer Civeri
Aliastra Gallente Federation
219
|
Posted - 2012.11.03 17:59:00 -
[173] - Quote
Timothia Hodges wrote:Does scanning really need to be made harder?
YES! "I don't know which is worse, ...that everyone has his price, or that the price is always so low." Calvin
|

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
362
|
Posted - 2012.11.03 17:59:00 -
[174] - Quote
Marlona Sky wrote:That website is **** and that article just proves it.  Website is indeed ****, but article is pretty much in line with what has been suggested repeatedly over the years .. not by me mind you, I want the jam mechanic gone as cinematic mechanics have no place outside of single player games, but I have no idea what to replace it with.
Makes a lot of sense to create a variable jam duration, smaller ships will unfortunately still be raped by ECM as they generally get the full cycle, but for larger ships lock times takes the place of part of the duration and if/when damps are sorted an ECM/Damp combo will be the way to go against larger hulls.
Problem for me remains the effect itself and that my precious light ships can be removed for the entire duration of a skirmish .. frig/dessie battles rarely go beyond 30s unless it is some gayass kiting contest.
|

Colonel Xaven
Decadence. RAZOR Alliance
182
|
Posted - 2012.11.03 17:59:00 -
[175] - Quote
I am looking forward for these changes to go live - but it won't stop ECM QQ post since this tweak proves that the more threads about it are written (not how many people are concerned), the more likely it's going to be changed.  |

Marlona Sky
D00M. Northern Coalition.
1766
|
Posted - 2012.11.03 18:10:00 -
[176] - Quote
Veshta Yoshida wrote:Marlona Sky wrote:That website is **** and that article just proves it.  Website is indeed ****, but article is pretty much in line with what has been suggested repeatedly over the years .. not by me mind you, I want the jam mechanic gone as cinematic mechanics have no place outside of single player games, but I have no idea what to replace it with. Makes a lot of sense to create a variable jam duration, smaller ships will unfortunately still be raped by ECM as they generally get the full cycle, but for larger ships lock times takes the place of part of the duration and if/when damps are sorted an ECM/Damp combo will be the way to go against larger hulls. Problem for me remains the effect itself and that my precious light ships can be removed for the entire duration of a skirmish .. frig/dessie battles rarely go beyond 30s unless it is some gayass kiting contest. 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.
Remove local, structure mails and revamp the directional scanner! |

Gneeznow
Ship spinners inc To be Announced.
6
|
Posted - 2012.11.03 18:22:00 -
[177] - Quote
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? |

fukier
Flatline.
92
|
Posted - 2012.11.03 18:28:00 -
[178] - 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. |

Bubanni
ElitistOps Pandemic Legion
532
|
Posted - 2012.11.03 18:29:00 -
[179] - Quote
:D ECM nerf idea...
Make ECM a high chance to break lock module, limit how many can be fitted to your ships by adding some sort of stacking penality (4 would be most optimal, anything more is not useful)
When the ECM breaks lock, the target can begin relocking again right away... the cycle time could be reduced to 10 sec. and jamming strenght doubled (or something), you would be able to jam most ships often, even perma jamming stuff when you take targeting time into consideration if you ballance the numbers right, ECM will be more useful vs slow locking ships, but frigs and cruisers can relock fairly quick compared to a bs (depending on size of target)
you could use damps together with the ecm to get even better results.
and again, the most needed nerf for retribution is duration of jams from ECM drones... it should only break locks like the ECM burst and such. Christmas wish list https://forums.eveonline.com/default.aspx?g=posts&t=134275
Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |

fukier
Flatline.
92
|
Posted - 2012.11.03 18:36:00 -
[180] - 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
Flatline.
92
|
Posted - 2012.11.03 18:38:00 -
[181] - 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. |

Makari Aeron
The Shadow's Of Eve TSOE Consortium
43
|
Posted - 2012.11.03 18:49:00 -
[182] - Quote
There was nothing wrong with *any* of the EWAR to begin with except for the whining noobs on the receiving end who couldn't HTFU and make their fleet dynamic enough to overcome the mechanics. CCP RedDawn: Ugly people are just playing life on HARD mode. Personally, I'm playing on an INFERNO difficulty...
|

Bouh Revetoile
Barricade.
148
|
Posted - 2012.11.03 19:00:00 -
[183] - Quote
Kai'rae Saarkus wrote:Because fitting a LR ship to kite SR ships doesn't immediately gimp me against every other possible gang comp out there. Fitting an ECCM gimps me against everything that is not ECM. This is why people are happier with damps / TDS: naturally, people fit modules to maximise the stats these types of EWAR affect.
The second reason is that there is only one place to counter ECM: before you undock. Every other type of EWAR can be countered in space (stay outside of Point / Web / Neut range, burn close to your target against damps, fly to optimise your tracking / range against TDs). The only thing you can do against ECM is blap it, which isn't really a counter because you can't do it if it's affecting you. Indeed, thouth I took this for the screwed mechanic.
When you fit a TD ship and you encounter a missiles/drones ship, you are screwed too, and that's from the fitting screen. Basicaly, any time you fit a situational module, your fit is screwed for all the other situations. Some fits can counter some other fits, always.
IMO, the problem is more about the counter, ECCM, to be only useful for countering ECM. Either sensor strength should be useful for more than just ECM and probing or ECCM should something more than only rising your sensor strength.
Maybe ECCM could buff scan resolution or signature radius, or both, and maybe have scripts for all these. |

Bouh Revetoile
Barricade.
148
|
Posted - 2012.11.03 19:05:00 -
[184] - Quote
Some more thought about an ECCM module with added bonus to scan resolution and signature radius : doing this, ECCM would provide advantages other than just countering ECM, but other EWAR can counter these sides effect, then we would have some paper/rock/scissors scheme, with ECM countering standard/EWAR ships, ECCM countering ECM, and standard/EWAR countering ECCM.
IMO, that's the direction where to look, instead of killing universal EWAR idea. |

fukier
Flatline.
92
|
Posted - 2012.11.03 19:05:00 -
[185] - 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. |

Eridanii
Firebird Squadron Terra-Incognita
7
|
Posted - 2012.11.03 19:16:00 -
[186] - Quote
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. |

Soko99
Repercussus RAZOR Alliance
11
|
Posted - 2012.11.03 19:42:00 -
[187] - Quote
So what happens to the Griffin/Kitsune/Falcon? Those aren't listed as getting the new hull bonus..
Also.. What about the skills? You're taking away about a month worth of training overnight by nerfing the optimal and falloff. While giving all other races that free month of training basically since they now get the equivalent of 2 skill ranks.
What makes CCP think ECM needed a nerf anyways? I'd like to hear the reasoning behind it. Because so far. it seems like Caldari is on your hitlist. |

Marlona Sky
D00M. Northern Coalition.
1765
|
Posted - 2012.11.03 20:39:00 -
[188] - Quote
Soko99 wrote:So what happens to the Griffin/Kitsune/Falcon? Those aren't listed as getting the new hull bonus..
Also.. What about the skills? You're taking away about a month worth of training overnight by nerfing the optimal and falloff. While giving all other races that free month of training basically since they now get the equivalent of 2 skill ranks.
What makes CCP think ECM needed a nerf anyways? I'd like to hear the reasoning behind it. Because so far. it seems like Caldari is on your hitlist. 0/10
Remove local, structure mails and revamp the directional scanner! |

ITTigerClawIK
Galactic Rangers Intrepid Crossing
144
|
Posted - 2012.11.03 21:06:00 -
[189] - Quote
interesting changes, i do feel however we have come full circle and nerfed all the races E-war at this point now... first it was NOS, then it was ECM with ECM strength nerf then it was TD and Damps with scripts then neuts with the cap battery changes and now it is TD's again, honestly i felt that TD's were perfectly balanced the way they are now, and this change was un-nessesary, the buff for damps is very much welcome though and the TP buff was welcome also. |

fukier
Flatline.
92
|
Posted - 2012.11.03 21:12:00 -
[190] - 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. |
|

Marlona Sky
D00M. Northern Coalition.
1765
|
Posted - 2012.11.03 21:16:00 -
[191] - Quote
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.
Remove local, structure mails and revamp the directional scanner! |

fukier
Flatline.
92
|
Posted - 2012.11.03 21:37:00 -
[192] - 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. |

Wacktopia
Noir. Noir. Mercenary Group
281
|
Posted - 2012.11.03 21:58:00 -
[193] - Quote
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)
Four new skills that will impede new players and put them at a disadvantage until they know to train them and find the time in their skill plan to do it.
Why did you just not plan to buff the sensor strength of all ships by 20% and have done with it? At the very least just have one skill instead of four? The bottom line is that now I have one of those annoying signatures. |

Spc One
The Chodak Void Alliance
118
|
Posted - 2012.11.03 22:13:00 -
[194] - Quote
So golem gets 10% per level ? 50% at level 5 ?

That should bring it in line with other marauders like for example paladin that has 10% to webing bonus. |

Irregessa
Obfuscation and Reflections
9
|
Posted - 2012.11.03 22:17:00 -
[195] - Quote
Good thing my pvp main has a mem/int mapping right now. It will come in handy for those new skills.
/me looks at wiki for my main's alliance for the TP bonused ships, finds only the huginn being used, and that without any TP.
I imagine someone will theorycraft a TP build for the huginn or rapier that might prove to be useful in certain situations.
I realize that this is a quick, small change to ewar, both because there isn't time for a more comprehensive change and because it will allow people to adjust to these small changes before more substantial changes (if any) are made. I can't say I have too much hope for TP regardless, but I've never been called an optimist. |

Kai'rae Saarkus
Ganja Labs Exodus.
26
|
Posted - 2012.11.04 04:28:00 -
[196] - Quote
fukier wrote: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...
Damps suck at ranges > 150Km; that range is Opt+Falloff. Moreover, any gang designed to work at that range is better generally served by more DPS than a dampener. On grid probing has nothing to do with why Damps are bad*.
The range Damps work best at is 80-120Km, which is right where current 'LR' meta is at. With the changes to Damps+Celestis' post Dec this won't change. A one SigAmp Celestis only locks out to 122Km; anything more than that and you have to lose a Damp or gimp your tank. 81 is the new optimal and 120Km is Opt+1/2 Fallof (roughly): Damps will still work best between 80-120Km.
* Well, worse than they should be.
Irregessa wrote:/me looks at wiki for my main's alliance for the TP bonused ships, finds only the huginn being used, and that without any TP.
I imagine someone will theorycraft a TP build for the huginn or rapier that might prove to be useful in certain situations.
Your main's alliance doesn't run Tier 3 gangs often?
TP Rapier fits are already used ( http://exodus.eve-kill.net/?a=kill_detail&kll_id=14957647 ). TP Huginn ( http://exodus.eve-kill.net/?a=kill_detail&kll_id=15067709 ) fits are sometimes used; but 2 x Webs and Tank, MWD is usually preferrable. |

Muggle Shuffler
Wormhole Exploration Limited
0
|
Posted - 2012.11.04 05:03:00 -
[197] - Quote
Drones are way more a problem than falcons and such. Pissy little EC-300's seldom miss getting a jam sometime during a 30+ second engagement, even with an eccm'd sensor strength of 40+. It's a bit much.
A falcon being a dedicated ECM ship means a small gang has one less DPS ship also - they're one ship down to bring that utility to the fight. If a gang has one or more of their ships jammed out because of this then so be it.
If you're a solo ship and you get owned because another gang has more than one ship then welp. |

Zyella Stormborn
Alpha Strategy In Umbra Mortis
174
|
Posted - 2012.11.04 05:12:00 -
[198] - Quote
Muggle Shuffler wrote:Drones are way more a problem than falcons and such. Pissy little EC-300's seldom miss getting a jam sometime during a 30+ second engagement, even with an eccm'd sensor strength of 40+. It's a bit much.
A falcon being a dedicated ECM ship means a small gang has one less DPS ship also - they're one ship down to bring that utility to the fight. If a gang has one or more of their ships jammed out because of this then so be it.
If you're a solo ship and you get owned because another gang has more than one ship then welp.
That falcon can completely shut down 3-4 ships. It can perma-jamb 1 or 2 ships. Most ecm needs tweaking, but ECM's are just a bit over the top atm. |

Ager Agemo
Saturn Reaper
120
|
Posted - 2012.11.04 05:13:00 -
[199] - Quote
CCP Fozzie wrote:Hello everyone. Another set of changes to get feedback on for Retri. 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)
Target Painter *Set the TP strength bonus on TP bonused ships to 7.5% per level for T1 and 10% per level for T2
This and this! my GOLEM LOVES YOU ALL SO ******* MUCH!! this both will help marauders and the target painting might actually help with the insane TP juggling you need to do in a golem to be able to use Torps specially with the guided missile change, if you just fix torps range golem might actually be a really good ship instead of an overpriced raven. |

Fon Revedhort
Monks of War DarkSide.
808
|
Posted - 2012.11.04 05:48:00 -
[200] - Quote
Bouh Revetoile wrote:Fon Revedhort wrote:Why the hell anyone still insists on making fights determined at the fitting screen? May be because unstopable ship is bad concept ? What I don't understand is that people don't mind having kiting ship hard countering brawlers but hate EWAR even though EWAR can be countered the same way Lr fit counter SR fit. Of course, ECM is a bit screwed mecanic, but the concept of fitting to protect against some threat should stay. The difference is kiting requires efforts; simply fitting a ship for LR means pretty much nothing. EWAR takes no skill whatsoever, and btw neither does ECCM and all other so called 'counters'. It's lametardedly simplistic and that's why it's so effective in case of ewar and so ineffective in case of 'counters'. 14 |
|

Sard Caid
Gunpoint Diplomacy
66
|
Posted - 2012.11.04 06:11:00 -
[201] - Quote
As a pilot that uses all races of ships equally, I'm not looking forward to ~60 days of skill training to gain some resistance against ECM. Please consider reducing the rank on these skills to 2, which is much more in line with other ship attribute skills, which tend to be on the rank 1-2 level.
|

Valleria Darkmoon
Heretic Army Heretic Nation
30
|
Posted - 2012.11.04 06:15:00 -
[202] - Quote
Read and approved, in addition to being a de facto boost to ECCM modules it will also give damps something to do. For a long time now people have talked about how dampening is useless. So if you can only jam say an ECCM Hurricane for 8 seconds or whatever the math was I don't remember at this point suddenly there is a lot more value in also destroying it's scan resolution so that when the jam breaks it won't be able to lock again before the ECM module cycles again.
In this way you could still ensure that you don't have to worry about return fire it would just take some effort and co-ordination, you know ability. The only people who really need to cry here are those who "solo" with their falcon on standby should the tables turn.
I heartily approve this message. |

Valleria Darkmoon
Heretic Army Heretic Nation
30
|
Posted - 2012.11.04 06:47:00 -
[203] - Quote
Those new compensation skills would probably do better rolled into a single generic sensor strength skill that applies to every ship you ever fly if it's going to be left at rank 3 (consistent at least with energy/shield management skills).
If not this then make them rank 2 like the other compensation skills where you have to train four of them. Four rank 3 skills to help stop ECM is punitive and punishes the people on the wrong side of the problem. |

Takeshi Yamato
Blue Republic RvB - BLUE Republic
522
|
Posted - 2012.11.04 07:08:00 -
[204] - Quote
Valleria Darkmoon wrote:Four rank 3 skills to help stop ECM is punitive and punishes the people on the wrong side of the problem.
ECM: cause of hate even when it's being nerfed. 
But yea, long term goal should be to change ECM so that it's no longer 20 seconds of being unable to do anything rather than cementing the current mechanics via new skills that play into them. |

Roime
Shiva Furnace
1385
|
Posted - 2012.11.04 08:00:00 -
[205] - Quote
How can anyone call introducing a skill that makes your ship perform better in two ways a punishment :D same arguments posted here could be used to complain about every skill in EVE. I mean why are we punished by forcing us to train 4 racial carrier Vs? Why not combine them and make them rank 2.
It helps if you are able to separate your own wants from your needs and external pressures.
I'll take that +25% sensor strength, thank you. Combined with ECCM and Info links, that will make my ships very resistant to jamming. If you like your ships more jammable, don't train it, don't use ECCM and laugh at info links. Simple.
Also, I +1 this:
Quote:ECM drone suggestion- halve their strength, and extend ship-based drone damage bonus to cover all EWAR drone effects, and change their jamming times:
EC-300: 0.5 / 5s EC-600: 0.75 / 10s EC-900: 1 / 20s
Shiva Furnace - recruiting again! |

Cerulean Ice
Repercussus RAZOR Alliance
35
|
Posted - 2012.11.04 08:05:00 -
[206] - Quote
CCP Fozzie wrote: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) Can you clarify this a bit more? Are you changing the blackbird and tengu to have 2.5% more per level compared with their current bonuses, or 2.5% more total compared to their current bonuses? Same with the scorpion, will it be 5% more per level, or 5% more total? |

Mirei Jun
Right to Rule Test Friends Please Ignore
42
|
Posted - 2012.11.04 08:40:00 -
[207] - Quote
These changes are not a big deal for most skilled ECM pilots. In fact, overall the changes in Retribution actually hurt new ECM pilots the most. I expect to see less "bro birds" and more Celestis from new players in fleets (someone will come up with a good name for them).
The issues as I see them:
1) This does not address ECM scaling problems. Frigates and Destroyers are still completely nullified by ECM, while medium and large ships are inherently stronger to them (although skill get jammed more often then not).
2) Why have 4 separate sensor strength skills? There is a skill for targeting range, a skill for scan res, and a skill for tracking. Why require players to train four individual skills just for ECM? This is silly and an obvious attempt to just give older players more crap to train.
Overall I think these changes don't really solve anything. |

Turelus
Caldari Independent Navy Reserve The Fourth District
53
|
Posted - 2012.11.04 09:06:00 -
[208] - Quote
Having thought some more about the changes can you just increase the sensor str of all ships by 20-25% instead?
As a few others have pointed out the new skills are going to be almost on the level of Learning Skills in being a mandatory requirement for anyone in PVP. You can make the argument that they're not mandatory (like learning skills) but really they're going to be so important for almost all PVPs to have "Don't count on others for help. In the end each of us is in this alone. The survivors are those who know how to look out for themselves." |

Sizeof Void
Center for Advanced Studies Gallente Federation
289
|
Posted - 2012.11.04 09:23:00 -
[209] - Quote
A few thoughts:
1. I believe that the proposed sensor compensation skills will cause more balancing problems in the future, inasmuch as they affect separate game mechanics - ie. ECM and ship scanning.
Balancing ECM by just tweaking ECM strength on modules is a cleaner and better approach.
2. I'm not in favor of nerfing EW modules and compensating by buffing dedicated EW ships. Fitting EW modules on non-bonused ships should always be a viable option, rather than considered solely as part of a fail fit.
Dedicated EW ships, if any, should have a slight advantage over non-bonused ships, but not so much that they can completely overwhelm any ship which is not specifically fit to counter it. Bonuses to strength need to be (re)considered carefully - it doesn't take much to be too much. It might even be better to opt for range or cap usage bonuses rather than strength bonuses.
3. How about a tweak for FOF (sorry, I meant auto-targeting) missiles? In practice, they should be a counter to both ECM and damps. Reducing the time required to switch from regular missiles to FOF missiles would help, and a slight buff to damage and/or explosion velocity/radius would be welcome, as well. |

Raukhur
Black Watch Guard
9
|
Posted - 2012.11.04 09:48:00 -
[210] - Quote
Please also make some tweaks to ewar drones so that they at least are worth thinking about (ECM drones might be nerfed by the racial sensor strength skills now) .
|
|

Grimpak
Midnight Elites Echelon Rising
471
|
Posted - 2012.11.04 10:21:00 -
[211] - Quote
Sizeof Void wrote:A few thoughts:
1. I believe that the proposed sensor compensation skills will cause more balancing problems in the future, inasmuch as they affect separate game mechanics - ie. ECM and ship scanning.
didn't CCP changed that so that now it's impossible to have an unprobable ship and instead just made them really hard to probe down?
that said, overhauling ECM is something that might be a tad too hard, maybe too hard for the results one can expect. Nerfing them into oblivion isn't the answer either. Tiny nerf/boosts, like the one proposed on this thread are better, specially when you consider damps as a counter-measure for ECM, but one must be careful not to overnerf nor overboost. ECM mechanics puts the modules always on a razor's edge as balance is concerned, specially because of how they work (yes/no) make it too strong, works too often. make it too weak, becomes useless. [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 |

Iam Widdershins
Project Nemesis
754
|
Posted - 2012.11.04 10:29:00 -
[212] - Quote
Bouh Revetoile wrote:Iam Widdershins wrote:If ECM drones are not being addressed that's a real pity. Currently fitting a cloud of light ECM drones is an adequate alternative to bringing an actual jamming ship.
I am very much of the mind that ECM drones should reduce sensor strength with a stacking penalty, not actually jam on their own. They should not be a viable escape mechanism, but they should be a useful tool to complement a dedicated ECM ship. In fact, the biggest part of the ECM nerf is the new skill which also work for ECM drones. I think though the skill should only apply to ECCM modules. That is the most horrible thing to say. You have my scorn. Lobbying for your right to delete your signature |

Noisrevbus
270
|
Posted - 2012.11.04 10:29:00 -
[213] - Quote
Gripen wrote:CCP Fozzie, It would be great if you could comment on why are you doing changes and what you're trying to archieve with them because without such explanations changes may look like nonsense to some people. You know, like some other game companies do when announcing balance changes.
I second this.
What do you expect to achieve with these changes - and if this is not a complete change in any way, why are you pushing it through? Will that not just force you to do twice the work when you finally can allocate enough resources to give it proper attention? Should the players train extra ECM skills now, only to have them refunded later when you once again realize that skillpoint disparity is bad?
People who complain about ECM (on the Tech II platforms) do not do it because of their range or relative ease of getting into. Some people will cheer at any punitive approach, but at the end of the day their solo ships will still be "permajammed" and they will continue to whine and whimper. No Falcon-alt or higher skillpoint player will complain about getting new skills to train. It's well more exciting training new ECM skills to dominate younger main characters than letting capital ships V trickle away month after month.
If you adress the system with optimal-falloff nerfs and skillpoint additions, those are the factors you crank. Why? It feels like pointing out the obvious, but appearantly we need to remind you of it, since that is what you do: it's highly ineffective, it causes new issues you have to deal with in the future and you didn't provide us with any form of motivation.
You are also continously shafting Tech II in favour of Tech I, is there an ulterior motive behind that? We'd like to know.
I'd rather contend with 1 Falcon than 10 Blackbirds, any day of the week.
The fabled Rook has not seen the light of day since Crucible. Are you nerfing it's ECM reach to match it's upcomming HML reach? 
CCP, kings of doing something for the sake of doing something - instead of fixing the problem(s). |

Eridanii
Firebird Squadron Terra-Incognita
7
|
Posted - 2012.11.04 11:06:00 -
[214] - Quote
Mirei Jun wrote: The issues as I see them:
1) This does not address ECM scaling problems. Frigates and Destroyers are still completely nullified by ECM, while medium and large ships are inherently stronger to them (although still get jammed more often then not).
The same could be said about almost all forms of ewar againsts small to large ships. I don't see a problem with it scaling.
Damps: yup, hurts frigs worse because they have crappy range to start Webs: hurts frigs worse because they rely on speed the most, BS are already bricks TPs: hurts frigs worse because they are hardest to hit to begin with whereas you have to try to miss a BS Neuts: frigs have smallest capacitor, easier to neut out TDs: arguably hurts all size ships equally but no effect on missiles ECM: frigs have lowest sensor strength to start
Changing the ECM system to a mechanic that has a variable jam time would be welcome. Frigs are easiest to jam, but aren't necessarily locked out for 20s plus they have the fastest lock times so they can recover more quickly after the jam completes. BS's are harder to jam and with higher strength don't get locked out for as long but their slower lock times will make ECM against them more like a lockbreaker.
For me, the drones are the biggest problem. They shouldn't lock you out for 20s. I don't mind Falcons and BBs being ECM pwnage machines. In small gang fights, 4 dps ships vs 3 dps + 1 ECM, the gang with the utility ship should win. That's just smart tactics. Change the ECM ship to a neuting/TDing ship, or a webbing/painting ship, or even a damping ship, the outcome should still favor the gang with ewar/utility ships. It just makes good tactical sense to disrupt your enemy. It's also more interesting than just lining up a bunch of dps ships across from each other trading volleys revolutionary-war-style. But people are still going to cry on the forums because it's NOT fun getting destroyed and not being able to fight back at all, which is the problem with current ECM mechanics. Even with a change to ECM, people will still cry when they lose to a falcon. To them I say, if you can't beat em, join em.
|

Jerick Ludhowe
The Nyan Cat Pirates Nyanpire
188
|
Posted - 2012.11.04 11:07:00 -
[215] - Quote
Going to say this again, but the fact that sensor strength has any effect on the probing system is beyond ******** and it always has been. It needs to be removed asap and replaced with a system not cooked up by idiots. |

Bouh Revetoile
Barricade.
148
|
Posted - 2012.11.04 11:20:00 -
[216] - Quote
Fon Revedhort wrote:The difference is kiting requires efforts; simply fitting a ship for LR means pretty much nothing. EWAR takes no skill whatsoever, and btw neither does ECCM and all other so called 'counters'. It's lametardedly simplistic and that's why it's so effective in case of ewar and so ineffective in case of 'counters'.
A good example of proper concept is neuting vs. cap boosting. Neuting still remains a PITA, but by intelligent cab boosting you can defend yourself quite well, and it actually requires a lot of skills to properly sync all your stuff, not to panic and press cap booster button immediately upon being hit by a heavy neut, but rather wait for the MWD cycle to sync up and so on and so forth. EWAR has nothing of that sort of things. Indeed ECM is a screwed mecanic as is, though I was more defending the idea of a generic EWAR, applying to any ship you can encounter, kind of like damp (they work on everything) but not only for range.
In fact, ironicaly, TD and damps, favor minmatar ship, because you need to have speed supremacy and small signature to really profit from them ; and in the end, ECM is the only EWAR not favoring speed/sig. |

kaltenp
The New Era C0NVICTED
3
|
Posted - 2012.11.04 11:31:00 -
[217] - Quote
lol all the serious pvp'ers are happy to nerf e war out of game. to bloody lazy to fit ships to counter it as it may effect my dps which does not allow me to kill as many people! ecm is chanced based I have max skills and i dont get of jams every cycle and if you fit your ships to minimise effect I can hardly jam you at all well done in dumbing down the game. As people have said just take it out and reimberse me my skill points and falcon costs. i LOVE HEARING PEOPLE CRY WHEN i JAM EM UP but they still manage to kill me every now and again. can someone tell me the point for even flying recons anymore as my rook and falcon are now looking bad against a BLACKBIRD |

Venusa
Les chevaliers de l'ordre Goonswarm Federation
24
|
Posted - 2012.11.04 12:35:00 -
[218] - Quote
I like the idea of reducing the cycle of jam or EC- drones, but keep in mind that increasing the cycle will increase the % to succeed a jam. You need to downgrade the jam strengh too then. |

YuuKnow
Inner 5phere
425
|
Posted - 2012.11.04 12:54:00 -
[219] - Quote
The ECM changes seem infective.
Right now ECM is a largely offensive module. You could change it to a purely defensive module by changing the Jam to only prevent target locking on the ship that it projecting the ECM. Instead of the target being totally and utterly jammed, the target will instead be able to lock other targets, just now the ship that is jamming it.
|

Sheynan
Lighting the blight
108
|
Posted - 2012.11.04 13:49:00 -
[220] - Quote
To be fair, I dislike ECM, I really do. I have used it in the past, and it really is bloody effective, but on the other hand I don't want to have a random numbers generator decide the outcome of my fights. Ever.
So I'd propose to scrap ECM completely and replace it with two new forms of ewar that both inherit parts of the old ECM functionality: Just brainstorming:
ewar 1: the "GTFO" module (the "old" ECM)
- short/medium ranged (20-40kms)
- script A: breaks the lock of the targeted ship, immediately relocking is possible, sensor strength could accelerate the relocking
- script B: reactivates MWD of the targeted scrambled ship , higher cap usage than script 1
- cycle time 5-10seconds
- -2 warp strength during cycle time
This would be the basic functionality, providing disruption through the forced relocks but only a true gtfo module if the enemy can't relock during the cycle time. Excellent to bail a friendly ship out, but dangerous for the own ship. Also especially useful for kiting gangs. Bonused ships would primarily have range/cycle time improvements and could increase the amount of scrams negated by script B.
ewar 2: the "Make Decisions" module
- long ranged (similar to other ewar)
- decreases the amount of active slots by x%
- slot type (high, med, low, active targets)
- highslot type would "primary" non-weapons
- medslot type would primary "sensors" (Sebos, TCs, ECCM),then tank, then basic ewar and after that prop mods and primary ewar (like webs/scrams)
- lowslot type would affect less slots than high/mid
- you could always manually stop some modules to reactive others
Sounds a bit weird at first, so here's an example. Say a Tempest is attacked by this module (highslot script). Say the module decreases the amount of active slots by 25%. Thus, the Tempest, having 6 guns/2 neuts fitted, can now only activate 8*0,75=6 of those modules. By default the neuts are deactivated, but the pilot could deactivate 2 guns to activate the neuts again.
It would be challenge to correctly balance this between useless and totally op. But it would come close to the old ECM functionality of shutting the enemy down without having either total shutdown or any randomness. You could use this to to reliably shut down enemy utility highs, decrease their logi reps, decrease their tank or decrease their ewar/ counter ewar. It is however debatable if this should affect tanking at all, just shutting down ewar/buff midslots and highslots could already be enough to make it useful. Bonused ships would be the only ones to use med/low scripts and have a higher strength overall.
Now one could use all the modern phrases to further advertise this, like "it brings caldari ewar inline with others", "it removes randomness and binary stuff", "it helps small gang", "it caters to fast decision making". But I won't do that . |
|

Bubanni
ElitistOps Pandemic Legion
534
|
Posted - 2012.11.04 14:06:00 -
[221] - Quote
What if ECM was much higher chance to break lock, but target could relock again right after, but cycle time was increased on the module 30 sec or so, or the reverse... fast cycle time of 10 sec, same strength as now and only breaks the lock with no jamming duration... you would basicly double your attempts to jam over time, but targets wouldn't ever be permajammed
The lower the scan res the target has, the more effective it would be...
Vs small fast locking ships it would become less effective... I really think that's the best change for ecm... a buff to cycle time and nerf to jam duration Christmas wish list https://forums.eveonline.com/default.aspx?g=posts&t=134275
Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |

serras bang
Lucien Coven
43
|
Posted - 2012.11.04 14:22:00 -
[222] - Quote
Bubanni wrote:What if ECM was much higher chance to break lock, but target could relock again right after, but cycle time was increased on the module 30 sec or so, or the reverse... fast cycle time of 10 sec, same strength as now and only breaks the lock with no jamming duration... you would basicly double your attempts to jam over time, but targets wouldn't ever be permajammed
The lower the scan res the target has, the more effective it would be...
Vs small fast locking ships it would become less effective... I really think that's the best change for ecm... a buff to cycle time and nerf to jam duration
got an ewar corp mate to look it over and they sem fairly happy with this(happy as they can be to a nerf) but we will see what happens with tds and missles as a dt ship could turn out to be jack of all (meybe having to even with bonused ships giving it a chance to miss or a lesser effect to increased range.) |

Alticus C Bear
University of Caille Gallente Federation
93
|
Posted - 2012.11.04 14:32:00 -
[223] - Quote
In general I like the idea of reducing ECM optimal and boosting damp range, not sure if a10% change in ECM optimal is really significant.
The sensor strength skill seems a little too much of skill point sink; I would rather see one skill rather than racial skills just like the CPU, powergrid skills.
That said am not sure if changing the too hit chance for ECM is the right approach. As others have stated it is the mechanic that is the problem, I rarely see ECM on non bonused ships now and they should arguably be able to apply the ECM affect against ships that have not prepared a counter. Really I would prefer the mechanic be changed to disable all highslot mods rather than break locks. This achieves the goal of breaking RR and preventing weapons fire while still allowing e-war counters. It also closes the use of ECM drones as a get out of jail free card as tackle could still be applied.
ECCM is a poor mod and could probably be incorporated into sensor boosters.
I actually find tracking disruption worse than ECM. It is very powerful on un-bonused ships especially against small and medium weapons systems as it can maintain disruption within point range. Given that you are boosting tracking disruption on bonused ships by 12.5% I do not really feel the 5% initial reduction goes far enough, 10% at least would be better.
|

OT Smithers
BLOMI
334
|
Posted - 2012.11.04 14:48:00 -
[224] - Quote
Three Points on ECM:
1. The Sensor Strength skill needs a rethink. It should be one skill only, rather than racial, and reduced to level 1 or 2. Obviously this change would be an additional indirect nerf to ECM, but that's better than adding a new "learning skill" into the game. Take this a step further and remove ALL racial ECM from the game. This would "nerf" ECM by replacing powerful race specific modules with less powerful generic jammers, and allow ECM pilots the option of fitting fewer modules plus a tank. Two problems solved in one go.
2. The all-or-nothing nature of ECM goes beyond just how the modules work in game. What the players WANT is an ewar effect that's powerful and interesting, and yet one that never significantly impacts their own personal gameplay. This is a contradiction and paradox, but that's the nature of gaming.
3. One of the oft-stated side effects from the drug "Viagra" is the dreaded six hour erection. The commercials suggest seeing your doctor if such a condition occurs. When it comes to how CCP deals with the Caldari, that erection has lasted years. Stop ******** them and seek professional help.
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Super Stallion
Caldari Provisions Caldari State
1
|
Posted - 2012.11.04 16:13:00 -
[225] - Quote
Bubanni wrote:What if ECM was much higher chance to break lock, but target could relock again right after, but cycle time was increased on the module 30 sec or so, or the reverse... fast cycle time of 10 sec, same strength as now and only breaks the lock with no jamming duration... you would basicly double your attempts to jam over time, but targets wouldn't ever be permajammed
The lower the scan res the target has, the more effective it would be...
Vs small fast locking ships it would become less effective... I really think that's the best change for ecm... a buff to cycle time and nerf to jam duration
there is one problem with this approach, drones. You do not need a sustained lock on a target for drones to do their work. All you need is one lock. If ECM only broke existing locks... then those ships would be hard countered by any ship with a drone bay.
It would make ECM boats worthless. |

fukier
Flatline.
93
|
Posted - 2012.11.04 17:05:00 -
[226] - 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. |

Dex Nederland
Lai Dai Infinity Systems The Fourth District
71
|
Posted - 2012.11.04 17:28:00 -
[227] - Quote
CCP Fozzie wrote: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, Can you share a bit about what the vision for ECM is?
Perhaps, depending on that vision, some of the involved skills already exist.
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)
Shouldn't this be a single skill? Like Navigation?
Also, this seems to be a counter skill to Signal Dispersion, any thought to the skill only improving the bonus from ECCM and Backup Arrays?
With regards to ECM ships, as ships begin to be balanced, perhaps look at adjusting what the Caldari T2 EWar ships can do in comparison with their counterparts. The other T2 EWar ships have the capability to generally keep an enemy on the battlefield (Neut/Disrupt/Web) and an additional ability (TD/RSD/TP). Caldari T2 EWar have ECM. Lai Dai Infinity Systems |

Bubanni
ElitistOps Pandemic Legion
534
|
Posted - 2012.11.04 17:29:00 -
[228] - Quote
Super Stallion wrote:Bubanni wrote:What if ECM was much higher chance to break lock, but target could relock again right after, but cycle time was increased on the module 30 sec or so, or the reverse... fast cycle time of 10 sec, same strength as now and only breaks the lock with no jamming duration... you would basicly double your attempts to jam over time, but targets wouldn't ever be permajammed
The lower the scan res the target has, the more effective it would be...
Vs small fast locking ships it would become less effective... I really think that's the best change for ecm... a buff to cycle time and nerf to jam duration there is one problem with this approach, drones. You do not need a sustained lock on a target for drones to do their work. All you need is one lock. If ECM only broke existing locks... then those ships would be hard countered by any ship with a drone bay. It would make ECM boats worthless.
Why would they become worthless just because of drones? That can already be put on them now, ecm ships could fit something to handle the drones then :) fit a little tank and such
Adapt or die :) Christmas wish list https://forums.eveonline.com/default.aspx?g=posts&t=134275
Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |

