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CCP Falcon
541

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Posted - 2012.11.06 14:48:00 -
[1] - Quote
EVE Online: Retribution is just around the corner and with it will come a whole heap of ship balancing.
But what happens beyond Retribution?
CCP Ytterbium is here to talk about more potential changes to your internet spaceships in the future to make them even more awesome.
You can read all about it in his latest devblog!
Please use this thread for all your constructive feedback. CCP Falcon -á-á||-á-áEVE Community Team -á|| -á-áEVE Illuminati -á-á||-á-á@CCP_Falcon
-á-- Disciple Of The Delicious Tea -- |
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cBOLTSON
Star Frontiers THORN Alliance
76
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Posted - 2012.11.06 14:51:00 -
[2] - Quote
1st? its a possibility... "Were not elitists, were just tired of fail" - The Sorn |

DarthNefarius
Minmatar Heavy Industries
434
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Posted - 2012.11.06 14:52:00 -
[3] - Quote
First finally :)  Damn second  Meta-gaming for NULL SECCers: Whine on the forums like a little ***** until CCP gets sick of you and hands you everything you ask for just to shut you up.-á Typical NULL seccer whine: http://www.youtube.com/watch?v=6u299-o66wo&feature=related |

Pattern Clarc
Aperture Harmonics
403
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Posted - 2012.11.06 14:56:00 -
[4] - Quote
Your current plan for the Ferox is doomed. Short range shield brawlling is the key here.
Brutix should have a utiliy high and active armour tanking bonuses should diaf. Otherwise, please proceed. Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction |

Louis deGuerre
The Dark Tribe Against ALL Authorities
505
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Posted - 2012.11.06 15:02:00 -
[5] - Quote
On the whole I am positive about these plans. I kinda like the way the Ferox works as a Brawler now, not sure if you want to mess with that. FIRE FRIENDSHIP TORPEDOES ! Louis's epic skill guide v1.1 |

cBOLTSON
Star Frontiers THORN Alliance
76
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Posted - 2012.11.06 15:02:00 -
[6] - Quote
cBOLTSON wrote:1st? its a possibility...
Also please CCP be careful not to overbalance the ships, making them all very equal. We like things to be different, just not OP :) "Were not elitists, were just tired of fail" - The Sorn |

Warde Guildencrantz
TunDraGon
179
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Posted - 2012.11.06 15:09:00 -
[7] - Quote
ferox needs to keep its tanking bonus and get a damage bonus, rails have way enough range, plus, it needs to be viable as a blaster AND a rail boat, not just forced to rails.
Just give it a 6th midslot, some more velocity (at least faster than drake) and a damage bonus instead of optimal, and it's good.
For the drake, -1 highslot and its good. Could use a little more speed considering the missile nerfs however.
Naga and oracle really don't need much of a speed nerf. It's pretty much just the talos and tornado that are too fast (too competitive with the speed of cruisers)
Raven better be good after the update...should have much better tank than the drake rather than like 5-10% better at least. |

DeBingJos
Avalon Project Shadow Rock Alliance
429
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Posted - 2012.11.06 15:10:00 -
[8] - Quote
cBOLTSON wrote:cBOLTSON wrote:1st? its a possibility... Also please CCP be careful not to overbalance the ships, making them all very equal. We like things to be different, just not OP :)
VERY MUCH THIS !
Rebalancing is good, making everything the same is not. Ungi ma+¦urinn ++ekkir reglurnar, en gamli ma+¦urinn ++ekkir undantekningarnar. The young man knows the rules, but the old man knows the exceptions. |

Braxus Deninard
Blue Republic RvB - BLUE Republic
61
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Posted - 2012.11.06 15:11:00 -
[9] - Quote
cBOLTSON wrote:cBOLTSON wrote:1st? its a possibility... Also please CCP be careful not to overbalance the ships, making them all very equal. We like things to be different, just not OP :)
I have to agree with this, you can't balance everything out so that it's all super similar. Each ship still needs to have a unique sort of weakness, and needs to excel in certain areas. There still needs to be some thought put into what sort of ship you choose for what situation, and some ships need to excel in certain situations better than others.
Rebalancing is great when done a little bit, but make sure you don't go too far. |

Innominate
GoonWaffe Goonswarm Federation
197
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Posted - 2012.11.06 15:13:00 -
[10] - Quote
Don't these skill changes kinda screw new players at the same time as giving older players a huge pile of free skill training? This seems backwards to me. |

Marcel Devereux
Aideron Robotics
169
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Posted - 2012.11.06 15:14:00 -
[11] - Quote
Amarr get Amor and Skirmish for their command ships? Seriously? I think we are playing a different game. |

Takeshi Yamato
Blue Republic RvB - BLUE Republic
524
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Posted - 2012.11.06 15:14:00 -
[12] - Quote
Quote:Ferox: we would like to reinforce the sniping nature of this ship, most likely by replacing the shield resistance bonus with a hybrid damage bonus. Nothing is set in stone yet, as we need to find ways to ensure it doesnGÇÖt compete with the Naga.
You might want to change that bit 
Otherwise I like what I'm reading there. Sensible changes all around. I'm glad the tier 2 BCs are going to be slightly nerfed. The command ship changes were totally unexpected and blew my mind.
By the way, what's the plan with armor vs shield tanking balance? Can you disclose any details yet? |

TheMercenaryKing
StarFleet Enterprises Red Alliance
13
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Posted - 2012.11.06 15:15:00 -
[13] - Quote
NO DO NOT MAKE CAPITAL SHIPS REQUIRE {Race} BATTLESHIP 4.
Capital ships are not the same as sub-caps, DO NOT CHANGE THAT, it should require the extra month to get into.
I have nothing against new players who want to get into them, i was the same. But they just are not the same as all the subcaps and should be treated differently. |

David Laurentson
Laurentson INC StructureDamage
9
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Posted - 2012.11.06 15:19:00 -
[14] - Quote
TheMercenaryKing wrote:NO DO NOT MAKE CAPITAL SHIPS REQUIRE {Race} BATTLESHIP 4.
Capital ships are not the same as sub-caps, DO NOT CHANGE THAT, it should require the extra month to get into.
I have nothing against new players who want to get into them, i was the same. But they just are not the same as all the subcaps and should be treated differently.
That's why they require Advanced Spaceship Command V, Capital Ships, and a million years in jump skills, surely?
I do think that tweaking medium rails to be something other than 'mediocre at all ranges' would help the Ferox and the vulture. |

Baki Yuku
Nordgoetter Test Alliance Please Ignore
8
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Posted - 2012.11.06 15:20:00 -
[15] - Quote
No offense but your proposed changes to Tech III Gang-links are pretty dumb. Because a gang-link Tech III is anything BUT versatile and 2% bonus for a ship that costs at least twice as much as a command ship I don't see any incentive of people using them at all if this goes though. You would need to drastically change and improve the Tech III warfare subsystem for it to have any fleet value after this change. Besides I do not see the point of having a Tech III able to carry more then 3 links there just iss'nt any incentive to use that. Because the way fleets work you use 2 separate command ships anyway. To get armor bonus's and skirmish bonus's for tackle wing.. |

Cliverunner
EVE University Ivy League
0
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Posted - 2012.11.06 15:21:00 -
[16] - Quote
Quote: Let us repeat again: if you could fly it before, you will be able to do so after the change. Technically it means if you are able to fly an Oracle by having Amarr Cruisers 3 and Battlecruisers 3, we will remove the Battlecruisers skill from your character and give you Amarr Battlecruisers at 3. If you had Battlecruisers at 3 and Caldari Cruisers 3 instead, you would not receive Amarr Battlecruisers but the Caldari Battlecruisers skill at 3 instead. The same principle work with the Destroyers skill.
Does this mean that to get all the racial BC's at 5 you will need all the racial Cruisers at 5 as well? |

Smoking Blunts
ZC Industries Dark Stripes
345
|
Posted - 2012.11.06 15:21:00 -
[17] - Quote
Quote:Reimbursement details:
Let us repeat again: if you could fly it before, you will be able to do so after the change. Technically it means if you are able to fly an Oracle by having Amarr Cruisers 3 and Battlecruisers 3, we will remove the Battlecruisers skill from your character and give you Amarr Battlecruisers at 3. If you had Battlecruisers at 3 and Caldari Cruisers 3 instead, you would not receive Amarr Battlecruisers but the Caldari Battlecruisers skill at 3 instead. The same principle work with the Destroyers skill. With the way nested skill requirements work in EVE, it also means that you will still be able to fly an Apocalypse even if you donGÇÖt have the Amarr Battlecruiser skill trained at 4 after the change. It wonGÇÖt matter as long as you have the Amarr Battleship skill at the proper level.
so if you have 4 race crusiers at 3 and bc 3, you will get all 4 race bc's at 3 right? same with desy's?
lv5's for the 4 race bc skill's if you have bc5? OMG when can i get a pic here
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Rek Seven
Probe Patrol Project Wildfire
463
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Posted - 2012.11.06 15:22:00 -
[18] - Quote
"Brutix: this ship role conflicts a bit with the Talos, mainly because the latter is more mobile and packs more punch. 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."
I think the active tank bonus should be replaced with a passive armor bonus.
They see me trolling, they hating... |

NeoShocker
Interstellar eXodus BricK sQuAD.
136
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Posted - 2012.11.06 15:24:00 -
[19] - Quote
No, i disagree on the multi bonuses on the races for command ships, its not even distinct.
If you are going to do that, then AT LEAST the specific race have better bonus over the other. Like vulture gets 5% shield bonus and 3% skirmish. I mean come on, 3% across the two race? :( |

Baki Yuku
Nordgoetter Test Alliance Please Ignore
8
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Posted - 2012.11.06 15:26:00 -
[20] - Quote
NeoShocker wrote:No, i disagree on the multi bonuses on the races for command ships, its not even distinct.
If you are going to do that, then AT LEAST the specific race have better bonus over the other. Like vulture gets 5% shield bonus and 3% skirmish. I mean come on, 3% across the two race? :(
I agree! and being able to use more then 3 links on a Tech 3 lol what is that supposed to be good for its useless.. wanna know why because we already have tons of boosting alts.. so why would we use a ship that provides 2% which is freaking useless and not even close to cost efficient.. |

Midnight Hope
Pator Tech School Minmatar Republic
52
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Posted - 2012.11.06 15:28:00 -
[21] - Quote
Great job guys! Looks good overall! Keep them coming.  |

Bloodpetal
Mimidae Risk Solutions
1032
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Posted - 2012.11.06 15:28:00 -
[22] - Quote
I'd like to see some experimentation with the Typhoon getting a sig bonus for missiles and be a little better at hitting smaller targets?
Since it's not going to really be a front of the line battleship, but more of a support battleship for lighter fleets, with the ability to handle a few different battleship scale utility slots (heavy neut, rep, etc) - the sig bonus would make it a formidable beast when taking on smaller support ships.
Just thinking out loud here.
Where I am. |

Smoking Blunts
ZC Industries Dark Stripes
346
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Posted - 2012.11.06 15:28:00 -
[23] - Quote
so rather than leaving the bonses to boosting at 3 and 5% but swapping them around, you feel like nerf'ing what we already have.
so much for what you have today yourll have tomorrow.
5% for commandships and 3% for tech 3's is the way forward. OMG when can i get a pic here
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Ifly Uwalk
Empire Tax Collection Agency
333
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Posted - 2012.11.06 15:28:00 -
[24] - Quote
CCP Ytterbium done did a devblog and wrote: GÇóHarbinger: assuming direct control.
Here's to hoping EvE doesn't end like Mass Effect. 
Also:
CCP Ytterbium done did a devblog and wrote: we are not pleased by having Warfare Links work outside the battlefield zone, and will be investigating options to move them on grid.
No. |

Benny Ohu
Chaotic Tranquility Casoff
393
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Posted - 2012.11.06 15:30:00 -
[25] - Quote
With the Scorpion split into a separate line, there's room for more battleships, isn't there? Like a tracking disruption BS? :D |

PaNtHeeRa
Rep-X Hashashin Cartel
0
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Posted - 2012.11.06 15:30:00 -
[26] - Quote
Marcel Devereux wrote:Amarr get Amor and Skirmish for their command ships? Seriously? I think we are playing a different game.
LOL, you lack imagination |

Aineko Macx
Royal Amarr Institute Amarr Empire
214
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Posted - 2012.11.06 15:31:00 -
[27] - Quote
Very interesting stuff coming!
As for the ships sucking because of active tanking bonuses, do the one right thing and switch them to resist bonuses, which work for both active and passive tanking. |

Kurt Ruthven
Scapenet Corp
0
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Posted - 2012.11.06 15:31:00 -
[28] - Quote
Do the skill changes apply on the 4th? |

PaNtHeeRa
Rep-X Hashashin Cartel
0
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Posted - 2012.11.06 15:31:00 -
[29] - Quote
Smoking Blunts wrote:so rather than leaving the bonses to boosting at 3 and 5% but swapping them around, you feel like nerf'ing what we already have.
so much for what you have today yourll have tomorrow.
5% for commandships and 3% for tech 3's is the way forward.
This is the better option by far. |

Warde Guildencrantz
TunDraGon
179
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Posted - 2012.11.06 15:31:00 -
[30] - Quote
Rek Seven wrote:"Brutix: this ship role conflicts a bit with the Talos, mainly because the latter is more mobile and packs more punch. 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."
I think the active tank bonus should be replaced with a passive armor bonus.
They will never do this because "gallente doesnt get passive armor bonuses" 
unrelated:
Please make fleet and field command ships have 5% boost for one type of link. Example, Vulture: 3% siege, 5% information. Nighthawk: 5% siege, 3% information. Damnation: 5% armor 3% skirmish. Absolution: 3% armor 5% skirmish. etc.
Should not take away that maximum 5% boost rate. It nerfs max speed, projection, everything. As well, give the strategic cruisers at least 3% boost rate. 2% isn't worth the ISK for a T3. |

Takeshi Yamato
Blue Republic RvB - BLUE Republic
524
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Posted - 2012.11.06 15:32:00 -
[31] - Quote
CCP Ytterbium wrote: we are not pleased by having Warfare Links work outside the battlefield zone, and will be investigating options to move them on grid.
Terrific change. I'm looking forward to that. The game is so much better off without cheesy bullshit such as offgrid boosting. |

Versuvius Marii
Browncoats of Persephone Ironworks Coalition
140
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Posted - 2012.11.06 15:32:00 -
[32] - Quote
First page, shiny :)
My thoughts:
Prophecy as a Myrmidon? Feeling quite bleh on that frankly, but if you give it an e-war bonus too then I guess that's at least in keeping with the other drone boats. Myrmidon, please say it can use 5 heavies. It might actually make it worth using then. Ferox, why not just make it a face melting SOB? Don't use it as a sniper, use it as a close-range support ship for the Rokh. Give it an extra midslot too in keeping with the Drake. Brutix, give it more speed and agility. Talos conflict, meh. Talos already packs large guns, so give Brutix tracking bonuses to die for. Typhoon, leave it alone ffs. It's pretty good so don't go breaking it. Raven, cruise missiles need some love. I'd happily sacrifice range for more dps, or more missile velocity. Tempest, could do with some clear focus. Unlike the Typhoon which is blatantly an armour tanker, the Tempest doesn't really have that clear-cut choice. If you keep it as it is slot-wise then maybe give it an e-war bonus, or webbing? Something to make it stand out a little more. Hyperion, change fitting requirements or change the armour rep bonus. Or make armour repping work so that it's actually practical; you never see shield tankers dual-repping(unless it's ASB) and yet armour reppers... you've seen the triple-rep Myrmidon, right? Even if you have BC 5 and can keep it fuelled with cap it'll still DIAF and the Hyperion really suffers in this regard.
LOVING the sound of the Command Ship changes. Major thumbs up there. I predict Sleipnirs to become even more of a primary than normal in small-gang fights... The Gaming MoD - retro to modern, console to MMO, I blog about it if it's a game and I'm interested in it. Yes, I play games other than Eve and I don't care if you think I'm wrong. |
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CCP Fozzie
C C P C C P Alliance
2148

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Posted - 2012.11.06 15:34:00 -
[33] - Quote
Want to make this clear to everyone, the stuff in this blog is not coming on the 4th with Retribution. This blog covers some of what we are going to be working on in the beginning of next year. Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
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Chribba
Otherworld Enterprises Otherworld Empire
5413
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Posted - 2012.11.06 15:34:00 -
[34] - Quote
To infinity and beyond!
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Iniquita
Dreddit Test Alliance Please Ignore
105
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Posted - 2012.11.06 15:35:00 -
[35] - Quote
I really wish you would have addressed the lack of ewar platform battleships for the other three races.
Im also still holding out for some black ops bs loving. |

Bloodpetal
Mimidae Risk Solutions
1032
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Posted - 2012.11.06 15:35:00 -
[36] - Quote
I want to hump your leg just for the changes to command bonuses and insisting that they find their way to the battlefield!
 Where I am. |

Lors Dornick
Kallisti Industries Solar Assault Fleet
288
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Posted - 2012.11.06 15:36:00 -
[37] - Quote
Chribba wrote:To infinity and beyond! Hmm, did you just plant the name of the next expansion? ;)
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Colonel Xaven
Decadence. RAZOR Alliance
185
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Posted - 2012.11.06 15:37:00 -
[38] - Quote
These plans look awesome to me and I think the direction is the one we will bear...
Let's see how it goes next year. Till then: Winter is coming :) |

Salpun
Paramount Commerce
412
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Posted - 2012.11.06 15:37:00 -
[39] - Quote
Sadly thread needs a Spring tag |

Daneel Trevize
Give my 11percent back
246
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Posted - 2012.11.06 15:38:00 -
[40] - Quote
Mostly this is good stuff. Especially individual balance comments. Less so about skill tree changes and larger mechanics. But:
CCP, you need to pipe up about fixing medium Railguns. There's no point in talking about Ferox or Brutix changes without making the longer ranged hybrids possibly worth fitting to at least throw-away T1 ships, let alone T2 HACs and CSs.
Also, Skirmish link doesn't match with Amarr racially. They're the brick tankers, Gal should get skirmish links as a secondary racial link type because they're meant to be fast/agile/hard tackling.
Also why do you hate the Megathron so? Unless you're giving it an extra mid, then we might be cool, but what about the poor, fat Hype?. But so far you seem to hate the look and potential of the active armour brawler that the Mega line has been shown to be capable of being.  |

MIrple
BSC LEGION Tactical Narcotics Team
158
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Posted - 2012.11.06 15:41:00 -
[41] - Quote
I am not a fan of the the dual command bunuses either with the Mimmy line we could have fast hi ehp ships. Just give each race a 5% bonus and let the command ships have a dual bonus of 3%. |

Weaselior
GoonWaffe Goonswarm Federation
3870
|
Posted - 2012.11.06 15:43:00 -
[42] - Quote
does this mean I can finally take the eos out of storage I mothballed in 2007 when you so cruelly nerfed it? |

Weaselior
GoonWaffe Goonswarm Federation
3870
|
Posted - 2012.11.06 15:44:00 -
[43] - Quote
the dual command ship bonuses are basically the best thing you've ever suggested, ignore the people opposing them |

Grideris
Fleet Coordination Commission Fleet Coordination Coalition
296
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Posted - 2012.11.06 15:44:00 -
[44] - Quote
CCP Fozzie wrote:Want to make this clear to everyone, the stuff in this blog is not coming on the 4th with Retribution. This blog covers some of what we are going to be working on in the beginning of next year.
As for the gang link nerf discussion. It's extremely clear that the addition of the 5% bonused T3s combined with the T2 gang link modules created a perfect storm with gang boosts. These have become far too powerful and it has become almost impossible to compete without a booster alt. We're not switching command ship and T3 bonuses straight up because 5% links are overpowered, so everyone should probably start getting used to that idea.
While I can see what you're saying about the 5% bonus being over the top, I for one would still like to see some specialisation for particular races as far as the bonus amount goes. While for the Command ships it's not as bad (as each has a unique combination) the Tech 3 ships have two identical sets of bonuses. What are the chances of making one of the three bonuses 2.5% or even 3%, depending on the race of the ship? (So Gallente gets Info War, Amarr Armour, Caldari Siege and Minmatar Skirmish)
Also, I hope more Caldari ships moving over to damage bonus for hybrids doesn't start to step on the Gallente's "TONS OF DAMAGE" motif they have going on. http://www.dust514.org - the unofficial forum for everything DUST 514 http://www.dust514base.com - the blog site with everything else DUST 514 you need
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Logic Luke
Ad Astra Vexillum The Unthinkables
6
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Posted - 2012.11.06 15:45:00 -
[45] - Quote
What about you start fixing shield capitals! like the ******* chimera.. COME ON CCP! |

HydroSan
GoonWaffe Goonswarm Federation
0
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Posted - 2012.11.06 15:45:00 -
[46] - Quote
"Myrmidon: this vessel is mainly fine, but it couldnGÇÖt hurt giving it a bit more drone bandwidth and bay to make it more of an improvement when compared to the Vexor.
Dominix: still remains a popular ship. It is fairly good, except for the drone mechanics themselves, which are terribly outdated. While we are not certain when this can be tackled, it definitely has high priority on our to-do list.
Hyperion: the hull could be improved, but again most of the issues come from passive versus active tanking problems"
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. This AI rat killing drones change needs to be axed. Active tanking needs to be changed or the hyperion bonus changed to passive resistance buff. |

Tiregn
New Eden Mining and Industry Inc.
6
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Posted - 2012.11.06 15:47:00 -
[47] - Quote
I like that you are looking hard at getting rid of off-grid boosting.
If you do that, can you please make gang-links stay on like any other module, and not kick off any time you enter warp? Many times fleets on the field warp around trying to get in position on each other. Having to constantly remember to turn links on is a pain. Any thoughts on that one? |

Natasha Liao
Red Federation RvB - RED Federation
24
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Posted - 2012.11.06 15:48:00 -
[48] - Quote
CCP Ytterbium wrote:Prophecy: expected to be changed to a drone boat. This is a role revamp that will radically modify its slot and fitting layout. It will most likely have less bandwidth but more drone bay than the Myrmidon. Millions of Amarr voices screamed out in pain and were then silenced. Part of me died inside as I read that... 
On a serious note: If I wanted a Myrmidon, why wouldn't I just fly one to begin with?
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Alara IonStorm
3405
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Posted - 2012.11.06 15:48:00 -
[49] - Quote
Just an opinion on the baser hull stats.
I think you should + up BS Scan Res a tiny bit. Around 140-165 Standard max skill making them around Battlecruiser Level if they dump in a Sensor Booster but still very slow at locking Frigates and Cruisers.
I also think that lessening the Cap use of the 100MN MWD would be a big boon especially to Amarr who suck and Gallente who need mobility. Perhaps to around 4-5 minutes instead of 1.5 to 2.5 min with only the MWD running. Frigates / Dessies are stable, Cruisers get about 3.5 (think it should be brought up a tiny bit), Battlecruisers around 12-Stable so 5ish would be a real good buff.
Basically make it so a Heavy Cap Boost isn't a major req just for having an MWD and make it so Battlecruisers / Cruisers don't have 10-15 Sec lock times but more 7-10.
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CCP Fozzie
C C P C C P Alliance
2156

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Posted - 2012.11.06 15:48:00 -
[50] - Quote
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 Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
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Bubanni
ElitistOps Pandemic Legion
538
|
Posted - 2012.11.06 15:49:00 -
[51] - Quote
Looks good :)
For the pos situration, perhaps simply make the module unable to activate within 10km of a pos shield, 10km within a station and 10km within a stargate (kinda like smartbombs?)
I still think they should be able to boost from across a system, so they aren't forced to be on same grid, my arguement mainly comming from a tacklers point of view (someone who chases stuff from the other side of system, skrimish links are good to have to increase chance of catching someone)
well 10km might be a bit much for gates and stations... but that is mainly to prevent the "then I just sit on station and dock when someone tries to kill me, or jump the gate into high sec.".. siturations... while also on a pos the links will find themselves in a situration where they could get ganked before getting under the shields again
For people who use hard to probe t3 links, I personly think the each link should increase the signature by 10% per link, perhaps decrease strenght of Sensor strenght by 5-10% at the same time (this is a huge nerf to safespot links, as even a modest prober would be able to find them then while their links are active, also it makes sense that the links would increase the signature as it sends out "stuff" into space)
for tiericide plans :) it sounds pretty good, but I am also a big fan of interceptors, perhaps you should look at t2 frigs at the same time as command ships? and perhaps the t2 ewar frigs?
and for active reps bonused ships, why don't you include remote reps into that bonus, it would make ships like hyperion, myrmidon , cyclone... and so on, more practical in fleets (eventhough they have higher chance to be alphaed, they would potentially be able to tank more dps... 37.5% more hp recieved from reps at level 5
Also, I suggested before that you get someone to look into warp mechanics, so smaller ships accelerate faster to their max warping speed, (so a 14.5 AU/s ship reaches its top AU speed, just as fast as a 3 AU/s ship... lets say 5 sec just for fun, 5 sec to reach 14.5 au/s or 5 sec to reach 3 au/s, instead of the constant acceleration^2 we have now that is the exact same for all ships) 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.
114
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Posted - 2012.11.06 15:49:00 -
[52] - Quote
Pattern Clarc wrote:Your current plan for the Ferox is doomed. Short range shield brawlling is the key here.
Brutix should have a utiliy high and active armour tanking bonuses should diaf. Otherwise, please proceed.
i agree...
though personally for racial flavour i would prefer caldari adopt a ROF instead of a damage bonus...
as this would make caldari higher DPS and make Galente Higher bust damage.
also i would not get rid of the tanking bonus for the brutix just increase to 10% per level and make it also affect incomming external armour RR. i would also make the bonus affect the effectiveness of ERNM...
This would allow a brutix to either setup for small pvp (active tanking)
or passive fleet setup using ERNM... instead of armour plates which slow the ship down and make it harder to turn... At the end of the game both the pawn and the Queen go in the same box. |

Mirei Jun
Right to Rule Test Friends Please Ignore
42
|
Posted - 2012.11.06 15:49:00 -
[53] - Quote
All sounds good. The devil is in the details.
Question:
When are T2 cruisers going to be adjusted? After December 4th quite a few hulls, HACs in particular will not bring enough options compared to their T1 counterparts.
The cost/efficiency ratio on T2 cruisers compared to T1s is going to fall pretty close to zero. |

Intaki Kauyon
Quantum Cats Syndicate Drunk 'n' Disorderly
7
|
Posted - 2012.11.06 15:49:00 -
[54] - Quote
CCP: Would like a more clear representation of the BC/Destroyer skill changes.
Quote:Reimbursement details: GÇóLet us repeat again: if you could fly it before, you will be able to do so after the change. Technically it means if you are able to fly an Oracle by having Amarr Cruisers 3 and Battlecruisers 3, we will remove the Battlecruisers skill from your character and give you Amarr Battlecruisers at 3. If you had Battlecruisers at 3 and Caldari Cruisers 3 instead, you would not receive Amarr Battlecruisers but the Caldari Battlecruisers skill at 3 instead. The same principle work with the Destroyers skill. GÇó With the way nested skill requirements work in EVE, it also means that you will still be able to fly an Apocalypse even if you donGÇÖt have the Amarr Battlecruiser skill trained at 4 after the change. It wonGÇÖt matter as long as you have the Amarr Battleship skill at the proper level.
With this in mind, it becomes quite obvious to focus on training the Destroyers and Battlecruisers skills before the change to get the maximum return effect. We highly recommend you start doing so now.
That's all fine and well. But while you are warning us on what to train now, please help us understand the change. You talk about BC skills translating based on the race you own via Cruiser or Frigates, but you don't say how that translates based on reverse. For instance:
If I have currently:
BC to V Gall Cruiser to V but Caldari Cruiser to IV
Do I get each one of the 4 BC new skills to V just becuase of current BC is V, or do I get:
Gall BC to V but Caldari BC to IV
?
I think one extra bullet in your explination would clear this. Basically, what I want to know is, if I like flying Nados now at V, do I need to slip in Minnie Cruiser to V before this change even though I have BC to V? |

NoT KwarK
LP Incorporated
0
|
Posted - 2012.11.06 15:49:00 -
[55] - Quote
I am super excited for the CS changes, more viable ships is always awesome! |

Antoine Jordan
SUNDERING Goonswarm Federation
17
|
Posted - 2012.11.06 15:50:00 -
[56] - Quote
So if I have Battlecruisers V and Amarr Cruiser III, after the patch I'll have Amarr Battlecruiser V, right? So that I can fly them to the same effectiveness I could before the patch. |

Creat Posudol
German Oldies
61
|
Posted - 2012.11.06 15:51:00 -
[57] - Quote
This sounds very promising! I especially love the mention of drone-mechanics-overhaul, hope it will be possible to fit into the next expansion. Similar feelings came up when I read about the "passive versus active tanking problems", so there might be a change on the horizon as well (I hope).
Truly EXCELLENT blog! Asking us early about changes: promised and delivered! I'm impressed! |

Iris Bravemount
Fweddit I Whip My Slaves Back and Forth
111
|
Posted - 2012.11.06 15:52:00 -
[58] - Quote
Very good news overall, but it sounds like you guys don't want to tiericide the larger hulls. The devblog doesn't mention giving all 'combat' Battleships and all 'attack' Battleships the same amount of slots.
Please have a look at my plea against active tanking boni too:
Why active tank boni must go I accidentally... the bookmark. How much is it worth? |

Ravcharas
GREY COUNCIL Nulli Secunda
184
|
Posted - 2012.11.06 15:52:00 -
[59] - Quote
If you make crosstraining take longer, it will be more important to pick the "right" race when you create your character. There is very little relevant information made available to new players at that stage. |

Smoking Blunts
ZC Industries Dark Stripes
347
|
Posted - 2012.11.06 15:52:00 -
[60] - Quote
CCP Fozzie wrote:Want to make this clear to everyone, the stuff in this blog is not coming on the 4th with Retribution. This blog covers some of what we are going to be working on in the beginning of next year.
As for the gang link nerf discussion. It's extremely clear that the addition of the 5% bonused T3s combined with the T2 gang link modules created a perfect storm with gang boosts. These have become far too powerful and it has become almost impossible to compete without a booster alt. We're not switching command ship and T3 bonuses straight up because 5% links are overpowered, so everyone should probably start getting used to that idea.
even at 3 and 2% gang link alts are still required to compete.
if your on grid in the fight risking your ship you should be getting 5% boost(same as it is today, just on grid), you want to hide in a pos or safe yeh you shouldnt get 5%. OMG when can i get a pic here
|

MIrple
BSC LEGION Tactical Narcotics Team
158
|
Posted - 2012.11.06 15:53:00 -
[61] - 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
There better be frog legs. |

Azura Solus
Good Game Quit Qrying
30
|
Posted - 2012.11.06 15:53:00 -
[62] - Quote
Adapt or die right.
"As a side note, as we announced a while ago, we are not pleased by having Warfare Links work outside the battlefield zone, and will be investigating options to move them on grid. Command and Tech3 ships providing that much of an advantage should commit to an engagement instead of being safely parked inside a POS bubble."
I would beg and implore you to not nerf offgrid boosting. While i agree that there should be risk in using em. I dont believe you should remove that ability completly. A suggestion to that would be to make it impossible to boost behind a pos but allow it off grid at safe spots. It will allow the boosting ship to be scanned downed and dealt with. |

Krell Kroenen
Miners In Possession Brothers of Apocrypha.
59
|
Posted - 2012.11.06 15:53:00 -
[63] - Quote
CCP Ytterbium wrote: we are not pleased by having Warfare Links work outside the battlefield zone, and will be investigating options to move them on grid.
Of the coming changes I might like this one the best. |

Ifly Uwalk
Empire Tax Collection Agency
333
|
Posted - 2012.11.06 15:54:00 -
[64] - Quote
Antoine Jordan wrote:So if I have Battlecruisers V and Amarr Cruiser III, after the patch I'll have Amarr Battlecruiser V, right? So that I can fly them to the same effectiveness I could before the patch. This deffo needs to be answered imo. |

Dracoth Simertet
Red Federation RvB - RED Federation
25
|
Posted - 2012.11.06 15:55:00 -
[65] - Quote
Great changes!
One question will ships such as the Claymore still require the logistics skill to fly?
o7 Drac |

MIrple
BSC LEGION Tactical Narcotics Team
159
|
Posted - 2012.11.06 15:56:00 -
[66] - Quote
fukier wrote:Pattern Clarc wrote:Your current plan for the Ferox is doomed. Short range shield brawlling is the key here.
Brutix should have a utiliy high and active armour tanking bonuses should diaf. Otherwise, please proceed. i agree... though personally for racial flavour i would prefer caldari adopt a ROF instead of a damage bonus... as this would make caldari higher DPS and make Galente Higher bust damage. also i would not get rid of the tanking bonus for the brutix just increase to 10% per level and make it also affect incomming external armour RR. i would also make the bonus affect the effectiveness of ERNM... This would allow a brutix to either setup for small pvp (active tanking) or passive fleet setup using ERNM... instead of armour plates which slow the ship down and make it harder to turn...
I think you have it backwards shouldn't Gallente get the higher ROF and Caldari get better burst would be better for sniping rails this way. |

Ethan Revenant
Adhocracy Incorporated Adhocracy
19
|
Posted - 2012.11.06 15:56:00 -
[67] - Quote
I am not sure how I feel about the command ship changes. Being able to boost armor and skirmish links on the same hull is sexy and I'm already mentally EFT-warrioring an Absolution, but I fear for my Damnation. Are you thinking of changing their other bonuses as well, or are you just going to tweak their current gang link bonuses and leave the rest alone? I'd rather not have my Damnation turn into an armor-tanked Drake with some command boosts. |

corestwo
Goonfleet Investment Banking
824
|
Posted - 2012.11.06 15:57:00 -
[68] - Quote
Fozzie: Care to comment on the implications that this devblog makes that you guys will be adding four entirely new battleships (3 disruption and an attack?)  This post was crafted by a member of the GoonSwarm Federation Economic Cabal, the foremost authority on Eve: Online economics and gameplay.
fofofo |

Harvey James
Deep Core Mining Inc. Caldari State
93
|
Posted - 2012.11.06 15:57:00 -
[69] - Quote
@ CCP Fozzie First off
Ferox needs to be a brawler Naga will outperform any sniping the ferox ever could do. People have only started using the ferox again after buff to blasters not rails it should follow merlin-moa line. Drake is this losing its shield resis bonus for ROF bonus it needs too missile range is simply too good for a brawling role they won't need. Armageddon i was expecting this to be a droneboat otherwise amarr wont have a drone bs. How about myrmidon bonus will it keep its active tank or more likely follow the hybrid dmg bonus line?
Also i think sig radius on the combat line needs to be reduced as the shield tanked bc's end up as bs size after rigs/extenders |

Zarnak Wulf
Imperial Outlaws
699
|
Posted - 2012.11.06 15:57:00 -
[70] - Quote
The tears on the ogb pilots will be epic. Ground floor almost.
Ferox - Damage plus shield resist vote. You can't get it varied from the Naga otherwise. Typhoon - I was so proud when I had all the skills for this. I haven't flown one in a long time though so..... Sigh. |

Iniquita
Dreddit Test Alliance Please Ignore
105
|
Posted - 2012.11.06 15:58:00 -
[71] - Quote
I think its worth remember that there is a fifth leadership type in eve. Have you taken into consideration how a nerf to off grid boosting would affect mining in eve? |

Pawnee
Ministry of War Amarr Empire
12
|
Posted - 2012.11.06 15:58:00 -
[72] - Quote
Your rebalance of the boni for the Command shps sounds sweet!
I can fly all of them and Command ship on 5. Finally the ship class would be worth something again. I cant wait to see this coming. Though I will miss the extra 2 % of t3s. Cant you patch this earlier? 
The other idea, putting the Fleet booster on grid with the whole fleet has its limits:
1) In big fleet fights with several hundred enemies in BS it is clearly a mistake (atm FC mistake) if the Fleet booster is on grid. Load grid ... hostile FC: Primary fleet booster - kaboom (and I was raging)
You cant put such an important ship in the middle of such big battles. If you do, you can count the seconds until it is wrecked.
2) In small scale pvp, it became a common tactic to hide a t3 somewhere. I think, they have already a disadvantage then, because they do not take an aditional ship, which they can use on field like a Logi. Often if I have the choice in a small gang whether I take a fleet booster or Logi, I prefer the logi. Again, you can never take a current t3 on field, especially if you want it to carry several links, with the current tank, it can fit.
Just switch the rule boni and it should be ok. |
|

CCP Fozzie
C C P C C P Alliance
2159

|
Posted - 2012.11.06 15:58:00 -
[73] - Quote
Intaki Kauyon wrote:CCP: Would like a more clear representation of the BC/Destroyer skill changes. Quote:Reimbursement details: GÇóLet us repeat again: if you could fly it before, you will be able to do so after the change. Technically it means if you are able to fly an Oracle by having Amarr Cruisers 3 and Battlecruisers 3, we will remove the Battlecruisers skill from your character and give you Amarr Battlecruisers at 3. If you had Battlecruisers at 3 and Caldari Cruisers 3 instead, you would not receive Amarr Battlecruisers but the Caldari Battlecruisers skill at 3 instead. The same principle work with the Destroyers skill. GÇó With the way nested skill requirements work in EVE, it also means that you will still be able to fly an Apocalypse even if you donGÇÖt have the Amarr Battlecruiser skill trained at 4 after the change. It wonGÇÖt matter as long as you have the Amarr Battleship skill at the proper level.
With this in mind, it becomes quite obvious to focus on training the Destroyers and Battlecruisers skills before the change to get the maximum return effect. We highly recommend you start doing so now.
That's all fine and well. But while you are warning us on what to train now, please help us understand the change. You talk about BC skills translating based on the race you own via Cruiser or Frigates, but you don't say how that translates based on reverse. For instance: If I have currently: BC to V Gall Cruiser to V but Caldari Cruiser to IV Do I get each one of the 4 BC new skills to V just becuase of current BC is V, or do I get: Gall BC to V but Caldari BC to IV ? In that case you would get both racial battlecruiser skills to V. You'll get exactly the same level of bonus to your ships after the skill change as you did before it, and since you only need the cruiser skills to 3 to fly those BCs and getting cruiser higher doesn't give bonuses to the BCs, any cruiser skill levels beyond 3 don't matter.
Antoine Jordan wrote:So if I have Battlecruisers V and Amarr Cruiser III, after the patch I'll have Amarr Battlecruiser V, right? So that I can fly them to the same effectiveness I could before the patch. This is correct. Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
|

ReK42
Dreddit Test Alliance Please Ignore
58
|
Posted - 2012.11.06 15:59:00 -
[74] - Quote
This looks excellent so far, though I think the numbers on the gang link changes should be looked at again. I don't like the new 2 vs 3% choice, I believe it should be kept 3 vs 5%, but only give the 5% to the one racial boost. For example: the Tengu would boost 3 types of links at 3% while the Vulture and Nighthawk would give 3% skirmish and 5% siege. There are several reasons I think that should be done: in your current model we're losing a lot of EHP on everything due to the lack of a 5% hull, it further specializes the command ship hulls in a way that makes a lot of sense and it widens the performance gap between the specialized command ship bonus potential and the generalized T3 bonuses, making it a more meaningful decision in which to bring.
I am a little confused by the skill point reimbursement. If I had Battlecruisers 5, Amarr and Caldari Cruiser 5 and Gallente and Minmatar Cruiser 4, will I get all four Battlecruiser skills at 5 or just Amarr and Caldari?
Edit: Just saw your above post. Looks like I'd get all 4 at 5 :sun: |

Evenus Battuta
37
|
Posted - 2012.11.06 16:00:00 -
[75] - Quote
quote:
Allowing for faster tech2 specialization, and slower multi-racial diversification.
How the flying fXXk can this 'faster specialization'?
I will have all battlecrusier V by December and I still I want to say, what can be the point of this change except punishing future newbies? Don't they have enough limitation already?
Does this change even benefit ANYONE except satisfying you own little OCD?
Please deal with it and leave the player alone, CCP
|

Bienator II
madmen of the skies
1103
|
Posted - 2012.11.06 16:00:00 -
[76] - Quote
Quote:Oracle, Naga, Talos and Tornado: are mostly fine, except for the mobility which is a little too high, and signature radius, which could be increased a bit. Apart from this, little needs to change.
oracle has a double gun cap use bonus. This is is a wasted bonus compared to the other three. Cap use bonus should be a role bonus, since its the role of the ship to be able to use that large laser guns. The BC bonus should be something which makes the ship special.
wasting one bonus attribute just to be able to fire the guns is not cool at all. 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 |
|

CCP Fozzie
C C P C C P Alliance
2159

|
Posted - 2012.11.06 16:00:00 -
[77] - Quote
Iris Bravemount wrote:Very good news overall, but it sounds like you guys don't want to tiericide the larger hulls. The devblog doesn't mention giving all 'combat' Battleships and all 'attack' Battleships the same amount of slots and roughly the same fitting stats.
The same tiericide principles apply all the way to BS, the blog was talking about roles primarily. Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
|

Intaki Kauyon
Quantum Cats Syndicate Drunk 'n' Disorderly
7
|
Posted - 2012.11.06 16:01:00 -
[78] - Quote
CCP Fozzie wrote:Intaki Kauyon wrote:CCP: Would like a more clear representation of the BC/Destroyer skill changes. Quote:Reimbursement details: GÇóLet us repeat again: if you could fly it before, you will be able to do so after the change. Technically it means if you are able to fly an Oracle by having Amarr Cruisers 3 and Battlecruisers 3, we will remove the Battlecruisers skill from your character and give you Amarr Battlecruisers at 3. If you had Battlecruisers at 3 and Caldari Cruisers 3 instead, you would not receive Amarr Battlecruisers but the Caldari Battlecruisers skill at 3 instead. The same principle work with the Destroyers skill. GÇó With the way nested skill requirements work in EVE, it also means that you will still be able to fly an Apocalypse even if you donGÇÖt have the Amarr Battlecruiser skill trained at 4 after the change. It wonGÇÖt matter as long as you have the Amarr Battleship skill at the proper level.
With this in mind, it becomes quite obvious to focus on training the Destroyers and Battlecruisers skills before the change to get the maximum return effect. We highly recommend you start doing so now.
That's all fine and well. But while you are warning us on what to train now, please help us understand the change. You talk about BC skills translating based on the race you own via Cruiser or Frigates, but you don't say how that translates based on reverse. For instance: If I have currently: BC to V Gall Cruiser to V but Caldari Cruiser to IV Do I get each one of the 4 BC new skills to V just becuase of current BC is V, or do I get: Gall BC to V but Caldari BC to IV ? In that case you would get both racial battlecruiser skills to V. You'll get exactly the same level of bonus to your ships after the skill change as you did before it, and since you only need the cruiser skills to 3 to fly those BCs and getting cruiser higher doesn't give bonuses to the BCs, any cruiser skill levels beyond 3 don't matter. Antoine Jordan wrote:So if I have Battlecruisers V and Amarr Cruiser III, after the patch I'll have Amarr Battlecruiser V, right? So that I can fly them to the same effectiveness I could before the patch. This is correct.
TY TY. Love you guys. |

Warde Guildencrantz
TunDraGon
179
|
Posted - 2012.11.06 16:01:00 -
[79] - Quote
Grideris wrote:
Also, I hope more Caldari ships moving over to damage bonus for hybrids doesn't start to step on the Gallente's "TONS OF DAMAGE" motif they have going on.
No, I think it's more of moving towards fixing the Caldari's "NO DAMAGE WHATSOEVER" motif they have going on their "we only want you to use rails too bad they suck" boats.
Bienator II wrote:Quote:Oracle, Naga, Talos and Tornado: are mostly fine, except for the mobility which is a little too high, and signature radius, which could be increased a bit. Apart from this, little needs to change. oracle has a double gun cap use bonus. This is is a wasted bonus compared to the other three. Cap use bonus should be a role bonus, since its the role of the ship to be able to use that large laser guns. The BC bonus should be something which makes the ship special. wasting one bonus attribute just to be able to fire the guns is not cool at all.
They typically have addressed gun cap bonuses with something less pointless (see the new maller for example) |

Smoking Blunts
ZC Industries Dark Stripes
347
|
Posted - 2012.11.06 16:01:00 -
[80] - Quote
so while im on commandships... the damantion is famed for its awesom tank.. you want the abso to be used in the same role just for lazer users right?
so are you going to buff the abso's tank to be like the damnations? or are you going to CCP the damnation into being as pants at tanking in fleets as the abso?
OMG when can i get a pic here
|

Tsubutai
The Tuskers
134
|
Posted - 2012.11.06 16:02:00 -
[81] - Quote
Interesting ideas. When you rebalance CS and leadership mechanics/offgrid boosting, will you be adjusting the way mindlinks interact with leadership skills? As it stands, mindlinks more or less double the strength of the corresponding ganglinks, making it much more important to have the mindlink plugged in than it is to max out the Command Ships skill or the appropriate T3 subsystem. Are there any plans to shift the emphasis such that mindlinks become less of a must-have for pilots with leadership skills?
Also, will T1 BCs retain the ability to fit gang links, or will fleet boosting become a CS/T3-only affair? |

Iris Bravemount
Fweddit I Whip My Slaves Back and Forth
111
|
Posted - 2012.11.06 16:03:00 -
[82] - Quote
CCP Fozzie wrote:Iris Bravemount wrote:Very good news overall, but it sounds like you guys don't want to tiericide the larger hulls. The devblog doesn't mention giving all 'combat' Battleships and all 'attack' Battleships the same amount of slots and roughly the same fitting stats.
The same tiericide principles apply all the way to BS, the blog was talking about roles primarily.
Thanks for clarifying this. Starting tier 1 BC and BS hamstering now. I accidentally... the bookmark. How much is it worth? |
|

CCP Fozzie
C C P C C P Alliance
2158

|
Posted - 2012.11.06 16:04:00 -
[83] - Quote
corestwo wrote:Fozzie: Care to comment on the implications that this devblog makes that you guys will be adding four entirely new battleships (3 disruption and an attack?) 
Maybe someday, but we have much more pressing balance issues to deal with so we're not going to commit to anything in that regard. Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
|
|

CCP Fozzie
C C P C C P Alliance
2163

|
Posted - 2012.11.06 16:06:00 -
[84] - Quote
Iniquita wrote:I think its worth remember that there is a fifth leadership type in eve. Have you taken into consideration how a nerf to off grid boosting would affect mining in eve?
Yup it's something we're putting a lot of thought into. Moving links ongrid has significant technical blockers at the moment so it's not coming anytime soon, and between now and that bright sunny someday we'll spend a lot of time consulting with miners to make sure gameplay stays interesting and useful. Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
|

Harvey James
Deep Core Mining Inc. Caldari State
93
|
Posted - 2012.11.06 16:07:00 -
[85] - Quote
on the command ships/T3
I sincerely hope the links will end up with a AOE range limit maybe with skills/T2 modules increasing the range and cap use maybe. I would start with 20km range as basic to encourage them to be in LP range so there is genuine danger to them rather than being able to sit at 150km out of range of most things as that would kind of defeat the off grid boosting change and stop T3 alts boosting away in relative safety semi afk. Also liking the claymore changing to HAMS i assume. |

Dorian Wylde
Imperial Academy Amarr Empire
166
|
Posted - 2012.11.06 16:07:00 -
[86] - Quote
RIP Typhoon. You were my favorite ship, you will be missed.
Everything looks great, though I hope the battleships are getting a better balancing pass than what the blog says. 90% seemed to be "this ship is fine". Even if you aren't changing the roles I hope the HP and slot layouts will be equalized, along with the mineral costs you mentioned.
Also, roleplayer gripe: you're making the Megathron the blaster platform, which is the Hyp's job according to the Info panels. Will need to adjust those.
Love the proposed command ship changes, especially the T3. Is it possible Information links will get looked at during their review? If you give Gallente armor links as planned, I can't see much use for them. I've always though they should be changed to combat support stats. Not straight up damage, but tracking speed, explosion radius, drone speed/tracking, things like that. |

Sinooko
Gespenster Kompanie
39
|
Posted - 2012.11.06 16:07:00 -
[87] - Quote
Give the Maelstrom comparable locking range to the Rokh.
Also strip shield booster bonus from battleships. Local reps are completely useless in blobs. Long Live Eve Online! |

mkint
919
|
Posted - 2012.11.06 16:08:00 -
[88] - Quote
balancing does not fix what is broken.
Trying to balance around broken results in even more broken.
a polished turd is still a turd.
-edit: looks like you're trying to remove Gallente's non-drone entry level mission boat. Drones suck. And are getting the nerf in PVE as well. Is Gallente missioning that overpowered, to deserve 2 subsequent nerfs? Maxim 34: If you're leaving scorch-marks, you need a bigger gun. |

Katrina Bekers
Rim Collection RC Test Alliance Please Ignore
140
|
Posted - 2012.11.06 16:10:00 -
[89] - Quote
Typo:
"Here is a picture summarizing the text below as a tl;dr version:"
Should be "above". ____
On the matter: please pretty please with whipped cream on top, do something for the Gallente blasterboats. If you give me a face-melting weapon and no way to be (and survive at least a bit) at face distance, the weapon is useless. Active armor tank and in-your-face don't mix.
There's a reason why most nullsec blocks use generously Abaddons, Apocalypses, Scorpions, Rokhs, Tempests and Maelstroms.
I can't wait to see the day when Megathrons and (bwahaha) Hyperions are even CONSIDERED in fleet doctrines... << THE RABBLE BRIGADE >> |

