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

Lors Dornick
Kallisti Industries Solar Assault Fleet
289
|
Posted - 2012.11.06 17:46:00 -
[181] - Quote
CCP Soundwave wrote:Technically they're my minions 
Tsk tsk, management trying to get involved, as always :/
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Akrasjel Lanate
Imperial Guardians Tribal Band
799
|
Posted - 2012.11.06 17:47:00 -
[182] - Quote
Well we have to wait till we see actual number that will change.  |

Daneel Trevize
Give my 11percent back
246
|
Posted - 2012.11.06 17:48:00 -
[183] - Quote
Bantara wrote:Daneel Trevize wrote:Bantara wrote:ReK42 wrote:It's still a nerf to the boost itself {...} Problem with gamers on the internet--"nerf" has become synonymous with "reduction". Er because it means that? Maybe you're confused with a reduction being a bad/negative thing for balance, or in some way implying nerfing involves instantly bringing something below average or competitive, rather than just down from too high a place? No, it didn't. Originally, "nerf" came from Neft bats and their other toys, referring to a reduction so severe as to make something useless. Good point, but the common increase and reduction terms are nerf and buff. And a buff hardly implies an OP change, at least in my mind. Mostly because many seem to want unconsidered power creep and thus dislike any reductions. |

Dracko Malus
Lightbringer's Sanctuary RAZOR Alliance
14
|
Posted - 2012.11.06 17:48:00 -
[184] - Quote
CCP Fozzie wrote:HydroSan wrote: Basically Gallente sucks because the game mechanics suck. Can we just get fixes to active tanking and drones? Drone UI needs to be completely redone.
Those are going to be a different dev blog
No need to talk about drones. Tess La'Coil's loveslave. |

Gilbaron
Free-Space-Ranger Ev0ke
404
|
Posted - 2012.11.06 17:49:00 -
[185] - Quote
fleetboosters working like warp bubbles is cool stuff.
but not with the current grid mechanics, there should be a default grid of at least 1000km around all places where fights might happen |

Ong
Born-2-Kill 0utNumbered
33
|
Posted - 2012.11.06 17:50:00 -
[186] - Quote
While I approve the the strength reduction on T3 boosts please dont make them have to be on grid. Those of us that do sub 10 man gangs and solo just plain need links for fighting 30-40 man gangs and having a chance to kill a few before having to gtfo without all just dying in a fire.
What should happen is:
Command ships be able to give better bonus to the whole fleet but have to be on field
T3 be able to off grid boost but only be able to give bonus to a squad (10 people) and provide less bonus
No command bonus from inside a pos what so ever.
These chances would mean that solo and small gang people still have a chance and command ships still have their role in medium to large War fair. |

Havegun Willtravel
Mobile Alcohol Processing Units
55
|
Posted - 2012.11.06 17:51:00 -
[187] - Quote
Overall first impressions are interesting. Thanks in advance for consulting, I'm sure the community input will help overall.
Proph as a drone boat ? Personaly i'm not getting it. As a HAM boat maybe. It would fit with the semi-split laser/missle amar philosophy atm. Crowd sourcing should make this better.
Cyclone/Cane - Both are fine. The genuine issue here has nothing to do at all with the hulls. It's AC's. Fall off makes no sense in any logical analysis. Combined with dial in damage selection, no cap use, and to a lesser degree tracking enhancers, there is little incentive to fly any other race of gunship. This is the root cause that you need to be addresing, not hull changes. ( Or as a stop gap measure, Fall Off Disrution Script for TD's )
Brutix - Technicaly there's nothing wrong with it, other than a semi useless rep bonus. It's not genuinely in conflict with the Talos. It's half the price of a talos hull, less than that when fit. Medium tech 2 blasters have a much lower skill requirement than tech 2 large so the barrier to entry is less of an issue. Leave it alone in general. If you realy want to buff it, add 25 to the drone bay and keep the banwidth as is. This way you can get a spare flight of smalls to be flexible. Idealy swap the rep bonus for a HP or better yet resist bonus and problem solved.
Myrm - Un-nerfing the myrm's bandwidth is not going to solve much tbh. The real issue is heavy drones are to slow. They have serious issues catching kiting drakes or worse cane's. Using mediums instead of heavies is like using assault launchers instead of HAM's on a drake. You give away to much dps. This is again an issue of the hull being fine but the module needing to be fixed first.
Mega - I'm not liking where you headed with this atm. Reducing it's already fragile tank in favor of more dps doesn't seem like a solution. It's already borderline in terms of pg vs the other races to fit tank. This makes it less than ideal for PvE let alone pvp. Resist bonus would again be a solution, or HP ( why do Amar have exclusive territory here ? ) and another 50 in the drone bay would help. This needs to be crowd sourced more. There's a reason this ship is fielded less often than all the other races.
Hype - The only tier 1 that doesn't have 125 m2 drone bay and it's Galente ? 175 with 125 bandwidth would be a good start. Then the active tank issue needs to be looked at. As it stands right now the Hype is an excellent ship as long as it has cap boosters. When they're gone so are you. Being stupidly slow doesn't help it in the least either. Having the fewest number of low slots of any tier 1 just add's to the fail. The rokh, babbon, and mael have all found a place in null and LS doctrines, the hype is the only one looking for a purpose.
Domi -- Fine as it is. A tough of pg would be nice but as with the myrm the problem isn't the hull it's the weap. Heavies are just to slow to be effective. To a lesser degree rails need to be looked at. Overall they just dont compete well in pvp. Thus the reason you see so many ac myrm's and domi's.
Astarte/Eos - How about swithcing to a sheild rep bonus and giving them some mids ? On the bright side anything you do will be an improvement considering how bad they are atm. |