Jame Jarl Retief
Murientor Tribe Defiant Legacy
322
|
Posted - 2012.11.04 17:36:00 -
[229] - Quote
Am I the only one here who thinks adding new skills to counter ECM is a really BAD idea? Does this game really need more "mandatory PvP skills" like this? The game is slow paced enough already without adding 4 more racial skills to train. |

Turelus
Caldari Independent Navy Reserve The Fourth District
56
|
Posted - 2012.11.04 18:01:00 -
[230] - Quote
Jame Jarl Retief wrote:Am I the only one here who thinks adding new skills to counter ECM is a really BAD idea? Does this game really need more "mandatory PvP skills" like this? The game is slow paced enough already without adding 4 more racial skills to train. No you're not! It's good that you mentioned it though so HOPEFULLY CCP will notice and rethink the idea. Instead of removing the skills at a later date if they change the mechanics and they become worthless. "Don't count on others for help. In the end each of us is in this alone. The survivors are those who know how to look out for themselves." |
|

OT Smithers
BLOMI
336
|
Posted - 2012.11.04 18:02:00 -
[231] - Quote
Jame Jarl Retief wrote:Am I the only one here who thinks adding new skills to counter ECM is a really BAD idea? Does this game really need more "mandatory PvP skills" like this? The game is slow paced enough already without adding 4 more racial skills to train.
Nope.
In fact, quite a few people in this thread have mentioned just how lame this idea is. |

Bubanni
ElitistOps Pandemic Legion
534
|
Posted - 2012.11.04 21:04:00 -
[232] - Quote
Fozzie I am interested in knowing which ideas you and your team have had for changes to ECM besides these changes you already listed... :)
Even far fetched ideas you had would be nice to hear, maybe us players could build on top of those? Say which ones we like and such? Christmas wish list https://forums.eveonline.com/default.aspx?g=posts&t=134275
Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |

Nikuno
Atomic Heroes The G0dfathers
65
|
Posted - 2012.11.04 21:27:00 -
[233] - Quote
I really hope that your longer term plan involves a total change to ecm mechanics but for now my comments would be;
ecm skill changes; I don't think this is enough nor will it make much real difference when faced with ecm. at level 5 the ship would get a 25% increase to sensor strength which works out as typical frigate from 11 > 13.75; typical cruiser from 15 > 18.75; typical Battleship from 23 > 28.75. single ecm module jam strength on an equally lv5 skilled eaf is 10.3.
So the chance to jam a frigate changes from 10.3/11 or 93.6% to 10.3/13.75 or 74.9%
for cruisers from 68.7% to 54.9%
for battleships from 44.8% to 35.8%
It seems that a single ecm mod is still more likely to succeed than not on any of the typical cruiser class and below, this still means a bonused ecm ship will reasonably be able to hope to counter as many ships as it has ecm mods, half as many if it's being more cautious.
Compared to tracking disruptors which also operate successfully still on a 1td to 1 target basis, perhaps 2td per target again if caution is required, BUT importantly still giving the disrupted pilot an option to manually mitigate some of the effect byclosing and reducing transversal.
Compared to damps which work identically at a slightly longer range, still requiring 2-3 damps per target and still the simplest to mitigate as only range matters, not transversal.
Target painters are becoming more useful but as many have pointed work in such a different way that comparisons fail at this level.
So, in my opinion, damps have not seen any significant improvement to date and will remain mostly unused until they truly become effective with a single mod, 2 for the cautious player, or ecm and TDs become as ineffective until they commit as many slots to achieve the desired result. |

fukier
Flatline.
94
|
Posted - 2012.11.04 21:33:00 -
[234] - 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. |

Doc Severide
Caldari Provisions Caldari State
200
|
Posted - 2012.11.04 21:49:00 -
[235] - Quote
Balanced ECM?
Translation = ECM doesn't work anymore.
The name of the game should be changed to Nerf Online... |

Bienator II
madmen of the skies
1091
|
Posted - 2012.11.04 22:24:00 -
[236] - Quote
i like the idea of modules which counter certain strategies. However in eve its often not possible.
for example you can't counter TD since all tracking mods are far to weak to reach anything same for dampening. sensor boosters do not help that much if you have three damps debuffing your targeting range ironically the only counter what works most of the time is ECCM (but ecm has other problems, e.g stacking)
so what about giving some modules additional attributes to actively counter ewar? Something like this was attempted with capacitor batteries which are able to reflect part of the neutralizer effect.
example: - A tracking computer could reduce all tracking disruption by 50%. (alternatively: it could give you minimum functionality, e.g you can't be disrupted below 70% of your weapons capabilities) - certain sensor mods give you a minimal targeting range - .. think you got the idea 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 |

Lili Lu
575
|
Posted - 2012.11.04 22:30:00 -
[237] - Quote
Concerning ecm, these skills are a good addition to the game. This game in general needs more skills. When you get over 100mil in sp and have decided not to train supercap skills you notice this. CCP has for too long been focused on adding new modules and ships but very little in the way of skills. Skills need to be added since the game is time based skiling.
They will not be mandatory skills. Noone will force anyone to skill them. People don't have them now and plenty pvp. But yes, it would be wise to train them. For most people this will be two racials. And like any skill they are rather easy to train to level 3. Of course then like any skill if you want that last two levels and marginally less useful time investment you have to put in some weeks of training for less reward. Nothing new here.
There has been in the game tracking and sharpshooter skills. There has been long range targeting and signal acquisition. Now there will be racial sensor skills to combat racial jammers. There may come a time where a signature reduction skill is introduced as a partial counter to painters. These are the kinds of things CCP needs to introduce to the game. Skills to fill in omissions in the mechanics.
As for the direct ecm alterations. Granted the range nerf is negligible. But these iterative nerfs are probably best. I wouldn't want some new reworking of ecm that wasn't well thought out. ECM has a place and should have a place in the game. It just shouldn't be as strong as it currently is. I read the Mittani's blog. Some goon I'm sure will repost the link even if I can't be arsed atm. But it is a rather good suggestion. Oh hell, I looked it up again anyway https://forums.eveonline.com/default.aspx?g=warning&l=http%3a%2f%2fthemittani.com%2ffeatures%2fecm-not-nerf-we-deserve-fix-we-need&domain=themittani.com It doesn't address the easy frigate jam phenomenon but it does address duration and the light drone jam phenomena. Something like this would be a good iterative addition to address ecm.
ECM has been so incredibly powerful that ecm boat pilots have routinely filled their mids with jammers and lows and rig slots with boosting mods/rigs to make it even better. Ironically if ecm gets cut down a couple pegs it may help the ECM boat pilot fall from his currently top position as primary. ECM targets detest ecm boats, ecm boat pilots detest being the automatic primary. That all can change to the better of each with some of these changes.
Look at the damn TDs. The nerf here was very underdone. The base modules need more of a nerf espcially as they will be acquiring a new ability to fubar missiles. That is the real preasent and future danger. Plenty of folks fitting TDs in an available mid already. That could become even more so in the future even if the TD for missiles is made a second module and not a set of scripts. Regardless, the TD boats could supplant the ecm boats for most reviled ewar pita in the game. All the changes in the op are in the right direction. |

fukier
Flatline.
94
|
Posted - 2012.11.04 22:37:00 -
[238] - 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. |

Marzuq
Scarlet Weather Rhapsody
33
|
Posted - 2012.11.04 22:40:00 -
[239] - Quote
ECM drones really need addressing. |

Nevyn Auscent
Broke Sauce
22
|
Posted - 2012.11.04 22:43:00 -
[240] - Quote
I'm also going to have to add my voice that four seperate skills doesn't seem the right way forward, the only things we have racial skills for are hull sizes (not even specialists) & guns/missiles. Everything else is a generic skill. |
|

Bouh Revetoile
Barricade.
149
|
Posted - 2012.11.04 22:48:00 -
[241] - Quote
Lili Lu wrote:Look at the damn TDs. The nerf here was very underdone. The base modules need more of a nerf espcially as they will be acquiring a new ability to fubar missiles. That is the real preasent and future danger. Plenty of folks fitting TDs in an available mid already. That could become even more so in the future even if the TD for missiles is made a second module and not a set of scripts. Regardless, the TD boats could supplant the ecm boats for most reviled ewar pita in the game. All the changes in the op are in the right direction. People fit in their mids what is rather effective. Considering TD are only effective against turrets, that mean ECM are already so bad on unbonused hull people prefer to take the risk of their module to be useless each time a missile ship appear. What will be fited in the mid slots if EWAR become useless (or marginaly useful if you prefer) ?
I sometimes have the feel that the only tolerated modules in mid slots are shield tank modules. EWAR is supposed to be an advantage of armor tank, this advantage is already very thin and don't even account for the mobility loss, but what will that become if all EWAR is pointless on unbonused hull ? |

Mars Theran
Tribal Liberation Force Minmatar Republic
378
|
Posted - 2012.11.04 22:54:00 -
[242] - Quote
Quote:*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)
This is definitely cool. You win EVE.  zubzubzubzubzubzubzubzub |

Sizeof Void
Center for Advanced Studies Gallente Federation
291
|
Posted - 2012.11.05 00:55:00 -
[243] - Quote
Marzuq wrote:ECM drones really need addressing. ECM drones are ok, if not perfect, as is.
Before any further tweaking is done on ECM drones, the other EW drones need to be addressed, such that they actually get used in the game. This includes damp drones, target painter drones, TD drones, neut drones, and even the web drones (the addition of the lights and mediums is nice, but they still need a small buff to make them usable).
I think that the major problem with EW drones is the stacking penalty - it just adds up too quickly, esp. if you have also fit EW modules. The stacking penalty should be reduced - or eliminated - for drones, or applied only to a full flight (if you use less than a full flight, the full stacking penalty would still apply) rather than to each individual drone. |

Lili Lu
575
|
Posted - 2012.11.05 01:00:00 -
[244] - Quote
Nevyn Auscent wrote:I'm also going to have to add my voice that four seperate skills doesn't seem the right way forward, the only things we have racial skills for are hull sizes (not even specialists) & guns/missiles. Everything else is a generic skill.
True, but each race of ships has a different method of targeting. And, the ecm modules were keyed onto each racial method of targeting. I don't think it is asking too much to make this a little difficult. Rank 3 and 4 different skills is only fair to ecm boat pilots. If it was just one skill and less than rank 3 then everyone would train it or as some say it would become a "mandatory" skill that everyone would train to 5, and it would be a pretty much automatic as large as possible nerf to ecm.
As it is presented in the OP it will be trained, but not always to 5 and if you have more races of ships that you already have skilled into as a veteran player, then you will have to expend more sp and time to gain the benefit for all of those ships. I say this as I finish my last cruiser 5 skill. It shouldn't be so easy. That is EVE. |

Lili Lu
575
|
Posted - 2012.11.05 01:07:00 -
[245] - Quote
Bouh Revetoile wrote:Lili Lu wrote:Look at the damn TDs. The nerf here was very underdone. The base modules need more of a nerf espcially as they will be acquiring a new ability to fubar missiles. That is the real preasent and future danger. Plenty of folks fitting TDs in an available mid already. That could become even more so in the future even if the TD for missiles is made a second module and not a set of scripts. Regardless, the TD boats could supplant the ecm boats for most reviled ewar pita in the game. All the changes in the op are in the right direction. People fit in their mids what is rather effective. Considering TD are only effective against turrets, that mean ECM are already so bad on unbonused hull people prefer to take the risk of their module to be useless each time a missile ship appear. What will be fited in the mid slots if EWAR become useless (or marginaly useful if you prefer) ? I sometimes have the feel that the only tolerated modules in mid slots are shield tank modules. EWAR is supposed to be an advantage of armor tank, this advantage is already very thin and don't even account for the mobility loss, but what will that become if all EWAR is pointless on unbonused hull ?
Not so. Everyone can still fit a prop and tackle mod in a mid. So almost every ship is losing at least two slots from a shield tank (unless we're talking a fleet fit). And, even if the other racial ewar mods are not nerfed the same way ecm was, so that only the ecm boats are worth fitting it on, then people may still choose to fit damps, TDs, and painters. But currently a TD is too powerful in small ships that carry no bonuses for it's use. That should change. |

Milton Middleson
Rifterlings Damu'Khonde
142
|
Posted - 2012.11.05 01:58:00 -
[246] - Quote
Quote:Not so. Everyone can still fit a prop and tackle mod in a mid. So almost every ship is losing at least two slots from a shield tank (unless we're talking a fleet fit). And, even if the other racial ewar mods are not nerfed the same way ecm was, so that only the ecm boats are worth fitting it on, then people may still choose to fit damps, TDs, and painters. But currently a TD is too powerful in small ships that carry no bonuses for it's use. That should change. Please elaborate on why tracking disruptors are too effective on unbonused ships. Seriously, Ewar/utility is just about the only thing armor ships have going for them right now. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
168
|
Posted - 2012.11.05 02:05:00 -
[247] - Quote
Milton Middleson wrote:Quote:Not so. Everyone can still fit a prop and tackle mod in a mid. So almost every ship is losing at least two slots from a shield tank (unless we're talking a fleet fit). And, even if the other racial ewar mods are not nerfed the same way ecm was, so that only the ecm boats are worth fitting it on, then people may still choose to fit damps, TDs, and painters. But currently a TD is too powerful in small ships that carry no bonuses for it's use. That should change. Please elaborate on why tracking disruptors are too effective on unbonused ships. Seriously, Ewar/utility is just about the only thing armor ships have going for them right now.
I don't know about too powerful but..
TD's are really ******* good.. They are why a hookbill with plates works ffs. |

Sarah Schneider
PonyWaffe Test Alliance Please Ignore
1602
|
Posted - 2012.11.05 04:51:00 -
[248] - Quote
Jame Jarl Retief wrote:Am I the only one here who thinks adding new skills to counter ECM is a really BAD idea? Does this game really need more "mandatory PvP skills" like this? The game is slow paced enough already without adding 4 more racial skills to train. This.
With no disrespect towards the devs, It sort of gives out the impression (at least to me) that CCP can't figure out what to do with a problem at hand, and just took the easiest path to solve the issue. There are a bunch of great ideas on how to solve the ECM issue without resorting to something like this. Please Fozzie... read the previous posts  "I think weGÇÖre just getting closer and closer to a place where the people we lose are people that itGÇÖs okay to lose." -Kristoffer Touborg, Eve lead designer |

fukier
Flatline.
101
|
Posted - 2012.11.05 05:03:00 -
[249] - 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. |

Destrachan Quest
Agony Unleashed Agony Empire
1
|
Posted - 2012.11.05 06:29:00 -
[250] - Quote
Sarah Schneider wrote:Jame Jarl Retief wrote:Am I the only one here who thinks adding new skills to counter ECM is a really BAD idea? Does this game really need more "mandatory PvP skills" like this? The game is slow paced enough already without adding 4 more racial skills to train. This. With no disrespect towards the devs, It sort of gives out the impression (at least to me) that CCP can't figure out what to do with a problem at hand, and just took the easiest path to solve the issue. There are a bunch of great ideas on how to solve the ECM issue without resorting to something like this. Please Fozzie... read the previous posts  I seriously hope that CCP will reconsider the skills as a solution. Basically is is a 25% nerf to efficiency of ECM modules without any compensation whatsoever. The skills will become mandatory and ECM modules next to obsolete. (Skill training is not an issue, the concept of it is however)
The main problem is with small gangs which are logistics dominated. Adding 25% sensor strenght to ALL ships including logistics makes combating them next to impossible (unless you simply bring more). It will have a serious reprecussions on small gang combat in general and further encourage blobs.
I would much rather have skills affect ECCM module efficiency which at least doesn't have a blanket effect. Also ECM strenght bonused ships should be compensated somewhat (perhaps module cycle time reduction not to affect chance %).
Secondly while I support some of the changes, the overall strategy of increasing bonuses to ships rather than modules is an issue as it reduces the abilty to theorycraft and explore the sandbox. |
|

Sean Parisi
Project Cerberus Caldari State Capturing
6
|
Posted - 2012.11.05 06:56:00 -
[251] - Quote
Disclaimer: I am an avid ECM user - I love ECM and frequently use it. I may have a bias towards it - but in general I love the use of electronic warfare in all combat environments. It adds flavor to the game and allows us to fit our ships in a more interest and creative way.
To the point, I do not believe there is necessarily a problem with ECM itself as much as it is laziness and tunnel vision on the part of other players. Yes, ECM can be agitating, as can be all other forms of E-War. But with current game mechanics there is already a solution to protecting yourself from ECM. This would be using Talon Implants and its other variants as well as fitting an ECCM module in order to counteract the use of ECM itself. ECM either works extremely effectively or burns in fire, based on the roll of the dice - Other E-War may not be as detrimental to the target, but provides a consistent crippling effect to the victim.
The issue that will arise is that current ships are all receiving a buff to their sensor strength in order to bring them into line with the tier 3 ships. Combine this with a possible 25% bonus (Most likely 20% flat bonus due to majority training the skill up to 4) as well as possible Talon implant set and the use of ECM will most likely have no point.
The other issue with a lot of people who complain about the use of ECM is that they see it as an unfair game mechanic. But fail to realize that it is more so the situation then ECM itself. I am fighting a guy, I engage him and we are going at it - I bring in my alt to provide ECM support and dispatch the person in question. I didn't win solely because of ECM, but more so because I turned the situation into a 2 vs. 1 Scenario. I could of done the exact same thing with an energy neutralizing Curse Alt, Rapier Alt, Dampening Alt or Tracking Disruptor Alt. ECM does benefit from being able to cover a larger amount of targets then other E-War, so its ability as a force multiplier is something that is very powerful. But if you apply the other E-War in the same fashion that ECM is applied we can realistically see that the favor is with pilot who cripples his enemy.
Essentially there are already counters to ECM, but people refuse to give up their perfect fit in order to fight against it. A passive bonus is a bad route as it takes away from the intelligence aspect of the game. The player does not have to try and figure out what their enemy will use against them and as such can just be passively and 100% prepared at all times against the use of ECM as an electronic warfare platform.
I do agree with the fact that ECM drones should have their mechanics changed - There have been many times that they have saved me. But I believe that for their investment they are too powerful and can dictate the fight outcome too easily. I believe the real changes is that other E-War needs to be improved in order to have their stacking penalties reduced and as such make them a more viable option.
TLDR; 1. Ship changes + ECM changes are creeping up to work together in order to cripple ECM's effectiveness drastically. 2. Often times the deciding factor isn't ECM itself as much as it is forethought by one player, 2 vs. 1 Scenarios, etc. If ECM gets nerfed ridiculously I will simply just change my alt to a dampening character, neuting or logistics character - it will have the same effect and a more predictable outcome. 3. There are already counters to ECM - Implant sets, ECCM, Drones on ECM boats, Lack of tank on ECM boats, drastically reduced effectiveness on NON-ECM boats 4. ECM drones should be reworked (Drop target, but not jam target) 5. Reduce stacking penalties on other electronic warfare modules and improve their effectiveness. Many of them are currently effective as is and can completely prevent a target from actively being involved in the fight. 6. ECM's main advantage is its ability to cover a large amount of targets .
Side Note: There have been times I've been fighting a guy and a curse warps in - Neuts out my active tank and turns off my guns. Frustrating - but apart of the game. Where I'm fighting a guy with short range or long range weaponry but have my tracking reduced to the point that I cannot get into an effective range and die in fire. Get dampened down to the point where my scan resolution takes a minute to target someone, or they are so far out my range that I cant target anything at all. Webbed to the point my ship cannot move and in doing so cannot retaliate. |

Foxton Drive
Intervention Ltd
0
|
Posted - 2012.11.05 07:11:00 -
[252] - Quote
I haven't read through the rest of the thread, so it may have been suggested; but just as an idea:
What about changing the mechanics of ECM to breaking lock then applying a Scan Resolution debuff for 20 seconds? (This should be less than the effect of a scripted Remote Sensor Dampener with Scan Resolution Dampening Script). |

Bubanni
ElitistOps Pandemic Legion
534
|
Posted - 2012.11.05 07:52:00 -
[253] - Quote
Sean Parisi wrote:Disclaimer: I am an avid ECM user - I love ECM and frequently use it. I may have a bias towards it - but in general I love the use of electronic warfare in all combat environments. It adds flavor to the game and allows us to fit our ships in a more interest and creative way.
To the point, I do not believe there is necessarily a problem with ECM itself as much as it is laziness and tunnel vision on the part of other players. Yes, ECM can be agitating, as can be all other forms of E-War. But with current game mechanics there is already a solution to protecting yourself from ECM. This would be using Talon Implants and its other variants as well as fitting an ECCM module in order to counteract the use of ECM itself. ECM either works extremely effectively or burns in fire, based on the roll of the dice - Other E-War may not be as detrimental to the target, but provides a consistent crippling effect to the victim.
The issue that will arise is that current ships are all receiving a buff to their sensor strength in order to bring them into line with the tier 3 ships. Combine this with a possible 25% bonus (Most likely 20% flat bonus due to majority training the skill up to 4) as well as possible Talon implant set and the use of ECM will most likely have no point.
The other issue with a lot of people who complain about the use of ECM is that they see it as an unfair game mechanic. But fail to realize that it is more so the situation then ECM itself. I am fighting a guy, I engage him and we are going at it - I bring in my alt to provide ECM support and dispatch the person in question. I didn't win solely because of ECM, but more so because I turned the situation into a 2 vs. 1 Scenario. I could of done the exact same thing with an energy neutralizing Curse Alt, Rapier Alt, Dampening Alt or Tracking Disruptor Alt. ECM does benefit from being able to cover a larger amount of targets then other E-War, so its ability as a force multiplier is something that is very powerful. But if you apply the other E-War in the same fashion that ECM is applied we can realistically see that the favor is with pilot who cripples his enemy.
Essentially there are already counters to ECM, but people refuse to give up their perfect fit in order to fight against it. A passive bonus is a bad route as it takes away from the intelligence aspect of the game. The player does not have to try and figure out what their enemy will use against them and as such can just be passively and 100% prepared at all times against the use of ECM as an electronic warfare platform.
I do agree with the fact that ECM drones should have their mechanics changed - There have been many times that they have saved me. But I believe that for their investment they are too powerful and can dictate the fight outcome too easily. I believe the real changes is that other E-War needs to be improved in order to have their stacking penalties reduced and as such make them a more viable option.
TLDR; 1. Ship changes + ECM changes are creeping up to work together in order to cripple ECM's effectiveness drastically. 2. Often times the deciding factor isn't ECM itself as much as it is forethought by one player, 2 vs. 1 Scenarios, etc. If ECM gets nerfed ridiculously I will simply just change my alt to a dampening character, neuting or logistics character - it will have the same effect and a more predictable outcome. 3. There are already counters to ECM - Implant sets, ECCM, Drones on ECM boats, Lack of tank on ECM boats, drastically reduced effectiveness on NON-ECM boats 4. ECM drones should be reworked (Drop target, but not jam target) 5. Reduce stacking penalties on other electronic warfare modules and improve their effectiveness. Many of them are currently effective as is and can completely prevent a target from actively being involved in the fight. 6. ECM's main advantage is its ability to cover a large amount of targets .
Side Note: There have been times I've been fighting a guy and a curse warps in - Neuts out my active tank and turns off my guns. Frustrating - but apart of the game. Where I'm fighting a guy with short range or long range weaponry but have my tracking reduced to the point that I cannot get into an effective range and die in fire. Get dampened down to the point where my scan resolution takes a minute to target someone, or they are so far out my range that I cant target anything at all. Webbed to the point my ship cannot move and in doing so cannot retaliate.
:) short comment
Being webbed and target painted by a rapier leaves the target unable to get away and avoid being hit (he can still return fire, but he risks getting the target he is shooting at to get out of range) this person being caught is still able to fight back, potentially killing someone in the process (he will probably say gf after he either gets killed or kills someone)
Being neuted to hell by a curse will leave the target unable to run cap using mods unless he has a cap booster, but if he uses missiles or projectiles he can still hit the target, he is likely to be tracking disrupted also, in this case, he needs to get close to his target or lower transversal.... this guy will probably say gf in local and might still be able to kill his target, at least he went down fightning
Jimmy gets sensordamped by Carl, but at least he isn't webbed and neuted yet so he burns towards Carl and is now within 5km with his blasters, Carl dies because sensordamps can be countered by getting close and they suck by themselves... but in a different scenario the sensor dampner is an arazu with long range scram, now Jimmy is caught at 20km+ by the scram from the arazu and his lock range is only 10km, unable to get closer to the arazu :D Carl kills Jimmy slowly by his bad dps... Jimmy says gf in local, at least Carl didn't use ECM
:D A falcon alt uncloaks, his owner is now dishonoring the entire world of PvP because ECM is bad... Christmas wish list https://forums.eveonline.com/default.aspx?g=posts&t=134275
Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |

OT Smithers
BLOMI
337
|
Posted - 2012.11.05 07:58:00 -
[254] - Quote
Sean Parisi wrote:Disclaimer: I am an avid ECM user - I love ECM and frequently use it. I may have a bias towards it - but in general I love the use of electronic warfare in all combat environments. It adds flavor to the game and allows us to fit our ships in a more interest and creative way.
To the point, I do not believe there is necessarily a problem with ECM itself as much as it is laziness and tunnel vision on the part of other players. Yes, ECM can be agitating, as can be all other forms of E-War. But with current game mechanics there is already a solution to protecting yourself from ECM. This would be using Talon Implants and its other variants as well as fitting an ECCM module in order to counteract the use of ECM itself. ECM either works extremely effectively or burns in fire, based on the roll of the dice - Other E-War may not be as detrimental to the target, but provides a consistent crippling effect to the victim.
The issue that will arise is that current ships are all receiving a buff to their sensor strength in order to bring them into line with the tier 3 ships. Combine this with a possible 25% bonus (Most likely 20% flat bonus due to majority training the skill up to 4) as well as possible Talon implant set and the use of ECM will most likely have no point.
The other issue with a lot of people who complain about the use of ECM is that they see it as an unfair game mechanic. But fail to realize that it is more so the situation then ECM itself. I am fighting a guy, I engage him and we are going at it - I bring in my alt to provide ECM support and dispatch the person in question. I didn't win solely because of ECM, but more so because I turned the situation into a 2 vs. 1 Scenario. I could of done the exact same thing with an energy neutralizing Curse Alt, Rapier Alt, Dampening Alt or Tracking Disruptor Alt. ECM does benefit from being able to cover a larger amount of targets then other E-War, so its ability as a force multiplier is something that is very powerful. But if you apply the other E-War in the same fashion that ECM is applied we can realistically see that the favor is with pilot who cripples his enemy.
Essentially there are already counters to ECM, but people refuse to give up their perfect fit in order to fight against it. A passive bonus is a bad route as it takes away from the intelligence aspect of the game. The player does not have to try and figure out what their enemy will use against them and as such can just be passively and 100% prepared at all times against the use of ECM as an electronic warfare platform.
I do agree with the fact that ECM drones should have their mechanics changed - There have been many times that they have saved me. But I believe that for their investment they are too powerful and can dictate the fight outcome too easily. I believe the real changes is that other E-War needs to be improved in order to have their stacking penalties reduced and as such make them a more viable option.
TLDR; 1. Ship changes + ECM changes are creeping up to work together in order to cripple ECM's effectiveness drastically. 2. Often times the deciding factor isn't ECM itself as much as it is forethought by one player, 2 vs. 1 Scenarios, etc. If ECM gets nerfed ridiculously I will simply just change my alt to a dampening character, neuting or logistics character - it will have the same effect and a more predictable outcome. 3. There are already counters to ECM - Implant sets, ECCM, Drones on ECM boats, Lack of tank on ECM boats, drastically reduced effectiveness on NON-ECM boats 4. ECM drones should be reworked (Drop target, but not jam target) 5. Reduce stacking penalties on other electronic warfare modules and improve their effectiveness. Many of them are currently effective as is and can completely prevent a target from actively being involved in the fight. 6. ECM's main advantage is its ability to cover a large amount of targets .
Side Note: There have been times I've been fighting a guy and a curse warps in - Neuts out my active tank and turns off my guns. Frustrating - but apart of the game. Where I'm fighting a guy with short range or long range weaponry but have my tracking reduced to the point that I cannot get into an effective range and die in fire. Get dampened down to the point where my scan resolution takes a minute to target someone, or they are so far out my range that I cant target anything at all. Webbed to the point my ship cannot move and in doing so cannot retaliate.
All of this is correct. However...
This is a game people play for fun, and a huge number of people have said that ECM is not fun. It's true that ECM is not objectively overpowered, but to the guy on the recieving end of a successful jam, it feels like it is. So instead CCP is going to basically break ECM. That's easier for them.
|

Rordan D'Kherr
Imperial Academy Amarr Empire
162
|
Posted - 2012.11.05 08:52:00 -
[255] - Quote
Those skills could have been the way to make ECCM useful.
_______________________________________ Don't be scared, because being afk is not a crime.-á |

Sean Parisi
Project Cerberus Caldari State Capturing
8
|
Posted - 2012.11.05 09:33:00 -
[256] - Quote
Rordan D'Kherr wrote:Those skills could have been the way to make ECCM useful.
This I agree with. I could care less if an ECCM module made it so my ECM doesn't even work at all. Because atleast the other player would have to use a module in question to prepare for the situation. A passive bonus though that drastically reduces effectiveness with little to no effort is just uninspiring and lame. |

960ApofiS069
hirr Against ALL Authorities
5
|
Posted - 2012.11.05 09:48:00 -
[257] - Quote
hey fuzzie any new dev hacks for pathetic legione ? or some hidden game mechanics ? u dont need to share stuff only with shado
have 2 questions for u: (which ofc wont be answered)
every1 talking about pl metagaming, can u as GM and ccp member tell us how a GM can help some ali aginst other ali ? since no1 is controling GMs, u know spying, account disconnecting and so..
those pl banned accounts for rmt, are those isk still on those accounts ?
ps: gj on killing this game, guild wars 2 ftw |

Rordan D'Kherr
Imperial Academy Amarr Empire
164
|
Posted - 2012.11.05 10:00:00 -
[258] - Quote
960ApofiS069 wrote:hey fuzzie any new dev hacks for pathetic legione ? or some hidden game mechanics ? u dont need to share stuff only with shado
have 2 questions for u: (which ofc wont be answered)
every1 talking about pl metagaming, can u as GM and ccp member tell us how a GM can help some ali aginst other ali ? since no1 is controling GMs, u know spying, account disconnecting and so..
those pl banned accounts for rmt, are those isk still on those accounts ?
ps: gj on killing this game, guild wars 2 ftw
lol, bitter much.
now back to topic.
_______________________________________ Don't be scared, because being afk is not a crime.-á |

Colonel Xaven
Decadence. RAZOR Alliance
183
|
Posted - 2012.11.05 10:03:00 -
[259] - Quote
Rordan D'Kherr wrote:Those skills could have been the way to make ECCM useful.
agreed
|
|

CCP Fozzie
C C P C C P Alliance
2121

|
Posted - 2012.11.05 10:27:00 -
[260] - 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 |
|
|

Bubanni
ElitistOps Pandemic Legion
534
|
Posted - 2012.11.05 11:15:00 -
[261] - 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.
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 Christmas wish list https://forums.eveonline.com/default.aspx?g=posts&t=134275
Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |
|

CCP Fozzie
C C P C C P Alliance
2121

|
Posted - 2012.11.05 11:28:00 -
[262] - 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 |
|

serras bang
Lucien Coven
45
|
Posted - 2012.11.05 11:34:00 -
[263] - Quote
got another though of ecm why not one skills but the skill is also connected to the actualy ship i.e
you have sensor compensation at 5 but only a ship at 3 then the skill should only be effective of lvl 3
you have the skills at 3 and the ship at 5 then you should only have the skill effective at 3
you have both compensation and ship at 5 then you get the skill fully effective at 5
just my thoughts. |

Trinkets friend
Sudden Buggery Swift Angels Alliance
495
|
Posted - 2012.11.05 11:34:00 -
[264] - Quote
The SD buff is weaksauce. One ECm is still better at knocking an enemy out of the fight than 3 damps.
The TD nerf, assuming they will get to missiles, is weaksauce. I wont repeat the maths, but really, we will be seeing dual-XLASB Cyclones with TD's blotting out the sun.
The TP buff is not enough, also weaksauce. Baby steps are good, but until 10% TP strength directly translates into 10% DPS buff (which it doesn't and can't in all situations) no one will forego webs on T2 minnie hulls for TPs.
The ECm nerf is also weaksauce, as it doesn't address the chance mechanic, which is most perverse with drones. This also goes for the skills, which buff your sensor strength, and hence your percentages change, but you're still liable to be jammed by EC-300's.
THe skills...well, as one who flies all 4 races subcap, it is clear you train Caldari 3, Amarr and Gallente 4, and Minmatar to 5. That will level the sensor strength stupidities inherent in the racial milieux and allocate your training time where it is best used. Taking submissions for "Trinkets friendly Advice Column" via evemail or private convo in-game. Anonymity sorta guaranteed.
|

serras bang
Lucien Coven
45
|
Posted - 2012.11.05 11:39:00 -
[265] - 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.
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. |

Denuo Secus
65
|
Posted - 2012.11.05 11:41:00 -
[266] - Quote
@CCP Fozzie: any hint or sneak preview what you have in mind as a 'final solution' for ECM? As ECM pilot myself I'm not really happy with the current dice-mechanic. Other ewar forms are more plannable. The binary nature of ECM makes it quite frustrating sometimes. And I say this not from the receiving end of ECM ^^
Also (off-topic, since I don't find another dedicated thread for this in F&I): same for the armor tanking tweak you mentioned earlier. I'm really curious what you have in mind to make armor tanking more usable on medium and large sized ships. Sorry for beeing off-topic here...I'd love to see a new thread 'armor tanking tweaks'  |

Smoking Blunts
ZC Industries Dark Stripes
343
|
Posted - 2012.11.05 12:20:00 -
[267] - Quote
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. OMG when can i get a pic here
|

Bouh Revetoile
Barricade.
149
|
Posted - 2012.11.05 12:21:00 -
[268] - Quote
To the "nerf td" crowd : how effective TD should be to be "balanced" ?
IMO, EWAR is binary thing, and is either very effective or not at all.
Neutralizing is as cripling as ECM, though it's not chance based, and the answer is "fit a cap booster". Though a cap booster does NOT immune you against neutra. Infact, cap booster allow you to run your gun and tackle while neuted, though if you had an active tank, forget it. That's why there's so many projectiles/missiles in the the first place : neut immunity.
Damp, they were so good they were nerfed to death, and now even specialized ships don't use them (or they very rarely do), though it is binary thing too : you are either damped to inability to lock or not. Just because is more often not than damped, noone care about damp.
TP are not defensive EWAR.
TD : the only working EWAR on unbonused hull. You are either TD so you cannot hit your target or not. If you can hit your target, TD is rather ineffective. If you can't, people will scream "OP".
Web is not really a defensive EWAR, though when a Rapier double web you, you are screwed.
And for the "because of a falcon", most of the time the problem is the addition of a utility ship providing the victory. Logistic ships are almost as powerful than ECM in fact.
In fact, I sometimes feel that everything breaking the speed/gank/tank paradigm (minmatar doctrine basicaly) is seen as overpowered. |

Jerick Ludhowe
The Nyan Cat Pirates Nyanpire
189
|
Posted - 2012.11.05 12:38:00 -
[269] - Quote
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.
|
|

CCP Fozzie
C C P C C P Alliance
2122

|
Posted - 2012.11.05 12:47:00 -
[270] - 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 |
|
|

