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Thread Statistics | Show CCP posts - 28 post(s) |

I'm Down
Macabre Votum Against ALL Authorities
133
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Posted - 2012.11.07 20:46:00 -
[1] - Quote
All 4 races getting skirmish options on their commands?
Also, it seems kinda lame that the Prophecy is becoming a drone boat. It would be much better suited to follow the Apoc line of range with pulses for less top end damage. Honestly, nobody is going to use it if it can only use 3-4 heavy drones and still be **** with lasers. If you make it Ewar based, then it becomes completely out of whack with the other BC's.
Ferox should get the 5% resist, and range bonus with some slot reconfig and maybe 1 more rail. Steal one of it's 4 lows and add an additional mid slot. And it sorely needs more fittings.
Drake needs to straight up lose the resist bonus in place of something else. I'd say missile velocity would make sense in that line of ships.
Let the ferox be the unique tanker.
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I'm Down
Macabre Votum Against ALL Authorities
133
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Posted - 2012.11.08 17:08:00 -
[2] - Quote
Grath Telkin wrote:Tyberius Franklin wrote: I'm not really seeing the advantage of separating bonuses. As the plan stands one can simply change clones and links and you have a new fully bonused set of links without changing ships while also having a choice of weapons systems which will be more relevant if/when the changes come that force boosters to be on grid.
Ok, ask yourself this: Not many trained for an Eos (CCPs own words not mine), CCP are making a drive to get people into hulls that aren't used, after this change, what motivates you to train for the commanship (Eos)nobody uses now when a Damnation can do the same thing? EDIT: It feels like the idea of haviing multiple bonuses was to make the ships more attractive to use, like the Eos could run a mixture of Info and Armor links, thus people MIGHT start fielding them in fleets, but if you must still pick only a single set, then of course you'd pick the armor set, and the Damnation would be the preffered choice because of its more robust tank if it needs to be on grid.
More on Graths point. Why would you ever pick an Eos with 6 lows and no resist bonus to get the exact same link options as a Damnation with 7 lows, an armor bonus, a resist bonus and all that knowing it's future is going to be on grid fighting? If anything, it obsoletes the EOS more.
What would make more sense in the grand scheme of things is to:
1) make fleet commands more combat able.... I actually agree with the devs there. 2) Add more fittings space 3) Add more defense since they're going to be the first target called in every fight on grid. 4) Make the Fleet command give the omni bonuses to one type of warfare up to 6 links (trash the damn command link) 5) Make the Field command get only 1 link (AGAIN, TRASH THE DAMN COMMAND LINK TO PREVENT MORE) but, make the link do 5% or higher on a particular bonus so that there is a reward to that one particular link option while being combat able. This means at best, a fleet could get all 3 armor links at a higher bonus... but couldn't also get other racial links like skirmish.
6) keep racial bonuses so that there is reward for choice. 7) Fix the Gallente/Minmatar so that they can cross connect with both armor and shield fleets more appropriately to provide more use options. (This probably means redistributing slots so that both get more mids and lows) 8) Possibly go back and add in 1 or 2 more fitting slots on every ship so that they can diversity more readily. One of the biggest problems now is that a lot of people don't want to fly a command ship that can't do jack **** when running 6 links. This is where more fittings and slots come into play, particularly mids/lows. |

I'm Down
Macabre Votum Against ALL Authorities
139
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Posted - 2012.11.20 00:44:00 -
[3] - Quote
In terms of the massive skill point increase for people who have all 4 cruiser and all 4 frigs at 5... Have you considered those of us who intentionally stopped just short of the next expensive ass clone? This is going to put us well over the cap. Or are the clone cost reduction changes going ahead with this patch.
If not, I'm going to be pretty pissed that I have to pay way more for every clone in the future and possibly forget to upgrade my clone (speaking for others here).
And just to give it a seperate line, how will clone upgrades be affected by this change. How many people do you think will go over their current clone limit, only to lose it pretty early w/o noticing and then lose some 80 day lvl 5 skill?
This sounds like a nightmare in the making. |

I'm Down
Macabre Votum Against ALL Authorities
140
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Posted - 2012.11.25 23:59:00 -
[4] - Quote
Skill tree changes:
Basically, they've screwed themselves in the ass if they try to implement this... So many negative things can and will happen, and most of them are the one's we have not thought of yet.
So far:
hurts new players Clone upgrades for the added skill points in terms of cost skill point loss if the clones aren't upgraded properly by the players after patch skill disciplines being affected
no real reason it's even needed.
Here's a better thought. How about you make ships actually have roles at the different levels where bigger is simply not almost always better.
How about you pour time into tracking mechanics, proper ship values for classes, and make roles for smaller ships other than disposable tackle?
How about a system where Webs weren't the be all answer of fighting smaller ships in fleet combat. How about a system where capitals were nearly unkillable in fleets and carriers/supers didn't get RR power?
But no no, you just keep wasting time on skill trees that have little to no impact on the game in positive manner... that really makes players pay you salaries. |

I'm Down
Macabre Votum Against ALL Authorities
140
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Posted - 2012.11.26 09:49:00 -
[5] - Quote
Jorma Morkkis wrote:I'm Down wrote:But no no, you just keep wasting time on skill trees that have little to no impact on the game in positive manner... that really makes players pay you salaries. Training for command ships and interdictors gets faster (a lot faster for command ships).
2 minimal effects they could fix in a variety of safer, more effective, less timely ways.
And you're only assuming HAS skill will be removed from commands.. they've not said this yet. |

I'm Down
Macabre Votum Northern Coalition.
147
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Posted - 2013.01.12 06:00:00 -
[6] - Quote
You are still not taking into consideration the huge negative impacts of the skill line changes:
1) Clone upgrade issues after patch where players who had the correct clone will no longer have them. This will particularly affect pilots who logged in space or far away from cloning facilities.
2) Players who stopped training skills to avoid higher cost clones.
3) Skill point loss as a result of either of the above and the negative consequences of higher clone cost in general.
This has a huge negative impact on quite a few players and is really a slap in the face to a lot of us who are going to take on 8-10 million more skill points overnight b/c you guys didn't think through this huge negative. I'm particularly concerned with the fact that you didn't even bother mentioning any of it in the blog. |

I'm Down
Macabre Votum Northern Coalition.
147
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Posted - 2013.01.13 00:38:00 -
[7] - Quote
Mund Richard wrote:I'm Down wrote:1) Clone upgrade issues after patch where players who had the correct clone will no longer have them. This will particularly affect pilots who logged in space or far away from cloning facilities. Well, now that we know it will happen right as the spring/summer expansion hits, at least you can prepare for that. Still a hassle, thanks for pointing it out.
It's not a hassle, it's a recipe for disaster |
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