Fon Revedhort
Monks of War DarkSide.
809
|
Posted - 2012.11.06 17:52:00 -
[188] - Quote
I'm very concerned on command ships - namely those under current field badge. Will they retain their full 4 combat bonuses and get another one on top of it to have gang-links as a true option or they gonna get hit (once again) and get something removed for that purpose? 14 |

Takeshi Yamato
Blue Republic RvB - BLUE Republic
529
|
Posted - 2012.11.06 17:54:00 -
[189] - Quote
Ong wrote:While I approve the the strength reduction on T3 boosts please dont make them have to be on grid. Those of us that do sub 10 man gangs and solo just plain need links for fighting 30-40 man gangs and having a chance to kill a few before having to gtfo without all just dying in a fire.
What should happen is:
Command ships be able to give better bonus to the whole fleet but have to be on field
T3 be able to off grid boost but only be able to give bonus to a squad (10 people) and provide less bonus
No command bonus from inside a pos what so ever.
These chances would mean that solo and small gang people still have a chance and command ships still have their role in medium to large War fair.
Guess what, those 30-40 man gangs exist in part because 10 of the same players cannot compete with your 10 man offgrid boosted gang in the first place. You're part of the problem. |

Fon Revedhort
Monks of War DarkSide.
809
|
Posted - 2012.11.06 17:55:00 -
[190] - Quote
Ong wrote:While I approve the the strength reduction on T3 boosts please dont make them have to be on grid. Those of us that do sub 10 man gangs and solo just plain need links for fighting 30-40 man gangs and having a chance to kill a few before having to gtfo without all just dying in a fire.
What should happen is:
Command ships be able to give better bonus to the whole fleet but have to be on field
T3 be able to off grid boost but only be able to give bonus to a squad (10 people) and provide less bonus
No command bonus from inside a pos what so ever.
These chances would mean that solo and small gang people still have a chance and command ships still have their role in medium to large War fair. Agreed.
CCP really should consider making gang-links balanced by splitting the effect they provide depending on the ship number in fleet, so that a ship can no longer boost 50 others for the same effect as boosting just one. 14 |

James Arget
Future Corps Sleeper Social Club
20
|
Posted - 2012.11.06 17:56:00 -
[191] - Quote
If you're looking to make info links more useful, give us some neut/capacitor bonuses with them. |

Lors Dornick
Kallisti Industries Solar Assault Fleet
289
|
Posted - 2012.11.06 17:56:00 -
[192] - Quote
Gilbaron wrote:fleetboosters working like warp bubbles is cool stuff.
but not with the current grid mechanics, there should be a default grid of at least 1000km around all places where fights might happen Hmm, and trying to think in code I can understand why game designers cringe about this.
There are this other group of employees that have the pleasure of converting game design to an actually working game, they're called coders, and they can be nasty ...
It's relatively easy to come up with a design that seems to work for everyone, it's not always as easy to turn that utopia into working code.
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Harvey James
Deep Core Mining Inc. Caldari State
97
|
Posted - 2012.11.06 17:57:00 -
[193] - Quote
James Arget wrote:If you're looking to make info links more useful, give us some neut/capacitor bonuses with them.
not sure what you mean by neut bonus to a link but certainly cap and fittings need to be looked at. |