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. |
|

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 |
|

Slayer Blowfish
Science and Trade Institute Caldari State
0
|
Posted - 2012.11.05 19:59:00 -
[301] - Quote
There are two important things people keep missing:
1) ECM, unlike most other e-wars, is chance based, and provokes the most negative reaction in a player on the receiving end because of it. No one likes to be punished randomly, with no way to control the outcome. The best example is ECM drones. You can potentially lose a fight to ECM drones even if your sensor strength is very high, because once you're locked out, you're locked out for the full duration of the 20s.
2) ECM, unlike most other e-wars, suffers less from stacking penalty. As an example, a non-specific e-war other than ECM is projected onto a ship with a 10% effect and applied with 6 stacks. The target receives cumulatively 31.7% of the e-war effect, or, 317% of the base effect. Now, consider the effect to be ECM, in which case the effect is a 10% chance to jam. Applying 6 provides a cumulative chance of 1 - (0.9^6) = 0.469, which is 469% of the base effect. Furthermore, there is no ceiling to this stacking in ECM - you can apply as many jammers to a ship as you like, and the chance based mechanic ensures that all are effective. This is also why ECM drones are such an issue, because you can simply throw as many as you have on one target, and gain benefit much beyond stacking any other kind of e-war.
The solution to both is rather simple: make ECM duration based instead of chance based. Not only are you making the effect easier to predict and thusly easier to counter-act, you can also solve the stacking penalty problem. By enforcing subsequent ECM on the same ship provide diminished duration effect, you will a) provide a ceiling to the max jam duration, subject to ECM resistance, and b) brought the actual ECM stacking penalty in line with all other e-wars and module stacking mechanics.
For the record, I also think the falloff mechanic for other e-wars (which is chance based AFAIK) also problematic. Changing them all to diminished effect based on range outside of optimal would be nice as well.
|

Lin-Young Borovskova
Science and Trade Institute Caldari State
889
|
Posted - 2012.11.05 20:00:00 -
[302] - Quote
Goldensaver wrote:YES!
Nerfing TD's!
Also, I like the thought of being able to skill up to be more resilient against ECM. That's going to be nice. The range nerfs also aren't bad, that'll be nice to force them to be a little closer.
I like that Damps are getting fixed... but they can be really farking annoying. Unlike ECM, they almost never miss.
The TP's are nice. Still not as useful as other Ewars in most situations, but when they do get used, they'll actually get used to better effect now. No complaints there.
Good news about Damps, but before clapping hands need to test it out on bonused and unbonused hulls, clearly taking away from mods themselves some % is good to prevent everyone and his cat to fit them, same for other EWAR mods.
Tp's will become far more useful imho, remember missile changes !! -it's also an awesome change+lot better for larger guns tracking smaller stuff "ya can't get meh nanananan+¬reuh" , this is an awesome change.
However this question remains CCP Fozzie: when are scramblers and webs get a T2 effective range for 12km? brb |

Dibblerette
The Phantom Regiment THE ROYAL NAVY
102
|
Posted - 2012.11.05 21:01:00 -
[303] - Quote
TBH, I hate this.
More skills that aren't really fun for anyone (takes time out of my queue, trolls the ECM pilots) instead of fun stuff. At least cut them down to rank 1 or 2 tops, that way I don't waste TOO much time.
Why not just buff all ships sensor strength a little bit instead? Correct me if I'm wrong, but does sensor strength go beyond a half a point? I mean yeah, once you got up to rank 4-5 you would see a difference, but only on the larger/pricier hulls anyways. Also, will this stack with ECCM and whatnot? |

Bouh Revetoile
Barricade.
149
|
Posted - 2012.11.05 23:00:00 -
[304] - Quote
All these moaning about some lvl3 skills to learn, that's amazing. Patience is virtue, and such a boost to ECM protection is really worth it IMO. |

Crash Lander
Imperial Academy Amarr Empire
16
|
Posted - 2012.11.05 23:44:00 -
[305] - Quote
Bouh Revetoile wrote:All these moaning about some lvl3 skills to learn, that's amazing. Patience is virtue, and such a boost to ECM protection is really worth it IMO.
First I like the new skills and patience is indeed a virtue... but my subscription money is not. If a bunch of skills take for example take a month to train means that in practice you pay one month of subscription for it. As a newer player I would much rather spend that month training for one the other gazillion 'must have' skills (t2 guns/tank/support or ships that I can better use with the fleet).
Besides as mentioned the reasoning provided for making it 4 skills instead of 1 (more competitive new players through specialization is an oxymoron though that's for another thread). All the older players are going to have these trained to 4/5 first thing without a second though. |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
2023
|
Posted - 2012.11.06 00:09:00 -
[306] - Quote
Milton Middleson wrote: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.
I would love this 
In fact I already have the training schedule in place for when my OGB will need to come on-grid to boost.
Now if only there was a way to fit an interdiction maneuvers warfare link to a Rattlesnake, I would be one very happy carebear. Day 0 advice for new players: Day 0 Advice for New Players |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
2023
|
Posted - 2012.11.06 00:11:00 -
[307] - Quote
Dibblerette wrote:TBH, I hate this.
More skills that aren't really fun for anyone (takes time out of my queue, trolls the ECM pilots) instead of fun stuff. At least cut them down to rank 1 or 2 tops, that way I don't waste TOO much time.
Who trains skills for entertainment value? Why shouldn't you make sacrifices to train useful skills? Make that decision between Wing Commander 5 versus all sensor compensation skills to 5? Yes please! Day 0 advice for new players: Day 0 Advice for New Players |

Vladimir Norkoff
Income Redistribution Service
67
|
Posted - 2012.11.06 01:32:00 -
[308] - Quote
Meh. Not enthused.
ECM - "We also want to reiterate that we are not looking at these ecm changes as a complete solution to the problems with that mechanic." Understatement of the year. Gives more range to all ECM ships (except Recons) at level V. Not exactly a nerf. And adds new skills to train that will marginally reduce ECMs effectiveness. Just look at how "well" ECCM mods work to get an idea of how much these skills will affect ECM. The ECM mechanic itself needs to change, not these pointless stat changes.
Damps - Ahhh... 7.5% bonus to damp ships. Hmmm. Now where did I hear that idea before? Let me think. Oh wait! I know!... FOUR @#$%ING YEARS AGO WHEN WE TOLD YOU @$$CLOWNS THAT WAS WHAT WAS NEEDED WHEN YOU INITIALLY @#%^ED UP DAMPS!!!! *nerdrage* But that's right, damps were "working as intended" then. Stupid #$!@tards. No, I'm not gonna be grateful that you finally fixed it. I'm gonna be pissed that you kept @#$%ing us in the ass for 4 years.
TDs - So level V skills on an unbonused hull has reduced effectiveness by 3%? Yeah that's a wallop of a nerf. Sure TDs are used on every frig in existence, but that doesn't tell us anything. Nope. TDs are juuuuust fine.
TPs - Yeah they need the love. Though I'm forseeing some abuse with Rapier + Stealth Bombers thanks to the GMP change. Bombers torping frigs to great effect! Wheeeeeee!!!
|

Sizeof Void
Center for Advanced Studies Gallente Federation
293
|
Posted - 2012.11.06 02:32:00 -
[309] - Quote
Mara Rinn wrote:Why shouldn't you make sacrifices to train useful skills? Make that decision between Wing Commander 5 versus all sensor compensation skills to 5? Yes please! Not a fair comparison. The choice between WC 5 and all of the sensor compensation skills to 5 is an easy one. WC 5 is one of those skills you train up only when you've got virtually nothing else left to put into the skill queue, except cross-training Titans.
For many of the newer players, though, I think it is more of a question of training one of these new sensor compensation skills up to 4/5 vs training up AWU, or something similar. In any case, their queue just got longer.
So, no matter which decision they do make, they will end up falling further behind the older players - particularly if they don't have Cybernetics trained up to 5 yet and/or cannot afford the +5 implants. |

Sarmatiko
785
|
Posted - 2012.11.06 02:33:00 -
[310] - Quote
CCP Fozzie, I have noticed that Golem on Duality received significant boost for TP bonus (10% bonus to effectiveness of target painters per level instead of 7.5%). Will other Marauders get this boost as well?
off-topic: while someone already messing with Marauders stats, can we get some slight boost to the tractor beam speed and salvage bonus, to get on par with Noctis? 
|
|

Trinkets friend
Sudden Buggery Swift Angels Alliance
498
|
Posted - 2012.11.06 05:31:00 -
[311] - Quote
Re: the imbeciles whining about damps blotting out the sun...
...either you solely fly frigates (where a single unbonused damp can ruin your day completely because ur hull cannot lock much past dissy range to begin with
...or you are living in some parallel universe.
I admit, a fixed Maulus which in't completely gmped into uselessness, it may in fact become an I-Win Button of a frigate (again, your raw lock range is initially pissy so a single damp will be dangerous), but only solo. Even with a fully pimped-up alt in a Celestis, you cannot solo any cruiser due to a) the fact that it takes 3 damps to knock their range down below dissy range b) you then cannot fit a dissy yourself not with a prop c) cap use is murderous.
Seriously, you lot give me aneurysms. There is a reason why almost everyone shield tanks Lachs and Arazus, and that is because you get mobility, a OMFG long point, and are the darling of nado gangs.
That said, a dampbird is quite hilarious. Taking submissions for "Trinkets friendly Advice Column" via evemail or private convo in-game. Anonymity sorta guaranteed.
|

Fon Revedhort
Monks of War DarkSide.
809
|
Posted - 2012.11.06 06:03:00 -
[312] - Quote
Damps suffer from the same flaw of game mechanics: severely overpowered when stacked in excessive numbers against one single target, while being OK when applied as intented (1-2 per ship). 14 |

Zeus Maximo
Mentally Assured Destruction
4
|
Posted - 2012.11.06 08:33:00 -
[313] - Quote
Thank you CCP for this wonderful gift of love and fairness. I greatly appreciate it! |

Rek Seven
Probe Patrol Project Wildfire
460
|
Posted - 2012.11.06 09:23:00 -
[314] - Quote
Why do damps need a buff to optimal range?
The strength of ships like the arazu lie in their ability to redue the locking range of an enemy while remaining in point and damage range.
The strength bonus alone would have been enough. They see me trolling, they hating... |

Sarah Schneider
PonyWaffe Test Alliance Please Ignore
1603
|
Posted - 2012.11.06 09:55:00 -
[315] - 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. So... "fixing" the ECM mechanics itself have never came across as an idea, at all? There are many posts, even blogs/articles dedicated to ECM and some of them have really good stuff written, there are even some really viable options there to really balance the ECM platform such as what Keller wrote :
Quote:What I am proposing is a modification to the ECM formula GÇô or rather, a second formula which applies only when the jam is successful. I am not proposing any changes to success probability. If the effect of ECM is addressed, then the current probability mechanics are actually quite balanced. This second formula, in the event of a successful jam, is as follows:
L = 20 * (J / S), L <= 20
L is Length, or the duration of the jam effect, while J and S remain Jam strength and Sensor strength, respectively. L has a ceiling of 20, which means that an ECM boat with ECM strength greater than its target's sensor strength (think Falcon vs. frigate) will jam the target for 20 seconds but no more than that. What it means for larger ships - Battlecruisers, for example - is that when a jam succeeds, its effect duration is less than the module's cycle time. To perma-jam a target will require more ECM modules in concert, and the odds of a precious gap appearing between jams is much greater. This allows ECM victims to retaliate against ECM users and also gives a de-facto buff to ECCM modules (which not only decrease ECM probability but also duration).
However, any successful jam, regardless of ECM strength, will successfully break a lock.
I don't know about what others may think, but it seems like this sort of idea is pretty much preferable in comparison to keeping something that's a known issue and slapping some other stuff to slap stuff which may produce new problems. With no disrespect but have you even considered this sort of alternative? "I think weGÇÖre just getting closer and closer to a place where the people we lose are people that itGÇÖs okay to lose." -Kristoffer Touborg, Eve lead designer |

ToranBrades
Agony Unleashed Agony Empire
0
|
Posted - 2012.11.06 10:53:00 -
[316] - Quote
I might not be able to offer an alternative way for how ECM is supposed to work, but those four skills are just poor design.
If you train Signature Analysis or or Long Range targeting, you don't do that counter damps primarily. However, training those 4 anti-ECM skills would mean people "have" to train them soly for the purpose of countering ECM.
Just +1ing the perception of the addition of four "obligatory" skills that don't add any perceived value to the game (yeah, perceived as Learning skills V2 here as well). Ofc I'll train them, but meh, looks like bad design. |

Gypsio III
Chemikals Ministry of Inappropriate Footwork
411
|
Posted - 2012.11.06 11:37:00 -
[317] - Quote
Nah, I quite like them. They lead to greater variety in ships' sensor strengths, making ECM jam predictions somewhat less obvious. A single skill is relatively easy to train up for a newish player, making specialisation still relatively easy, relative to flying all races. That's a better way of doing it, as opposed to a flat 25% sensor strength buff.
It wouldn't stop me entirely nuking the terrible chance-based binary no-effect/RAGE ECM mechanic at the first opportunity, or deleting ECM drones altogether, but it's a sensible simple thing to implement while we're waiting for a less stupid ewar mechanic.
eg.
- Delete ECM and ECM drones.
- Give Caldari Remote Sensor Dampeners, suitably beefed up to befit the race that's supposed to have the most powerful ewar. "Permajam" should still be readily possible, but the victim can hope to escape it by his own piloting actions.
- Give Gallente a missile-disruption ewar (don't give that effect to tracking disruptors, they'd be fundamentally overpowered).
- Give Caldari a secondary ewar of logistics disruption, reducing amount and range of remote assistance modules, helping to replace ECM's anti-logistics role, particularly in fleet environments.
The old idea of ECM reducing the number of lockable targets down to a minimum of zero has potential too. |

Bouh Revetoile
Barricade.
150
|
Posted - 2012.11.06 11:45:00 -
[318] - Quote
ToranBrades wrote:I might not be able to offer an alternative way for how ECM is supposed to work, but those four skills are just poor design.
If you train Signature Analysis or or Long Range targeting, you don't do that counter damps primarily. However, training those 4 anti-ECM skills would mean people "have" to train them soly for the purpose of countering ECM.
Just +1ing the perception of the addition of four "obligatory" skills that don't add any perceived value to the game (yeah, perceived as Learning skills V2 here as well). Ofc I'll train them, but meh, looks like bad design. I think of it more the other way : all skills are used because of their own utility, though, because of a falcon, you have the opportunity to train a skill to protect you against some specific ships and modules. There is no precedent for this in the game, and it's somewhat *very* powerful, hence the 4 skills. |

Bouh Revetoile
Barricade.
150
|
Posted - 2012.11.06 11:50:00 -
[319] - Quote
Fon Revedhort wrote:Damps suffer from the same flaw of game mechanics: severely overpowered when stacked in excessive numbers against one single target, while being OK when applied as intented (1-2 per ship). Let me rephrase a little bit : "TD suffer from the same flaw of game mechanics: severely overpowered when stacked in excessive numbers against one single target, while being OK when applied as intented (1-2 per ship)." "Neut suffer from the same flaw of game mechanics: severely overpowered when stacked in excessive numbers against one single target, while being OK when applied as intented (1-2 per ship)."
I already said it : that's how EWAR work. It's either effective and you are pissed, or it's ineffective and nobody use it. These modules give you a noticeable advantage over your oponent. The opponent often notice it, and he is then pissed off, because he don't have the module/fit to counter it.
That's why TD are seen as overpowered IMO : a lot of people already stack TE on their ship to work with extended range so a TD is the exact counter to their fit. It's not that TD are overpowered, it's workinng as intended IMO. |

Pinky Denmark
The Cursed Navy
241
|
Posted - 2012.11.06 13:10:00 -
[320] - Quote
I like this a lot. I guess the skills is a good way to nerf ecm drones too... So damn annoying (especially if people can exploit the ecm drone cycle time by recalling and re-engaging them)
Plz however notice most ships getting a better sensor strength while being revamped and ecm ships are not THAT overpowered against multiple oponents, however very overpowered against single enemies. I suggest an alternative that might work, however might go against the principles of the sandbox a little:
Would it be possible to code ecm in such a way that any ship can only apply 1 jammer to each ship at any given time? I guess this is a limitation somewhat against the sandbox principles, but it will strengthen the ecm ships when outnumbered and have less effect against single ships... This means less permajamming, but a good force multiplier against multiple enemies - Just the way it should be.
Results would be eccm actually being very usefull and ecm would be less game breaking than currently.
|
|

Morrigan LeSante
The Lost and Forgotten Troopers
54
|
Posted - 2012.11.06 13:10:00 -
[321] - Quote
CCP Fozzie wrote: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.
But they'll be mandatory and we all know it.
Further, ALL other ewar mitigating skills serve some purpose other than EWAR and often are part of pre-req's for other skills/ships/etc anyway.
__________________________________
Perhaps alter the ECCM modules to be scripts to either reduce duration/pump up sensor strength instead? People can choose to increase their odds of no jam at all at a risk of normal jam length if it fails, or accept assured shorter jam duration whilst not mitigating the jam odds themselves?
Edit 2: Why don't ECM'd targets automatically reacquire the targets they had locked? Seems unnecessarily punitive to re-add lock time. Perhaps coupled with the changes I suggested above things may be a bit more sensible? |

Harvey James
Deep Core Mining Inc. Caldari State
93
|
Posted - 2012.11.06 13:50:00 -
[322] - Quote
whilst some you are complaining about having to train a new skill other people are happy to have new skills added not just so we have something to train after awhile you run out of things to train really or as a new option that may add to the games balance/ new tactical options to use. But new things are good to stop you getting bored or frustrated with things. |

Sean Parisi
Project Cerberus Caldari State Capturing
14
|
Posted - 2012.11.06 14:07:00 -
[323] - Quote
I see all these people whinging about the new skills as if it will take a substantial amount of their training time in order to train to a decent level. Failing to realize that investing 2 days or so into each race to get rank 4 will protect them from weeks if not months worth of training on the end of an ECM pilot. Let alone without putting any forethought into their actions such as using ECCM modules, ECCM Implants (Trust me, these make a huge difference). |

Rek Seven
Probe Patrol Project Wildfire
461
|
Posted - 2012.11.06 14:10:00 -
[324] - Quote
Yeah, i like the new skills. Good luck trying to jam my ECCM fitted guardian with these new skills... Hope you like slug fests  They see me trolling, they hating... |

Sean Parisi
Project Cerberus Caldari State Capturing
14
|
Posted - 2012.11.06 14:15:00 -
[325] - Quote
Morrigan LeSante wrote:CCP Fozzie wrote: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. But they'll be mandatory and we all know it. Further, ALL other ewar mitigating skills serve some purpose other than EWAR and often are part of pre-req's for other skills/ships/etc anyway. __________________________________ Perhaps alter the ECCM modules to be scripts to either reduce duration/pump up sensor strength instead? People can choose to increase their odds of no jam at all at a risk of normal jam length if it fails, or accept assured shorter jam duration whilst not mitigating the jam odds themselves? Edit 2: Why don't ECM'd targets automatically reacquire the targets they had locked? Seems unnecessarily punitive to re-add lock time. Perhaps coupled with the changes I suggested above things may be a bit more sensible?
See a good point that is made here is the fact that people keep talking about skills such as "Long range targeting" as if they are used to mitigate sensor dampening. When in reality I require a lot of these skills in order to make my fits WORK - I dont train them so I can mitigate tracking disruption or sensor dampening. Because the moments they are used against say a sniping fit I must change my fighting style drastically.
So how do I counter these? Well for the most part by having a Tracking Computer, Sensor Booster, ECCM (You know this exists for a reason) or using ECM , Tracking Links, Remote Sensor Boosters / Sensor Dampeners with my alt in order to support my main character with my secondary one.
So what my one question is, I keep hearing "Sensor Strength will help protect you from ALL E-War". If this is the case... and the 25% bonus will have a drastic increase - Then why would I not fit ECCM onto my ship to push my sensor strength into the hundreds? |

Colonel Xaven
Decadence. RAZOR Alliance
185
|
Posted - 2012.11.06 14:21:00 -
[326] - Quote
Rek Seven wrote:Yeah, i like the new skills. Good luck trying to jam my ECCM fitted guardian with these new skills... Hope you like slug fests 
I fly Logi alot by myself and generally agree here, but I'd make those skills effecting the ECCM stats.
|

Sean Parisi
Project Cerberus Caldari State Capturing
15
|
Posted - 2012.11.06 14:25:00 -
[327] - Quote
Colonel Xaven wrote:Rek Seven wrote:Yeah, i like the new skills. Good luck trying to jam my ECCM fitted guardian with these new skills... Hope you like slug fests  I fly Logi alot by myself and generally agree here, but I'd make those skills effecting the ECCM stats.
This, exactly this. As stated before for all I care ECCM can completely stop a ECM pilot from working at all. Atleast it requires forethought, intelligence and planning in order to make the pilot effective.
Punish the min maxers who don't want to give up a mid or low slot in order to counter the 'dreadful' ECM plague. |

Pinky Denmark
The Cursed Navy
241
|
Posted - 2012.11.06 14:27:00 -
[328] - Quote
If logistic ships eventually doesn't have their sensor strength nerfed something is utterly wrong... But then again they can be game breaking in many other ways as well just like Ewar birds |

Sean Parisi
Project Cerberus Caldari State Capturing
15
|
Posted - 2012.11.06 14:35:00 -
[329] - Quote
I do agree completely with changing ECM drones - Either removing them, nerfing them drastically or making it so the target simply loses lock. Why? Because it completely derails the value of actually having an active ECM Pilot - Yes they are far superior, but the amount of effort and resources to have a "soft" ECM pilot always available is not acceptable in my opinion. There have been times I have fallen into a trap and my drones allowed me to have disruption dropped, allowing me to escape. This is where I see them as a good choice - But then there are other times my Blackbird has been jammed 100% by ECM drones off a frigate.
Essentially what I am saying, is for their power output and ability to change the fight they are a minimal investment by the pilot in question. ECM Pilots though will often take time to actually think about what they will fighting. Changing their slot layout to match their proposed opposition, being drastically weakened should the enemies fleet layout change their format. This is why I enjoy ECM, I figure out what my opponent is bringing in order to increase my odds of survival. |

Rek Seven
Probe Patrol Project Wildfire
462
|
Posted - 2012.11.06 14:45:00 -
[330] - Quote
In all honesty i think ECM is fine. The only people that cry about it are people who don't know how to fit their ships or people who think solo pvp is still a thing. Sure getting perma-jammed sucks but CCP could easily change them mechanic so that you can't be jammed by the same ship twice in a certain time.
The only problem with ships like the falcon is that they do their job at range which a lot of fleets won't be set up for. If Falcons were forced closer to the fight, they would die instantly we when their jam fails.
They see me trolling, they hating... |
|

Sean Parisi
Project Cerberus Caldari State Capturing
16
|
Posted - 2012.11.06 14:55:00 -
[331] - Quote
Rek Seven wrote:In all honesty i think ECM is fine. The only people that cry about it are people who don't know how to fit their ships or people who think solo pvp is still a thing. Sure getting perma-jammed sucks but CCP could easily change them mechanic so that you can't be jammed by the same ship twice in a certain time.
The only problem with ships like the falcon is that they do their job at range which a lot of fleets won't be set up for. If Falcons were forced closer to the fight, they would die instantly we when their jam fails.
What I enjoy about ECM is the flexibility it provides to my sniper ship in FW. My main character and alt will be engaging a group of six or so. One will be split off and come burning at my sniper ship which has little to no tank. I over heat my jammers on my alt, jam him specifically - Load short range ammo and engage him face to face.
It is a good feeling knowing I am capable of doing this and being flexible with my engagement range when I have another ship to assist my main one. It also allows me to go balls deep into engaging odds that do not favor me. Even if I still lose, it gives me a fighting chance and gives me more flexibility with how I can play the game. |

Wulfrunner
Agony Unleashed Agony Empire
0
|
Posted - 2012.11.06 15:08:00 -
[332] - Quote
Introducing four new skills to counter an unbalanced module penalizes players by requiring them to waste their training time because of poor game design. This proposal is reminiscent of the "Learning" skills fiasco and is an example of an Escalation of commitment error. |

Gizznitt Malikite
Agony Unleashed Agony Empire
712
|
Posted - 2012.11.06 15:15:00 -
[333] - Quote
Wulfrunner wrote:Introducing four new skills to counter an unbalanced module penalizes players by requiring them to waste their training time because of poor game design. This proposal is reminiscent of the "Learning" skills fiasco and is an example of an Escalation of commitment error.
In my opinion, its not the number of skills, but their combined rank that really matters....
4x Rank 1 skills is reasonable.... 4x Rank 2 is borderline excessive, and 4x Rank 3 is downright over the top!!!
Twelve Ranks of skillpoints that do nothing for you other than make you harder to jam and harder to scan..... And only marginally harder at either of those things!!! That's just wrong!!!
Either Ship sensor strength needs to be applicable to more areas of the game, or the ranks of these "new skills" needs to be seriously reduced!!!! |

Rek Seven
Probe Patrol Project Wildfire
463
|
Posted - 2012.11.06 15:26:00 -
[334] - Quote
Yeah because having ships is the game that do high amounts of dps "force" people to train their tank skills... 
Come on guy, these skills are nothing like learning skills. You are making fools of yourselves. They see me trolling, they hating... |

Fon Revedhort
Monks of War DarkSide.
809
|
Posted - 2012.11.06 15:33:00 -
[335] - Quote
Sean Parisi wrote:Colonel Xaven wrote:Rek Seven wrote:Yeah, i like the new skills. Good luck trying to jam my ECCM fitted guardian with these new skills... Hope you like slug fests  I fly Logi alot by myself and generally agree here, but I'd make those skills effecting the ECCM stats. This, exactly this. As stated before for all I care ECCM can completely stop a ECM pilot from working at all. Atleast it requires forethought, intelligence and planning in order to make the pilot effective. Punish the min maxers who don't want to give up a mid or low slot in order to counter the 'dreadful' ECM plague. That's hypocrisy; fitting a ECCM is neither intelligent nor a counter.
ECCM being a perfect protection from ECM makes the fight outcome determined totally at the fitting screen, that's a primitive tic-tac-toe played blind, either you 'guess' and thus win or either you don't and then lose.
It's not about min-maxing, a good setup already has quite a bunch of compromises and only stupid trolls can deny that - no one goes for sheer DPS or pure speed etc., unless he is going to die horribly. It's more about the facts how:
1) eccm being totally useless unless hit by ecm 2) a lot of ships simply don't have an option of fitting it, you simply can not waste a mid on a 3-mid ship unless you fly in blobs. So using it in small-scale PvP isn't a option. Isn't it ironic how ECM is said to be ok or even underpowered in blobs? 14 |

Sean Parisi
Project Cerberus Caldari State Capturing
19
|
Posted - 2012.11.06 15:39:00 -
[336] - Quote
Fon Revedhort wrote:Sean Parisi wrote:Colonel Xaven wrote:Rek Seven wrote:Yeah, i like the new skills. Good luck trying to jam my ECCM fitted guardian with these new skills... Hope you like slug fests  I fly Logi alot by myself and generally agree here, but I'd make those skills effecting the ECCM stats. This, exactly this. As stated before for all I care ECCM can completely stop a ECM pilot from working at all. Atleast it requires forethought, intelligence and planning in order to make the pilot effective. Punish the min maxers who don't want to give up a mid or low slot in order to counter the 'dreadful' ECM plague. That's hypocrisy; fitting a ECCM is neither intelligent nor a counter. ECCM being a perfect protection from ECM makes the fight outcome determined totally at the fitting screen, that's a primitive tic-tac-toe played blind, either you 'guess' and thus win or either you don't and then lose. It's not about min-maxing, a good setup already has quite a bunch of compromises and only stupid trolls can deny that - no one goes for sheer DPS or pure speed etc., unless he is going to die horribly. It's more about the facts how: 1) eccm being totally useless unless hit by ecm 2) a lot of ships simply don't have an option of fitting it, you simply can not waste a mid on a 3-mid ship unless you fly in blobs. So using it in small-scale PvP isn't a option. Isn't it ironic how ECM is said to be ok or even underpowered in blobs?
One thing I keep reading throughout the forum posted by Fozie is that they are aiming to have Sensor Strength effect all E-War in one level or another. Would this not add more utility to implementing ECCM as a soft counter to other E-War while providing a thorough bonus against ECM at the base level? Mid slots are not the only capable slot for fitting an ECCM module. You may also fit back up arrays which will only natively effect your individual ship, but may still be effective. Anyways, I value your thoughts on this post - you do make plenty of good points. |

Fon Revedhort
Monks of War DarkSide.
809
|
Posted - 2012.11.06 15:50:00 -
[337] - Quote
Bouh Revetoile wrote:Fon Revedhort wrote:Damps suffer from the same flaw of game mechanics: severely overpowered when stacked in excessive numbers against one single target, while being OK when applied as intented (1-2 per ship). Let me rephrase a little bit : "TD suffer from the same flaw of game mechanics: severely overpowered when stacked in excessive numbers against one single target, while being OK when applied as intented (1-2 per ship)." "Neut suffer from the same flaw of game mechanics: severely overpowered when stacked in excessive numbers against one single target, while being OK when applied as intented (1-2 per ship)." I already said it : that's how EWAR work. It's either effective and you are pissed, or it's ineffective and nobody use it. These modules give you a noticeable advantage over your oponent. The opponent often notice it, and he is then pissed off, because he don't have the module/fit to counter it. That's why TD are seen as overpowered IMO : a lot of people already stack TE on their ship to work with extended range so a TD is the exact counter to their fit. It's not that TD are overpowered, it's workinng as intended IMO. Neuting is a good mechanics, it relies on actual piloting skills and can be countered by intelligent cap-boosting, as I have already written above. EWAR is plain primite piloting-wise. Finally:
THERE IS NO LONG-RANGE COVERT CLOAKY NEUTING FAGGOTRY OUT THERE 
Make Falcon a short-range browler just like a Pilgrim and it will become super-balanced. And there's a reason why Bhaal doesn't have any range bonuses for neuts, being able to neut from 60k would be pretty OP. So no, neuting doesn't even stand close. 14 |

Morrigan LeSante
The Lost and Forgotten Troopers
54
|
Posted - 2012.11.06 15:51:00 -
[338] - Quote
Thing people seem to omit is whilst ECCM is binary - so too is ECM itself - it either works or it doesnt.
The crux of the issue is any defence worth mounting would then make ECM worthless so it (ECM) wont be used and any defence which makes ECM worth using, by extension renders the defence worthless.
That will continue until the binary live/die effect ends. Which is why I suggested making the module scripted - giving people the option to have a guaranteed reduction in ECM effect - which if done along side a change that allows the pilots to instantly relock then you have a decent 'worth' in mounting ECCM whilst not completely wrecking ECM.
There are probably better solutions to be fair, I've not had time to think about it properly.
Although if sensor str was looped into other calculations then ECM could then be altered just to screw with it - law of unintended consequences would be out in force there though.
Edit: @Fon Revedhort - neuts etc ALWAYS work, you don't need to stack so many as EWAR birds do to be properly effective. |

Sean Parisi
Project Cerberus Caldari State Capturing
19
|
Posted - 2012.11.06 15:55:00 -
[339] - Quote
Fon Revedhort wrote:Bouh Revetoile wrote:Fon Revedhort wrote:Damps suffer from the same flaw of game mechanics: severely overpowered when stacked in excessive numbers against one single target, while being OK when applied as intented (1-2 per ship). Let me rephrase a little bit : "TD suffer from the same flaw of game mechanics: severely overpowered when stacked in excessive numbers against one single target, while being OK when applied as intented (1-2 per ship)." "Neut suffer from the same flaw of game mechanics: severely overpowered when stacked in excessive numbers against one single target, while being OK when applied as intented (1-2 per ship)." I already said it : that's how EWAR work. It's either effective and you are pissed, or it's ineffective and nobody use it. These modules give you a noticeable advantage over your oponent. The opponent often notice it, and he is then pissed off, because he don't have the module/fit to counter it. That's why TD are seen as overpowered IMO : a lot of people already stack TE on their ship to work with extended range so a TD is the exact counter to their fit. It's not that TD are overpowered, it's workinng as intended IMO. Neuting is a good mechanics, it relies on actual piloting skills and can be countered by intelligent cap-boosting, as I have already written above. EWAR is plain primite piloting-wise. Finally: THERE IS NO LONG-RANGE COVERT CLOAKY NEUTING FAGGOTRY OUT THERE  Make Falcon a short-range browler just like a Pilgrim and it will become super-balanced. And there's a reason why Bhaal doesn't have any range bonuses for neuts, being able to neut from 60k would be pretty OP. So no, neuting doesn't even stand close.
What is your opinion on the use of an ECCM module assuming they allow sensor strength to additionally improve defenses on a soft level against other ships E-War. To a level I can agree with this except for the fact it goes against the standard long range engagement philosophy of the Caldari, but with the possible changes pushing some Caldari ships into close range engagement ranges I would not completely disagree - But if this was to be put into place I would want the falcon to be given at least a bit of a substantial tank. I myself do not use Falcons, but I have always seen them as a very useful ship for Covert Gangs (Purely Stealth Bombers, Arazus, Rapiers, Pilgrim, Etc) as it provides a "buffer" of sorts for their soft tank. That is the only reason I would really be against a possible nerf to its engagement range.
|

Sean Parisi
Project Cerberus Caldari State Capturing
19
|
Posted - 2012.11.06 15:57:00 -
[340] - Quote
Morrigan LeSante wrote:Thing people seem to omit is whilst ECCM is binary - so too is ECM itself - it either works or it doesnt.
The crux of the issue is any defence worth mounting would then make ECM worthless so it (ECM) wont be used and any defence which makes ECM worth using, by extension renders the defence worthless.
That will continue until the binary live/die effect ends. Which is why I suggested making the module scripted - giving people the option to have a guaranteed reduction in ECM effect - which if done along side a change that allows the pilots to instantly relock then you have a decent 'worth' in mounting ECCM whilst not completely wrecking ECM.
There are probably better solutions to be fair, I've not had time to think about it properly.
Although if sensor str was looped into other calculations then ECM could then be altered just to screw with it - law of unintended consequences would be out in force there though.
Edit: @Fon Revedhort - neuts etc ALWAYS work, you don't need to stack so many as EWAR birds do to be properly effective.
I want people to use ECCM. That is honestly my major irk with these changes, it neglects peoples ability to fit for the occasion and prepare for unforeseen asshattery. But I do agree with the scripted bonus, if implementing ECCM totally wrecks a player using ECM I have no issue with this. As their forethought and planning, intelligence gathering cripples my own. |
|