Gilbaron
Free-Space-Ranger Ev0ke
400
|
Posted - 2012.11.06 16:11:00 -
[90] - Quote
Sinooko wrote:Give the Maelstrom comparable locking range to the Rokh.
Also strip shield booster bonus from battleships. Local reps are completely useless in blobs.
who said every BS should be usefull in blobs ?
|
|

CCP Fozzie
C C P C C P Alliance
2163

|
Posted - 2012.11.06 16:11:00 -
[91] - Quote
Tsubutai wrote:Interesting ideas. When you rebalance CS and leadership mechanics/offgrid boosting, will you be adjusting the way mindlinks interact with leadership skills? As it stands, mindlinks more or less double the strength of the corresponding ganglinks, making it much more important to have the mindlink plugged in than it is to max out the Command Ships skill or the appropriate T3 subsystem. Are there any plans to shift the emphasis such that mindlinks become less of a must-have for pilots with leadership skills?
Also, will T1 BCs retain the ability to fit gang links, or will fleet boosting become a CS/T3-only affair?
Shifting parts of the bonuses from the ganglinks to the other skills and bonuses is an option we have been considering but we have not made a decision there yet. It's likely that the gang link stuff will not all show up in one patch.
And we have no plans to remove the gang link cpu reduction bonus from the Combat Battlecruisers (formerly known as tier 1 and 2). Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
|

Dinta Zembo
Snuff Box
77
|
Posted - 2012.11.06 16:12:00 -
[92] - Quote
So if I have battlecruisers 5 and each racial cruiser at lvl 3, does that mean I'll get every racial battlecruiser skill to 5? You're saying 'if you can fly it now you'll still be able to fly it', but I'd like to know on what level. |

Milton Middleson
Rifterlings Damu'Khonde
145
|
Posted - 2012.11.06 16:12:00 -
[93] - Quote
Quote:How the flying fXXk can this 'faster specialization'?
They're removing the need for lower-class skills to IV or V, and this is assuming racial battlecruisers remains the same rank as it does now. Right now, training for a T2 battlecruiser requires: Racial Frigate V, Assault Ships IV, Racial Cruiser V, Heavy Assault Ships IV, Battlecruiser V, Command Ships I (and a slew of support skills, but those prereqs aren't changing).
Afterward: Racial Frigate IV, Racial Cruiser IV, Racial Battlecruiser V, Command Ships I. Cutting out Frigate V, Cruiser V, AS IV, and HAS IV will save you ~30 days of training (actually, I think that's lowballing a little). |

Harvey James
Deep Core Mining Inc. Caldari State
93
|
Posted - 2012.11.06 16:13:00 -
[94] - Quote
Typhoon
Surely the raven should be more mobile as it's role will be to keep range so the phoon should be slower armour tanking still i hope it won't be changed to shields. its most useful in RR arm bs fleet as caldari don't have armour ships this is rather useful for missile pilots to be useful in armour tanking fleet please don't change this or you will be reducing its role effectively. |

Alara IonStorm
3405
|
Posted - 2012.11.06 16:13:00 -
[95] - Quote
Sinooko wrote:Give the Maelstrom comparable locking range to the Rokh.
Also strip shield booster bonus from battleships. Local reps are completely useless in blobs. I think they could do the best of both worlds make one the Shield Boost and the other the Artillery Ship.
Maybe tracking, or Falloff on the Tempest, Dmg Bonus and 7 Turrets / 6 Mids 5 Lows. Or give the Shield Boost to the Tempest and make the Mael all Fleet.
|

Creat Posudol
German Oldies
61
|
Posted - 2012.11.06 16:14:00 -
[96] - Quote
Dinta Zembo wrote:So if I have battlecruisers 5 and each racial cruiser at lvl 3, does that mean I'll get every racial battlecruiser skill to 5? You're saying 'if you can fly it now you'll still be able to fly it', but I'd like to know on what level. Has been answered a couple of posts earlier: You'll get each racial BC 5. |

DeltaPhalanx
Hordes Of Belial
0
|
Posted - 2012.11.06 16:14:00 -
[97] - Quote
Will the changes to Gang Link bonuses be made "Role Bonues" or will the second gang link bonus supplant the existing second bonus for the Command Ships skill? Ie, would the Vulture's second Hybrid Optimal Range bonus become the 3% to Info War link bonus?
To clarify, each command ship has four bonuses based on Command Ships skill level; will the bonuses to links become native to the hull, plus having four bonuses, or will we have two bonuses and two gang link bonuses? |
|

CCP Fozzie
C C P C C P Alliance
2163

|
Posted - 2012.11.06 16:15:00 -
[98] - Quote
Dinta Zembo wrote:So if I have battlecruisers 5 and each racial cruiser at lvl 3, does that mean I'll get every racial battlecruiser skill to 5? You're saying 'if you can fly it now you'll still be able to fly it', but I'd like to know on what level.
To the same level. So yes in that case you'd get all four skills to level 5. Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
|

Harvey James
Deep Core Mining Inc. Caldari State
93
|
Posted - 2012.11.06 16:15:00 -
[99] - Quote
Alara IonStorm wrote:Sinooko wrote:Give the Maelstrom comparable locking range to the Rokh.
Also strip shield booster bonus from battleships. Local reps are completely useless in blobs. I think they could do the best of both worlds make one the Shield Boost and the other the Artillery Ship. Maybe tracking, or Falloff on the Tempest, Dmg Bonus and 7 Turrets / 6 Mids 5 Lows. Or give the Shield Boost to the Tempest and make the Mael all Fleet.
Perhaps make the tempest a larger stabber instead of its heavy ruppy style. |

Zagdul
Clan Shadow Wolf Fatal Ascension
1084
|
Posted - 2012.11.06 16:16:00 -
[100] - Quote
Hi Fozzie!
On the harbi, the issues I've had with it are CPU and CAP. Not necessarily slot layout or modules. Fill that ship with lasers and you cap out pretty quickly and don't have room for much. Other BC's do this without an issue.
Furthermore, if you want to fix the brutix, prophecy and harbi in one quick stroke, adjust the mass penalty for armor tanking. Potentially the rig drawbacks would solve the issue.
Ferox as a sniper? I always viewed the Ferox as a close range brawler. I believe there are other ships in the caldari line who would make better snipers and need more love than the Ferox (eagle/cerberus) The only reason it's not used is that the drake currently is much more powerful.Not to mention that the T3 battlecruisers will always out perform their siblings as snipers.
Lastly, please pause the fixes to HML's. If you fix the rest of the battlecruisers, you will open the potential for HML's platform ships to become completely obsolete.
Dual Pane idea: Click!
CCP Please Implement |
|

CCP Fozzie
C C P C C P Alliance
2166

|
Posted - 2012.11.06 16:16:00 -
[101] - Quote
DeltaPhalanx wrote:Will the changes to Gang Link bonuses be made "Role Bonues" or will the second gang link bonus supplant the existing second bonus for the Command Ships skill? Ie, would the Vulture's second Hybrid Optimal Range bonus become the 3% to Info War link bonus?
To clarify, each command ship has four bonuses based on Command Ships skill level; will the bonuses to links become native to the hull, plus having four bonuses, or will we have two bonuses and two gang link bonuses?
Very likely they will become role bonuses. Once we're done we intend all 8 command ships to be useful for blowing stuff up and all 8 command ships to be useful for gang boosting. Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
|

Warde Guildencrantz
TunDraGon
179
|
Posted - 2012.11.06 16:17:00 -
[102] - Quote
ReK42 wrote:in your current model we're losing a lot of EHP on everything due to the lack of a 5% hull
The boost from a 5% bonused link maxed with a warfare link implant is 35.16%, the boost from a 3% bonused ship is 32.34%. I think you can live with 2.82% less ehp.
hint: on an abaddon that is dual plated with slaves and trimarks, it only loses 13k ehp from the original 340k with boosts. That's hardly anything. |

Harvey James
Deep Core Mining Inc. Caldari State
93
|
Posted - 2012.11.06 16:18:00 -
[103] - Quote
@CCP Fozzie I hope vulture will become brawler too op range is pointless on it needs to be a heavy brawling ferox with links also will they both get the same T2 resis and will any be losing resis/tanking bonus in favour of a more attacking dps/range bonus? |

Milton Middleson
Rifterlings Damu'Khonde
146
|
Posted - 2012.11.06 16:19:00 -
[104] - Quote
CCP Fozzie wrote:Iniquita wrote:I think its worth remember that there is a fifth leadership type in eve. Have you taken into consideration how a nerf to off grid boosting would affect mining in eve? Yup it's something we're putting a lot of thought into. Moving links ongrid has significant technical blockers at the moment so it's not coming anytime soon, and between now and that bright sunny someday we'll spend a lot of time consulting with miners to make sure gameplay stays interesting and useful.
I am disappoint. Have you guys considered the possibility of giving links an optimal range that they work inside of, rather than an on-grid/off-grid distinction. |

Harvey James
Deep Core Mining Inc. Caldari State
93
|
Posted - 2012.11.06 16:22:00 -
[105] - Quote
Milton Middleson wrote:CCP Fozzie wrote:Iniquita wrote:I think its worth remember that there is a fifth leadership type in eve. Have you taken into consideration how a nerf to off grid boosting would affect mining in eve? Yup it's something we're putting a lot of thought into. Moving links ongrid has significant technical blockers at the moment so it's not coming anytime soon, and between now and that bright sunny someday we'll spend a lot of time consulting with miners to make sure gameplay stays interesting and useful. I am disappoint. Have you guys considered the possibility of giving links an optimal range that they work inside of, rather than an on-grid/off-grid distinction.
An AOE range would be the way too go and make all CS brawlers |

jonnykefka
Adhocracy Incorporated Adhocracy
160
|
Posted - 2012.11.06 16:23:00 -
[106] - Quote
These are ambitious but largely good ideas. A few quick concerns:
1. Amarr drone boats. The Arbitrator/Curse/Pilgrim is really the most effective Amarr drone boat hull, and it's effective because the drone DPS is largely incidental to the overpowering ewar and cap warfare. Making the prophecy into a drone boat that is distinct from the myrm but still worth using will basically require making it an ewar/capwar BC, which is awesome, but ultimately you can't make it more effective at ewar/capwar ship than the recon ships without making them obsolete, so in the end you still end up with something that nobody uses. I think you might be backing yourself into a corner there, so I encourage you to consider alternatives. As a side note, the size of drone bay/power of drones trade-off is not really an even trade under current mechanics.
2. The Ferox. Ah, caldari rail boats. Mid-size long-range guns are really not that useable right now, and that might be something that requires a broader fix. They will always be out-ranged and out-alpha'd by big ships and more recently by tier 3 BCs that can fit large guns. Sure, they can hit smaller stuff more easily, but against ships the same size that they are, large guns are always going to do far better. If you have some stat wizard still around, run the numbers on how many people use rail Ferox fits versus blaster Ferox fits now and I'm reasonably sure you'll see a pretty hefty blaster preference. I would much prefer to see the Ferox become a shield version of the current Brutix, in-your-face and heavily tanked.
3. Fix active armor tanking, then rebalance ships with active armor tanking bonuses. You'll save yourselves a lot of trouble.
4. Command ships and bonuses and tech 3s oh my. Multi-bonuses: Awesome. Reducing bonus strength: Yeah, ok, tech 2 links + mindlink + current bonuses can be a little over-the top. Problem: The general philosophy you've mentioned is "make the tech 2s more specialized and the tech 3s more versatile". I think you're going the wrong way with the command example. Making the tech 3s the ship that are able to support more links makes them more role-specialized, while the tech 2 ships now all become ships that are designed to fight AND boost. I think a better approach might be to keep the current command ship model, but leaving the extra link type bonus on the tech 3 and give them a hard cap of one active link (honestly, you could just axe command processors). That way they have versatility in which link they run and more versatility in their battlefield role. The main problem with the current command tech 3s is offgrid boosting combined with their stupidly high bonuses. A tech 3 running 3 links is incredibly fragile and never on the field, making it so they can only EVER one run link will put them back on the field of battle where their versatility can come into play.
As a w-space denizen, I think there's a lot that needs to be discussed with rebalancing tech 3s. The current ideas are...well, worrisome. I like the idea of making them more versatile and less specialized, and to me that means they can do things no other ship type can. Right now I think the best example of that is the cloaky-scanny combat tech 3: It fulfills a totally different role from any other ship, since all the cloaky-scanny ships are either fragile or ewar-based, and none of the combat ships can cloak or scan. That's a much bigger discussion for another thread. |

ReK42
Dreddit Test Alliance Please Ignore
58
|
Posted - 2012.11.06 16:24:00 -
[107] - Quote
Warde Guildencrantz wrote:ReK42 wrote:in your current model we're losing a lot of EHP on everything due to the lack of a 5% hull The boost from a 5% bonused link maxed with a warfare link implant is 35.16%, the boost from a 3% bonused ship is 32.34%. I think you can live with 2.82% less ehp. hint: on an abaddon that is dual plated with slaves and trimarks, it only loses 13k ehp from the original 340k with boosts. That's hardly anything.
It's still a nerf to the boost itself and, in the context of everyone talking about removing off-grid boosting, it should not be taken lightly. Please don't CCP this and nerf a very important mechanic from both ends.
Also, 13k EHP is in no way insignificant, especially when you consider that it's per member. That means that, in a 100 man fleet, you're removing 3-4 entire battleships' worth of tanking. |

Mors Magne
Terra Incognita Intrepid Crossing
39
|
Posted - 2012.11.06 16:25:00 -
[108] - Quote
Ship re-balancing is ok, but more resources should be invested into making new content.
"Walking in stations" should have been adjusted to "walking through deserted space stations looking for loot".
Just re-balancing will get boring. |
|

CCP Fozzie
C C P C C P Alliance
2169

|
Posted - 2012.11.06 16:25:00 -
[109] - Quote
Wanted to quickly address two of the more common points raised so far here:
- Skirmish links and the Amarr/Gallente command ships
We recognize that the skirmish links do fit especially well with Gallente blasterboats and the Gallente scram range bonuses. The initial plan here gives Skirmish to the Proteus for that reason, but it may prove a good idea to give skirmish bonuses to the Eos and Astarte as well. We are not going to rule out the possibility of making the Amarr command ships Armor/Info bonused and the Gallente command ships Armor/Skirm bonused. This would cause a significant disruption for the 7 of you that have the Eos trained specifically for Info links, but that may be a sacrifice worth making. Not going to make any promises now but it's on the table.
- The Ferox and sniper/brawler role
Our ideal goal for the Ferox is a ship that can be used as either a sniper or brawler (as long as it takes advantage of the optimal bonus with blasters), but that leans a bit towards sniper. We recognize that this is going to be a very difficult like to walk considering how much competition the Attack BCs (formerly known as Tier 3) give in the sniping department. Giving it a niche may mean giving it optimal/tracking bonuses and an extra turret, it may mean a damage bonus, or it may prove impossible. Consider "Big Moa" to be a fallback if the design doesn't shape up once we start playtesting. Getting this ship to work will likely also require a closer look at medium railguns as a weapon system.
Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
|

Bienator II
madmen of the skies
1103
|
Posted - 2012.11.06 16:28:00 -
[110] - Quote
looking forward to on-grid boosters 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 |

Gypsio III
Chemikals Ministry of Inappropriate Footwork
414
|
Posted - 2012.11.06 16:28:00 -
[111] - Quote
CCP Fozzie wrote:As for the gang link nerf discussion. It's extremely clear that the addition of the 5% bonused T3s combined with the T2 gang link modules created a perfect storm with gang boosts. These have become far too powerful and it has become almost impossible to compete without a booster alt. We're not switching command ship and T3 bonuses straight up because 5% links are overpowered, so everyone should probably start getting used to that idea.
Hopefully that balancing will involve a thorough look at the gang links themselves, some of which are absurdly overpowered - Interdiction Manouevres and Evasive Manoeuvres for a start, while the Info Warfare links are relatively useless - although still arguably overpowered, as we'll see when people start flying about with 90% tracking disruptors. Basically, the magnitudes of the bonuses from all warfare links are far too high, even from the unused ones! |

Ogogov
Ars ex Discordia Test Alliance Please Ignore
29
|
Posted - 2012.11.06 16:28:00 -
[112] - Quote
Please fix information warfare links, or change them to something more useful. They are currently amongst the weakest type of warfare links primarily because the racial flavor covers ECM, which Gallente generally don't use (because sensor damps suck)
I'm not sure the Mega can stand to lose much EHP, but if it can be made more viable for getting in close, it may work.
The Hyperion/Myrm/Brutix are all victims of the active armor tanking/cap/MWD issue. They'll stay broken until active armor tanking becomes effective or is dropped entirely.
The Myrm/Dominix are victims of the terrible drone AI and the fact that EVE is far more hostile to drones in general than it used to be.
I'm looking forward to how these changes pan out - I hope its enough to me to warrant re-subbing my other accounts! |

Iris Bravemount
Fweddit I Whip My Slaves Back and Forth
111
|
Posted - 2012.11.06 16:31:00 -
[113] - Quote
Gilbaron wrote:Sinooko wrote:Give the Maelstrom comparable locking range to the Rokh.
Also strip shield booster bonus from battleships. Local reps are completely useless in blobs. who said every BS should be usefull in blobs ?
The same guy who said they should be cumbersome in small gangs. I accidentally... the bookmark. How much is it worth? |

Alara IonStorm
3405
|
Posted - 2012.11.06 16:31:00 -
[114] - Quote
CCP Fozzie wrote:Consider "Big Moa" to be a fallback if the design doesn't shape up once we start playtesting.
You once said the Bantam would take over the Rail Based ship for Frigates before Support Frigates.
With the Merlin and Moa now brawlers the last T1 Medium Rail Boat that could be fixed is the Ferox and you are wondering if you can even make that work with 2 dedicated bonuses. If you give up and make this one a Blaster Brawler that will be it. You are saying you could not pull one solid range based Platform out of Medium Rails with 2 bonuses.
I like to think it is possible to make a Good Mid Range Rail Boat for Caldari skirmish fleets, just sad it wasn't a Cruiser. |

Gypsio III
Chemikals Ministry of Inappropriate Footwork
414
|
Posted - 2012.11.06 16:32:00 -
[115] - Quote
CCP Fozzie wrote: The Ferox and sniper/brawler role
Our ideal goal for the Ferox is a ship that can be used as either a sniper or brawler (as long as it takes advantage of the optimal bonus with blasters), but that leans a bit towards sniper. We recognize that this is going to be a very difficult like to walk considering how much competition the Attack BCs (formerly known as Tier 3) give in the sniping department. Giving it a niche may mean giving it optimal/tracking bonuses and an extra turret, it may mean a damage bonus, or it may prove impossible. Consider "Big Moa" to be a fallback if the design doesn't shape up once we start playtesting. Getting this ship to work will likely also require a closer look at medium railguns as a weapon system. [/LIST]
It'll be tricky to design a "big Moa" without one of the "big Moa" or Moa being obsoleted by the other. OTOH, you'll meet the same problem with the snipey Ferox and the Naga. So, er, good luck! |
|

CCP Fozzie
C C P C C P Alliance
2169

|
Posted - 2012.11.06 16:32:00 -
[116] - Quote
ReK42 wrote: It's still a nerf to the boost itself and, in the context of everyone talking about removing off-grid boosting, it should not be taken lightly. Please don't CCP this and nerf a very important mechanic from both ends.
So I want to make clear that we don't have a timeline for when pushing links ongrid will be possible. It won't be happening at the same time as these other listed changes.
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?  Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
|

Magic Crisp
Amarrian Micro Devices Silent Infinity
47
|
Posted - 2012.11.06 16:33:00 -
[117] - Quote
Quote:With the bulk of our work out of the way though, this begs the question, what are we going to do now with all that precious free time?
Uhm, fix bugs? :) Sure you have tons of bugreports in your tracker...
Oh, and please don't kill the AC phoons, those are just awesome with those neuts, in solo, or smallscale. You are making more and more matar boats missile ships, or drone vessels. Every race is fine with its primary weapon, while matar needs to train all drones, missiles and projectiles now to be able to fly decently. Next to this, a lot of matar ships are not really good, like those citadel torps are horrible on the naglfar, they are so horrible that the ingame fitting panel doesn't even consider them in sieged mode. Hels die super fast, they are bullet catchers on the battlefield. Why can't we just use projectiles on matar vessels? This really scares away noobs from flying matar, and takes them a lot of time to train the race up properly.
So, if i have 4 cruiser 5s, 4 frigate 5s, destroyers 5 and battlecruiser5, i'll get all splitted bc/royer skills on 5 after the patch?
Command ship stuff seems nice, tho how come you're going to add a matar bonus to an amarr command ship? using the enemy's weapon? :) Though seeing the minmatar t3 boosting spec, i think it'l lbe pointless to field a matar tech3 booster. Either amarr or faildari. Having both armor and shield at once is less favorable than having information and skirmish at once. informathion+skirmish at once WITH a shield OR armor link is WIN. having shield and armor boost at once... dunno, maybe for blobs? :)
|

Harvey James
Deep Core Mining Inc. Caldari State
94
|
Posted - 2012.11.06 16:33:00 -
[118] - Quote
CCP Fozzie wrote:Wanted to quickly address two of the more common points raised so far here:
- Skirmish links and the Amarr/Gallente command ships
We recognize that the skirmish links do fit especially well with Gallente blasterboats and the Gallente scram range bonuses. The initial plan here gives Skirmish to the Proteus for that reason, but it may prove a good idea to give skirmish bonuses to the Eos and Astarte as well. We are not going to rule out the possibility of making the Amarr command ships Armor/Info bonused and the Gallente command ships Armor/Skirm bonused. This would cause a significant disruption for the 7 of you that have the Eos trained specifically for Info links, but that may be a sacrifice worth making. Not going to make any promises now but it's on the table.
yes gallente need more speed!!!! and info links need to be looked at and maybe made to amarr flavour.
- The Ferox and sniper/brawler role
Our ideal goal for the Ferox is a ship that can be used as either a sniper or brawler (as long as it takes advantage of the optimal bonus with blasters), but that leans a bit towards sniper. We recognize that this is going to be a very difficult like to walk considering how much competition the Attack BCs (formerly known as Tier 3) give in the sniping department. Giving it a niche may mean giving it optimal/tracking bonuses and an extra turret, it may mean a damage bonus, or it may prove impossible. Consider "Big Moa" to be a fallback if the design doesn't shape up once we start playtesting. Getting this ship to work will likely also require a closer look at medium railguns as a weapon system.
"Big Moa" is the only way to go really sniping is specialized after-all leave it to the Tier3's as they already have this versatility to choose from and will do it much better than the ferox could ever hope to as medium rails/long range turrets are simply too weak. |

ReK42
Dreddit Test Alliance Please Ignore
58
|
Posted - 2012.11.06 16:33:00 -
[119] - Quote
Fozzie could you comment on the boost amount issue? Why did you bring it down to 2%/3% rather than keep it 3%/5%? Are you open to considering reversing that and giving the one on-race bonus 5% on command ships? |

Azura Solus
Good Game Quit Qrying
30
|
Posted - 2012.11.06 16:33:00 -
[120] - Quote
CCP Fozzie wrote:Iniquita wrote:I think its worth remember that there is a fifth leadership type in eve. Have you taken into consideration how a nerf to off grid boosting would affect mining in eve? Yup it's something we're putting a lot of thought into. Moving links ongrid has significant technical blockers at the moment so it's not coming anytime soon, and between now and that bright sunny someday we'll spend a lot of time consulting with miners to make sure gameplay stays interesting and useful.
as i suggested above from what i can tell your biggest pet peve is being able to boost behind a pos. so why dont you make them unable to do so. while still allowing it from safe spots |

Warde Guildencrantz
TunDraGon
179
|
Posted - 2012.11.06 16:35:00 -
[121] - Quote
CCP Fozzie wrote:
The Ferox and sniper/brawler role
Our ideal goal for the Ferox is a ship that can be used as either a sniper or brawler (as long as it takes advantage of the optimal bonus with blasters), but that leans a bit towards sniper. We recognize that this is going to be a very difficult like to walk considering how much competition the Attack BCs (formerly known as Tier 3) give in the sniping department. Giving it a niche may mean giving it optimal/tracking bonuses and an extra turret, it may mean a damage bonus, or it may prove impossible. Consider "Big Moa" to be a fallback if the design doesn't shape up once we start playtesting. Getting this ship to work will likely also require a closer look at medium railguns as a weapon system.
The ferox will never be better than the naga at kite sniping. It's just impossible.
I am trying to think of a scenario where the ferox could better and the only one i can think of is the fact that the ferox could kill an interceptor with drones, but that is all. For the ferox to be better with medium rails having their current damage, it would need to be faster than the naga. That's not happening...
Thus, make it a big moa. Or, make it something completely different...like a caldari boat that can actually mount some neuts without dying in a fire with its cap and fitting. |

Harvey James
Deep Core Mining Inc. Caldari State
94
|
Posted - 2012.11.06 16:35:00 -
[122] - Quote
Azura Solus wrote:CCP Fozzie wrote:Iniquita wrote:I think its worth remember that there is a fifth leadership type in eve. Have you taken into consideration how a nerf to off grid boosting would affect mining in eve? Yup it's something we're putting a lot of thought into. Moving links ongrid has significant technical blockers at the moment so it's not coming anytime soon, and between now and that bright sunny someday we'll spend a lot of time consulting with miners to make sure gameplay stays interesting and useful. as i suggested above from what i can tell your biggest pet peve is being able to boost behind a pos. so why dont you make them unable to do so. while still allowing it from safe spots
No links give a significant bonus and as such should be balanced as a big risk to being primaried and killed as e-war ships are. within LP range. |
|

CCP Fozzie
C C P C C P Alliance
2178

|
Posted - 2012.11.06 16:36:00 -
[123] - Quote
ReK42 wrote:Fozzie could you comment on the boost amount issue? Why did you bring it down to 2%/3% rather than keep it 3%/5%? Are you open to considering reversing that and giving the one on-race bonus 5% on command ships?
My official position on this issue is as follows:
5% link bonuses are broken powerful, and I'm going to stab them in their metaphorical eye and then wiggle the knife. In game. Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
|

Ogopogo Mu
O C C U P Y Test Friends Please Ignore
94
|
Posted - 2012.11.06 16:36:00 -
[124] - Quote
I think the Ferox suggestion is the same one the team tried to use on the Merlin. Hopefully this one won't go through either.
- Medium rails are awful.
- Shield resist bonuses are what allows the Ferox a brawler role.
- If you want to snipe with a Caldari BC, you're silly if you use a Ferox instead of a Naga.
I like the idea behind the Tierecide project, but seriously the way to fix a platform that does not work is not always a total forced narrow repurposing. Fix the number of slots and the fitting issues and see how it goes. This, like a lot of the recent changes, have good intentions but are really bulldozing anthills. Introducing the ASB instead of just adjusting the parameters of active shield tanking is a perfect example of the problems you create when sledgehammering balance issues. |

Pattern Clarc
Aperture Harmonics
406
|
Posted - 2012.11.06 16:37:00 -
[125] - Quote
CCP Fozzie wrote:Wanted to quickly address two of the more common points raised so far here:
- Skirmish links and the Amarr/Gallente command ships
We recognize that the skirmish links do fit especially well with Gallente blasterboats and the Gallente scram range bonuses. The initial plan here gives Skirmish to the Proteus for that reason, but it may prove a good idea to give skirmish bonuses to the Eos and Astarte as well. We are not going to rule out the possibility of making the Amarr command ships Armor/Info bonused and the Gallente command ships Armor/Skirm bonused. This would cause a significant disruption for the 7 of you that have the Eos trained specifically for Info links, but that may be a sacrifice worth making. Not going to make any promises now but it's on the table.
- The Ferox and sniper/brawler role
Our ideal goal for the Ferox is a ship that can be used as either a sniper or brawler (as long as it takes advantage of the optimal bonus with blasters), but that leans a bit towards sniper. We recognize that this is going to be a very difficult like to walk considering how much competition the Attack BCs (formerly known as Tier 3) give in the sniping department. Giving it a niche may mean giving it optimal/tracking bonuses and an extra turret, it may mean a damage bonus, or it may prove impossible. Consider "Big Moa" to be a fallback if the design doesn't shape up once we start playtesting. Getting this ship to work will likely also require a closer look at medium railguns as a weapon system.
Armour with skirmish with a few cracked eggs for gallente is far better than the alternative.
Removing resists as step one of your Ferox plan fills no one with confidence. Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction |

Lors Dornick
Kallisti Industries Solar Assault Fleet
288
|
Posted - 2012.11.06 16:37:00 -
[126] - Quote
Azura Solus wrote:CCP Fozzie wrote:Iniquita wrote:I think its worth remember that there is a fifth leadership type in eve. Have you taken into consideration how a nerf to off grid boosting would affect mining in eve? Yup it's something we're putting a lot of thought into. Moving links ongrid has significant technical blockers at the moment so it's not coming anytime soon, and between now and that bright sunny someday we'll spend a lot of time consulting with miners to make sure gameplay stays interesting and useful. as i suggested above from what i can tell your biggest pet peve is being able to boost behind a pos. so why dont you make them unable to do so. while still allowing it from safe spots
Erh? Because that would most likely involve even more technical blockers?
|

Qaidan Alenko
State War Academy Caldari State
597
|
Posted - 2012.11.06 16:37:00 -
[127] - Quote
Quote:Drake: once again, blame the modules, not the hull GÇô while missiles are being looked into by CCP Fozzie, shield tanking is the root of the problem here. Can any light be shed on this area? What is being bandied about with mods and shield tanking? Go ahead,,,, Get your Wham on!!!
|

MadMuppet
Three Fish In A Box
590
|
Posted - 2012.11.06 16:38:00 -
[128] - Quote
The Claymore is going to become a missile boat? That sucks. November 6th, 2012 "With this in mind, it becomes quite obvious to focus on training the Destroyers and Battlecruisers skills before the change to get the maximum return effect. We highly recommend you start doing so now." --á CCP Ytterbium from:-áhttp://community.eveonline.com/devblog.asp?a=blog&nbid=73530 |

Gypsio III
Chemikals Ministry of Inappropriate Footwork
417
|
Posted - 2012.11.06 16:41:00 -
[129] - Quote
CCP Fozzie wrote:However, let's throw a brainstorming concept out here just for fun: What if gang links worked a lot like warp disruption spheres? 
You mentioned technical difficulties, is this really so hard to program? It would seem to be the obvious way of doing it. The only question would be the size of the sphere. A small sphere would force people to choose between bonuses and options of tactical positioning, but forcing choices can be a good thing. There'd be scope for a warfare link that increased the range of other links too. |

Pattern Clarc
Aperture Harmonics
406
|
Posted - 2012.11.06 16:42:00 -
[130] - Quote
MadMuppet wrote:The Claymore is going to become a missile boat? That sucks. The beginning of the end of all split weapons? That is literally the end of suck. Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction |

ReK42
Dreddit Test Alliance Please Ignore
58
|
Posted - 2012.11.06 16:42:00 -
[131] - Quote
Welp.
|

Bloodpetal
Mimidae Risk Solutions
1032
|
Posted - 2012.11.06 16:43:00 -
[132] - 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 like this
Ok, I do not think you need the Squad>Wing>Fleet command hierarchy for bonuses to apply. I mean, it's a nice idea, but it's a pain in the ass more times than anything at all, really, seriously when it comes to who you want to be able to warp a fleet while who you want to give bonuses. Assigning wing boosters and stuff is annoying.
It doesn't have to be there at all. Maybe for the basic leadership skill based % boosts, those can require a hierarchy, but for gang boosting, I dont think you need this there at all.
Then, yes, make it an AOE affect and set the range to something appropriate (50-100km?). Or, better yet, you can make certain ships give bonuses to gang boosting range instead of affect (i.e. so t3 gets a range bonus to command link range, while T2 gets an effect bonus - or whatever).
This would make me happy. The range makes sense, the bonuses will be better managed, and so on. Having multiple boosting ships on the field at the same time will be effective and not require juggling command positions in the middle of something stupid going on - and it makes the whole system a lot smoother and effective. Where I am. |

Melina Lin
Universal Frog
42
|
Posted - 2012.11.06 16:43:00 -
[133] - Quote
On the matter of Ferox:
14 inches mate! 14 inches and you want to make it a cowardly sniper? A sub-par sniper of all things?
*stares disapprovingly* |

Harvey James
Deep Core Mining Inc. Caldari State
94
|
Posted - 2012.11.06 16:50:00 -
[134] - Quote
Also removing command processors would be nice although if we have the links as an AOE then maybe they wouldn't use them as they would need tank but still its much like micro shield mods they aren't needed and dont get used much. |

Irregessa
Obfuscation and Reflections
9
|
Posted - 2012.11.06 16:53:00 -
[135] - Quote
Quote:With the way nested skill requirements work in EVE, it also means that you will still be able to fly an Apocalypse even if you donGÇÖt have the Amarr Battlecruiser skill trained at 4 after the change. It wonGÇÖt matter as long as you have the Amarr Battleship skill at the proper level.
Um, isn't one of the facets of tiericide is that you just need level 1 of the appropriate skill to fly that category of ships (i.e. Amarr Battleship I for all the Amarr battleships)? If so, the bolded sentence makes no sense, unless the appropriate level is I. |
|

CCP Fozzie
C C P C C P Alliance
2188

|
Posted - 2012.11.06 16:56:00 -
[136] - Quote
Irregessa wrote:Quote:With the way nested skill requirements work in EVE, it also means that you will still be able to fly an Apocalypse even if you donGÇÖt have the Amarr Battlecruiser skill trained at 4 after the change. It wonGÇÖt matter as long as you have the Amarr Battleship skill at the proper level. Um, isn't one of the facets of tiericide is that you just need level 1 of the appropriate skill to fly that category of ships (i.e. Amarr Battleship I for all the Amarr battleships)? If so, the bolded sentence makes no sense, unless the appropriate level is I.
The appropriate level is 1 :) Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
|

Takeshi Yamato
Blue Republic RvB - BLUE Republic
528
|
Posted - 2012.11.06 16:59:00 -
[137] - Quote
CCP Fozzie
What's the plan for the drone Prophecy exactly? Is it going to be a Harbinger with less damage from lasers and more damage from drones? Or something unique? |

Dracko Malus
Lightbringer's Sanctuary RAZOR Alliance
13
|
Posted - 2012.11.06 16:59:00 -
[138] - Quote
Wait a minute, you currently need racial cruiser 3 to get in a BC. But frigate 4 for a Cruiser.
Doesn't it make more sense to transfer the whole range up or down a notch to the same level?
Frigate 3 for Destroyer Destroyer 3 for Cruiser Cruiser 3 for BattleCruiser Battlecruiser 3 for Battleship BattleShip 3 and Capitals 3 for Dread/Carrier Carrier 3 for SuperCarrier Not sure what to do with Titan Skill though but I think Capital Ship 5 for Titan is fine.
Carriers and/or Dread to 3 wouldn't really make sense. Dread would perhaps be a choice, but Carrier with Drone interfacing 5 doesn't really as Titans don't have drones anymore.
I already have the solution for the "lack of skills" or "training" time complaint for the capitals.. just add the requirements for Jumpskills currently required for the BlackOps to the Capitals. That makes most sense.
So Jump Drive Operation 5 & Jump Drive calibration 4. I cringe whenever I hear someone ask for a cyno with Jump Drive Calibration 3.
Yes, training into a different race Capital once you've gotten into the first onewill be shorter, but I don't really see a problem in that. As long as you've trained for the actually useful capital skills which BS5 really isn't. Perhaps adding Large Capital Turret for each race to level 5 a pre-req for Dreads, and Fighters to 3/4 or something for Carriers? Tess La'Coil's loveslave. |

Marlona Sky
D00M. Northern Coalition.
1803
|
Posted - 2012.11.06 17:03:00 -
[139] - Quote
CCP Fozzie,
Is there any plans to completely change information links to something more useful? Currently shield, armor and speed links help every ship. 99% of the time players will choose one of those three over information bonuses every day of the week and twice on Sunday. The current fleet hierarchy only sees real use of bonuses in the fleet and wing command spots. Which is tank and skirmish. Would changing the info bonuses to be bonuses to drones, which 90% of all ships in the game have, be an option?
Also I am one of the 7 with max information bonuses on T3 and command ships. 
Remove local, structure mails and revamp the directional scanner! |

Sheynan
Lighting the blight
109
|
Posted - 2012.11.06 17:04:00 -
[140] - Quote
\o/ down with the boost overlords \O/
\O/ |

DeltaPhalanx
Hordes Of Belial
0
|
Posted - 2012.11.06 17:05:00 -
[141] - Quote
CCP Fozzie wrote:DeltaPhalanx wrote:Will the changes to Gang Link bonuses be made "Role Bonues" or will the second gang link bonus supplant the existing second bonus for the Command Ships skill? Ie, would the Vulture's second Hybrid Optimal Range bonus become the 3% to Info War link bonus?
To clarify, each command ship has four bonuses based on Command Ships skill level; will the bonuses to links become native to the hull, plus having four bonuses, or will we have two bonuses and two gang link bonuses? Very likely they will become role bonuses. Once we're done we intend all 8 command ships to be useful for blowing stuff up and all 8 command ships to be useful for gang boosting.
Thank you Fozzie; looking forward to combat-oriented command ships  |
|

CCP Fozzie
C C P C C P Alliance
2189

|
Posted - 2012.11.06 17:06:00 -
[142] - Quote
Marlona Sky wrote:CCP Fozzie, Is there any plans to completely change information links to something more useful? Currently shield, armor and speed links help every ship. 99% of the time players will choose one of those three over information bonuses every day of the week and twice on Sunday. The current fleet hierarchy only sees real use of bonuses in the fleet and wing command spots. Which is tank and skirmish. Would changing the info bonuses to be bonuses to drones, which 90% of all ships in the game have, be an option? Also I am one of the 7 with max information bonuses on T3 and command ships. 
I trained max information warfare skills specifically for one Info Claymore fit for the AT. And then joined CCP before ever actually flying that ship on TQ.
 Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
|

Harvey James
Deep Core Mining Inc. Caldari State
95
|
Posted - 2012.11.06 17:07:00 -
[143] - Quote
DeltaPhalanx wrote:CCP Fozzie wrote:DeltaPhalanx wrote:Will the changes to Gang Link bonuses be made "Role Bonues" or will the second gang link bonus supplant the existing second bonus for the Command Ships skill? Ie, would the Vulture's second Hybrid Optimal Range bonus become the 3% to Info War link bonus?
To clarify, each command ship has four bonuses based on Command Ships skill level; will the bonuses to links become native to the hull, plus having four bonuses, or will we have two bonuses and two gang link bonuses? Very likely they will become role bonuses. Once we're done we intend all 8 command ships to be useful for blowing stuff up and all 8 command ships to be useful for gang boosting. Thank you Fozzie; looking forward to combat-oriented command ships 
Particularly the Eos with proper drone bonuses would be nice instead of its ***** drone bay only bonus hopefully it will get a full set of ogres too |

Ming Tso
O C C U P Y Test Friends Please Ignore
2
|
Posted - 2012.11.06 17:07:00 -
[144] - Quote
CCP Fozzie wrote:Intaki Kauyon wrote:CCP: Would like a more clear representation of the BC/Destroyer skill changes. Quote:Reimbursement details: GÇóLet us repeat again: if you could fly it before, you will be able to do so after the change. Technically it means if you are able to fly an Oracle by having Amarr Cruisers 3 and Battlecruisers 3, we will remove the Battlecruisers skill from your character and give you Amarr Battlecruisers at 3. If you had Battlecruisers at 3 and Caldari Cruisers 3 instead, you would not receive Amarr Battlecruisers but the Caldari Battlecruisers skill at 3 instead. The same principle work with the Destroyers skill. GÇó With the way nested skill requirements work in EVE, it also means that you will still be able to fly an Apocalypse even if you donGÇÖt have the Amarr Battlecruiser skill trained at 4 after the change. It wonGÇÖt matter as long as you have the Amarr Battleship skill at the proper level.
With this in mind, it becomes quite obvious to focus on training the Destroyers and Battlecruisers skills before the change to get the maximum return effect. We highly recommend you start doing so now.
That's all fine and well. But while you are warning us on what to train now, please help us understand the change. You talk about BC skills translating based on the race you own via Cruiser or Frigates, but you don't say how that translates based on reverse. For instance: If I have currently: BC to V Gall Cruiser to V but Caldari Cruiser to IV Do I get each one of the 4 BC new skills to V just becuase of current BC is V, or do I get: Gall BC to V but Caldari BC to IV ? In that case you would get both racial battlecruiser skills to V. You'll get exactly the same level of bonus to your ships after the skill change as you did before it, and since you only need the cruiser skills to 3 to fly those BCs and getting cruiser higher doesn't give bonuses to the BCs, any cruiser skill levels beyond 3 don't matter. Antoine Jordan wrote:So if I have Battlecruisers V and Amarr Cruiser III, after the patch I'll have Amarr Battlecruiser V, right? So that I can fly them to the same effectiveness I could before the patch. This is correct.
Sorry to rehash something already answered, but I'm missing something.
What happens if I DON'T have Racial Cruiser to III before the change, but I have Battlecruiser V.
Let's say I have the following skills:
Battlecruiser V Caldari Cruiser IV Minmatar Cruiser III Gallente Cruiser II Amarr Cruiser 0
What do I get then? |

Warde Guildencrantz
TunDraGon
179
|
Posted - 2012.11.06 17:08:00 -
[145] - Quote
more on the ferox:
One way of making it better than the naga would be to make it able to overheat modules for a while, perhaps a 10% bonus per level to heat dissipation would make it have a cool role. (Doesn't even need a tanking bonus if it can overheat it's tank for a fight)
Coupled with a damage bonus it would make the ferox useful in quite different ways than a naga. It could hold overheated damage for quite a while and tank overheated as well. Even if its second bonus was optimal range, it would still get great damage. This bonus would be a good way to give the ferox its tank and gank with a single bonus, rather than trying to decide between the damage/optimal, optimal/tank, tank/damage bonus patterns. Also would be a good point for newbies to start stepping into the thermodynamics part of PvP, which is more reasonable to jump into once a newbie has flown frigs and cruisers.
(CCP fozzie? what do you think about this :P) |

Daneel Trevize
Give my 11percent back
246
|
Posted - 2012.11.06 17:08:00 -
[146] - Quote
https://forums.eveonline.com/default.aspx?g=posts&m=2145868#post2145868CCP Fozzie wrote:Wanted to quickly address two of the more common points raised so far here:
- Skirmish links and the Amarr/Gallente command ships
We recognize that the skirmish links do fit especially well with Gallente blasterboats and the Gallente scram range bonuses. The initial plan here gives Skirmish to the Proteus for that reason, but it may prove a good idea to give skirmish bonuses to the Eos and Astarte as well. We are not going to rule out the possibility of making the Amarr command ships Armor/Info bonused and the Gallente command ships Armor/Skirm bonused. This would cause a significant disruption for the 7 of you that have the Eos trained specifically for Info links, but that may be a sacrifice worth making. Not going to make any promises now but it's on the table.
- The Ferox and sniper/brawler role
Our ideal goal for the Ferox is a ship that can be used as either a sniper or brawler (as long as it takes advantage of the optimal bonus with blasters), but that leans a bit towards sniper. We recognize that this is going to be a very difficult like to walk considering how much competition the Attack BCs (formerly known as Tier 3) give in the sniping department. Giving it a niche may mean giving it optimal/tracking bonuses and an extra turret, it may mean a damage bonus, or it may prove impossible. Consider "Big Moa" to be a fallback if the design doesn't shape up once we start playtesting. Getting this ship to work will likely also require a closer look at medium railguns as a weapon system.
I can't like this sort of feedback enough. Keep up the almost-top-notch work. |

Dracko Malus
Lightbringer's Sanctuary RAZOR Alliance
13
|
Posted - 2012.11.06 17:09:00 -
[147] - Quote
Ming Tso wrote:
Let's say I have the following skills:
Battlecruiser V Caldari Cruiser IV Minmatar Cruiser III Gallente Cruiser II Amarr Cruiser 0
What do I get then?
Caldari BC 5 Minmatar BC 5 No Gallente BC skill No Amarr BC skill
Current Cruiser skills will have to be at 3. Tess La'Coil's loveslave. |

Finde learth
Republic Military School Minmatar Republic
17
|
Posted - 2012.11.06 17:09:00 -
[148] - Quote
CCP Fozzie wrote: In that case you would get both racial battlecruiser skills to V.
why not four racial battlecruiser skills to V after patch if i have bc V?
|
|

CCP Fozzie
C C P C C P Alliance
2189

|
Posted - 2012.11.06 17:10:00 -
[149] - Quote
Ming Tso wrote:CCP Fozzie wrote:Intaki Kauyon wrote:CCP: Would like a more clear representation of the BC/Destroyer skill changes. Quote:Reimbursement details: GÇóLet us repeat again: if you could fly it before, you will be able to do so after the change. Technically it means if you are able to fly an Oracle by having Amarr Cruisers 3 and Battlecruisers 3, we will remove the Battlecruisers skill from your character and give you Amarr Battlecruisers at 3. If you had Battlecruisers at 3 and Caldari Cruisers 3 instead, you would not receive Amarr Battlecruisers but the Caldari Battlecruisers skill at 3 instead. The same principle work with the Destroyers skill. GÇó With the way nested skill requirements work in EVE, it also means that you will still be able to fly an Apocalypse even if you donGÇÖt have the Amarr Battlecruiser skill trained at 4 after the change. It wonGÇÖt matter as long as you have the Amarr Battleship skill at the proper level.
With this in mind, it becomes quite obvious to focus on training the Destroyers and Battlecruisers skills before the change to get the maximum return effect. We highly recommend you start doing so now.
That's all fine and well. But while you are warning us on what to train now, please help us understand the change. You talk about BC skills translating based on the race you own via Cruiser or Frigates, but you don't say how that translates based on reverse. For instance: If I have currently: BC to V Gall Cruiser to V but Caldari Cruiser to IV Do I get each one of the 4 BC new skills to V just becuase of current BC is V, or do I get: Gall BC to V but Caldari BC to IV ? In that case you would get both racial battlecruiser skills to V. You'll get exactly the same level of bonus to your ships after the skill change as you did before it, and since you only need the cruiser skills to 3 to fly those BCs and getting cruiser higher doesn't give bonuses to the BCs, any cruiser skill levels beyond 3 don't matter. Antoine Jordan wrote:So if I have Battlecruisers V and Amarr Cruiser III, after the patch I'll have Amarr Battlecruiser V, right? So that I can fly them to the same effectiveness I could before the patch. This is correct. Sorry to rehash something already answered, but I'm missing something. What happens if I DON'T have Racial Cruiser to III before the change, but I have Battlecruiser V. Let's say I have the following skills: Battlecruiser V Caldari Cruiser IV Minmatar Cruiser III Gallente Cruiser II Amarr Cruiser 0 What do I get then?
Caldari Battlecruiser V, and Minmatar Battlecruiser V Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
|

Marlona Sky
D00M. Northern Coalition.
1804
|
Posted - 2012.11.06 17:10:00 -
[150] - Quote
Any thoughts on adding another level in the hierarchy so a fleet can hold 1,281. Granted I am not a fan of massive scale combat, but the game needs it. All wars are fought on a coalition level and the players have outgrown the current max numbers allowed in a fleet. This would also open up another level of bonuses where information (or a new version of it) could see use in large scale combat. Regulating them to a squad commander spot is impractical when you are only helping out ten people total. You are just better off bringing a combat ship.
Remove local, structure mails and revamp the directional scanner! |

Harvey James
Deep Core Mining Inc. Caldari State
95
|
Posted - 2012.11.06 17:10:00 -
[151] - Quote
CCP Fozzie wrote:Marlona Sky wrote:CCP Fozzie, Is there any plans to completely change information links to something more useful? Currently shield, armor and speed links help every ship. 99% of the time players will choose one of those three over information bonuses every day of the week and twice on Sunday. The current fleet hierarchy only sees real use of bonuses in the fleet and wing command spots. Which is tank and skirmish. Would changing the info bonuses to be bonuses to drones, which 90% of all ships in the game have, be an option? Also I am one of the 7 with max information bonuses on T3 and command ships.  I trained max information warfare skills specifically for one Info Claymore fit for the AT. And then joined CCP before ever actually flying that ship on TQ. 
Lol its a link that might sit well with amarr not needing the skirmish one being a bunch of bricks and all perhaps the link could have synergy with TD's and neuts perhaps but yes maybe some drone bonuses would make it interesting or make a separate drone link altogether |

Harvey James
Deep Core Mining Inc. Caldari State
95
|
Posted - 2012.11.06 17:11:00 -
[152] - Quote
Marlona Sky wrote:Any thoughts on adding another level in the hierarchy so a fleet can hold 1,281. Granted I am not a fan of massive scale combat, but the game needs it. All wars are fought on a coalition level and the players have outgrown the current max numbers allowed in a fleet. This would also open up another level of bonuses where information (or a new version of it) could see use in large scale combat. Regulating them to a squad commander spot is impractical when you are only helping out ten people total. You are just better off bringing a combat ship.
Nah i was thinking the other day that the wing command skill should be scaled back infact to maybe 1 squad a level instead of 5 |