Ong
Born-2-Kill 0utNumbered
34
|
Posted - 2012.11.06 17:58:00 -
[194] - Quote
Takeshi Yamato wrote:Ong wrote:While I approve the the strength reduction on T3 boosts please dont make them have to be on grid. Those of us that do sub 10 man gangs and solo just plain need links for fighting 30-40 man gangs and having a chance to kill a few before having to gtfo without all just dying in a fire.
What should happen is:
Command ships be able to give better bonus to the whole fleet but have to be on field
T3 be able to off grid boost but only be able to give bonus to a squad (10 people) and provide less bonus
No command bonus from inside a pos what so ever.
These chances would mean that solo and small gang people still have a chance and command ships still have their role in medium to large War fair. Guess what, those 30-40 man gangs exist in part because 10 of the same players cannot compete with your 10 man offgrid boosted gang in the first place. You're part of the problem.
Thats just not true those same people can get links and often do.
if people bring 40 man gangs to fight sub 10 then those that are actually risking something should get a little help. |

Speak Silence
THORN Syndicate THORN Alliance
2
|
Posted - 2012.11.06 18:00:00 -
[195] - Quote
I meet all the requirements for flying field command ships but never trained for the fleet command ships (missing information link specialist). After the change will I still be able to fly my sleipnir/absolution or are you going to require the terrible fleet command skills for all CS? |

Creat Posudol
German Oldies
62
|
Posted - 2012.11.06 18:01:00 -
[196] - Quote
There is a lot of talk about boosting from behind a POS shield. I actually think this is fine (and should be possible) IF boosting is changed to ongrid boosting. So if you defend a POS, you can have the booster inside the shield, makes perfect sense. Obviously it is broken at the moment with Offgrid boosting, so a temporary fix might be in order that at least removes this ability for now, in other words: put it back once boosting is changed to be ongrid only!
To me it would be very sad if even people defending a pos couldn't boost from inside. |

Dracko Malus
Lightbringer's Sanctuary RAZOR Alliance
15
|
Posted - 2012.11.06 18:02:00 -
[197] - Quote
Speak Silence wrote:I meet all the requirements for flying field command ships but never trained for the fleet command ships (missing information link specialist). After the change will I still be able to fly my sleipnir/absolution or are you going to require the terrible fleet command skills for all CS? "Let us repeat again: if you could fly it before, you will be able to do so after the change. "
Quote from the devblog. Tess La'Coil's loveslave. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
174
|
Posted - 2012.11.06 18:03:00 -
[198] - Quote
1. Command ship buf +1
2. GENERAL LINK NERF! HAW HAW HAW HAW HAW
I'm pleased.. |

Dracko Malus
Lightbringer's Sanctuary RAZOR Alliance
15
|
Posted - 2012.11.06 18:05:00 -
[199] - Quote
Creat Posudol wrote:There is a lot of talk about boosting from behind a POS shield. I actually think this is fine (and should be possible) IF boosting is changed to ongrid boosting. So if you defend a POS, you can have the booster inside the shield, makes perfect sense. Obviously it is broken at the moment with Offgrid boosting, so a temporary fix might be in order that at least removes this ability for now, in other words: put it back once boosting is changed to be ongrid only!
To me it would be very sad if even people defending a pos couldn't boost from inside.
I might be thinking too simple but can't you just set the boost range to the mining links to systemwide and the others to "on-grid"? Or are people going to complain that people mining should have a booster in their belt because boosting mining from a POS also gives the miners an unfair advantage? This eliminates the discussion rolling back to mining where I think it has no relation. Tess La'Coil's loveslave. |

Ong
Born-2-Kill 0utNumbered
35
|
Posted - 2012.11.06 18:07:00 -
[200] - Quote
Creat Posudol wrote:There is a lot of talk about boosting from behind a POS shield. I actually think this is fine (and should be possible) IF boosting is changed to ongrid boosting. So if you defend a POS, you can have the booster inside the shield, makes perfect sense. Obviously it is broken at the moment with Offgrid boosting, so a temporary fix might be in order that at least removes this ability for now, in other words: put it back once boosting is changed to be ongrid only!
To me it would be very sad if even people defending a pos couldn't boost from inside.
You cant do a single thing inside a pos, cant lock let alone shoot/point even agro with smart bombs. Giving bonus from inside a pos is a broken mechanic, and leads to zero risk for the ship itself. T3 links can be scaned, commands on field can be killed, everything in this game should have risk.
|