Fon Revedhort
Monks of War DarkSide.
809
|
Posted - 2012.11.06 16:03:00 -
[341] - Quote
Sean Parisi wrote:Fon Revedhort wrote:Bouh Revetoile wrote:Fon Revedhort wrote:Damps suffer from the same flaw of game mechanics: severely overpowered when stacked in excessive numbers against one single target, while being OK when applied as intented (1-2 per ship). Let me rephrase a little bit : "TD suffer from the same flaw of game mechanics: severely overpowered when stacked in excessive numbers against one single target, while being OK when applied as intented (1-2 per ship)." "Neut suffer from the same flaw of game mechanics: severely overpowered when stacked in excessive numbers against one single target, while being OK when applied as intented (1-2 per ship)." I already said it : that's how EWAR work. It's either effective and you are pissed, or it's ineffective and nobody use it. These modules give you a noticeable advantage over your oponent. The opponent often notice it, and he is then pissed off, because he don't have the module/fit to counter it. That's why TD are seen as overpowered IMO : a lot of people already stack TE on their ship to work with extended range so a TD is the exact counter to their fit. It's not that TD are overpowered, it's workinng as intended IMO. Neuting is a good mechanics, it relies on actual piloting skills and can be countered by intelligent cap-boosting, as I have already written above. EWAR is plain primite piloting-wise. Finally: THERE IS NO LONG-RANGE COVERT CLOAKY NEUTING FAGGOTRY OUT THERE  Make Falcon a short-range browler just like a Pilgrim and it will become super-balanced. And there's a reason why Bhaal doesn't have any range bonuses for neuts, being able to neut from 60k would be pretty OP. So no, neuting doesn't even stand close. What is your opinion on the use of an ECCM module assuming they allow sensor strength to additionally improve defenses on a soft level against other ships E-War. To a level I can agree with this except for the fact it goes against the standard long range engagement philosophy of the Caldari, but with the possible changes pushing some Caldari ships into close range engagement ranges I would not completely disagree - But if this was to be put into place I would want the falcon to be given at least a bit of a substantial tank. I myself do not use Falcons, but I have always seen them as a very useful ship for Covert Gangs (Purely Stealth Bombers, Arazus, Rapiers, Pilgrim, Etc) as it provides a "buffer" of sorts for their soft tank. That is the only reason I would really be against a possible nerf to its engagement range. Sure, that makes sense.
Now you understand how irrtitating it's to hear about 'min-maxers' who don't want to fit magical ECCM when ECM ships already are a bunch of min-maxers on their own? They are just one-trick ponies, they can't tank, they can't tackle or shoot (for the most cases).
Ewar needs a complete rehaul and should incorporate eccm changes, that's for sure.
14 |

Morrigan LeSante
The Lost and Forgotten Troopers
55
|
Posted - 2012.11.06 16:08:00 -
[342] - Quote
Sean Parisi wrote:But I do agree with the scripted bonus, if implementing ECCM totally wrecks a player using ECM I have no issue with this. As their forethought and planning, intelligence gathering cripples my own.
Yeah I guess that's fair, since there's a trade off for it. |

Sean Parisi
Project Cerberus Caldari State Capturing
19
|
Posted - 2012.11.06 16:13:00 -
[343] - Quote
Fon Revedhort wrote:Sean Parisi wrote:Fon Revedhort wrote:Bouh Revetoile wrote:Fon Revedhort wrote:Damps suffer from the same flaw of game mechanics: severely overpowered when stacked in excessive numbers against one single target, while being OK when applied as intented (1-2 per ship). Let me rephrase a little bit : "TD suffer from the same flaw of game mechanics: severely overpowered when stacked in excessive numbers against one single target, while being OK when applied as intented (1-2 per ship)." "Neut suffer from the same flaw of game mechanics: severely overpowered when stacked in excessive numbers against one single target, while being OK when applied as intented (1-2 per ship)." I already said it : that's how EWAR work. It's either effective and you are pissed, or it's ineffective and nobody use it. These modules give you a noticeable advantage over your oponent. The opponent often notice it, and he is then pissed off, because he don't have the module/fit to counter it. That's why TD are seen as overpowered IMO : a lot of people already stack TE on their ship to work with extended range so a TD is the exact counter to their fit. It's not that TD are overpowered, it's workinng as intended IMO. Neuting is a good mechanics, it relies on actual piloting skills and can be countered by intelligent cap-boosting, as I have already written above. EWAR is plain primite piloting-wise. Finally: THERE IS NO LONG-RANGE COVERT CLOAKY NEUTING FAGGOTRY OUT THERE  Make Falcon a short-range browler just like a Pilgrim and it will become super-balanced. And there's a reason why Bhaal doesn't have any range bonuses for neuts, being able to neut from 60k would be pretty OP. So no, neuting doesn't even stand close. What is your opinion on the use of an ECCM module assuming they allow sensor strength to additionally improve defenses on a soft level against other ships E-War. To a level I can agree with this except for the fact it goes against the standard long range engagement philosophy of the Caldari, but with the possible changes pushing some Caldari ships into close range engagement ranges I would not completely disagree - But if this was to be put into place I would want the falcon to be given at least a bit of a substantial tank. I myself do not use Falcons, but I have always seen them as a very useful ship for Covert Gangs (Purely Stealth Bombers, Arazus, Rapiers, Pilgrim, Etc) as it provides a "buffer" of sorts for their soft tank. That is the only reason I would really be against a possible nerf to its engagement range. Sure, that makes sense. Now you understand how irrtitating it's to hear about 'min-maxers' who don't want to fit magical ECCM when ECM ships already are a bunch of min-maxers on their own? They are just one-trick ponies, they can't tank, they can't tackle or shoot (for the most cases). Ewar needs a complete rehaul and should incorporate eccm changes, that's for sure.
I find min-maxing is a necessary evil for ECM as when compared to other E-War activities it is chance based as opposed to a consistent effect (Which doesn't actually bother me). When a jam doesn't drop I go "Oh Sh!t" and have to adapt my piloting style to compensate and it can make a match somewhat interesting from the ECMing perspective. But essentially I am trying to max my abiltiy to jam out the target as my tank.
My primary issue with these changes though is that it is encouraging passive bonuses as the "solution" where as I like the chess philosophy of EvE. Where you attempt to out maneuver your opponent, often times people lose because they did not take time to gather information on their surroundings, then they fall into a trap and feel stupid as a result. Where as I would love to have the option to fit ECCM - fall into the trap, focus fire their ECM ship and GTFO.
The issue with the ECCM module is that it does not provide an active bonus like other "Counter" modules do. As such its use is somewhat limited to solely ECM opponents. Should sensor strength provide a bonus against all E-War I believe that may be the change itself that will help people make the decision at the fitting screen. But I will be dissapointed if its bonus drastically reduces all forms of E-War, as opposed to only effecting them softly.
|

Sean Parisi
Project Cerberus Caldari State Capturing
19
|
Posted - 2012.11.06 16:14:00 -
[344] - Quote
Morrigan LeSante wrote:Sean Parisi wrote:But I do agree with the scripted bonus, if implementing ECCM totally wrecks a player using ECM I have no issue with this. As their forethought and planning, intelligence gathering cripples my own. Yeah I guess that's fair, since there's a trade off for it.
Yes exactly. You can either choose to accept "Being jammed" but for a reduce amount of time, or you can opt for a higher buffer for the dice roll. Thus allowing you to choose the play style that benefits you more. |

7'62 SKS
7.62
4
|
Posted - 2012.11.06 16:33:00 -
[345] - Quote
Why all the whining about ECM and why does CCP seem so intent on changing it?
When flying ECM I never come across a logi that is not ECCM fit. They are VERY VERY effective at turning a Blackbird into a laughable choice for a fleet fight which is why you really don't see a ton of ECM being fielded as things are. If it was the end-all-be-all broken mechanic, wouldn't you see them a lot more often, as in, 30% of any fleet every time?
ECCM is working great as a counter to ECM. These new skills are something everyone will have and therefore will nerf ECM significantly. As a ECM pilot I have to either have intel on what the opposing fleet is flying or take my chances with a rainbow fit. The same applies to people trying to guess if ECM will be on the field and deciding whether or not to fit ECCM or go 100% optimized DPS/tank and hope for the best...or have intel.
When flying ECM I already have a ton of things that can ruin my day:
1) ECCM fits on obvious ECM targets like logistics. FC orders me to jam the logi. Jams fail 90%. My ship is a brick. 2) Tier 3 BCs and other snipers can hit my no-tank ECM bird no problem and destroy me in seconds or force me off the field. 3) Fast frigates can burn to me within seconds. Each one that does so takes up a jam to deal with, and realistically I need to leave the field before the close in or probably die. 4) Damps. One damp and my sniper perch is blown, and I need to leave the field. 5) Jams. Stop hating on ECM so much and maybe someone will field an ECM boat on YOUR side. 6) Bad intel. Scout was wrong or enemy was clever and now my jams are all mismatched. My ship is a brick.
Every update seems to bring more bad news for ECM pilots. But its never enough to quell the angry mob of min/maxers who simply don't want to deal with ECM with fittings or implants that shave a few points off of their precious fits.
|

Sean Parisi
Project Cerberus Caldari State Capturing
19
|
Posted - 2012.11.06 16:36:00 -
[346] - Quote
7'62 SKS wrote:Why all the whining about ECM and why does CCP seem so intent on changing it?
When flying ECM I never come across a logi that is not ECCM fit. They are VERY VERY effective at turning a Blackbird into a laughable choice for a fleet fight which is why you really don't see a ton of ECM being fielded as things are. If it was the end-all-be-all broken mechanic, wouldn't you see them a lot more often, as in, 30% of any fleet every time?
ECCM is working great as a counter to ECM. These new skills are something everyone will have and therefore will nerf ECM significantly. As a ECM pilot I have to either have intel on what the opposing fleet is flying or take my chances with a rainbow fit. The same applies to people trying to guess if ECM will be on the field and deciding whether or not to fit ECCM or go 100% optimized DPS/tank and hope for the best...or have intel.
When flying ECM I already have a ton of things that can ruin my day:
1) ECCM fits on obvious ECM targets like logistics. FC orders me to jam the logi. Jams fail 90%. My ship is a brick. 2) Tier 3 BCs and other snipers can hit my no-tank ECM bird no problem and destroy me in seconds or force me off the field. 3) Fast frigates can burn to me within seconds. Each one that does so takes up a jam to deal with, and realistically I need to leave the field before the close in or probably die. 4) Damps. One damp and my sniper perch is blown, and I need to leave the field. 5) Jams. Stop hating on ECM so much and maybe someone will field an ECM boat on YOUR side. 6) Bad intel. Scout was wrong or enemy was clever and now my jams are all mismatched. My ship is a brick.
Every update seems to bring more bad news for ECM pilots. But its never enough to quell the angry mob of min/maxers who simply don't want to deal with ECM with fittings or implants that shave a few points off of their precious fits.
Yes exactly. Stand against passive bonuses that break the mechanic when there is already a suitable counter. The other counter that has no been mentioned "Drones" - Specifically for say my Griffin or unarmed black bird. Once drones are placed on my ship I struggle to remain on the field as I see my ships tank deteriorating. |

Jysella Halcyon
Agony Unleashed Agony Empire
0
|
Posted - 2012.11.06 16:38:00 -
[347] - Quote
Damp buff - about time. TD "nerf" - Really guys, it's a nerf. We swear. That said, I like where TD is right now. TP hull bonus - Good compromise ECM changes - completely off-track.
The problem with ECM is not that it's overpowered (though it is very strong at a small-gang level), it's that the mechanic itself is unfun. If my rifter is heavily damped I can pilot to point blank to reacquire a lock. If my turret ship is TDed I can pilot to reduce my range and transversal and my guns keep shooting. If I'm target painted I can drop in closer to mitigate the increased tracking of my opponent's guns.
If I'm jammed? Sorry. SOL.
Additionally, ECM is unfun to the players fitting it. Dedicated EWAR pilots for 3/4 races can fit 1-2 mids with their ewar and be effective, leaving mids open for a light shield tank and lows uncluttered if armor is the desired tanking layer. ECM pilots fit with 1) MWD 2) ECM rainbow 3) more ECM in any available mids 4) SDAs in the lows. At least 4 ewar mids are needed to be reliably effective, cutting any thoughts of a shield tank to ribbons, and caldari ships are (rightfully) bereft of lowslots to fit an armor tank, even ignoring the need to use those lows to increase their ECM effectiveness. This leave everything about ECM in an unfun state of hard lines below which ECM has no effect whatsoever and above which it is completely effective. Neither pilot can fly in such a way to change the impact of the ECM.
If I'm using a TD, I can fly to put my opponent at a disadvantageous range/transversal. If I'm using a damp, I can fly to put my opponent at a range at which he cannot lock me or cause him to be slower in reacuiring me as a target. If I'm using a TP I can fly to make use of the increased tracking and missile damage in my favor.
In all of these cases, my fitted tank is allowed to work as intended, the EWAR simply existing to reduce my incoming damage relative to my opponent.
If I'm jamming, I cross my fingers and pray to my chosen deity that the jams hold. I cannot fly in such a way to increase their effect - that was decided at the fitting screen and in the skill queue. Incoming damage is either cut to zero or not affected in any way.
Player who have chosen to play a game do not like being told that they cannot play the game for 20-second increments.
{armchair designer} You know what system doesn't have any ewar aimed at it that ECM would flavorfully fit into? Drones. Gallente pilots love their drones, Caldari corporations have every incentive to research ways to disrupt the electronic connections that an enemy ship has to its drones. As a side effect, the jamming signals hindering drone control could also negatively impact missile control. {/armchair designer} But that's just my pipe dream for ECM rework |

Eridanii
Firebird Squadron Terra-Incognita
7
|
Posted - 2012.11.06 17:01:00 -
[348] - Quote
Jysella Halcyon wrote: {armchair designer} You know what system doesn't have any ewar aimed at it that ECM would flavorfully fit into? Drones. Gallente pilots love their drones, Caldari corporations have every incentive to research ways to disrupt the electronic connections that an enemy ship has to its drones. As a side effect, the jamming signals hindering drone control could also negatively impact missile control. {/armchair designer} But that's just my pipe dream for ECM rework
I like this idea as Caldari's 2nd form of ewar, rather than making TD's OP(er). |

Dersen Lowery
Knavery Inc. StructureDamage
151
|
Posted - 2012.11.06 17:56:00 -
[349] - Quote
Most EWAR forces you to close range. The Caldari doctrine wouldn't want you to close range. What if ECM weakened sensor strength over optimal / falloff / double falloff, so that the counter to ECM was to move away from the jamming boat? That would support a sniper doctrine quite well. ECCM would then be the obvious choice for close-range ships trying to get into position against ECM. |

Morrigan LeSante
The Lost and Forgotten Troopers
55
|
Posted - 2012.11.06 17:56:00 -
[350] - Quote
Jysella Halcyon wrote: The problem with ECM is not that it's overpowered (though it is very strong at a small-gang level), it's that the mechanic itself is unfun. If my rifter is heavily damped I can pilot to point blank to reacquire a lock. If my turret ship is TDed I can pilot to reduce my range and transversal and my guns keep shooting. If I'm target painted I can drop in closer to mitigate the increased tracking of my opponent's guns.
If I'm jammed? Sorry. SOL.
Actually working FoF would solve this (As well as a turret variant arriving) |
|

Goldensaver
Vorbild Industries Inc.
81
|
Posted - 2012.11.06 18:26:00 -
[351] - Quote
Trinkets friend wrote:Re: the imbeciles whining about damps blotting out the sun...
...either you solely fly frigates (where a single unbonused damp can ruin your day completely because ur hull cannot lock much past dissy range to begin with
...or you are living in some parallel universe.
I admit, a fixed Maulus which in't completely gmped into uselessness, it may in fact become an I-Win Button of a frigate (again, your raw lock range is initially pissy so a single damp will be dangerous), but only solo. Even with a fully pimped-up alt in a Celestis, you cannot solo any cruiser due to a) the fact that it takes 3 damps to knock their range down below dissy range b) you then cannot fit a dissy yourself not with a prop c) cap use is murderous.
Seriously, you lot give me aneurysms. There is a reason why almost everyone shield tanks Lachs and Arazus, and that is because you get mobility, a OMFG long point, and are the darling of nado gangs.
That said, a dampbird is quite hilarious. Well, you got me. I mostly fly frigates in PvP due to my character being in FW. A single damp is capable of completely screwing over my kiting ships, or screwing my brawlers against kiting ships (as if they weren't already). I was specifically talking about the Maulus, in fact. That's one of the ships that I'm going to fear greatly after the patch.
I don't mind damps on larger ships, as they're doing what they're supposed to do. But frigates have an inherently low locking range, and any modification on that cripples them. |

Sean Parisi
Project Cerberus Caldari State Capturing
19
|
Posted - 2012.11.06 18:31:00 -
[352] - Quote
Goldensaver wrote:Trinkets friend wrote:Re: the imbeciles whining about damps blotting out the sun...
...either you solely fly frigates (where a single unbonused damp can ruin your day completely because ur hull cannot lock much past dissy range to begin with
...or you are living in some parallel universe.
I admit, a fixed Maulus which in't completely gmped into uselessness, it may in fact become an I-Win Button of a frigate (again, your raw lock range is initially pissy so a single damp will be dangerous), but only solo. Even with a fully pimped-up alt in a Celestis, you cannot solo any cruiser due to a) the fact that it takes 3 damps to knock their range down below dissy range b) you then cannot fit a dissy yourself not with a prop c) cap use is murderous.
Seriously, you lot give me aneurysms. There is a reason why almost everyone shield tanks Lachs and Arazus, and that is because you get mobility, a OMFG long point, and are the darling of nado gangs.
That said, a dampbird is quite hilarious. Well, you got me. I mostly fly frigates in PvP due to my character being in FW. A single damp is capable of completely screwing over my kiting ships, or screwing my brawlers against kiting ships (as if they weren't already). I was specifically talking about the Maulus, in fact. That's one of the ships that I'm going to fear greatly after the patch. I don't mind damps on larger ships, as they're doing what they're supposed to do. But frigates have an inherently low locking range, and any modification on that cripples them.
The same applies to Sensor strength and ECM against frigates. Electronic warfare should be extremely crippling, in all forms. Truth is though anyone who solo PvP's and complains about the use of any form of Electronic warfare from an external party "Wtf Arazu, Wtf Pilgrim, Wtf, Falcon, Wtf Rapier" should not complain. As in most 2v1 situations, you will lose unless you play your cards properly.
This is one reason why I keep defending ECM as an effective mechanic. Majority of people complain about it because it locks down a target - Just as a curse would do so. It is just the psychological impact that it has more then anything. |

Goldensaver
Vorbild Industries Inc.
81
|
Posted - 2012.11.06 18:41:00 -
[353] - Quote
Sean Parisi wrote: The same applies to Sensor strength and ECM against frigates. Electronic warfare should be extremely crippling, in all forms. Truth is though anyone who solo PvP's and complains about the use of any form of Electronic warfare from an external party "Wtf Arazu, Wtf Pilgrim, Wtf, Falcon, Wtf Rapier" should not complain. As in most 2v1 situations, you will lose unless you play your cards properly.
This is one reason why I keep defending ECM as an effective mechanic. Majority of people complain about it because it locks down a target - Just as a curse would do so. It is just the psychological impact that it has more then anything.
I've never been one to complain about third party EWar. It just means that they had the numbers, and if that person were in a combat vessel, I would have likely lost my ship anyways.
And I know ECM is the same, but at least when I get decently higher Sensor Strengths, in a 1v1 the Griffin isn't likely to break my tank and all it'll take is one missed cycle for me to break it. Damps never miss within optimal. I'll never get that "one missed cycle". I'll just be sitting there forever, until he blows me up, or he REALLY screws up. |

Julius Foederatus
Hyper-Nova
141
|
Posted - 2012.11.06 18:55:00 -
[354] - Quote
Once again, look at the math of the damp buff. It is not sufficient in the slightest. It gives a bonus of about 6% to the current bonused stats, and that's on the EWAR specific Celestis hulls. It needs to be 10% per level, anything else is either OP or largely useless, just like it is now. |

Sean Parisi
Project Cerberus Caldari State Capturing
19
|
Posted - 2012.11.06 19:04:00 -
[355] - Quote
Julius Foederatus wrote:Once again, look at the math of the damp buff. It is not sufficient in the slightest. It gives a bonus of about 6% to the current bonused stats, and that's on the EWAR specific Celestis hulls. It needs to be 10% per level, anything else is either OP or largely useless, just like it is now.
On the plus side I do believe they plan on reducing the capacitor cost of each cycle for dampeners. Couldn't find the post on it. Looking at the Celestis, it should be able to sport a decent armor tank while devoting four slots to sensor dampening. Though I am a bit ignorant as to how much dampeners are needed to lock down the typical target completely. |

Julius Foederatus
Hyper-Nova
141
|
Posted - 2012.11.06 19:15:00 -
[356] - Quote
Sean Parisi wrote:Julius Foederatus wrote:Once again, look at the math of the damp buff. It is not sufficient in the slightest. It gives a bonus of about 6% to the current bonused stats, and that's on the EWAR specific Celestis hulls. It needs to be 10% per level, anything else is either OP or largely useless, just like it is now. On the plus side I do believe they plan on reducing the capacitor cost of each cycle for dampeners. Couldn't find the post on it. Looking at the Celestis, it should be able to sport a decent armor tank while devoting four slots to sensor dampening. Though I am a bit ignorant as to how much dampeners are needed to lock down the typical target completely.
You need 3. 2 damps will make life difficult for some ships, but generally everything BC and up has such high targeting range already that 2 damps will not drive ships fitted for range to overheated web range. For supposedly being set for the race with blaster tactics, they're woefully inadequate for driving ships into the ranges that are required for close range blasters to be effective.
The real issue is that they're out of balance with other ships. You need 2 damps to a barely sufficient job of countering long range ships, whereas you need 1 TD to do much better (especially after they affect missiles), and 1 ECM mod to do the same. The bonuses on damps are out of kilter with the effect they have when compared to the effect other EWAR ships have. |

Sean Parisi
Project Cerberus Caldari State Capturing
19
|
Posted - 2012.11.06 19:23:00 -
[357] - Quote
Julius Foederatus wrote:Sean Parisi wrote:Julius Foederatus wrote:Once again, look at the math of the damp buff. It is not sufficient in the slightest. It gives a bonus of about 6% to the current bonused stats, and that's on the EWAR specific Celestis hulls. It needs to be 10% per level, anything else is either OP or largely useless, just like it is now. On the plus side I do believe they plan on reducing the capacitor cost of each cycle for dampeners. Couldn't find the post on it. Looking at the Celestis, it should be able to sport a decent armor tank while devoting four slots to sensor dampening. Though I am a bit ignorant as to how much dampeners are needed to lock down the typical target completely. You need 3. 2 damps will make life difficult for some ships, but generally everything BC and up has such high targeting range already that 2 damps will not drive ships fitted for range to overheated web range. For supposedly being set for the race with blaster tactics, they're woefully inadequate for driving ships into the ranges that are required for close range blasters to be effective. The real issue is that they're out of balance with other ships. You need 2 damps to a barely sufficient job of countering long range ships, whereas you need 1 TD to do much better (especially after they affect missiles), and 1 ECM mod to do the same. The bonuses on damps are out of kilter with the effect they have when compared to the effect other EWAR ships have.
Yes I would ideally like to see sensor dampeners being able to drastically reduce alot of ships ranges down to 10km or so. This may be overpowered, but what can I say -I would love to damp someone down fore good while I peck at them from a range or force them into eating my blasters. Even if it takes all sensor dampeners to do so, it will provide a constant effect that is crippling. |

Fon Revedhort
Monks of War
811
|
Posted - 2012.11.06 21:17:00 -
[358] - Quote
Sean Parisi wrote:Julius Foederatus wrote:Sean Parisi wrote:Julius Foederatus wrote:Once again, look at the math of the damp buff. It is not sufficient in the slightest. It gives a bonus of about 6% to the current bonused stats, and that's on the EWAR specific Celestis hulls. It needs to be 10% per level, anything else is either OP or largely useless, just like it is now. On the plus side I do believe they plan on reducing the capacitor cost of each cycle for dampeners. Couldn't find the post on it. Looking at the Celestis, it should be able to sport a decent armor tank while devoting four slots to sensor dampening. Though I am a bit ignorant as to how much dampeners are needed to lock down the typical target completely. You need 3. 2 damps will make life difficult for some ships, but generally everything BC and up has such high targeting range already that 2 damps will not drive ships fitted for range to overheated web range. For supposedly being set for the race with blaster tactics, they're woefully inadequate for driving ships into the ranges that are required for close range blasters to be effective. The real issue is that they're out of balance with other ships. You need 2 damps to a barely sufficient job of countering long range ships, whereas you need 1 TD to do much better (especially after they affect missiles), and 1 ECM mod to do the same. The bonuses on damps are out of kilter with the effect they have when compared to the effect other EWAR ships have. Yes I would ideally like to see sensor dampeners being able to drastically reduce alot of ships ranges down to 10km or so. This may be overpowered, but what can I say -I would love to damp someone down fore good while I peck at them from a range or force them into eating my blasters. Even if it takes all sensor dampeners to do so, it will provide a constant effect that is crippling. Just the reverse, there should exist a hard limit of what ships can be damped to;say, 25% of the base locking range is always retained no matter how many dampeners are applied. Just a matter of balancing and our ultimate goal, really. EVE needs less one-sided ganks, not more. 14 |

Cassius Longinus
Stimulus Rote Kapelle
15
|
Posted - 2012.11.06 23:01:00 -
[359] - Quote
There are a million reasons why ECM is both awesome and terrible, however, it is currently one of two real counters to logistics balls. This change nerfs one of them.
I would say that currently, logi is reasonably balanced against ECM (that is, it's relatively strong, but not impossible). Please lower logi base sensor strength in proportion to the lowered default ECM strength, so that meta isn't destabilized.
Thank you.
|

fukier
Flatline.
114
|
Posted - 2012.11.06 23:02:00 -
[360] - 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. |
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Bouh Revetoile
Barricade.
154
|
Posted - 2012.11.06 23:19:00 -
[361] - Quote
Fon Revedhort wrote:[quote=Sean Parisi]Just the reverse, there should exist a hard limit of what ships can be damped to;say, 25% of the base locking range is always retained no matter how many dampeners are applied. Just a matter of balancing and our ultimate goal, really. EVE needs less one-sided ganks, not more. So an arty BS can alpha your ship, it's fair, but a celestis shouldn't be able to damp you to death, because it's EWAR ? It's EVE, there's always a ship against the one you are harmless. Nerf ECM too far, and Pilgrim will flourish. It's worse than ECM because TD only work on turrets, but still, fairly usefull. Nerf TD to death then, and no EWAR will be useful. Recon ship will disappear to joy of solo/small gang pvper unable to deal with something different from their vision of the game : a game where piloting is the only thing authorized to differenciate people...
As for your good mechanic of neutralizing : you still need a cap booster to be able to do anything against it. If it's not fitting choice, I don't know what it is. And the curse can neut from 30km. It's not ECM range, but it's far enough to be rather safe. And unless you have cap less weapon (fitting choice again), you are screwed the same way you would be with ECM, or even worse : at least ECM don't shut down your prop mod and still allow you to warp out.
Of course the prayer based mechanic is not good, but they are working on something. My only hope is this something to be as universal as ECM currently are. |

Sean Parisi
Project Cerberus Caldari State Capturing
25
|
Posted - 2012.11.07 00:01:00 -
[362] - Quote
Bouh Revetoile wrote:Fon Revedhort wrote:[quote=Sean Parisi]Just the reverse, there should exist a hard limit of what ships can be damped to;say, 25% of the base locking range is always retained no matter how many dampeners are applied. Just a matter of balancing and our ultimate goal, really. EVE needs less one-sided ganks, not more. So an arty BS can alpha your ship, it's fair, but a celestis shouldn't be able to damp you to death, because it's EWAR ? It's EVE, there's always a ship against the one you are harmless. Nerf ECM too far, and Pilgrim will flourish. It's worse than ECM because TD only work on turrets, but still, fairly usefull. Nerf TD to death then, and no EWAR will be useful. Recon ship will disappear to joy of solo/small gang pvper unable to deal with something different from their vision of the game : a game where piloting is the only thing authorized to differenciate people... As for your good mechanic of neutralizing : you still need a cap booster to be able to do anything against it. If it's not fitting choice, I don't know what it is. And the curse can neut from 30km. It's not ECM range, but it's far enough to be rather safe. And unless you have cap less weapon (fitting choice again), you are screwed the same way you would be with ECM, or even worse : at least ECM don't shut down your prop mod and still allow you to warp out. Of course the prayer based mechanic is not good, but they are working on something. My only hope is this something to be as universal as ECM currently are.
Hard-capping something is ridiculous. It limits capabilities of modules drastically - just because of a seemingly vendetta against a current play style. ECM Frustrates people, but so do a variety of other counters.
"Balancing" EvE is not about balancing, it is about certain play styles, fittings and ships having a bonus over others. A constant game of rock papers scissors in an attempt to other think the enemy and dispatch them as effectively as possible. Regardless of whether you like it or not, ganks will always exist - they will just exist in a different fashion.
Nerf E-War to death? Find, I will use a sensor dampening Celestis to solo damp the hell out of a target. Nerf that? I will use a logistcs alt to keep my character alive while I burn you. Nerf that? I will bring a Rapier to web you permanently while I kite you to death with tracking disruptors in sniper like fashion. If this game existed of solely "Pew and Logistics" I would quit in a moment. The differences between electronic warfare and their effects keep me interested in finding ways in which to completely devastate and violate my enemy. I find it intriguing to find an interesting way in which to trap and devastate an enemy, to be as effectively as possible with limited resources. As opposed to throwing two combat ships at a target and losing one of them for one reason or another. I prefer to act like a scorpion, inject poison and feast on the rotting body of a paralyzed victim. |

Gangname Style
School of Applied Knowledge Caldari State
1
|
Posted - 2012.11.07 00:20:00 -
[363] - Quote
Sean Parisi wrote:Bouh Revetoile wrote:Fon Revedhort wrote:[quote=Sean Parisi]Just the reverse, there should exist a hard limit of what ships can be damped to;say, 25% of the base locking range is always retained no matter how many dampeners are applied. Just a matter of balancing and our ultimate goal, really. EVE needs less one-sided ganks, not more. So an arty BS can alpha your ship, it's fair, but a celestis shouldn't be able to damp you to death, because it's EWAR ? It's EVE, there's always a ship against the one you are harmless. Nerf ECM too far, and Pilgrim will flourish. It's worse than ECM because TD only work on turrets, but still, fairly usefull. Nerf TD to death then, and no EWAR will be useful. Recon ship will disappear to joy of solo/small gang pvper unable to deal with something different from their vision of the game : a game where piloting is the only thing authorized to differenciate people... As for your good mechanic of neutralizing : you still need a cap booster to be able to do anything against it. If it's not fitting choice, I don't know what it is. And the curse can neut from 30km. It's not ECM range, but it's far enough to be rather safe. And unless you have cap less weapon (fitting choice again), you are screwed the same way you would be with ECM, or even worse : at least ECM don't shut down your prop mod and still allow you to warp out. Of course the prayer based mechanic is not good, but they are working on something. My only hope is this something to be as universal as ECM currently are. Hard-capping something is ridiculous. It limits capabilities of modules drastically - just because of a seemingly vendetta against a current play style. ECM Frustrates people, but so do a variety of other counters. "Balancing" EvE is not about balancing, it is about certain play styles, fittings and ships having a bonus over others. A constant game of rock papers scissors in an attempt to other think the enemy and dispatch them as effectively as possible. Regardless of whether you like it or not, ganks will always exist - they will just exist in a different fashion. Nerf E-War to death? Find, I will use a sensor dampening Celestis to solo damp the hell out of a target. Nerf that? I will use a logistcs alt to keep my character alive while I burn you. Nerf that? I will bring a Rapier to web you permanently while I kite you to death with tracking disruptors in sniper like fashion. If this game existed of solely "Pew and Logistics" I would quit in a moment. The differences between electronic warfare and their effects keep me interested in finding ways in which to completely devastate and violate my enemy. I find it intriguing to find an interesting way in which to trap and devastate an enemy, to be as effectively as possible with limited resources. As opposed to throwing two combat ships at a target and losing one of them for one reason or another. I prefer to act like a scorpion, inject poison and feast on the rotting body of a paralyzed victim.
game is not all about what you like. |

Sean Parisi
Project Cerberus Caldari State Capturing
25
|
Posted - 2012.11.07 00:53:00 -
[364] - Quote
Gangname Style wrote:Sean Parisi wrote:Bouh Revetoile wrote:Fon Revedhort wrote:[quote=Sean Parisi]Just the reverse, there should exist a hard limit of what ships can be damped to;say, 25% of the base locking range is always retained no matter how many dampeners are applied. Just a matter of balancing and our ultimate goal, really. EVE needs less one-sided ganks, not more. So an arty BS can alpha your ship, it's fair, but a celestis shouldn't be able to damp you to death, because it's EWAR ? It's EVE, there's always a ship against the one you are harmless. Nerf ECM too far, and Pilgrim will flourish. It's worse than ECM because TD only work on turrets, but still, fairly usefull. Nerf TD to death then, and no EWAR will be useful. Recon ship will disappear to joy of solo/small gang pvper unable to deal with something different from their vision of the game : a game where piloting is the only thing authorized to differenciate people... As for your good mechanic of neutralizing : you still need a cap booster to be able to do anything against it. If it's not fitting choice, I don't know what it is. And the curse can neut from 30km. It's not ECM range, but it's far enough to be rather safe. And unless you have cap less weapon (fitting choice again), you are screwed the same way you would be with ECM, or even worse : at least ECM don't shut down your prop mod and still allow you to warp out. Of course the prayer based mechanic is not good, but they are working on something. My only hope is this something to be as universal as ECM currently are. Hard-capping something is ridiculous. It limits capabilities of modules drastically - just because of a seemingly vendetta against a current play style. ECM Frustrates people, but so do a variety of other counters. "Balancing" EvE is not about balancing, it is about certain play styles, fittings and ships having a bonus over others. A constant game of rock papers scissors in an attempt to other think the enemy and dispatch them as effectively as possible. Regardless of whether you like it or not, ganks will always exist - they will just exist in a different fashion. Nerf E-War to death? Find, I will use a sensor dampening Celestis to solo damp the hell out of a target. Nerf that? I will use a logistcs alt to keep my character alive while I burn you. Nerf that? I will bring a Rapier to web you permanently while I kite you to death with tracking disruptors in sniper like fashion. If this game existed of solely "Pew and Logistics" I would quit in a moment. The differences between electronic warfare and their effects keep me interested in finding ways in which to completely devastate and violate my enemy. I find it intriguing to find an interesting way in which to trap and devastate an enemy, to be as effectively as possible with limited resources. As opposed to throwing two combat ships at a target and losing one of them for one reason or another. I prefer to act like a scorpion, inject poison and feast on the rotting body of a paralyzed victim. game is not all about what you like.
Sure, but the same can be applied to everything else in game. I am just highlighting the mechanics that I enjoy - I do not believe that is wrong as I provide a reason and feed back. Something that is far more productive then ridicule and an attempt to try and make a witty post. Regardless of what happens to ECM there will always be a way of having the same effect, just by using a different mechanic. The exact same phrase can be said to people who hate logistics, who hate E-War or Ganks. Everyone is inclined to provide their opinion, regardless of what it may be - as long as it is productive and forwards feedback.
|

Judas Lonestar
Wormbro Ocularis Inferno
11
|
Posted - 2012.11.07 03:22:00 -
[365] - Quote
So all those hardcore PVP'ers show themselves to be as bad of carebears as miners.
Dont give in to the carebears CCP. Tell'm to fit ewar modules, just like miners should have fit tank instead of yield. |

Daichi Yamato
Swamp Bucket Swamp Bucket Empire
52
|
Posted - 2012.11.07 03:37:00 -
[366] - Quote
was hoping the scorp would get the same jam str as a falcon (whether the scorp goes up/falcon goes down or they meet in the middle).
i also like the painter high slot idea. doubt u'd need to buff them then, they'd be great. |

Fon Revedhort
Monks of War
813
|
Posted - 2012.11.07 05:10:00 -
[367] - Quote
Bouh Revetoile wrote:Fon Revedhort wrote:[quote=Sean Parisi]Just the reverse, there should exist a hard limit of what ships can be damped to;say, 25% of the base locking range is always retained no matter how many dampeners are applied. Just a matter of balancing and our ultimate goal, really. EVE needs less one-sided ganks, not more. So an arty BS can alpha your ship, it's fair, but a celestis shouldn't be able to damp you to death, because it's EWAR ? It's EVE, there's always a ship against the one you are harmless. There's a certain difference between physical hits and electronic interaction, I don't see why we should treat both the same way. There's a reason stacking penalty for, say, webs already exists, guaranteeing that no ship can be rendered totally immobile. 14 |