Dracko Malus
Lightbringer's Sanctuary RAZOR Alliance
13
|
Posted - 2012.11.06 17:12:00 -
[153] - Quote
Finde learth wrote:CCP Fozzie wrote: In that case you would get both racial battlecruiser skills to V.
why not four racial battlecruiser skills to V after patch if i have bc V? Because you couldn't fly those two BC's before and they would have to grant you both cruisers to 3.. and seeing as cruisers require Frigate 5, that too. Tess La'Coil's loveslave. |

Marlona Sky
D00M. Northern Coalition.
1804
|
Posted - 2012.11.06 17:13:00 -
[154] - Quote
It would make more sense for Gallente and Amarr to have the information drone bonuses then, due to them having the drone boats.
Remove local, structure mails and revamp the directional scanner! |

Schmata Bastanold
Black Rebel Rifter Club The Devil's Tattoo
134
|
Posted - 2012.11.06 17:16:00 -
[155] - Quote
Heh, looks like a lot of fun awaits us in 2013.
And those TEARZ, already flowing... :) I am not my skills but... http://eveboard.com/pilot/Schmata_Bastanold |

Vereesa
Gallivanting Travel Company Rebel Alliance of New Eden
1
|
Posted - 2012.11.06 17:18:00 -
[156] - Quote
Changing skill requirements for capital ships from Racial Battleships 5 to 4, but introducing or increasing other skills to keep the same overall training time requirements
I think this is a bad idea. Low end capital ships at the moment have very niche roles for a pretty big ISK outlay so making people still have to train forever to get into one after having a bigger grind to get to battleships strikes me as a little unfair. 30 days is a moot point if you're going for supercapitals anyway because all the other skills will take a year or more to train and the ISK investment is colossal. It wouldn't have been so much of a problem pre supercarrier because capital ships were deployed a lot more but now it just seems like another nail in the coffin. It doesn't affect supercapital pilots or supercapital wannabes because they're going to have to invest in a year or more of other skills after they can sit in a capital ship anyway a 30 days difference isn't a huge deal if that's what they really want to do.
Especially when 16 supercarriers with a small support fleet can do the job of about seventy odd capital ships in olden times.
It won't affect me so much anyway because I am a supercarrier pilot, I just feel bad for the new people who see capital ships and think they're awesome on their first day. |

Milton Middleson
Rifterlings Damu'Khonde
147
|
Posted - 2012.11.06 17:18:00 -
[157] - Quote
I have a question about battlecruisers related their concept/role (especially non-Tier 3 battlecruisers):
What does CCP expect them to do? Frigates and cruisers seem to have a pretty clearly defined conceptual spaces: light roaming/support and heavy roaming/support, respectively. More to the point, frigates and cruiser are pretty clearly distinct in terms of how you use them. Are battlecruiser supposed to be like super-destroyers: capable of dumping all over cruisers but of limited utility vs anything else? Are they supposed to be fleet-capable cruisers that don't immediately wilt under the firepower of a modest fleet engagement? It still seems like tier 1 and 2 battlecruisers are going to be over-sized cruisers where you take a moderate hit to mobility in exchange for a lot more firepower and tank. |

half san
Temnava Legion No Holes Barred
5
|
Posted - 2012.11.06 17:21:00 -
[158] - Quote
T3 ships needs to have 5% boost bonuses cos they are mainly used as fleet boosters for defending systems, and off course they give you a loot of defence power over attackers, that is normal in every fight situation. Cos you need twice as much people to atack defenders, so that you have chance to defet them. This is normal situation in any war/battle fight in history.
What gives you advantages in fight is your own tactics.
And yes T3 ship are more expensive to make, and they should me more versible for fleet boosting and command ship should be used for field/fight boosting, cos they are on field.
You should make some change about fleet/field boosting, and bring something new in that.
|

Dracko Malus
Lightbringer's Sanctuary RAZOR Alliance
13
|
Posted - 2012.11.06 17:21:00 -
[159] - Quote
Vereesa wrote:Changing skill requirements for capital ships from Racial Battleships 5 to 4, but introducing or increasing other skills to keep the same overall training time requirements
I think this is a bad idea. Low end capital ships at the moment have very niche roles for a pretty big ISK outlay so making people still have to train forever to get into one after having a bigger grind to get to battleships strikes me as a little unfair. 30 days is a moot point if you're going for supercapitals anyway because all the other skills will take a year or more to train and the ISK investment is colossal. It wouldn't have been so much of a problem pre supercarrier because capital ships were deployed a lot more but now it just seems like another nail in the coffin. It doesn't affect supercapital pilots or supercapital wannabes because they're going to have to invest in a year or more of other skills after they can sit in a capital ship anyway a 30 days difference isn't a huge deal if that's what they really want to do.
Especially when 16 supercarriers with a small support fleet can do the job of about seventy odd capital ships in olden times.
It won't affect me so much anyway because I am a supercarrier pilot, I just feel bad for the new people who see capital ships and think they're awesome on their first day.
But how would you feel if this increased skill would be shared across the capitals? Like JDO5 and JDC4? Like the BlackOps ships have? Tess La'Coil's loveslave. |

Jennifer A
Science and Trade Institute Caldari State
0
|
Posted - 2012.11.06 17:21:00 -
[160] - Quote
Would be cool if you fixed the HORRIBLE drone UI before you made half of the ships DRONEboats. |

jonnykefka
Adhocracy Incorporated Adhocracy
162
|
Posted - 2012.11.06 17:24:00 -
[161] - 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 like that general idea, with one key detail: Inverse relationship of radius and power.
I don't mean that you can necessarily select to boost over a smaller radius to give bigger bonuses (though that might also be interesting, with scripts for example), but generally speaking, if you made it like bubbles but the bubble had a 250km radius, then the rebalanced bonus strength would be fine (as much as it is fine for off-grid boosting). If the bubble had a much smaller radius, say on par with warp disruption bubbles, then the bonuses should be increased, because it introduces a lot more vulnerability to the boosting ship and the fleet as a whole. It would require much more coordination to stay within the bonused sphere, and in short-range fleets it would bring the boosting ship much closer to the enemy neuts/webs/painhurtydeath.
Actually, the idea of being able to script links so that they apply over a much smaller radius but give greater bonuses is fairly appealing, and would probably introduce some really interesting emergent tactics at the level of ship positioning rather than fits/fleet comps.
Also, if you didn't see what I said about tech 3s earlier (https://forums.eveonline.com/default.aspx?g=posts&m=2145850#post2145850) I would really appreciate some insight into how this fits into the idea of making tech 3s more versatile as opposed to more specialized tech 2 ships. |

DenForX
Red Federation RvB - RED Federation
28
|
Posted - 2012.11.06 17:26:00 -
[162] - Quote
Ok, so if you are going to kill generic skills and have racial specific ship skills for each ship class, ok. Are you going to reduce the multiplier on them since each skill will be less individually useful? Doesn't need to be a lot mind you but really, since you are taking away substantially from the skill's usefulness, you should consider reducing it's training requirement slightly.
Also:
Quote:Changing skill requirements for capital ships from Racial Battleships 5 to 4, but introducing or increasing other skills to keep the same overall training time requirements
What the heck is the point with this? Add some other inane skill to what is already a long long slog. Not only do you have a new class of weapons to train, ship training, modules to train now let's tease with 'You won't need BS to 5 anymore but hey, you still won't save any time cause we are going to add something different.' That just seems puerile, stop it. |

Dracko Malus
Lightbringer's Sanctuary RAZOR Alliance
13
|
Posted - 2012.11.06 17:26:00 -
[163] - Quote
CCP Fozzie wrote:However, let's throw a brainstorming concept out here just for fun: What if gang links worked a lot like warp disruption spheres? 
I like the idea, but feel a bit unsure how this would affect small ships burning out of bonus range and what happens to their HP like used to happen when jumping with Shields ships having the HP drop down basically negating the bonus just after a jump. Tess La'Coil's loveslave. |

Bantara
Corp 54 Curatores Veritatis Alliance
19
|
Posted - 2012.11.06 17:27:00 -
[164] - Quote
ReK42 wrote:It's still a nerf to the boost itself {...} Problem with gamers on the internet--"nerf" has become synonymous with "reduction".
|

Harvey James
Deep Core Mining Inc. Caldari State
96
|
Posted - 2012.11.06 17:30:00 -
[165] - Quote
On T3 ships i really hope they are limited to T1 resists but with navy like tank/fittings and certainly no resis bonus on subs and maybe increased sig radius also as these are many of the reasons T3's have ludicrous tank.
This way they could say do the job of 2 recon/CS/logi/e-war jobs but with weaker bonus and a slightly better tank than the e-war cruisers would have. I would definitely like to see them as support ships only rather than combat ships as they are mainly used for now but ofc they would need to be cheaper as a result to make them viable. |

Daneel Trevize
Give my 11percent back
246
|
Posted - 2012.11.06 17:32:00 -
[166] - Quote
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 thing for balance, or in some way implying instantly bringing something below average or competitive, rather than just down from too high a place? |

Romvex
126
|
Posted - 2012.11.06 17:32:00 -
[167] - Quote
can't wait for the command ship rebalance. finally a Damnation can be flown into combat! Post with your main |

War Kitten
Panda McLegion
1433
|
Posted - 2012.11.06 17:33:00 -
[168] - Quote
CCP Fozzie wrote:However, let's throw a brainstorming concept out here just for fun: What if gang links worked a lot like warp disruption spheres? 
I like this idea. Offgrid boosting is hokey, even for miners.
I like where the whole devblog was going.
I find that without a good mob to provide one for them, most people would have no mentality at all. |

Lors Dornick
Kallisti Industries Solar Assault Fleet
288
|
Posted - 2012.11.06 17:33:00 -
[169] - Quote
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 ;)
|

Harvey James
Deep Core Mining Inc. Caldari State
96
|
Posted - 2012.11.06 17:35:00 -
[170] - Quote
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 |

Romvex
126
|
Posted - 2012.11.06 17:37:00 -
[171] - Quote
War Kitten wrote:CCP Fozzie wrote:However, let's throw a brainstorming concept out here just for fun: What if gang links worked a lot like warp disruption spheres?  I like this idea. Offgrid boosting is hokey, even for miners. I like where the whole devblog was going. i endorse this product and/or service Post with your main |

Bantara
Corp 54 Curatores Veritatis Alliance
19
|
Posted - 2012.11.06 17:37:00 -
[172] - Quote
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. I am not confused, especially since I don't feel reductions are a bad thing for balance--you are confusing me for the other guy. |

Vereesa
Gallivanting Travel Company Rebel Alliance of New Eden
1
|
Posted - 2012.11.06 17:37:00 -
[173] - Quote
Dracko Malus wrote:
But how would you feel if this increased skill would be shared across the capitals? Like JDO5 and JDC4? Like the BlackOps ships have?
I wouldn't mind, Jump drive operation would be a good one for it since you need it to 5 before you can train the other useful skills. It would also save the headache of zero skill carrier pilots trying to hop on a logistics chain .
Jump callibration to 4 before you could sit in the ship is a bit harsh though, although it makes sense. |

Harvey James
Deep Core Mining Inc. Caldari State
96
|
Posted - 2012.11.06 17:42:00 -
[174] - Quote
also on the topic of fleet boosts what are the plans on them as neutral boosts in say a high sec war? |

DenForX
Red Federation RvB - RED Federation
28
|
Posted - 2012.11.06 17:42:00 -
[175] - Quote
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?
The history of gaming teaches us that the bolded part is exactly what happens in the large majority of games, online or not. |

Dracko Malus
Lightbringer's Sanctuary RAZOR Alliance
13
|
Posted - 2012.11.06 17:42:00 -
[176] - Quote
Vereesa wrote:Dracko Malus wrote:
But how would you feel if this increased skill would be shared across the capitals? Like JDO5 and JDC4? Like the BlackOps ships have?
I wouldn't mind, Jump drive operation would be a good one for it since you need it to 5 before you can train the other useful skills. It would also save the headache of zero skill carrier pilots trying to hop on a logistics chain . Jump calibration to 4 before you could sit in the ship is a bit harsh though, although it makes sense. Well, jump Cal 4 is only 6 days approximately of training time. Add the 20 days for jump drive operation and you're pretty much in the direction of what BattleShip 5 would have taken you to train. And it makes you able to pilot the ship a lot better as you can actually get somewhere. (+4 implants and a general remap considered in training time.) Tess La'Coil's loveslave. |
|

CCP Soundwave
C C P C C P Alliance
2112

|
Posted - 2012.11.06 17:43:00 -
[177] - Quote
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  |
|

Forlorn Wongraven
Habitual Euthanasia Pandemic Legion
20
|
Posted - 2012.11.06 17:44:00 -
[178] - Quote
Gypsio III wrote:You mentioned technical difficulties, is this really so hard to program?
The obvious problem is the constant appearance of broken grids and/ or gridfu. Ugleb > and TDR won't log in so long as their core members are demotivated for whichever reason is in flavour this week |

Harvey James
Deep Core Mining Inc. Caldari State
97
|
Posted - 2012.11.06 17:45:00 -
[179] - 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 
I bow to the minion lord  |

Ranamar
Cerulean Eagles Li3 Federation
1
|
Posted - 2012.11.06 17:45:00 -
[180] - Quote
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. |

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 :/
|

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.
|

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.
|

Vaerah Vahrokha
Vahrokh Consulting
1954
|
Posted - 2012.11.06 18:19:00 -
[211] - Quote
I like all the proposed changes except the Hurricane.
The ship is full of awesomeness even if it's not a "monster" like a Drake.
It's awesomeness comes exactly from its versatility (not for inner super-powers) and seeing it taken away really makes me sad. I literally have fun at experimenting zillions and zillions of new setups with it, it's really that great. What good is going to do, to make it less great? If it got overpowered stats then nerf those, not the ship fun.
The Typhoon imo should not become a full missile boat. It's sig radius and speed would not really be valuable as they are now. Imo it should become a big Hurricane brother, that is versatile and in the middle between Mael and Tempest. Auditing | Collateral holding and insurance | Consulting | PLEX for Good Charity
Twitter channel |

Ong
Born-2-Kill 0utNumbered
35
|
Posted - 2012.11.06 18:21:00 -
[212] - Quote
Creat Posudol wrote: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?)
Im going to say hardly ever, to form a gang usually large enough to defend again a gang that's large enough to attack a pos takes times to form.
The mechanic however leads to people fighting else ware in system with links in a pos, this is the broken part that needs to be stopped not pos defences that will usually come with logy and be able to keep a command ship alive. |

Lynx Sawpaw
Black Lance Fidelas Constans
7
|
Posted - 2012.11.06 18:22:00 -
[213] - Quote
@ CCP
Please don't forget how weak information warfare gang link bonuses are. Perhaps make them boost more than just ECM, increasing the effectiveness of target painting, sensor damps, neuts, and tracking disruptors.
I love skirmish warfare on Amarr because I love Amarr, but I think it makes more sense on the Gallente hulls for what the races represent. Amarr is the slow variation on armor tanking, much like Caldari is the slow version of shield tanking, and Gallente is the fast version of armor tanking, similar to Minmatar for shields. Gallente ships are the ones with the bonus to long range warp disruption for armor as well, much like Minmatar has a bonus to long range webbing.
Right now looking at the planned bonuses, Minmatar and Caldari are the only command ships who's bonuses actually match the race's purposes in a fleet. |

Johan March
Repercussus RAZOR Alliance
12
|
Posted - 2012.11.06 18:24:00 -
[214] - Quote
In general, I really like tiericide and rebalancing.
But CCP's idea about making cross-training harder and T2 ship specialization has a big flaw: the cost of T2 ships. Outside of interceptors, covops, and assault frigs, T2 ships are stupid expensive. With T2 ships usually being about 20-30 times the cost of their t1 variant, PVP in these ships really isn't in the cards for your average new-ish player. How many six to nine month old players are going to be able to afford to PVP in Claymores? But I'm sure lots of players, myself included, used the way destroyers and BC's are done to fly different ships as the need arose.
Gallente MWD / cap / active tank / broken drone issues will keep Gallente usefulness down for a while.
Brutix and Ferox will continue to be outshined by the Talos and Naga. |

Weaselior
GoonWaffe Goonswarm Federation
3874
|
Posted - 2012.11.06 18:25:00 -
[215] - Quote
CCP Fozzie wrote:Marlona Sky wrote:CCP Fozzie, Is there any plans to completely change information links to something more useful? Currently shield, armor and speed links help every ship. 99% of the time players will choose one of those three over information bonuses every day of the week and twice on Sunday. The current fleet hierarchy only sees real use of bonuses in the fleet and wing command spots. Which is tank and skirmish. Would changing the info bonuses to be bonuses to drones, which 90% of all ships in the game have, be an option? Also I am one of the 7 with max information bonuses on T3 and command ships.  I trained max information warfare skills specifically for one Info Claymore fit for the AT. And then joined CCP before ever actually flying that ship on TQ.  don't feel bad i trained information warfare all the way up to the mindlink before realizing i misread and it was the skirmish bonuses that affected warp disruptors |

fukier
Flatline.
114
|
Posted - 2012.11.06 18:26:00 -
[216] - 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 
yeah so what are your ideas for fixing active armour tanking?
any idea when we can get a blog about that becuase it seems to be a rather important topic due to the whole rebalancing thing... At the end of the game both the pawn and the Queen go in the same box. |

Denegrah Togasa
Rifterlings Damu'Khonde
1
|
Posted - 2012.11.06 18:26:00 -
[217] - Quote
I understand the policy is if you can fly it before you can fly it after the patch, and this is an extreme corner case scenario. But what if i have BC at 5 and no cruiser skills does one just lose those skill points?
And yes i realize that it probably will not happen like that but i am extremely new and curious if i am going to go for this i want to go for the longest training first to get it out of the way and if it happens there isnt enough time do i just lose my points? |

Moraguth
Ranger Corp
45
|
Posted - 2012.11.06 18:32:00 -
[218] - Quote
For the Tiericide work on BSs, have you considered making a ship that might be better for small gang, one better for large fleet, and one better for medium/support stuff? I can kill you with my brain too. It's genetic. |

Hannott Thanos
Notorious Legion
154
|
Posted - 2012.11.06 18:36:00 -
[219] - Quote
Aaaargg. Raises! Raises the question. |

Reticle
Sight Picture
76
|
Posted - 2012.11.06 18:39:00 -
[220] - Quote
Quote:With this in mind, it becomes quite obvious to focus on training the Destroyers and Battlecruisers skills before the change to get the maximum return effect. We highly recommend you start doing so now. Translation: this change will be made on Dec 4th |

Max Kolonko
High Voltage Industries Ash Alliance
205
|
Posted - 2012.11.06 18:40:00 -
[221] - Quote
CCP Fozzie wrote:Ming Tso wrote:CCP Fozzie wrote:[lots of quotes. Sorry to rehash something already answered, but I'm missing something. What happens if I DON'T have Racial Cruiser to III before the change, but I have Battlecruiser V. Let's say I have the following skills: Battlecruiser V Caldari Cruiser IV Minmatar Cruiser III Gallente Cruiser II Amarr Cruiser 0 What do I get then? Caldari Battlecruiser V, and Minmatar Battlecruiser V
After the patch You will need Cruis lvl 4 to train racial BC
But at the same time, if you had lvl 3 for that race you will still get racial BC skill at the same level as your current BC skill
So: Question 1
If I have: - caldari cruiser to lvl 3 - and BC to lvl 3 will I be able to train my new Caldari BC from lvl 3 to lvl 4 or will i need to train my cruiser to level 4?
Question 2
If i have: - caldari cruiser to 3, - Amarr cruiser to 5 - BC to 5 - and CS to 5
Will I be albe to use Nighthawk? I cant do it now, because of lack of Caldari cruise to 5, but after the patch i will have both: Caldari BC 5 and CS 5 - is that correct? Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |

MIrple
BSC LEGION Tactical Narcotics Team
159
|
Posted - 2012.11.06 18:41:00 -
[222] - Quote
Lors Dornick wrote:CCP Soundwave wrote:Technically they're my minions  Tsk tsk, management trying to get involved, as always :/
Sense it getting close to Christmas can they be elfs not minions.  |
|

CCP Fozzie
C C P C C P Alliance
2223

|
Posted - 2012.11.06 18:42:00 -
[223] - Quote
Reticle wrote:Quote:With this in mind, it becomes quite obvious to focus on training the Destroyers and Battlecruisers skills before the change to get the maximum return effect. We highly recommend you start doing so now. Translation: this change will be made on Dec 4th
I'll come right out and say the skill changes will not come on December 4th with Retribution but that you should still seriously consider taking them into account when you pick your next skills. Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
|

adopt
No Ducks Allowed Disaster Strikes
455
|
Posted - 2012.11.06 18:43:00 -
[224] - Quote
When are these changes being rolled out, like a hard date. Hiding behind bullshit isn't helping those of us that now have to remap 6 months early because of your ******* changes. Shadoo > Always remember to fit Cynosural Field Generator I, have 450 Liquid Ozone in your cargo and convo a friendly Pandemic Legion member if you have a capital or super capital ship tackled.
FREE XOLVE ~ THE HERO TEST NEEDS |

Iam Widdershins
Project Nemesis
755
|
Posted - 2012.11.06 18:44:00 -
[225] - Quote
I'm really surprised at the way you arranged the double bonuses on the command ships. Why does Amarr get skirmish while Gallente gets information? That seems incredibly outdated. Amarr have no remarkably fast ships, very few ships that rely on fighting particularly up close, and no ships that have any bonuses to tackle. Meanwhile Gallente, who was given the information warfare instead of skirmish, are known for having fast in-your-face skirmishing brawlers, but they have the recon ships with bonuses specifically for tackle range.
Amarr should be Armor and Info. Gallente should be Armor and Skirmish. Doing it otherwise makes no sense to me. Lobbying for your right to delete your signature |

Denegrah Togasa
Rifterlings Damu'Khonde
1
|
Posted - 2012.11.06 18:45:00 -
[226] - Quote
Max Kolonko wrote:CCP Fozzie wrote:Ming Tso wrote:CCP Fozzie wrote:[lots of quotes. Sorry to rehash something already answered, but I'm missing something. What happens if I DON'T have Racial Cruiser to III before the change, but I have Battlecruiser V. Let's say I have the following skills: Battlecruiser V Caldari Cruiser IV Minmatar Cruiser III Gallente Cruiser II Amarr Cruiser 0 What do I get then? Caldari Battlecruiser V, and Minmatar Battlecruiser V After the patch You will need Cruis lvl 4 to train racial BC But at the same time, if you had lvl 3 for that race you will still get racial BC skill at the same level as your current BC skill So: Question 1 If I have: - caldari cruiser to lvl 3 - and BC to lvl 3 will I be able to train my new Caldari BC from lvl 3 to lvl 4 or will i need to train my cruiser to level 4? Question 2 If i have: - caldari cruiser to 3, - Amarr cruiser to 5 - BC to 5 - and CS to 5 Will I be albe to use Nighthawk? I cant do it now, because of lack of Caldari cruise to 5, but after the patch i will have both: Caldari BC 5 and CS 5 - is that correct?
I think you misread the blog it states that the changes are to needing racial BC to 4 for Battleships but there is no listed change to the requirements for needing anything to get Racial BC's. So assuming that doesn't change you just need Spaceship Command 4 to be able to train any of the Racial BC skills. |

Vera Algaert
Republic University Minmatar Republic
422
|
Posted - 2012.11.06 18:46:00 -
[227] - Quote
adopt wrote:When are these changes being rolled out, like a hard date. Hiding behind bullshit isn't helping those of us that now have to remap 6 months early because of your ******* changes. those changes have been known to be coming ever since March I'm a NPC corp alt, any argument I make is invalid. |

iskflakes
Magnets Inc. Disaster Strikes
82
|
Posted - 2012.11.06 18:46:00 -
[228] - Quote
CCP Fozzie wrote:Reticle wrote:Quote:With this in mind, it becomes quite obvious to focus on training the Destroyers and Battlecruisers skills before the change to get the maximum return effect. We highly recommend you start doing so now. Translation: this change will be made on Dec 4th I'll come right out and say the skill changes will not come on December 4th with Retribution but that you should still seriously consider taking them into account when you pick your next skills.
Great. 3 training plans completely screwed up, and no remaps available to deal with this. Please give us more remaps, or sell them for aurum or something. I really don't want to spend 50 days training destroyers & battlecruisers out of remap. Track your wealth with EVE Stats: https://ohheck.co.uk/EVEStats/home.php |

adopt
No Ducks Allowed Disaster Strikes
455
|
Posted - 2012.11.06 18:49:00 -
[229] - Quote
Vera Algaert wrote:adopt wrote:When are these changes being rolled out, like a hard date. Hiding behind bullshit isn't helping those of us that now have to remap 6 months early because of your ******* changes. those changes have been known to be coming ever since March
Doesn't help the fact the character in question has been training for the last 2 years. Even with the early announcement I didn't want to ruin it's skill training for an entire year to train a single skill 5. Shadoo > Always remember to fit Cynosural Field Generator I, have 450 Liquid Ozone in your cargo and convo a friendly Pandemic Legion member if you have a capital or super capital ship tackled.
FREE XOLVE ~ THE HERO TEST NEEDS |

Julius Foederatus
Hyper-Nova
141
|
Posted - 2012.11.06 18:49:00 -
[230] - Quote
Leave my Astarte alone you bastards, it doesn't need any link bonuses. Why on earth would you need to mess with the Field/Fleet dichotomy when no one has complained about it? |

Fon Revedhort
Monks of War
811
|
Posted - 2012.11.06 18:50:00 -
[231] - Quote
Iam Widdershins wrote:I'm really surprised at the way you arranged the double bonuses on the command ships. Why does Amarr get skirmish while Gallente gets information? That seems incredibly outdated. Amarr have no remarkably fast ships, very few ships that rely on fighting particularly up close, and no ships that have any bonuses to tackle. Meanwhile Gallente, who was given the information warfare instead of skirmish, are known for having fast in-your-face skirmishing brawlers, but they have the recon ships with bonuses specifically for tackle range.
Amarr should be Armor and Info. Gallente should be Armor and Skirmish. Doing it otherwise makes no sense to me. Tbh, the whole concept that one race is capable of skirmishing and the other one is mostly blobtastic is utterly stupid. I want to use Amarr for hit-and-run stuff just like I want to use Matari, Caldari and Gallente for it. 14 |

Harvey James
Deep Core Mining Inc. Caldari State
98
|
Posted - 2012.11.06 18:51:00 -
[232] - Quote
Julius Foederatus wrote:Leave my Astarte alone you bastards, it doesn't need any link bonuses. Why on earth would you need to mess with the Field/Fleet dichotomy when no one has complained about it?
Are you sure about that? Fanfest springs to mind why does Fleet CS do virtually no dps? |

Julius Priscus
8
|
Posted - 2012.11.06 18:51:00 -
[233] - Quote
off grid boosting will not take a huge hit in high sec..
fleets if you call them that will use out of corp boosters on grid. |

Clolo
Article 47
17
|
Posted - 2012.11.06 18:52:00 -
[234] - Quote
I may have herp derped it, but I currently have BC5 plus all racial cruiser skills to 5. Wen this change goes into effect I will have all racial BCs to 5, but will there be any sort of SP refund? I ask because those that get racial cruisers to 3 and have BC5 will get some free SP. |

iskflakes
Magnets Inc. Disaster Strikes
82
|
Posted - 2012.11.06 18:52:00 -
[235] - Quote
adopt wrote:Vera Algaert wrote:adopt wrote:When are these changes being rolled out, like a hard date. Hiding behind bullshit isn't helping those of us that now have to remap 6 months early because of your ******* changes. those changes have been known to be coming ever since March Doesn't help the fact the character in question has been training for the last 2 years. Even with the early announcement I didn't want to ruin it's skill training for an entire year to train a single skill 5.
I feel your pain. It's ridiculous that they give advantage to players who happen to be Per/Will remapped when this change gets announced. Everybody else either has to spend 50 days training out of remap, or remap early and have to wait another year to get the skills they were missing. In my case it's completely impractical. If CCP would sell me a remap for 3 PLEX, I would do it. Track your wealth with EVE Stats: https://ohheck.co.uk/EVEStats/home.php |

Ravcharas
GREY COUNCIL Nulli Secunda
185
|
Posted - 2012.11.06 18:54:00 -
[236] - Quote
Clolo wrote:I may have herp derped it, but I currently have BC5 plus all racial cruiser skills to 5. Wen this change goes into effect I will have all racial BCs to 5, but will there be any sort of SP refund? I ask because those that get racial cruisers to 3 and have BC5 will get some free SP. Why would you get a refund? You don't lose anything. |

Harvey James
Deep Core Mining Inc. Caldari State
98
|
Posted - 2012.11.06 18:54:00 -
[237] - Quote
[quote=Julius Priscus]off grid boosting will not take a huge hit in high sec..
fleets if you call them that will use out of corp boosters on grid.[/quote
I would like to see ccp use the flagging system like logi will be shootable if they are neutral and interfere |

Dhaaran
Burning Napalm Northern Coalition.
1
|
Posted - 2012.11.06 18:54:00 -
[238] - Quote
the main problem i see with gang link changes are as follows:
1. in a big fleet fight, command ships are way too easy to kill. say you got 200 people in fleet, then killing that one on-grid commandship that specialized in EHP links takes 30% EHP off the other 199. as you promote specialization, there will be no redundancy for this. the consequence of this fact is: if you want commandships on the grid, they need to have insane amounts of resists, say 500k+ EHP with a total cost for the ship of below 500m. otherwise they just instantly get killed and then everything else dies way faster than it atm, which is already too fast due to alpha.
2. the other thing OGB T3s have going for them that Commandships can not provide is Interdiction Nullification & Covert Ops Cloaks. this makes them extremely well suited for not getting tackled and killed when jumping in and allows them to cloak up while not fighting if there is not a friendly pos in system.
3. the reduction in overall EHP for proper fleets needs to be counterbalanced by either a reduction in the dps of all ships or a general increase to all ships EHP. in a day and age where you get fights with 1200+ people there is sufficient alpha around to instapop everything, which is neither skillful nor interesting gameplay and voids the role of logistics. higher resists allow logistics to be successful at what they are doing. |

Harvey James
Deep Core Mining Inc. Caldari State
98
|
Posted - 2012.11.06 18:57:00 -
[239] - Quote
Dhaaran wrote:the main problem i see with gang link changes are as follows:
1. in a big fleet fight, command ships are way too easy to kill. say you got 200 people in fleet, then killing that one on-grid commandship that specialized in EHP links takes 30% EHP off the other 199. as you promote specialization, there will be no redundancy for this. the consequence of this fact is: if you want commandships on the grid, they need to have insane amounts of resists, say 500k+ EHP with a total cost for the ship of below 500m. otherwise they just instantly get killed and then everything else dies way faster than it atm, which is already too fast due to alpha.
2. the other thing OGB T3s have going for them that Commandships can not provide is Interdiction Nullification & Covert Ops Cloaks. this makes them extremely well suited for not getting tackled and killed when jumping in and allows them to cloak up while not fighting if there is not a friendly pos in system.
3. the reduction in overall EHP for proper fleets needs to be counterbalanced by either a reduction in the dps of all ships or a general increase to all ships EHP. in a day and age where you get fights with 1200+ people there is sufficient alpha around to instapop everything, which is neither skillful nor interesting gameplay and voids the role of logistics. higher resists allow logistics to be successful at what they are doing.
Your talking about the problems of blob warfare you can't ask for ridiclous EHP buffs to solve your problem |

Moraguth
Ranger Corp
45
|
Posted - 2012.11.06 19:00:00 -
[240] - Quote
Dhaaran wrote:the main problem i see with gang link changes are as follows:
1. in a big fleet fight, command ships are way too easy to kill. say you got 200 people in fleet, then killing that one on-grid commandship that specialized in EHP links takes 30% EHP off the other 199. as you promote specialization, there will be no redundancy for this. the consequence of this fact is: if you want commandships on the grid, they need to have insane amounts of resists, say 500k+ EHP with a total cost for the ship of below 500m. otherwise they just instantly get killed and then everything else dies way faster than it atm, which is already too fast due to alpha.
2. the other thing OGB T3s have going for them that Commandships can not provide is Interdiction Nullification & Covert Ops Cloaks. this makes them extremely well suited for not getting tackled and killed when jumping in and allows them to cloak up while not fighting if there is not a friendly pos in system.
3. the reduction in overall EHP for proper fleets needs to be counterbalanced by either a reduction in the dps of all ships or a general increase to all ships EHP. in a day and age where you get fights with 1200+ people there is sufficient alpha around to instapop everything, which is neither skillful nor interesting gameplay and voids the role of logistics. higher resists allow logistics to be successful at what they are doing.
There's an ancient warfare technique known as misdirection. If you have a 200 man fleet, maybe try having more than 3 or 4 command ships. Especially if they're given more combat roles, maybe have 20 or 30 command ships. Nobody will know which one is giving the bonuses unless you have spies in your fleet feeding the enemies intel. I can kill you with my brain too. It's genetic. |

Dhaaran
Burning Napalm Northern Coalition.
1
|
Posted - 2012.11.06 19:00:00 -
[241] - Quote
Harvey James wrote:Dhaaran wrote:the main problem i see with gang link changes are as follows:
1. in a big fleet fight, command ships are way too easy to kill. say you got 200 people in fleet, then killing that one on-grid commandship that specialized in EHP links takes 30% EHP off the other 199. as you promote specialization, there will be no redundancy for this. the consequence of this fact is: if you want commandships on the grid, they need to have insane amounts of resists, say 500k+ EHP with a total cost for the ship of below 500m. otherwise they just instantly get killed and then everything else dies way faster than it atm, which is already too fast due to alpha.
2. the other thing OGB T3s have going for them that Commandships can not provide is Interdiction Nullification & Covert Ops Cloaks. this makes them extremely well suited for not getting tackled and killed when jumping in and allows them to cloak up while not fighting if there is not a friendly pos in system.
3. the reduction in overall EHP for proper fleets needs to be counterbalanced by either a reduction in the dps of all ships or a general increase to all ships EHP. in a day and age where you get fights with 1200+ people there is sufficient alpha around to instapop everything, which is neither skillful nor interesting gameplay and voids the role of logistics. higher resists allow logistics to be successful at what they are doing. Your talking about the problems of blob warfare you can't ask for ridiclous EHP buffs to solve your problem
i am aware of that, the least i expect CCP to do is not encourage blobing even more via ship changes |

Marlona Sky
D00M. Northern Coalition.
1804
|
Posted - 2012.11.06 19:01:00 -
[242] - Quote
Vaerah Vahrokha wrote:I like all the proposed changes except the Hurricane.
The ship is full of awesomeness even if it's not a "monster" like a Drake.
It's awesomeness comes exactly from its versatility (not for inner super-powers) and seeing it taken away really makes me sad. I literally have fun at experimenting zillions and zillions of new setups with it, it's really that great. What good is going to do, to make it less great? If it got overpowered stats then nerf those, not the ship fun.
The Typhoon imo should not become a full missile boat. It's sig radius and speed would not really be valuable as they are now. Imo it should become a big Hurricane brother, that is versatile and in the middle between Mael and Tempest. The reason for the for the Hurricane nerf is because it can fit anything without even batting an eye at fitting costs.
Remove local, structure mails and revamp the directional scanner! |

Callic Veratar
Power of the Phoenix
272
|
Posted - 2012.11.06 19:01:00 -
[243] - Quote
I really like the idea of a ganglink sphere. It encourages having multiple command ships in the fleet to get coverage and variety to all fleet members. There could even be an analogous heavy command ship that launches fixed spheres (or targeted super bonuses?). |

Reverend Mak
Abh Empire Intrepid Crossing
2
|
Posted - 2012.11.06 19:01:00 -
[244] - Quote
Quote:Changing skill requirements for capital ships from Racial Battleships 5 to 4, but introducing or increasing other skills to keep the same overall training time requirements
Can we have more detail on what new requirements aspiring cap pilots will be facing?
Or if not that, some ballpark of the timeframe for this change?
Currently, I have an alt that is 78 days out from racial Carrier 1. Racial Battleship is already at 4 and I'm wondering whether to go racial Battleship 5 ASAP, or make it the last skill in the plan. The alt will not be flying battleships, so this is just about the path to capitals.
Reverend Mak Vice Admiril, Navy Division, Abh Empire ABH EMPIRE IS RECRUITING: https://forums.eveonline.com/default.aspx?g=posts&t=140087 |

Dhaaran
Burning Napalm Northern Coalition.
1
|
Posted - 2012.11.06 19:01:00 -
[245] - Quote
Moraguth wrote: Nobody will know which one is giving the bonuses unless you have spies in your fleet feeding the enemies intel.
welcome to eve |

Harvey James
Deep Core Mining Inc. Caldari State
98
|
Posted - 2012.11.06 19:03:00 -
[246] - Quote
Callic Veratar wrote:I really like the idea of a ganglink sphere. It encourages having multiple command ships in the fleet to get coverage and variety to all fleet members. There could even be an analogous heavy command ship that launches fixed spheres (or targeted super bonuses?).
Now don't be crazy the point is too keep it ongrid but also short ranged as its giving significant bonus and should have a big drawback |

Marlona Sky
D00M. Northern Coalition.
1804
|
Posted - 2012.11.06 19:03:00 -
[247] - Quote
As far as boosters hiding behind a POS shield, just make it impossible to turn on the module within 5km of a POS shield. It is not a fix for off grid boosters, but a step in the right direction till a more complete fix is done.
Remove local, structure mails and revamp the directional scanner! |

Julius Foederatus
Hyper-Nova
141
|
Posted - 2012.11.06 19:04:00 -
[248] - Quote
Harvey James wrote:Julius Foederatus wrote:Leave my Astarte alone you bastards, it doesn't need any link bonuses. Why on earth would you need to mess with the Field/Fleet dichotomy when no one has complained about it? Are you sure about that? Fanfest springs to mind why does Fleet CS do virtually no dps?
That's a complaint about Fleet CS, and I'm fairly sure no one who complained about it had the solution of nerfing Field Command ships' combat role. I'm not saying don't buff the Eos, just leave my damn Astarte alone. |

Callic Veratar
Power of the Phoenix
272
|
Posted - 2012.11.06 19:04:00 -
[249] - Quote
Harvey James wrote:Callic Veratar wrote:I really like the idea of a ganglink sphere. It encourages having multiple command ships in the fleet to get coverage and variety to all fleet members. There could even be an analogous heavy command ship that launches fixed spheres (or targeted super bonuses?). Now don't be crazy the point is too keep it ongrid but also short ranged as its giving significant bonus and should have a big drawback
The drawback is that I'm sitting in a command ship with 4 medium guns instead of a battleship with 8 large. |

Qaidan Alenko
State War Academy Caldari State
597
|
Posted - 2012.11.06 19:05:00 -
[250] - Quote
I asked this earlier...
Quote:Drake: once again, blame the modules, not the hull GÇô while missiles are being looked into by CCP Fozzie, shield tanking is the root of the problem here. Can any light be shed on this area? What is being bandied about with mods and shield tanking?
Just what is the "Issue" with shield tanking here? If the problem isn't in the hull, just what is it? Will we be looking at stacking penalties for Shield Extenders? Or perhaps limiting what size Extender can be fitted to certain ships (a-la Lg = BS, Med = Cruise/BC, etc)? Go ahead,,,, Get your Wham on!!!
|

Michal Jita
Lords Of The Universe
0
|
Posted - 2012.11.06 19:07:00 -
[251] - Quote
Quote: CCP Ytterbium wrote: With the bulk of our work out of the way though, this begs the question, what are we going to do now with all that precious free time?
New POS anyone?
When this will get some love? |

Marlona Sky
D00M. Northern Coalition.
1805
|
Posted - 2012.11.06 19:08:00 -
[252] - Quote
Turning on a gang link module should equate to using a remote module on a war target with associated aggression.
Remove local, structure mails and revamp the directional scanner! |

Harvey James
Deep Core Mining Inc. Caldari State
100
|
Posted - 2012.11.06 19:09:00 -
[253] - Quote
Callic Veratar wrote:Harvey James wrote:Callic Veratar wrote:I really like the idea of a ganglink sphere. It encourages having multiple command ships in the fleet to get coverage and variety to all fleet members. There could even be an analogous heavy command ship that launches fixed spheres (or targeted super bonuses?). Now don't be crazy the point is too keep it ongrid but also short ranged as its giving significant bonus and should have a big drawback The drawback is that I'm sitting in a command ship with 4 medium guns instead of a battleship with 8 large.
No thats the drawback of using a CS instead of a bs and it would be 5 guns. i'm saying a module always has drawbacks relative to its bonus so a high bonus to a mod means a high drawback.
|

Marcel Devereux
Aideron Robotics
170
|
Posted - 2012.11.06 19:10:00 -
[254] - 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 
Let me tell you something about one of your minion's then. Your minion Fozzie, he completely ROCKS! You should have the mayor of Reykjavik give me the keys to the city (or the Icelandic equivalent)! |

Fon Revedhort
Monks of War
811
|
Posted - 2012.11.06 19:13:00 -
[255] - Quote
Quote:Dhaaran wrote:Harvey James wrote: 3. the reduction in overall EHP for proper fleets needs to be counterbalanced by either a reduction in the dps of all ships or a general increase to all ships EHP. in a day and age where you get fights with 1200+ people there is sufficient alpha around to instapop everything, which is neither skillful nor interesting gameplay and voids the role of logistics. higher resists allow logistics to be successful at what they are doing.
Your talking about the problems of blob warfare you can't ask for ridiclous EHP buffs to solve your problem i am aware of that, the least i expect CCP to do is not encourage blobing even more via ship changes Yeah, this never ceases to amaze: - omg-omg, we've blobbed up an entity of 40 ships, now everything pops way too fast! *CCP boosts HP* - omg-omg, now there are 200 of us, ships still pop too fast! *CCP boosts HP once again*.
And so on ad infinum.
Noticed how pretty much all the ships CCP has overhauled over last months got HP buffs? 14 |

MinefieldS
1 Sick Duck Standss on something
160
|
Posted - 2012.11.06 19:14:00 -
[256] - Quote
Most of these changes are complete bullshit. I'll just leave this here:
The Prophecy is built on an ancient Amarrian warship design dating back to the earliest days of starship combat. Originally intended as a full-fledged battleship, it was determined after mixed fleet engagements with early prototypes that the Prophecy would be more effective as a slightly smaller, more mobile form of artillery support.
Now it's a drone boat? Perhaps CCP shouldn't let drones make changes to the ships. |

DarthNefarius
Minmatar Heavy Industries
434
|
Posted - 2012.11.06 19:14:00 -
[257] - Quote
Julius Priscus wrote:off grid boosting will not take a huge hit in high sec..
fleets if you call them that will use out of corp boosters on grid.
INCURSION runner here telling your you are off your rockers if you think: "off grid boosting will not take a huge hit in high sec.." Assault & HQ fleets make much use of them & when Sansha incuelence is over 50% red bar peeps getskidish w/o them
Meta-gaming for NULL SECCers: Whine on the forums like a little ***** until CCP gets sick of you and hands you everything you ask for just to shut you up.-á Typical NULL seccer whine: http://www.youtube.com/watch?v=6u299-o66wo&feature=related |

DarthNefarius
Minmatar Heavy Industries
435
|
Posted - 2012.11.06 19:17:00 -
[258] - Quote
Iam Widdershins wrote:I'm really surprised at the way you arranged the double bonuses on the command ships. Why does Amarr get skirmish while Gallente gets information? That seems incredibly outdated. Amarr have no remarkably fast ships, very few ships that rely on fighting particularly up close, and no ships that have any bonuses to tackle. Meanwhile Gallente, who was given the information warfare instead of skirmish, are known for having fast in-your-face skirmishing brawlers, but they have the recon ships with bonuses specifically for tackle range.
Amarr should be Armor and Info. Gallente should be Armor and Skirmish. Doing it otherwise makes no sense to me.
NOOOOOOOO Amarr want the skirmish bonus the INFO sucks!!!!  Meta-gaming for NULL SECCers: Whine on the forums like a little ***** until CCP gets sick of you and hands you everything you ask for just to shut you up.-á Typical NULL seccer whine: http://www.youtube.com/watch?v=6u299-o66wo&feature=related |

David Zahavi
Science and Trade Institute Caldari State
6
|
Posted - 2012.11.06 19:17:00 -
[259] - Quote
Redacted. |

Ryuce
31
|
Posted - 2012.11.06 19:19:00 -
[260] - Quote
Harvey James wrote:Callic Veratar wrote:Harvey James wrote:Callic Veratar wrote:I really like the idea of a ganglink sphere. It encourages having multiple command ships in the fleet to get coverage and variety to all fleet members. There could even be an analogous heavy command ship that launches fixed spheres (or targeted super bonuses?). Now don't be crazy the point is too keep it ongrid but also short ranged as its giving significant bonus and should have a big drawback The drawback is that I'm sitting in a command ship with 4 medium guns instead of a battleship with 8 large. No thats the drawback of using a CS instead of a bs and it would be 5 guns. i'm saying a module always has drawbacks relative to its bonus so a high bonus to a mod means a high drawback. Unless you run the links on an offgrid alt while having your main on grid in a BS (or whatever is needed), like soo many people currently do.
When the links are on grid, you need to pay a lot more attention to them. |

Ethan Revenant
Adhocracy Incorporated Adhocracy
19
|
Posted - 2012.11.06 19:22:00 -
[261] - Quote
Let's have a moment of silence for our sweet, sweet 5% links.
Moving on!
CCP Fozzie wrote:However, let's throw a brainstorming concept out here just for fun: What if gang links worked a lot like warp disruption spheres? 
They would have to be awfully big spheres to work well in a fleet that is skirmish boosted so they can zoom freely around the battlefield. Having boosts to your speed but having to hug another ship in order to get them is counterproductive. Likewise, all the ewar ships would have to cluster around your info command ship. That wouldn't be very much fun.
In general, how do you feel about the state of information warfare links? Are they part of the ewar problem and are wrong and bad? Are they terribad and underused? Is it just that no one loves the Eos, but one day, its prince will come? |

Bobo Cindekela
Federal Navy Academy Gallente Federation
29
|
Posted - 2012.11.06 19:24:00 -
[262] - Quote
CCP should get used to the idea of losing alot of alt-subs when they nerf offgrid boosting
just sayin... You are about to engage in an arguement with a forum alt,-á this is your final warning. |

EvilweaselFinance
BUTTECORP INC Goonswarm Federation
308
|
Posted - 2012.11.06 19:26:00 -
[263] - Quote
Fon Revedhort wrote: Tbh, the whole concept that one race is capable of skirmishing and the other one is mostly blobtastic is utterly stupid. I want to use Amarr for hit-and-run stuff just like I want to use Matari, Caldari and Gallente for it.
I would have thought you'd sincerely appreciate that different races are more or less capable at things in EVE it seems like the sort of thing you'd like. Technetium Lord |

fukier
Flatline.
114
|
Posted - 2012.11.06 19:26:00 -
[264] - Quote
Fon Revedhort wrote: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?
i think that the role bonus is going to get longer tbh... and then have former skills be raplaced with usefull combat skills. At the end of the game both the pawn and the Queen go in the same box. |

JessiJames
Caldari Provisions Caldari State
5
|
Posted - 2012.11.06 19:29:00 -
[265] - Quote
Could you give some details what is currently planned for the Eos as an "effective" drone ship - such as if the current idea revolves around giving it 100-125 bandwith or more like just keeping the 75 bandwith. I assume if you say "effective drone boat" that means the standard 10% bonus to drone damage is the plan.
Thanks |

Destoya
Sniggerdly Pandemic Legion
9
|
Posted - 2012.11.06 19:30:00 -
[266] - Quote
DarthNefarius wrote:Iam Widdershins wrote:I'm really surprised at the way you arranged the double bonuses on the command ships. Why does Amarr get skirmish while Gallente gets information? That seems incredibly outdated. Amarr have no remarkably fast ships, very few ships that rely on fighting particularly up close, and no ships that have any bonuses to tackle. Meanwhile Gallente, who was given the information warfare instead of skirmish, are known for having fast in-your-face skirmishing brawlers, but they have the recon ships with bonuses specifically for tackle range.
Amarr should be Armor and Info. Gallente should be Armor and Skirmish. Doing it otherwise makes no sense to me. NOOOOOOOO Amarr want the skirmish bonus the INFO sucks!!!! 
Expanding info links to affect energy neutralizers and capacitor amount/recharge as well as the other EW bonuses could be an interesting change, and would make info links more desirable for general use than before. |