Harvey James
Deep Core Mining Inc. Caldari State
97
|
Posted - 2012.11.06 18:07:00 -
[201] - Quote
Dracko Malus wrote:Creat Posudol wrote:There is a lot of talk about boosting from behind a POS shield. I actually think this is fine (and should be possible) IF boosting is changed to ongrid boosting. So if you defend a POS, you can have the booster inside the shield, makes perfect sense. Obviously it is broken at the moment with Offgrid boosting, so a temporary fix might be in order that at least removes this ability for now, in other words: put it back once boosting is changed to be ongrid only!
To me it would be very sad if even people defending a pos couldn't boost from inside. I might be thinking too simple but can't you just set the boost range to the mining links to systemwide and the others to "on-grid"? Or are people going to complain that people mining should have a booster in their belt because boosting mining from a POS also gives the miners an unfair advantage? This eliminates the discussion rolling back to mining where I think it has no relation.
significant boost should have significant risk... its how to balance things |

Ravcharas
GREY COUNCIL Nulli Secunda
184
|
Posted - 2012.11.06 18:08:00 -
[202] - Quote
Havegun Willtravel wrote:The genuine issue here has nothing to do at all with the hulls. It's AC's. Fall off makes no sense in any logical analysis. Combined with dial in damage selection, no cap use, and to a lesser degree tracking enhancers, there is little incentive to fly any other race of gunship. This is the root cause that you need to be addresing, not hull changes. Scorch says 'hi!'
I don't know what you mean about falloff making no sense but falloff-bonus Barrage is explo/kin only and the dial in damage selection takes you ten seconds to switch in space. Projectile bonus ships have less capacitor to begin with, compared to laser and hybrid ships, and drones and missiles are also neut neutral (heh!) damage projection.
TE and TC got buffed and it was a good change. We can argue about percentages, but having a reason to think about something else except "how many damagemods can I get on there" makes the fitting game more interesting.
|

Darnok Iksnibiks
Grim Determination Nulli Secunda
8
|
Posted - 2012.11.06 18:09:00 -
[203] - Quote
Quote:We want to explore options on how to turn the Brutix into a more reliable close-range brawler, while the Talos keeps a kiting advantage.
This sentence have build in flaw. Talos with large guns have both kite and range (minimal but still) advantage over Brutix. Former T1 BC, as being more durable, but slower will not be able to catch or use tracking advantage over Talos. Moreover, by any meant it wont be able to tank full rack of neutrons... Personalty I think it will end in old drake shoes... ship that dies slowly...
Same story with Minmatar ships and to some extent on Caldari and Amarr. I don't see any edge on Brutix at planned specification.
Regarding Command ships. Amarr and Minmatar will dominate on that field it possibility to fit most usable links. Information warfare have extremely limited use to say it mildly... Gallente racial link is overhauled i hardly see Caldari or Gallente CS on field.
With regards |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
174
|
Posted - 2012.11.06 18:10:00 -
[204] - Quote
CCP Soundwave wrote:Harvey James wrote:Lors Dornick wrote:Jennifer A wrote:Would be cool if you fixed the HORRIBLE drone UI before you made half of the ships DRONEboats. You're sure that you want the game designers monitoring this thread getting involved in a long outstanding UI issue? There are better targets for that (5 y celebrating Karkur, Puncturis and "don't touch that button" Tuxford seems likely) and they appear to be well aware of it. Let's focus our balancing wrath on Ytterbium and his game designer minions ;) designer minions lol Technically they're my minions 
Danish Imperialist!!
Using innocent icelanders for your gain, the danish never change...... <.<
|

Dracko Malus
Lightbringer's Sanctuary RAZOR Alliance
15
|
Posted - 2012.11.06 18:11:00 -
[205] - Quote
Harvey James wrote:Dracko Malus wrote:Creat Posudol wrote:There is a lot of talk about boosting from behind a POS shield. I actually think this is fine (and should be possible) IF boosting is changed to ongrid boosting. So if you defend a POS, you can have the booster inside the shield, makes perfect sense. Obviously it is broken at the moment with Offgrid boosting, so a temporary fix might be in order that at least removes this ability for now, in other words: put it back once boosting is changed to be ongrid only!
To me it would be very sad if even people defending a pos couldn't boost from inside. I might be thinking too simple but can't you just set the boost range to the mining links to systemwide and the others to "on-grid"? Or are people going to complain that people mining should have a booster in their belt because boosting mining from a POS also gives the miners an unfair advantage? This eliminates the discussion rolling back to mining where I think it has no relation. significant boost should have significant risk... its how to balance things
Agreed, but mining boosts.. really? To be honest the mining gangs I know already have 2 Rorq's in the belt* and 1 at a POS so I guess its not really a problem. It'd just be a "nerf" to highsec miners wih gankable Orca's.
*scanned sites, not actual Belts of course. Tess La'Coil's loveslave. |