Morrigan LeSante
The Lost and Forgotten Troopers
55
|
Posted - 2012.11.07 07:49:00 -
[368] - Quote
Fon Revedhort wrote:Bouh Revetoile wrote:Fon Revedhort wrote:[quote=Sean Parisi]Just the reverse, there should exist a hard limit of what ships can be damped to;say, 25% of the base locking range is always retained no matter how many dampeners are applied. Just a matter of balancing and our ultimate goal, really. EVE needs less one-sided ganks, not more. So an arty BS can alpha your ship, it's fair, but a celestis shouldn't be able to damp you to death, because it's EWAR ? It's EVE, there's always a ship against the one you are harmless. There's a certain difference between physical hits and electronic interaction, I don't see why we should treat both the same way. There's a reason stacking penalty for, say, webs already exists, guaranteeing that no ship can be rendered totally immobile.
Stacking penalties tend to apply to modules you cannot counter/always work. ECM is currently neither of those, unless there's a massive outclassing going on e.g. max skill falcon vs rifter or some crap.
For a stacking penalty to be applied fairly (i.e. as it is elsewhere) first ECM would need to be moved to a 100% chance. I'm not sure that's a good idea looking at the mids on the current ECM birds. You'd also need to penalize ECCM (afaik, it's not currently) which may have unintended side effects. |

Fon Revedhort
Monks of War
815
|
Posted - 2012.11.07 08:30:00 -
[369] - Quote
Morrigan LeSante wrote:Fon Revedhort wrote:Bouh Revetoile wrote:Fon Revedhort wrote:[quote=Sean Parisi]Just the reverse, there should exist a hard limit of what ships can be damped to;say, 25% of the base locking range is always retained no matter how many dampeners are applied. Just a matter of balancing and our ultimate goal, really. EVE needs less one-sided ganks, not more. So an arty BS can alpha your ship, it's fair, but a celestis shouldn't be able to damp you to death, because it's EWAR ? It's EVE, there's always a ship against the one you are harmless. There's a certain difference between physical hits and electronic interaction, I don't see why we should treat both the same way. There's a reason stacking penalty for, say, webs already exists, guaranteeing that no ship can be rendered totally immobile. Stacking penalties tend to apply to modules you cannot counter/always work. ECM is currently neither of those, unless there's a massive outclassing going on e.g. max skill falcon vs rifter or some crap. For a stacking penalty to be applied fairly (i.e. as it is elsewhere) first ECM would need to be moved to a 100% chance. I'm not sure that's a good idea looking at the mids on the current ECM birds. You'd also need to penalize ECCM (afaik, it's not currently) which may have unintended side effects. It's not about details, what I'm saying is that instead of being an i-win button for small-scale PvP and mediocre at best at large scale EWAR should have more or less simular applicability at all forms of PvP. And that is non-achievable until CCP addresses many-ewarmods-against-one-ship issue. I don't really understand why anyone would object. 14 |

Bouh Revetoile
Barricade.
154
|
Posted - 2012.11.07 09:18:00 -
[370] - Quote
Fon Revedhort wrote:It's not about details, what I'm saying is that instead of being an i-win button for small-scale PvP and mediocre at best at large scale EWAR should have more or less simular applicability at all forms of PvP. And that is non-achievable until CCP addresses many-ewarmods-against-one-ship issue. I don't really understand why anyone would object. It's not an I win button for small scale if you have some counters to EWAR (drones, specific modules, EWAR, support). It's rather easy to force a falcon to warp off, and a falcon showing up is not always worse than a pair of logi or tornados warping in at 70km.
BTW, the EWAR scaling problem is only a target selection problem. The many-ewarmods-against-one-ship "issue" don't have anything to do with EWAR effectiveness in blob. And why does many-to-one EWAR would be a problem whereas many-to-one dps/logi wouldn't ?
EWAR and alpha are the only counter to logi BTW.
What is this fundamental difference between physical hit and electronic interaction ? You can pilot to avoid the first, except if missiles ? We're gone back to piloting as the only allowed counter to everything.
EWAR are defensive mods you don't counter with raw dps. If any, FoF missiles should be fixed and sensor strength/ECCM should be more useful. |
|

Fon Revedhort
Monks of War
816
|
Posted - 2012.11.07 09:58:00 -
[371] - Quote
Bouh Revetoile wrote: EWAR and alpha are the only counter to logi BTW.
It's quite funny how you managed to combine all the broken stuff - e-war, arties and logistics - into one line. Surely logistic ships are OP as heck, but why do we need to have OP ewar to counter them when it's much more reasonable to adjust logistics themselves?
The fundamental difference between incoming damage and EW-disruption is that EW affects your ship from inside, preventing it from functioning properly, while damage is an outer force. I'm fine with 10 shells hitting me ten times as hard, but I don't see why irradiating my ship from 10 others should result in proportional decrement in performance. EW is an intelligent action, not just physical. For me it's like hiring 10 idiots to accomplish something a genious has failed to do. I beg my pardon for poor wording, though. 14 |

Morrigan LeSante
The Lost and Forgotten Troopers
55
|
Posted - 2012.11.07 10:39:00 -
[372] - Quote
Fon Revedhort wrote:It's not about details, what I'm saying is that instead of being an i-win button for small-scale PvP and mediocre at best at large scale EWAR should have more or less simular applicability at all forms of PvP. And that is non-achievable until CCP addresses many-ewarmods-against-one-ship issue. I don't really understand why anyone would object.
It's only I-WIN because of outnumbering - that's a pretty much an I-WIN in all circumstance.
If it was a generic I-WIN you'd see solo rooks/falcons tearing the place up but you generally don't. |

Bouh Revetoile
Barricade.
154
|
Posted - 2012.11.07 10:56:00 -
[373] - Quote
Fon Revedhort wrote:Bouh Revetoile wrote: EWAR and alpha are the only counter to logi BTW.
It's quite funny how you managed to combine all the broken stuff - e-war, arties and logistics - into one line. Surely logistic ships are OP as heck, but why do we need to have OP ewar to counter them when it's much more reasonable to adjust logistics themselves? The fundamental difference between incoming damage and EW-disruption is that EW affects your ship from inside, preventing it from functioning properly, while damage is an outer force. I'm fine with 10 shells hitting me ten times as hard, but I don't see why irradiating my ship from 10 others should result in proportional decrement in performance. EW is an intelligent action, not just physical. For me it's like hiring 10 idiots to accomplish something a genious has failed to do. I beg my pardon for poor wording, though. Missiles don't take a genius to apply their damage. Should missiles be nerfed the same way you think EWAR deserve ?
As for EWAR affecting from the inside, you are justing looking the wrong way : I could say EWAR is, according to your own words, irradiations of electronic waves overwelming the electronic of the ship. The more waves you through at the ship, the more troubles it get make everything functionning.
And I stick to this : you are besically asking piloting to rule everything in term of ship superiority ; you are asking for piloting skill to become the only player skill which matter, throwing away tactic, intelligence, preparation and strategy. That also make winmatars even more winmatars BTW.
And again, I'm not saying ECM is a good mecanic, only that a lot of its characteristics are good, and that the problem they cause is caused by problems of its counters : ECCM, FoF and, to a lesser extent, drones (drones are working not so badly).
Reading you again, I may have misunderstood some things : if you want to say that incomming damage is like a timer until the death of your ship whereas EWAR is more an instant death to your ship with the wreck only awaiting to happen, then I need to think to it. |

Fon Revedhort
Monks of War
816
|
Posted - 2012.11.07 14:50:00 -
[374] - Quote
Morrigan LeSante wrote:Fon Revedhort wrote:It's not about details, what I'm saying is that instead of being an i-win button for small-scale PvP and mediocre at best at large scale EWAR should have more or less simular applicability at all forms of PvP. And that is non-achievable until CCP addresses many-ewarmods-against-one-ship issue. I don't really understand why anyone would object. It's only I-WIN because of outnumbering - that's a pretty much an I-WIN in all circumstance. . No. It's possible to fight 1 vs 10+ (at least for me) and like 4 vs 20, but only as long as you are able to do basic things, that is: lock stuff, shoot it and move around it. You can't do a **** when jammed, immobilized and otherwise disrupted to a state of total misery. 14 |

Morrigan LeSante
The Lost and Forgotten Troopers
55
|
Posted - 2012.11.07 15:00:00 -
[375] - Quote
Fon Revedhort wrote: No. It's possible to fight 1 vs 10+ (at least for me)
....
and you think there's a problem with ECM because it stops you doing 1v10........
|

Fon Revedhort
Monks of War
816
|
Posted - 2012.11.07 15:16:00 -
[376] - Quote
Morrigan LeSante wrote:Fon Revedhort wrote: No. It's possible to fight 1 vs 10+ (at least for me)
.... and you think there's a problem with ECM because it stops you doing 1v10........  For some it's 1 vs 2 or 2 vs 3, digits are not that important in this discussion. What is important is the fact how ewar - combined with superior numbers, that's for sure - easily becomes a perfect ganking tool in small-scale PvP. 14 |

Morrigan LeSante
The Lost and Forgotten Troopers
55
|
Posted - 2012.11.07 15:27:00 -
[377] - Quote
Fon Revedhort wrote:Morrigan LeSante wrote:Fon Revedhort wrote: No. It's possible to fight 1 vs 10+ (at least for me)
.... and you think there's a problem with ECM because it stops you doing 1v10........  For some it's 1 vs 2 or 2 vs 3, digits are not that important in this discussion. What is important is the fact how ewar - combined with superior numbers, that's for sure - easily becomes a perfect ganking tool in small-scale PvP.
So does alpha.
So should just about everything, if one assumes even abilities. Indeed, with superior numbers I'd go as far as to say you're doing it wrong (unless MASSIVELY outclassed) if the side with the numbers loses the fight (even if not the isk count). |

Sean Parisi
Project Cerberus Caldari State Capturing
28
|
Posted - 2012.11.07 16:17:00 -
[378] - Quote
Fon Revedhort wrote:Morrigan LeSante wrote:Fon Revedhort wrote: No. It's possible to fight 1 vs 10+ (at least for me)
.... and you think there's a problem with ECM because it stops you doing 1v10........  For some it's 1 vs 2 or 2 vs 3, digits are not that important in this discussion. What is important is the fact how ewar - combined with superior numbers, that's for sure - easily becomes a perfect ganking tool in small-scale PvP.
Nitpicking due to a hatred for E-War. How about the fact that majority of 'Dumb blobbers" tend not to implement E-War and instead opt for the approach of maximizing DPS (Not always the case). But at least from my experience massively superior numbers tend to ignore E-War until they see how effective your own use of it is. Where as smaller gangs implement it. Why? Because it acts as something called a "Force Multiplier". If anything it makes it so individuals can more avidly AVOID being ganked. |

MIrple
BSC LEGION Tactical Narcotics Team
162
|
Posted - 2012.11.07 17:26:00 -
[379] - Quote
CCP Fozzie wrote:Hello everyone. Another set of changes to get feedback on for Retri.
Here's what we currently have on our plate for Retribution: [list] 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, Kitsune 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)
I only have one concern with this. How will this effect the ECM Burst Mod on Supers. Will its base jam strength need to be increased as with this skill it could most ships have higher then 25 sensor strength.
Mirple |

Rek Seven
Probe Patrol Project Wildfire
465
|
Posted - 2012.11.07 18:18:00 -
[380] - Quote
Fon Revedhort wrote:Morrigan LeSante wrote:Fon Revedhort wrote: No. It's possible to fight 1 vs 10+ (at least for me)
.... and you think there's a problem with ECM because it stops you doing 1v10........  For some it's 1 vs 2 or 2 vs 3, digits are not that important in this discussion. What is important is the fact how ewar - combined with superior numbers, that's for sure - easily becomes a perfect ganking tool in small-scale PvP.
That is a really dumb statement. If some one brings superior numbers you are screwed no matter if people are using ECM against you or not.
If you are fighting 2v1 and one of the two guys is flying a falcon, there is a "chance" you can win and there is an even better chance if you fit ECCM. They see me trolling, they hating... |
|

Bouh Revetoile
Barricade.
157
|
Posted - 2012.11.07 22:10:00 -
[381] - Quote
Rek Seven wrote:That is a really dumb statement. If some one brings superior numbers you are screwed no matter if people are using ECM against you or not.
If you are fighting 2v1 and one of the two guys is flying a falcon, there is a "chance" you can win and there is an even better chance if you fit ECCM. He is pissed off because bad players with falcon kill him when 10vs2 (there's a booster).
As I said, what he want is piloting to rule everything. EWAR prevent that, so he hate EWAR. It's dumb mechanic, you don't need to be a pilot expert to use it.
Though as someone said, I more often see smaller gang using EWAR to even the odds again a larger gang than a larger gang using EWAR. In fact, when you see a large gang with EWAR, you just avoid it the same way you would avoid a too large gang. Though, EWAR can really even the odds, and for same size with both EWAR gang, it's still the best team who win. |

Bigpimping
Pimp Inc.
97
|
Posted - 2012.11.07 23:40:00 -
[382] - Quote
Gypsio III wrote:
Give Gallente a missile-disruption ewar (don't give that effect to tracking disruptors, they'd be fundamentally overpowered).
I kind of like the idea of a missile-disrupting module, but with a script which makes any missiles fired by the target ship act like friend-or-foe missiles.
Could be kind of hilarious, and a possible anti-blob ewar mechanic? |

Grath Telkin
Sniggerdly Pandemic Legion
1066
|
Posted - 2012.11.07 23:46:00 -
[383] - Quote
Dearest CCP Fozzie, please make ECM drones as "useful" as Nos has been made..if you get what im saying. |

HELLBOUNDMAN
The Proletarii
155
|
Posted - 2012.11.08 03:12:00 -
[384] - Quote
Target painters need their cycle time and cap usage split in half.
|

Galphii
Sileo In Pacis THE SPACE P0LICE
81
|
Posted - 2012.11.08 06:58:00 -
[385] - Quote
I like the idea of those sensor strength boosting skills. Don't forget to consider doing something about ECM drones too, particularly the light ones, even if it's just reducing the jam duration. They totally ruin solo hunting. |

Weasel Leblanc
Center for Advanced Studies Gallente Federation
0
|
Posted - 2012.11.08 07:11:00 -
[386] - Quote
CCP Fozzie wrote: Damps *Increase Optimal Range of all Remote Sensor Dampeners by 20%
YES. Extending the range on RSDs is a great counter to the problem where they were less usable at ranges where they were useful.
Well played, Fozzie, well played. |

Viribus
Love Squad Confederation of xXPIZZAXx
104
|
Posted - 2012.11.08 07:28:00 -
[387] - Quote
Rek Seven wrote:If you are fighting 2v1 and one of the two guys is flying a falcon, there is a "chance" you can win
lol are we playing the same game?
I'd rank soloing a falcon without the aid of recon/T3 sensor strength as being somewhere between winning the lottery and being struck by lightning |

marketjacker
Percussive Diplomacy PERCUSSIVE PIZZA TIME DIPLOMACY
42
|
Posted - 2012.11.08 08:29:00 -
[388] - Quote
Sean Parisi wrote:Rek Seven wrote:In all honesty i think ECM is fine. The only people that cry about it are people who don't know how to fit their ships or people who think solo pvp is still a thing. Sure getting perma-jammed sucks but CCP could easily change them mechanic so that you can't be jammed by the same ship twice in a certain time.
The only problem with ships like the falcon is that they do their job at range which a lot of fleets won't be set up for. If Falcons were forced closer to the fight, they would die instantly we when their jam fails.
What I enjoy about ECM is the flexibility it provides to my sniper ship in FW. My main character and alt will be engaging a group of six or so. One will be split off and come burning at my sniper ship which has little to no tank. I over heat my jammers on my alt, jam him specifically - Load short range ammo and engage him face to face. It is a good feeling knowing I am capable of doing this and being flexible with my engagement range when I have another ship to assist my main one. It also allows me to go balls deep into engaging odds that do not favor me. Even if I still lose, it gives me a fighting chance and gives me more flexibility with how I can play the game.
You enjoy a bad mechanic that allows you to use one character to neutralize 1-6 people. How unexpected.
|

Rek Seven
Probe Patrol Project Wildfire
465
|
Posted - 2012.11.08 09:42:00 -
[389] - Quote
Opinions are like arse holes I guess...
All I'm saying is that there is no fit that can prepar you for every situation in eve as a solo player. And quite frankly you are a fool I your playing solo and expecting every encounter to be a fair one.
I thing the problem with ECM exaggerated by the falcon as I stated earlier. I can tell you one thing from experience, my ECM tengu only has around a 30% jam succsess rate while also coming under fire  They see me trolling, they hating... |

Pinky Denmark
The Cursed Navy
245
|
Posted - 2012.11.08 11:02:00 -
[390] - Quote
Whatever you do just make sure to buff the tank on ecm ships in equal measures to the nerf they take on ecm |
|

Fon Revedhort
Monks of War
820
|
Posted - 2012.11.08 11:29:00 -
[391] - Quote
Pinky Denmark wrote:Whatever you do just make sure to buff the tank on ecm ships in equal measures to the nerf they take on ecm Most ecm ships already can fit quite considerable overtank, given how they have plenty of mids, some have tech2 resists and how OP ASB is. But since they don't want to compromise any of their precious jammers... they counter-attack and call US min-maxers for not wasting our (very few) mids on ECCM and then whine should their ecm once fail. 14 |

Morrigan LeSante
The Lost and Forgotten Troopers
57
|
Posted - 2012.11.08 12:56:00 -
[392] - Quote
Fon Revedhort wrote:Pinky Denmark wrote:Whatever you do just make sure to buff the tank on ecm ships in equal measures to the nerf they take on ecm Most ecm ships already can fit quite considerable overtank, given how they have plenty of mids, some have tech2 resists and how OP ASB is. But since they don't want to compromise any of their precious jammers... they counter-attack and call US min-maxers for not wasting our (very few) mids on ECCM and then whine should their ecm once fail.
Keep in mind the binary outcome of ECM - they either work, or do not. If they do not work, you WILL die because you have n slots allocated to modules which might as well be offline. It's not hard to see why the ships stack it.
Consider a Rook - 7 mids, to fit a rainbow it's down to 3...if the jams fail it's a 3 mid sporting **** poor failmobile. The jams take...it's a win-machine. There's not really space for a halfway decent tank without pretty much dropping the ECM altogether.
That the problem with the dedicated ECM hulls - you either 100% commit to it, or you've got a terrible fit. This leads to no tank, leads to perma-jams, leads to everyone complaining about it. |

Fon Revedhort
Monks of War
821
|
Posted - 2012.11.08 13:21:00 -
[393] - Quote
Morrigan LeSante wrote:Fon Revedhort wrote:Pinky Denmark wrote:Whatever you do just make sure to buff the tank on ecm ships in equal measures to the nerf they take on ecm Most ecm ships already can fit quite considerable overtank, given how they have plenty of mids, some have tech2 resists and how OP ASB is. But since they don't want to compromise any of their precious jammers... they counter-attack and call US min-maxers for not wasting our (very few) mids on ECCM and then whine should their ecm once fail. Keep in mind the binary outcome of ECM - they either work, or do not. If they do not work, you WILL die because you have n slots allocated to modules which might as well be offline. It's not hard to see why the ships stack it. Consider a Rook - 7 mids, to fit a rainbow it's down to 3...if the jams fail it's a 3 mid sporting **** poor failmobile. The jams take...it's a win-machine. There's not really space for a halfway decent tank without pretty much dropping the ECM altogether. That the problem with the dedicated ECM hulls - you either 100% commit to it, or you've got a terrible fit. This leads to no tank, leads to perma-jams, leads to everyone complaining about it. Guess what? The same applies for combat ships - you either commit to being able to actually kill stuff by shooting, tanking and tackling it OR you try protecting yourself from all the e-war, which aside from ecm also inevitably includes RSDs and TDs and hence results in a failfit. I just hope you aren't among those saying that only combat ships are to make trade-offs. 14 |

Bouh Revetoile
Barricade.
158
|
Posted - 2012.11.08 14:10:00 -
[394] - Quote
Fon Revedhort wrote:Guess what? The same applies for combat ships - you either commit to being able to actually kill stuff by shooting, tanking and tackling it OR you try protecting yourself from all the e-war, which aside from ecm also inevitably includes RSDs and TDs and hence results in a failfit. I just hope you aren't among those saying that only combat ships are to make trade-offs. There is no solution to your problem except completely removing EWAR from the game. You cannot make EWAR to have any effectiveness and at the same time make any combat ship able to completely ignore EWAR effect. Either EWAR have an effect and your combat ship have to protect against it to fight it, or EWAR don't have any effect on your ship.
Screw you fit to protect against EWAR, and you can kill the said EWAR ship, though you are less effective against a standard combat ship, which itself is still vulnerable to EWAR.
BTW, EWAR ships often sacrifice both tank and gank for their EWAR capabilities. If their EWAR don't work on your ship, they are moving wrecks. Isn't it some kind of trade-off ? |

Morrigan LeSante
The Lost and Forgotten Troopers
57
|
Posted - 2012.11.08 14:16:00 -
[395] - Quote
ECM boat's CANT effectively trade though, that was my point. They HAVE to go balls out into ECM otherwise they may as well not bother undocking.
If ECM was partially effective with a few mods then you'd probably see more boats with tanks/less ECM mods.
Consider the effect difference between a single jammer or a single TD - the TD is FAR more powerful and reliable and doesnt need subsidiary mods/rigs to actually get a semi decent sucess rate out of. Hell I'd expect a rook with 2 TD's and a tank to be more effective than a rook with 2 jammers and a tank - that's pretty telling.
Like I say - the problem is because ECM is really a very binary system. Fights are decided by the roll of a dice. When a jam fails the ECM boats die in a fire...again...any wonder its stacked to hell since they still cant fit a decent tank/gank so they go 100% into the only thing keeping them alive? |

Cartheron Crust
Red Federation RvB - RED Federation
36
|
Posted - 2012.11.08 14:32:00 -
[396] - Quote
Why not sensor strength rigs instead of skills. It seems most of the complaining is about the time sink etc.
Gravimetric/Ladar/Magnetometric/Radar sensor strength amplifier I Requirements: Electronics Superiority Rigging I Calibration: 100 +43% to sensor strength
Gravimetric/Ladar/Magnetometric/Radar sensor strength amplifier II Requirements: Electronics Superiority Rigging IV Calibration: 150 +63% to sensor strength
Then there is no timesink and its in keeping with can boost something at the opportunity cost of not boosting something else. No idea for a drawback (maybe it doesn't need one), but iirc CCP were thinking of getting rid of the penalties for rigs anyway? |

Bouh Revetoile
Barricade.
158
|
Posted - 2012.11.08 14:38:00 -
[397] - Quote
Morrigan LeSante wrote:Like I say - the problem is because ECM is really a very binary system. Fights are decided by the roll of a dice. When a jam fails the ECM boats die in a fire...again...any wonder its stacked to hell since they still cant fit a decent tank/gank so they go 100% into the only thing keeping them alive? The problem is not the binary thing but the RANDOM thing. |

Morrigan LeSante
The Lost and Forgotten Troopers
57
|
Posted - 2012.11.08 14:41:00 -
[398] - Quote
Bouh Revetoile wrote:Morrigan LeSante wrote:Like I say - the problem is because ECM is really a very binary system. Fights are decided by the roll of a dice. When a jam fails the ECM boats die in a fire...again...any wonder its stacked to hell since they still cant fit a decent tank/gank so they go 100% into the only thing keeping them alive? The problem is not the binary thing but the RANDOM thing.
I'm not sure I agree, if its effect changed, random wouldn't be so hurtful because people wouldn't be so crippled/reliant on it working. |

Bouh Revetoile
Barricade.
160
|
Posted - 2012.11.08 16:47:00 -
[399] - Quote
Morrigan LeSante wrote:I'm not sure I agree, if its effect changed, random wouldn't be so hurtful because people wouldn't be so crippled/reliant on it working. Of course, the "almost completely shut down" effect is not innocent, but the random part force falcon bird to go full ECM to have their ECM as closer as possible from not random (which is permajam).
In fact, with 20 seconds cycles, you cannot afford to miss the first two cycles, or your ECM modules were wasted. To be able to rely on your ECM, you need to have more than 50-60% chances to hit, and you would be more comfortable with more than 70%. |

Sean Parisi
Project Cerberus Caldari State Capturing
31
|
Posted - 2012.11.08 18:14:00 -
[400] - Quote
marketjacker wrote:Sean Parisi wrote:Rek Seven wrote:In all honesty i think ECM is fine. The only people that cry about it are people who don't know how to fit their ships or people who think solo pvp is still a thing. Sure getting perma-jammed sucks but CCP could easily change them mechanic so that you can't be jammed by the same ship twice in a certain time.
The only problem with ships like the falcon is that they do their job at range which a lot of fleets won't be set up for. If Falcons were forced closer to the fight, they would die instantly we when their jam fails.
What I enjoy about ECM is the flexibility it provides to my sniper ship in FW. My main character and alt will be engaging a group of six or so. One will be split off and come burning at my sniper ship which has little to no tank. I over heat my jammers on my alt, jam him specifically - Load short range ammo and engage him face to face. It is a good feeling knowing I am capable of doing this and being flexible with my engagement range when I have another ship to assist my main one. It also allows me to go balls deep into engaging odds that do not favor me. Even if I still lose, it gives me a fighting chance and gives me more flexibility with how I can play the game. You enjoy a bad mechanic that allows you to use one character to neutralize 1-6 people. How unexpected.
Unfortunately your ECM fleet did not stop the loss of your corps freighter.... How unexpected... (http://caldari.eve-kill.net/?a=kill_related&kll_id=12409316) - Kettle, meet pot. |
|

Koujjo Dian
The Forsworn Protectorate Imperial Protectorate
19
|
Posted - 2012.11.08 19:26:00 -
[401] - Quote
Nerf unbonused TDs more. They're ruining frigate combat atm. |

Gizznitt Malikite
Agony Unleashed Agony Empire
715
|
Posted - 2012.11.08 21:09:00 -
[402] - Quote
Koujjo Dian wrote:Nerf unbonused TDs more. They're ruining frigate combat atm.
No there not... they provide diversity.
My helios can kill a thrasher because of TD's. My condor can kill a thrasher because of RSD's
But two thrashers can work together to easily overpower 2 helios or 2 condors that utilize EWAR to win...
|

Njord Vanir
Black Rise Guerilla Forces Kraken.
0
|
Posted - 2012.11.09 11:59:00 -
[403] - Quote
ECM is and always has been an all or nothing approach. ECM boats have zero survivability* and low mobility, which means that ECM only makes sense to use if
A) it dominates the field at all time. or B) it is operating from long range and the enemy gang is sufficiently immobilized.
If neither is the case, ECM might still have some minor impact, but the pilots would be of much greater use in DPS or other support ships. This concept is most striking in small gang PVP and was also pretty obvious during some matches in the last AT.
*Please don't suggest to "shield tank" non-solo ECM ships, that's just a horrible idea.
You might not like this mechanic but there currently are plenty of possibilities to counter it: -ECCM -Backup Sensor arrays - Cheap, but very effective implant sets, such as the low grade talon. - Dedicated ECM hunting AF or speedy cruiser. - More drone boats. - (FOF missiles are a joke, I know.)
That aside, flying ECM ships currently requires skill, it's not - as so frequently claimed by its haters - an I win button. Many people struggle with the mechanics and it is probably the singular area in the game in which by far you see the most failfits.
Here is my problem with the racial compensation skills: While +25% Sensor strength doesn't mean too much in frig/dessi warfare it of course has a huge impact on bigger ships. It basically means that a Falcon, (which naturally will be insta-primary as soon as it decloaks) won't have a decent chance to jam out non-caldari BCs with one module anymore. The chance to even occasionally jam a logi will be lowered and people won't have to use any of the existing ECM counters such as implants or ECCM anymore to be sufficiently safe from it (except +£ber-ECCMed guardians maybe). And with such a HVT as the falcon now forced to operate within Drone control /non-Tier3 artillery range after the range nerf (because off-optimal jamming is completely ********) it will simply vanish from EVE PVP, such as the Raven did at some point.
To the overall usability of the falcon, the emergence of Tier 3 BCs was a major hit. December 4th will be the nail in its coffin. Today, you rarely see falcons in lowsec, in 2012 I have seen a single rook in space that wasn't my own and after the upcoming nerfs, you won't see them at all anymore - including mine probably because +1 DPS or logi will be more valuable to our gangs.
While we EVE players are strong adapters who we have continued to love the game after all changes, no matter how ********, and probably will for a long time (trust me, I'm in FW) it's now safe to say: Congratulations CCP, you have murdered the falcon. We'll have to come up with something else to fly. Probably minatar tank and gank, just like everybody else (yawn).
The only good thing I see about the ECM changes is that now not even the mentally challenged will come up with reasons to use multispectrals anymore. They're finally gone for good.
As for midplex-warfare, we'll have to experiment if it still makes sense to waste pilots on blackbirds and kitsunes instead of just putting them in DPS ships, too. (This is only regarding the compensation skills of course.)
CCP, on all the constant whining about ECM: If the eve community has told me one thing since 2009, it is that people like to win better than to whine and that if something is truly overpowered, it will be used in PVP by every other pilot. Remember the pre-nerf Dramiel? There you go! Is every other guy flying an ECM ship right now? No sir! Even with such low skillbook and ISK requirements as it is.
Don't kill it, oh you're killing it,... yep you've killed it.
For the state o/ Njord
P.S.: Don't even get me started about the widow.... Used to be great, best way to dump a billion now.
|

Caliph Muhammed
Short Bus Friends
300
|
Posted - 2012.11.09 12:20:00 -
[404] - Quote
Viribus wrote:Sassums wrote:So you're definition of an "Update" is instead a nerf to those ECM classed T2 Cruisers?
How is that in any way an update?
So not only do you nerf the base effectiveness, you slap me in the face by adding more skills to make the ships more effective? Please learn to read Quote:The Falcon is already paper thin as it is, and now you are going to drop it's range and get it even closer to the combat?
Falcon is long range. Not in the middle of the fight the enemy farts and the ship dies.
What a load of garbage. Falcon's paper thin because you can't shoot when you're permajammed. You already fly the most risk-averse ship in the entire game so your complaints kind of fall flat Maybe you can adapt by not flying overpowered, risk-free garbage
Maybe you can adapt by conjuring up an actual argument that considers all sides of the equation not just the inane "it jams for 20 seconds so it's OP and nothing else matters" mindset.
Really ponder how idiotic and mentally challenged calling a glass tech 2 ship risk free is. No, stop. Ponder it. Think about how much of a moron you are. You speak before you think.
Some cheap ass resist all ecm skill is amateur at best. As a dedicated ecm pilot on principle alone if that skill comes in and we have to wait 6 months for the ecm boats offense to be adjusted im selling my account for cold american, screw CCP rules, and best of luck to you. |

Colonel Xaven
Decadence. RAZOR Alliance
186
|
Posted - 2012.11.09 16:51:00 -
[405] - Quote
Fon Revedhort wrote:Neuting is a good mechanics, it relies on actual piloting skills and can be countered by intelligent cap-boosting, as I have already written above. EWAR is plain primite piloting-wise. Finally: THERE IS NO LONG-RANGE COVERT CLOAKY NEUTING FAGGOTRY OUT THERE  Make Falcon a short-range browler just like a Pilgrim and it will become super-balanced. And there's a reason why Bhaal doesn't have any range bonuses for neuts, being able to neut from 60k would be pretty OP. So no, neuting doesn't even stand close.
Your focused point of view (you do station pvp alot by any chance?) totally denies that range is a very effective kind of tank. And taking away the diversity of ewar (by equalizing all kinds of ewar to close range types) might make you happy, but just harms the variety of possible pvp approaches of others.
To prove your very personal approach to destroy vary pvp possibilities, I've bolded the most not-so-smart parts in your statement:
Fon Revedhort wrote:Sean Parisi wrote:Colonel Xaven wrote:Rek Seven wrote:Yeah, i like the new skills. Good luck trying to jam my ECCM fitted guardian with these new skills... Hope you like slug fests  I fly Logi alot by myself and generally agree here, but I'd make those skills effecting the ECCM stats. This, exactly this. As stated before for all I care ECCM can completely stop a ECM pilot from working at all. Atleast it requires forethought, intelligence and planning in order to make the pilot effective. Punish the min maxers who don't want to give up a mid or low slot in order to counter the 'dreadful' ECM plague. That's hypocrisy; fitting a ECCM is neither intelligent nor a counter.ECCM being a perfect protection from ECM makes the fight outcome determined totally at the fitting screen, that's a primitive tic-tac-toe played blind, either you 'guess' and thus win or either you don't and then lose. It's not about min-maxing, a good setup already has quite a bunch of compromises and only stupid trolls can deny that - no one goes for sheer DPS or pure speed etc., unless he is going to die horribly. It's more about the facts how: 1) eccm being totally useless unless hit by ecm 2) a lot of ships simply don't have an option of fitting it, you simply can not waste a mid on a 3-mid ship unless you fly in blobs. So using it in small-scale PvP isn't a option at least for 3-mids armour tankers and 4-5 mids shield tankers. Isn't it ironic how ECM is said to be ok or even underpowered in blobs? Finally, who the hell told you that we should seek protection against ECM alone? How about you try to suggest us fitting a couple of SeBos to 'counter' damps or loads of TCs to 'counter' TDs? That would be even more of intelligent and foresight fitting. LOL
So, you might have a all-in-wonder fit where you don't have a "spare" slot for ECCM. Don't blame others for that. But I'm afraid to tell you that the whole pvp-approach in this game is a rock-paper-scissors mechanic. And you plain want to take away the rock, because your certain fit only covers paper and scissor. |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
372
|
Posted - 2012.11.09 17:17:00 -
[406] - Quote
Colonel Xaven wrote:...So, you might have a all-in-wonder fit where you don't have a "spare" slot for ECCM. Don't blame others for that. But I'm afraid to tell you that the whole pvp-approach in this game is a rock-paper-scissors mechanic. And you plain want to take away the rock, because your certain fit only covers paper and scissor. As Amarr only I can confidently say that I more often than not do not in fact have the spare slots for ECCM, at least not enough to be worth a damn. Lowslots are great to have if you want more damage or are part of the 1% who still armour tank but for everything else having mids is infinitely better.
Since making relays (lows) give same bonus as ECCM (mids) is probably never going to happen (active vs. passive) the argument "use ECCM!!!" falls flat on its face for practically all of Amarr's hulls as well as a handful of Gallente.
Doesn't matter though as the primary problem lies in the ECM effect (cinematic) and with a replacement not even in the SoonGäó column the best we can do and hope for is incessant tweaks while CCP tries to make a single player mechanic work in a MMO environment .. so tweak away. Make people laugh and cry (bonus points if both at the same time!) but don't for a second think that it will ever 'work' within the much vaunted rock/paper/scissor system .. SP and MP simply does not mix all attempts to do so, by games companies across the globe, over the years have ultimately broken one or the other.
Edit: One could of course simply put a specific value on mids vs. lows and compensate mid deficient ships appropriately (read: give all Amarr ships with 3 or less mids 8 lows ) |

Cerulean Ice
Repercussus RAZOR Alliance
35
|
Posted - 2012.11.09 19:42:00 -
[407] - Quote
CCP Fozzie wrote: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. Not just EVE, but real life has examples too. http://en.wikipedia.org/wiki/Stealth_aircraft |