Lili Lu
575
|
Posted - 2012.11.06 19:32:00 -
[267] - Quote
Usually I read a whole thread before I post. But this being election day in the US I'm pressed for time, so I'll go ahead and post berfore reading the thread.
The things that leap out at me on a quick read of the op is that I'm concerned about the lack of reexamination on the BSs. But of course this far out and without any specific proposals no big deal.
With BCs, thank you for normalizing them all essentially at the tier 1 level for slots. Cruisers cannot continue to be obsoleted by BCs. Prior to the tier 2 BCs I, maybe nostalgically, remember cruisers as being worth more. People still desired to train for the tier 1 BCs, but cruisers weren't overlookied in doing so. Hopefully that can return.
With the Commands, and speaking as someone that has all 4 maxed out, I approve for the most part with the framework proposed.
However, with the Amarr commands (and to a lesser extent the Gallente tech III ships), I don't know if you are aware of the inherent conflict with the armor and skirmish bonuses. Conceptually it makes sense, but we currently have armor and mobility rigs and modules that directly conflict, nerf each other. So I'm wondering if any rig or plate penalty changes are contemplated.
So, things look ok for the most part, but skirmish and armor links on the same ship present some further module rebalancing problems that I hope are addressed contemporaneously to the BC rebalancing. |

xHxHxAOD
Southern Cross Trilogy Flying Dangerous
0
|
Posted - 2012.11.06 19:34:00 -
[268] - Quote
who snipes with a ferox |

Varesk
Origin. Black Legion.
193
|
Posted - 2012.11.06 19:34:00 -
[269] - Quote
When you redo the bonuses from command ships and t3s, please include industrial links in this. If command ships and t3s will be forced on grid, Mining bonuses should also be on grid. |

Gibbo5771
AQUILA INC Verge of Collapse
35
|
Posted - 2012.11.06 19:35:00 -
[270] - Quote
Really wish you would move away from this stupid "Attack" and "support" naming scheme.
This is a sandbox, stop telling us what is supposed to do what.
|

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
175
|
Posted - 2012.11.06 19:36:00 -
[271] - Quote
DarthNefarius wrote:Julius Priscus wrote:off grid boosting will not take a huge hit in high sec..
fleets if you call them that will use out of corp boosters on grid. INCURSION runner here telling your you are off your rockers if you think: "off grid boosting will not take a huge hit in high sec.." Assault & HQ fleets make much use of them & when Sansha incuelence is over 50% red bar peeps getskidish w/o them
Ohh no! your stupid high sec isk machine doesn't work as well? You might die from time to time?
Ohh those poor poor bears.. |
|

CCP Fozzie
C C P C C P Alliance
2233

|
Posted - 2012.11.06 19:38:00 -
[272] - Quote
Ethan Revenant wrote: Is it just that no one loves the Eos, but one day, its prince will come? Let me answer your question with one of my favorite old-school pvp videos.
And before anyone asks no we are not bringing back superNOS. Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
|

NightmareX
Mind Games. Suddenly Spaceships.
82
|
Posted - 2012.11.06 19:40:00 -
[273] - Quote
I have a question about the Megathron.
Since it was said that the Megathron should be more mobile / agile. Will the Vindicator then get the aditional boost in agility (like it have now over the current Megathron) over the new Megathron stats then?
Will the Vindicator be even more agile then?
Or will this only affect the normal battleships?
I remember that movie. I was in the same corp as lofty29 when he made that movie. And that corps is as you know, called Infinitus Odium .
And here is a nice secret: lofty29 was only 14 or 15 years old when he made those movies. My current EVE videos.
Rebirth 4: https://forums.eveonline.com/default.aspx?g=posts&t=131123
Bringers of Hatred: http://tinyurl.com/BOHINFOD |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
82
|
Posted - 2012.11.06 19:40:00 -
[274] - Quote
Here are some non-******** observations and questions I have. I look forward to them being ignored.
I think the abaddon still should be totally redone to make it something other than a superior armageddon. It was originally justified by the fact that it would have cap issues when 'tanking' - back then tanking didn't mean running a damage control, it meant running a load of reps. Speaking of which, any chance battleships could be less cap booster-reliant? It makes for boring setups.
Will on-grid be the only constraint for gang links, or would you consider giving them say an optimal range and/or falloff, to get people to actually get them in the fight rather than decloaking 300km away? (I think you should do this, grids are horrible.)
Also review (reduce) the actual effects of gang links? Currently you're often better off with 1 combat ship + 1 link ship than you are with 2 combat ships. I'm pretty sure they aren't supposed to be desirable at such a small scale over a combat ship - I was thinking you'd want them when you have multiple squads at least.
The skill progression on leadership is also pretty crazy. 100% effectiveness per level on those spec skills. You need the skill at 5 to use the mindlink. So at spec 4, you are about half as effective as at level 5 with mindlink. It's not diminishing returns at all. Plus mindlinks are expensive as hell. What's up with that? |

xo3e
The Deliberate Forces HYDRA RELOADED
56
|
Posted - 2012.11.06 19:41:00 -
[275] - Quote
Quote: Tech 3 treatment will focus on making them more generalized. Their Warfare Link bonuses will be reduced from 5% to 2% effectiveness; however they will have bonuses to three racial Warfare Link fields while being able to fit three Warfare Link modules simultaneously.
As a side note, as we announced a while ago, we are not pleased by having Warfare Links work outside the battlefield zone, and will be investigating options to move them on grid. Command and Tech3 ships providing that much of an advantage should commit to an engagement instead of being safely parked inside a POS bubble.
nice try to kill already dead solo pvp
:CCP: as always.
people using offgrid 5% t3 bonuses in dualbox can deal with gangs (because it is 90% of solo fights is against gangs)
people without bonuses can go die or return to boring cynabals, dualbox logistics or falcons. thats very nice of you.
please think of it as bittervet butthurt. Signature removed. Navigator |

Clolo
Article 47
17
|
Posted - 2012.11.06 19:43:00 -
[276] - Quote
Varesk wrote:When you redo the bonuses from command ships and t3s, please include industrial links in this. If command ships and t3s will be forced on grid, Mining bonuses should also be on grid.
This x1000 |

Marlona Sky
D00M. Northern Coalition.
1805
|
Posted - 2012.11.06 19:45:00 -
[277] - Quote
Bobo Cindekela wrote:CCP should get used to the idea of losing alot of alt-subs when they nerf offgrid boosting just sayin... Can't make an omlet without cracking some eggs and everyone wants the omlet.
Remove local, structure mails and revamp the directional scanner! |

Nur AlHuda
Callide Vulpis Curatores Veritatis Alliance
8
|
Posted - 2012.11.06 19:45:00 -
[278] - Quote
I think like all my missiles skills are now wasted with the damnation since the absolution will be able to do the same job - extra armor warfare bonus.
So i was forced to train the missiles with damnation since no other amarr boat is using them except vengeance an bomber and now absolution can be used as fleet command ship which is also simple laser platfrom? Seriously wtf? |

Marlona Sky
D00M. Northern Coalition.
1805
|
Posted - 2012.11.06 19:47:00 -
[279] - Quote
xo3e wrote:Quote: Tech 3 treatment will focus on making them more generalized. Their Warfare Link bonuses will be reduced from 5% to 2% effectiveness; however they will have bonuses to three racial Warfare Link fields while being able to fit three Warfare Link modules simultaneously.
As a side note, as we announced a while ago, we are not pleased by having Warfare Links work outside the battlefield zone, and will be investigating options to move them on grid. Command and Tech3 ships providing that much of an advantage should commit to an engagement instead of being safely parked inside a POS bubble. nice try to kill already dead solo pvp :CCP: as always. people using offgrid 5% t3 bonuses in dualbox can deal with gangs (because it is 90% of solo fights is against gangs) people without bonuses can go die or return to boring cynabals, dualbox logistics or falcons. thats very nice of you. please think of it as bittervet butthurt. If your using gang links, you're not solo.
Remove local, structure mails and revamp the directional scanner! |

Pertuabo Enkidgan
Center for Advanced Studies Gallente Federation
20
|
Posted - 2012.11.06 19:48:00 -
[280] - Quote
I would much rather see the Ferox as a mean blaster shield boat. Or both if someone wants to snipe with it. More choice the better for the Ferox.
Also, nice Harbinger reference. |

Rolfos
Broski North Black Legion.
7
|
Posted - 2012.11.06 19:49:00 -
[281] - Quote
I seriously hope the battlecruiser changes and SP reimbursements aren't going to be handled like I think they're going to be handled.
Example
Quote:What's that? You had BC5 so you could make your hurricane better but you dont fly any t2 minmatard cruisers? TOO ******* BAD THIS IS CCP ENJOY YOUR NIGMATAR BATTLECRUISER 4 LOSER |

Bienator II
madmen of the skies
1105
|
Posted - 2012.11.06 19:51:00 -
[282] - Quote
Bobo Cindekela wrote:CCP should get used to the idea of losing alot of alt-subs when they nerf offgrid boosting just sayin... this would help plex prices. Two problems solved 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 |

Forlorn Wongraven
Habitual Euthanasia Pandemic Legion
20
|
Posted - 2012.11.06 19:51:00 -
[283] - Quote
xo3e wrote:nice try to kill already dead solo pvp
:CCP: as always.
people using offgrid 5% t3 bonuses in dualbox can deal with gangs (because it is 90% of solo fights is against gangs)
people without bonuses can go die or return to boring cynabals, dualbox logistics or falcons. thats very nice of you.
please think of it as bittervet butthurt.
It is not solo pvp if you use a boosting alt. :cripes:
Ugleb > and TDR won't log in so long as their core members are demotivated for whichever reason is in flavour this week |

Soon Shin
Caucasian Culture Club Transmission Lost
199
|
Posted - 2012.11.06 19:51:00 -
[284] - Quote
What will you do the Field Command ships. Will you turn them into Fleet Command ships or will you make it so that Fleet and Field Command Classifications are gone and make all the command ships be able to do great dps and have great tank? |

Sethimothy
Red Star Trading Corporation Redrum Fleet
2
|
Posted - 2012.11.06 19:54:00 -
[285] - Quote
Am I understanding this right, that if you have two separate racial cruisers to V, and you have Destroyers to V, you'll still need to train Destroyers a second time to be able to use that second race's destroyers (as in, you'll only be refunded enough to fully pay for one?) That's what I think it says, and that's unfortunate, but I want to make sure. |

Tippia
Sunshine and Lollipops
10261
|
Posted - 2012.11.06 19:56:00 -
[286] - Quote
I didn't see any direct mention of it in the blog besides the reasoning about making T2 specialisation faster, but does this plan for next year also/still include the removal of cross-class skill requirements such as having to train Assault Frigates to fly Command Ships?
I noticed a bit of range about it earlier in the thread and was reminded of this old post about how specialisation would become faster, but that won't happen without an adjustment of the prereqs:Tippia wrote:The current combined prereq for both [command] shipsGǪ
[racial] Cruiser V -á-á-á-á-á[racial] Frigate IV Command Ships I -á-á-á-á-áBattlecruisers V -á-á-á-á-áWarfare Link Specialist IV -á-á-á-á-á-á-á-á-á-áLeadership V -á-á-á-á-áSpaceship Command V Heavy Assault Ships IV -á-á-á-á-áAssault Ships IV -á-á-á-á-á-á-á-á-á-áEngineering V -á-á-á-á-á-á-á-á-á-áMechanic V -á-á-á-á-áWeapon Upgrades V -á-á-á-á-á-á-á-á-á-áGunnery II Logistics IV -á-á-á-á-áSignature Analysis V -á-á-á-á-áLong Range Targeting V -á-á-á-á-á-á-á-á-á-áElectronics II
GǪwill becomeGǪ
[racial] Battlecruiser V -á-á-á-á-á[racial] Cruiser IV -á-á-á-á-á-á-á-á-á-á[racial] Destroyer IV -á-á-á-á-á-á-á-á-á-á-á-á-á-á-á[racial] Frigate IV Command Ships I -á-á-á-á-áWarfare Link Specialist IV -á-á-á-á-á-á-á-á-á-áLeadership V -á-á-á-á-áSpaceship Command V Is still the correct end-state and is it still part of what's going to happen next year, or is that a different third (fourth, fifthGǪ) round of tiercide focused on T2 ships? GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan. |

xo3e
The Deliberate Forces HYDRA RELOADED
56
|
Posted - 2012.11.06 19:56:00 -
[287] - Quote
Quote:If your using gang links, you're not solo.
ok lets call it ONE PLAYER PVP if u like.
if youre not using gang links - you are forced to use gay ships like bagabond and etc or to have k/d ratio like 1:1. cool. HOW VERSATILE
Signature removed. Navigator |

Forlorn Wongraven
Habitual Euthanasia Pandemic Legion
20
|
Posted - 2012.11.06 20:00:00 -
[288] - Quote
xo3e wrote:ok lets call it ONE PLAYER PVP if u like.
if youre not using gang links - you are forced to use gay ships like bagabond and etc or to have k/d ratio like 1:1. cool. HOW VERSATILE
Sorry, you are a niche. Better fix stuff that is broken for MANY individuals than keeping it the way it is now for A FEW individuals.
Ugleb > and TDR won't log in so long as their core members are demotivated for whichever reason is in flavour this week |

Bobo Cindekela
Federal Navy Academy Gallente Federation
29
|
Posted - 2012.11.06 20:01:00 -
[289] - Quote
if you make industrial links require ongrid also then warfare links should require Heavy Water Fuel and the same immobility state on any ship they are fitted as the rorqual is stuck in when its core is active, as the rorq boni is not in effect unless you are burning fuel and immobilized
 You are about to engage in an arguement with a forum alt,-á this is your final warning. |

Danny Centauri
Ghost Headquarters The Ghost Army
58
|
Posted - 2012.11.06 20:03:00 -
[290] - Quote
The amusing thing about this is we don't have to worry about commandship changes until what 2014? Summer release for BCs then Winter for BS... thats 2013 covered. Give it until 2016 and everything including faction might be balanced, this team needs more members or the changes are too slow and frankly a joke. |

Markus Reese
Incertae Sedis
263
|
Posted - 2012.11.06 20:07:00 -
[291] - Quote
Excellent blog! Well written and many things that myself, as a command and ewar support specialist had been much longing for. In fact, the changing to remove field and fleet is even more exciting. That said, the purpose of comments is to provide suggestions and feedback, so here we go.
1. The command subprocessor - Any thoughts of looking at it and the fittings for ships? It would be nice for us command ship pilots with the mixed bonuses to make more use of that. I fly combat on grid and wouldn't mind the high slot sacrifice to fit one. At the moment, the only ship that really makes use of it I find are the carriers. I understand the power of command links, but should they be changed to on grid, plus the double bonuses to field, I feel the 150 cpu is Too damned high! (insert meme photo here)
It also somewhat limits People learning to command ship, being able to fit a second ganglink can be nice too. Promote lower cost warfare. Main arguement is after initial bonuses, it takes two slots to add one ganglink. Losing a mid in pvp is a bit of a sacrifice. Cost, tank, ewar, etc. If ongrid comes into play, can be worth making the change maybe?
2. The "Tier 1" battleships and the ewar hole. Well, I make the following call. As it stands, you say domi, armageddon, and typhoon are working as intended. I agree. Changing typhoon to a missile platform is a good call. I use missiles on my phoon because watching em launch from the top always makes me think of oldschool sub movies. But in the end, for pure damage, the tempest and maelstrom are more loved and in bs combat, mobility is nice, but killing is more for the damage ships. Gank over tank.
My proposal is as follows: Armageddon - Remove damage bonus, keep tracking bonus. -1 turret slots, -1 high slots, +1 mid. Keep tracking bonus, give it tracking disruption bonus to range and strength.
Dominix - It is a wonderful sentry/drone and sniping but needs a utility high slot. so +1 highslot -1 midslot. Remove hybrid damage (already has drone damage and a drone boat) to replace with sensor damp bonus.
Typhoon - Well, aside from changes mentioned of removing all turrets: -1 high, +1 launcher, -2 low, +2 med. In place of the turret bonus replace with painter bonus. Webs belong to other ships already.
Scorpion - tough one to fix here. The big problem is all other ewar ships can be effective with just one of the modules. ECM, you need to use 3-4 highslots to do anything. Would be nice to maybe get faster ecm cycles so that you have better chance of lock break, but for shorter duration. Would be nice to have to only fit one or two. That can allow taking one of the midslots to put into a high, and give it an extra highslot so it can fit more launchers. Give it some missile bonus that doesnt compete with the raven.
Topic of raven, maybe it needs one more launcher fitting to it, but that needs to be done with other missile balances etc.
Anyways, end of my two cents. |

xo3e
The Deliberate Forces HYDRA RELOADED
57
|
Posted - 2012.11.06 20:10:00 -
[292] - Quote
Quote:Sorry, you are a niche
i am.
and i dont like that ccp thinks, that balancing large fights is worth killing a niche for dedicated power players
give us something in exchange at least. like removing ecm drones or making armor tank adequate in solo pvp Signature removed. Navigator |

MinefieldS
1 Sick Duck Standss on something
161
|
Posted - 2012.11.06 20:10:00 -
[293] - Quote
xo3e wrote:Quote:If your using gang links, you're not solo. ok lets call it ONE PLAYER PVP if u like. if youre not using gang links - you are forced to use gay ships like bagabond and etc or to have k/d ratio like 1:1. cool. HOW VERSATILE
lol my main char has 11:1 k/d ratio w/ 90% solo kills, never used links. |

Markus Reese
Incertae Sedis
263
|
Posted - 2012.11.06 20:11:00 -
[294] - Quote
Sethimothy wrote:Am I understanding this right, that if you have two separate racial cruisers to V, and you have Destroyers to V, you'll still need to train Destroyers a second time to be able to use that second race's destroyers (as in, you'll only be refunded enough to fully pay for one?) That's what I think it says, and that's unfortunate, but I want to make sure.
"If you can fly it now, you will be able to fly it in the future"
CCP mantra. Ergo if you can fly all dessies now, the sp you get will permit you for every racial destroyers. So if you have only two racials of frigates, and you have destroyers for both races, you will be able to use both destroyers. Not a LVL 5 refund which you would have to choose.
For myself, the racial dessies and bcs, if they became just a sp refund, it would seriously cut out a major portion of how I have trained my gameplay which is destroyers and battlecruisers. I would lose our on alot and it would take probably 6 months to train back in. That is a big hit for a training centered around a playstyle which would have been trained much differently had the racials always been in place. |

xo3e
The Deliberate Forces HYDRA RELOADED
57
|
Posted - 2012.11.06 20:15:00 -
[295] - Quote
Quote:lol my main char has 11:1 k/d ratio w/ 90% solo kills, never used links
lol my main char has 9999999:1 k/d ratio w 140% solo kills. using only augoror and prophecy and ganking M-O camps
cool story bro Signature removed. Navigator |

Wrathful Hawk
Warsmiths Warsmiths.
7
|
Posted - 2012.11.06 20:15:00 -
[296] - Quote
As usual there's STILL going to be NO point to fly command ships over Tech 3 Cruisers.
Lets see, do i want to have a fleet booster that's going to buff as one of the following options
Armor & Skirmish - EHP & Point Range Siege & Skirmish - EHP & Point Range Siege & Info - EHP & EW bonus Armor & Info - EHP & EW Bonus
OR as one of THESE following
Armor & Skirmish & Info - EHP & Point Range & EW Bonus Siege & Info & Skirmish - EHP & Point Range & EW Bonus Armor & Info & Skirmish - EHP & Point Range & EW Bonus Siege & Skirmish & Armor - EHP & Point Range & EHP
Sure the boosts are a third lower than the command ships, but when the decision comes down to one fleet booster that gives me 66% of bonuses over three sets of Links, or two of 100%, I'm going to pick the one that offers more variation EVERY time. I'm losing 2% overall bonus sure but when you actually think about it, which are you going to prefer? The worst of the four is the Loki which offers bonuses to both tank types and point range / speed, but in any fleet, give me a very simple choice of the above and i'll pick proteus/ legion & tengu near enough every time.
The loss of 33% EHP bonus & Skirmish can be easily negated by and improved upon by better EW (especially with TD's becoming the all powerful mod they're about to become.) and the loss of 33% EHP bonus & Info can easily be negated by an increase to a fleets overall ab/mwd speed or range domination with points.
I'm sorry, but the choices are obvious to anyone with half a brain that doesn't rely solely on one game mechanic to win.. *cough* drake fleet * cough* goons *cough*
/rant.
I know which i'll choose every time.
And just a quick mention, if you're going to get skirmish boosts ON FIELD for armour, are you really going to use a slow lumbering prophecy hull over a tech 3 cruiser with insane speeds? I think not.
|

Dessau
77
|
Posted - 2012.11.06 20:15:00 -
[297] - Quote
Quote:As a side note, as we announced a while ago, we are not pleased by having Warfare Links work outside the battlefield zone, and will be investigating options to move them on grid. My favorite news to drop in this blog, though I wonder if the grid push plus the boost nerf is a bit of a double whammy for Wing Leaders et al.
Solo is one player, one pilot. |

Takeshi Yamato
Blue Republic RvB - BLUE Republic
535
|
Posted - 2012.11.06 20:16:00 -
[298] - Quote
Really, the only thing that came to my mind when reading about the battleship part was the Dominix...
Can the Dominix get a facelift... err plastic surgery uhm i mean complete remodeling? Pregnant finless space whales aren't exactly fearsome. |

Soon Shin
Caucasian Culture Club Transmission Lost
199
|
Posted - 2012.11.06 20:16:00 -
[299] - Quote
What worries me is how you will change command ships, from what I can tell you're going to turn them into a jack of all trades master of nothing.
That means the Damnation will lose its famous tank, the Absolution will lose its dps. The same for the Eos(lulz ****) and Astarte. The Sleipnir and Claymore. The Vulture and Nighthawk.
I do no like this idea, because if field no longer can tank and gank, then its lost its purpose.
If fleet command can no longer tank and survive to support the fleet, then its lost its purpose. |

Forlorn Wongraven
Habitual Euthanasia Pandemic Legion
20
|
Posted - 2012.11.06 20:17:00 -
[300] - Quote
xo3e wrote:like removing ecm drones
There will be a new skills that will boost your sensor strength and the jamming gets a bit nerfed in Retribution. Thread is in Test server feedback subforum.
Ugleb > and TDR won't log in so long as their core members are demotivated for whichever reason is in flavour this week |

MinefieldS
1 Sick Duck Standss on something
161
|
Posted - 2012.11.06 20:17:00 -
[301] - Quote
xo3e wrote:Quote:lol my main char has 11:1 k/d ratio w/ 90% solo kills, never used links lol my main char has 9999999:1 k/d ratio w 140% solo kills. using only augoror and prophecy and ganking M-O camps cool story bro
A pleasure to meet you, Garmon. |

Wrathful Hawk
Warsmiths Warsmiths.
7
|
Posted - 2012.11.06 20:17:00 -
[302] - Quote
Inb4 people without an ability to think relatively: Just to be clear, that's 100% of maximum potential bonus against 66% of maximum bonus, i'm not trying to say you'll get 100% bonus to EHP / Velocity etc.
Wrathful Hawk wrote:As usual there's STILL going to be NO point to fly command ships over Tech 3 Cruisers.
Lets see, do i want to have a fleet booster that's going to buff as one of the following options
Armor & Skirmish - EHP & Point Range Siege & Skirmish - EHP & Point Range Siege & Info - EHP & EW bonus Armor & Info - EHP & EW Bonus
OR as one of THESE following
Armor & Skirmish & Info - EHP & Point Range & EW Bonus Siege & Info & Skirmish - EHP & Point Range & EW Bonus Armor & Info & Skirmish - EHP & Point Range & EW Bonus Siege & Skirmish & Armor - EHP & Point Range & EHP
Sure the boosts are a third lower than the command ships, but when the decision comes down to one fleet booster that gives me 66% of bonuses over three sets of Links, or two of 100%, I'm going to pick the one that offers more variation EVERY time. I'm losing 2% overall bonus sure but when you actually think about it, which are you going to prefer? The worst of the four is the Loki which offers bonuses to both tank types and point range / speed, but in any fleet, give me a very simple choice of the above and i'll pick proteus/ legion & tengu near enough every time.
The loss of 33% EHP bonus & Skirmish can be easily negated by and improved upon by better EW (especially with TD's becoming the all powerful mod they're about to become.) and the loss of 33% EHP bonus & Info can easily be negated by an increase to a fleets overall ab/mwd speed or range domination with points.
I'm sorry, but the choices are obvious to anyone with half a brain that doesn't rely solely on one game mechanic to win.. *cough* drake fleet * cough* goons *cough*
/rant.
I know which i'll choose every time.
And just a quick mention, if you're going to get skirmish boosts ON FIELD for armour, are you really going to use a slow lumbering prophecy hull over a tech 3 cruiser with insane speeds? I think not.
|

xo3e
The Deliberate Forces HYDRA RELOADED
57
|
Posted - 2012.11.06 20:26:00 -
[303] - Quote
Quote:There will be a new skills that will boost your sensor strength and the jamming gets a bit nerfed in Retribution. Thread is in Test server feedback subforum.
problem with ecm is not How often you will be jammed... problem that you WILL be jammed sooner or later and your target WILL escape OR you will be unable to escape because you cant kill that ship fast enough, before rescue rangers Signature removed. Navigator |

Alara IonStorm
3406
|
Posted - 2012.11.06 20:28:00 -
[304] - Quote
xHxHxAOD wrote:who snipes with a ferox People keep focusing on the word Sniper for all things Rail related instead of thinking mid range 50km/ish.
I say leave Sniping to the Naga and make the Moa and Ferox good Dmg Dealers in the 40-50km field with the Ferox being more tank and the being more Speed / Agility. Let the Drake keep its resist bonus be the tankyist and let the Ferox do more Dmg under 50Km with a 60k EHP tank.
60k EHP with Blasters and 7 Dmg bonused turrets are good enough, no need for a resist bonus, Opt will give it a true duel role. |

Forlorn Wongraven
Habitual Euthanasia Pandemic Legion
20
|
Posted - 2012.11.06 20:28:00 -
[305] - Quote
xo3e wrote:problem with ecm is not How often you will be jammed... problem that you WILL be jammed sooner or later and your target WILL escape OR you will be unable to escape because you cant kill that ship fast enough, before rescue rangers
I heard Badgers don't shoot back. Ugleb > and TDR won't log in so long as their core members are demotivated for whichever reason is in flavour this week |

Sheynan
Lighting the blight
111
|
Posted - 2012.11.06 20:28:00 -
[306] - Quote
You can't fit 9 links to your T3.
For some fleets, I'd happily take the commandships, for example a Damnation with SigTank&Amor Resists&Rapid Repair over any T3 combination. |

M1k3y Koontz
Blackened Skies Nulli Secunda
54
|
Posted - 2012.11.06 20:30:00 -
[307] - Quote
100% support the T3 & Command Ship changes.
100%
How much herp could a herp derp derp if a herp derp could herp derp. |

Harvey James
Deep Core Mining Inc. Caldari State
101
|
Posted - 2012.11.06 20:31:00 -
[308] - Quote
I think the battleships need to be moved around a little:
Attack Raven a larger caracal: a range ship needs to be mobile Apoc a larger omen: needs more dps than the op range bonus where you can hit 80km with scorch insane range!!! tempest a larger stabber: essentially a T1 mach would give it a role rather than its mix of this and that. Megathron a larger Thorax perhaps with a little less EHP nerf please than the thorax got.
Combat phoon: as is but with more focus on torps and armour tank. allows missile users an armour tanker option useful in armour fleets geddon: i was assuming would follow the drone line so they have a droneboat or why extend the line to bc and stop? abbadon; needs better cap. Hyperion: needs better armour rep bonus/ armour reps needs a buff also. domi, Maelstrom, rokh are all fine mostly.
I also feel lasers at all sizes have too good range aswell as missiles i think both need more work especially to rebalance TE/TC. |

Mr Burns91
Yulai Guard 1st Fleet Yulai Federation
6
|
Posted - 2012.11.06 20:33:00 -
[309] - Quote
On the subject of Command ships:
I would be a fan of just switching the T3 and Command ship bonus percent. Everyone likes the +5%
So command ships would have 5%/level and t3's would have 3%/level |

Conjaq
Sons Of 0din Dark Therapy
5
|
Posted - 2012.11.06 20:34:00 -
[310] - Quote
Good changes overall, i can't wait to see how the changes for off grid boosting, and command ships will pan out. I however got one question.
CCP randomly talk about active tanking / passive tanking. - Is there an ETA on when we get more info about this? If at all there is going to be changes regarding this. id really like to know if CCP think there is a problem with the balance of this, or if they consider it good enough?
I still think it's odd that a cumbersome slow ship(armor tanking) have the shortest ranged ammo in the game(hybrids) .. No complaining ment, just thinking out loud here :)
|

Marlona Sky
D00M. Northern Coalition.
1805
|
Posted - 2012.11.06 20:43:00 -
[311] - Quote
xo3e wrote:Quote:Sorry, you are a niche i am. and i dont like that ccp thinks, that balancing large fights is worth killing a niche for dedicated power players give us something in exchange at least. like removing ecm drones or making armor tank adequate in solo pvp Look, I know how you feel. I prefer smaller scale combat myself. What you have to realize that until mechanics such as line of sight or something equivilant; larger gangs will use whatever boost to small scale combat and amplify it like a mother ******. The only thing a small fleet can do against a larger one, outside of bomber runs, is get in tier 3 alpha tornados and get warp ins and attempt to snipe one dude and gtfo.
Not really a lot of options.
Remove local, structure mails and revamp the directional scanner! |

Malaclypse Thorn
Broken Anvil The Jagged Alliance
0
|
Posted - 2012.11.06 20:44:00 -
[312] - Quote
What i desperately want to know for the battlecruiser/destroyer racial split is this:
What if i have battlecruiser 5 and minmatar cruiser 4? What level, then, will minmatar battlecruiser be? |

Tippia
Sunshine and Lollipops
10261
|
Posted - 2012.11.06 20:45:00 -
[313] - Quote
Malaclypse Thorn wrote:What i desperately want to know for the battlecruiser/destroyer racial split is this:
What if i have battlecruiser 5 and minmatar frigate 4? What level, then, will minmatar battlecruiser be? Zero, unless you also have Minny Cruiser III. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan. |

Malaclypse Thorn
Broken Anvil The Jagged Alliance
0
|
Posted - 2012.11.06 20:46:00 -
[314] - Quote
Tippia wrote:Malaclypse Thorn wrote:What i desperately want to know for the battlecruiser/destroyer racial split is this:
What if i have battlecruiser 5 and minmatar frigate 4? What level, then, will minmatar battlecruiser be? Zero, unless you also have Minny Cruiser III. yesyes i went back and edited, i put the wrong word there :3
But despite that i do think you know what point i meant to convey, which skill takes higher priority? cruiser or battlecruiser? Frigate or destroyer? |

Wu Phat
Exanimo Inc Unclaimed.
28
|
Posted - 2012.11.06 20:51:00 -
[315] - Quote
Who do I kiss for coming up with the command ship change. Also please fix the domi and the raven up real good please. |

Vertisce Soritenshi
Tactical Vendor of Services and Goods Partners of Industrial Service and Salvage
1838
|
Posted - 2012.11.06 20:52:00 -
[316] - Quote
Quote:As a side note, as we announced a while ago, we are not pleased by having Warfare Links work outside the battlefield zone, and will be investigating options to move them on grid. Command and Tech3 ships providing that much of an advantage should commit to an engagement instead of being safely parked inside a POS bubble.
Thank you God!
Another question though...since this so called "Tiericide" is being done...does this mean that ALL ships will be able to be insured equally or will current T2 and T3 ships still not provide a credible and worthwhile return for insuring them?
I bring this up because if the insurance options are not balanced for all ships to be equal...you will still have tiers. EVE is not about PvP.-á EVE is about the SANDBOX! |

Aglais
Deep Core Mining Inc. Caldari State
155
|
Posted - 2012.11.06 20:52:00 -
[317] - Quote
So status quo for battleships doesn't change, and the Caldari 'hybrid tank brawler' line just falters and dies for the battlecruiser class before returning with the Rokh. And then Caldari don't even have an 'attack' battleship, whatever that's supposed to mean, with the Raven likely not being improved very much.
This is easily the most disappointing bunch of the rebalancing efforts, by far, IMO. |

Malaclypse Thorn
Broken Anvil The Jagged Alliance
0
|
Posted - 2012.11.06 20:56:00 -
[318] - Quote
On a sidenote i love gallente ships, and looking at the changes planned for the battleships makes me wary that what needs to be done will not be done. Namely the hyperion desperately needs different bonuses. I know its comparable to the maelstrom's bonuses, but with the existance of the ASB, that bonus is actually useful, whereas the armor repair bonus on a battleship is next to pointless. I believe the hyperion should drop the repair bonus and gain an armor amount or resist bonus in its place. Now this puts the maelstrom's bonuses in a strange place making it the only active tanked battleship that exists, but is that so bad? Haven't minmatar ships always had strange bonuses compared to the rest anyway? I just really want to see some level of gallente resurgence, our ships have been so bad for so long, and it makes me sad because i love their playstyle.
Also shouldn't our ships (being the shortest range but some of the highest damage) also be able to move very quickly or at least be highly agile in order to make up for the range of EVERY other ship? Even projectile weapons have a massive edge over gallente guns on account of their huge falloffs. Most gallente ships are brawlers, the talos is the first ship of its size in gallente to actually be ABLE to kite, and thats fun. But the myrm, brutix, thorax...they all brawl and i wish to see them get speed or agility increases, CALL ME CRAZY, but yeah. |

fukier
Flatline.
114
|
Posted - 2012.11.06 20:56:00 -
[319] - Quote
do you have any plans to make nos usefull again? like if you have more cap then the target you get something like 50% of the max nos amount and if you have less cap you get full nos amount?
At the end of the game both the pawn and the Queen go in the same box. |

Metal Icarus
Deep Core Mining Inc. Caldari State
352
|
Posted - 2012.11.06 20:58:00 -
[320] - Quote
wait wait wait....
For smart people who trained these skills when teh changes were first uttered with BC5 and destroyers 5, will they just have every racial destroyer, and racial BC skill at 5?
Or will they get SP that will cover those amounts?
(holy ******* **** I hope we get sp) |

Ranger 1
Ranger Corp
2714
|
Posted - 2012.11.06 21:03:00 -
[321] - Quote
Warde Guildencrantz wrote:Grideris wrote:
Also, I hope more Caldari ships moving over to damage bonus for hybrids doesn't start to step on the Gallente's "TONS OF DAMAGE" motif they have going on.
No, I think it's more of moving towards fixing the Caldari's "NO DAMAGE WHATSOEVER" motif they have going on their "we only want you to use rails too bad they suck" boats. Bienator II wrote:Quote:Oracle, Naga, Talos and Tornado: are mostly fine, except for the mobility which is a little too high, and signature radius, which could be increased a bit. Apart from this, little needs to change. oracle has a double gun cap use bonus. This is is a wasted bonus compared to the other three. Cap use bonus should be a role bonus, since its the role of the ship to be able to use that large laser guns. The BC bonus should be something which makes the ship special. wasting one bonus attribute just to be able to fire the guns is not cool at all. They typically have addressed gun cap bonuses with something less pointless (see the new maller for example) Frankly, since one of the reasons for have the heavy cap use mechanic be part of lasers to discourage their use on non-Amarr ships, I have always felt that instead of using a cap use bonus they should instead simply let all Amarr ships have a naturally higher cap recharge rate than other races.
This would facilitate their weapons systems, their frequent use of Nuets, and active armor tanking (yeah I know, they prefer Amarr use buffer armor tanks instead, but I feel the point still stands... let Gallante get huge boosts for repair amount while Amarr has the cap to easily run multiple armor rep setups). To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Harvey James
Deep Core Mining Inc. Caldari State
101
|
Posted - 2012.11.06 21:03:00 -
[322] - Quote
fukier wrote:do you have any plans to make nos usefull again? like if you have more cap then the target you get something like 50% of the max nos amount and if you have less cap you get full nos amount?
It would be nice if you got the same drain amount until the target actually runs out of cap!!!! it doesn't make sense that it just stops cos you now have more cap than the target ship...... |

Onyx Nyx
Perkone Caldari State
88
|
Posted - 2012.11.06 21:05:00 -
[323] - Quote
I have a bunch of characters for different dedicated roles, varying from flying capitals to falcon alts. Will I be able to do these things after patch or will I be forced train destroyer and battlecruiser skills?
NightmareX wrote:I remember that movie. I was in the same corp as lofty29 when he made that movie. And that corps is as you know, called Infinitus Odium  . And here is a nice secret: lofty29 was only 14 or 15 years old when he made those movies.
Ironically, he discovered TF2 and drugs after which afaik he is still very committed to. Something that whoever draw up these changes also must've discovered. I kill kittens, and puppies and bunnies. I maim toddlers and teens and then more. |

Escomboli
Hammer Holding Wrong Hole.
3
|
Posted - 2012.11.06 21:08:00 -
[324] - Quote
I understand the whole rebalancing of ships, but what I don't understand is making every ship have a racial training for it. All this does is make it harder for newer players to be able to field multiple races of ships. It also makes everyone have to spend more time, which means more subscription money, to train certain things up.
I say boo hiss on this. A terrible terrible ploy to get more money out of us.
I am also curious if we have, let's say gal cruiser 3/BC 5 if we will get the racial BC skill @ 5. If not, it will be a large black rubber dildo being slid up our asses. |

Tippia
Sunshine and Lollipops
10261
|
Posted - 2012.11.06 21:09:00 -
[325] - Quote
Malaclypse Thorn wrote:yesyes i went back and edited, i put the wrong word there :3
But despite that i do think you know what point i meant to convey, which skill takes higher priority? cruiser or battlecruiser? Frigate or destroyer? Then you'll get BC V.
The cruiser skill doesn't provide any bonuses GÇö it just allows you to fly the ship. It's the BC skill that determines your bonuses for the BCs you can fly, so those are the ships and bonuses that will be retained in the shift-over.
[Racial] Cruiser III (and above) + BC [whatever] GåÆ [Racial] Cruiser III (or above) + [Racial] BC [whatever]. [Racial] Cruiser I or II + BC [whatever] GåÆ [Racial] Cruiser I or II. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan. |

Berendas
Clandestine Vector THE SPACE P0LICE
318
|
Posted - 2012.11.06 21:09:00 -
[326] - Quote
For my part, the BC and BS changes look stellar and there isn't much I would have differently... Except for the changes to the Typhoon. I would hate to see the hyper-versatility it offers disappear. The Typhoon embodies what it is to be Minmatar, and losing such a fantastic jack-of-trades hull to fill the niche role of missile brawler feels like it leaves Minmatar pilots with a loss (especially considering that missiles are at best an ancillary weapon system to Minnie players).
My only other point of concern is that I would IMPLORE CCP to fast track the changes to off grid boosting. I cannot stress enough how toxic a mechanic off grind links are, especially to the roaming, small gang, and solo playstyles. I can't think of many ship or module related issues that deserve a higher priority than this one.
|

NEONOVUS
Saablast Followers
32
|
Posted - 2012.11.06 21:10:00 -
[327] - Quote
A simple way to fix the tier 3 battle cruisers would be to swap their bonuses. That is make it so you need skills to fit a rack of the biggest guns. This I think would make Battleships return to being used as they would be able to immeadiately use all the largest guns as opposed to training a lvl 5 skill. In addition it would give the BS a definite feild advantage in that they receive more damage and bonuses as one increases the skill making them distinct from overtanked teir 3s. |

Markus Reese
Incertae Sedis
264
|
Posted - 2012.11.06 21:17:00 -
[328] - Quote
Berendas wrote:For my part, the BC and BS changes look stellar and there isn't much I would have differently... Except for the changes to the Typhoon. I would hate to see the hyper-versatility it offers disappear. The Typhoon embodies what it is to be Minmatar, and losing such a fantastic jack-of-trades hull to fill the niche role of missile brawler feels like it leaves Minmatar pilots with a loss (especially considering that missiles are at best an ancillary weapon system to Minnie players).
I like the thought behind it, but in terms of turret use, they really aren't usable on the typhoon as apposed to a tempest or maelstrom. The issue is that of the tornado where with a speedy typhoon, you will out track your own guns eliminating the fast combat potential to it. Personally, I like the idea of making the tornado like a old school torpedo ship. Fast and circle for the kill. I think the turret bonus replaced to make it the minmi ewar battleship would be a fun thing to fly. Painter and torps with some speed, seems minmatari to me. |

Dersen Lowery
Knavery Inc. StructureDamage
151
|
Posted - 2012.11.06 21:21:00 -
[329] - Quote
Ranger 1 wrote:Frankly, since one of the reasons for have the heavy cap use mechanic be part of lasers to discourage their use on non-Amarr ships, I have always felt that instead of using a cap use bonus they should instead simply let all Amarr ships have a naturally higher cap recharge rate than other races.
Then you can fit autocannons to it and bathe in oceans of capacitor.
It might be more to the point to just have racial bonuses. Nothing wild or huge, just a nudge in the direction of the favored weapon system. Pulling some ideas out of thin air:
Amarr: -10% bonus to laser capacitor use Gallente: +10% bonus to hybrid tracking Minmatar: +10% bonus to projectile falloff Caldari: -10% bonus to hybrid powergrid
Also, if fleet boosters are moving on grid, which is fine with me, maybe the BCs should be field (or wing) command ships, and the fleet command ships should become T2 battleships? That would make the fleet command ships less vulnerable in large fleets, but the battleship would be a cumbersome addition to a small gang. T3s would have a niche with fast/kiting gangs. |

Lord Calus
Fractured Core Fatal Ascension
43
|
Posted - 2012.11.06 21:24:00 -
[330] - Quote
I'm a big fan of how most of the post is saying how shield tanking is so superior to armor tanking, and that is causing a lot of the larger ship imbalence .... but we have no idea how to fix it LOL 
|

Ogopogo Mu
O C C U P Y Test Friends Please Ignore
94
|
Posted - 2012.11.06 21:25:00 -
[331] - Quote
Harvey James wrote:It would be nice if you got the same drain amount until the target actually runs out of cap!!!! it doesn't make sense that it just stops cos you now have more cap than the target ship......
That was "supernos" back in the day. Nobody ever used neuts, since a heavy nos would kill a frigate dead just like a heavy neut, but you get cap instead of losing it. You actually wound up cap-positive with good skills if two pilots nos each other, kinda like a Basilisk power chain, but with any ship. It really was ridiculous.
So no. I'd like to see nos more useful, but no.
|

Khai Mann
BREAKING-POINT Primal Force
2
|
Posted - 2012.11.06 21:30:00 -
[332] - Quote
I currently have the following skills already trained:
BC 5 Caldari cruiser 5 Minmatar cruiser 5 Amarr cruiser 5 Destroyers 5
Dos this mean I'll get all destroyer at level 5 and all BC 5 as well? |

Dersen Lowery
Knavery Inc. StructureDamage
151
|
Posted - 2012.11.06 21:33:00 -
[333] - Quote
Khai Mann wrote:I currently have the following skills already trained:
BC 5 Caldari cruiser 5 Minmatar cruiser 5 Amarr cruiser 5 Destroyers 5
Dos this mean I'll get all destroyer at level 5 and all BC 5 as well?
You'll get Caldari, Minmatar and Amarr Destroyer and BC at 5. If you want Gallente at 5 too, get cracking. |

Tippia
Sunshine and Lollipops
10262
|
Posted - 2012.11.06 21:33:00 -
[334] - Quote
Khai Mann wrote:I currently have the following skills already trained:
BC 5 Caldari cruiser 5 Minmatar cruiser 5 Amarr cruiser 5 Destroyers 5
Dos this mean I'll get all destroyer at level 5 and all BC 5 as well? Presumably, you have the frigate skills at IV or more, since that's the prereq for those cruiser skills, in which case, yes, you'll end up with: Caldari, Minmatar, and Amarr Destroyer and BC V.
If you want to get Gallente Destroyer V and Gallente BC V GÇ£for freeGÇ¥, you'll have to train Gallente Frigate IV (for the cruiser skill) and then Gallente Cruiser III. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan. |

Ranger 1
Ranger Corp
2716
|
Posted - 2012.11.06 21:34:00 -
[335] - Quote
Harvey James wrote:fukier wrote:do you have any plans to make nos usefull again? like if you have more cap then the target you get something like 50% of the max nos amount and if you have less cap you get full nos amount? It would be nice if you got the same drain amount until the target actually runs out of cap!!!! it doesn't make sense that it just stops cos you now have more cap than the target ship...... Personally I'm okay with how it works like that now, however I feel that it should be based on how many actual points of capacitor you have left... not on a percentage of cap left.
In other words a frigate Nosing a BS will be able to take advantage of gaining cap points from the BS for a very long period of time (until the BS finally drops to less than the total number of capacitor POINTS the frigate has left).
While a BS trying to NOS a frigate will likely never get any cap from it because of it's huge amount of cap points compared to the frigates tiny amount of cap points.
In this case the Neut would be the cap warfare mod of choice for the BS vs those pesky frigates... and NOS would be the cap warfare mod of choice for smaller ships expecting to engage larger ones. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Khai Mann
BREAKING-POINT Primal Force
2
|
Posted - 2012.11.06 21:36:00 -
[336] - Quote
Dersen Lowery wrote:Khai Mann wrote:I currently have the following skills already trained:
BC 5 Caldari cruiser 5 Minmatar cruiser 5 Amarr cruiser 5 Destroyers 5
Dos this mean I'll get all destroyer at level 5 and all BC 5 as well? You'll get Caldari, Minmatar and Amarr Destroyer and BC at 5. If you want Gallente at 5 too, get cracking.
Thanks, that-¦s all i wanted to know. Might as well get Gallente cruiser 5. |

Holy One
251
|
Posted - 2012.11.06 21:39:00 -
[337] - Quote
The Brutix should be given the ability to active tank (armor or shield) properly. The name implies punch and force and toughness. It should be the blaster version of the tripple rep myrm .. which will be an absolute beast with more bandwidth and more ogre II's.
I agree with your view that the tier 3's are ridiculously potent for the isk, I would be thinking of nerfing their tanks a bit rather than buffing the nuts off the others. Creep yo. |

Denegrah Togasa
Rifterlings Damu'Khonde
1
|
Posted - 2012.11.06 21:41:00 -
[338] - Quote
I now understand how you bitter vets got so bitter if this is the kind of thing they do. Cause this skill change thing is just another rich get richer and poor stay poorer. |

rodyas
Tie Fighters Inc
830
|
Posted - 2012.11.06 21:45:00 -
[339] - Quote
CCP Fozzie wrote:Marlona Sky wrote:CCP Fozzie, Is there any plans to completely change information links to something more useful? Currently shield, armor and speed links help every ship. 99% of the time players will choose one of those three over information bonuses every day of the week and twice on Sunday. The current fleet hierarchy only sees real use of bonuses in the fleet and wing command spots. Which is tank and skirmish. Would changing the info bonuses to be bonuses to drones, which 90% of all ships in the game have, be an option? Also I am one of the 7 with max information bonuses on T3 and command ships.  I trained max information warfare skills specifically for one Info Claymore fit for the AT. And then joined CCP before ever actually flying that ship on TQ. 
Sounds like CCP was just trying to save you. I'm not shitposting. |

Holy One
251
|
Posted - 2012.11.06 21:48:00 -
[340] - Quote
Denegrah Togasa wrote:I now understand how you bitter vets got so bitter if this is the kind of thing they do. Cause this skill change thing is just another rich get richer and poor stay poorer.
I completely fail to see how adding more pointless skills to the game is going to attract more players. I would have much preferred it had they consolidated all the racial skills in to one generic cruiser and frigate tbh. If the idea is to attract more new players, whats the point of this change? Since all us nerds with a billion sp will just get more level 5 skills for nowt. |

Varesk
Origin. Black Legion.
195
|
Posted - 2012.11.06 21:51:00 -
[341] - Quote
xo3e wrote:Quote: Tech 3 treatment will focus on making them more generalized. Their Warfare Link bonuses will be reduced from 5% to 2% effectiveness; however they will have bonuses to three racial Warfare Link fields while being able to fit three Warfare Link modules simultaneously.
As a side note, as we announced a while ago, we are not pleased by having Warfare Links work outside the battlefield zone, and will be investigating options to move them on grid. Command and Tech3 ships providing that much of an advantage should commit to an engagement instead of being safely parked inside a POS bubble. nice try to kill already dead solo pvp :CCP: as always. people using offgrid 5% t3 bonuses in dualbox can deal with gangs (because it is 90% of solo fights is against gangs) people without bonuses can go die or return to boring cynabals, dualbox logistics or falcons. thats very nice of you. please think of it as bittervet butthurt.
not really solo if you use a boosting alt.
|

stoicfaux
1748
|
Posted - 2012.11.06 21:55:00 -
[342] - Quote
On a somewhat related note, when is the "Will Jump Freighters require Freighter V?" question going to be answered? (Requiring Freighter V is necessary to stick to the paradigm of Tech 2 requiring V in the base ship skill.)
You can tell me what is and isn't Truth when you pry the tinfoil from my cold, lifeless head. Feature Request: -áDamnation Ship Codpiece-áfor the NeX store.
|

bongpacks
Mudbug Acquisition Of Empire
30
|
Posted - 2012.11.06 22:00:00 -
[343] - Quote
Leave the Typhoon alone!!!
I literally JUST trained large T2 autocannons for my typhoon because frankly the torp phoon is worthless at killing anything smaller than a battleship unless you have 4-5 guys in your fleet with target painters. If you make it a missile only platform you'll be seriously hampering it's ability to solo smaller ships or apply anywhere near it's "paper" DPS. I've flown the typhoon for close to two years now and theres just no situation in which the torp phoon is better than the AC phoon. If the phoon is made missile only I'll have no reason whatsoever to use large T2 autocannons as theres no other battleship that comes close to the typhoons capabilities as a neut and DPS platform that uses projectiles. If anything I'd say you should make the typhoon a turret only ship since as some have mentioned before to be really effective in this ship you need to have armor tanking, drone, missile and turret skills; I would venture to guess that most minmatar pilots have most of their SP in gunnery and not missile launcher op making it easier to be effective in a phoon for new minnie pilots. Please don't kill the typhoon, it's one of my favorite ships and it's so versatile it really would be a shame to condemn it to a less effective weapons system with comparible range. I mean honestly, how many armor gangs have you flown in that had enough target painters fitted to make a torp ship worth flying in it?
SAVE THE TYPHOON! |