Creat Posudol
German Oldies
62
|
Posted - 2012.11.06 18:12:00 -
[206] - Quote
Ong wrote:Creat Posudol wrote:There is a lot of talk about boosting from behind a POS shield. I actually think this is fine (and should be possible) IF boosting is changed to ongrid boosting. So if you defend a POS, you can have the booster inside the shield, makes perfect sense. Obviously it is broken at the moment with Offgrid boosting, so a temporary fix might be in order that at least removes this ability for now, in other words: put it back once boosting is changed to be ongrid only!
To me it would be very sad if even people defending a pos couldn't boost from inside. You cant do a single thing inside a pos, cant lock let alone shoot/point even agro with smart bombs. Giving bonus from inside a pos is a broken mechanic, and leads to zero risk for the ship itself. T3 links can be scaned, commands on field can be killed, everything in this game should have risk.
Well there is still a risk, but only if you defend the POS when coming out of reinforced (grated, the risk only comes into play once you fail to actually defend it). I kinda glanced over when the POS is being put into reinforced, but how often is it actually defended in that case? (Yes, I'm really asking, how many % of attacks to reinforce a POS actually encouter direct resistance?) |

James Arget
Future Corps Sleeper Social Club
20
|
Posted - 2012.11.06 18:13:00 -
[207] - Quote
Harvey James wrote:James Arget wrote:If you're looking to make info links more useful, give us some neut/capacitor bonuses with them. not sure what you mean by neut bonus to a link but certainly cap and fittings need to be looked at. An Info link that will reduce the duration/decrease cost/increase xfer amount for capacitor neuts and nosses. |

Lors Dornick
Kallisti Industries Solar Assault Fleet
290
|
Posted - 2012.11.06 18:14:00 -
[208] - Quote
Garviel Tarrant wrote:CCP Soundwave wrote:Harvey James wrote:Lors Dornick wrote:Jennifer A wrote:Would be cool if you fixed the HORRIBLE drone UI before you made half of the ships DRONEboats. You're sure that you want the game designers monitoring this thread getting involved in a long outstanding UI issue? There are better targets for that (5 y celebrating Karkur, Puncturis and "don't touch that button" Tuxford seems likely) and they appear to be well aware of it. Let's focus our balancing wrath on Ytterbium and his game designer minions ;) designer minions lol Technically they're my minions  Danish Imperialist!! Using innocent icelanders for your gain, the danish never change...... <.< The Raivi is icelandic? That accent could have fooled anyone. Who would have known ...
|

Krell Kroenen
Miners In Possession Brothers of Apocrypha.
64
|
Posted - 2012.11.06 18:16:00 -
[209] - Quote
CCP Fozzie wrote:Harvey James wrote: An AOE range would be the way too go and make all CS brawlers
However, let's throw a brainstorming concept out here just for fun: What if gang links worked a lot like warp disruption spheres? 
I can dig this, make it so. Now chop chop |

Warde Guildencrantz
TunDraGon
179
|
Posted - 2012.11.06 18:19:00 -
[210] - Quote
Ranamar wrote:Regarding the Ferox, if we're trying to keep it advantaged as a sniper, I feel like there's really only one way to think about it. It's not a large Moa, it's a smaller, faster Rokh. The tank bonus is needed for durability, I'd expect, and giving it range/damage will make it just a smaller-gunned version of the Naga, whose problems other people have covered here. (I agree with the people saying that "Large Moa" will make one or the other insufficiently good. The same goes for the Naga comparison.)
I'd really like to see a properly snipey Ferox, now that I might actually have T2 medium rails soon, but it needs to be able to hold up under fire to compete with things like the Drake, even if that's an extreme example which may be getting a tanking nerf to go with its damage nerf.
The problem with this is that the rokh isn't all that great with rails either. Ferox with medium rails and an optimal bonus has horrid dps, that's why no one uses it.
That's why I am saying give it a bonus to overheating, so it can hold higher tank and higher DPS for a long period, which only uses one out of 2 of the boat's bonuses. Then give it either a damage or a range bonus as well, whatever seems more useful.
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