Colonel Xaven
Decadence. RAZOR Alliance
186
|
Posted - 2012.11.10 08:23:00 -
[408] - Quote
Veshta Yoshida wrote:Colonel Xaven wrote:...So, you might have a all-in-wonder fit where you don't have a "spare" slot for ECCM. Don't blame others for that. But I'm afraid to tell you that the whole pvp-approach in this game is a rock-paper-scissors mechanic. And you plain want to take away the rock, because your certain fit only covers paper and scissor. As Amarr only I can confidently say that I more often than not do not in fact have the spare slots for ECCM, at least not enough to be worth a damn. Lowslots are great to have if you want more damage or are part of the 1% who still armour tank but for everything else having mids is infinitely better. Since making relays (lows) give same bonus as ECCM (mids) is probably never going to happen (active vs. passive) the argument "use ECCM!!!" falls flat on its face for practically all of Amarr's hulls as well as a handful of Gallente.
So you say your Amarr ships cannot fit ECCM, neither mid or low? Hmm, this proves pretty much my point that your all-in-wonder-fit is not the right answer. I dont wanna go in details here which ships (of every race!) are greatly useful with ECCM and how, but since you are a 2006 player, I am sure that you are able to find out by yourself (one day). |

Demolishar
United Aggression
399
|
Posted - 2012.11.10 12:06:00 -
[409] - Quote
NEW SKILLS WOOP WOOP! |

Captain CarlCosmogasm
Cosmogasm
3
|
Posted - 2012.11.10 12:07:00 -
[410] - Quote
New Electronic Warfare System
tldr; 1. Convert the electronic warfare system into a raw contest between ships' sensor strengths. 2. Boil down all electronic warfare - excluding stasis webifiers, warp disruptors, and interdiction - into one generic ECM module that can be modified by scripts.
--EWAR CHANGES-- A. Jamming Ship's(s') Sensor Strength vs Target Ship's Sensor Strength 1. a single ship jamming a target ship a. if the modified sensor strength of the jamming ship is greater the target ship's sensor strength 1. the target ship is jammed 2. certain script effects might not result in an effective jam, like target painting b. if the jamming strength is less than the target strength 1. target ship suffers ECM effects a. target painting b. targeting range dampening c. targeting speed dampening d. tracking speed disruption e. optimal range disruption 2. ECM effects modified by ratio between jammer and target sensor strength 3. effects modified by scripts and skills 2. multiple ships jamming a single target a. the ECM strength of each successive ship suffers stacking penalties - interference. b. stacking penalty order determined by ECM strength
B. Electronic Counter Measures Module 1. Reduce all forms of e-war into one module a. unscripted ECM module would effect all sensor flavors (grav, mag, ladar, and radar) like a multispec b. ECM strength is 0.5x (modifier) of ship's sensor strength 1. for a single active ECM module 2. multiple active ECM modules use fraction of sensor strength: 0.5x sensor strength / number of active ECM c. other forms of electronic attacks become effects of the ECM 1. as mentioned above 2. effects strength would be diluted, about 20% strength 2. ECM Scripts a. Flavor scripts (grav, mag, ladar, and radar) 1. 2.0x modifier against flavor - full ship sensor strength 2. 0.5x modifier against all other flavors - one quarter ship sensor strength b. Effects scripts 1. 2.0x for duet effects a. targeting range and speed dampening b. weapon disruption c. 0.0x modifier for unscripted effects 2. 4.0x for singular effect a. target painting b. targeting range dampening c. targeting speed dampening d. tracking speed disruption e. optimal range disruption f. 0.0x modifier for unscripted effects c. ECM burst script 1. half ship's sensor strength, modified by fittings and skills 2. against everything within a 6km radius, modified by fittings and skills 3. against everything with in falloff modified accordingly d. scripts to boost optimal range and or falloff 3. ECM Optimal Range and falloff a. set ECM optimal to one third of the ships target range b. set ECM falloff to one third of the ships target range
C. Reduce ECCM bonus to +20-25%, as well as other modules that increase sensor strength
D. Adjust ship role bonuses accordingly.
E. Make diverse group of ECM bonus modules beyond raw ECM strength bonus. |
|

Captain CarlCosmogasm
Cosmogasm
3
|
Posted - 2012.11.10 12:59:00 -
[411] - Quote
One of the draw backs of this game is the stark difference in fits between PvP and PvE. The concept of generic modules modified by scripts might alleviate some of this discrepancy; i.e. the basic shield hardener could become the invulnerability field, but if loaded with a kinetic script it becomes a kinetic hardener. |

Lin-Young Borovskova
Science and Trade Institute Caldari State
902
|
Posted - 2012.11.10 13:47:00 -
[412] - Quote
4 new skills to train or get rid first of OGB?
Get rid of OGB, then see what happens before throwing us another set of skills to train. I still have a very bad taste about Reactive Armour Hardener and have the feeling I just got Dev trolled with. brb |

Executus Primus
Black Phoenix Legion The Fourth District
5
|
Posted - 2012.11.11 00:18:00 -
[413] - Quote
I am not sure i like the ECM changes because they all seem to be balanced around the falcon scenario.
Considering the changes (especially the skill change), the general idea seems to be that ECM is too strong. Personally i don't think that is true. I believe that is a perception that is scewed by the frustration that the binary nature of ecm brings, but has nothing to do with reality. If you look at the ecm ships, essentially there are two use cases:
a.) lolfalcon b.) noobblackbird
I do not see many scorpions anymore, and for good reason. Close range that BS is useless, even with armor tank (which cripples its ecm role quite a bit), it cannot be kept alive in even a medium sized engagement even with remote rep support. Long range used to be viable "in theory" because you could actually fit it to outrange hostiles, but it also meant that you could not follow a mobile fleet, had problems with proper warpins. etc. to cut it short it wasnt all that viable in dynamic fleet fights.
Nowadays with the t3 BCs range and alpha even that role is obsolete. The rook can't fit a tank that is needed for logistics to keep it alive and at the same time fit the proper ecm to do its job. The falcon is a one trick pony in limited scenarios that usually dies really fast in even medium engagements due to its limited range. Kitsune? In theory workable but too slow and too few hp to survive. Griffing is probably a decent frigate, but people outgrow that.
So yes, ECM got a really bad reputation because people don't like to die without being able to do anything. In reality however the role of ECM has dimished quite a bit. For fleet fights it is usually a lot better to bring damps for the enemy logis than to bring ecm.
If you nerf ecm effectively now, people will think twice before brining any ecm ships to fleets, because they will be even MORE useless. The scenario where some dude decloaks a falcon on a 1v1 fight on the other hand wont be affected much at all.
I think you really have two choices here if you want to avoid that, and you should - considering how awesome the scorpion looks.
a.) change the ECM mechanics fundamentally, make them usefull, but less frustrating for people, probably ditch the binary nature of the beast
b.) change the ecm ships. If ecm stays the same but is a lot less usefull, ecm ships need to be more survivable and compatible to fleet doctrines. |

Giribaldi
Perkone Caldari State
1
|
Posted - 2012.11.11 00:34:00 -
[414] - Quote
in regards 2 the new skills for ecm... im asuming that means sensor str of ur ship not ur jammer... if thats the case... BAAADD CCP.. lol <3 its hard enough as it is 2 jam ******* with an ecm... now ur going 2 make it impossible... bro thats going to make me cry.... can u please get back 2 me on this.... thanks man |

Denuo Secus
65
|
Posted - 2012.11.11 01:18:00 -
[415] - Quote
I REALLY like the mentioned idea of making ECM strength affecting the jamming length instead of the jam success. This would solve all the issues. ECM would be relieable for any ECM pilot! What I don't like about ECM is the binary nature. Planning a tactic with dices involved isn't fun. I lose fights just because a random number generator decided it. No piloting skill involved.
With ECM variable in jamming lenght I'd get something like an ECM burst in worst case at least. This is much more less frustrating for the ECM target as well since he can re-lock instantly. With better jamming strength jams become more lasting and more powerful that way. |

Gevlin
SMANews.net SpaceMonkey's Alliance
195
|
Posted - 2012.11.11 02:55:00 -
[416] - Quote
I personally though the ECM should be removing the number of targets I could target
I would recommend switching the Emma bit that an ECM may be weaker to shut down a ship entirely but a partial success could be implemented , where the ECM you reduce the number of targets targetable, randomly breaking a lock beyond the new number of targets
This would make logistic ships who have a lot of ships targeted at once, a little more interesting
Also what a out ECM drones, they seem to be on the complaint list of many pod pilots Some day I will have the internet and be able to play again. |

Executus Primus
Black Phoenix Legion The Fourth District
5
|
Posted - 2012.11.11 09:40:00 -
[417] - Quote
Denuo Secus wrote:I REALLY like the mentioned idea of making ECM strength affecting the jamming length instead of the jam success. This would solve all the issues. ECM would be relieable for any ECM pilot! What I don't like about ECM is the binary nature. Planning a tactic with dices involved isn't fun. I lose fights just because a random number generator decided it. No piloting skill involved.
With ECM variable in jamming lenght I'd get something like an ECM burst in worst case at least. This is much more less frustrating for the ECM target as well since he can re-lock instantly. With better jamming strength jams become more lasting and more powerful that way.
I like the idea. but if you do it that way, you can break every tackle (you just need 1 second of lockbreak to get away). |

Vladimir Norkoff
Income Redistribution Service
68
|
Posted - 2012.11.11 16:37:00 -
[418] - Quote
Kinda liking the suggestion somebody made about making ECM a short-range module . Buff ECM power, buff the ships that use it in regards to tank and dps, but make it only work within 20-25km. You get in close on an ECM ship and they crush you, stay at mid or long-range (which Caldari are "supposed" to excel at) and you can operate just fine. So Sensor Damps would have a place to stop long-range combat, and ECM would stop short-range combat. Critical part is to make the ECM ships tough enough that they can reasonably survive close range combat IF you tank them and just include a couple ECM mods. |

CW Itovuo
The Executioners Capital Punishment.
1
|
Posted - 2012.11.11 17:10:00 -
[419] - Quote
7'62 SKS wrote:Why all the whining about ECM and why does CCP seem so intent on changing it?
When flying ECM I never come across a logi that is not ECCM fit. They are VERY VERY effective at turning a Blackbird into a laughable choice for a fleet fight which is why you really don't see a ton of ECM being fielded as things are. If it was the end-all-be-all broken mechanic, wouldn't you see them a lot more often, as in, 30% of any fleet every time?
ECCM is working great as a counter to ECM. These new skills are something everyone will have and therefore will nerf ECM significantly. As a ECM pilot I have to either have intel on what the opposing fleet is flying or take my chances with a rainbow fit. The same applies to people trying to guess if ECM will be on the field and deciding whether or not to fit ECCM or go 100% optimized DPS/tank and hope for the best...or have intel.
When flying ECM I already have a ton of things that can ruin my day:
1) ECCM fits on obvious ECM targets like logistics. FC orders me to jam the logi. Jams fail 90%. My ship is a brick. 2) Tier 3 BCs and other snipers can hit my no-tank ECM bird no problem and destroy me in seconds or force me off the field. 3) Fast frigates can burn to me within seconds. Each one that does so takes up a jam to deal with, and realistically I need to leave the field before they close in or probably die. 4) Damps. One damp and my sniper perch is blown, and I need to leave the field. 5) Jams. Stop hating on ECM so much and maybe someone will field an ECM boat on YOUR side. 6) Bad intel. Scout was wrong or enemy was clever and now my jams are all mismatched. My ship is a brick.
Every update seems to bring more bad news for ECM pilots. But its never enough to quell the angry mob of min/maxers who simply don't want to deal with ECM with fittings or implants that shave a few points off of their precious fits. ECM is part of the game, and although the mechanic may be simplistic, it's a lot of fun. Eve constantly forces players to adapt, adjust, and survive. For some reason this doesn't seem to apply to ECM though. Seems like most people think the only way to counter ECM is to pour tears on it until CCP nerfs it out of the game.
Agreed. Plenty of good counters already available. No need to change ECM ships. ECM drones could stand a bit of adjustment.
ECM pilot brings rock. Enemy fleet can bring paper or sissors, their choice. |

2ofSpades
Medic.
10
|
Posted - 2012.11.11 22:11:00 -
[420] - Quote
Long overdue this post was hiding from me. |
|

Angelina Joliee
Project Stealth Squad Initiative Mercenaries
1
|
Posted - 2012.11.12 14:15:00 -
[421] - Quote
I hate most of the changes - really. I am gonna sell my last two Falcons and Rooks and will never fly them again. Didnt flown them in fleets anyway - only is very small gangs. With those changes you may just remove them from game completely. |

Aralieus
Shadowbane Syndicate
21
|
Posted - 2012.11.12 14:34:00 -
[422] - Quote
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? Oderint Dum Metuant |

fukier
Flatline.
127
|
Posted - 2012.11.12 15:18:00 -
[423] - 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. |

Milton Middleson
Rifterlings Damu'Khonde
156
|
Posted - 2012.11.12 15:58:00 -
[424] - Quote
People keep saying Ewar on unbonused ships should be crap, and they don't say why. Every single type of Ewar should be a worthwhile fitting choice on an unbonused ship - neuts, TDs, TPs, ECM, Damps. It adds tactical options and further depth to combat. The fact that TDs and neuts are the only ones remotely approaching a working state right now is a reason to fix (or replace) ECM, Damps, and TPs.
Or I guess we could keep measuring all ships by how fast they go and how much DPS they do with a shield tank. |

Aralieus
Shadowbane Syndicate
21
|
Posted - 2012.11.12 17:57:00 -
[425] - Quote
fukier wrote: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...
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.
Oderint Dum Metuant |

fukier
Flatline.
127
|
Posted - 2012.11.12 18:07:00 -
[426] - 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. |

Debir Achen
The Red Circle Inc.
31
|
Posted - 2012.11.13 05:21:00 -
[427] - Quote
One issue with "each E-War has a counter and ECM"...
Increased range / tracking / sig res / lock range (and speed) are all beneficial, apart from EW. There are effects that improve them, and there are E-War effects that "un-improve" them.
In contrast, sensor strength exists as a yardstick for ECM. If you're not under attack by ECM, your sensor strength is irrelevant.
However, I don't like an "ECM reduces number of locked targets" mechanic. In many situations, as long as the number of targets remaining is at least 1, it acts like a very weak sensor damp - it takes you longer to lock the next primary. At which point, the next primary might as well be the ECM boat. If it can reduce it to zero, then it becomes a worse version of perma-jamming than the current mechanic - throw enough ECM on the field and ships are completely shut down. Aren't Caldari supposed to have a large signature? |

Ioci
Bad Girl Posse
226
|
Posted - 2012.11.13 11:17:00 -
[428] - Quote
The only thing I can suggest on ECM is to tie the sensors in to the high slots and as you jam someone they lose their slots.
Lets say you have an Amarr cruiser, it has 5 high slots, 25 radar. If it's jammed for 20 of its radar strength, it loses 4 of its high slots instead of scan res shut down. Sensor strength is the ability to target, not lock. R.I.P. Vile Rat |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
378
|
Posted - 2012.11.13 16:40:00 -
[429] - Quote
Ioci wrote:The only thing I can suggest on ECM is to tie the sensors in to the high slots and as you jam someone they lose their slots.... And scripts for ECM pilot to be able to target a specific rack (ex. midslot ECM script to shake a tackler) and unscripted being evenly distributed with a 25-33% reduction?
Might work if modules like propulsion were left unaffected or it effectively becomes a super long range web 
|

MIrple
BSC LEGION Tactical Narcotics Team
163
|
Posted - 2012.11.13 17:03:00 -
[430] - Quote
I am still waiting for word on if the ECM burst mod for supers will need to be tweaked with the introduction of the new skills. |
|

Ioci
Bad Girl Posse
226
|
Posted - 2012.11.13 19:14:00 -
[431] - Quote
Veshta Yoshida wrote:Ioci wrote:The only thing I can suggest on ECM is to tie the sensors in to the high slots and as you jam someone they lose their slots.... And scripts for ECM pilot to be able to target a specific rack (ex. midslot ECM script to shake a tackler) and unscripted being evenly distributed with a 25-33% reduction? Might work if modules like propulsion were left unaffected or it effectively becomes a super long range web  My beloved light ship classes would naturally still be shafted, but I have registered no desire from anyone of note to help in that regard so willing to sacrifice that pet peeve for the greater good (read: non single player ECM mechanic).
Or give all modules that target, a number from the four senors groups and yes have a script to allow for switch outs to med from high but in effect while I could fit say an Amarr Cruiser with 100 radar worth of modules it makes it very easy to Jam. I'm going to regret suggesting this, forget the forum rage, I will regret it myself but I am thinking of a Guardian with all large modules in the high slots. It would become Jam prone without some serious radar support through ECCM or remotes. Still it would make ECM a counter instead of a complete ewar.
Certain ships like the Guardian might even be eligible for a role bonus that improves Jam protection. R.I.P. Vile Rat |

Sheynan
Lighting the blight
120
|
Posted - 2012.11.14 00:43:00 -
[432] - Quote
Veshta Yoshida wrote:Ioci wrote:The only thing I can suggest on ECM is to tie the sensors in to the high slots and as you jam someone they lose their slots.... And scripts for ECM pilot to be able to target a specific rack (ex. midslot ECM script to shake a tackler) and unscripted being evenly distributed with a 25-33% reduction? Might work if modules like propulsion were left unaffected or it effectively becomes a super long range web  My beloved light ship classes would naturally still be shafted, but I have registered no desire from anyone of note to help in that regard so willing to sacrifice that pet peeve for the greater good (read: non single player ECM mechanic).
I think slot lockdown is the way to go for a "non-random" ECM. However a full lockdown of a specific rack might still be too much. I'd rather have a 30-50% (guaranteed) partial lockdown.
I'd be ok with it affecting propulsions. Let's take a generic Amarr ship with 3 midslots for example (Point, MWD,Booster). The Ewar would force the pilot to shut one of them down. Still bad, but similar to TDs and Damps in overall effect on the targeted ship.
(I posted about this in greater detail here (ewar 2): https://forums.eveonline.com/default.aspx?g=posts&t=171014 ) |

Michael Harari
The Hatchery Team Liquid
346
|
Posted - 2012.11.14 00:47:00 -
[433] - Quote
Why is the 5% mentioned in "*Add to the Optimal Range and Falloff bonus on ECM range bonused ships by 2.5% for the Blackbird, Kitsune and Tengu Obfuscation Manifold (bringing it to 12.5%) and 5% for the Scorpion (bringing it to 25%)"
not the same kind of 5% mentioned in
"*Reduce TD base module effectiveness by 5%" |

trited
Deep Core Mining Inc. Caldari State
9
|
Posted - 2012.11.14 05:17:00 -
[434] - Quote
(ECM Ships)......................................................................................................................................... annnnnnndddddd it's gone. |

Ioci
Bad Girl Posse
226
|
Posted - 2012.11.14 05:44:00 -
[435] - Quote
Sheynan wrote:Veshta Yoshida wrote:Ioci wrote:The only thing I can suggest on ECM is to tie the sensors in to the high slots and as you jam someone they lose their slots.... And scripts for ECM pilot to be able to target a specific rack (ex. midslot ECM script to shake a tackler) and unscripted being evenly distributed with a 25-33% reduction? Might work if modules like propulsion were left unaffected or it effectively becomes a super long range web  My beloved light ship classes would naturally still be shafted, but I have registered no desire from anyone of note to help in that regard so willing to sacrifice that pet peeve for the greater good (read: non single player ECM mechanic). I think slot lockdown is the way to go for a "non-random" ECM. However a full lockdown of a specific rack might still be too much. I'd rather have a 30-50% (guaranteed) partial lockdown. I'd be ok with it affecting propulsions. Let's take a generic Amarr ship with 3 midslots for example (Point, MWD,Booster). The Ewar would force the pilot to shut one of them down. Still bad, but similar to TDs and Damps in overall effect on the targeted ship. (I posted about this in greater detail here (ewar 2): https://forums.eveonline.com/default.aspx?g=posts&t=171014 )
My thinking on that is, you aren't locking down the slot per say, just the module in it. In the case of an Afterburner in a med slot, that doesn't need a radar stat because it doesn't target anything. You couldn't really jam it. A TD on the other hand you could jam because it is targeting another ship. I wasn't so much thinking a Falcon pilot would need to micro manage all the slots. Just pick a rack. If by default you went for high slots on a Megathron for example, you hit it with 75 points of Sensor ECM and it could only compensate for 60 of that it would lose one of its guns. A group of 7 would become a group of 6 or the first slot with a targeting module would be disabled for a cycle of ECM. If you had a Ship that was loaded with neuts in the high and Ewar in the middles, it would have a huge drain on its sensor and might lose all its high slots to a well fitted Falcon. It would still have the falcon locked but couldn't use any neuts. This would make a drone boat very dangerous for a Falcon but in lore, Gallente were building to combat Caldari. It would make sense.
5 falcons in a fleet fight, one locks the fleet commander ans shuts down his command modules. It would certainly redefine ECM in EVE but it wouldn't make it useless. The only real issue with what I am suggesting is it will take years to do. It means writing code to add sensor to every module that targets and then calculating how the ship used their sensors and how ECM used that against them. R.I.P. Vile Rat |

Captain CarlCosmogasm
Cosmogasm
3
|
Posted - 2012.11.14 14:24:00 -
[436] - Quote
Instead of an all or nothing system, give to ECM sensor dampening, weapon disruption, and target painting effects so that a partial jam has an impact on a target's electronics. The strength of those effects can be dependent on the ratio between the strength of the ECM and target vessel's sensor strength. |

Giribaldi
Perkone Caldari State
1
|
Posted - 2012.11.14 22:31:00 -
[437] - Quote
Executus Primus wrote:Denuo Secus wrote:I REALLY like the mentioned idea of making ECM strength affecting the jamming length instead of the jam success. This would solve all the issues. ECM would be relieable for any ECM pilot! What I don't like about ECM is the binary nature. Planning a tactic with dices involved isn't fun. I lose fights just because a random number generator decided it. No piloting skill involved.
With ECM variable in jamming lenght I'd get something like an ECM burst in worst case at least. This is much more less frustrating for the ECM target as well since he can re-lock instantly. With better jamming strength jams become more lasting and more powerful that way. I like the idea. but if you do it that way, you can break every tackle (you just need 1 second of lockbreak to get away).
Agreeed it would make jamming op because solo pilots could nano out and fit a jammer for survival... And jam u for a second kill u warp off... Dislike the idea... |

Giribaldi
Perkone Caldari State
1
|
Posted - 2012.11.14 22:37:00 -
[438] - Quote
CW Itovuo wrote:7'62 SKS wrote:Why all the whining about ECM and why does CCP seem so intent on changing it?
When flying ECM I never come across a logi that is not ECCM fit. They are VERY VERY effective at turning a Blackbird into a laughable choice for a fleet fight which is why you really don't see a ton of ECM being fielded as things are. If it was the end-all-be-all broken mechanic, wouldn't you see them a lot more often, as in, 30% of any fleet every time?
ECCM is working great as a counter to ECM. These new skills are something everyone will have and therefore will nerf ECM significantly. As a ECM pilot I have to either have intel on what the opposing fleet is flying or take my chances with a rainbow fit. The same applies to people trying to guess if ECM will be on the field and deciding whether or not to fit ECCM or go 100% optimized DPS/tank and hope for the best...or have intel.
When flying ECM I already have a ton of things that can ruin my day:
1) ECCM fits on obvious ECM targets like logistics. FC orders me to jam the logi. Jams fail 90%. My ship is a brick. 2) Tier 3 BCs and other snipers can hit my no-tank ECM bird no problem and destroy me in seconds or force me off the field. 3) Fast frigates can burn to me within seconds. Each one that does so takes up a jam to deal with, and realistically I need to leave the field before they close in or probably die. 4) Damps. One damp and my sniper perch is blown, and I need to leave the field. 5) Jams. Stop hating on ECM so much and maybe someone will field an ECM boat on YOUR side. 6) Bad intel. Scout was wrong or enemy was clever and now my jams are all mismatched. My ship is a brick.
Every update seems to bring more bad news for ECM pilots. But its never enough to quell the angry mob of min/maxers who simply don't want to deal with ECM with fittings or implants that shave a few points off of their precious fits. ECM is part of the game, and although the mechanic may be simplistic, it's a lot of fun. Eve constantly forces players to adapt, adjust, and survive. For some reason this doesn't seem to apply to ECM though. Seems like most people think the only way to counter ECM is to pour tears on it until CCP nerfs it out of the game. Agreed. Plenty of good counters already available. No need to change ECM ships. ECM drones could stand a bit of adjustment. ECM pilot brings rock. Enemy fleet can bring paper or sissors, their choice.
i agree nerf ecm drones... Lights jam way to often... And heavies... Gfl locking anything before ur dead... Ecm ships and the skills need no change... U will completly remove falcons and jamming ships from the iield of battle... Minus the five v five fleets which u rarly see... And even then one damp and im useless... One shoot at me and im off the field... Jamming ships and skills r working as intended... |

Hoarr
RPS holdings
71
|
Posted - 2012.11.15 03:15:00 -
[439] - Quote
Soooooooooooo.... I've been playing around w/ the new E-war, and I'm sorry but these changes are game breakingly bad. The new T1 cruiser E-WAR is hilariously OP. Numbers you say? Why yes, I have them right here:
Assuming all Vs on both sides, the Huginn has a targeting range of 156.25km. Here is how that changes with the new damps with targeting range scripts:
1 Damp - 60.30 2 Damps - 28.18 3 Damps - 18.31 4 Damps - 15.31
The arbitrator however, is so much worse. Again, assuming all Vs on both sides, a current bog standard AC cane w/ 425s and RF EMP has a tracking speed of .156. Here is how it changes with TDs and tracking speed scripts:
1 TD w/ tracking speed - .043 2 TD w/ tracking speed - .016 3 TD w/ tracking speed - .0093
When you load Barrage, it has a current range of 4+30. Under TDs with range scripts:
1 TD w/ optimal script - 1+8 2 TD w/ optimal script - .5+3 3 TD w/ optimal script - .2+1.8
To me, that seems hilariously excessive. Fozzie, please rethink these changes before we see fights in which everyone is rocking Augorors/Guardians and fight exclusively in armor brawling gangs that are within 5km of each other (caution, may not be exactly what happens. Author is prone to hyperbole). |

Captain CarlCosmogasm
Cosmogasm
3
|
Posted - 2012.11.15 15:17:00 -
[440] - Quote
An alternative idea is that the ECM attacks sensors like weapons attack armor or shields - Once sensors are overloaded (or gone) the ship is jammed. Give sensors a recalibration rate (healing). Reduced sensor strength could cause effects like reduced targeting range, swollen the sig radius, impeded tracking, etc. |
|

Random McNally
Red Federation RvB - RED Federation
77
|
Posted - 2012.11.15 17:28:00 -
[441] - Quote
I wonder how those ol' ECM ships will reprocess after the fallout.
Once everyone has those bonus skills to bump up their Sensor strengths and ECM is nerfed to uselessness, there will be a lot of dust gathering Griffins, Kitsunes, Blackbirds, Falcons and Rooks out there.
We will have Retributions new line of mining vessels. |

Giribaldi
Perkone Caldari State
2
|
Posted - 2012.11.15 19:55:00 -
[442] - Quote
Random McNally wrote:I wonder how those ol' ECM ships will reprocess after the fallout.
Once everyone has those bonus skills to bump up their Sensor strengths and ECM is nerfed to uselessness, there will be a lot of dust gathering Griffins, Kitsunes, Blackbirds, Falcons and Rooks out there.
We will have Retributions new line of mining vessels.
Dont u know... Thats ccp fozie's intent.... Deeerrr |

Michael Harari
The Hatchery Team Liquid
350
|
Posted - 2012.11.15 21:37:00 -
[443] - Quote
Michael Harari wrote:Why is the 5% mentioned in "*Add to the Optimal Range and Falloff bonus on ECM range bonused ships by 2.5% for the Blackbird, Kitsune and Tengu Obfuscation Manifold (bringing it to 12.5%) and 5% for the Scorpion (bringing it to 25%)"
not the same kind of 5% mentioned in
"*Reduce TD base module effectiveness by 5%"
|

Rek Seven
Probe Patrol Project Wildfire
478
|
Posted - 2012.11.16 00:56:00 -
[444] - Quote
How about if the strength of the ecm ships were increased but CCP removes jamming timer you get after a successful jam?
For example, ecm breaks a lock better but the jam cycle only lasts for a second before the person can lock again... They see me trolling, they hating... |

Rek Seven
Probe Patrol Project Wildfire
479
|
Posted - 2012.11.16 08:15:00 -
[445] - Quote
Wow have I just stunned you all into silence with the ECM fix we've been waiting for? They see me trolling, they hating... |

Julius Foederatus
Hyper-Nova
141
|
Posted - 2012.11.16 08:57:00 -
[446] - Quote
Hoarr wrote:Soooooooooooo.... I've been playing around w/ the new E-war, and I'm sorry but these changes are game breakingly bad. The new T1 cruiser E-WAR is hilariously OP. Numbers you say? Why yes, I have them right here:
*note* All numbers following are in what the ship has after the Ewar has been applied. For instance, after 4 damps, the Huginn has a new locking range of 15.31 kms.
Assuming all Vs on both sides, the Huginn has a targeting range of 156.25km. Here is how that changes with the new damps with targeting range scripts:
1 Damp - 60.30 km lock range 2 Damps - 28.18 km lock range 3 Damps - 18.31 km lock range 4 Damps - 15.31 km lock range
How is using 4 of your slots to not even push a ship into overheated web range OP? Compare that to ECM, which needs 1 slot to shut out that Huginn, 2 if it wants to be sure. Also those damp numbers are not far off what we have now. So what you're essentially saying is that damps are roughly 6% more OP than they are now. Hooray. |

Kesi Raae
Lollipops for Rancors
0
|
Posted - 2012.11.16 11:26:00 -
[447] - Quote
A question for the balance team, have you considered replacing ECM with an entirely different type of Ewar(s)?
I understand such a change would require a lot of work but I feel replacing ECM with a non-random based mechanic would better suit EVE.
How about anti-Ewar and anti-Logistics modules instead of ECM? They would better suit the Caldari's description as the electronic superiority race and allow the Caldari Recons to have an impact on large engagements while retaining their ability to control small gang fights, with clever piloting.
For example you'd have the Anti-Logistics module which reduces the range and strength of the targets Shield Transporter, Remote Armour Repairer and Energy Transfer Array modules. Scriptable to favour range or strength reduction.
And the Anti-Ewar module which reduces the range and strength of the targets Remote Sensor Dampeners, Warp Disruptors and Scramblers, Energy Neutralizers and Nosferatus, Tracking Disruptors, Target Painters and Stasis Webifiers. Also scriptable to favour range or strength reduction. |

Bouh Revetoile
Barricade.
167
|
Posted - 2012.11.16 11:33:00 -
[448] - Quote
CCP Fozzie wrote: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.
[...]
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. If only people were able to, at least, read ONE post in a thread that would be great... |

Kesi Raae
Lollipops for Rancors
0
|
Posted - 2012.11.16 11:55:00 -
[449] - Quote
Fair enough, I'm an idiot who can't read.
What do you think of the anti-Ewar/Logistics idea? |

Lin-Young Borovskova
Science and Trade Institute Caldari State
934
|
Posted - 2012.11.16 11:58:00 -
[450] - Quote
Julius Foederatus wrote:Hoarr wrote:Soooooooooooo.... I've been playing around w/ the new E-war, and I'm sorry but these changes are game breakingly bad. The new T1 cruiser E-WAR is hilariously OP. Numbers you say? Why yes, I have them right here:
*note* All numbers following are in what the ship has after the Ewar has been applied. For instance, after 4 damps, the Huginn has a new locking range of 15.31 kms.
Assuming all Vs on both sides, the Huginn has a targeting range of 156.25km. Here is how that changes with the new damps with targeting range scripts:
1 Damp - 60.30 km lock range 2 Damps - 28.18 km lock range 3 Damps - 18.31 km lock range 4 Damps - 15.31 km lock range
How is using 4 of your slots to not even push a ship into overheated web range OP? Compare that to ECM, which needs 1 slot to shut out that Huginn, 2 if it wants to be sure. Also those damp numbers are not far off what we have now. So what you're essentially saying is that damps are roughly 6% more OP than they are now. Hooray.
Damps will get slightly better on specialised hulls but it still lacking targeting range reduction bonus. As you pointed out, even after everyone and his cat have trained his racial "ECCM" (I'm fecked, have to train them all), ECM will still be able to remove completely out of the equation one or several players. This little change to ECM is a nice step to see how it will affect the game and then adjust it or change it completely.
Now I read some guys afraid ECM will not be the OP EWAR as it is right now and are already crying their mom's about it. This is stupid, ECM is clearly OP and needs changes to the mechanic it self or the ships/modules to get some bonus nerf stick. They can say whatever they want but none of all other EWAR systems can take out of the field one or several ships just by clicking F"x" (whatever number), reduce abilities yes, witch is the case for every other EWAR. Remove ships from the battlefield with the magic button, no. It's plain wrong and a bad mechanic. brb |
|

Bouh Revetoile
Barricade.
167
|
Posted - 2012.11.16 12:21:00 -
[451] - Quote
Kesi Raae wrote:Fair enough, I'm an idiot who can't read.
What do you think of the anti-Ewar/Logistics idea? It wasn't personal, there's 15 pages of people who didn't read these lines.
About your idea, I think this kind of EWAR is too specific. I already said I think there should be an EWAR module able to *hurt* *all* ships.
I once proposed an idea for EWAR mod which multiply your target : if you target one ship and have this mod activated on you, there is then 2 targets of the same ship, but only one is the right one and will take damage when you shoot it.
Then make the real ship swap between the two targets every few seconds, and the difference in sensor strength between the two ships being a modifier for the frequency of swaps or the chance for the effect to apply, or both.
It wasn't exactly this idea, but this one is more refined in fact. |

Kesi Raae
Lollipops for Rancors
0
|
Posted - 2012.11.16 12:39:00 -
[452] - Quote
That sounds better than the current mechanic, but it's still chance based.
I'm just about okay with ECM being chance based, it's just I'd prefer something more solid and predictable and not as powerful as it is now. |

OT Smithers
BLOMI
354
|
Posted - 2012.11.17 08:45:00 -
[453] - Quote
I would like to see CCP think outside the box with Caldari EWAR.
The problem with ECM is that, when it works, it prevents other players from actually playing the game. That's always a bad idea from an entertainment perspective. The ideal is for EWAR to have a significant impact on the enemy ship rather than the player. ECM does the opposite.
For example:
How about Defensive Systems Destabilizers. These targetted mods would debuff shield and armor resistance to select damage types. So, for example, a Falcon might be able to reduce the target's shield and armor thermal resistance to zero. The target player can continue doing his thing, he's not frustrated in the least, but when the missiles hit he's gonna be in trouble.
|

Rek Seven
Probe Patrol Project Wildfire
479
|
Posted - 2012.11.17 11:08:00 -
[454] - Quote
OT Smithers wrote: The problem with ECM is that, when it works, it prevents other players from actually playing the game.
No, it prevents you from targeting other ships, like sensor damps do. They see me trolling, they hating... |

fr0gout
The Scope Gallente Federation
6
|
Posted - 2012.11.17 12:50:00 -
[455] - Quote
Giribaldi wrote:Random McNally wrote:I wonder how those ol' ECM ships will reprocess after the fallout.
Once everyone has those bonus skills to bump up their Sensor strengths and ECM is nerfed to uselessness, there will be a lot of dust gathering Griffins, Kitsunes, Blackbirds, Falcons and Rooks out there.
We will have Retributions new line of mining vessels. Dont u know... Thats ccp fozie's intent.... Deeerrr
Whaddup Giribaldi. Still making threads with your alt bigging yourself up and then making a complete and total ass of yourself?
http://community.eveonline.com/ingameboard.asp?a=topic&threadID=1495332 http://www.eve-search.com/thread/1380822
Get this falcon apologist out of here |

Lili Lu
582
|
Posted - 2012.11.17 16:34:00 -
[456] - Quote
Rek Seven wrote:OT Smithers wrote: The problem with ECM is that, when it works, it prevents other players from actually playing the game.
No, it prevents you from targeting other ships, like sensor damps do.
Yes, at any range you ******. Additionally you have to wait 20 seconds, and can't seek to reaquire the targeting ability by moving closer. You basically can't do **** but leave if you are able. They are not the same and you know it. Everyone knows it. OT is correct.
Your sig is worth quoting - "They see me trolling, they hating..." Consider this response some hating. |