Ranger 1
Ranger Corp
2717
|
Posted - 2012.11.06 22:02:00 -
[344] - Quote
Varesk wrote:xo3e wrote:Quote: Tech 3 treatment will focus on making them more generalized. Their Warfare Link bonuses will be reduced from 5% to 2% effectiveness; however they will have bonuses to three racial Warfare Link fields while being able to fit three Warfare Link modules simultaneously.
As a side note, as we announced a while ago, we are not pleased by having Warfare Links work outside the battlefield zone, and will be investigating options to move them on grid. Command and Tech3 ships providing that much of an advantage should commit to an engagement instead of being safely parked inside a POS bubble. nice try to kill already dead solo pvp :CCP: as always. people using offgrid 5% t3 bonuses in dualbox can deal with gangs (because it is 90% of solo fights is against gangs) people without bonuses can go die or return to boring cynabals, dualbox logistics or falcons. thats very nice of you. please think of it as bittervet butthurt. not really solo if you use a boosting alt.
Indeed.
People who actually SOLO will only have to deal with the possibiliity of the people they are hunting haveing a 2% or 3% booster on thier side, instead of a 5% booster.
Having a 2% boost is the equivalent of having everyone in your fleet be roughly level 6 (if already at level 5) with the pertinent skills. This is a significant advantage, and a 3% boost even more so. A 5% boost is the equivalent of having level 7.5 skills, which I can easily see being viewed as overpowered. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Tippia
Sunshine and Lollipops
10262
|
Posted - 2012.11.06 22:02:00 -
[345] - Quote
stoicfaux wrote:On a somewhat related note, when is the "Will Jump Freighters require Freighter V?" question going to be answered? (Requiring Freighter V is necessary to stick to the paradigm of Tech 2 requiring V in the base ship skill.) GǪand it's really going to strain that Gǣif you could fly it beforeGǥ policy, since that would require raising a rank 10 skill from IV to V for many who can currently fly JFs but who never bothered with that last Freighter level.
That's over 2M SP per JF GÇö in my case, I'd suddenly get 8.5M additional SP (which will break my SP budget ). GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan. |

Harvey James
Deep Core Mining Inc. Caldari State
101
|
Posted - 2012.11.06 22:03:00 -
[346] - Quote
bongpacks wrote:Leave the Typhoon alone!!!
I literally JUST trained large T2 autocannons for my typhoon because frankly the torp phoon is worthless at killing anything smaller than a battleship unless you have 4-5 guys in your fleet with target painters. If you make it a missile only platform you'll be seriously hampering it's ability to solo smaller ships or apply anywhere near it's "paper" DPS. I've flown the typhoon for close to two years now and theres just no situation in which the torp phoon is better than the AC phoon. If the phoon is made missile only I'll have no reason whatsoever to use large T2 autocannons as theres no other battleship that comes close to the typhoons capabilities as a neut and DPS platform that uses projectiles. If anything I'd say you should make the typhoon a turret only ship since as some have mentioned before to be really effective in this ship you need to have armor tanking, drone, missile and turret skills; I would venture to guess that most minmatar pilots have most of their SP in gunnery and not missile launcher op making it easier to be effective in a phoon for new minnie pilots. Please don't kill the typhoon, it's one of my favorite ships and it's so versatile it really would be a shame to condemn it to a less effective weapons system with comparible range. I mean honestly, how many armor gangs have you flown in that had enough target painters fitted to make a torp ship worth flying in it?
SAVE THE TYPHOON!
Or use a armour tempest its actually designed for guns ......
|

Danny Centauri
Ghost Headquarters The Ghost Army
58
|
Posted - 2012.11.06 22:07:00 -
[347] - Quote
Varesk wrote:xo3e wrote:Quote: Tech 3 treatment will focus on making them more generalized. Their Warfare Link bonuses will be reduced from 5% to 2% effectiveness; however they will have bonuses to three racial Warfare Link fields while being able to fit three Warfare Link modules simultaneously.
As a side note, as we announced a while ago, we are not pleased by having Warfare Links work outside the battlefield zone, and will be investigating options to move them on grid. Command and Tech3 ships providing that much of an advantage should commit to an engagement instead of being safely parked inside a POS bubble. nice try to kill already dead solo pvp :CCP: as always. people using offgrid 5% t3 bonuses in dualbox can deal with gangs (because it is 90% of solo fights is against gangs) people without bonuses can go die or return to boring cynabals, dualbox logistics or falcons. thats very nice of you. please think of it as bittervet butthurt. not really solo if you use a boosting alt.
He meant that special sort of solo like the guys with falcon alts who are solo ... naturally.
|

Lipbite
Express Hauler
206
|
Posted - 2012.11.06 22:09:00 -
[348] - Quote
I have Caldari Cruiser V, BC 0 and Destroyers 0. I'll have Caldari Destroyers 4 and Caldari BC 0 after patch - correct? |

Harvey James
Deep Core Mining Inc. Caldari State
101
|
Posted - 2012.11.06 22:14:00 -
[349] - Quote
Lipbite wrote:I have Caldari Cruiser V, BC 0 and Destroyers 0. I'll have Caldari Destroyers 4 and Caldari BC 0 after patch - correct?
edit: how much time do we have till this destryers-battlecruisers patch?
like seriously can't people read? |

bongpacks
Mudbug Acquisition Of Empire
32
|
Posted - 2012.11.06 22:15:00 -
[350] - Quote
Harvey James wrote:bongpacks wrote:Leave the Typhoon alone!!!
I literally JUST trained large T2 autocannons for my typhoon because frankly the torp phoon is worthless at killing anything smaller than a battleship unless you have 4-5 guys in your fleet with target painters. If you make it a missile only platform you'll be seriously hampering it's ability to solo smaller ships or apply anywhere near it's "paper" DPS. I've flown the typhoon for close to two years now and theres just no situation in which the torp phoon is better than the AC phoon. If the phoon is made missile only I'll have no reason whatsoever to use large T2 autocannons as theres no other battleship that comes close to the typhoons capabilities as a neut and DPS platform that uses projectiles. If anything I'd say you should make the typhoon a turret only ship since as some have mentioned before to be really effective in this ship you need to have armor tanking, drone, missile and turret skills; I would venture to guess that most minmatar pilots have most of their SP in gunnery and not missile launcher op making it easier to be effective in a phoon for new minnie pilots. Please don't kill the typhoon, it's one of my favorite ships and it's so versatile it really would be a shame to condemn it to a less effective weapons system with comparible range. I mean honestly, how many armor gangs have you flown in that had enough target painters fitted to make a torp ship worth flying in it?
SAVE THE TYPHOON! Or use a armour tempest its actually designed for guns ......
While it's a decent alternative I still prefer having two heavy and one medium neut vs just two heavies. You can pretty much drain most ships on the first cycle then leave only the medium on target to keep them dry while you use the heavies on your secondary or tertiary targets. Plus the phoon just looks freakin awesome, it's like a death dealing narwhal...what's not to love about that?
|

Tippia
Sunshine and Lollipops
10262
|
Posted - 2012.11.06 22:16:00 -
[351] - Quote
Lipbite wrote:I have Caldari Cruiser V, BC 0 and Destroyers 0. I'll have Caldari Destroyers 4 and Caldari BC 0 after patch - correct? Nope. You'll have the same skills you have now.
If you can't fly destroyers now, you're not getting the skill (nor will you need it). GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan. |

Ogopogo Mu
O C C U P Y Test Friends Please Ignore
96
|
Posted - 2012.11.06 22:16:00 -
[352] - Quote
Holy One wrote:Denegrah Togasa wrote:I now understand how you bitter vets got so bitter if this is the kind of thing they do. Cause this skill change thing is just another rich get richer and poor stay poorer. I completely fail to see how adding more pointless skills to the game is going to attract more players. I would have much preferred it had they consolidated all the racial skills in to one generic cruiser and frigate tbh. If the idea is to attract more new players, whats the point of this change? Since all us nerds with a billion sp will just get more level 5 skills for nowt.
I think if CCP had a time machine they would do something like this. The way that ship specialization skills work is arguably backwards. It makes way more sense to have generic baseline skills for ship classes, and race-specific skills for each specialty subclass (interceptor, stealth bomber, command, hac, etc.) Maybe even BCs. You would get mass diversification into racial ships for new players who could then check out other racial ship flavors before spending points on specializing in weapon and ship systems for the ones they like.
What we've done recently, which is one reason for the over-dominance of the BC class, is to rush to **** Cruiser III and jump straight to BCs. A few more days of weapons crosstraining and now you can finally understand what players of other races were bragging/bitching about. However, to then respecialize in those ships you had to go back to frigate school. (Okay, maybe you could do it with destroyers, but when I was new destroyers were terrible for anything but salvage and arty thrasher ganks.)
Unfortunately with the new system of breaking out destroyers and BCs, new players have a way longer row to hoe to figure out the style of play they enjoy.
Oh, and to address the "who cares we get lots of SP" argument, no. We only get inflated clone costs. |

Nul'tessa
No Option Intrepid Crossing
0
|
Posted - 2012.11.06 22:17:00 -
[353] - Quote
So now that pilots will need to at least train through Destroyers to get to Cruisers, and Battlecruisers to get to Battleships will there be more ships of the Destroyer and Battlecruiser types added (beyond the new destroyers on Dec 4)? And I mean sooner than just "soon TM". Along with more T2 variants of those also?
As of Dec 4 Destroyers will only have 2 hulls per race, and BC will have 3 (which is the same as Battleships I suppose...)
Although nobody is forced to fly the ships they are currently training through to get to the next bigger hulls, having more options would be nice while one is "grinding" those SP, especially if those options were in line with the "roles" you have for Frigates and Cruisers now. (support, disrupt, combat, attack, explore). |

Harvey James
Deep Core Mining Inc. Caldari State
102
|
Posted - 2012.11.06 22:17:00 -
[354] - Quote
bongpacks wrote:Harvey James wrote:bongpacks wrote:Leave the Typhoon alone!!!
I literally JUST trained large T2 autocannons for my typhoon because frankly the torp phoon is worthless at killing anything smaller than a battleship unless you have 4-5 guys in your fleet with target painters. If you make it a missile only platform you'll be seriously hampering it's ability to solo smaller ships or apply anywhere near it's "paper" DPS. I've flown the typhoon for close to two years now and theres just no situation in which the torp phoon is better than the AC phoon. If the phoon is made missile only I'll have no reason whatsoever to use large T2 autocannons as theres no other battleship that comes close to the typhoons capabilities as a neut and DPS platform that uses projectiles. If anything I'd say you should make the typhoon a turret only ship since as some have mentioned before to be really effective in this ship you need to have armor tanking, drone, missile and turret skills; I would venture to guess that most minmatar pilots have most of their SP in gunnery and not missile launcher op making it easier to be effective in a phoon for new minnie pilots. Please don't kill the typhoon, it's one of my favorite ships and it's so versatile it really would be a shame to condemn it to a less effective weapons system with comparible range. I mean honestly, how many armor gangs have you flown in that had enough target painters fitted to make a torp ship worth flying in it?
SAVE THE TYPHOON! Or use a armour tempest its actually designed for guns ...... While it's a decent alternative I still prefer having two heavy and one medium neut vs just two heavies. You can pretty much drain most ships on the first cycle then leave only the medium on target to keep them dry while you use the heavies on your secondary or tertiary targets. Plus the phoon just looks freakin awesome, it's like a death dealing narwhal...what's not to love about that?
It looks like something that needs flushing down the toilet :P And you better find a way to use the tempest as they will make the phoon changes for sure
|

Xercodo
24th Imperial Crusade Amarr Empire
1395
|
Posted - 2012.11.06 22:17:00 -
[355] - Quote
Lipbite wrote:I have Caldari Cruiser V, BC 0 and Destroyers 0. I'll have Caldari Destroyers 4 and Caldari BC 0 after patch - correct?
edit: how much time do we have till this destryers-battlecruisers patch?
You will have no new skills at all
You will remain with neither Caldari BC nor Caldari Destroyer The Drake is a Lie |

Lipbite
Express Hauler
206
|
Posted - 2012.11.06 22:18:00 -
[356] - Quote
Tippia wrote:Lipbite wrote:I have Caldari Cruiser V, BC 0 and Destroyers 0. I'll have Caldari Destroyers 4 and Caldari BC 0 after patch - correct? Nope. You'll have the same skills you have now. If you can't fly destroyers now, you're not getting the skill (nor will you need it).
Quote from blog:
> Changing skill requirements for Racial Cruisers from Racial Frigates 4 to Racial Destroyers 4
But how am I supposed to have Caldari Cruiser V without Caldari Destriyers 4? |

Harvey James
Deep Core Mining Inc. Caldari State
102
|
Posted - 2012.11.06 22:21:00 -
[357] - Quote
Lipbite wrote:Tippia wrote:Lipbite wrote:I have Caldari Cruiser V, BC 0 and Destroyers 0. I'll have Caldari Destroyers 4 and Caldari BC 0 after patch - correct? Nope. You'll have the same skills you have now. If you can't fly destroyers now, you're not getting the skill (nor will you need it). Quote from blog: > Changing skill requirements for Racial Cruisers from Racial Frigates 4 to Racial Destroyers 4 But how am I supposed to have Caldari Cruiser V without Caldari Destriyers 4?
dude if you can't read a dev blog properly maybe this isn't the game for you :P |

Tippia
Sunshine and Lollipops
10262
|
Posted - 2012.11.06 22:23:00 -
[358] - Quote
Lipbite wrote:Quote from blog:
> Changing skill requirements for Racial Cruisers from Racial Frigates 4 to Racial Destroyers 4
But how am I supposed to have Caldari Cruiser V without Caldari Destriyers 4? You don't need Destroyers because you already have Cruisers. Destroyer IV is the prerequisite for injecting Cruisers and maybe training it to I (but I'm actually suspecting that the skill check is on the injection, not the training). Beyond that, it has done its part for all things cruiser-sized and above.
You only ever need the GÇ£outmostGÇ¥ layer of skills to fry or train anything GÇö the skills listed as primary, secondary, teritiary etc. The prerequisites for those skills are of absolutely no relevance once you get the skills they unlock.
Right now, if you have Cruiser V and Frigate V and fly around in HACs (which require Cruiser V), you could be podded to hell and back and lose every last SP in your Frigate skill and still be able to fly those HACs because the frigate skill is not a prereq for HACs GÇö it's a prereq for a prereq (viz. Cruisers). Ok, granted, the way SP loss works, you can't actually lose all SP in frigates without also losing that Cruiser V, but stillGǪ in theory it works. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan. |

Trinkets friend
Sudden Buggery Swift Angels Alliance
499
|
Posted - 2012.11.06 22:25:00 -
[359] - Quote
Omnomnom!
This is a delicious post!
- Eos and Myrm, 5 heavy drones? Zomg. - Prophecy not sucking gigantic bollocks? Zomg - Nanomega? Zomg. - Siege/Skirmish boosting Minnie CS's? Zomg - HAMnations? Zomg. - Armour/Siege Amarr CS? Zomg - Infolinks being technically buffed by allowing Caladri CS's to get bonuses to fitting them? Zomg. - oceans of tears from OGB alts and/or their mains, threatening to quit EVE because they get a 2% Warfare Link bonus and can't sit in a POS? Zomg, om nom nom nom! *happyfrotting* Taking submissions for "Trinkets friendly Advice Column" via evemail or private convo in-game. Anonymity sorta guaranteed.
|

Denegrah Togasa
Rifterlings Damu'Khonde
1
|
Posted - 2012.11.06 22:25:00 -
[360] - Quote
Lipbite wrote:Tippia wrote:Lipbite wrote:I have Caldari Cruiser V, BC 0 and Destroyers 0. I'll have Caldari Destroyers 4 and Caldari BC 0 after patch - correct? Nope. You'll have the same skills you have now. If you can't fly destroyers now, you're not getting the skill (nor will you need it). Quote from blog: > Changing skill requirements for Racial Cruisers from Racial Frigates 4 to Racial Destroyers 4 But how am I supposed to have Caldari Cruiser V without Caldari Destriyers 4?
The same way you can have BC 5 now and no cruiser skills? |

Lipbite
Express Hauler
206
|
Posted - 2012.11.06 22:26:00 -
[361] - Quote
Tippia wrote:You don't need Destroyers because you already have Cruisers.
Thanks! |

Fon Revedhort
Monks of War
811
|
Posted - 2012.11.06 22:28:00 -
[362] - Quote
Varesk wrote: not really solo if you use a boosting alt.
It's not about definitions, but rather just about the fact how CCP can easily make gang-boosters hardly available for small-scale PvPers while keeping them easily accessible and usable for larger groups, which is what surely happens if they leave current link mechanics (a ship boosts N others for the same effect as just one) as is and just nerf link range.
That is the point, not how you treat those who prefer to multibox. 14 |

Xercodo
24th Imperial Crusade Amarr Empire
1395
|
Posted - 2012.11.06 22:31:00 -
[363] - Quote
Skill requirements are only to START training the skill, not to keep it.
This means that you can still keep flying a carrier even if you lost battleship 5 since you still have the carrier skill. The Drake is a Lie |

Moraguth
Ranger Corp
45
|
Posted - 2012.11.06 22:34:00 -
[364] - Quote
Fon Revedhort wrote:Varesk wrote: not really solo if you use a boosting alt.
It's not about definitions, but rather just about the fact how CCP can easily make gang-boosters hardly available for small-scale PvPers while keeping them easily accessible and usable for larger groups, which is what surely happens if they leave current link mechanics (a ship boosts N others for the same effect as just one) as is and just nerf link range. That is the point, not how you treat those who prefer to multibox.
If you're gonna multi box and still want to maintain bonuses after this proposed (i hope it happens) change, have both of your characters in command ships or T3. Or hell... put both pilots in drakes/canes/whatever and have one do a little bit of boosting. Add that DPS to the fight! I can kill you with my brain too. It's genetic. |

Sizeof Void
Center for Advanced Studies Gallente Federation
293
|
Posted - 2012.11.06 22:35:00 -
[365] - Quote
Perhaps this has been asked and answered already (in which case, I apologize to everyone):
Looking even further in the future, is it likely - or even just possible - that T2 ships will be given the same racial skill treatment? Ie. are we going to have to train Gallente Assault Ships, Minmatar Recon Ships, Caldari Logistics, Amarr Marauder, etc.? |

Berendas
Clandestine Vector THE SPACE P0LICE
320
|
Posted - 2012.11.06 22:38:00 -
[366] - Quote
Sizeof Void wrote:Perhaps this has been asked and answered already (in which case, I apologize to everyone):
Looking even further in the future, is it likely - or even just possible - that T2 ships will be given the same racial skill treatment? Ie. are we going to have to train Gallente Assault Ships, Minmatar Recon Ships, Caldari Logistics, Amarr Marauder, etc.?
Hopefully not, the barrier to entry in EVE is big enough without forcing newer players to train more skills. |

Tippia
Sunshine and Lollipops
10265
|
Posted - 2012.11.06 22:39:00 -
[367] - Quote
Sizeof Void wrote:Perhaps this has been asked and answered already (in which case, I apologize to everyone):
Looking even further in the future, is it likely - or even just possible - that T2 ships will be given the same racial skill treatment? Ie. are we going to have to train Gallente Assault Ships, Minmatar Recon Ships, Caldari Logistics, Amarr Marauder, etc.? According to the original blog, no. The racial skills give us the basic T1 hulls; the T2 skills give us special options for the hulls we already have.
It's like two axes: on the x-axis, we have a row of racial skills that gives us hulls; on the y-axis, we have a row of GÇ£roleGÇ¥ skills such as GÇ£logisticsGÇ¥ and GÇ£reconGÇ¥ that give us specialisations for the hulls. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan. |

Harvey James
Deep Core Mining Inc. Caldari State
103
|
Posted - 2012.11.06 22:40:00 -
[368] - Quote
Sizeof Void wrote:Perhaps this has been asked and answered already (in which case, I apologize to everyone):
Looking even further in the future, is it likely - or even just possible - that T2 ships will be given the same racial skill treatment? Ie. are we going to have to train Gallente Assault Ships, Minmatar Recon Ships, Caldari Logistics, Amarr Marauder, etc.?
doubt it especially as it already takes training a racial skill to lv5 |

Denegrah Togasa
Rifterlings Damu'Khonde
1
|
Posted - 2012.11.06 22:40:00 -
[369] - Quote
Sizeof Void wrote:Perhaps this has been asked and answered already (in which case, I apologize to everyone):
Looking even further in the future, is it likely - or even just possible - that T2 ships will be given the same racial skill treatment? Ie. are we going to have to train Gallente Assault Ships, Minmatar Recon Ships, Caldari Logistics, Amarr Marauder, etc.?
That sounds terrible but your probably correct when they go through T2 rebalance this will happen. |

Moraguth
Ranger Corp
45
|
Posted - 2012.11.06 22:42:00 -
[370] - Quote
Sizeof Void wrote:Perhaps this has been asked and answered already (in which case, I apologize to everyone):
Looking even further in the future, is it likely - or even just possible - that T2 ships will be given the same racial skill treatment? Ie. are we going to have to train Gallente Assault Ships, Minmatar Recon Ships, Caldari Logistics, Amarr Marauder, etc.?
That hasn't been asked or even hinted at to my knowledge. Even back in march when they first told us about the proposed change for destroyers/bc skills, they never said anything about that. I think it's a safe bet that the T2 skills won't change. And if they do, it'll be a very long time.
EDIT: I think this is the most answered question I've seen in the tread. Good Job Void! I can kill you with my brain too. It's genetic. |

Sephira Galamore
Inner Beard Society
40
|
Posted - 2012.11.06 22:49:00 -
[371] - Quote
Moraguth wrote:I think this is the most answered question I've seen in the tread. Good Job Void! It's called fear :D
|

Sizeof Void
Center for Advanced Studies Gallente Federation
294
|
Posted - 2012.11.06 23:06:00 -
[372] - Quote
Sephira Galamore wrote:Moraguth wrote:I think this is the most answered question I've seen in the tread. Good Job Void! It's called fear :D No, actually, it is called "long term planning". :)
If CCP is considering such a change, even just as a possibility, then it might be a good idea to spend some SP time next year leveling up the T2 ship skills to 5. They are all rank 4-10, and require 2-4 weeks each to get to level 5.
Also, they are Wil/Per skills, not Per/Wil or Int/Mem, so a remapping will also need to be scheduled, for optimal training. |
|

CCP Fozzie
C C P C C P Alliance
2258

|
Posted - 2012.11.06 23:15:00 -
[373] - Quote
Sizeof Void wrote:Perhaps this has been asked and answered already (in which case, I apologize to everyone):
Looking even further in the future, is it likely - or even just possible - that T2 ships will be given the same racial skill treatment? Ie. are we going to have to train Gallente Assault Ships, Minmatar Recon Ships, Caldari Logistics, Amarr Marauder, etc.?
Nope Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
|

Tarra Nobilii
Universal Origin
5
|
Posted - 2012.11.06 23:17:00 -
[374] - Quote
Prophecy: expected to be changed to a drone boat. This is a role revamp that will radically modify its slot and fitting layout. It will most likely have less bandwidth but more drone bay than the Myrmidon.
On top of being sacrilegious, this seems a daft idea; 1) armor drone boats cannot take advantage of new mods for lows along with their tank, 2) there is already and armor drone boat (myrmidon), 3) Amarr do not need drones, we shoot things with lasers. I understand the need for balance...but this is not balance to me. I would recommend making a Caldari variant ship for drones (as their drone bays are already poor on virtually all of their ships). For Amarr, we have the Arbitrator and the Armageddon (with a decent drone bay). Caldari have nothing for drones...and even from a storyline perspective, it would make sense for them to copy some tech. Even if the bonus was not to damage but to the effects of combat utility drones, that would be useful; the new web drones are limited at present...imagine where Caldari drone boats would web down a target for missile users and blasters to hit. This makes sense to me. If you want to make the Prophecy have a place so people fly them...then give them some flexibility for shield tanking (more mid distributions with less tank)...or have some kind of webbing bonus with conventional mods...or some kind of ewar ship for tracking disruption to counter Minmatar... All of those present viable ideas that would fit in with the Amarr-Minmatar combat and make the ship suck less, with a reason to fly it over the Harbinger. |

Soon Shin
Caucasian Culture Club Transmission Lost
199
|
Posted - 2012.11.06 23:18:00 -
[375] - Quote
Looks like we'll have to wait and see the numbers and descriptions to see if its good.
Field Command ships as a whole need to be looked at, they need to be a good deal better than their tech 1 variants.
All the Field Commands should be brought to the level of atleast the Sleipnir. The Sleipnir is the level that all field commands should strive for. Not just simply a bit better than Tech 1 or even worse in some cases (I'm looking at you Nighthawk)
If you want Command ships to be either gank/tank or boost/tank you're gonna to have to give them role bonuses in general rather than swap half and half.
An example of how I should see it changed to make it good for Both being a Fleet and/or Field CS:
Absolution:
BC LEVEL: 5% laser damage and -10% capacitor usage(please CCP swap this with something better)
CS LEVEL: 5% armor resist and 5% laser rate of fire
Role Bonus: -99% CPU usage of warfare links. 15% bonus to Armor and Skirmish Warfare links. +25% armor hitpoints.
Also something needs to be done about Information warfare links. I would take Armor, Shield, and Skirmish any time, any where over Information warfare.
Its bonuses are very niche and it bonus is not enough to be worth fielding most of the time where there are other things to be boosted. |

Trinkets friend
Sudden Buggery Swift Angels Alliance
500
|
Posted - 2012.11.06 23:21:00 -
[376] - Quote
I am so glad i am skilling Command Ships 5.
Just think. Vulture with Siege Mindlink, Sensor Integrity link, Shield Resist link, running with a bunch of Thundercat Tengus. You'll have a sensor strength on the Tengus of around 60, and even more insane EHP.
As for the "ow ow my OGB alt!" crowd talking about their ability to "small gang/solo PVP being nutpunched" because OGBs in massively over-linked Tengus sitting at POSs allow them to "even the odds:...no. Sorry, no excuses.
This doesn't allow you to even the odds, level the playing field or other aphorism. It allows you, via deus ex machina, to gain the abilities of a Godlike being for your ship, with absolutely no risk. This then allows you to use your piloting skills (such as they are or are not) to spearate gangs with speed which is OTT for the ship you are fielding, tank gangs which you shouldn't be able to tank except for your OTT boosting, etc.
OGB alts sitting in POSs, particularly in FW, are stupid. Why? it's not just about one guy "soloing" with two T3 OGB alts in a POS (I'm looking at you RTSAvalanche) but if the fleet is adverted and set up with several booster alts and free move, you can set one up in several systems and as you go from system to system "soloing" you gain bonuses in every system you have an alt circling a POS in. This allows innumerable toons to move under the umbrella of a OGB alt the moment they hit system.
Does this "level the field" or allow you to be extra-skillful and hold the torch for solo or small gang roaming PVP? No. If you were skillful or wealthy enough, you should be skillful enough to fly a CS active on your seond screen vs just minimise it and leave it at a POS (taking no skill), and wealthy enough to be able to cop a 350M lossmail.
Under these changes, you can have your OGB Tengu, it will just suck fat nadgers. Gargle them, in fact. And the number of times I've been inconvenienced by ridiculously fast, un-ECMable ubertanky ships makes me chortle with glee thinking about how much ISK you'll have wasted. Bring it on. Taking submissions for "Trinkets friendly Advice Column" via evemail or private convo in-game. Anonymity sorta guaranteed.
|

Berendas
Clandestine Vector THE SPACE P0LICE
320
|
Posted - 2012.11.06 23:21:00 -
[377] - Quote
Tarra Nobilii wrote:Prophecy: expected to be changed to a drone boat. This is a role revamp that will radically modify its slot and fitting layout. It will most likely have less bandwidth but more drone bay than the Myrmidon.
On top of being sacrilegious, this seems a daft idea; 1) armor drone boats cannot take advantage of new mods for lows along with their tank, 2) there is already and armor drone boat (myrmidon), 3) Amarr do not need drones, we shoot things with lasers. I understand the need for balance...but this is not balance to me.
This was really the only other beef I had with what was in the dev blog. Making the Prophecy a drone boat just doesn't make all that much sense to me. A T1 missile boat for the Amarr would be more reasonable imo, as it would be a good lead in to the Khanid ship line. |

Name Family Name
Imperial Academy Amarr Empire
78
|
Posted - 2012.11.06 23:27:00 -
[378] - Quote
What about SP bloat?
E.g. If I only used to fly Sleipnirs and thus have BC and CS V, but have Amarr Cruiser at IV to fly an Abaddon, will I receive Amarr BC and CS V (as well as all the other races in two of my charcters) as well although I never intended to fly them?
So to put it simple: Will my clones be bloated with SP and cost 20 mill more per pop for no benefit, will the BC (and CS) total Sp requirement be divided by 4, will we be given the chance of opting out of skills we don't want and redistribute them or will you finally get around to lower the weird scaling of clone costs? |

Lipbite
Express Hauler
206
|
Posted - 2012.11.06 23:29:00 -
[379] - Quote
Need clarification - how much time left till these battleship-destroyers skill requirement changes will be in effect - on December, 4 with Retribution or later?
P. S. Really, guys, these "soon" blogs went out of control lacking precise dates and clear statements like "we will (or we won't) change skills on November, 4" instead of "we will change them *after* T1 battleships overhaul which coming November, 4". |

Moraguth
Ranger Corp
45
|
Posted - 2012.11.06 23:33:00 -
[380] - Quote
Lipbite wrote:Need clarification - how much time left till these battleship-destroyers skill requirement changes will be in effect - on December, 4 with Retribution or later?
P. S. Really, guys, these "soon" blogs went out of control lacking precise dates and clear statements like "we will (or we won't) change skills on November, 4" instead of "we will change them *after* T1 battleships overhaul which coming November, 4".
read the thread.
since you won't, I'll just give an ambiguous hint (i'm not very nice).
No. I can kill you with my brain too. It's genetic. |

Lipbite
Express Hauler
206
|
Posted - 2012.11.06 23:47:00 -
[381] - Quote
If thread wasn't full of empty messages such as yours it could be much more readable and informative. But even with hidden messages (hint: triangle near avatar pix open options menu to hide messages from certain shiptoasters forever) thread is barely readable. Please, stop posting nonsense - just 26 days left till Dec 4 which is barely enough to train damn Battlecruisers V (not to mention Destroyers and racial skills frigate / cruisers skills I've planned for next year).
EDIT: found it: > Want to make this clear to everyone, the stuff in this blog is not coming on the 4th with Retribution. This blog covers some of what we are going to be working on in the beginning of next year. |

Moraguth
Ranger Corp
45
|
Posted - 2012.11.06 23:50:00 -
[382] - Quote
Lipbite wrote:If thread wasn't full of empty messages such as yours it could be much more readable and informative. But even with hidden messages (hint: triangle near avatar pix open options menu to hide messages from certain shiptoasters forever) thread is barely readable. Please, stop posting nonsense - just 26 days left till Dec 4 which is barely enough to train damn Battlecruisers V (not to mention Destroyers and racial skills frigate / cruisers skills I've planned for next year).
fiiiiiiine. you were reading earlier though, but i think maybe your question was answered before your first post a few pages ago. And I just like to pretend to be mean.
No, these changes aren't coming anywhere near to the winter expansion. You have plenty of time. There is no date.
My plan for reading threads quickly is to just scroll quickly and only read the posts for people i have set to positive standings or CCP employees. Everyone else is just speculating, asking questions, or repeating answers that have already been given. You can go through pages almost as fast as your computer can load them. I can kill you with my brain too. It's genetic. |

SevenBitBrian
Federal Navy Academy Gallente Federation
6
|
Posted - 2012.11.06 23:57:00 -
[383] - Quote
I am really excited to see what you come up with for the Brutix. I've always felt it should be a front line ship, the type that makes you go "oh ****!" when it gets close.
My suggestion would be to give it basic blaster bonuses, nothing to high but enough to put out average DPS, but give it a really really good Tank and Armor Tank bonuses. So basically you have to deal with this thing at a range, if you let it get close to you you are going to get that "oh ****" moment because this thing is going to be able to take a serious beating, more than you can most likely, and will be hammering you with blasters all the while.
So basically make it a close range meat shield, if you let it get close it's going to soak up the dmg, but you have to take it out unless you can soak up it's dmg. It gives it a really nice role imo, if your tacklers can pin down a target and you can get your Brutix close then your opponent has 2 options; 1: sink the dmg into the Brutix to get it off so it can't apply it's constant dps pressure on the target, or 2: ignore the Brtuix, decide its not worth trying to pop that tank, and try to out dps the more dangerous targets leaving that Brutix all by it's lonesome.
So your getting risk and reward either way, it's just a matter of choice. I think this would give the Brutix a real role, a real place in fleets, a real identity or presence if you will. http://flydangerouseve.blogspot.com/ |

Random Womble
Emo Rangers Electric Monkey Overlords
13
|
Posted - 2012.11.06 23:59:00 -
[384] - Quote
Typhoon
I said a while ago i would personally like to see the projectile bonus replaced with a Target painter bonus, not useful on most ships but would benefit a torp boat. Additionally to facilitate this i would drop a high to a mid as with 5 launcher slots 2 versatility slots should be sufficient and 5 mids are needed to make a painter viable. 5 launchers is sufficient but not overpowered provided the phoon keeps its current drone bay + bandwith and also provides a diffrent flavour to the raven (mobile, armor tanked, reduced range, reduced base missile DPS, additional drone DPS &/or versatility)
Command Ships:
First seems odd that all 4 races get skirmish WF for T3s
Second regarding bonuses being given remotely:
At the moment there is already a bit of an issue, as a skirmish WF link user when in a gang the ships that most benefit from me are quick an agile (mainly inties) now if we are chasing a target the inties will need the bonus the instant they land to help survivability and help tackle so even as it is i cannot enter warp to join them without hurting their and my effectiveness so i am actually encouraged not to go to the fight on that basis alone. While i have not PvPed for a while my past losses and kills show i put Command ships in the thick of it and i would rather that was the way forward.
With that in mind i have 2 linked suggestions which i think actually benefit command ships but at the same time encourage them to come on the field.
1. Have a decay timer for bonuses (say 5 minutes) - providing that you have been on grid with a bonus provider within the time limit and their gang link is on you receive their bonus (in some ways its a bit like a positive combat flag). During this period you continue to recieve the bonus even if you or the bonus giver leave the grid. If you both remain on grid the timer effectively resets each cycle of the WF Link modules. Prefereably you should even be able to change system and keep the bonus but perhaps halve the time left on the timer.
2. Allow WF links to be turned on while in warp so that ships warping into combat are not punished (yes this applies to warping out as well but if you can warp in and out of grid repeatedly in a command ship without getting tackled you will be pretty busy)
There are a few other issues such as if a WF Link is switched off then back on again when you are on different grids do you get to regain the bonus? (personally i say yes again)
Oh and i would make mindlinks more common the prices of those are getting a bit silly. |

Sheynan
Lighting the blight
112
|
Posted - 2012.11.07 00:12:00 -
[385] - Quote
NOT THE PHOON :/
YOU CAN BUFF MY MIDSLOTS, AND MY LOWSLOTS AND MY GRID BUT YOU WILL NEVER GET MY SWEET AUTOCANNONS FOR IT |

Intex Encapor
3
|
Posted - 2012.11.07 00:18:00 -
[386] - Quote
sad to see how they want to reduce the most versatile bs to some khanid wannabe.
sure it requires many skills to max out, but its perfectly fine on each subset of skills too :/
eve really needs more of those ships, not less. |

Le Thanh Ton
Kick B0rt Test Alliance Please Ignore
13
|
Posted - 2012.11.07 00:21:00 -
[387] - Quote
Please the Typhoon alone - the whole point of the ship is versatility, don't make it just another Raven/missile boat.
Sure you need a lot of skills to fly it properly, but that makes it a great goal ship for middle-age players (before they step into capitals).
Other changes look interesting enough, but leave the Typhoon (you're leaving the Scorpion as that works, just make a new category for versatile ships and put the phoon in by itself like you did with the Scorpion) |

Berendas
Clandestine Vector THE SPACE P0LICE
320
|
Posted - 2012.11.07 00:30:00 -
[388] - Quote
Intex Encapor wrote:sad to see how they want to reduce the most versatile bs to some khanid wannabe.
sure it requires many skills to max out, but its perfectly fine on each subset of skills too :/
eve really needs more of those ships, not less.
QFT
I would encourage everyone else who wants to keep the Phoon as is to voice your discontent with the changes as early as possible so CCP can see how much we love the old boat. |

ITTigerClawIK
Galactic Rangers Intrepid Crossing
147
|
Posted - 2012.11.07 00:32:00 -
[389] - Quote
i REALLY wanted the prophecy to turn into a T1 HAM BC with a brick tank :-P...actually, how about a drone boat with HAM/Rapid light launchers ... that could be pretty cool.
also i thought the brutix was fine , just needs a tad extra fitting space. |

NightmareX
Mind Games. Suddenly Spaceships.
82
|
Posted - 2012.11.07 00:36:00 -
[390] - Quote
NightmareX wrote:I have a question about the Megathron.
Since it was said that the Megathron should be more mobile / agile. Will the Vindicator then get the aditional boost in agility (like it have now over the current Megathron) over the new Megathron stats then?
Will the Vindicator be even more agile then?
Or will this only affect the normal battleships? Quoting myself so i can get an answer on this. My current EVE videos.
Rebirth 4: https://forums.eveonline.com/default.aspx?g=posts&t=131123
Bringers of Hatred: http://tinyurl.com/BOHINFOD |

ITTigerClawIK
Galactic Rangers Intrepid Crossing
147
|
Posted - 2012.11.07 00:37:00 -
[391] - Quote
are you sure there is nothing we can do to persuade you to bring back the good oll super NOS ^_^ |

Dracko Malus
Lightbringer's Sanctuary RAZOR Alliance
16
|
Posted - 2012.11.07 00:38:00 -
[392] - Quote
Xercodo wrote:Skill requirements are only to START training the skill, not to keep it.
This means that you can still keep flying a carrier even if you lost battleship 5 since you still have the carrier skill. Incorrect, you're confusing skillbook requirements with Ship prerequesite to "activate" it.
If you loose BS5 of the race, you'll currently be purged from your ship. But you'd have to be pretty stupid.. as dying in an AlphaClone affects the highest multiplier skills.. and there are a lot more you'll have to burn through before loosing a BS5 skill..
Tess La'Coil's loveslave. |
|

CCP Fozzie
C C P C C P Alliance
2263

|
Posted - 2012.11.07 00:42:00 -
[393] - Quote
NightmareX wrote:NightmareX wrote:I have a question about the Megathron.
Since it was said that the Megathron should be more mobile / agile. Will the Vindicator then get the aditional boost in agility (like it have now over the current Megathron) over the new Megathron stats then?
Will the Vindicator be even more agile then?
Or will this only affect the normal battleships? Quoting myself so i can get an answer on this.
We're going to get the T1 hulls done first then work on making sure all the faction ships are good to go. Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
|

NightmareX
Mind Games. Suddenly Spaceships.
82
|
Posted - 2012.11.07 00:43:00 -
[394] - Quote
CCP Fozzie wrote:NightmareX wrote:NightmareX wrote:I have a question about the Megathron.
Since it was said that the Megathron should be more mobile / agile. Will the Vindicator then get the aditional boost in agility (like it have now over the current Megathron) over the new Megathron stats then?
Will the Vindicator be even more agile then?
Or will this only affect the normal battleships? Quoting myself so i can get an answer on this. We're going to get the T1 hulls done first then work on making sure all the faction ships are good to go.
Ahh sweet. Thanks for the answer 
My current EVE videos.
Rebirth 4: https://forums.eveonline.com/default.aspx?g=posts&t=131123
Bringers of Hatred: http://tinyurl.com/BOHINFOD |

Bodega Cat
eXceed Inc. No Holes Barred
46
|
Posted - 2012.11.07 00:47:00 -
[395] - Quote
This all sounds great and all, but what about Tactical Shield Manipulation..... |

Ranger 1
Ranger Corp
2718
|
Posted - 2012.11.07 00:48:00 -
[396] - Quote
Berendas wrote:Tarra Nobilii wrote:Prophecy: expected to be changed to a drone boat. This is a role revamp that will radically modify its slot and fitting layout. It will most likely have less bandwidth but more drone bay than the Myrmidon.
On top of being sacrilegious, this seems a daft idea; 1) armor drone boats cannot take advantage of new mods for lows along with their tank, 2) there is already and armor drone boat (myrmidon), 3) Amarr do not need drones, we shoot things with lasers. I understand the need for balance...but this is not balance to me. This was really the only other beef I had with what was in the dev blog. Making the Prophecy a drone boat just doesn't make all that much sense to me. A T1 missile boat for the Amarr would be more reasonable imo, as it would be a good lead in to the Khanid ship line. With very few exceptions the Amarr have ALWAYS favored drone use and usually have good sized drone bays. The Prophecy is basically following in the same line as the Armageddon, which has a large drone bay in addition to it's powerful lasers.
While I too am personally fond of missile boats (I am rather fond of Khanid ships) the use of drones as a strong secondary weapons system in all other cases has been clearly spelled out since Tiericide was first laid out. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Tippia
Sunshine and Lollipops
10267
|
Posted - 2012.11.07 00:50:00 -
[397] - Quote
Dracko Malus wrote:Xercodo wrote:Skill requirements are only to START training the skill, not to keep it.
This means that you can still keep flying a carrier even if you lost battleship 5 since you still have the carrier skill. Incorrect, you're confusing skillbook requirements with Ship prerequesite to "activate" it. No, he's spot on. You don't need a single SP in Battleship to fly a Carrier. All you need is Carrier I, Capships I, and Jump Drives I. Those are the prereqs for a standard carrier and it doesn't matter that the Carrier skill has Battleship V (soon BS IV) as a prereq.
Quote:If you loose BS5 of the race, you'll currently be purged from your ship. But you'd have to be pretty stupid.. as dying in an AlphaClone affects the highest multiplier skills.. and there are a lot more you'll have to burn through before loosing a BS5 skill. If the ship doesn't require BS V to fly GÇö in other words, if it's not a T2 battleship GÇö then losing that skill level makes no difference. Also, BS V is a very likely skill to be hit in the case of a podding. The SP loss mechanic doesn't care what multiplier the skill has; it just goes after whichever skill has the most SP in it, and BS V is 2M SP. Between Carrier IV (600k SP) and BS V (2M SP), you'll lose BS 5 first. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan. |

Harvey James
Deep Core Mining Inc. Caldari State
104
|
Posted - 2012.11.07 00:54:00 -
[398] - Quote
Well perhaps the Prophecy might get a HAM bonus as its secondary bonus if they don't decide to put a e-war bonus on it would be nice if they didn't it will no doubt have launchers either way. |

Berendas
Clandestine Vector THE SPACE P0LICE
320
|
Posted - 2012.11.07 01:02:00 -
[399] - Quote
Ranger 1 wrote:Berendas wrote:Tarra Nobilii wrote:Prophecy: expected to be changed to a drone boat. This is a role revamp that will radically modify its slot and fitting layout. It will most likely have less bandwidth but more drone bay than the Myrmidon.
On top of being sacrilegious, this seems a daft idea; 1) armor drone boats cannot take advantage of new mods for lows along with their tank, 2) there is already and armor drone boat (myrmidon), 3) Amarr do not need drones, we shoot things with lasers. I understand the need for balance...but this is not balance to me. This was really the only other beef I had with what was in the dev blog. Making the Prophecy a drone boat just doesn't make all that much sense to me. A T1 missile boat for the Amarr would be more reasonable imo, as it would be a good lead in to the Khanid ship line. With very few exceptions the Amarr have ALWAYS favored drone use and usually have good sized drone bays. The Prophecy is basically following in the same line as the Armageddon, which has a large drone bay in addition to it's powerful lasers. While I too am personally fond of missile boats (I am rather fond of Khanid ships) the use of drones as a strong secondary weapons system in all other cases has been clearly spelled out since Tiericide was first laid out.
Amarr use drones to compliment lasers to be sure, but only as a secondary weapon system, there really isn't any existing Amarr ship that uses drone capability as a selling point beyond the Armageddon. The notable exception being the Amarr recons, but I would consider them a special case since one of their bonused EWAR's uses high slots which deprives them of any weapons besides drones. I would be hesitant to support a drone bonused T1 Amarr hull because there are far more missile bonused Amarr ships than drone bonused ones. Putting a missile bonused hull in Amarr T1 would help newer pilots far more than one with drones as its focus. |

Draconus Lofwyr
EntroPrelatial Industria EntroPraetorian Aegis
30
|
Posted - 2012.11.07 01:07:00 -
[400] - Quote
Ok, the command ship changes are the right direction, but the wrong implementation. dual bonuses are great, but if you do it the way its listed now, you will just homogenize the command ships. if you intend to give them dual bonuses, dont just double up the existing, make a whole new set of gang links based on the current skills. The difference is make the new bonuses one defensive bonus and one offensive bonus. (armor tanking defense, hybrid damage bonus for offensive as an example).
Also, will there be any changes to or new gang implants available to provide a dual bonus? like a variant implant that gives half of 2 bonuses instead of a full of one?
|

Maximus Andendare
The Scope Gallente Federation
5
|
Posted - 2012.11.07 01:17:00 -
[401] - Quote
A couple of solutions to consider:
For the Ferox/Naga confusion, I'm not sure why nobody has suggested changing the Naga's bonuses to support more of a sniping role. I propose:
Naga gets +optimal and +tracking bonus to help it keep its top position as a ranged large turret sniper. The Rokh, then, can change to a +damage and +tank bonus set, since it can use its more slots for range management (or maybe a +optimal role bonus).
The Ferox could get a +optimal and add a +damage bonus to 1) keep in its design direction of using bonused optimals on hybrids for brawling as well as a nice damage bonus (which should help with the medium rail damage output problem) and give more damage to its optimals-boosted blasters.
Brutix differentiation:
Here's the trick: to keep both sufficiently different and keep the Brutix for brawling superiority, change the Brutix's bonus to a +damage and +falloff set. This would help the Brutix in its damage application while getting into range and close up. Fix the hull with either a +bonus to active tanking role bonus (if you fix active armor tanking) or, better, a +armor amount % role bonus. This would keep it alive in close range combat as well as providing more buffer against being alpha'd. Better yet, and a LOT "out there," you could give the Brutix the ability to fit a Micro Jump Drive! |

Raziel Tyrael
Quantum Anomaly Corporation
29
|
Posted - 2012.11.07 01:19:00 -
[402] - Quote
Trinkets friend wrote: As for the "ow ow my OGB alt!" crowd talking about their ability to "small gang/solo PVP being nutpunched" because OGBs in massively over-linked Tengus sitting at POSs allow them to "even the odds:...no. Sorry, no excuses.
What I would like to see as alternative is either:
1. Gang links can't be turned on inside POS shield (Maybe) 2. Gang links have effective range of 1 AU (maybe add a skill that increases range towards 1 AU or uses 1 AU as base range)
OR
1. Gang links can be turned on in warp (that is they don't shut down during warp) Same maybe number 2 as above.
I don't know about you guys, but to be honest I never saw RL general giving boost to his fleet on the front line :)
If OGB would need to be on grid, then you would loose a lot by the time you turn on links, especially on siege / skirmish point of view (initial alpha damage over smaller ressist, and shorter tackle)
Also, not to mention CPP wise that lots of people would sell their OGB characters and discontinued running that accounts. Ships running links usually can have the tank, but can't add any dps (unless you carry one link, but then you won't be using mindlink). So basically removal of offgrid boosters would only give T2 battlecruiser which people wouldn't be using that much in pvp or pve since you can find better alternatives.
So if boosting from POS while watching movie is main issue, just make links offline inside of the bubbles And don't tell me its a same thing if somebody leaves them on the edge of the bubble, because I have my bomber ready to bomb or bump and torp :) |

Sgt Napalm
Creative Cookie Procuring Brushie Brushie Brushie
6
|
Posted - 2012.11.07 01:22:00 -
[403] - Quote
Although it is great CCP has recognized that Command Ships require some love the current 'balance' idea is not enough to make Command Ships more viable for boosting. The Tech 3 variants still have a better survivability chance than the CS counter parts. |

Trinkets friend
Sudden Buggery Swift Angels Alliance
504
|
Posted - 2012.11.07 01:27:00 -
[404] - Quote
I personally have no problem making the Phoon a torp boat. It is how I have always flown mine, with 4/4 or 5/3 torp-neut layouts. Yes, you can do 4/4 and turn it into an evil neut Domi clone from Hell.
I like the versatility of the ship, but stripping AC bonuses won't reduce that. I do like the idea of 5 mids so you can get a better shield tank for a Nanophoon (currently it's 65-70K EHP so in essence, a nanodrake), but either way you will have versatility with your highs in the mix of torps/neuts, your tanking choice, and indeed your drone bay.
As for the Prophecy turning into a drone boat...this would actually work really well as you have so many lows and a decent tank anyway, you can pile the DDA's in and get uber DPS from a flight of Hammerheads. Like, probably close to 550 with whatever popguns you can fit up top (but realistically, it'll be neuts). All the ship really needs is to sub out the cap use bonus for lasers with a drone damage bonus/drone speed bonus, add another mid (for web, TD, or shield tank) and expand the bandwidth to 50 and drone bay to 150 and you will be set.
Of course, then you need to buff the Damnation so it is useful in combat and can fit a full rack of HAMs and a brick tank when you restrict everything to on-grid boosting. Right now, yes, you can get 330K EHP but absolutely zero DPS, and this doesn't fit the model of a CS being combat oriented. To my mind, all CSs will need at least 500 DPS output and 100K tank or a 800 DPS active tank (Sleip/Claymore).
As for the Eos, you give me 5 ogre IIs and I will be happy. Taking submissions for "Trinkets friendly Advice Column" via evemail or private convo in-game. Anonymity sorta guaranteed.
|

Berendas
Clandestine Vector THE SPACE P0LICE
320
|
Posted - 2012.11.07 01:27:00 -
[405] - Quote
Raziel Tyrael wrote:Also, not to mention CPP wise that lots of people would sell their OGB characters and discontinued running that accounts.
The same sort of worries surrounded the Falcon nerf but it had to be done anyway. Long term game balance should be the priority over preserving people's auxiliary accouts. If such a toxic mechanic as off grid boosting continues the game will have a decline in the long run because of how stupid and overpowered a mechanic it is. Besides, alts can do a lot of things, I'd wager that not as many people would cancel their accounts as expected. It's really easy to get used to having a second toon do all your main's legwork (especially when you are -10), I imagine/hope that a lot of people would find new purposes for their alts rather than cancel them. |

Mordecai Heller
Blue Republic RvB - BLUE Republic
1
|
Posted - 2012.11.07 01:33:00 -
[406] - Quote
Quote:Oracle, Naga, Talos and Tornado: are mostly fine, except for the mobility which is a little too high, and signature radius, which could be increased a bit. Apart from this, little needs to change.
I thought mobility was the whole point of them? |

Mars Theran
Tribal Liberation Force Minmatar Republic
385
|
Posted - 2012.11.07 01:58:00 -
[407] - Quote
I'm not sure what I think of this. Seems very generalized, yet thought out at some level. Not sure I like where it's going, though some of the changes are appreciated and seem good. Gank links on Tech 3 for instance.
I don't however like how gang links were referenced on Command ships, such that a Tech 3 is more Combat capable with Links, yet for Tech 3s it was stated that they would 'still' be relatively capable. So what does that make Command Ships? Slightly better than a T1 Cruiser?
What was that about Battleships? Seems like they either don't need anything, or are just going to be tweaked a bit. Not looking good on that front.
I know balancing is demanding, but if you don't step back and take a breather once in awhile, it becomes less balancing, and more just kicking things around. That sounds like where you are at now. I'm hoping that is just because its been a long run and this is a ways off yet.
Somebody get these guys a vacation; they deserve one.  zubzubzubzubzubzubzubzub |

Traidir
Hedion University Amarr Empire
33
|
Posted - 2012.11.07 01:59:00 -
[408] - Quote
For the command ship roll rework, you Devs might consider something completely new: like Dust 514's "Commander" roll. The command ship's "gang links" would give increased visibility and fleet coordination (perhaps even requiring other people's ships to have the link in order to benefit rather than the command ship).
Effectively, like Dust Commanders, this would require a new fleet wide (or solar system wide?) interface with command ships playing a "meta" roll in battle along with their potential for combat rolls. Rather than just boosting their fleet's stats, the command ship's "link processors" would need to grant the "commander" special capabilities for deploying and directing the fleet: e.g. system-wide-anti-fleet-surveillance, fleet bookmarks (using intel from the surveillance to rapidly move elements of the fleet around), limited-jump-detection-and-interdiction, ect... (basically things that help to favorably shape the "chess board" of battle).
This would shift the "Command" ship benefits from the ship's modules to the player. Otherwise, command ships are just another ship whose most meaningful battlefield decisions are made before undocking. *boggle* |

Aramis Defranzac
Wild.Stallions The Misfits Of Eve
6
|
Posted - 2012.11.07 02:28:00 -
[409] - Quote
Personally I love the shifting of power, like old cloths eventually they come back in style and I can were them and be the cool kid :)
Do you think we could have one caldari platform that has 8 torp launchers?
I vote no on the torps for the phoon...yes for autos, make it a GINORMOUS sfi/vaga!!! 
|

Mohini
Boa Innovations Solar Citizens
0
|
Posted - 2012.11.07 02:30:00 -
[410] - Quote
Could someone clear this up for me please.
We are no longer able to sit in a POS boosting the fleet with warfare link modules.
So if i am in a Rorqual and want to fleet boost all my hulks I would need to warp out of the Pos and Siege the rorqual for full boosts.
If this is the case surely you have just killed the rorqual as a ship 90% of people will switch to Orca boosting.
Also to use the industrial Core would i also need to be outside of the Pos? I don't think it would be worth the risk to ever compress ore again so i would defiantly scrap the Rorqual except for possibly hauling the raw ore from belts.
Fairly new to eve hence why i'm asking about this.
Thanks
|

Bad Messenger
Nasranite Watch Liandri Covenant
283
|
Posted - 2012.11.07 02:48:00 -
[411] - Quote
more than one bonus for different links is pretty much useless because you can use only one type of mindlink and mindlink is most important thing to get good bonuses. |

Markus Reese
Incertae Sedis
265
|
Posted - 2012.11.07 03:00:00 -
[412] - Quote
Trinkets friend wrote:Omnomnom!
This is a delicious post!
- Eos and Myrm, 5 heavy drones? Zomg. - Prophecy not sucking gigantic bollocks? Zomg - Nanomega? Zomg. - Siege/Skirmish boosting Minnie CS's? Zomg - HAMnations? Zomg. - Armour/Siege Amarr CS? Zomg - Infolinks being technically buffed by allowing Caladri CS's to get bonuses to fitting them? Zomg. - oceans of tears from OGB alts and/or their mains, threatening to quit EVE because they get a 2% Warfare Link bonus and can't sit in a POS? Zomg, om nom nom nom! *happyfrotting*
These are tears I have been waiting for for years now. With improvements in ewar ships, I will prove wrong all those guys who laughed at me getting an eos. mwa ha ha. Am emptying a special bottle of rum just so I have something to collect the tears. |

Markus Reese
Incertae Sedis
265
|
Posted - 2012.11.07 03:01:00 -
[413] - Quote
Bad Messenger wrote:more than one bonus for different links is pretty much useless because you can use only one type of mindlink and mindlink is most important thing to get good bonuses.
True. However in small gang where you might only have one pilot, is nice to have that secondary bonus all the same. In large fleet, would be no change.
Mohini wrote:Could someone clear this up for me please.
We are no longer able to sit in a POS boosting the fleet with warfare link modules.
So if i am in a Rorqual and want to fleet boost all my hulks I would need to warp out of the Pos and Siege the rorqual for full boosts.
If this is the case surely you have just killed the rorqual as a ship 90% of people will switch to Orca boosting.
Also to use the industrial Core would i also need to be outside of the Pos? I don't think it would be worth the risk to ever compress ore again so i would defiantly scrap the Rorqual except for possibly hauling the raw ore from belts.
You have brought up a very valid point. I didn't read anything on the bubble prevention of the industry core. They only referenced pos bubbles as that is where most boosters will sit. Good intel channels and defence would be needed to properly use the industry core for bonus. However ccp has said they wanted sov space to be more tight knit, so in a way it is a hidden nerf. If people want their super mining of the rorq, well the industry and combat might need to start to work together. Also they need shorter cycle time on the cores to match siege mode. |

Shadoo
North Eastern Swat Pandemic Legion
229
|
Posted - 2012.11.07 03:06:00 -
[414] - Quote
There are few more ship classes in EVE, which enjoy a 99% CPU reduction to gang links -- yet do not enjoy any kind of boost to module efficiency.
Keeping in-line with the sub-capital model of ship classes with the 99% reduction to cpu usage, have you considered looking at adopting similar line on the capital model of ship classes with the 99% CPU reduction -- which do not today get effectiveness bonuses to any of the 3 classes which can fit the modules.
So as you've proposed, after change for sub-capitals: Tier 1 BC gets no bonus, only cpu reduction. T2 CS gets 3% + cpu, T3 gets 2% + cpu.
How about: Carrier gets no bonus, only cpu reduction, Supercarrier gets 3% + cpu, Titan gets 2% + cpu.
About time my 6 command link LEVIATHAN had a boosting role to go with FC5 skill :colbert:. |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
2026
|
Posted - 2012.11.07 03:14:00 -
[415] - Quote
Obviously, Rorqual will need to gain Mining link bonuses as a role bonus on the hull, not the industrial core. Day 0 advice for new players: Day 0 Advice for New Players |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
2026
|
Posted - 2012.11.07 03:17:00 -
[416] - Quote
Shadoo wrote:How about: Carrier gets no bonus, only cpu reduction, Supercarrier gets 3% + cpu, Titan gets 2% + cpu.
About time my 6 command link LEVIATHAN had a boosting role to go with FC5 skill :colbert:.
And remove the hull-based fleet boosts too? Though I would love to see six-link titans having a major advantage. Perhaps move current hull bonuses to new warfare links? Day 0 advice for new players: Day 0 Advice for New Players |

Ranger 1
Ranger Corp
2720
|
Posted - 2012.11.07 03:18:00 -
[417] - Quote
Berendas wrote:Ranger 1 wrote:Berendas wrote:Tarra Nobilii wrote:Prophecy: expected to be changed to a drone boat. This is a role revamp that will radically modify its slot and fitting layout. It will most likely have less bandwidth but more drone bay than the Myrmidon.
On top of being sacrilegious, this seems a daft idea; 1) armor drone boats cannot take advantage of new mods for lows along with their tank, 2) there is already and armor drone boat (myrmidon), 3) Amarr do not need drones, we shoot things with lasers. I understand the need for balance...but this is not balance to me. This was really the only other beef I had with what was in the dev blog. Making the Prophecy a drone boat just doesn't make all that much sense to me. A T1 missile boat for the Amarr would be more reasonable imo, as it would be a good lead in to the Khanid ship line. With very few exceptions the Amarr have ALWAYS favored drone use and usually have good sized drone bays. The Prophecy is basically following in the same line as the Armageddon, which has a large drone bay in addition to it's powerful lasers. While I too am personally fond of missile boats (I am rather fond of Khanid ships) the use of drones as a strong secondary weapons system in all other cases has been clearly spelled out since Tiericide was first laid out. Amarr use drones to compliment lasers to be sure, but only as a secondary weapon system, there really isn't any existing Amarr ship that uses drone capability as a selling point beyond the Armageddon. The notable exception being the Amarr recons, but I would consider them a special case since one of their bonused EWAR's uses high slots which deprives them of any weapons besides drones. I would be hesitant to support a drone bonused T1 Amarr hull because there are far more missile bonused Amarr ships than drone bonused ones. Putting a missile bonused hull in Amarr T1 would help newer pilots far more than one with drones as its focus.
Lets take a look at what changes we have coming shortly to Amarr drone bays,
Tormentor Drone bay already increased Magnates Drone bay to be significantly increased Crucifiers Drone bay to be increased New Amarr Drone Destroyer (Dragoon) primary weapons system Arbitrator uses Drones as primary weapons system Augoror Drone bay to be significantly increased Omen Drone bay significantly increased Maller Drone bay given a drone bay for the first time
and the ones we also have now.
Sentinel uses drones as primary weapons system Pilgrim uses drones as primary weapons system Curse uses drones as primary weapons system Legion can be set up as a drone boat Armageddon uses a full set of heavy drones to supplement it's lasers Redeemer uses a full set of heavy drones to supplement it's lasers
All other Amarr Battleships and many ship classes have at least a significant drone bay, likely to soon be expanded even more.
All Amarr Navy ships have at least the same drone bay size, and often larger, than their base models.
Amarr have always had a strong drone dependency, second only to the Gallante. This trend has already been announced as being a major theme in the upcoming ship balancing with Amarr and Gallante drone focused, Minmatar and Caldari missile focused. We will continue to have interesting exceptions to the rule as we do now (Khanid for example), which I view as a good thing, but the main focus is quite clear. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Ranger 1
Ranger Corp
2720
|
Posted - 2012.11.07 03:24:00 -
[418] - Quote
Markus Reese wrote:Bad Messenger wrote:more than one bonus for different links is pretty much useless because you can use only one type of mindlink and mindlink is most important thing to get good bonuses. True. However in small gang where you might only have one pilot, is nice to have that secondary bonus all the same. In large fleet, would be no change. Mohini wrote:Could someone clear this up for me please.
We are no longer able to sit in a POS boosting the fleet with warfare link modules.
So if i am in a Rorqual and want to fleet boost all my hulks I would need to warp out of the Pos and Siege the rorqual for full boosts.
If this is the case surely you have just killed the rorqual as a ship 90% of people will switch to Orca boosting.
Also to use the industrial Core would i also need to be outside of the Pos? I don't think it would be worth the risk to ever compress ore again so i would defiantly scrap the Rorqual except for possibly hauling the raw ore from belts.
You have brought up a very valid point. I didn't read anything on the bubble prevention of the industry core. They only referenced pos bubbles as that is where most boosters will sit. Good intel channels and defence would be needed to properly use the industry core for bonus. However ccp has said they wanted sov space to be more tight knit, so in a way it is a hidden nerf. If people want their super mining of the rorq, well the industry and combat might need to start to work together. Also they need shorter cycle time on the cores to match siege mode.
Well, since POS's are not likely to keep their bubbles (shields) for very much longer it's rather a moot point. You are going to have to figure out how to properly protect these ships anyway. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Steve Ronuken
Fuzzwork Enterprises
771
|
Posted - 2012.11.07 03:32:00 -
[419] - Quote
Skill training question:
It's not pertinent to my main, as I'm already at 5, but what happens if:
I have the ability to fly all the BCs. (racial cruiser 3+ for all) I'm training BC5, but don't quite make it in time.
Do I end up with all the racial BCs at 4, with no additional skill points, or is my skillpoint level for BC just copied across all of them? (I suspect it's the latter)
So if I'm 1000sp off BC5, after the change, I'm 1000sp off amarr BC 5, 1000 sp off caldari BC5 and so on. FuzzWork Enterprises http://www.fuzzwork.co.uk/
Blueprint calculator, invention chance calculator, isk/m3 Ore chart-á and other 'useful' utilities.As well as mysql and CSV/XLS conversions of the Static Data Extract. |

sYnc Vir
Wolfsbrigade Lost Obsession
397
|
Posted - 2012.11.07 03:37:00 -
[420] - Quote
More deaths to split weapons ships.
O when o When Will my Nagifar have 3 guns? I have a party planned where 40 of use are going to cyno into a cap fight and ready aim Capitol Arties FIRE and see how many we alpha before we all die in a fire.
Sooner rather then later please CCP.
Anywho,
Ferox - No, sniper = no. Why in gods name would anyone use it as such when the Naga is around. Unless you change medium rails into some OP broken crap. So just no. Change its Range into ROF and its Resist into Tracking please.
Cyclone's split weapons system? please end it. Split weapons are bad. How about a nice Assault Missile bonus and a Active bonus with a nice built in speed buff and an extra mid slot?
Tempest is not fine either btw. Tempest has one foot in about 5 different doors. Focus it a little more please. This shield tanking armor tanking, AC, Arties boat needs love. Jack of All Trade, master of **** all, and bettered by the other races at everything.
Ur Shield Mega? really? Really? Cause you can't kite around in an armor tanked ship, unless you wanna look ********. So its getting 6 mids slots then? As a Domi has 5 already and more dps now with the drone buff. Unless you're dropping the Domi to 3? But shield Mega?
*Note I love the idea of a 2000DPS shield Mega with a 10% damage and tracking bonus, However 4 Mids and you may as well use as Talos, 5 and Its just a Domi with no drones. So something will have to give.
The Skill changes, Ur thanks for taking so long. My Archon alt now has BS 5. Soon to be wasted skill points because you took too damn long changing the skills. Just bite the bullet and change them already. No need to wait for the BC changes. Just press the button. On that note.
Please answer this question CCP If you have Frig 4, Cruiser 5, BS 5 with 0 Destroyer and Battlecruiser, what skills will you get post change.
As to fly my Archon I would have to have Destroyer something and Battlecruiser something. Two skills I have no interest in at all. Cause the Alt flies a Guardian or an Archon. Nothing else. No gun skills, No drones skill other then those needed for the Archon. Don't ask about Italics, just tilt your head. |

Erim Solfara
inFluX.
57
|
Posted - 2012.11.07 03:41:00 -
[421] - Quote
Please don't take my prophecy's lasers away, I've stuck with it since it was released, I've resisted the urge to fly it's better, younger, brother, you can't take it's lasers, it's just not right damnit! |

Inquisitor Kitchner
Galaxy Punks Executive Outcomes
360
|
Posted - 2012.11.07 03:58:00 -
[422] - Quote
Raziel Tyrael wrote:
I don't know about you guys, but to be honest I never saw RL general giving boost to his fleet on the front line :)
In which case you should look at history a bit more.
What do Generals do these days? They are politicians and strategists, they have very little to do with co-ordinating military manoeuvres.
So who really leads from the field? Well most armies have regiments lead by a Colonel level equivalent, with the ranks of Lt. Colonel and Major carrying out more managerial sides of running a regiment and Captains being the highest rank that frequently sees combat. Then you need to think about perspective. These high ranking officials ARE on the front line. They don't run in front of everyone with their sabres anymore, but they most certainly are in a place where an attack on their life is possible.
Even then though the scale of men you are talking about here is extreme. Assuming the British army uses Platoons of roughly 50 men, and 5 platoons reporting to a captain you're talking 250 men, the same amount of people in a EVE fleet. So actually if you look at say Goonswarm or Test, The Mittani/Montolio are like the Prime Minister/President making final decisions in terms of strategy, their senior FCs/Sky Team/Whatever being the generals (who generally don;t FC a massive amount) and then people like DBRB and Dingo GS being Senior Field Officers (i.e. Captain, Major, Lt Colonel) who do FC a lot.
Of course this only matters if you look at recent history. A general that didn't lead from the front was traditionally labelled a coward. There are plenty of stories of kings and generals leading horseback charges. Even in WWI there were plenty of stories of platoon commanders leading their men over the trenches, leading, into machine gun fire.
Then of course there's the fact that you're comparing the wrong rank. What you SHOULD be comparing to is the Navy as we are flying ships not walking on the ground. In which case proper Admirals (i.e. the ones on boats) actually DO sail with the rest of the fleet in a position where they can be attacked. We fly capital ships in EVE, you know where the phrase comes from? Big massive naval vessels, such as aircraft carriers and battleships which are usually where the admiral is. Traditionally the Admiral was in the biggest ship, with the most guns (e.g. the HMS Victory) however these days the Admirals generally pick slightly smaller and faster ships then the rest of the fleet to ensure they don't put themselves in a position they can't be protected by the rest of the fleet (they are still with them you'll note).
TL;DR
Your argument is stupid, the comparison is stupid and off grid boosting is stupid. "If an injury has to be done to a man it should be so severe that his vengeance need not be feared." - Niccolo Machiavelli |

Tyberius Franklin
Federal Navy Academy Gallente Federation
359
|
Posted - 2012.11.07 04:00:00 -
[423] - Quote
sYnc Vir wrote: Please answer this question CCP If you have Frig 4, Cruiser 5, BS 5 with 0 Destroyer and Battlecruiser, what skills will you get post change.
As to fly my Archon I would have to have Destroyer something and Battlecruiser something. Two skills I have no interest in at all. Cause the Alt flies a Guardian or an Archon. Nothing else. No gun skills, No drones skill other then those needed for the Archon.
You get nothing, see here:
CCP Fozzie wrote:You'll get exactly the same level of bonus to your ships after the skill change as you did before it But you won't need it since per the blog:
Dev Blog wrote:With the way nested skill requirements work in EVE, it also means that you will still be able to fly an Apocalypse even if you donGÇÖt have the Amarr Battlecruiser skill trained at 4 after the change. It wonGÇÖt matter as long as you have the Amarr Battleship skill at the proper level. |

Zarnak Wulf
Imperial Outlaws
706
|
Posted - 2012.11.07 04:14:00 -
[424] - Quote
Typhoon -
The thing is designed to be versatile. It is one of the fastest BS. Even with four 1600 plates on it - it will go 1km/s. It has a sig radius of 320 - one of the smallest BS out there. It has a 175m^3 drone bay - second only to the Domi, at least T1 wise. You can go five AC or five Torps. Hell - I still will go 4 and 4. The thing can break 1k DPS without any damage mods on. With the changes coming to skills application to Torps and the possible application of TE and TC to both the AC and the torps - the sky is the limit. The are nuet variants and hospital variants.
The only real weakness the ship has is it's fitting grid. It's anemic. It's one of the few Minmatar ships to truly have issues. I'm not even sure that's a bad thing. But if you wanted to make it more new guy friendly that is where I would start. Forcing it to go pure torp may very well relegate it to PVE for eternity.
Let's face it - BS have fallen out of favor in the past couple of years. They are slow. They lock slow. BC are more flexible tools that can get the same job done. Some BC approach BS level tanks. With all the tier 2 BC losing a slot, BS may very well make a comeback. But I think a lot of people wanted to see changes to mass, lock time, EHP, etc. The typhoon is loved by it's pilots for it's flexibility. If you haven't seen many of them out and about it's probably more due to armor tanking issues, torp issues, and BC popularity then the ship itself. Let's not turn it into a jumbo Bellicose please.  |

Jing Xin
Gravity Mining and Manufacturing Inc Storm of Souls
6
|
Posted - 2012.11.07 04:21:00 -
[425] - Quote
Poor noobs. They'll have to grind to Destroyer 4 and Cruiser 4 to get to BC, while older players get to skip the requirements. This is significant, because BCs will probably stay as first cost-effective ship with which one can get some reasonable isk in PvE.
Blog also implies, but does not state directly, that skill reqs for command ships are going to be significantly reduced. |

Valkyrie D'ark
Armed Resistance Movement
9
|
Posted - 2012.11.07 04:40:00 -
[426] - Quote
CCP Fozzie wrote:ReK42 wrote: It's still a nerf to the boost itself and, in the context of everyone talking about removing off-grid boosting, it should not be taken lightly. Please don't CCP this and nerf a very important mechanic from both ends.
So I want to make clear that we don't have a timeline for when pushing links ongrid will be possible. It won't be happening at the same time as these other listed changes. 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? 
This is a horrible idea. You guys concentrate on one piece of a jigsaw puzzle but forget the big picture. Remember that capital ships are also part of the fleet booster family. Do you expect them to run after and keep up with all the members in the fleet? What about Rorquals and Orcas? Also you would want your squads throughout the solar system to be receiving bonuses, no matter where they are, not force them to blob.
What's the big deal with off-grid boosting anyway? The only problem with off-grid boosters is that they're too hard to get to. Either make active links shut down your engines, and/or blow up your sig radius and/or not work inside POS shields. This way any opposing fleet that brings a half decent prober will be able to find and eliminate the booster. End of problem. |

Irregessa
Obfuscation and Reflections
10
|
Posted - 2012.11.07 04:43:00 -
[427] - Quote
My PvP main is largely a boosting character for a large coalition (yeah, I know, excitement to have this on my main). The character has all non-mining specific leadership skills at V, all racial cruisers V, Command Ship V, Cybernetics V and can fly all the t3s. Just putting that out there to say that I have all the boosting bases covered as much as they can be, and boosting is what I primarily do in fleets.
So, having said that I am having a hard time seeing the benefit of giving the command ships 2 types of links that they will have bonuses for. If the idea is for the ship to be able to fight on grid, then I'm not going to have more than three links fit. To fit any more than that starts killing tank and dps of the ship, due to loss of high slots to weapons, mid-slots to command processors and low slots to co-processors. Most often than not, if I want skirmish links, I will want to run all three skirmish links. If I want siege or armor links, odds are I will want to run all three. There is very little in the way of mix and matching going on. The only time I really do that is on my orca pilot alt, when boosting ice mining, where really only one of the mining links is of great use, and I toss in a Shield Harmonizing II link and maybe an Evasive Maneuvers II link. Even if I were to mix and match, the 15% bonus isn't going to make or break the use of that link. It is the mindlink that makes all the difference.
To the person who thinks the loki is going to be gimped by having armor, siege and skirmish, and no one will want to run all three, the same thing applies to the t3s. I won't be running all three at once. I probably won't be running two types at once. What I will have is to be able to have one ship in my hangar, and depending on the fleet that is called, can provide armor boosts or siege boosts or skirmish boosts. It will be the swiss army knife of the t3 boosting ships. |

Mara Pahrdi
The Order of Anoyia
29
|
Posted - 2012.11.07 05:37:00 -
[428] - Quote
Quote:Prophecy: expected to be changed to a drone boat. This is a role revamp that will radically modify its slot and fitting layout. It will most likely have less bandwidth but more drone bay than the Myrmidon.

Quote:Or the Damnation as a sexy Khanid missile platform beast? I guess it is because Khanid are somewhat special, that coming retribution there is not a single Tech 1 missile platform in the Amarr lineup anymore.
Not sure about the command ship and T3 changes either but clearly lacking practical experience here.
Quote:Allowing for faster tech2 specialization, and slower multi-racial diversification. In EVE Online, while you as a new player will never catch up with the total amount of skill points a veteran has, you can still be on the same level by specializing. This is precisely what we want to promote here. Overall I approve of the nerf to crosstraining. Though I'm not unhappy to be done with it already on those two chars of mine, that were meant to be versatile . And you really should make sure to have some relevant info for newbies about this in the character creation stage. |

Debir Achen
The Red Circle Inc.
31
|
Posted - 2012.11.07 06:02:00 -
[429] - Quote
For gang links, I see three quite different "environments", all of which have different quirks:
- large (null sec) fleet: assume that someone has booster - issue is fitting all the boosters into the fleet hierarchy. If not in POS, assume that scout fleets can try to scan these down
- small / solo skirmishers (low/null): some pilots have an invisible bonus. Not quite the same thing as "ships on field", as the booster can be an AFK alt, while an AFK alt on the field just generates a bonus kill-mail
- hi-sec: similar to above, but boosters can significantly influence fights while remaining completely immune to any form of aggression mechanics (except suicide ganks)
One advantage of the current system is that the number of boosters needs to scale with the size of the fleet. A "booster bubble" mechanic would be less affected by this. Aren't Caldari supposed to have a large signature? |

Hiram Alexander
Seraphim Securities
266
|
Posted - 2012.11.07 06:03:00 -
[430] - Quote
Please change your mind about the Ferox. I have very fond memories of flying it as a blaster boat oh so long ago, when I first found EVE - the only thing I thought it really needed back then, was one more mid slot. I've never flown one on this account, so with the blaster changes I'd think it'd be even better, but one more midslot? Genuinely useful... As a sniper boat? Meh... A waste.
As for the chunky chicken-Prophecy, please no. Give it a belly-tuck, sure! but please keep the lasers. |

Finde learth
Republic Military School Minmatar Republic
17
|
Posted - 2012.11.07 06:06:00 -
[431] - Quote
CCP Fozzie wrote: I'll come right out and say the skill changes will not come on December 4th with Retribution but that you should still seriously consider taking them into account when you pick your next skills.
If i have dd 5 but no any racial fr3 (because dd5 only need space command 3),then ccp delete my dd 5 skill, will i get skill points back? (i know i won't get 4 racial dd5) |

Jack Miton
Aperture Harmonics K162
770
|
Posted - 2012.11.07 06:20:00 -
[432] - Quote
There are some serious issues with the fleet boosting changes.
1. it's a 60% nerf to bonuses, going from 5% to 2% (since apparently T3s will be tougher with links fit and off grid boosting is going away). this is MASSIVE in terms of anything in EVE. I can't think of any other changes anywhere near this vast.
2. giving each boosting ship a bonus to 2 or 3 link types has several issues. a. it doesnt make sense from an EVE point of view b. it makes all caldari and gallente boost ships totally obsolete since everyone is going to pick skirmish+shield or skirmish+armour links from amarr or minmatar. c. this is one you may not care about but specialized boosting pilots that have all cruisers 5 trained will have 2-3 racial cruisers worth of wasted SP when these changes go through.
3. it's a severe nerf to smaller fleets/gangs fighting larger forces.
i hope these changes undego re evaluation before becoming final. |

Master Dooku
Swedish Px 77
0
|
Posted - 2012.11.07 06:22:00 -
[433] - Quote
So the prerequisite for Racial Destroyer will be Racial Frigate lvl 4, and Racial Battleship will require Racial Battlecruiser lvl 4.
But the prerequisite fpr Racial Battlecruiser will be Racial Cruiser lvl 3?
Is this right? |

Viribus
Love Squad Confederation of xXPIZZAXx
102
|
Posted - 2012.11.07 06:22:00 -
[434] - Quote
This has probably been covered but there's no way I'm slogging through 22 pages of eve-o posts so here goes
Leaving gang links as powerful as they are but making them on-grid only is a horrible solution that could potentially go more harm than good. The fundamental problem with gang links, even without the 25% bonus from T3s, is that they're a huge force multiplier even down to the solo level, and basically mandatory in everything larger. By leaving them powerful but making them on-grid only, you make this (overpowered) tool available to some fleets and not others. Blobs, by-and-large, already use on-grid command ships due to the ubiquity of probing, and station/gate camps are able to use boosting ships almost without risk, since they don't need to aggress to do their job. By contrast, a mobile, specialized roaming gang usually can't accomodate something as big and slow as a command ship. The proposed change will not affect large fleets and camps and leave small gangs unable to compete.
A much better solution is to just drastically reduce the effectiveness of links, so they're not completely when fighting other warfare-linked fleets, and instead something situational that's only useful in large fleets where a small percentage increase in tank from a vulture is more effective than, say, another logi.
I don't know who at CCP thought it was a good idea to have a single ship double the tank of everyone in his fleet simply by activating three mods, but they should be given a blanket party in the dead of night by other CCP staff |

Obsidian Hawk
Aliastra Gallente Federation
847
|
Posted - 2012.11.07 06:23:00 -
[435] - Quote
Yo CCP I heard you like changing things - Dont change my megathron bro! Love that ship as is - and if you READ ANY fleet statistics - its one of the least used ships.
Buff the hyperion leave the mega alone. |

MOL0TOK
State War Academy Caldari State
4
|
Posted - 2012.11.07 06:34:00 -
[436] - Quote
Maybe it was better to give a bonus to armor resistance and damage for Prophecy (as new Punisher or planned Maller) because Absolution and Damnation have small drone bay and this is differs from planned new t1 version... Also Harbinger already have 50 mbps drone channel width and can serve as drone battlecruiser after few improvements -æ-+-+, -¦-î-Ä -+ -¦-â-¦-â -¦-+-é-î! / to Kerzhakoved / |

Chico Marten
EVE University Ivy League
0
|
Posted - 2012.11.07 06:40:00 -
[437] - Quote
What is the rush to go to BC5, from what I can tell the last ships open up at BC3, you only need BC5 for the Command skill. Am I missing something?
My current plan is to train BC3 and racial Cruisers to 3. |

rodyas
Tie Fighters Inc
836
|
Posted - 2012.11.07 07:28:00 -
[438] - Quote
^ T1 BCs still gain bonuses from each level of BC you have. Like a drake gets 5% more shield resistance and 5% kinetic damage for each lvl. You should at least train BC to lvl 4 for those bonuses. But lvl 5 does have more benefits then just unlocking the T2 ships. I'm not shitposting. |

Hiram Alexander
Seraphim Securities
266
|
Posted - 2012.11.07 07:41:00 -
[439] - Quote
Viribus wrote:*snip*
Self censored - never mind, the ISD's already got to it... Good job. At what point in your complaint did you think it would be funny, or clever, to advocate the physical attack of people in real life, over a change you don't like - in a game...???
At least, I hope you were joking. Personally though, I didn't lol. |

Fon Revedhort
Monks of War
814
|
Posted - 2012.11.07 07:45:00 -
[440] - Quote
Debir Achen wrote: One advantage of the current system is that the number of boosters needs to scale with the size of the fleet.
It is not. A blob of 250 man can be boosted by just one ship and the % gain they all receive is the same with the booster supporting just one ship.
That's as stupid as logistics being able to 'stretch' their reps to heal 250 ships simultaneously with the same efficiency as when healing just one.
No one sees a problem here  14 |

Terik Deatharbingr
Redhogs Circle-Of-Two
254
|
Posted - 2012.11.07 07:48:00 -
[441] - Quote
CCP Fozzie wrote:Want to make this clear to everyone, the stuff in this blog is not coming on the 4th with Retribution. This blog covers some of what we are going to be working on in the beginning of next year.
As for the gang link nerf discussion. It's extremely clear that the addition of the 5% bonused T3s combined with the T2 gang link modules created a perfect storm with gang boosts. These have become far too powerful and it has become almost impossible to compete without a booster alt. We're not switching command ship and T3 bonuses straight up because 5% links are overpowered, so everyone should probably start getting used to that idea.
Much agreed! I still don't like the idea of forcing them to be on grid with everyone else, for reasons of on-grid is sometimes a relative term and can be real glitchy in places. But I like the proposed changes to the command and T3's....especially as a command ship trainee *how soon will the crap training requirements of the command ships be fix...possibly one of the stupidest training requirements of any T2 ship I've seen....like I really need to be a logi pilot to be a command ship pilot* |

Gilbaron
Free-Space-Ranger Ev0ke
406
|
Posted - 2012.11.07 07:51:00 -
[442] - Quote
the BS balancing approach will probably still leave gallente with no viable fleet ship
please think about that |

Prince Kobol
634
|
Posted - 2012.11.07 07:53:00 -
[443] - Quote
I am disappointed to see that CCP are not addressing the issue of some Amarr ships only having 1 bonus.
Take the Apoc and Geddon for 2 examples.
These ships both have a bonus to Cap Usage.
How is this a bonus?
If you were to remove the bonus then both of those ships would be next to be impossible to fly without having a totally gimped fit.
A bonus is something which gives an additional advantage, not something which is essential to fly the ship. |

Terik Deatharbingr
Redhogs Circle-Of-Two
254
|
Posted - 2012.11.07 07:53:00 -
[444] - Quote
Grideris wrote:CCP Fozzie wrote:Want to make this clear to everyone, the stuff in this blog is not coming on the 4th with Retribution. This blog covers some of what we are going to be working on in the beginning of next year.
As for the gang link nerf discussion. It's extremely clear that the addition of the 5% bonused T3s combined with the T2 gang link modules created a perfect storm with gang boosts. These have become far too powerful and it has become almost impossible to compete without a booster alt. We're not switching command ship and T3 bonuses straight up because 5% links are overpowered, so everyone should probably start getting used to that idea. While I can see what you're saying about the 5% bonus being over the top, I for one would still like to see some specialisation for particular races as far as the bonus amount goes. While for the Command ships it's not as bad (as each has a unique combination) the Tech 3 ships have two identical sets of bonuses. What are the chances of making one of the three bonuses 2.5% or even 3%, depending on the race of the ship? (So Gallente gets Info War, Amarr Armour, Caldari Siege and Minmatar Skirmish) Also, I hope more Caldari ships moving over to damage bonus for hybrids doesn't start to step on the Gallente's "TONS OF DAMAGE" motif they have going on.
The answer to why you ask is very simple....how often have you seen a gallente command ship or proteus used? If the answer is anything other than never, than you saw a foolish person flying it. Why should amarr, caldari and minmatar be your command ship bonuses, depending on whether your armor, shield or speed tanking..... |

Terik Deatharbingr
Redhogs Circle-Of-Two
254
|
Posted - 2012.11.07 07:54:00 -
[445] - Quote
Prince Kobol wrote:I am disappointed to see that CCP are not addressing the issue of some Amarr ships only having 1 bonus.
Take the Apoc and Geddon for 2 examples.
These ships both have a bonus to Cap Usage.
How is this a bonus?
If you were to remove the bonus then both of those ships would be next to be impossible to fly without having a totally gimped fit.
A bonus is something which gives an additional advantage, not something which is essential to fly the ship.
Amen, brother! lol |

Aijle Mijleroff
Infernal laboratory Infernal Octopus
23
|
Posted - 2012.11.07 08:16:00 -
[446] - Quote
CCP, you want that megathron in fight died with alfa not having been in time even to shoot? ANSWER!
At a megathrone and now problems with resist and quantity hp. CCP you probably did not fly on megathron i think. |

baltec1
Bat Country
2740
|
Posted - 2012.11.07 08:29:00 -
[447] - Quote
As a massive megathron fan (most likely EVEs biggest) I need to ask for more details on the megathron changes. How much tank is being taken off it and where. Also how much speed and agility will it gain in return?
Given that I fly only megathrons in pvp and have done so for the past 2 years this matter is very important to me. |

BayneNothos
United Electro-Magnetic Federation
3
|
Posted - 2012.11.07 08:30:00 -
[448] - Quote
As a Hyperion Pilot, I'd really really really like a bit more CPU, a chunk more PG and either Armour Repairers having a higher base rep amount, the Hyperion Repair Bonus increased or higher base resistances.
Currently there's too much damage being flung around for the low rep amounts it does. It pretty much requires a booster of some sort to be viable against anything. Any of those 3 would help that immensely and the CPU/PG boost would make it that little bit easier to fit everything it needs.
When I look at Kovorix's Everlasting II, the last fight with the two ASB Maelstoms, that should be where Hyperions exist in my mind. Point blank on a gate, ripping up small gangs. Not as big a gang as that, but small gatecamps or bubblecamps, station undocks and wormholes. Places where holding a small section of space is the goal and there's not a lot of people available to do it, that's where it should exist.
It's close to being awesome, it's just a little short and needs a push over the line. |

Veronika Kastrato
Royal Amarr Institute Amarr Empire
1
|
Posted - 2012.11.07 08:34:00 -
[449] - Quote
Hahaha YES! Bring them cloaky boosting fags on to the field!
That should be implemented ASAP. Also nerf ECM :p |

Rek Seven
Probe Patrol Project Wildfire
465
|
Posted - 2012.11.07 08:46:00 -
[450] - Quote
Was this a missed opportunity to give the three remaining races a BS with an EWar bonus like the scorpion?
A dominix with a damp bonus could have been good... They see me trolling, they hating... |

Milton Middleson
Rifterlings Damu'Khonde
150
|
Posted - 2012.11.07 08:49:00 -
[451] - Quote
Valkyrie D'ark wrote: This is a horrible idea. You guys concentrate on one piece of a jigsaw puzzle but forget the big picture. Remember that capital ships are also part of the fleet booster family. Do you expect them to run after and keep up with all the members in the fleet? What about Rorquals and Orcas?
You could keep your fleet within range to receive boosts from the capitals. Or just have separate boosters for capitals and subcapitals.
Quote: Also you would want your squads throughout the solar system to be receiving bonuses, no matter where they are, not force them to blob.
Multiple command ships. |

Akirei Scytale
Test Alliance Please Ignore
2655
|
Posted - 2012.11.07 08:51:00 -
[452] - Quote
The megathron changes are not very well thought out. The ship, as is, already has low EHP by battleship standards with virtually any feasible fit. Lowering it further to add speed will not fix the ships glaring deficiency in its inability to close range - it will be dead on arrival in most cases.
There are better aspects of the ship to trade off for added maximum velocity. TEST Alliance BEST Alliance |

Grath Telkin
Sniggerdly Pandemic Legion
1061
|
Posted - 2012.11.07 09:00:00 -
[453] - Quote
Good changes, best blog I've read in a while, looking forward to this but one thing:
COULD YOU PLEASE HURRY UP AND FIX THE T2 SHIPS THAT I SPENT YEARS TRAINING FOR, they kinda all got marginalized and while I do realize they're coming, its taking FOREVER.
Inties are largely outshown by faction frigs
Hacs are outdone by t3's in almost every case and every way
Recons are largely ok, unless you fly an arazu or a pilgrim
The rest are pretty much fine once you do this thing you've got planned for command ships but
those are the ones I think a LOT of us are waiting for. |

Infinion
Awesome Corp
32
|
Posted - 2012.11.07 09:03:00 -
[454] - Quote
CCP realized that having t2 gang warfare links made their bonuses on t3 cruisers way too overpowered, so now they are nerfing the t3 cruisers so a t2 warfare link gives the same bonus as a t1...
Also I hope CCP decides to finally make t3 cruisers reconfigurable in space because that's something they promised a few years ago that never got done amongst other things. |

pussnheels
The Fiction Factory
704
|
Posted - 2012.11.07 09:03:00 -
[455] - Quote
open mind about the ship balacing i will see when the final stats come out what i am worried about the the skill overhaul racial frig lvl 4 < racial destroyer lvl 4 < racial cruiser lvl 4 < racial batlecruise level 4 racial battleship level 4
ok i understand why and see the logic in it but why change it and what about people who never bothered to train destroyers or battle cruiser to level 4and are now flying a cap or other ship that need those skills , you can not expect them to be happy that all the sudden they can not fly their ship anymore just because they miss the destroyer or battle cruiser skill
i can already imagine the threads on the forums about that I do not agree with what you are saying , but i will defend to the death your right to say it...... Voltaire |

Jacob Holland
Weyland-Vulcan Industries Alliance not Found
74
|
Posted - 2012.11.07 09:04:00 -
[456] - Quote
My feeling is that the battlecruiser line ought to aim for the baseline of the Tier 1s - 16 slots rather than 17 for a start... The biggest difficulty is the Tier 3s. The Ferox focussed on long range firepower is never going to work when compared to the Naga with its eight higher base range battleship guns, their higher base damage and the ship's damage bonus.
The tier 3s are, of course, glass cannon but in many situations glass is more than enough when the damage they can put out is considered.
I'm almost tempted to suggest ignoring the Tier 3s when it comes to balancing the BCs... They're just too great a paradigm shift. |

Marlona Sky
D00M. Northern Coalition.
1818
|
Posted - 2012.11.07 09:06:00 -
[457] - Quote
Remove rig penalties.
Remove local, structure mails and revamp the directional scanner! |

Jack Mayhem
Kaer Industries
7
|
Posted - 2012.11.07 09:06:00 -
[458] - Quote
Some good changes, some bad.
Ferox should be left as close-range brawler. The hull is finally being flown after recent changes, and you want to put into shelf again. Plus with sniping Ferox, Caldari BC line won't have any close range brawlers (if Drake loses it's resistance bonus).
Information links should be buffed. One idea is making them boost gun/missile bonuses (optimal, fall-off, tracking). Though that would make shield kiting setups even more powerful.
I would much prefer keeping off grid boosting, but making it less powerful than on-grid. That's the only way to fight 2-3 ships and still manage to kill at least one before you die yourself.
|

Nagarythe Tinurandir
Random Rule Conform Corpname A Point In Space
70
|
Posted - 2012.11.07 09:09:00 -
[459] - Quote
Zarnak Wulf wrote:Typhoon - The thing is designed to be versatile. It is one of the fastest BS. Even with four 1600 plates on it - it will go 1km/s. It has a sig radius of 320 - one of the smallest BS out there. It has a 175m^3 drone bay - second only to the Domi, at least T1 wise. You can go five AC or five Torps. Hell - I still will go 4 and 4. The thing can break 1k DPS without any damage mods on. With the changes coming to skills application to Torps and the possible application of TE and TC to both the AC and the torps - the sky is the limit. The are nuet variants and hospital variants. The only real weakness the ship has is it's fitting grid. It's anemic. It's one of the few Minmatar ships to truly have issues. I'm not even sure that's a bad thing. But if you wanted to make it more new guy friendly that is where I would start. Forcing it to go pure torp may very well relegate it to PVE for eternity. Let's face it - BS have fallen out of favor in the past couple of years. They are slow. They lock slow. BC are more flexible tools that can get the same job done. Some BC approach BS level tanks. With all the tier 2 BC losing a slot, BS may very well make a comeback. But I think a lot of people wanted to see changes to mass, lock time, EHP, etc. The typhoon is loved by it's pilots for it's flexibility. If you haven't seen many of them out and about it's probably more due to armor tanking issues, torp issues, and BC popularity then the ship itself. Let's not turn it into a jumbo Bellicose please. 
i see it the same way. turning the typhoon into a torp-boat would be a vicious kick into the minmatar soul's groin. this ship can do soo much and it's actually balanced with the restrictive fitting resources. it's one of the examples where split weapons actually work. why would anyone destroy that?
turning it into a armor raven may be good for the statistics in a spread sheet, but dont fix it when its not broken! in a way you already have the possibility to use it as a torp boat and with the upcoming torp buff their will be uses for this kind of phoon, but please dont take the other candies away. |

Jackie Fisher
syrkos technologies Joint Venture Conglomerate
138
|
Posted - 2012.11.07 09:11:00 -
[460] - Quote
Mention of armour tanking balancing is made again, as it has been in other balancing threads. Is there any timetable for this yet? Obviously not for Dec 4 but will this be after the BC/BB balancing? After T2? After Ipswich Town win the Champions League? Fear God and Thread Nought |

Ricc Deckard
Trux Germani Ev0ke
11
|
Posted - 2012.11.07 09:23:00 -
[461] - Quote
Quote:With this in mind, it becomes quite obvious to focus on training the Destroyers and Battlecruisers skills before the change to get the maximum return effect. We highly recommend you start doing so now.
Would you recomment in the opposite case.... let's say if someone is skilling a pure carrier character .... to wait with skilling BS V even if it doesn't fit into the remapping scheme? ;) Or will this change (Only Racial BS IV needed for Racial Carrier skill) come more likely later in the next year?
Would be pretty awesome to get a hint on this - could save me a month  |

Noisrevbus
272
|
Posted - 2012.11.07 09:27:00 -
[462] - Quote
I hate always having to be a negative nancy, but every time a new balance thread comes up these days it scares the living crap out of me - because they never make sense, they are never explained and they never seem to look at how ships are actually used.
It's common among player to throw out statements without proper definition and it's also common for players to look at if ships get used but not how or why.
If you are game designer at CCP, i naturally demand more from you: you are a professional.
Yet here we are looking at devblogs and we see comments such as "the problem of shield versus armor tanking" and "the problem of active versus buffer tanking".
What god damn problems? Motivate them!
I mean, those are issues we have been discussing quite alot in the community (without CCP participating), yet they are still highly disputed topics that recur from time to time. The simple assumption that these are issues without any depth and motivation, that is the most shallow standpoint representated by the least intelligent and discoursive players. Yet that's the standpoint assumed in the devblog. It's appeasing stupidity.
The balance of active versus buffer for example, is entirely tied to scale. It's simple math and logic. Regardless of how a ship is tanked: any ship will die if it's buffer is volleyed. As gang sizes grow, and volley damage stack, it thus become natural to raise the relative buffer of your ships (and buffer tank them, aided by remote repairs).
As long as scale (the size and setup of gangs meeting each other) remain below what you can volley on an unfit ship, there is no "problem" with active tanks over buffer tanks.
The balance between armor and shield is even more complicated, so when you throw out a random assumption of problems in it's balance, you better explain to us what the problem is and how you intend to fix it.
Without those fundamental concerns adressed, there is no possible way you could hope to achieve a good final balance.
The same goes for analyzing ship use (the how's and why's).
Your take on the Command links serve an excellent example. It's an exhausted topic. It's been discussed in several lengthy threads here on the forums. It's been discussed in various playerblogs and it's been up on the popular community news sites. There's been little participating from the developer side and now you roll in with a very final idea without commenting on any concerns raised.
One of the most important factors Tech III command links play now, is that it's superior bonuses allow smaller groups to bridge the gap required to interact with larger groups. That creates content, as they have a chance or purpose to engage. I'm not necessarily speaking of the most common concern in this regard. Several players have raised the issue that if links are required on grid a larger gang will just pop the smaller gang's booster while they are unable to respond. I'm not sure if i entirely agree with that statement, instead, i look at how the ships are used now.
The superior bonuses have up until recently primarily been used on smaller agile or flexible gangs that can't commit. That last bit is important, they can't commit. Seeding those links over to a ship class with much less flexibility in how it commits will just further chafe off "up engagement" from this game. It will discourage attempting to engage a gang you can't commit to. This is important, because logic tells you that it should be on the advantageous gang to take risks and play offensive. Large gangs rarely do that today, in this buffer-projection era.
Notable examples include fast gangs, where the Tech III ships either are speedy enough or cloaky enough to keep up. This include bringing a booster to supplement various frigate and cruiser gangs. If you look at the two CS that traditionally have seen alot of use, the Claymore and the Damnation, their use is motivated by the same reasons: the Claymore was fast enough to stay with shield-tanked cruiser-sized gangs (the Vulture wasn't, so it has only been used as a fleet dispenser) and the Damnation was tanky enough to stay with battleships (the Eos wasn't, so it was kept as a specialist small-gang, small-ship booster rarely seeing the light of day; in part also because the Proteus did all that better).
They also include cloaky gangs, and that is perhaps where the example is most visible. With speed and reach losing it's ground as equalizers, cloaking - and more importantly: control - have for quite a while now remained as the last bastion. The ability to engage a larger gang with an advantage in speed or reach shifted over to engaging a larger gang with superior control (it became all about not making sure the few lynchpins got to play their role - when a gang had many basline ships and a few important lynchpins). That's how a cloaky gang remained functional, because everyone was a lynchpin and the gang retained a higher control thanks to a higher amount of total EW and better bonuses to the EW (they pointed, webbed, ECM'ed and damped from further away - not necessarily shot from further away).
Give strength bonuses to slower, larger and more cumbersome CS and you shift that dynamic too, in favour of a larger and more bulky gang. The smaller gangs (wether they are speedy or cloaky) can not bring a CS so they will have inferior bonuses to things like speed and control which they rely on. Funny thing, isn't it?
Don't you want smaller gangs to have a reason to interact with larger gangs? Everything you've done recently suggest the opposite. |