Rek Seven
Probe Patrol Project Wildfire
480
|
Posted - 2012.11.17 18:40:00 -
[457] - Quote
Lili Lu wrote:Yes, at any range you ******.  Additionally you have to wait 20 seconds, and can't seek to reaquire the targeting ability by moving closer. You basically can't do **** but leave if you are able. They are not the same and you know it. Everyone knows it. OT is correct. Your sig is worth quoting - "They see me trolling, they hating..." Consider this response some hating.
A very well written post. Congratulations, you are almost speaking like an adult. 
OT Smithers wrote: The problem with ECM is that, when it works, it prevents other players from actually playing the game.
Are you telling me that this statement is correct? ...Because i'm pretty sure i can still "play" the game even though someone is using ECM on me. They see me trolling, they hating... |

Mariner6
Agony Unleashed Agony Empire
97
|
Posted - 2012.11.17 23:46:00 -
[458] - Quote
I'd say that ECM drones are getting nerfed, indirectly sure, but nerfed none the less. By training these new sensor skills then you have just greatly increased your resistance to them. Not immune, and frankly probably one more reason not to bother with drone boats. I'd have no problem nerfing drones in general if drone boats would give their bonuses to all aspects of drones, ie EWAR ability, logi drone rep amount, neuting etc etc etc. Info links increase ewar capabiliies, but not the ewar capabilities in drones. But either way, your much stronger sensor strength will render light ecm drones probably near pointless, especially against larger ships. Which is probably the idea. |

OT Smithers
BLOMI
354
|
Posted - 2012.11.18 07:21:00 -
[459] - Quote
Rek Seven wrote:Lili Lu wrote:Yes, at any range you ******.  Additionally you have to wait 20 seconds, and can't seek to reaquire the targeting ability by moving closer. You basically can't do **** but leave if you are able. They are not the same and you know it. Everyone knows it. OT is correct. Your sig is worth quoting - "They see me trolling, they hating..." Consider this response some hating. A very well written post. Congratulations, you are almost speaking like an adult.  OT Smithers wrote: The problem with ECM is that, when it works, it prevents other players from actually playing the game.
Are you telling me that this statement is correct? ...Because i'm pretty sure i can still "play" the game even though someone is using ECM on me.
You want to argue semantics? Yes, you are still "playing the game" in the sense that you are currently logged on. To use a sports analogy: you are on the team, the game is going on, but your friends are on the field making plays while you are sitting on the bench. Huzzah for you.
In any case, you missed the bigger point. In an IDEAL world EWAR impacts the ship and not the player. ECM impacts the PLAYER.
Right now CCP is trying to find an imaginary perfect point at which ECM pilots feel like they are doing something meaningful, but at which no one else is actually bothered or impacted by ECM jamming. If this sounds impossible, that's because it is. None the less, that's apparently what they are going to try and do. Myself, I would rather see them abandon the quest and instead develop an entirely new form of EWAR for the Caldari. Something that CCP can comfortably allow to work as well as it should. |

Bouh Revetoile
Barricade.
170
|
Posted - 2012.11.18 12:51:00 -
[460] - Quote
OT Smithers wrote:Right now CCP is trying to find an imaginary perfect point at which ECM pilots feel like they are doing something meaningful, but at which no one else is actually bothered or impacted by ECM jamming. If this sounds impossible, that's because it is. None the less, that's apparently what they are going to try and do. Myself, I would rather see them abandon the quest and instead develop an entirely new form of EWAR for the Caldari. Something that CCP can comfortably allow to work as well as it should.
CCP Fozzie wrote: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.
[...]
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. What CCP is trying to do IMO is to stop the crying.
I don't think people at CCP are as stupid as you are implying... Though, such an overall take time, a lot of time, and they may not have the resources to do it now.
As for your suggestion, it's an offensive module you are proposing. The difference with a defensive module is that it scale *extremely* well with gang size (like TP : you need one for a thousand size F1 hiting gang). |
|

OT Smithers
BLOMI
354
|
Posted - 2012.11.19 05:34:00 -
[461] - Quote
Bouh Revetoile wrote:OT Smithers wrote:Right now CCP is trying to find an imaginary perfect point at which ECM pilots feel like they are doing something meaningful, but at which no one else is actually bothered or impacted by ECM jamming. If this sounds impossible, that's because it is. None the less, that's apparently what they are going to try and do. Myself, I would rather see them abandon the quest and instead develop an entirely new form of EWAR for the Caldari. Something that CCP can comfortably allow to work as well as it should. CCP Fozzie wrote: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.
[...]
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. What CCP is trying to do IMO is to stop the crying. I don't think people at CCP are as stupid as you are implying... Though, such an overall take time, a lot of time, and they may not have the resources to do it now. As for your suggestion, it's an offensive module you are proposing. The difference with a defensive module is that it scale *extremely* well with gang size (like TP : you need one for a thousand size F1 hiting gang).
I was posting an example to illustrate my point rather than a proposal I would like to see implemented.
My personal feeling is that ECM is arguably fine as is (with the exception of ECM drones). No new skills are needed, nor are nerfs. I wouldn't mind seeing it addressed, but only if it is done in such a way that it retains whatever power it currently has and becomes more interesting. But in this case, as in the case with all of these changes, what I would like as a player is irrelevant. CCP Fozzie has his own vision for how things aught to be in the game, and good or bad the players will adapt.
If ECM is to be nerfed, and this is only the beginning of that process, I would like to see something powerful and interesting take its place. This first step, however, indicates that this is not in the cards. So be it. |

Nova Satar
Rekall Incorporated Sinewave Alliance
5
|
Posted - 2012.11.19 10:42:00 -
[462] - Quote
its been a long time coming, but these changes to ECM and the new ECCM type skills are MUCH NEEDED!
Currently ECM in empire and low-sec is nothing short of an absolute joke.
I know its hard for people in big blob gangs to comprehend, but when you are trying to solo, or pvp in a gang of 5 or less, and you see falcon, its normally game over. NO ship should have that impact. Yes i realise it can sometimes be countered if the guys an idiot, but 99/100 he will be gone by the time you are within 60km of him, and he'll back back in 10 seconds at another point.
Another problem is that minmatar jammers for example, can still be used on gall ships, yes its much weaker i know, but it still works. Much to the downfall of the solo pvper..... as you are getting 7 jammers on you regardless, and you will not be locking anything until you die. A change that allows racial jammers to be used only on that races ships would be a good change.
All in all though this is a good step forward, atleast its giving us a ******* chance. Im sorry but if these pilots want to feel involved, maybe they should just come and get in the fight like everyone else, rather than sitting at 100km with absolute immunity!
|

Nova Satar
Rekall Incorporated Sinewave Alliance
5
|
Posted - 2012.11.19 10:44:00 -
[463] - Quote
Njord Vanir wrote: ECM is and always has been an all or nothing approach. ECM boats have zero survivability* and low mobility, which means that ECM only makes sense to use if
This is such a big gang member view. When you have 4 people in your gang, and a falcon can perma jam all 4. Id say its survivability is pretty ******* good!
|

Michael Harari
The Hatchery Team Liquid
358
|
Posted - 2012.11.19 12:55:00 -
[464] - Quote
Nova Satar wrote: NO ship should have that impact.
Tbh, TDs are far worse unless you are in a missile ship. |

So'Cari
The Kairos Syndicate Transmission Lost
0
|
Posted - 2012.11.19 13:22:00 -
[465] - Quote
Nova Satar wrote:[...] the new ECCM type skills are MUCH NEEDED! I've yet to see anyone give a coherent, let alone convincing, argument for the introduction of ECCM-like skills. All they do is change the weighting on a dice roll. They don't give players new abilities (in the sense of options where the player makes a positive choice which determines their actions).
Of course you're always likely to have some mechanics which boil down to:
My stat x is bigger than your stat y, so I win.
but good game design will still leave room for the size of x and y to be determined by players' choices.
EVE already has that mechanic with respect to ECM: ECCM modules (& less commonly T3 electronics subsystems and/or gang links). I can decide whether or not to fit one, but I'm also free to change that decision before, after, and even during a fight. Whatever I choose will involve making sacrifices elsewhere and in EVE more than other games you also have the intel-war and heavy, heavy meta-gaming. These are all, IMO, good things.
Passive skills which give a buff to any and all ships (of a particular race) regardless of ship type, fitting, gang-composition etc. are not good things. If everyone has to train them then a flat reduction of ECM strength achieves the same thing without unnecessarily punishing new players with more important skills to train, or heavily cross-trained characters (who aren't all 100m SP + bittervets).
On top of that there are all the other concerns (e.g. the impact on scanning) which have been raised. I won't repeat them since their force is quite clear:
With all these potential pitfalls, the case for ECCM-like skills needs to be very strong. So far it has not been made at all.
Two lines of argument I would accept: - Introducing these skills is not actually about ECM. It's actually part of the general trend towards making generalisation/cross-training harder. I don't like this, but it's a fair argument. If it's this then CCP should just say so.
- The skills are actually paving the way for a new ECM mechanic (perhaps reducing the number of targets you can manage?) and will play a more active role after the final changes. Again, I think this order would be a bad idea but as an argument it's sound. |

So'Cari
The Kairos Syndicate Transmission Lost
3
|
Posted - 2012.11.19 13:22:00 -
[466] - Quote
Nova Satar wrote:[...] the new ECCM type skills are MUCH NEEDED! I've yet to see anyone give a coherent, let alone convincing, argument for the introduction of ECCM-like skills. All they do is change the weighting on a dice roll. They don't give players new abilities (in the sense of options where the player makes a positive choice which determines their actions).
Of course you're always likely to have some mechanics which boil down to:
My stat x is bigger than your stat y, so I win.
but good game design will still leave room for the size of x and y to be determined by players' choices.
EVE already has that mechanic with respect to ECM: ECCM modules (& less commonly T3 electronics subsystems and/or gang links). I can decide whether or not to fit one, but I'm also free to change that decision before, after, and even during a fight. Whatever I choose will involve making sacrifices elsewhere and in EVE more than other games you also have the intel-war and heavy, heavy meta-gaming. These are all, IMO, good things.
Passive skills which do nothing but give a buff to any and all ships (of a particular race) regardless of ship type, fitting, gang-composition etc. are not good things. If everyone has to train them then a flat reduction of ECM strength achieves the same thing without unnecessarily punishing new players with more important skills to train, or heavily cross-trained characters (who aren't all 100m SP + bittervets).
On top of that there are all the other concerns (e.g. the impact on scanning) which have been raised. I won't repeat them since their force is quite clear:
With all these potential pitfalls, the case for ECCM-like skills needs to be very strong. So far it has not been made at all.
Two lines of argument I would accept: - Introducing these skills is not actually about ECM. It's actually part of the general trend towards making generalisation/cross-training harder. I don't like this, but it's a fair argument. If it's this then CCP should just say so.
- The skills are actually paving the way for a new ECM mechanic (perhaps reducing the number of targets you can manage?) and will play a more active role after the final changes. Again, I think this order would be a bad idea but as an argument it's sound. |

Ctzn Snips
Justified Chaos
3
|
Posted - 2012.11.19 14:16:00 -
[467] - Quote
So'Cari wrote: Passive skills which give a buff to any and all ships (of a particular race) regardless of ship type, fitting, gang-composition etc. are not good things. If everyone has to train them then a flat reduction of ECM strength achieves the same thing without unnecessarily punishing new players with more important skills to train, or heavily cross-trained characters (who aren't all 100m SP + bittervets).
You're right, they should get rid of Engineering, Electronics, Spaceship Command, Navigation, Targeting, Long Range Targeting, Multitasking, Signature Analysis, Energy Management, Energy Systems Operations, Shield Management, Hull Upgrades, Mechanics, Evasive Maneuvering, Warp Drive Operation, and all the other skills that buff any and all ships regardless of type, fitting, gang composition, etc. |

So'Cari
The Kairos Syndicate Transmission Lost
3
|
Posted - 2012.11.19 16:06:00 -
[468] - Quote
Ctzn Snips wrote:So'Cari wrote: Passive skills which give a buff to any and all ships (of a particular race) regardless of ship type, fitting, gang-composition etc. are not good things. If everyone has to train them then a flat reduction of ECM strength achieves the same thing without unnecessarily punishing new players with more important skills to train, or heavily cross-trained characters (who aren't all 100m SP + bittervets).
You're right, they should get rid of Engineering, Electronics, Spaceship Command, Navigation, Targeting, Long Range Targeting, Multitasking, Signature Analysis, Energy Management, Energy Systems Operations, Shield Management, Hull Upgrades, Mechanics, Evasive Maneuvering, Warp Drive Operation, and all the other skills that buff any and all ships regardless of type, fitting, gang composition, etc. Previous post edited for clarity. Most of those skills have an additional function such as enabling the fitting of new/better modules or letting the player do things to more people at a given point in time.
Actually I'd have no objection if CCP wanted to remove e.g. Spaceship Command (though a Rank 1 skill which gives 2% agility / level and starts at level 3 on every new character is not a problem worth fussing over).
There are lots of other things which could be said here (making mistakes in the past is no reason to repeat them in the future; possibly the upheaval of rectifying a bad design can be more trouble than its worth etc.) but all of that is detracting from the main point:
No coherent case has been made that the introduction of new skills is necessary for the re-balancing of ECM. It would be much more interesting to hear why you think new skills are a good thing (if you do think that) rather than circling around the background motivation for my position. |

Nova Satar
Rekall Incorporated Sinewave Alliance
5
|
Posted - 2012.11.19 16:17:00 -
[469] - Quote
So'Cari wrote:Nova Satar wrote:[...] the new ECCM type skills are MUCH NEEDED! I've yet to see anyone give a coherent, let alone convincing, argument for the introduction of ECCM-like skills. All they do is change the weighting on a dice roll. They don't give players new abilities (in the sense of options where the player makes a positive choice which determines their actions).
Skills don't exist just so you can use new modules....
Committing time to training a skill to reduce the chance of being jammed out of a fight is all the reason you need.
Its like saying whats the point in fitting an eccm as its just a dice roll mod. Or whats the point in fitting a jammer as its just a dice roll mod. Whats the point in training probing skills? etc
The argument is simple. ECM is incredibly over powered, if there is a way to bring it back in line, and try to gain atleast SOME chance to counter it, then it is a worthy new skill. As currently i would say out of every 10 small gang fights i find myself in, im spending atleast 8 of them jammed, permanently!
It doesnt bother people in 0.0, and in a 50 man gang, the chances you are the person jammed are much smaller, this isnt due to skills, mods, fittings or pilot skill, its just becuase he cant jam everyone! Whereas in a 6 man gang, he actually CAN jam everyone.
|

Bouh Revetoile
Barricade.
171
|
Posted - 2012.11.19 16:21:00 -
[470] - Quote
So'Cari wrote:Previous post edited for clarity. Most of those skills have an additional function such as enabling the fitting of new/better modules or letting the player do things to more people at a given point in time.
Actually I'd have no objection if CCP wanted to remove e.g. Spaceship Command (though a Rank 1 skill which gives 2% agility / level and starts at level 3 on every new character is not a problem worth fussing over).
There are lots of other things which could be said here (making mistakes in the past is no reason to repeat them in the future; possibly the upheaval of rectifying a bad design can be more trouble than its worth etc.) but all of that is detracting from the main point: That's why I think the best fix to ECM would be a way to make sensor strength, or at least ECCM, more useful in a general case.
@OT : in fact, we agree then, except that Ihave more faith in CCP. :-) |
|

So'Cari
The Kairos Syndicate Transmission Lost
3
|
Posted - 2012.11.19 17:23:00 -
[471] - Quote
Nova Satar wrote: Skills don't exist just so you can use new modules....
Committing time to training a skill to reduce the chance of being jammed out of a fight is all the reason you need.
Its like saying whats the point in fitting an eccm as its just a dice roll mod. Or whats the point in fitting a jammer as its just a dice roll mod. Whats the point in training probing skills? etc
The argument is simple. ECM is incredibly over powered, if there is a way to bring it back in line, and try to gain atleast SOME chance to counter it, then it is a worthy new skill. As currently i would say out of every 10 small gang fights i find myself in, im spending atleast 8 of them jammed, permanently!
It doesnt bother people in 0.0, and in a 50 man gang, the chances you are the person jammed are much smaller, this isnt due to skills, mods, fittings or pilot skill, its just becuase he cant jam everyone! Whereas in a 6 man gang, he actually CAN jam everyone.
I completely agree that ECM needs changing. Most players agree and clearly CCP agree, hence their proposed changes.
But like a lot of people, I think that introducing new skills is a bad way to go about it. Rather than posting in great detail about my reasons (I've said enough a few posts above) here's another way to highlight the problem:
Why do you think that introducing new skills to sensor strength is a better solution than simply further reducing ECM strength? |

Meytal
School of Applied Knowledge Caldari State
129
|
Posted - 2012.11.19 20:16:00 -
[472] - Quote
After the change, ECM will still be crazy good. Even if it beats the odds and hits, it can change the course of battle because it is an all-or-nothing kind of effect. Instead of being incrementally effective, ECM use is either devastating or laughable.
ECM really targets two aspects of targeting: max number of targets, and the ability to reacquire a target lock. Presently, if successful, max targets is reduced to 0, and by definition no new targets may be locked.
It was briefly mentioned before, but what if partial success were possible? I may not achieve complete success on a jam cycle, but suppose I am able to break 4 out of my target's 6 locks? And since I wasn't completely successful at jamming, maybe the target can reacquire locks after 10-15 seconds, instead of the full cycle. I should be able to fit scripts that either boost the number of target locks that I break or boost the length of time I prevent my target from reacquiring locks.
This concept could be extended to drones as well, though the effects should be significantly diminished; if partial successes are possible, drones can be scaled in this manner, as opposed to the present time. A new drone module could be scripted to affect ECM drone characteristics as well.
ECM should also affect the target's drones since, in theory, the ship is still controlling the drone's activities; drone targets should be valid "targets" for ECM modules and drones. FoF drones could be a cute counter, making me think of the bullets in Who Framed Roger Rabbit :)
* Note, affecting drone targeting should only happen in the context of POS ECM balancing (read: nerfing), since that is the only counter to POS ECM available to w-space C4-C1 residents.
The difficulty for a full jam could even be increased to make it more difficult in light of partial successes, particularly since a completely successful jam should ultimately reduce max targets to 0, force your drones to lose their targets as well, and prevent you from reacquiring any target lock for a full cycle.
The proposed racial ECM-defense skills need not be implemented (for all the reasons already mentioned). ECCM would be more generally useful as ECM is no longer all-or-nothing. Unbonused application might be useful in a GTFO mechanic, as you might get lucky and break the lock of the person scramming you.
|

Ctzn Snips
Justified Chaos
4
|
Posted - 2012.11.19 21:58:00 -
[473] - Quote
So'Cari wrote:Ctzn Snips wrote:[quote=So'Cari] Passive skills which give a buff to any and all ships (of a particular race) regardless of ship type, fitting, gang-composition etc. are not good things. If everyone has to train them then a flat reduction of ECM strength achieves the same thing without unnecessarily punishing new players with more important skills to train, or heavily cross-trained characters (who aren't all 100m SP + bittervets).
No coherent case has been made that the introduction of new skills is necessary for the re-balancing of ECM. It would be much more interesting to hear why you think new skills are a good thing (if you do think that) rather than circling around the background motivation for my position.
If you hate getting jammed, or the usual people you fight fly ECM ships, then train the skills. If you train the skills and still get jammed every fight, get a Spur set (But what about my Slaves?!?!). I won't suggest fitting ECCM, that's just a waste of a slot in my opinion. I believe they are introducing them as a minor nerf to ECM without actually touching it. While it is a slippery slope that buffing/nerfing isn't really "balancing" I think CCP has been doing it long enough to know what can happen. |

So'Cari
The Kairos Syndicate Transmission Lost
3
|
Posted - 2012.11.19 23:00:00 -
[474] - Quote
Same question to you as I posted to Nova Satar above:
Why do you think that introducing new skills to boost sensor strength is a better solution than simply further reducing ECM strength?
Bear in mind that the 'new skills' route: - Is significantly more demanding for new players - Is significantly more demanding for heavily cross-trained players - Will effect probing to such a degree that Devs will need to monitor it and perhaps adjust the probing formula at a later date
So you really need to have a much better case than 'If you hate getting jammed ... then train the skills' (I'm sure there are plenty of players who love getting jammed and thus will not need to train these skills ) |

Mariner6
Agony Unleashed Agony Empire
97
|
Posted - 2012.11.19 23:54:00 -
[475] - Quote
There are a lot of unintended consequences of making ecm too weak or as some propose, completely nerfed into oblivion. If ECM gets too weak then the big fleets supported by a few logi's suddenly get a lot tougher to take down and it becomes a sheer contest of either who can win the DPS/Alpha war, or perhaps neuting battle. And thus encouraging more blobbing. Sure, if logi is at distance then sensor damps can play a part, now more so with the buff to damps, but logi will just change tactics and stay in tight. Kiting Logi/shield groups will become even more difficult to beat using that tactic. Your only option will be to neut armor logi. And those Archon's! An Archon with a built in ECCM, just great. We will see far less of them need to go into triage and get caught/blown up etc etc because they are getting ecm'd out. So much for asymmetric warfare.
So while I won't argue that ECM needed to be pulled back a bit, that is certain, I don't think it should be an over board nerf because ewar is a force multiplier that can allow smaller forces to get an advantage over a superior one. Without these tools, then its just blunt force vs blunt force, which while fun a times can get a bit stale no? |

Lord Calus
Fractured Core Fatal Ascension
51
|
Posted - 2012.11.20 15:26:00 -
[476] - Quote
Please introduce more skills that HAVE to be trained so I can be competitive.
How about "Ship Acceleration", which allows you to go from 0 to max speed 5% faster per level? Gotta be a rank 6 Cha/Mem though.
I got one!! "Cargo Sorting", allows you to move an additional 1k m^3 per drag, and we need to limit all weight drag operations artifically down to 1k m^3 base so this skill makes sense!!
And for the lolz, lets add "Racial Dictation", which allows you to speak each race's language, since you only know your own. Rank 5 allows you to understand everyone just like right now!!
Give me a break. |

OT Smithers
BLOMI
363
|
Posted - 2012.11.20 16:45:00 -
[477] - Quote
Nova Satar wrote:its been a long time coming, but these changes to ECM and the new ECCM type skills are MUCH NEEDED!
Currently ECM in empire and low-sec is nothing short of an absolute joke.
I know its hard for people in big blob gangs to comprehend, but when you are trying to solo, or pvp in a gang of 5 or less, and you see falcon, its normally game over. NO ship should have that impact. Yes i realise it can sometimes be countered if the guys an idiot, but 99/100 he will be gone by the time you are within 60km of him, and he'll back back in 10 seconds at another point.
Another problem is that minmatar jammers for example, can still be used on gall ships, yes its much weaker i know, but it still works. Much to the downfall of the solo pvper..... as you are getting 7 jammers on you regardless, and you will not be locking anything until you die. A change that allows racial jammers to be used only on that races ships would be a good change.
All in all though this is a good step forward, atleast its giving us a ******* chance. Im sorry but if these pilots want to feel involved, maybe they should just come and get in the fight like everyone else, rather than sitting at 100km with absolute immunity!
This is all arguably true. HOWEVER...
ECM is binary. It either works reliably or it fails completely. A change which removes an ECM ship's ability to reliably jam out its targets is a change which renders ECM ships obsolete -- particularly in small gang PvP where every pilot matters. Consider as well that, due to the way jams are calculated, even small changes in sensor strength can have a significant impact on ECM reliability. A 25% increase in sensor strength can change an entire battle from one in which a racial jammer reliably prema-jams an enemy, to one in which that correct racial jammer never successfully jams the enemy at all.
Other EWAR does not suffer under this binary effect. Nor is that EWAR the foundation of racial fleet doctrine as it is with the Caldari and ECM. A sensor dampener ALWAYS works, a target painter always works, a tracking disruptor always works, webs and neuts and warp disruptors always work. They might not decide a battle, but they always have some negative effect on the target. ECM either works or it does nothing, and in the cases where it does nothing the ECM ship has nothing else it can contribute. Something that cannot be said for the other EWAR ships.
It's understandable that you would like to see ECM no longer matter. You would probably say that you don't want it removed completely from the game, you just don't want ECM deciding the winner of your battles.
This seems to be the route that CCP has chosen. They are seemingly not going to remove and replace ECM with something more interesting and less irritating, they are just going to break it. They are trying for that impossibly thin line where ECM doesn't really matter any more, but where Caldari players don't demand a fix for their then broken EWAR. |

Grunnax Aurelius
The Black Rabbits Academy
0
|
Posted - 2012.11.21 15:04:00 -
[478] - Quote
Marlona Sky wrote:No seriously, just remove all EW drones for now too. ECM is, has been, and from the looks of it, will remain the worst game mechanic in the history of all MMO games.
Locking a target is 99% of everything when it comes to combat. Why you decided to introduce a mechanic that removes players from the game for 20+ seconds at a time is dumber than a box of ****.
Fly a Caldari Missile Boat and carry FoF Missiles in the Cargo, ECM can't stop that, there's your answer. And ECM does not need removing from the game quit whining about ECM, i love listening to people like you throw tantrums about ECM because I use it quite a lot , and it is how I counter better fitted ships. It is in the game for a reason, to be used. |

Mortimer Civeri
Aliastra Gallente Federation
247
|
Posted - 2012.11.21 17:43:00 -
[479] - Quote
Oh look CCP made a new learning skill, that everyone has to train. "I don't know which is worse, ...that everyone has his price, or that the price is always so low." Calvin
|

Lili Lu
585
|
Posted - 2012.11.21 23:29:00 -
[480] - Quote
Mortimer Civeri wrote:Oh look CCP made a new learning skill, that everyone has to train. Yeah a new learning skill, just like Signature Analysis is a learning skill, etc.  |
|

habloo bloo
School of Applied Knowledge Caldari State
0
|
Posted - 2012.11.22 02:31:00 -
[481] - Quote
ECM itself is completely OP and broken, a single falcon can effectivley disable a small gang/Solo pvp'er. Ecm needs to be removed from the game completely, no other ewar can disable you in the way that ECM can. Taking it out of the game or at least nerfing it to run more in line with other forms of ewar (i.e effective but not completely disabling ) would be a ballsy but excellent move. |

Fon Revedhort
Monks of War
840
|
Posted - 2012.11.22 02:40:00 -
[482] - Quote
Lili Lu wrote:Mortimer Civeri wrote:Oh look CCP made a new learning skill, that everyone has to train. Yeah a new learning skill, just like Signature Analysis is a learning skill, etc.  I guess people are upset only cause they kinda got used to current skills - should the game had these eccm skills from the start, hardly anyone would have argued.
I like new skills - they give us something to train other than supercaps/industry. And let's face it, introduction of new skills is inevitable if CCP plans to retain its older playerbase. 14 |

Michael Harari
The Hatchery Team Liquid
369
|
Posted - 2012.11.22 03:08:00 -
[483] - Quote
Fon Revedhort wrote:Lili Lu wrote:Mortimer Civeri wrote:Oh look CCP made a new learning skill, that everyone has to train. Yeah a new learning skill, just like Signature Analysis is a learning skill, etc.  I guess people are upset only cause they kinda got used to current skills - should the game had these eccm skills from the start, hardly anyone would have argued. I like new skills - they give us something to train other than supercaps/industry. And let's face it, introduction of new skills is inevitable if CCP plans to retain its older playerbase.
Not all of us have 100M Sp. |

Fon Revedhort
Monks of War
840
|
Posted - 2012.11.22 03:42:00 -
[484] - Quote
Michael Harari wrote:Fon Revedhort wrote:Lili Lu wrote:Mortimer Civeri wrote:Oh look CCP made a new learning skill, that everyone has to train. Yeah a new learning skill, just like Signature Analysis is a learning skill, etc.  I guess people are upset only cause they kinda got used to current skills - should the game had these eccm skills from the start, hardly anyone would have argued. I like new skills - they give us something to train other than supercaps/industry. And let's face it, introduction of new skills is inevitable if CCP plans to retain its older playerbase. Not all of us have 100M Sp. And I don't a have Titan - yet I don't ask CCP to remove titans from the game. My only concern is about making them balanced. And those saying new skills are imbalanced and complaining about someone having 5% better sensor strength are overacting. That's a marginal advantage by any standard! Now compare that with an ability to gain free killmails via portal. 14 |

Michael Harari
The Hatchery Team Liquid
369
|
Posted - 2012.11.22 05:02:00 -
[485] - Quote
Fon Revedhort wrote:Michael Harari wrote:Fon Revedhort wrote:Lili Lu wrote:Mortimer Civeri wrote:Oh look CCP made a new learning skill, that everyone has to train. Yeah a new learning skill, just like Signature Analysis is a learning skill, etc.  I guess people are upset only cause they kinda got used to current skills - should the game had these eccm skills from the start, hardly anyone would have argued. I like new skills - they give us something to train other than supercaps/industry. And let's face it, introduction of new skills is inevitable if CCP plans to retain its older playerbase. Not all of us have 100M Sp. And I don't a have Titan - yet I don't ask CCP to remove titans from the game. My only concern is about making them balanced. And those saying new skills are imbalanced and complaining about someone having 5% better sensor strength are overacting. That's a marginal advantage by any standard! Now compare that with an ability to gain free killmails via portal.
Oh, im not complaining they are imbalanced, I just think the skill point multiplier should be knocked down by 1. |
|

CCP Fozzie
C C P C C P Alliance
2453

|
Posted - 2012.11.22 11:35:00 -
[486] - 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 |
|

Salpun
Paramount Commerce
426
|
Posted - 2012.11.22 13:02:00 -
[487] - Quote
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? |

Louis deGuerre
The Dark Tribe Against ALL Authorities
539
|
Posted - 2012.11.22 13:13:00 -
[488] - Quote
These skills are like a reintroduction of the learning skills in my opinion. Add nothing and practically required to train. You can opt out of training them but only if you enjoy being permajammed always. So I'll have to train it on all my chars instead of training something fun. My verdict : A really odd and bad approach to nerfing ECM.  FIRE FRIENDSHIP TORPEDOES ! Louis's epic skill guide v1.1 |
|

CCP Fozzie
C C P C C P Alliance
2456

|
Posted - 2012.11.22 13:18:00 -
[489] - 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 |
|

Bloodpetal
Sal's Waste Management and Pod Disposal The Mockers AO
1046
|
Posted - 2012.11.22 14:01:00 -
[490] - Quote
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.
I still don't understand why we have the skillbook at all. Shouldn't you just raise the sensor strengths of all ships or lower the strength of ECM mods? There is a time commitment there, but I don't really see why there has to be. It just seems like a time sink unless you have some other things planned down the road using these skills? Modules, etc.
These are sincere questions... Where I am. |
|

Gypsio III
Chemikals Ministry of Inappropriate Footwork
438
|
Posted - 2012.11.22 14:09:00 -
[491] - Quote
Bloodpetal wrote:
I still don't understand why we have the skillbook at all. Shouldn't you just raise the sensor strengths of all ships or lower the strength of ECM mods? There is a time commitment there, but I don't really see why there has to be. It just seems like a time sink unless you have some other things planned down the road using these skills? Modules, etc.
These are sincere questions...
Sensor strength skills lead to greater variability of players' ships' sensor strengths, leading to less predictable ECM dynamics, relative to a uniform change. Increasing variability and decreasing predictability to this extent is a good thing. |

Demolishar
United Aggression
454
|
Posted - 2012.11.22 14:15:00 -
[492] - Quote
For god's sake put it back to 5% and make the rank 3. |

Louis deGuerre
The Dark Tribe Against ALL Authorities
539
|
Posted - 2012.11.22 14:56:00 -
[493] - Quote
Gypsio III wrote:Sensor strength skills lead to greater variability of players' ships' sensor strengths, leading to less predictable ECM dynamics, relative to a uniform change. Increasing variability and decreasing predictability to this extent is a good thing.
They could have done that by just nerfing ECM mods themselves. It is a bad mechanic to train something to make other people worse at what they do. It is a good mechanic to train something to make yourself better. This is just gimping all the new players as every non-moronic vet will train this immediately after dec 4 so there will not be any unpredictability at all. Don't hate on the new players. It is bad marketing. FIRE FRIENDSHIP TORPEDOES ! Louis's epic skill guide v1.1 |

Michael Harari
The Hatchery Team Liquid
370
|
Posted - 2012.11.22 15:08:00 -
[494] - Quote
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.
How about 2%/level as a rank one, and then an advanced version 3%/level as a rank 2? This gives you 1.1*1.15=1.26, very close to the original 25%, but allowing noobs to train something (and feel good about having it Ved), and allowing people with a billion skill points (and people who hate being jammed) to spend a bit more time on it. |

Bouh Revetoile
Barricade.
174
|
Posted - 2012.11.22 15:33:00 -
[495] - Quote
Louis deGuerre wrote:Add nothing and practically required to train. Don't you see an inconsistancy here ?
If it add nothing, it cannot be required to train. If it's required to train, it add very valuable thing.
BTW, if this skill were so required, people would fit ECCM more often, and the module would be like a second DCU. |

Mortimer Civeri
Aliastra Gallente Federation
247
|
Posted - 2012.11.22 15:35:00 -
[496] - Quote
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. "I don't know which is worse, ...that everyone has his price, or that the price is always so low." Calvin
|

Louis deGuerre
The Dark Tribe Against ALL Authorities
539
|
Posted - 2012.11.22 16:02:00 -
[497] - Quote
Bouh Revetoile wrote:Louis deGuerre wrote:Add nothing and practically required to train. Don't you see an inconsistancy here ?
Louis deGuerre wrote:It is a bad mechanic to train something to make other people worse at what they do. It is a good mechanic to train something to make yourself better.
Nope
FIRE FRIENDSHIP TORPEDOES ! Louis's epic skill guide v1.1 |

Louis deGuerre
The Dark Tribe Against ALL Authorities
539
|
Posted - 2012.11.22 16:04:00 -
[498] - Quote
Michael Harari wrote:How about 2%/level as a rank one, and then an advanced version 3%/level as a rank 2? This gives you 1.1*1.15=1.26, very close to the original 25%, but allowing noobs to train something (and feel good about having it Ved), and allowing people with a billion skill points (and people who hate being jammed) to spend a bit more time on it.
That's even worse ! Learning skills AND advanced learning skills !  Man, so much deja vu right now  FIRE FRIENDSHIP TORPEDOES ! Louis's epic skill guide v1.1 |

Michael Harari
The Hatchery Team Liquid
370
|
Posted - 2012.11.22 16:07:00 -
[499] - Quote
Louis deGuerre wrote:Michael Harari wrote:How about 2%/level as a rank one, and then an advanced version 3%/level as a rank 2? This gives you 1.1*1.15=1.26, very close to the original 25%, but allowing noobs to train something (and feel good about having it Ved), and allowing people with a billion skill points (and people who hate being jammed) to spend a bit more time on it. That's even worse ! Learning skills AND advanced learning skills !  Man, so much deja vu right now 
How is it worse? Its the exact same thing we have currently (rank 3 for 25% total)? |

Louis deGuerre
The Dark Tribe Against ALL Authorities
539
|
Posted - 2012.11.22 16:10:00 -
[500] - Quote
Michael Harari wrote:How is it worse? Its the exact same thing we have currently (rank 3 for 25% total)?
I was joking. I was just thinking 'name them learning skills and be done with it already' 
FIRE FRIENDSHIP TORPEDOES ! Louis's epic skill guide v1.1 |
|