Forlorn Wongraven
Habitual Euthanasia Pandemic Legion
22
|
Posted - 2012.11.07 09:37:00 -
[463] - Quote
I don't get how people always assume that large fleets never have T3 links as well. Ugleb > and TDR won't log in so long as their core members are demotivated for whichever reason is in flavour this week |

Noisrevbus
272
|
Posted - 2012.11.07 09:43:00 -
[464] - Quote
Forlorn Wongraven wrote:I don't get how people always assume that large fleets never have T3 links as well.
I think you're missing the point chief.
The question is not wether small or large gangs use boosters.
The question is what kind of gangs a Tech III and a CS respectively can fly with, what kind of tactics those gangs are able to pull and wether that in turn have an effect on scale.
So it's not really a question of a large gang using Tech III links versus a small gang, it's the difficulty of a small gang to use CS links against a large gang - wether you look at the composition of the gang or the situation for a CS on the field.
|

Destination SkillQueue
Are We There Yet
2877
|
Posted - 2012.11.07 09:46:00 -
[465] - Quote
Forlorn Wongraven wrote:I don't get how people always assume that large fleets never have T3 links as well.
It's because they want to protect their advantage, but know they can't really justify that position. This forces them to appeal to emotions in an effort to get the other side to back down without a fight and ignore the obvious holes in their logic. |

Takeshi Yamato
Blue Republic RvB - BLUE Republic
540
|
Posted - 2012.11.07 10:11:00 -
[466] - Quote
Noisrevbus wrote:One of the most important factors Tech III command links play now, is that it's superior bonuses allow smaller groups to bridge the gap required to interact with larger groups.
The notion that offgrid boosting is good for the game because it allows small groups to fight "the blob" is a big lie. It's an attempt to associate the cheesy OGB with small gang PvP that everyone respects, as if larger gangs never had access to OGB (in reality the likelyhood of a gang having OGB grows with its size).
In reality OGB has already done massive damage to small gang PvP because if you don't have OGB you're not competitive. This drives people into blobs, into getting OGB themselves (worsening the problem) or out of PvP alltogether.
Basically OGB is the cause of the problem it pretends to be the solution for. |

Yabba Addict
Red Shift Enterprises
40
|
Posted - 2012.11.07 10:17:00 -
[467] - Quote
T3 command ship is being shafted into never being used, silly, very silly. You should've had the T2 BCs as the blob command ship, 3% boost to on grid and off grid and a huge tank and largish sig (see whatidid there?). Then T3 for gangs, 5% boost to on grid only (because it's designed for gang fights you'll need 5% to make any difference, to make using it worthwhile), no crazy tank but can do a reasonable job at it, and can't fit command processors, and does pretty good damage. There ya go, 2 different roles that will both be used. |

Kai'rae Saarkus
Ganja Labs Exodus.
28
|
Posted - 2012.11.07 10:19:00 -
[468] - Quote
Destination SkillQueue wrote:Forlorn Wongraven wrote:I don't get how people always assume that large fleets never have T3 links as well. It's because they want to protect their advantage, but know they can't really justify that position. This forces them to appeal to emotions in an effort to get the other side to back down without a fight and ignore the obvious holes in their logic.
It's less that large fleets don't have T3 links. It's that they tend to make worse / less use of them.
ie. When the only ships making full use of your skirmish links are your tackle and they're getting mercilessly webbed and blapped; the fast gang is at an advantage.
or, when an EWAR based gang is getting Info Links and your gang isn't.... then targetting anything with your key ships is going to be tough.
All that being said, I'm holding judgement on "on grid boosts" until I see what Command ships look like, and what the precise implementation is. |

Lady Naween
Immortalis Inc. Shadow Cartel
56
|
Posted - 2012.11.07 10:23:00 -
[469] - Quote
As someone with all leadership skills to 5 all I can say is:
YAY!!!!!! thank you thank you thank you!!!
Offgrid boosting is so boring it isnt funny, and cant wait to be able to dps in my sexy damnation! ROAR!!!!! |

Anje Lovisa
Red Federation RvB - RED Federation
0
|
Posted - 2012.11.07 10:31:00 -
[470] - Quote
Quick question...
Will the Rokh finally get a small upgrade on drone capacity so it has 75m3? I never quite got why it had so small a drone bay. Probably a very minor detail but it's bugged me for a while now.
Rokh +25! |

Rommiee
Mercury Inc.
496
|
Posted - 2012.11.07 10:31:00 -
[471] - Quote
This may have been mentioned, but can you just clarify...
If you currently have Battlecruisers & Destroyers 5, then we will get ALL the racial Battlecruiser & Destroyer skills to 5 also ?
You say that "if we can fly it now, we will still be able to fly it". Just being able to fly it, is not enough, we need to be able to fly it to the same standard as before, as we put in the training time to do that.
If not, then we will need a reimbrsement of the skill points spent on this as is now of no use, seeing as we will have to train all racial skills to 5 seperately. |

Noisrevbus
273
|
Posted - 2012.11.07 10:33:00 -
[472] - Quote
Takeshi Yamato wrote:Noisrevbus wrote:One of the most important factors Tech III command links play now, is that it's superior bonuses allow smaller groups to bridge the gap required to interact with larger groups. The notion that offgrid boosting is good for the game because it allows small groups to fight "the blob" is a big lie. It's an attempt to associate the cheesy OGB with small gang PvP that everyone respects, as if larger gangs never had access to OGB (in reality the likelyhood of a gang having OGB grows with its size). In reality OGB has already done massive damage to small gang PvP because if you don't have OGB you're not competitive. This drives people into blobs, into getting OGB themselves (worsening the problem) or out of PvP alltogether. The OGB apologists present OGB as the solution to the problem OGB itself has contributed to creating.
You too are assuming too much and missing the point, chief.
I'm not talking about OGB.
I'm talking about the Tech III being a cloaky and fast cruiser.
The CS is a slow and bulky battle cruiser.
The change in command links will provide slower and bulkier gangs with better bonuses (which they already have through Titans).
The fact that a large gang is usually slow and bulky while a small gang tend to be fast or cloaky is of secondary importance. The fact that you can offgrid a Tech III easier isn't really much of any importance.
A small specialist gang have less use of "more yet weaker" bonuses, they don't have enough ships to make proper use of more bonuses and they rely on having superior bonuses to function, because they are specialist ships. With this change their engagement envelope goes down. Regardless of who they fight. So they will fight less. |

Marlona Sky
D00M. Northern Coalition.
1818
|
Posted - 2012.11.07 10:34:00 -
[473] - Quote
Every fleet medium to large scale has T3 boosters filling the slots. It is simply standard protocol. So the most a small gang can hope to do is tie as far as bonuses goes. If boosters are forced on grid only then what that would allow a small gang to do is be able to take advantage of off grid prey. Ships who venture off scouting other parts of the system or warp off to a celestial during a large fight. That small gang can stick together, with their on grid booster, and actually have an advantage over the stragglers from the main fleet.
Anyone arguing off grid boosters should stay for the sake of small scale PvP is simply lying their ass off to protect their off grid boosters for their massive fleet fights.
Remove local, structure mails and revamp the directional scanner! |

nikon56
UnSkilleD Inc. Reverberation Project
7
|
Posted - 2012.11.07 10:56:00 -
[474] - Quote
i was asking myself a question about the BC / destro skills.
i understood that, since i have all cruiser 4 and BC 5, i will have all BC skills granted.
BUT, i couldn't find if they will be granted at level 5, allowing me to still fly naga, myrmidon and hurricane the same way i do today, with the same bonuses.
if no, then don't even bother bring this on TQ CCP |
|

CCP Fozzie
C C P C C P Alliance
2293

|
Posted - 2012.11.07 11:06:00 -
[475] - Quote
nikon56 wrote:i was asking myself a question about the BC / destro skills.
i understood that, since i have all cruiser 4 and BC 5, i will have all BC skills granted.
BUT, i couldn't find if they will be granted at level 5, allowing me to still fly naga, myrmidon and hurricane the same way i do today, with the same bonuses.
if no, then don't even bother bring this on TQ CCP
I can understand the confusion so I'll repeat on this page so as many people see it as possible:
You'll be able to use the ships you could use before, at the same skill levels you could use them at before. So if you can fly Hurricanes with BC V, you'll get Minmatar BC V Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
|

Gilbaron
Free-Space-Ranger Ev0ke
407
|
Posted - 2012.11.07 11:11:00 -
[476] - Quote
CCP Fozzie wrote:nikon56 wrote:i was asking myself a question about the BC / destro skills.
i understood that, since i have all cruiser 4 and BC 5, i will have all BC skills granted.
BUT, i couldn't find if they will be granted at level 5, allowing me to still fly naga, myrmidon and hurricane the same way i do today, with the same bonuses.
if no, then don't even bother bring this on TQ CCP I can understand the confusion so I'll repeat on this page so as many people see it as possible: You'll be able to use the ships you could use before, at the same skill levels you could use them at before. So if you can fly Hurricanes with BC V, you'll get Minmatar BC V
given i have BC 4.5 (trained 50%) and all cruiser skills at V, will i get all BC skills at 4 or at 4.5 ? |
|

CCP Fozzie
C C P C C P Alliance
2293

|
Posted - 2012.11.07 11:39:00 -
[477] - Quote
Rational Integers only  Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
|

Quesa
D00M. Northern Coalition.
12
|
Posted - 2012.11.07 12:06:00 -
[478] - Quote
Quote: First, letGÇÖs have a look at the disruption line, which only has one ship so far:
Scorpion: fine at the moment, it dies fast in fleet of course, but thatGÇÖs what the ECM role brings to the hull anyway.
Not sure I liked this section. There were earlier comments about making all t1 BS's have an EWar bonus. I do not like have an entire role held up by a single battleship.
The command changes look pretty good. If you are looking at forcing them on grid to give boni then maybe the answer to the tank problem would be to add a slight tank bonus to the ship received from the link itself that way they are extra tanky and it's offset by the reduction in DPS from the loss of a high slot. Alternatively, you could give the mods themselves a restriction similar to probe launchers and smartbombs to which they cannot be activated within an online pos. I've been thinking that we should get the majority of the boni from the links and not the mind-links too, there is too much focus on an implant for the role - in my eyes.
The real test will be if those command ships can fit a full tank and all 3 links.
Additionally, you should look at removing command processors as a whole with this change, just an idea. |

Foolish Bob
The Dirty Rotten Scoundrels In Tea We Trust
6
|
Posted - 2012.11.07 12:09:00 -
[479] - Quote
CCP Fozzie wrote:However, let's throw a brainstorming concept out here just for fun: What if gang links worked a lot like warp disruption spheres? 
So in each tick you want to select all ships on field belonging to a particular fleet, and then run a distance calculation from all boosters for every ship, and then repeat for all fleets.
Don't get me wrong I like the concept, but you're a braver man than I am...  |

Kara Vix
Sanford and Son Salvage Peregrine Nation
59
|
Posted - 2012.11.07 12:10:00 -
[480] - Quote
Lady Naween wrote:As someone with all leadership skills to 5 all I can say is:
YAY!!!!!! thank you thank you thank you!!!
Offgrid boosting is so boring it isnt funny, and cant wait to be able to dps in my sexy damnation! ROAR!!!!!
But unless that sexy ship gets some serious bonus to tank, you will be boosting for a very short time before it becomes a sexy wreck and you a sexy frozen corpse. I would think the first target priority will be the on grid booster and it wouldn't take much to dust it. Just my opinion. |

Schanah
SnaiLs aNd FroGs Northern Coalition.
0
|
Posted - 2012.11.07 12:14:00 -
[481] - Quote
Rebalancing is good, making everything the same is stupid.
Quote:Breaking Destroyers and Battlecruisers skills into four racial versions with an identical training multiplier (thus making it four times harder to get all races trained)
And you say it should help new player ? split time in 4 for those skills and it'ill be faster to specialize. |

Celgar Thurn
Department 10
63
|
Posted - 2012.11.07 12:18:00 -
[482] - Quote
"..........what are we going to do now with all that precious free time?"
Erm obvious really. You could fix the Corporation/Alliance Roles & Permissions interface with a view to making it user friendly and in the case of Player Owned Stations (POSes) make it possible for corporations to allow their members to use those facilities with a far higher degree of security so that said POS will not be robbed etc. Phew. That sentence was too long. 
If you do this you will make so many EVE pilots happy that you will wonder if they have all won the lottery. Nuff said.  |

Alx Warlord
The Scope Gallente Federation
191
|
Posted - 2012.11.07 12:20:00 -
[483] - Quote
Why the Eos looks like a brutix other then a myrmdon?
Maybe the t2 ships should have a different hull base model... it would looks better then the same hull painted in different colours.
Also you could revamp the POS system... and all the other stuff that you promissed... Please read this! > New POS system ( Block Built - Starbasecraft) Please read this! >-á[Debate] - ISK SINK |

Quesa
D00M. Northern Coalition.
12
|
Posted - 2012.11.07 12:22:00 -
[484] - Quote
Foolish Bob wrote:It's bonuses. Please please stop saying that. Bonus is good person. Good thing would be bonum which as data is the plural noun to datum makes the plural bona but given it's all mangled (clearly) I think we're allowed to modernise in this case. Especially as I have to accept people using data as a singular noun despite having the opposite drilled into me, so you all get to accept that.  Also fun fact: the plural of octopus should be octopodes because the -pus part is greek. Not that I say anything other than octopi but I just like the fact  It's also the plural of Bonus although I'm not using the special character over the 'i'. |

Neddy Fox
FireStar Inc Curatores Veritatis Alliance
25
|
Posted - 2012.11.07 12:23:00 -
[485] - Quote
I'm also one of the 7 with maxxed out Warfare skills :) Well, MD5 is missing, but meh.
Question : As I bugreported this at least once, when you're revisiting the bonusses, will you also fix the broken wing command bonus ? The WC will has never had any bonusses from the FC, where SC's get fleet +índ wing bonusses.
Also, a ship with active links with LESSER skills as squadcommander overrules a wingcommander with better skills (and links running). (As example, an Orca SC with links running gives HIS bonusses to squad, even when there's a Rorqual Wing commander in fleet).
|

Klymer
Hedion University Amarr Empire
72
|
Posted - 2012.11.07 12:32:00 -
[486] - Quote
Quote:Yes comrades, battlecruisers are indeed next to get through the tiericide revolution. LetGÇÖs face it, they had it coming, as current tier 2 variations perform too well while tier1s are found wanting. With this in mind, the plan is to adjust total slot layout to 17 on all of them and split them into two categories depending on their expected role.
so...
Harbinger: lose a slot Oracle: slots unchanged Prophecy: gain a slot
Drake: lose a slot Ferox: gain a slot Naga: slots unchanged
Brutix: gain a slot Myrmidon: slots unchanged Talos: slots unchanged
Cyclone: slots unchanged Hurricane: lose a slot Tornado: slots unchanged
tell me I'm daft and I'm not reading that correctly.....
|

Harvey James
Deep Core Mining Inc. Caldari State
105
|
Posted - 2012.11.07 12:37:00 -
[487] - Quote
Klymer wrote:Quote:Yes comrades, battlecruisers are indeed next to get through the tiericide revolution. LetGÇÖs face it, they had it coming, as current tier 2 variations perform too well while tier1s are found wanting. With this in mind, the plan is to adjust total slot layout to 17 on all of them and split them into two categories depending on their expected role. so... Harbinger: lose a slot Oracle: slots unchanged Prophecy: gain a slot Drake: lose a slot Ferox: gain a slot Naga: slots unchanged Brutix: gain a slot Myrmidon: slots unchanged Talos: slots unchanged Cyclone: slots unchanged Hurricane: lose a slot Tornado: slots unchanged tell me I'm daft and I'm not reading that correctly.....
You are as droneboats always have one less slot than the rest. |

Herren Varno
Perkone Caldari State
3
|
Posted - 2012.11.07 12:41:00 -
[488] - Quote
Restricting the use of offgrid boosting will be bad for the smallest scale of pvp (i.e. most of the pvp in Low-sec).
It will introduce a significant advantage to gangs which are large enough to warrant fielding a dedicated booster pilot, and will discourage fights between gangs at either side of that threshold. And ultimately remove the viability of those smaller gangs.
Ignoring Logistics, which are not present in the majority of Low-sec engagement, links provide the greatest advantage to active tanks, and give the smallest gangs (1-6) the required edge to fight gangs 50-100% larger (which are more commonly buffer tanked.) They actively encourage smaller gangs to fight numerically superior forces; and in Low-sec PvP, where a couple of additional pilots on one side can be a significant difference, giving us the ability to up-engage through the use of link alts and active tanks is crucial to keeping the gudfites flowing.
There are plenty of ways to fix the perceived problems of OGB in null without stamping on low-sec, so how about using a more considered solution than nerfing link alts into the ground?
If you must go through with it, then how about a buff to active tanks, and the removal of gate guns so we can at least reliably use gate mechanics to up-engage. |

Jack Mayhem
Kaer Industries
7
|
Posted - 2012.11.07 12:41:00 -
[489] - Quote
Klymer wrote: so...
Harbinger: lose a slot
Harbinger definitely doesn't need a nerf. However good solution would be: - 1 low - capacitor recharge for lasers tank bonus instead of laser cap usage |

Iam a Spy2
solo and loveing it
32
|
Posted - 2012.11.07 12:43:00 -
[490] - Quote
first off Great get rid of off grid boosting you what fleet boost risk your command/ t 3 ships so HTFU.
2nd t2 Command ships should have higher boost over t3's given t3's are jack of all trades master of none and to fly a battlecruiser command ship takes longer to train then any t3.
3rd Not happy about the mega nerf. and thats what its going to be. Domi is lacking alot and could use love. The mega is the back bone to Gal pvp bs's because the hype just sucks and its ulgy and domi only good for neuts/ rr and drones and its even ulgyer there a hung over CCP SoundWave "well i can say that i saw the vid ccp posted". the only real boat for pvp in the bs class for gal is the mega dont turn it into something like the typhoon.
If you change the mega Leave the Navy untouched it should have thick armor and can reach 400k ehp with the right skills,implants and fit and boost. Take that away from the Gal and amarr, minmatar and cal. will walk all over the gal. For takeing highs and given them the mega is they only bs worth a damn in Gal hanger for t1 bs's.
So over all i like what comeing other then the mega nerf. |

Celgar Thurn
Department 10
63
|
Posted - 2012.11.07 12:54:00 -
[491] - Quote
Regarding ships using mindlinks & giving boosts:
1) I personally have no problem with boosting ships not being allowed to boost within a POS forcefield EXCEPT for the Rorqual or any other ship that is providing mining boost links ONLY. Mining should kept apart from combat. 2) I personally feel that ships should still be able to apply boosts to their respective fleets while being in the same system UNLESS you implement a different method of obtaining mindlinks so that they are far cheaper and therefore disposable financially speaking. They currently sell in the region of 100 million ISK each and I would propose a price of 20 million ISK would be not too cheap but still somewhat 'disposable'. Instead of dropping or as rewards from missions they would be on sale at LP stores in high sec systems but probably not at FW LP stores. I have another pilot trained up with lvl 5 in most of the mindlink related skills but at 100+ million a pop I would be loathe to risk that kind of loss in battle on a regular basis and I doubt most pilots would want to do that either. So on that basis I suggest you either leave the off grid boosting alone OR apply a far cheaper buying method for COMBAT ONLY related mindlinks with the removal of off-grid boosting. I also suggest you leave the rarity of mining mindlinks as it currently stands as making them more readily available would affect the EVE economy to a great degree. |

Foolish Bob
The Dirty Rotten Scoundrels In Tea We Trust
6
|
Posted - 2012.11.07 12:57:00 -
[492] - Quote
Quesa wrote:Foolish Bob wrote:It's bonuses. Please please stop saying that. Bonus is good person. Good thing would be bonum which as data is the plural noun to datum makes the plural bona but given it's all mangled (clearly) I think we're allowed to modernise in this case. Especially as I have to accept people using data as a singular noun despite having the opposite drilled into me, so you all get to accept that.  Also fun fact: the plural of octopus should be octopodes because the -pus part is greek. Not that I say anything other than octopi but I just like the fact  It's also the plural of Bonus although I'm not using the special character over the 'i' and you're right, the plural of octopus isn't octopi, it's octopodes but that is because it is, in fact, Greek and not Latin which traditionally swaps the -us for -i when plural. Additionally, it's a word I like.
so, like corporations, command ship / T3 bonuses are people too?  |

Miaaaw
SnaiLs aNd FroGs Northern Coalition.
0
|
Posted - 2012.11.07 13:02:00 -
[493] - Quote
I'm expecting my bonuses T3 that's worth three times a claymore on the market to give my fleet better bonuses, and I don't give a **** about having a bonus of each type. It seems you forgot about the ship prices, the better it is, the more you have to pay for it and this apply to all the changes planned in here.
Both nerfing Cane and Drake and buffing Myrm and harbinger isn't a good idea. It's the better way to make the old OP ones **** and the old ****** ones OP. Pick your changes but buffing is better than nerfing, I'm not the only one to say that.
Another point is that by nerfing missiles, you nerf other missiles boat such as Cerberus (which, in my opinion, doesn't diserve it) and not only the drake (that obviously diserve something in da face). And please, don't kill the ferox making it a railgun fragile sniping thing, no one will be using it.
Quote:Hyperion: the hull could be improved, but again most of the issues come from passive versus active tanking problems Yeah, **** passive tanking, let that to amar ships, they are good for fleets, Gallente ones are good for solo, no need to change this.
Each ship has its own weaknesses and strengths and that's what makes EVE insteresting, you have to keep that in mind before making them all the same. EVE isn't WoW, you're not bound to a race or a ship, you can fly whatever you want if you train for it, so there's no need for all ships to be equals. You can add to this the fact that the all market thing is rebalancing it for you. There's some good ideas in that blog but you should focus on making the ships that no one flies better instead of trying to balance ships that everyone loves the way they are.
You also have to think about changing the BP minerals requirements if you kill the Tier system, didn't hear anything about that.
Anyway I've got lots of things to say but it would take too long. Love you all anyway <3 |

Steven Shen
Raze Productions Li3 Federation
0
|
Posted - 2012.11.07 13:07:00 -
[494] - Quote
Because of these changes, I have to re-arrange my training schedule which bring troubles to me, can u tell me the possible change time of the destroyer and bc skills? Jan, Late Jan or Feb? |

Pinky Denmark
The Cursed Navy
242
|
Posted - 2012.11.07 13:09:00 -
[495] - Quote
x (writing an insanely long post right here) |

Morrigan LeSante
The Lost and Forgotten Troopers
55
|
Posted - 2012.11.07 13:16:00 -
[496] - Quote
Steven Shen wrote:Because of these changes, I have to re-arrange my training schedule which bring troubles to me, can u tell me the possible change time of the destroyer and bc skills? Jan, Late Jan or Feb?
Would be good.
I appreciate you can't give firm go live date, but can you at least get something in the "not before" camp (that's further out than 5th Dec ) |

Abramul
StarFleet Enterprises Red Alliance
7
|
Posted - 2012.11.07 13:21:00 -
[497] - Quote
While on the subject of command ships, I would suggest using the T1 hull with a similar role for the base, instead of basing both on the same one. Mostly because I want a T2 Hurricane. |

Ponder Yonder
Broken Wheel Mercantile and Trading Company Illusion of Solitude
39
|
Posted - 2012.11.07 13:30:00 -
[498] - Quote
Great changes, CCP, and long overdue.
Do it now. Don't let the Drake / Tengu / Loki whiners stop you.
My 0.02 ISK: Whatever you do to the Brutix, please make it viable as fleet DPS boat that will not result in the pilot being kicked from fleet. Ditto for Gallente battleships, although it looks like you intend to do this for the Hyperion.
|

Don Salaris
0
|
Posted - 2012.11.07 13:31:00 -
[499] - Quote
I find the conversion of skills not very well explained. 'if you can fly it now, you can fly it afterwards' is only part of the story.
"Let us repeat again: if you could fly it before, you will be able to do so after the change. Technically it means if you are able to fly an Oracle by having Amarr Cruisers 3 and Battlecruisers 3, we will remove the Battlecruisers skill from your character and give you Amarr Battlecruisers at 3. If you had Battlecruisers at 3 and Caldari Cruisers 3 instead, you would not receive Amarr Battlecruisers but the Caldari Battlecruisers skill at 3 instead. The same principle work with the Destroyers skill."
What happens when you have a battlecruiser skill of level 5 and an Amarr cruiser skill of only 3? You get Amarr battlecruiser skill 3 according to the text. Just as someone who has only a battlecruiser skill of level 3. That seems hugely unfair. What happens with the effort invested in the 'extra' levels of battlecruiser skills that cannot get converted? Do you get the skillpoints back?
Now while I understand that the effort of the battlecruisers will be counted against all races and so you are getting a bonus when you have multiple races, starting toons have only 1 race developped I would say, and can have a loss of skill points as a result of this conversion.
Suppose I better start training races I have no interest in atm...
|

Creat Posudol
German Oldies
63
|
Posted - 2012.11.07 13:36:00 -
[500] - Quote
Don Salaris wrote:I find the conversion of skills not very well explained. 'if you can fly it now, you can fly it afterwards' is only part of the story.
"Let us repeat again: if you could fly it before, you will be able to do so after the change. Technically it means if you are able to fly an Oracle by having Amarr Cruisers 3 and Battlecruisers 3, we will remove the Battlecruisers skill from your character and give you Amarr Battlecruisers at 3. If you had Battlecruisers at 3 and Caldari Cruisers 3 instead, you would not receive Amarr Battlecruisers but the Caldari Battlecruisers skill at 3 instead. The same principle work with the Destroyers skill."
What happens when you have a battlecruiser skill of level 5 and an Amarr cruiser skill of only 3? You get Amarr battlecruiser skill 3 according to the text. Just as someone who has only a battlecruiser skill of level 3. That seems hugely unfair. What happens with the effort invested in the 'extra' levels of battlecruiser skills that cannot get converted? Do you get the skillpoints back?
Now while I understand that the effort of the battlecruisers will be counted against all races and so you are getting a bonus when you have multiple races, starting toons have only 1 race developped I would say, and can have a loss of skill points as a result of this conversion.
Suppose I better start training races I have no interest in atm... This has now been answered numerous times by the devs, if you had even just checked for dev posts in this thread you'd know it. It would've been faster than typing all the text you've posted. Quoted from just one page earlier:CCP Fozzie wrote:You'll be able to use the ships you could use before, at the same skill levels you could use them at before. So if you can fly Hurricanes with BC V, you'll get Minmatar BC V IN other words: having BCV will mean you'll get ANY racial BC at level 5 as long as you have that races Cruiser to at least III. |

Sivinn Da'Lawa
The Expatriot League
1
|
Posted - 2012.11.07 13:40:00 -
[501] - Quote
Don Salaris wrote:I find the conversion of skills not very well explained. 'if you can fly it now, you can fly it afterwards' is only part of the story.
"Let us repeat again: if you could fly it before, you will be able to do so after the change. Technically it means if you are able to fly an Oracle by having Amarr Cruisers 3 and Battlecruisers 3, we will remove the Battlecruisers skill from your character and give you Amarr Battlecruisers at 3. If you had Battlecruisers at 3 and Caldari Cruisers 3 instead, you would not receive Amarr Battlecruisers but the Caldari Battlecruisers skill at 3 instead. The same principle work with the Destroyers skill."
What happens when you have a battlecruiser skill of level 5 and an Amarr cruiser skill of only 3? You get Amarr battlecruiser skill 3 according to the text. Just as someone who has only a battlecruiser skill of level 3. That seems hugely unfair. What happens with the effort invested in the 'extra' levels of battlecruiser skills that cannot get converted? Do you get the skillpoints back?
Now while I understand that the effort of the battlecruisers will be counted against all races and so you are getting a bonus when you have multiple races, starting toons have only 1 race developped I would say, and can have a loss of skill points as a result of this conversion.
Suppose I better start training races I have no interest in atm...
First it does not say what you claim it does, it didn't address it at all, but was clarified by multiple dev comment already.
Their response was that you will be able to fly any ship at the existing level you did before, meaning Battlecruiser 5 combined with any Racial Cruiser 3 will result in Racial Battecruiser 5. |

Don Salaris
0
|
Posted - 2012.11.07 14:04:00 -
[502] - Quote
Creat Posudol wrote:This has now been answered numerous times by the devs, if you had even just checked for dev posts in this thread you'd know it. It would've been faster than typing all the text you've posted. Quoted from just one page earlier: CCP Fozzie wrote:You'll be able to use the ships you could use before, at the same skill levels you could use them at before. So if you can fly Hurricanes with BC V, you'll get Minmatar BC V IN other words: having BCV will mean you'll get ANY racial BC at level 5 as long as you have that races Cruiser to at least III.
Thank god for people who have the time to read 25 pages of text. 
I'm glad it will work as you describe...but frankly if someone makes a stupid text then I find that letting them clarify it multiple times is a good incentive to think twice next time about how to formulate things. |

Trash Ice
Black Sharks Division
7
|
Posted - 2012.11.07 14:06:00 -
[503] - Quote
I beg you not to f*ck with Typhoon. It is ok now, turrets are ok, everything is fine. Main feature of this BS is flexibiity. It feels like a cheap Machariel. Why should I like torpedoes? Do torpedoes have nice tracking and falloff? Can I kill frigate with it? If you want me to use torp-phoon, just give it some more cpu and armor and (voila!) - it will be great.
I have a feeling, that some changes are made just for changes themselves. |

Ethan Revenant
Adhocracy Incorporated Adhocracy
19
|
Posted - 2012.11.07 14:14:00 -
[504] - Quote
Making me want to fly an Eos while preaching against crosstraining is cruel.
Seriously, though, while I'm on the topic, a versatile noob is far more valuable than the noob who flies one T2 cruiser OMGSOWELL. If their focus is that narrow, they probably don't know what they're doing anyway. Crosstraining isn't the devil, and homogenizing the races to eliminate any perceived need to crosstrain would just be silly.
Because I am good at reading devblog, I only just noticed that the Harbinger will be losing a slot. No one else is crying internet tears over the Harbinger, so as it has served me well and faithfully, I have decided to rend garments and strew myself with ashes to make up for this. Further, [vader] NOOOOOOOOOOOO [/vader] |

Jame Jarl Retief
Murientor Tribe Defiant Legacy
333
|
Posted - 2012.11.07 14:15:00 -
[505] - Quote
Quote:Dominix: still remains a popular ship. It is fairly good, except for the drone mechanics themselves, which are terribly outdated. While we are not certain when this can be tackled, it definitely has high priority on our to-do list.
That's great, but when? How can you balance a ship without knowing how drones will be fixed? Might as well leave it as it is, fix drones, and then re-balance all drone boats yet again to account for the drone changes.
Quote:Hyperion: the hull could be improved, but again most of the issues come from passive versus active tanking problems
Same as above, how can you balance the hull without knowing what the final solution will be to the whole tanking issue? Depending on how it's handled, the bonus on the hull could end up totally wrong, and powergrid/etc., could be way off, requiring a second rebalance which is coming who knows when.
Wouldn't it make much more sense to fix armor and drones FIRST, and then balance the ships using them? Instead of balancing the ships for existing (admittedly terribly outdated) state, then fixing the outdated stuff, and then being forced to re-balance yet again?
And PLEASE be careful with nerfing Megathron's hitpoints. Gallente have very few viable fleet ships as it is. If you turn a Mega into a close range blaster hull, you HAVE to do a good job on Hyperion, or do something magical about drones, to allow either Hype or Domi to be a good fleet ship.
And finally, why is Scorpion set into a separate category (EWAR), but other races get no EWAR hulls of battleship size? Grossly unbalanced, if you ask me, giving one race an EWAR BS, while others get absolutely nothing. Either give all races their own EWAR BS, or change Scorp into an Attack Battleship. Fair is fair. |

Pinky Denmark
The Cursed Navy
242
|
Posted - 2012.11.07 14:17:00 -
[506] - Quote
Sniping:
If CCP has ANY interest in making railguns and beams (not talking about Tachyons) usefull for pvp in a bigger scale I find it very important to double the alpha while keeping all other stats the same... This wont do everything but it will be a big step on the way. Currently artillery is the only way to go for real alpha... Rails and beams can be used, however it requires 3 times the amount of ships to pull off the same alpha as artillery with only marginal dps advantage which is still crap compared to short range weapon systems...
Pinky |

Creat Posudol
German Oldies
63
|
Posted - 2012.11.07 14:22:00 -
[507] - Quote
Don Salaris wrote:Thank god for people who have the time to read 25 pages of text.  I'm glad it will work as you describe...but frankly if someone makes a stupid text then I find that letting them clarify it multiple times is a good incentive to think twice next time about how to formulate things.
There is a very easy way to read just the dev posts in threads like this: Click on "Dev Posts" at the top, enter "Back to the balancing future" into the "Topic"-field and click search. You'll get a list of only the dev posts in this thread, and reading only those should be just fine since they usually quote the stuff they're responding to. Just open them all with middle click (or your browser equivalent for 'Open new tab in background') and voil+á.
I do agree that CCP should've added that information from the beginning to the blog, or at least after seeing it constantly asked even after it has been answered 4 times or so. If I recall correctly this was one of the most asked questions for the last blog where this subject was discussed, where they (or players who read all posts) also had to constantly answer it. So it was quite foreseeable that this would be a frequently asked question again.
CCP, just add it to the article, maybe in the form of CCP Fozzies line from a page or two back. That should do just fine. |

Irregessa
Obfuscation and Reflections
10
|
Posted - 2012.11.07 14:23:00 -
[508] - Quote
Pinky Denmark wrote:Sniping:
If CCP has ANY interest in making railguns and beams (not talking about Tachyons) usefull for pvp in a bigger scale I find it very important to double the alpha while keeping all other stats the same... This wont do everything but it will be a big step on the way. Currently artillery is the only way to go for real alpha... Rails and beams can be used, however it requires 3 times the amount of ships to pull off the same alpha as artillery with only marginal dps advantage which is still crap compared to short range weapon systems...
Pinky
Then you would need to scale back the cycle time on the beams and rails to compensate for the increased damage, at which point you are essentially making all three weapon systems largely the same (use of ammo and/or cap excepted).
If you want to do a lot of damage in one shot, you use arties. If you want to be able to do more continuous damage over time, you use beams. If you want something in the middle ground, you use rails. There is nothing substantial to be gained by making everything essentially the same. |

Rommiee
Mercury Inc.
497
|
Posted - 2012.11.07 14:28:00 -
[509] - Quote
Irregessa wrote:Pinky Denmark wrote:Sniping:
If CCP has ANY interest in making railguns and beams (not talking about Tachyons) usefull for pvp in a bigger scale I find it very important to double the alpha while keeping all other stats the same... This wont do everything but it will be a big step on the way. Currently artillery is the only way to go for real alpha... Rails and beams can be used, however it requires 3 times the amount of ships to pull off the same alpha as artillery with only marginal dps advantage which is still crap compared to short range weapon systems...
Pinky Then you would need to scale back the cycle time on the beams and rails to compensate for the increased damage, at which point you are essentially making all three weapon systems largely the same (use of ammo and/or cap excepted). If you want to do a lot of damage in one shot, you use arties. If you want to be able to do more continuous damage over time, you use beams. If you want something in the middle ground, you use rails. There is nothing substantial to be gained by making everything essentially the same.
Yup, exactly.
By "balancing", CCP mean make each class of ship across all the races, basically the same, they will just look different. There goes the diversity in EVE, which is what made this game unique. Welcome to WOW in space. |

Irregessa
Obfuscation and Reflections
11
|
Posted - 2012.11.07 14:30:00 -
[510] - Quote
Kara Vix wrote:Lady Naween wrote:As someone with all leadership skills to 5 all I can say is:
YAY!!!!!! thank you thank you thank you!!!
Offgrid boosting is so boring it isnt funny, and cant wait to be able to dps in my sexy damnation! ROAR!!!!! But unless that sexy ship gets some serious bonus to tank, you will be boosting for a very short time before it becomes a sexy wreck and you a sexy frozen corpse. I would think the first target priority will be the on grid booster and it wouldn't take much to dust it. Just my opinion.
Funny, I have flown claymores and damnations in large fleets and lived to park the ship back in the hangar at the end. Logis know to keep the command ships watchlisted, even permalocked, to make sure that they get reps when needed. My boosting pilot in his armor boosting clone (the one with the armor mindlink and full LG slave set) has a damnation with 630K EHP with the fleet bonuses/boni. |

Bouh Revetoile
Barricade.
155
|
Posted - 2012.11.07 14:34:00 -
[511] - Quote
CCP Fozzie wrote:Wanted to quickly address two of the more common points raised so far here:
- Skirmish links and the Amarr/Gallente command ships
We recognize that the skirmish links do fit especially well with Gallente blasterboats and the Gallente scram range bonuses. The initial plan here gives Skirmish to the Proteus for that reason, but it may prove a good idea to give skirmish bonuses to the Eos and Astarte as well. We are not going to rule out the possibility of making the Amarr command ships Armor/Info bonused and the Gallente command ships Armor/Skirm bonused. This would cause a significant disruption for the 7 of you that have the Eos trained specifically for Info links, but that may be a sacrifice worth making. Not going to make any promises now but it's on the table.
In theory, Gallente armor tank and have generous number of mid slots to use EWAR. They are a lot more elligible to info warfare link than Amarr who don't have any midslot to use this link. Gallente and Caldari being the EWAR races, I think it's normal for them to have these links.
These proposed command link bonuses for gallente are good IMO, or maybe reverse armored warfare and skirmish warfare between command and T3 bonus, but gallente should keep the info warfare link IMO. |

Foolish Bob
The Dirty Rotten Scoundrels In Tea We Trust
6
|
Posted - 2012.11.07 14:40:00 -
[512] - Quote
Trash Ice wrote: [on why bs class turrets are better than torps] Can I kill frigate with it?
This right here is something that needs to change. Either torps should kill frigs or BS guns should be equally powerless against ships so small. I vote the latter, but I love frigates, so I'm biased. Other opinions are available, but whatever the design decision the weapons systems should be on an equal footing. I claim it would also make the re-balancing easier. |

Noisrevbus
275
|
Posted - 2012.11.07 14:42:00 -
[513] - Quote
I'm sorry, i had to dash off to work earlier so i kind of left the comments open. I realize the thread has taken a turn in another direction by now, but i just wanted to sum up the point i was trying to make like this:
Do you see what all these issues mentioned in the devblog have in common?
Armor vs. Shield(aka. midslot utility versus lowslot damage mods) = getting more ships do not necessarily allow you to better tackle or control your opponents.
Active vs. Buffer = getting a better buffer allow you to sustain the volley from more ships. The repairs from a logistics cruiser is not necessarily more than the amount from local repairs. It's all about scalability.
LR vs. SR weapons = more ships means more damage, more ships does not mean more range. That means more ships can replace more damage but not better range.
SC vs. CS boosting = better bonuses to a larger and less mobile ship also mean better bonuses to ships that generally run LR weapons on buffered ships in larger gangs with less individual utility. Worse bonuses to smaller, more mobile or flexible ships mean worse bonuses to smaller ships, with other tanks in smaller gangs that rely more on the utility from their booster, that don't have more ships to draw benefit from other links. |
|

CCP Eterne
C C P C C P Alliance
253

|
Posted - 2012.11.07 14:55:00 -
[514] - Quote
Deleted a post for inappropriate racist language. CCP Eterne | Community Representative
@CCP_Eterne |
|

Echo Mande
34
|
Posted - 2012.11.07 15:12:00 -
[515] - Quote
Hmm. Overall a good devblog
I'm assuming that the Command Ships skill will have its Battlecruisers V requirement removed and that the individual command ships will have racial Battlecruisers V as requirement instead of racial Cruisers V. Also, will command processors get buffed (T2; supporting multiple links?) or will the link limits be removed entirely?
If you are redoing battleships one thing that could be looked into is allowing some battleships to field more than 5 drones at a time. The dominix would be a logical choice for this, as could the apocalypse (to get some differentiation in amarr battleships).
Making the racial carrier and dread skills depend on racial BS 4 is sure to draw howls but it does seem sort of logical. It's not as if the other requirements (Drone Interfacing, Capital Ships) don't take up time and they're just the beginning really if you're looking to fit a capital right. If you want to balance dread vs. carrier training time add another longish requirement to dreads. Please drop the carrier skillbooks' prices though.
There's one command ship that is conspicuous by its absence in this blog and that is the Rorqual. Will this get a second specialisation (siege seems most logical)?
The bit about killing off-field boosting needs careful evaluation though. As is it will make rorquals extinct because they only get their boost bonus in deployed mode which renders them immobile during cycle. Personally I've never seen a rorq boost outside a POS field due to hotdrop/gang risks. For those people who think a boosting rorq pilot is AFK, as often as not they'll be compressing ore (and quite busy) while the boost cycle is (perma)running. Being able to get ore from a corporate hangar/ship assembly array while boosting keeps them busy longer.. |

Lyric Lahnder
Noir. Noir. Mercenary Group
114
|
Posted - 2012.11.07 15:13:00 -
[516] - Quote
Im a little sad you were thinking about turning the prophecy into a drone boat. The prophecy does need some love but in its current form, a person can choose either DPS in the Harbinger, or big tank in the prophecy with the resist bonuses, each sort of gave a player options. As long as the prophecy keeps the tanky bonus parting with its current form will be alot easier.
I would actually recommend that the ferox NOT be another sniping platform. The merlin no longer has its range bonus its a close range hybrid slugger. Why couldnt the ferox have similar bonuses? Why not keep the shield bonus and then give it a hybrid damage bonus instead and get rid some of its launcher slots. Now its a big version of the currently rebalanced merlin.
Lets face it even if you turned the ferox into yet another sniping boat it still wouldn't be able to contend with any of the tier 3s. If you focus on making it into yet another sniper ship no one would fly it.
You could also do something like keep the launcher slots and then give the ferox split weapon bonuses like a launcher rate of fire bonus and the hybrid damage bonus so people could choose how they wanted to deal there damage up close.
There are lots of places you can go with the ferox right now. I dont think a medium rail sniper platform is the best direction to go with it. Noir. and Noir Academy are recruiting apply at www.noirmercs.comI Noir Academy: 60 days old must be able to fly at least one tech II frigate. I Noir. Recruits: 4:1 k/d ratio and can fly tech II cruisers. |

Pinky Denmark
The Cursed Navy
242
|
Posted - 2012.11.07 15:14:00 -
[517] - Quote
Rommiee wrote:Irregessa wrote:Pinky Denmark wrote:Sniping:
If CCP has ANY interest in making railguns and beams (not talking about Tachyons) usefull for pvp in a bigger scale I find it very important to double the alpha while keeping all other stats the same... This wont do everything but it will be a big step on the way. Currently artillery is the only way to go for real alpha... Rails and beams can be used, however it requires 3 times the amount of ships to pull off the same alpha as artillery with only marginal dps advantage which is still crap compared to short range weapon systems...
Pinky Then you would need to scale back the cycle time on the beams and rails to compensate for the increased damage, at which point you are essentially making all three weapon systems largely the same (use of ammo and/or cap excepted). If you want to do a lot of damage in one shot, you use arties. If you want to be able to do more continuous damage over time, you use beams. If you want something in the middle ground, you use rails. There is nothing substantial to be gained by making everything essentially the same. Yup, exactly. By "balancing", CCP mean make each class of ship across all the races, basically the same, they will just look different. There goes the diversity in EVE, which is what made this game unique. Welcome to WOW in space.
Giving rails and beams a better alpha does not remove artillery as the very best alpha weapon of choice - The difference atm is HUGE and I only see advantages from closing the gap. Currently rail and beam ships have NO place in alpha fleets, but their dps will be a good trade off if the alpha gap is closed... I dont want it to become the same - just make rails and beams more viable for sniping. |

Pinky Denmark
The Cursed Navy
242
|
Posted - 2012.11.07 15:31:00 -
[518] - Quote
off-grid boosting is wrong on so many levels... Small scale pvp will improve with a grid nerf - only the multi-account-self-promoted-false-solo-players will suffer!! |

Krell Kroenen
Miners In Possession Brothers of Apocrypha.
67
|
Posted - 2012.11.07 15:31:00 -
[519] - Quote
Trash Ice wrote:I beg you not to f*ck with Typhoon. It is ok now, turrets are ok, everything is fine. Main feature of this BS is flexibiity. It feels like a cheap Machariel. Why should I like torpedoes? Do torpedoes have nice tracking and falloff? Can I kill frigate with it? If you want me to use torp-phoon, just give it some more cpu and armor and (voila!) - it will be great.
I have a feeling, that some changes are made just for changes themselves.
I rather liked my phoon until I got T2 torps and discovered I couldn't fit them with the load out that I so favored. So it got pushed to the back of my hanger has been more or less forgotten about. But I like the idea of finally dumping the split weapon system and making it a pure torp boat. There are already two other gun battleships for the minmatar why not let the phoon be for missiles? I would love for it to have a torp rof bonus and a TP bonus. |

Terik Deatharbingr
Redhogs Circle-Of-Two
254
|
Posted - 2012.11.07 15:39:00 -
[520] - Quote
Pinky Denmark wrote:
Giving rails and beams a better alpha does not remove artillery as the very best alpha weapon of choice - The difference atm is HUGE and I only see advantages from closing the gap. Currently rail and beam ships have NO place in alpha fleets, but their dps will be a good trade off if the alpha gap is closed... I dont want it to become the same - just make rails and beams more viable for sniping.
he's got a point....don't bring them entirely in line...just bring them a little closer. When no other ship has a place in alpha fleet other than projectiles, obviously something is wrong. |

Jame Jarl Retief
Murientor Tribe Defiant Legacy
333
|
Posted - 2012.11.07 15:59:00 -
[521] - Quote
Had some more thoughts about the blog...
First, the splitting of Destroyers/BC skills. It's not news, we've been talking about this for a year almost, but lately I've been thinking about this from a new player's perspective. It'll realistically take 3x longer to be able to fly all BC hulls. Is it specifically CCPs intention to reduce and discourage cross-training?
I understand there's reasons for working the Dessie and BC skills into the logical ship progression chain. But look at it from a new player's perspective, point of view of someone who joins just a week before the change goes live, and finds out he just missed out on essentially 3+ months worth of "free training" with the skill split. I mean, that gotta hurt. If it were me, I'd probably just laugh and walk away from the game, just from the fundamental unfairness of it all. And this is in a game where old hands already have a humongous advantage over new players. And when I say "new" I mean characters less than a year old. Which in all other MMOs would be called "ancient", not "new".
I'm not advocating against this change, I know it's too late for that. And personally it doesn't affect me as I already have all those trained to V. The point is, think about how it'll affect newer players ( if any... ) and how much it will discourage cross-training, and how this will affect the game.
Currently, the general rule of thumb is "Train for Tengu and STFU" when it comes to many aspects of the game. When it comes to PvP, the general consensus (just search New Pilots Q&A forum) is "Winmatar or GTFO". And Gallente having few viable fleet/blob ships (see top 20 most used hulls) doesn't help. If this persists past the change, cross-training will still remain virtually mandatory, while the training time required for it will shoot up by a huge amount. This is not something I would consider good for the game.
Granted, you could actually balance the game. That is, make cross-training totally unnecessary, except as just something for a pilot to do for lack of anything else to spend time on. But this would mean making armor and shield tanks equally viable (currently they're not, each has a distinct role), making active and passive tanks equally strong and viable for all applications, making all weapons systems equally desirable, etc., etc., without losing their individuality. And meaning no offense, do you really think you could pull this off in a reasonable time?
I mean, let's just look at weapons and damage types. When two weapons systems can change their damage, while the other two cannot, how can you balance that? If you happen to specialize in a "wrong" weapon system for the area that your corp of real-life friends ends up living in, what can you do about it EXCEPT cross-train? Nothing. Or you could live with significantly reduced DPS and/or significantly weaker tank just because you chose the "wrong" weapon, "wrong" tank or "wrong" place to live?
Plus, how would you balance high alpha of Minmatar with low alpha of rails for Gallente/Caldari? You really can't. Alpha is vastly more popular, which is supported by the top 20 statistics of the killboards. You can't "balance" them without basically evening them out so that the difference is miniscule. Or, you would have to totally change how on-grid stuff works to bring sniping back as a viable option. See what I mean? It's a can of worms.
Bottom line, I just don't feel it's such a good idea to do anything that slows cross-training more. You'll end up making many new pilots very unhappy when they realize they chose "wrong". I know, because I've been in this boat myself. I chose Gallente and heavy drone skills, and essentially crippled my advancement by several months. This mistake will be a whole lot more painful when cross-training times increase. |