Jame Jarl Retief
Murientor Tribe Defiant Legacy
375
|
Posted - 2012.11.22 16:20:00 -
[501] - Quote
Gypsio III wrote:Sensor strength skills lead to greater variability of players' ships' sensor strengths, leading to less predictable ECM dynamics, relative to a uniform change. Increasing variability and decreasing predictability to this extent is a good thing.
Not really. It'll just add more to the "mandatory PvP skills" list, which is already too long.
I mean, given how jamming works, do you think there will be serious PvPers out there who will NOT train that? The only people who wouldn't have it will be noobs. So all these skills will do is drive another wedge into an already wide hole between new players and the vets, further discouraging new players from joining the game.
I'm sorry, but this is learning skills all over again. Really not a smart decision. I'm sorry, I mean no offense to whoever came up with it, but this is NOT the way to go. Give it some more thought.
Further, if you're going to introduce skills to specifically counter ECM, something that modules already exist for, why stop there? Why not add skills to counter missiles, even though there's already a module that does that? Or skills that counter drones? Like a "Drone Defense Screen" that reduces drone damage taken by 5% per level? See how absurd that is? So why is it OK to do this with ECM, instead of dealing with ECM modules directly?
Silly, CCP. Just plain silly. Do it, if you feel you must, but it'll go down about as well as learning skills went. |

Michael Harari
The Hatchery Team Liquid
371
|
Posted - 2012.11.22 16:58:00 -
[502] - Quote
Jame Jarl Retief wrote:
Why not add skills to counter missiles, even though there's already a module that does that? .
You mean like "navigation" or "acceleration control"?
|
|

CCP Fozzie
C C P C C P Alliance
2468

|
Posted - 2012.11.22 17:01:00 -
[503] - 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 |
|

Michael Harari
The Hatchery Team Liquid
371
|
Posted - 2012.11.22 17:05:00 -
[504] - Quote
So why is the "5%" nerf to tracking disruptors a different kind of "5%" from every other "5%" change you are making? |
|

CCP Fozzie
C C P C C P Alliance
2468

|
Posted - 2012.11.22 17:07:00 -
[505] - 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 |
|

Michael Harari
The Hatchery Team Liquid
371
|
Posted - 2012.11.22 17:09:00 -
[506] - Quote
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. |

Sparkus Volundar
Applied Creations The Fendahlian Collective
21
|
Posted - 2012.11.22 17:19:00 -
[507] - Quote
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
Applied Creations is recruiting. Mystic Volundar says, "It could be you! "  |
|

CCP Fozzie
C C P C C P Alliance
2468

|
Posted - 2012.11.22 17:21:00 -
[508] - 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 |
|

Michael Harari
The Hatchery Team Liquid
371
|
Posted - 2012.11.22 17:23:00 -
[509] - Quote
The afterburner change is super awesome |

Sparkus Volundar
Applied Creations The Fendahlian Collective
21
|
Posted - 2012.11.22 17:33:00 -
[510] - Quote
It is indeed 
Thanks for the reply, Fozzie. Applied Creations is recruiting. Mystic Volundar says, "It could be you! "  |
|

Gypsio III
Chemikals Ministry of Inappropriate Footwork
439
|
Posted - 2012.11.22 17:42:00 -
[511] - Quote
Jame Jarl Retief wrote:Gypsio III wrote:Sensor strength skills lead to greater variability of players' ships' sensor strengths, leading to less predictable ECM dynamics, relative to a uniform change. Increasing variability and decreasing predictability to this extent is a good thing. Not really. It'll just add more to the "mandatory PvP skills" list, which is already too long.
If you regard a 20% sensor strength skill as mandatory, what do you regard a 96% ECCM mod as?
They're not mandatory at all. And even if they were, a rank 2 skill takes, what, 2 days for a new player to get to IV in a single race. You're really making a fuss about this? Come on.  |

Lili Lu
585
|
Posted - 2012.11.22 18:57:00 -
[512] - Quote
What a bunch of ******* whiners. Look you've been playing the game without any sensor strength skill and ecm is not being changed for strength. So noone has to train these skills. But of course people will want to train them. Do you really hate the fact that you want to train them?
Mind blown. Please CCP don't ever add skills to the game that I might want to train. I want to grind to level 80 and have a completely skilled character. Please. |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
2102
|
Posted - 2012.11.22 22:19:00 -
[513] - Quote
Energy Management is just like learning skills. Adds nothing, you have to train it for serious PvP.
Shield Management is just like learning skills.
Long Range Targeting is just like learning skills.
Sensor Compensation is just like learning skills.
All these statements are false. Learning skills changed the rate at which you could train skills. All these other skills change something about the way your character interacts with the universe. Does a trade alt need sensor compensation? Does a cyno alt need sensor compensation?
Day 0 advice for new players: Day 0 Advice for New Players |

Mortimer Civeri
Aliastra Gallente Federation
250
|
Posted - 2012.11.23 19:20:00 -
[514] - Quote
Mara Rinn wrote:Energy Management is just like learning skills. Adds nothing, you have to train it for serious PvP. 5% per level for capacitor capacity, really adds nothing? Tell the Ammar that.
Mara Rinn wrote:Shield Management is just like learning skills. 5% bonus to shield capacity per skill level. I suppose all those shield buffer fits are just a phase we are going through right?
Mara Rinn wrote:Long Range Targeting is just like learning skills. 5% Bonus to targeting range per skill level. A few kiteing fits would like a word with you.
Mara Rinn wrote:Sensor Compensation is just like learning skills. Yes. Ads nothing, but is absolutly nessisary if you face ECM in anything smaller than a BC.
Mara Rinn wrote:All these statements are false. Learning skills changed the rate at which you could train skills. All these other skills change something about the way your character interacts with the universe. Does a trade alt need sensor compensation? Does a cyno alt need sensor compensation? Learning skills changed the rate at which you could train skills, if that doesn't tell you why they were mandatory to train, I don't know what will. Now the Sensor Compensation skill changes the rate at which a combat pilot could be jammed, If that doesn't tell you why it will be mandatory to train, I don't know what will. "I don't know which is worse, ...that everyone has his price, or that the price is always so low." Calvin
|

Lili Lu
588
|
Posted - 2012.11.23 20:03:00 -
[515] - Quote
Mortimer Civeri wrote:Mara Rinn wrote:All these statements are false. Learning skills changed the rate at which you could train skills. All these other skills change something about the way your character interacts with the universe. Does a trade alt need sensor compensation? Does a cyno alt need sensor compensation? Learning skills changed the rate at which you could train skills, if that doesn't tell you why they were mandatory to train, I don't know what will. Now the Sensor Compensation skill changes the rate at which a combat pilot could be jammed, If that doesn't tell you why it will be mandatory to train, I don't know what will. LMFAO Terrible post. Give up. You have lost the argument. |

Omnathious Deninard
Extrinsic Operations
270
|
Posted - 2012.11.23 22:37:00 -
[516] - Quote
CCP Fozzie wrote:
Good point about the afterburner skill, although take a look at it on Buckingham you'll be pleasantly surprised.
What is going on with the afterburner implants, as of right now they still increase the cycle time by 10% Are they going to be left alone as well?
Ideas for Drone Improvement-áUpdated 11/16/12 Seperate All 4 Empires with Low Sec By Commander Ted |

Mortimer Civeri
Aliastra Gallente Federation
250
|
Posted - 2012.11.24 02:36:00 -
[517] - Quote
Lili Lu wrote:Mortimer Civeri wrote:Mara Rinn wrote:All these statements are false. Learning skills changed the rate at which you could train skills. All these other skills change something about the way your character interacts with the universe. Does a trade alt need sensor compensation? Does a cyno alt need sensor compensation? Learning skills changed the rate at which you could train skills, if that doesn't tell you why they were mandatory to train, I don't know what will. Now the Sensor Compensation skill changes the rate at which a combat pilot could be jammed, If that doesn't tell you why it will be mandatory to train, I don't know what will. LMFAO Terrible post. Give up. You have lost the argument. When you can't refute it, call it stupid and claim victory. I see what you did there.
It's not going to work this time Lili, either refute the point and stick your ad hominem attacks where the sun doesn't shine, or concede the point. "I don't know which is worse, ...that everyone has his price, or that the price is always so low." Calvin
|

Lili Lu
588
|
Posted - 2012.11.24 03:34:00 -
[518] - Quote
Mortimer Civeri wrote: When you can't refute it, call it stupid and claim victory. I see what you did there.
It's not going to work this time Lili, either refute the point and stick your ad hominem attacks where the sun doesn't shine, or concede the point. No, that is not an ad hominem. An ad hominem would be me calling you a ******. But it is calling your argument stupid.
Stupid, because the learning skills are not by any stretch of the imagination similar to the new sensor skills.
I already did refute the point many posts ago, but very well. The learning skills did not affect a ship. They affected your character, your character's ability to learn new skills. The new skills do not affect your character's ability to learn other skills, they affect your ship. They increase the sensor strength making your ship harder to jam. Thus they are nothing like the old learning skills. They are more like signature analysis, which makes your scan resolution higher, or long range targeting which gives you more lock range, both of which make you more resistant to damping. Or like motion prediction or sharpshooter/trajectory analysis v tracking disruption.
And that is why your argument is stupid.
And, they are not mandatory either. They have not been in the game so far, and people have been able to fight without them. But, that almost everyone will want to train these skills is fine. Just as if there was no signature analysis in the game we would all just accept longer lock times, because we would know nothing else. But if signature analysis came into the game you bet lots of people would want to train it.
So stop complaining about these new skills. They are an indirect nerf to ecm. If that's what has really got you mad then say so. Frankly an indirect nerf is preferable because not every one will have these skills trained to 5. Thus it also introduces a variable nerf in addition to an indirect nerf. Some people will have it trained at 3 or 4 and some may will go for 5. So with the current stats that would be a 12% - 20% nerf on ecm. Does that bother you? It doesn't bother me, and it's not the reintroduction of the learning skills. |

Omnathious Deninard
Extrinsic Operations
271
|
Posted - 2012.11.24 03:35:00 -
[519] - Quote
Mortimer Civeri wrote:Lili Lu wrote:Mortimer Civeri wrote:Mara Rinn wrote:All these statements are false. Learning skills changed the rate at which you could train skills. All these other skills change something about the way your character interacts with the universe. Does a trade alt need sensor compensation? Does a cyno alt need sensor compensation? Learning skills changed the rate at which you could train skills, if that doesn't tell you why they were mandatory to train, I don't know what will. Now the Sensor Compensation skill changes the rate at which a combat pilot could be jammed, If that doesn't tell you why it will be mandatory to train, I don't know what will. LMFAO Terrible post. Give up. You have lost the argument. When you can't refute it, call it stupid and claim victory. I see what you did there. It's not going to work this time Lili, either refute the point and stick your ad hominem attacks where the sun doesn't shine, or concede the point. Without learning skills trained a long term player would have been thousands or more skill points behind a player who started ata the same time. a PI alt will have no need to train these sensor compensation skills, a mining alt will have no need to train these skills. Where both of those alt types would have taken much longer to train and thus cost more without the learning skills. Fact being learning skills were necessary for ALL pilots to have, and these will only be useful for PvP and some PvE. Ideas for Drone Improvement-áUpdated 11/16/12 Seperate All 4 Empires with Low Sec By Commander Ted |

Mortimer Civeri
Aliastra Gallente Federation
250
|
Posted - 2012.11.24 05:22:00 -
[520] - Quote
Lili Lu wrote:I already did refute the point many posts ago, but very well.  The learning skills did not affect a ship. They affected your character, your character's ability to learn new skills. The new skills do not affect your character's ability to learn other skills, they affect your ship. They increase the sensor strength making your ship harder to jam. Thus they are nothing like the old learning skills. They are more like signature analysis, which makes your scan resolution higher, or long range targeting which gives you more lock range, both of which make you more resistant to damping. Or like motion prediction or sharpshooter/trajectory analysis v tracking disruption. I see where your confusion is. Unlike Sensor Damps and Tracking Disruptors, ECM has an all or nothing effect. If ECM wasn't an all or nothing effect, I could see where this skill would be a "nice to have but not really necessary," type skill like signature analysis, long range targeting, motion prediction, sharpshooter, and trajectory analysis. Since ECM is an all or nothing mechanic, it will take the new skill out of the "nice to have" category, and shove it into the "you are going to be horribly gimped if you don't train this skill" just like LEARNING SKILLS were. Just because not everybody needs this skill, like PI alts, miners, and Cyno alts, doesn't change this fact.
That is what I'm complaining about. "I don't know which is worse, ...that everyone has his price, or that the price is always so low." Calvin
|
|

Gizznitt Malikite
Agony Unleashed Agony Empire
749
|
Posted - 2012.11.24 05:46:00 -
[521] - Quote
Mortimer Civeri wrote:Lili Lu wrote:I already did refute the point many posts ago, but very well.  The learning skills did not affect a ship. They affected your character, your character's ability to learn new skills. The new skills do not affect your character's ability to learn other skills, they affect your ship. They increase the sensor strength making your ship harder to jam. Thus they are nothing like the old learning skills. They are more like signature analysis, which makes your scan resolution higher, or long range targeting which gives you more lock range, both of which make you more resistant to damping. Or like motion prediction or sharpshooter/trajectory analysis v tracking disruption. I see where your confusion is. Unlike Sensor Damps and Tracking Disruptors, ECM has an all or nothing effect. If ECM wasn't an all or nothing effect, I could see where this skill would be a "nice to have but not really necessary," type skill like signature analysis, long range targeting, motion prediction, sharpshooter, and trajectory analysis. Since ECM is an all or nothing mechanic, it will take the new skill out of the "nice to have" category, and shove it into the "you are going to be horribly gimped if you don't train this skill" just like LEARNING SKILLS were. Just because not everybody needs this skill, like PI alts, miners, and Cyno alts, doesn't change this fact. That is what I'm complaining about.
Come on... think about this:
Currently, in many PvP situations, people bring ECM either via Caldari Ships or ECM drones. The changes dont' make ECM pilots more effective against your current PvP ships. Instead, they make them less effective. So, when we don't have these skills, and we can currently handle ECM in most PvP situations (even if it is very potent), I don't see how these new skills we be mandatory.
|

Mortimer Civeri
Aliastra Gallente Federation
250
|
Posted - 2012.11.24 06:28:00 -
[522] - Quote
Gizznitt Malikite wrote: The changes dont' make ECM pilots more effective against your current PvP ships. Instead, they make them less effective.
So even if you could currently handle ECM on the field, you're not going to take any advantage to make their ECM less effective? I mean if you don't train the skill you are still as effective on the battlefield as now. If you do train it, your force becomes that much more effective against theirs, making training that skill almost mandatory. "I don't know which is worse, ...that everyone has his price, or that the price is always so low." Calvin
|

Gizznitt Malikite
Agony Unleashed Agony Empire
750
|
Posted - 2012.11.24 10:34:00 -
[523] - Quote
Mortimer Civeri wrote:Gizznitt Malikite wrote: The changes dont' make ECM pilots more effective against your current PvP ships. Instead, they make them less effective.
So even if you could currently handle ECM on the field, you're not going to take any advantage to make their ECM less effective? I mean if you don't train the skill you are still as effective on the battlefield as now. If you do train it, your force becomes that much more effective against theirs, making training that skill almost mandatory.
So, to bring 4x Rank 2 skills to Level 4 will take less than four days... and to take them all to L3 will take less than half a day. They are not needed now, and they won't be an absolute need in the future... they are a "good to have" and nothing more.... |

Bouh Revetoile
Barricade.
178
|
Posted - 2012.11.24 13:07:00 -
[524] - Quote
Mortimer Civeri wrote:Gizznitt Malikite wrote: The changes dont' make ECM pilots more effective against your current PvP ships. Instead, they make them less effective.
So even if you could currently handle ECM on the field, you're not going to take any advantage to make their ECM less effective? I mean if you don't train the skill you are still as effective on the battlefield as now. If you do train it, your force becomes that much more effective against theirs, making training that skill almost mandatory. So, if they are mandatory, they are not useless (quite the contrary). And if they are useful, they are worth the time training them ?
How do you consider advanced weapon upgrade skill ? And weapon upgrade ? And energy grid upgrade ? And all these fitting skills ? Because they have exactly the same effect you are describing : if you don't train them, you're screwed because you will be unable to fit what you need...
Welcome to EVE, a game with skills. And in fact, most of the time, you are not screwed if you lack certain skills, you only need to work around. That's why there is fitting mods, meta mod with lower fitting requirement, and ECCM. |

Mortimer Civeri
Aliastra Gallente Federation
250
|
Posted - 2012.11.24 13:57:00 -
[525] - Quote
Bouh Revetoile wrote:Mortimer Civeri wrote:Gizznitt Malikite wrote: The changes dont' make ECM pilots more effective against your current PvP ships. Instead, they make them less effective.
So even if you could currently handle ECM on the field, you're not going to take any advantage to make their ECM less effective? I mean if you don't train the skill you are still as effective on the battlefield as now. If you do train it, your force becomes that much more effective against theirs, making training that skill almost mandatory. So, if they are mandatory, they are not useless (quite the contrary). And if they are useful, they are worth the time training them ? How do you consider advanced weapon upgrade skill ? And weapon upgrade ? And energy grid upgrade ? And all these fitting skills ? Because they have exactly the same effect you are describing : if you don't train them, you're screwed because you will be unable to fit what you need... Welcome to EVE, a game with skills. And in fact, most of the time, you are not screwed if you lack certain skills, you only need to work around. That's why there is fitting mods, meta mod with lower fitting requirement, and ECCM. All the other skills provide a useful benefit. This skill doesn't, unless you happen to be hit with ECM, and even then it only influences the die roll on whether you can continue fighting for twenty seconds or if you are a useless hunk of space metal floating in space for twenty seconds. Since nobody plays this game to be a floating piece of space metal in combat, you will train this skill. Like I've said before, that takes this skill out of the "nice to have," and puts it into "I don't want to be jammed out of the fight forever, so I must train it." "I don't know which is worse, ...that everyone has his price, or that the price is always so low." Calvin
|

Lili Lu
589
|
Posted - 2012.11.24 17:22:00 -
[526] - Quote
Mortimer Civeri wrote: All the other skills provide a useful benefit. This skill doesn't, unless you happen to be hit with ECM, and even then it only influences the die roll on whether you can continue fighting for twenty seconds or if you are a useless hunk of space metal floating in space for twenty seconds. Since nobody plays this game to be a floating piece of space metal in combat, you will train this skill. Like I've said before, that takes this skill out of the "nice to have," and puts it into "I don't want to be jammed out of the fight forever, so I must train it."
No analogy is ever perfect. However, analogizing these skills to the existing anti-ewar skills is much better that the totally flawed assertion that these skills are akin to the old learning skills. It may be with some eventual ecm rework that these skills will have some non-ewar resistant benefit other that the odd and weak anti-scanability benefit of a higher sensor strength.
As for them being mandatory they are not. You are transporting a comparative scenario between gang mates abilities to resist enemy jams into an alleged absolute. But we are already starting from a baseline where noone has this added resistance to ecm. Those ecm ships have to pick your ship out of the crowd for selective treatment with ecm for your pre or post new skill sensor strength to matter. These skills are always going to be optional as long as they have a very limited effect on another game mechanic besides ecm. That many, or even most, players will want some level of training in them does not make them mandatory. Unless you want to call every other skill that provides you a benfit to ship performance mandatory.
I may have misjudged your motivation in my previous post. I figured you for another ecm boat whiner. Now you sound more to me like someone wishing they would have directly nerfed ecm modules. The problem with this is that the nerf would be uniform and uniformly subject to much ecm boat centered outrage. This indirect nerf to ecm strength is variable. I suspect most people will train it to 4. Some newer players will train it to 3 for a period of time before going for 4. And of course people like logistic pilots will very likely train it to 5.
Also, the burden of the nerf falls on the ecm targets. Unlike a nerf directly to ecm strength, which would be bourne solely by ecm pilots, this burden falls on the entire player base. We all have to choose how much time burden we want to invest in this new benefit against ecm. It is actually a very good way to nerf something in game that has always been too powerful and detestful. It results in a mix of percentages of nerf to the strength of ecm up to maximum. To have simply translated that maximum value to a direct nerf on ecm strength was bound to create the same outcry of the past two attempts to solve the fun killing ecm mechanic.
ECM should have a place in the game. ECM and Damps are the two ewars (well along with neuting) that can combat the benefits of logistics. The problem with ecm comes in it totally disabling a ship for 20 seconds and often continuously which is a long time in a pvp clash. So much of this game requires the ability to obtain a lock. And having nothing you can do to break the effect once it hits is fun killing. If you are range damped you have the option to move closer to a target if you can. Once jammed you sit twidling your thumbs unless you are able and decide to just leave the battle.
These skills are the most benign way to nerf ecm. It sounds like they are working on a another radical rework of the mechanic. Hopefully it will be one where a victim has some possible path to adjusting to the effect. Until then, a skill (or set of skills) one can place one's own estimation of value for investment is a good method to reduce the prevalence of thumb in ass uselessness on the eve battlefield. And it is certainly not the reintroduction of the learning skills. |

Mortimer Civeri
Aliastra Gallente Federation
250
|
Posted - 2012.11.24 17:39:00 -
[527] - Quote
Yea, it will be "optional" to train this skill on a combat character, like it is "optional" to train mining on a mining character, or production efficiency on an industrialist. "I don't know which is worse, ...that everyone has his price, or that the price is always so low." Calvin
|

Demolishar
United Aggression
466
|
Posted - 2012.11.24 19:59:00 -
[528] - Quote
I can't believe they introduced that skill called "Navigation", everyone has to train it, you're at a disadvantage if you don't have that extra 5% ship speed and it's completely unfair.
It's the same with "Gunnery", the RoF bonus is just an unfair time sink for new players to catch up.
And there's so many more...
REMOVE ALL SKILLS FROM EVE! |

Daichi Yamato
Swamp Bucket Swamp Bucket Empire
62
|
Posted - 2012.11.25 01:50:00 -
[529] - Quote
Mortimer Civeri wrote:Yea, it will be "optional" to train this skill on a combat character, like it is "optional" to train mining on a mining character, or production efficiency on an industrialist.
that was absurd, the mining skill is to miners what the gunnery skill is to combat pilots.
the eccm skill is just like armour compensation skills, scan res and targeting range skills, thermodynamics skill etc. not a complete necessity for new starters, but something u should eventually train to be more competitive |

Bouh Revetoile
Barricade.
181
|
Posted - 2012.11.25 12:48:00 -
[530] - Quote
Mortimer Civeri wrote:Yea, it will be "optional" to train this skill on a combat character, like it is "optional" to train mining on a mining character, or production efficiency on an industrialist. It's not even close to this. Training navigation 5 could be seen as a mandatory skill, but an ECCM skill, no. It's exactly like EM armor compensation : very useful skill, though only useful when you face EM hiting ennemy, and your armor is already pretty resistant to this.
This ECCM skill will be very useful if you face an ECM ship, though that won't change your life : either your ship is already pretty resistant to ECM and that will make this resistance better, or it's not (frigate, minmatar cruisers), and you still need implants or ECCM to be reliably resistant to ECM.
And anyway, it's not even close from hull upgrades or mechanic skills for example. |
|

Morwen Lagann
Tyrathlion Interstellar
391
|
Posted - 2012.11.25 16:09:00 -
[531] - Quote
CCP Fozzie wrote: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.
I hope you're going to be paying careful attention to the math there. Fuel Conservation is also a 10% reduction in activation cost per level. If it works like other skills affecting base module stats you might end up with ABs that have no cost at all. 
Copypasta'd and slightly tweaked from a post of mine on another forum:
Quote:If we assume CCP applies a stacking penalty of sorts to the AB and Fuel Conservation skills where one skill uses the modified value of the module as its base value, rather than just adding one bonus to the other and then applying that to the module's base value, then yes, the cap use will end up the same with both AB and FC skills at Level 5. If they don't, we might end up with afterburners that use zero cap per cycle, because Fuel Conservation already gives a 50% reduction in AB cap use per cycle at level 5.
Assuming both skills at level 4, and an AB with a 10 second base cycle duration and 10GJ/cycle cap use (and the math suggested above): - Current skills: (10GJ * 60%) / (10s * 140%) = 6GJ/14s = 3/7 GJ/s. - Proposed changes: ((10GJ * 60%) * 60%) / (10s * 80%) = 3.6/8s = .45 GJ/s
Both skills at 5: - Current: (10GJ * 50%) / (10s * 150%) = 5GJ/15s = 1/3 GJ/s - Proposed: ((10GJ * 50%) * 50%) / (10s * 75%) = 2.5GJ/7.5s = 1/3 GJ/s
So it'll be no effective change in cap use over time if both skills are at 5 and they use that kind of math, but only if they use that specific bonus stacking method (as far as I can tell). I don't think it'll be the same for any other combination of the skills after a change to that set of bonuses.
I'm pretty sure my math there is right, but a more clear explanation from CCP's end would be nice. :p Morwen Lagann Director, Tyrathlion Interstellar |

Bouh Revetoile
Barricade.
182
|
Posted - 2012.11.26 00:04:00 -
[532] - Quote
Bonus are multiplicative in EVE. That mean that for the afterburner cap use here we have : activation cost = base activation cost * (1 - 0,5 (fuel conservation skill) * (1 - 0,5 (afterburner skill)) = base activation cost * 0,5^2 = base activation cost * 0,25
And I saw it on the test server, cap use is not zero.
As far as I know, most (if not all) things work this way in the game.
With the afterburner skill now reducing the afterburner duration too, the cap use will be the same (exactly) than before. The only advantages of the change are a lower cap use tic at each cycle (good when neutralized) and a lower cycle time (good for reaching warp speed ?). |

Ocih
Space Mermaids Somethin Awfull Forums
306
|
Posted - 2012.11.26 00:20:00 -
[533] - Quote
The new skills and Grail/ Jackal/ Spur/ Talon make ECCM a bit like over kill. I dare say it would take 2 Falcons to Jam me but it's not as bad as one might think. So many PvP people are as OCD on dps as miners are on yield and they won't lose a quarter of a volley to counter a falcon. |

trited
Deep Core Mining Inc. Caldari State
11
|
Posted - 2012.11.26 03:49:00 -
[534] - Quote
Has the new eccm skills been tested with the ratts in some of the missions that ecm? |

Luscius Uta
Unleashed' Fury Forsaken Federation
27
|
Posted - 2012.11.29 12:01:00 -
[535] - Quote
I'd prefer if there was one sensor compensation skill with higher multiplier (x5 would be perfect) instead of 4 racial ones. |

Anthar Thebess
REPUBLIKA ORLA C0VEN
23
|
Posted - 2012.11.29 23:02:00 -
[536] - Quote
CCP shoudl think about anti capital jammers, carriers will be now hard as hell to jamm.
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Ocih
Space Mermaids Somethin Awfull Forums
316
|
Posted - 2012.11.30 16:45:00 -
[537] - Quote
Anthar Thebess wrote:CCP shoudl think about anti capital jammers, carriers will be now hard as hell to jamm.
Good. |

Major Killz
Chaotic Tranquility Casoff
108
|
Posted - 2012.11.30 23:38:00 -
[538] - Quote
CCP Fozzie wrote::Updated on November 22nd: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, Kitsune 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 4% per level (Requires Electronics 4, rank 2 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.
This is a joke!
Do below and I'll sub 2 more accounts for 1 year;
*Reduce TD base module effectiveness by 20% *Leave Remote Sensor Dampeners AS IS *Reduce Optimal Range and Falloff of all ECM modules by 20 - 30% [SMUG]-áSORRY for party rocking! v0v
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Iam Widdershins
Project Nemesis
762
|
Posted - 2012.12.01 09:11:00 -
[539] - Quote
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. 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. Actually this is much WORSE bang for the buck. I'd much rather you reverted it; with this change you need to train a rank 2 skill to V (slightly over a week of training) to get the same result you used to get from training a rank 3 skill to IV (slightly over 2 days of training).
I feel betrayed. :( Lobbying for your right to delete your signature |

Commander Ted
Dookie on the flowah
95
|
Posted - 2012.12.01 16:56:00 -
[540] - Quote
If you don't train the skill you will only be as terrible as you are now. If you do train the skill you are less likely to get falcon'd. Whats the big deal? https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec. |
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Eternal Error
Immortalis Inc. Shadow Cartel
140
|
Posted - 2012.12.01 19:19:00 -
[541] - Quote
A few things:
Four new skills are a terrible idea. There should be only one skill that affects sensor strength or no skills. Additionally, this makes it even easier to make magical ships that can't be probed without virtues, and that's just stupid.
You didn't touch ECM drones.
The last thing that needs to happen is to make ECM modules MORE specialized. They're already trash on unbonused ships (racials against the proper race are not completely terrible, but still not good and you can only counter one race). Bonused ships should be better at EWAR, but not the only ships where it's worth fitting the modules.
|

VegasMirage
260
|
Posted - 2012.12.02 11:41:00 -
[542] - Quote
Commander Ted wrote:If you don't train the skill you will only be as terrible as you are now. If you do train the skill you are less likely to get falcon'd. Whats the big deal?
what's terrible are all these players crying about ECM - I'm amazed
So, you take a Cane add a ladar ECCM which virtually doubles your sensor strength add in the low grade Jackal set (which are CHEAP!!!) and these new skills and your sensor strength is more than a carrier.
What I see over the past 6 months is CCP making it harder to kill each other in small gang combat, from over tanking the world with ASB's to now making jamming ineffective...
and for the EWAR pilots who spent 6 months maxing their skills out only to be told you're doing it wrong - how about paying them back? Cause I'm not seeing the benefit of having 1 pilot dedicated to ECM any longer when before the changes you had a chance to jam with 2 racials and after retribution your chances of jamming a Cane with the worse sensor strength of ALL BC's will be at an all time low of about 1 in 4 chances.
why are you focusing on useless **** that's more of an annoyance than a broken mechanic - it's all the newbie point whoring solo PVP'ers who think ECM is ruining their chances to win fights - WHEN REALLY they shoulda planned for ECM
You're all a bunch of care bears wanting predictable pvp engagements. That is all!
Btw when can I buy my skill-books? likes watching grown men cry-á (Gò»n+¦Gò¦,) |

Edward Olmops
Sirius Fleet
29
|
Posted - 2012.12.03 13:33:00 -
[543] - Quote
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.
No one comments on this? Someone asks for a buff of that new ECCM skill and CCP agrees, but actually NERFS the skill. o_O
Skill points per rank level 1 - 250 level 2 - 1415 level 3 - 8000 level 4 - 45255 level 5 - 256000
ECCM skill rank 3, 5% (previous version): 750 - 5% 4245 - 10% 24000 - 15% 135765 - 20% 768000 - 25%
ECCM skill rank 2, 4% ("improved" version): 500 - 4% 2830 - 8% 16000 - 12% 90510 - 16% 512000 - 20%
More specific:
CCP Fozzie wrote:The end result is a better bang for your hour spent training, but a slightly lower potential end result.
So now, I can never get the 25%. But in addition, to get 20% bonus I need to train 512000 SP instead of 135765 SP?!? Or 16% for 90510 SP should maybe be better than 15% for 24000 SP? Please elaborate that "better bang" part. |

Marian Devers
Rage and Terror Against ALL Authorities
7
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Posted - 2012.12.03 15:29:00 -
[544] - Quote
CCP Fozzie wrote: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.
Right. So anyway for people that have trained the AB skill to level 5 to have it fall back to level 2? Because there really is no viable reason to train it any higher for pvp, or at least I can't see it.
Edit: I'd also like to hear one viable reason on why you implemented this change. Was the old skill overpowered? |

VegasMirage
260
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Posted - 2012.12.03 16:50:00 -
[545] - Quote
Edward Olmops 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. No one comments on this? Someone asks for a buff of that new ECCM skill and CCP agrees, but actually NERFS the skill. o_O Skill points per rank level 1 - 250 level 2 - 1415 level 3 - 8000 level 4 - 45255 level 5 - 256000 ECCM skill rank 3, 5% (previous version): 750 - 5% 4245 - 10% 24000 - 15% 135765 - 20% 768000 - 25% ECCM skill rank 2, 4% ("improved" version): 500 - 4% 2830 - 8% 16000 - 12% 90510 - 16% 512000 - 20% More specific: CCP Fozzie wrote:The end result is a better bang for your hour spent training, but a slightly lower potential end result. So now, I can never get the 25%. But in addition, to get 20% bonus I need to train 512000 SP instead of 135765 SP?!? Or 16% for 90510 SP should maybe be better than 15% for 24000 SP? Please elaborate that "better bang" part.
hopefully CCP realized that players in Retri were going to turn into POS Mods... ever try and jam a POS Mod? They need to nerf this skill some more and remove low slot back up arrays.
likes watching grown men cry-á (Gò»n+¦Gò¦,) |

Naomi Knight
Imperial Academy Amarr Empire
199
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Posted - 2012.12.03 21:37:00 -
[546] - Quote
Why nerf ecm even more? You nerfed the drake tengu and falcon , the only viable caldari ships . GJ
Go delete caldari already....
Oh and matar gets the biggest boost who thought?:O Especially with the sensor str boosts , lame balancing again.
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Michael Harari
The Hatchery Team Liquid
382
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Posted - 2012.12.03 21:40:00 -
[547] - Quote
Naomi Knight wrote:Why nerf ecm even more? You nerfed the drake tengu and falcon , the only viable caldari ships . GJ
Go delete caldari already....
Oh and matar gets the biggest boost who thought?:O Especially with the sensor str boosts , lame balancing again.
How is a % based bonus favoring the race with the lowest sensor strength? |

Naomi Knight
Imperial Academy Amarr Empire
199
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Posted - 2012.12.03 22:21:00 -
[548] - Quote
Michael Harari wrote:Naomi Knight wrote:Why nerf ecm even more? You nerfed the drake tengu and falcon , the only viable caldari ships . GJ
Go delete caldari already....
Oh and matar gets the biggest boost who thought?:O Especially with the sensor str boosts , lame balancing again.
How is a % based bonus favoring the race with the lowest sensor strength?
Hello
Glad you asked.
So we all know the minmatar is the weakest versus ecm .
If you weaken or take out ecm , you taken out one of the hard counter vs minmatar. Which makes it relatively stronger.As much less ecm ships will be deployed/used cause their efficiency is nerfed.
Fe:
You have 2 ships A and B. A has low ecm resist , B has high ecm resist . They have same everything else. So if you run into an ecm ship A will loose 70% of a time B loose only 40% time. If you run into a non ecm ship A has 20% B has 50% to loose. Lets say you have 30% chance to run into ecm ship. From these datas we get: A: 0.7*0.3+0.2*0.7= 35% chance to loose B: 0.4*0.3+0.5*0.7= 47% chance to loose
But devs decide that it is wise to both reduce all kinetic dmg and boost kinetic resists at the same time for some stupid reason. (I quess it is clear why less ecm ships will be used than now due to these nerfs.) Which changes the chance to run into ecm ship from 30% to 20%. With new data: A: 0.7*0.2+0.2*0.8=30% chance to loose. B: 0.4*0.2+0.5*0.8=48% chance to loose.
you can see that A got a pretty boost while B more or less the same oh A represented winmatard B represented faildari missilecrap
You can see A is boosted relatively to B.
Bottom line if devs nerf something which your ship isnt good against your ship gets a boost relative to other types , which are better vs that thing devs nerfed.
hope my math is good it is late now :P |

Michael Harari
The Hatchery Team Liquid
383
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Posted - 2012.12.03 22:52:00 -
[549] - Quote
I wish you luck in treating your brain tumor |
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CCP Ytterbium
C C P C C P Alliance
1351

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Posted - 2012.12.04 10:36:00 -
[550] - Quote
Unsticking, let's make some space for future threads. |
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Enzo Irarref
Unified Combatants Pwnasaurus.
0
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Posted - 2012.12.04 12:15:00 -
[551] - Quote
VegasMirage wrote: What I see over the past 6 months is CCP making it harder to kill each other in small gang combat, from over tanking the world with ASB's to now making jamming ineffective...
why is there no CCP comment in this thread about makng the falcon completely and utterly useless?
can i please have all my ECM and recon ship 5 SP reimbursed now? oh, and the heavy missile skills too.
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