Acac Sunflyier
Burning Star L.L.C.
260
|
Posted - 2012.11.07 16:04:00 -
[522] - Quote
When EXACTLY is the change to the skills for bc and destroyers coming? We going to see it in Retribution? How many days? There just isn't anything intresting on the front page of the GD anymore. Yawn! |

Harvey James
Deep Core Mining Inc. Caldari State
105
|
Posted - 2012.11.07 16:04:00 -
[523] - Quote
has anyone thought that maybe the problem is with arties having too high alpha damage rather than the rest being crap?
|

Tippia
Sunshine and Lollipops
10270
|
Posted - 2012.11.07 16:09:00 -
[524] - Quote
Acac Sunflyier wrote:When EXACTLY is the change to the skills for bc and destroyers coming? We going to see it in Retribution? How many days? It's coming EXACTLY some time next year, when all BC and BS balancing changes are being rolled out. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan. |

Acac Sunflyier
Burning Star L.L.C.
260
|
Posted - 2012.11.07 16:15:00 -
[525] - Quote
Tippia wrote:Acac Sunflyier wrote:When EXACTLY is the change to the skills for bc and destroyers coming? We going to see it in Retribution? How many days? It's coming EXACTLY some time next year, when all BC and BS balancing changes are being rolled out.
They keep hinting to tis coming SoonGäó. Vut they're giving no hints at all to when. Before or after fanfest? Little more specifics please. There just isn't anything intresting on the front page of the GD anymore. Yawn! |

Henk Dek
State War Academy Caldari State
0
|
Posted - 2012.11.07 16:15:00 -
[526] - Quote
Acac Sunflyier wrote:When EXACTLY is the change to the skills for bc and destroyers coming? We going to see it in Retribution? How many days?
Check this from Fozzie: https://forums.eveonline.com/default.aspx?g=posts&m=2146465#post2146465
This is at least answer for the Retribution part of the question... |

LoRDa RaMOs
The Dark Space Initiative
22
|
Posted - 2012.11.07 16:18:00 -
[527] - Quote
TL:DR please stop tier 1 and 2 battlecruiser flexibility, such a thing's been imposed by usage trends. Apply narrow roles. Boosts and passive tank (larger gangs) or gank and interception/active tank (solo.
Aware that my point might have been noted previously i'm going to barge in this matter anyways, so forgive in advance if my assumption is correct.
If I remember correctly, people in CCP have said in interviews and forum posts i can't remember right now (but hey, here's :space reserved: while i look for a quote on that), that as far as sniping platforms go, the current tier 3 battlecruisers are infinitely superior than any other battlecruiser or battleship mostly because of their agility. Maybe you guys ought to look for the dog that didn't bark: *Cheap* fleet boosters. Granted, this isn't something that is going to get looked at soon, but aren't battlecruisers originally supposed to be mainly support ships and, to a minor degree, the stepping stone into battleships? I read in some other place that battlecruisers, as far as the combat role goes, are supposed to either sport a massive tank (maybe to complement boosts) or fit better than decent DPS ditching or minimising said role with the obvious consequence of not being able to fit a good tank. Now, for a ship like that to have so many roles (some intended and seemingly ignored by your customers, and others thoroughly exploited because of previous attribute/feature related developer decisions) is probably damaging to said ship as you have to juggle between so many possible fits that spring from your costumers. Take for example the hurricane, a fine armor ship, with a decent shield configuration, that can sport neuts and massive DPS at short range and can alpha people from a decent distace, and a decent boost ship in its armor configuration. Well hell, don't you think this stretches said ships a bit too much?
With battlecruisers, it seems like limiting tiers 1 and 2 to the (passive) tanky role with boosts and medium range flimsy damage, and short range brawling with better than average damage (maybe with a role bonus to active reps for solo play) would be optimal. So drake could retain its role as passive pve ship or medium range T1 booster with missile spewage, and the ferox would retain and further expand on its role as a blaster or rail damage boat, both able to stand against equally or smaller sized ships but not the larger ones without serious backup.
Inb4 obvious sperg for solo/small gang favoritism: Yes, I'm a lover of small gang casual PVP.
Best of luck with your endeavors. |

Tippia
Sunshine and Lollipops
10270
|
Posted - 2012.11.07 16:22:00 -
[528] - Quote
Acac Sunflyier wrote:They keep hinting to it's coming SoonGäó. But they're giving no hints at all to when. Before or after fan fest? Little more specifics please. GÇ£Next yearGÇ¥ and GÇ£when the balance passes are doneGÇ¥ is as specific as it gets.
There's no point in them giving a date that they can't predict with any certainty. Just train your cruiser and frigate skills to III now and nothing will happen. It's less than a week's training each. If you want to max out destroyers and BCs, that's a month and a half. You should have plenty of time. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan. |

LoRDa RaMOs
The Dark Space Initiative
22
|
Posted - 2012.11.07 16:23:00 -
[529] - Quote
Harvey James wrote:has anyone thought that maybe the problem is with arties having too high alpha damage rather than the rest being crap?
Agree, the alpha is too damn High! |

Kethry Avenger
PIE Inc. Praetoria Imperialis Excubitoris
49
|
Posted - 2012.11.07 16:27:00 -
[530] - Quote
I am excited to see the balancing changes go forward.
Looking forward for the Amarr Disruption BS in some soonish (TM) future.
Feel free to fit black ops changes, and a survivability buff to EAFs in there to.
Liking the changes to Command Ships and links. I would be ok with Mining links being able to stay off grid. I would also be ok with the other gang links working like bubbles, as long as the bubble was something large 200-500 km. easily covering most of a grid and covering any fast tackle you use to pin down a sniper or recon at range.
Oh! Just make an ORE Command Ship. Mining and Seige buffing, with bonus to drone damage hitpoints and mining. Then make it have a good tank like the other Command Ships so that it could survive on grid with a mining fleet.
CCP Fozzie wrote:Wanted to quickly address two of the more common points raised so far here:
- Skirmish links and the Amarr/Gallente command ships
We recognize that the skirmish links do fit especially well with Gallente blasterboats and the Gallente scram range bonuses. The initial plan here gives Skirmish to the Proteus for that reason, but it may prove a good idea to give skirmish bonuses to the Eos and Astarte as well. We are not going to rule out the possibility of making the Amarr command ships Armor/Info bonused and the Gallente command ships Armor/Skirm bonused. This would cause a significant disruption for the 7 of you that have the Eos trained specifically for Info links, but that may be a sacrifice worth making. Not going to make any promises now but it's on the table.
Unless TDs affect missiles please don't change this. Giving Amarr a little extra range to slow down Minmatar and others is good. Giving Gallente super range scrams would be bad. Not that flying in a mixed fleet wouldn't negate this point. But some of us take our race and roles more seriously than others. |

Berendas
Clandestine Vector THE SPACE P0LICE
324
|
Posted - 2012.11.07 17:08:00 -
[531] - Quote
Upon thinking about the Ferox and the proposed changes, I would be much in favor of turning it into a mid-range kiter. You can't really make it into a sniper without competing with, and losing to the Naga, and you can't really make it a blaster brawler without making it compete with the Brutix. A ship that operates in the ~20km range seems like the best middle ground if it is to stay a turret based ship. |

Archdaimon
NorCorp Enterprise No Holes Barred
120
|
Posted - 2012.11.07 17:10:00 -
[532] - Quote
I dislike that the same hull-type has different weapon systems depending on tech level.
Logic would dictate that hull indicated default weapon system. |

AMirrorDarkly
Ekchuah's Shrine Comporium Kill It With Fire
30
|
Posted - 2012.11.07 17:13:00 -
[533] - Quote
I love the direction going, particularly with command ships, but I have some concerns.
First off, tacling the on-grid issue, I 100% want boosters to be on grid, but call it what you will an optimal/fall off reduction in range etc, its a Nerf.
Not swapping the 3%/5% around between T3's and T2's, don't get me wrong I hate the 5% boost, but ...... Nerf.
I didn't see any mention of how equalising the tanking abilities of the Field/Fleet command ships is going to happen, realistically with the way these ships are treated and the fact they are going to be committed to grid they should all have tanks like the Damnation or better, but the fact this isn't addresssed kinda makes me assume that this will not be the case.... Maybe I'm hopping on the wrong conclusion, but by concern is that the bonus will just be removed and the fleet command ships will have less tank to meet the field command ship, ie a Nerf.
Then theres the bonus to DPS, while this seems like a fantastic idea in principle, the low slots that are currently being used for tanking will now have to compete with (insert damage mod of choice here) reducing the tank... Not a Nerf, but certainly not the bonus expected.
These ships NEED to be survivable, especially in large fleet engagements, these things are going to be primaried by 200+ Drakes or what ever ship is flavour of the month, they are going to be dead, most likely before the end of the first boost cycle, they aren't going to be able to be used off grid and have no means of escape because they are slow and have high sig radii, I would rather they did no DPS but had the tank of a Carrier if they are going to be on grid. Not to mention the automatic market turmoil and 5x increase in price of the warfare mindlinks when all the pods stuck in 0.0 bubbles die.
So basically, individually I totally agree with each and every change, but together collectively, it's going to be too much...... The skill chain to use them effectively is massive, and the cost of the ships+pod individually is significant, because they are such high value targets the risk of losing them in each engagement is high, and you are increasing the exposure of risk by forcing them quite rightly on to the grid into the fight where they belong, but they need to make an impact on the field a worth while one in line with the ISK/Risk ratio committed, and be able to hang around long enough to make that impact before they die.
Are you not trying to encourage people to use these ships??
|

Foolish Bob
The Dirty Rotten Scoundrels In Tea We Trust
6
|
Posted - 2012.11.07 17:29:00 -
[534] - Quote
AMirrorDarkly wrote: Are you not trying to encourage people to use these ships??
3% is still better than 0% so there's clearly an encouragement to use the ships. Survivability on grid might be a factor, but I remember in my youth long before tech 3 and wormholes command ships with the ehp of carriers roamed with fleets mocking the paltry damage that dared to think they could alpha them to oblivion. As long as care is taken there's no reason why this can't be again. |

Viribus
Love Squad Confederation of xXPIZZAXx
103
|
Posted - 2012.11.07 17:40:00 -
[535] - Quote
I still don't understand the people who agree that warfare links are bad for small gangs, but then say the solution is to make warfare links only available to large fleets by forcing them on-grid
Boggles the mind. |

AMirrorDarkly
Ekchuah's Shrine Comporium Kill It With Fire
30
|
Posted - 2012.11.07 17:43:00 -
[536] - Quote
Foolish Bob wrote:AMirrorDarkly wrote: Are you not trying to encourage people to use these ships??
3% is still better than 0% so there's clearly an encouragement to use the ships. Survivability on grid might be a factor, but I remember in my youth long before tech 3 and wormholes command ships with the ehp of carriers roamed with fleets mocking the paltry damage that dared to think they could alpha them to oblivion. As long as care is taken there's no reason why this can't be again.
With respect 0.1% is better than 0%
My statement is to in regards to encourage use over and above what is in place currently, which given the fact they are used so in frequently shows the balance of risk reward is not correct.
I don't think I've ever seen a Damnation (and by extension any) command ship with an EHP greater than 500k EHP and doing so compromises the ship in a large number of ways. The Alpha of today is far easier and greater with fleet sizes and Tier 3 BC's than of a few years ago also. |

Speak Silence
THORN Syndicate THORN Alliance
2
|
Posted - 2012.11.07 17:49:00 -
[537] - Quote
Dracko Malus wrote: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.
Remember who it is we are talking about. Since this was not addressed specifically I have no confidence that I will be able to board my favorite field command ship following the change.
So what will happen with the social based fleet command skills? Will warfare link specialist be required for all t2 command ships? Will command ships skill requirements stay the same even though they all have the same command link capability (numbers wise at least)? Will the skill be removed from as command ships tertiary requirements? Will existing CS pilots be granted this skill in the spirit of "if you could fly it before, you will be able to do so after the change"? |

baltec1
Bat Country
2741
|
Posted - 2012.11.07 17:59:00 -
[538] - Quote
Viribus wrote:I still don't understand the people who agree that warfare links are bad for small gangs, but then say the solution is to make warfare links only available to large fleets by forcing them on-grid
Boggles the mind.
The only small gangs that will suffer will be the "solo" gangs. |

Ranger 1
Ranger Corp
2728
|
Posted - 2012.11.07 18:09:00 -
[539] - Quote
Jame Jarl Retief wrote:Quote:Dominix: still remains a popular ship. It is fairly good, except for the drone mechanics themselves, which are terribly outdated. While we are not certain when this can be tackled, it definitely has high priority on our to-do list. That's great, but when? How can you balance a ship without knowing how drones will be fixed? Might as well leave it as it is, fix drones, and then re-balance all drone boats yet again to account for the drone changes. Quote:Hyperion: the hull could be improved, but again most of the issues come from passive versus active tanking problems Same as above, how can you balance the hull without knowing what the final solution will be to the whole tanking issue? Depending on how it's handled, the bonus on the hull could end up totally wrong, and powergrid/etc., could be way off, requiring a second rebalance which is coming who knows when. Wouldn't it make much more sense to fix armor and drones FIRST, and then balance the ships using them? Instead of balancing the ships for existing (admittedly terribly outdated) state, then fixing the outdated stuff, and then being forced to re-balance yet again? And PLEASE be careful with nerfing Megathron's hitpoints. Gallente have very few viable fleet ships as it is. If you turn a Mega into a close range blaster hull, you HAVE to do a good job on Hyperion, or do something magical about drones, to allow either Hype or Domi to be a good fleet ship. And finally, why is Scorpion set into a separate category (EWAR), but other races get no EWAR hulls of battleship size? Grossly unbalanced, if you ask me, giving one race an EWAR BS, while others get absolutely nothing. Either give all races their own EWAR BS, or change Scorp into an Attack Battleship. Fair is fair.
I tend to agree with your last point concerning racial EW battleships.
As to the rest, when they have mentioned that the balancing of a particular ship is in fact and issue with fixing a related game mechanic (heavy missiles, etc.) that is usually a pretty good indication that those issues will be dealt with as part of the balancing effort. In other words, they will be fixing the actual problem as part of the release, not starting a senseless series of balance iterations. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Lan Staz
Aperture Harmonics K162
18
|
Posted - 2012.11.07 18:21:00 -
[540] - Quote
AMirrorDarkly wrote:I don't think I've ever seen a Damnation (and by extension any) command ship with an EHP greater than 500k EHP and doing so compromises the ship in a large number of ways. The Alpha of today is far easier and greater with fleet sizes and Tier 3 BC's than of a few years ago also.
Is the problem here purely that there is a massive dependency on a single ship?
What about if FCs could assign a fleet boost priority to fleet members, then the boosts come from whoever has the highest priority on grid? You could have several boosters in the fleet, and the enemy would have to identify and kill them all to remove bonuses. Boosters could warp away and not leave the fleet exposed, etc. |

Lan Staz
Aperture Harmonics K162
18
|
Posted - 2012.11.07 18:27:00 -
[541] - Quote
Regarding disruption battleships, can't we have a neuting specialist Amarr BS (poor-man's Bhaal), a web-bonussed Minny BS and a Gallente BS that can fit a HIC bubble?  |

Foolish Bob
The Dirty Rotten Scoundrels In Tea We Trust
6
|
Posted - 2012.11.07 18:38:00 -
[542] - Quote
AMirrorDarkly wrote:Foolish Bob wrote:
3% is still better than 0% so there's clearly an encouragement to use the ships. Survivability on grid might be a factor, but I remember in my youth long before tech 3 and wormholes command ships with the ehp of carriers roamed with fleets mocking the paltry damage that dared to think they could alpha them to oblivion. As long as care is taken there's no reason why this can't be again.
With respect 0.1% is better than 0% My statement is to in regards to encourage use over and above what is in place currently, which given the fact they are used so in frequently shows the balance of risk reward is not correct. I don't think I've ever seen a Damnation (and by extension any) command ship with an EHP greater than 500k EHP and doing so compromises the ship in a large number of ways. The Alpha of today is far easier and greater with fleet sizes and Tier 3 BC's than of a few years ago also.
right, but 3% is hardly to be sniffed at, and this is eve; if there's an edge to be sought, then for sure people will do it. As long as your CS keeps up and stays alive for as long as possible then what more do you need from it? It also means that if you're in a fleet that can realistically project enough dps to alpha a fully tanked CS then you should start thinking about bait / backup cs to take over boosting as ships pop. Plus, if you've got enough dps to alpha a command ship (with the cs links up) then why as an FC do you care about them? There isn't a ship on the field that can stand your alpha, so you're far better off stripping off their ECM / dps / tacklers as fast as you can call the targets, in which case the CS are left till last (if it comes to that). All in all I think that they'll last a lot longer than you give them credit for.
Finally, to an extent your argument could be used to claim that the fact that you get large fleets with big alpha means that no-one will bring logi to a fight unless they can be allowed to operate off grid. After all, the loss of those ships from the fleet is arguably even more critical than the loss of the links, but logi wings function quite well on grid and in the face of having a lot less buffer than a tanked CS.
In conclusion there are clearly options for command ships on the field in large engagements (necessarily speaking only generally in the absence of detail of how this might manifest), and it'll just be up to the players to seek out the proper optimization strategy. I think that declaring the whole concept useless is rather premature. |

Irregessa
Obfuscation and Reflections
13
|
Posted - 2012.11.07 18:59:00 -
[543] - Quote
Terik Deatharbingr wrote:Pinky Denmark wrote:
Giving rails and beams a better alpha does not remove artillery as the very best alpha weapon of choice - The difference atm is HUGE and I only see advantages from closing the gap. Currently rail and beam ships have NO place in alpha fleets, but their dps will be a good trade off if the alpha gap is closed... I dont want it to become the same - just make rails and beams more viable for sniping.
he's got a point....don't bring them entirely in line...just bring them a little closer. When no other ship has a place in alpha fleet other than projectiles, obviously something is wrong.
FYI, HBC does not have a doctrine using minmatar battleships at this time. It is either Rokhs with rails or Navy Apocs with pulse lasers (plus the rarely called for, oddball Dreamcats - Nightmares, so again lasers). So how exactly are arties dominating again? The largest nullsec coalition in the game does not use them anymore. If something is wrong, I could argue it is with projectiles, not the other way around. |

Ziranda Hakuli
Relativity Holding Corp Relativity Alliance
134
|
Posted - 2012.11.07 19:19:00 -
[544] - Quote
CCP Fozzie wrote:Want to make this clear to everyone, the stuff in this blog is not coming on the 4th with Retribution. This blog covers some of what we are going to be working on in the beginning of next year.
As for the gang link nerf discussion. It's extremely clear that the addition of the 5% bonused T3s combined with the T2 gang link modules created a perfect storm with gang boosts. These have become far too powerful and it has become almost impossible to compete without a booster alt. We're not switching command ship and T3 bonuses straight up because 5% links are overpowered, so everyone should probably start getting used to that idea.
i have been waiting pateintly for the Tech3 Booster to get nerfed. completely wrong when it came out and CCP did not listen. I now see why they did not listen at first. They used them for the propaganda to nerf the BOOSTERS all around. Yeah the command ships get a boost but they are nerfed if you have no idea why.
In what many folks see is that CCP is giving the GOONs and their pets what they wanted. The command ships on grid when they invade a system they do not own. This is wrong the Command ship should be able to boost off grid. here lets go with an interesting history lesson.
Remember World War I where the Germans tried to invade france? I imagine many do. France's Defense with a good commander managed to keep the invading Germans at bay due to the French Defensive work.
You get the idea. French commander hanging back (command ship) dong what he thought was right. no where to be seen on front lines. his sub commanders doing the job he directed them. The German commander is in berlin no where to offer extra direction. So hopefully with that grey matter between the ears you will be able to figure it out. Or you can do some digging in the world of history and discover what happens to invading forces.
Now i do kinda agree that the Off Grid boosting needs to change. Its a pain when you cannot get to said booster. so I offer several suggestions for this 1> When inside a POS shield the command links shut down. and also increase the sig radius for each command module the ship is using. something like 10% per command link and 5% per command module OR 2> New high slot toy along with a new SKILL. Call it something like "System Communication Array" Category Leadership. Prereq skills; electronics 5, Electronic Warfare 4, Now I feel there should be a few more skills in there for this little item. It should be an active module that does not function within the POS shield. Now you have somethign sending out lots of communication to many pilots; therefore, it should have a sig radius large enough to see a star or just about. so it gives the command ship the sig radius increase of 400% each level in System Communication Array would decrease that down to 300% sig increase. if a Tech 2 version is down sig radius increase somewhere about 250%
DEVs use abuse the idea maybe you can get it to do something that sa I personally feel that suggestion #2 will satisfy many folks on both sides of the line. There are many people who Skill a command ship pilot solely for the reason for what he does. And many of the nullbears cry when they find a OGB boosting folks and discover its a titan hiding in a POS or some other type of booster. This would bring Warfare out in 0.0 to a diffrent level. keeping the OGB with a huge sig radius, forcing invading parties to incorporate scouts (probe ships) to locate these boosters. After all, Eve is about Team work in a sandbox.
|

Ranger 1
Ranger Corp
2728
|
Posted - 2012.11.07 19:20:00 -
[545] - Quote
Archdaimon wrote:I dislike that the same hull-type has different weapon systems depending on tech level.
Logic would dictate that hull indicated default weapon system. Not really. It is a time honored military tradition to take a basic hull and mount a variety of weapon/utility systems to it. Just look at the many variations applied to the same tank hulls the military uses... mounting everything from artilliary, to AA guns, to flame throwers, to bulldozers, to mine clearers, etc.
A hull is a hull, and variations of what is mounted on that hull is entirely within the realm of possibliity. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Ranger 1
Ranger Corp
2728
|
Posted - 2012.11.07 19:25:00 -
[546] - Quote
Speak Silence wrote:Dracko Malus wrote: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. Remember who it is we are talking about. Since this was not addressed specifically I have no confidence that I will be able to board my favorite field command ship following the change. So what will happen with the social based fleet command skills? Will warfare link specialist be required for all t2 command ships? Will command ships skill requirements stay the same even though they all have the same command link capability (numbers wise at least)? Will the skill be removed from as command ships tertiary requirements? Will existing CS pilots be granted this skill in the spirit of "if you could fly it before, you will be able to do so after the change"?
If you already have the ability to fly a given ship that will not be taken away regardless of how prerequisites may change. This has been specifically addressed many times. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Terik Deatharbingr
Redhogs Circle-Of-Two
254
|
Posted - 2012.11.07 19:26:00 -
[547] - Quote
Irregessa wrote:Terik Deatharbingr wrote:Pinky Denmark wrote:
Giving rails and beams a better alpha does not remove artillery as the very best alpha weapon of choice - The difference atm is HUGE and I only see advantages from closing the gap. Currently rail and beam ships have NO place in alpha fleets, but their dps will be a good trade off if the alpha gap is closed... I dont want it to become the same - just make rails and beams more viable for sniping.
he's got a point....don't bring them entirely in line...just bring them a little closer. When no other ship has a place in alpha fleet other than projectiles, obviously something is wrong. FYI, HBC does not have a doctrine using minmatar battleships at this time. It is either Rokhs with rails or Navy Apocs with pulse lasers (plus the rarely called for, oddball Dreamcats - Nightmares, so again lasers). So how exactly are arties dominating again? The largest nullsec coalition in the game does not use them anymore. If something is wrong, I could argue it is with projectiles, not the other way around.
So, awesome for HBC. But the bottom line is if you say the word alpha, 99% of eve automatically thinks of arty's...if you say you don't, you're lying or delusional. Yes, you can argue cycle time for fleet doctrines...but if you are looking for a fleet to alpha, ie take something out in one volley and you're not using projectiles....the only 2 logical reasons would be your fleet is so massive it doesn't matter or the entire fleet is already trained something else and you don't care. If your reason don't fall into one of these two, then it's sheer stubborness. |

ctx2007
Wychwood and Wells Beer needs you
171
|
Posted - 2012.11.07 19:31:00 -
[548] - Quote
Cool blog but not as cool as a bacon breakfast. |

Terik Deatharbingr
Redhogs Circle-Of-Two
254
|
Posted - 2012.11.07 19:32:00 -
[549] - Quote
Ziranda Hakuli wrote:CCP Fozzie wrote:Want to make this clear to everyone, the stuff in this blog is not coming on the 4th with Retribution. This blog covers some of what we are going to be working on in the beginning of next year.
As for the gang link nerf discussion. It's extremely clear that the addition of the 5% bonused T3s combined with the T2 gang link modules created a perfect storm with gang boosts. These have become far too powerful and it has become almost impossible to compete without a booster alt. We're not switching command ship and T3 bonuses straight up because 5% links are overpowered, so everyone should probably start getting used to that idea. i have been waiting pateintly for the Tech3 Booster to get nerfed. completely wrong when it came out and CCP did not listen. I now see why they did not listen at first. They used them for the propaganda to nerf the BOOSTERS all around. Yeah the command ships get a boost but they are nerfed if you have no idea why. In what many folks see is that CCP is giving the GOONs and their pets what they wanted. The command ships on grid when they invade a system they do not own. This is wrong the Command ship should be able to boost off grid. here lets go with an interesting history lesson. Remember World War I where the Germans tried to invade france? I imagine many do. France's Defense with a good commander managed to keep the invading Germans at bay due to the French Defensive work. You get the idea. French commander hanging back (command ship) dong what he thought was right. no where to be seen on front lines. his sub commanders doing the job he directed them. The German commander is in berlin no where to offer extra direction. So hopefully with that grey matter between the ears you will be able to figure it out. Or you can do some digging in the world of history and discover what happens to invading forces. Now i do kinda agree that the Off Grid boosting needs to change. Its a pain when you cannot get to said booster. so I offer several suggestions for this 1> When inside a POS shield the command links shut down. and also increase the sig radius for each command module the ship is using. something like 10% per command link and 5% per command module OR 2> New high slot toy along with a new SKILL. Call it something like "System Communication Array" Category Leadership. Prereq skills; electronics 5, Electronic Warfare 4, Now I feel there should be a few more skills in there for this little item. It should be an active module that does not function within the POS shield. Now you have somethign sending out lots of communication to many pilots; therefore, it should have a sig radius large enough to see a star or just about. so it gives the command ship the sig radius increase of 400% each level in System Communication Array would decrease that down to 300% sig increase. if a Tech 2 version is down sig radius increase somewhere about 250% DEVs use abuse the idea maybe you can get it to do something that sa I personally feel that suggestion #2 will satisfy many folks on both sides of the line. There are many people who Skill a command ship pilot solely for the reason for what he does. And many of the nullbears cry when they find a OGB boosting folks and discover its a titan hiding in a POS or some other type of booster. This would bring Warfare out in 0.0 to a diffrent level. keeping the OGB with a huge sig radius, forcing invading parties to incorporate scouts (probe ships) to locate these boosters. After all, Eve is about Team work in a sandbox.
You honestly believe CCP really cares what goons does on the whole? REALLY? Especially after the nerf techtanium and rebalance the mining barges?
Secondly...while I agree they should shut down boosting while inside a pos...the issue becomes the rorqual. if you force that ship to be on-grid....you will force that ship out of the game. No one is going to risk a 2+ billion isk ship that is stuck in place for a while and can't defend itself for an operation *mining* that isn't that profitable. |

Ranger 1
Ranger Corp
2728
|
Posted - 2012.11.07 19:59:00 -
[550] - Quote
Ziranda Hakuli wrote:CCP Fozzie wrote:Want to make this clear to everyone, the stuff in this blog is not coming on the 4th with Retribution. This blog covers some of what we are going to be working on in the beginning of next year.
As for the gang link nerf discussion. It's extremely clear that the addition of the 5% bonused T3s combined with the T2 gang link modules created a perfect storm with gang boosts. These have become far too powerful and it has become almost impossible to compete without a booster alt. We're not switching command ship and T3 bonuses straight up because 5% links are overpowered, so everyone should probably start getting used to that idea. i have been waiting pateintly for the Tech3 Booster to get nerfed. completely wrong when it came out and CCP did not listen. I now see why they did not listen at first. They used them for the propaganda to nerf the BOOSTERS all around. Yeah the command ships get a boost but they are nerfed if you have no idea why. In what many folks see is that CCP is giving the GOONs and their pets what they wanted. The command ships on grid when they invade a system they do not own. This is wrong the Command ship should be able to boost off grid. here lets go with an interesting history lesson. Remember World War I where the Germans tried to invade france? I imagine many do. France's Defense with a good commander managed to keep the invading Germans at bay due to the French Defensive work. You get the idea. French commander hanging back (command ship) dong what he thought was right. no where to be seen on front lines. his sub commanders doing the job he directed them. The German commander is in berlin no where to offer extra direction. So hopefully with that grey matter between the ears you will be able to figure it out. Or you can do some digging in the world of history and discover what happens to invading forces. Now i do kinda agree that the Off Grid boosting needs to change. Its a pain when you cannot get to said booster. so I offer several suggestions for this 1> When inside a POS shield the command links shut down. and also increase the sig radius for each command module the ship is using. something like 10% per command link and 5% per command module OR 2> New high slot toy along with a new SKILL. Call it something like "System Communication Array" Category Leadership. Prereq skills; electronics 5, Electronic Warfare 4, Now I feel there should be a few more skills in there for this little item. It should be an active module that does not function within the POS shield. Now you have somethign sending out lots of communication to many pilots; therefore, it should have a sig radius large enough to see a star or just about. so it gives the command ship the sig radius increase of 400% each level in System Communication Array would decrease that down to 300% sig increase. if a Tech 2 version is down sig radius increase somewhere about 250% DEVs use abuse the idea maybe you can get it to do something that sa I personally feel that suggestion #2 will satisfy many folks on both sides of the line. There are many people who Skill a command ship pilot solely for the reason for what he does. And many of the nullbears cry when they find a OGB boosting folks and discover its a titan hiding in a POS or some other type of booster. This would bring Warfare out in 0.0 to a diffrent level. keeping the OGB with a huge sig radius, forcing invading parties to incorporate scouts (probe ships) to locate these boosters. After all, Eve is about Team work in a sandbox.
In modern combat the attacking and defending forces are commanded from very near the front of a battle, usually in a modified APC. Yes, there are generals well behind the line (if even in the same country) calling the shots on strategy and objectives... but that is not commanding the troops so as to utilize them most effectively in an active battle.
Naval engagements (and ariel engagements for that matter) are handled in exactly the same way.
This has been covered many times in this thread and others. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Ranger 1
Ranger Corp
2728
|
Posted - 2012.11.07 20:08:00 -
[551] - Quote
Terik Deatharbingr wrote:Ziranda Hakuli wrote:CCP Fozzie wrote:Want to make this clear to everyone, the stuff in this blog is not coming on the 4th with Retribution. This blog covers some of what we are going to be working on in the beginning of next year.
As for the gang link nerf discussion. It's extremely clear that the addition of the 5% bonused T3s combined with the T2 gang link modules created a perfect storm with gang boosts. These have become far too powerful and it has become almost impossible to compete without a booster alt. We're not switching command ship and T3 bonuses straight up because 5% links are overpowered, so everyone should probably start getting used to that idea. i have been waiting pateintly for the Tech3 Booster to get nerfed. completely wrong when it came out and CCP did not listen. I now see why they did not listen at first. They used them for the propaganda to nerf the BOOSTERS all around. Yeah the command ships get a boost but they are nerfed if you have no idea why. In what many folks see is that CCP is giving the GOONs and their pets what they wanted. The command ships on grid when they invade a system they do not own. This is wrong the Command ship should be able to boost off grid. here lets go with an interesting history lesson. Remember World War I where the Germans tried to invade france? I imagine many do. France's Defense with a good commander managed to keep the invading Germans at bay due to the French Defensive work. You get the idea. French commander hanging back (command ship) dong what he thought was right. no where to be seen on front lines. his sub commanders doing the job he directed them. The German commander is in berlin no where to offer extra direction. So hopefully with that grey matter between the ears you will be able to figure it out. Or you can do some digging in the world of history and discover what happens to invading forces. Now i do kinda agree that the Off Grid boosting needs to change. Its a pain when you cannot get to said booster. so I offer several suggestions for this 1> When inside a POS shield the command links shut down. and also increase the sig radius for each command module the ship is using. something like 10% per command link and 5% per command module OR 2> New high slot toy along with a new SKILL. Call it something like "System Communication Array" Category Leadership. Prereq skills; electronics 5, Electronic Warfare 4, Now I feel there should be a few more skills in there for this little item. It should be an active module that does not function within the POS shield. Now you have somethign sending out lots of communication to many pilots; therefore, it should have a sig radius large enough to see a star or just about. so it gives the command ship the sig radius increase of 400% each level in System Communication Array would decrease that down to 300% sig increase. if a Tech 2 version is down sig radius increase somewhere about 250% DEVs use abuse the idea maybe you can get it to do something that sa I personally feel that suggestion #2 will satisfy many folks on both sides of the line. There are many people who Skill a command ship pilot solely for the reason for what he does. And many of the nullbears cry when they find a OGB boosting folks and discover its a titan hiding in a POS or some other type of booster. This would bring Warfare out in 0.0 to a diffrent level. keeping the OGB with a huge sig radius, forcing invading parties to incorporate scouts (probe ships) to locate these boosters. After all, Eve is about Team work in a sandbox. You honestly believe CCP really cares what goons does on the whole? REALLY? Especially after the nerf techtanium and rebalance the mining barges? Secondly...while I agree they should shut down boosting while inside a pos...the issue becomes the rorqual. if you force that ship to be on-grid....you will force that ship out of the game. No one is going to risk a 2+ billion isk ship that is stuck in place for a while and can't defend itself for an operation *mining* that isn't that profitable.
You are quite correct on your observations. However, if there "is" a problem with putting a Roqual at risk it will have to be addressed for other reasons as well.
The bubble (shield) around POS's will be going away when POS's are redone, so tactics that rely on sitting inside the bubble will not work any longer. You will either be outside in space, or docked inside the POS.
Roquals are best used when you know you have system control for a few jumps in all directions, or have overwhelming force (or excellent logistics available) in the same system the Roqual is deployed in. They really aren't intended for Larry, Larry, and my other brother Larry's 3 man mining corp to use. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Destriouth Hollow
Star-Destroying-Warlords Destiny's Call
5
|
Posted - 2012.11.07 20:09:00 -
[552] - Quote
http://community.eveonline.com/devblog.asp?a=blog&nbid=73530
Quote:Breaking Destroyers and Battlecruisers skills into four racial versions with an identical training multiplier (thus making it four times harder to get all races trained)
Let us repeat again: if you could fly it before, you will be able to do so after the change. Technically it means if you are able to fly an Oracle by having Amarr Cruisers 3 and Battlecruisers 3, we will remove the Battlecruisers skill from your character and give you Amarr Battlecruisers at 3. If you had Battlecruisers at 3 and Caldari Cruisers 3 instead, you would not receive Amarr Battlecruisers but the Caldari Battlecruisers skill at 3 instead. The same principle work with the Destroyers skill.
With this in mind, it becomes quite obvious to focus on training the Destroyers and Battlecruisers skills before the change to get the maximum return effect. We highly recommend you start doing so now.
I play EVE for arround 3 Months now. My plan was to skill for a Thanatos and Manufacturing to have a steady ISK-Income. After that i wanted to skill Battlecruisers to PvP with that ISK and live a fine life full of destroyed ships. Now this...... If Batttlecruiser 5 really multiplies my skillpoints in Battlecruisers by 4 (giving me 4 Skills on Level 5 where each one has the same multiplier) thats almost 3 months of skill-time i loose by not skilling battlecruisers right now. But I don't want to skill Battlecruisers yet....... That means i can decide between: 1. I Loose 3 months of skilltime 2. Loose over a month of higher income due less manufacturing slots and a weaker ratting-ship and no usefull progress. Is that really how it will be? Pest or cholera?
Will Battlecruiser 5 along with the minor Cruiser-skills really save me 3 months of skilling? Or will everybody only receive those Battlecruiser-Skills on 3 and decide on one to put up to 5?
Please tell me as it will decide how I play Eve in the coming 1,5 months......
regards Destriouth Hollow |

AgileDark Jakle
Tribal Liberation Force Minmatar Republic
0
|
Posted - 2012.11.07 20:19:00 -
[553] - Quote
just sayin i want pirate BCs they are one of the few that dont have faction ships =/
|

Tippia
Sunshine and Lollipops
10270
|
Posted - 2012.11.07 20:26:00 -
[554] - Quote
Destriouth Hollow wrote:That means i can decide between: 1. I Loose 3 months of skilltime 2. Loose over a month of higher income due less manufacturing slots and a weaker ratting-ship and no usefull progress. Is that really how it will be? Pest or cholera? Not really, no. I mean, yes, that's what you're choosing between, but it's no different from any other skilling decision you make in EVE: what do you want more? Immediate access to one thing at the cost of another, or immediate access to the other thing at the cost of the one? If you absolutely have to have those additional slots sand better ratting ship, then giving up progress in the BC are is the cost you pay. If you want to progress in BCs now, then those slots and other ship bonuses will have to wait.
Also, between now and then, there's every chance that you'll be able to get both. Oh, and you want to learn how to fly something along the lines of a BC looooong before you step into a Thanatos, so if the latter is delayed, it will only be a good thing. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan. |

Ranger 1
Ranger Corp
2728
|
Posted - 2012.11.07 20:34:00 -
[555] - Quote
Destriouth Hollow wrote:http://community.eveonline.com/devblog.asp?a=blog&nbid=73530Quote:Breaking Destroyers and Battlecruisers skills into four racial versions with an identical training multiplier (thus making it four times harder to get all races trained)
Let us repeat again: if you could fly it before, you will be able to do so after the change. Technically it means if you are able to fly an Oracle by having Amarr Cruisers 3 and Battlecruisers 3, we will remove the Battlecruisers skill from your character and give you Amarr Battlecruisers at 3. If you had Battlecruisers at 3 and Caldari Cruisers 3 instead, you would not receive Amarr Battlecruisers but the Caldari Battlecruisers skill at 3 instead. The same principle work with the Destroyers skill.
With this in mind, it becomes quite obvious to focus on training the Destroyers and Battlecruisers skills before the change to get the maximum return effect. We highly recommend you start doing so now. I play EVE for arround 3 Months now. My plan was to skill for a Thanatos and Manufacturing to have a steady ISK-Income. After that i wanted to skill Battlecruisers to PvP with that ISK and live a fine life full of destroyed ships. Now this...... If Batttlecruiser 5 really multiplies my skillpoints in Battlecruisers by 4 (giving me 4 Skills on Level 5 where each one has the same multiplier) thats almost 3 months of skill-time i loose by not skilling battlecruisers right now. But I don't want to skill Battlecruisers yet....... That means i can decide between: 1. I Loose 3 months of skilltime 2. Loose over a month of higher income due less manufacturing slots and a weaker ratting-ship and no usefull progress. Is that really how it will be? Pest or cholera? Will Battlecruiser 5 along with the minor Cruiser-skills really save me 3 months of skilling? Or will everybody only receive those Battlecruiser-Skills on 3 and decide on one to put up to 5? Please tell me as it will decide how I play Eve in the coming 1,5 months...... And i need to know it fast. If i start training it now and don't make it.... god..... I'm thinking about remaping into Spaceship command and use my spare remap to go back afterwards..... regards Destriouth Hollow If you do the little bit of extra training in the near future to get to the point where you can fly all BC's, you will be able to after the patch.
If you can't figure out how to plan for this change sometime in the next 4 months to a year from now, I really don't know what to tell you.  To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

MinefieldS
1 Sick Duck Standss on something
165
|
Posted - 2012.11.07 20:35:00 -
[556] - Quote
Can somebody explain to me why would anyone fit 2 different kinds of warfare links on 1 command ship if you can only have 1 mindlink? As ooposed to 2 command ships with 1 kind of links each and a corresponding mindlink in each pilot's brain.
Also, how much must I drink to make this question seem irrelevant to me? |

Destriouth Hollow
Star-Destroying-Warlords Destiny's Call
5
|
Posted - 2012.11.07 20:38:00 -
[557] - Quote
But usually when u decide between 2 ways of skilling it doesn't matter which to take first. You will have both after the same amount of time. SP = Time
Here in contrary its: Don't skill Battlecuiser now and you are an idiot! It costs you 3 months of skilling! If you were only going to need it in arround half a year: screw you! Don't to it and u will spend most of that time skilling!
Thats not really a fair tradeoff.
Quote:If you can't figure out how to plan for this change sometime in the next 4 months to a year from now, I really don't know what to tell you. :) If I would have 4 months there wouldn't even be a problem. But its set close after December 4. Thats hardly a month and really forcing it. 1,5 months of training Battlecruiser/Destroyer is half of my current time in EVE..... |

Grath Telkin
Sniggerdly Pandemic Legion
1064
|
Posted - 2012.11.07 20:40:00 -
[558] - Quote
@CCP Fozzie:
Have you considered a drastic change to the mindlinks with this since we'll be likely running multiple links or is this an attempt to force a choice and an intended consequence that you pick one particular set of leadership mods to boost while the others remain unboosted by the mindlink.
I know that we have many people who can and do fly multiple command ships and a gripe about the mindlinks has always been having to rip out an implant and plug in a new one (none too cheap fyi) everytime you shift ships.
A weaker universal mindlink, or even replacing the mindlink entirely with a new skill would probably be prefferable to having either A) unboosted leadership links or B) ripping out implants near constantly because if the goal is to get some of the other command ships in use Im curious if this change will exactly get it done, especially if the idea is to have Commands and t3 boosters to run multiple link types, it'll still be more efficient to simply focus on a single type of boosting than to spread the link types out and end up with 2-3 really weak links.
I mean, ask yourself, would you like a Damanation fully boosting armor and barely boosting skirmish becuase of the lack of a mindlink affecting the skirmish, or would you rather have a Damnation and a Claymore fully boosting each and which do you think is more likely to happen (you're a smart guy I know you know).
I mean if this is an inteded consequence thats fine but I think that you know how things will likely end up. |

Ranger 1
Ranger Corp
2728
|
Posted - 2012.11.07 20:40:00 -
[559] - Quote
MinefieldS wrote:Can somebody explain to me why would anyone fit 2 different kinds of warfare links on 1 command ship if you can only have 1 mindlink? As opposed to 2 command ships with 1 kind of links each and a corresponding mindlink in each pilot's brain.
Also, how much must I drink to make this question seem irrelevant to me? I don't think anyone is telling you that you have to use two different kinds of warfare links at the same time, although there are certainly instances where a lesser bonus might be far preferable to a 3rd warfare link that might not be appropriate to the fleet composition you are flying with at the time.
The point is that same hull has the versatility to pick with set of warfare links are appropriate to the fleet. You can then feel free to pilot it with a clone that has the approprate mind link in place. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Ranger 1
Ranger Corp
2728
|
Posted - 2012.11.07 20:42:00 -
[560] - Quote
Destriouth Hollow wrote:But usually when u decide between 2 ways of skilling it doesn't matter which to take first. You will have both after the same amount of time. SP = Time Here in contrary its: Don't skill Battlecuiser now and you are an idiot! It costs you 3 months of skilling! If you were only going to need it in arround half a year: screw you! Don't to it and u will spend most of that time skilling! Thats not really a fair tradeoff. Quote:If you can't figure out how to plan for this change sometime in the next 4 months to a year from now, I really don't know what to tell you. :) If I would have 4 months there wouldn't even be a problem. But its set close after December 4. Thats hardly a month and really forcing it. What part of your plan makes it critical for you to be able to fly all 4 races BC's?
Or are you simply worried that you are missing out on something you never plan to use.... To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Harvey James
Deep Core Mining Inc. Caldari State
106
|
Posted - 2012.11.07 20:45:00 -
[561] - Quote
Grath Telkin wrote:@CCP Fozzie:
Have you considered a drastic change to the mindlinks with this since we'll be likely running multiple links or is this an attempt to force a choice and an intended consequence that you pick one particular set of leadership mods to boost while the others remain unboosted by the mindlink.
I know that we have many people who can and do fly multiple command ships and a gripe about the mindlinks has always been having to rip out an implant and plug in a new one (none too cheap fyi) everytime you shift ships.
A weaker universal mindlink, or even replacing the mindlink entirely with a new skill would probably be prefferable to having either A) unboosted leadership links or B) ripping out implants near constantly because if the goal is to get some of the other command ships in use Im curious if this change will exactly get it done, especially if the idea is to have Commands and t3 boosters to run multiple link types, it'll still be more efficient to simply focus on a single type of boosting than to spread the link types out and end up with 2-3 really weak links.
I mean, ask yourself, would you like a Damanation fully boosting armor and barely boosting skirmish becuase of the lack of a mindlink affecting the skirmish, or would you rather have a Damnation and a Claymore fully boosting each and which do you think is more likely to happen (you're a smart guy I know you know).
I mean if this is an inteded consequence thats fine but I think that you know how things will likely end up.
Multiple jump clones spring to mind mm...
|

I'm Down
Macabre Votum Against ALL Authorities
133
|
Posted - 2012.11.07 20:46:00 -
[562] - 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.
|

Destriouth Hollow
Star-Destroying-Warlords Destiny's Call
5
|
Posted - 2012.11.07 20:47:00 -
[563] - Quote
I like lasers, drones und rockets. I don't care much for Minmatar though. But im currently enjoying to fly a Myrmidon and a Drake. I sadly can't really compete with other pvpers yet because of my weak skills. If I don't skill it now i will be stuck on one race......Skilling Battlecruisers to 5 is and will always be a very long skillway. Quadruppling/Trippling this is a thought that strikes fear into my eyes.
Saving 3mio SP on something u want in the longrun is a big deal if u only have arround 4,5mio Skillpoints. |

Grath Telkin
Sniggerdly Pandemic Legion
1064
|
Posted - 2012.11.07 20:47:00 -
[564] - Quote
Harvey James wrote:
Multiple jump clones spring to mind mm...
How is multiple jump clones going to help you run 2 or 3 differnt types of links on the same ship? |

Ranger 1
Ranger Corp
2728
|
Posted - 2012.11.07 20:47:00 -
[565] - Quote
Quote:I mean, ask yourself, would you like a Damanation fully boosting armor and barely boosting skirmish becuase of the lack of a mindlink affecting the skirmish, or would you rather have a Damnation and a Claymore fully boosting each and which do you think is more likely to happen (you're a smart guy I know you know).
If you have a Damnation and a Claymore pilot already available why would you not utilize them both to the fullest? Your argument makes zero sense.
If you don't have both pilots availabe, you can choose which is more valuable to your fleet and use the appropriately mindlinked clone to fly it... as opposed to not having that option at all. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Ranger 1
Ranger Corp
2728
|
Posted - 2012.11.07 20:48:00 -
[566] - Quote
Grath Telkin wrote:Harvey James wrote:
Multiple jump clones spring to mind mm...
How is multiple jump clones going to help you run 2 or 3 differnt types of links on the same ship? Pick the appropriate clone (and mindlink) for that particular fleet. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Tippia
Sunshine and Lollipops
10271
|
Posted - 2012.11.07 20:50:00 -
[567] - Quote
Destriouth Hollow wrote:Here in contrary its: Don't skill Battlecuiser now and you are an idiot! It costs you 3 months of skilling! So? Do you plan to get all four? When you plan to get them, will it make any real difference?
Quote:If I would have 4 months there wouldn't even be a problem. But its set close after December 4. Says who? GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan. |

Grath Telkin
Sniggerdly Pandemic Legion
1064
|
Posted - 2012.11.07 20:51:00 -
[568] - Quote
Ranger 1 wrote:Quote:I mean, ask yourself, would you like a Damanation fully boosting armor and barely boosting skirmish becuase of the lack of a mindlink affecting the skirmish, or would you rather have a Damnation and a Claymore fully boosting each and which do you think is more likely to happen (you're a smart guy I know you know).
If you have a Damnation and a Claymore pilot already available why would you not utilize them both to the fullest? Your argument makes zero sense. If you don't have both pilots availabe, you can choose which is more valuable to your fleet and use the appropriately mindlinked clone to fly it... as opposed to not having that option at all.
My argument isn't an argument, its a question directed at the guys making the change, and its fairly simple:
The ships are being redesigned to support multiple links, are the mindlinks going to be altered to follow this or is this intended game design to weaken links across the board on top of the already coming nerf (armor and skirmis boosts for example are going to be weakened on a t3, drastically, coupled with the fact that now some of the bonuses might not be mindlink boosted which means its in effect a double nerf to fully use the ship as designed)
I'm asking if this is on purpose or if its under consideration or if they hadn't thought of it as a consequence |

Destriouth Hollow
Star-Destroying-Warlords Destiny's Call
5
|
Posted - 2012.11.07 20:53:00 -
[569] - Quote
I plan to fly at least 3 of those races at some point. But currently each day of skilltime is really important to me. i swap arround between my 2 chars on a daily base because there are a few skills i want really badly. This is just ****** up.... |

Grath Telkin
Sniggerdly Pandemic Legion
1064
|
Posted - 2012.11.07 20:53:00 -
[570] - Quote
Ranger 1 wrote: Pick the appropriate clone (and mindlink) for that particular fleet.
By your logic the change is essentially useless then, and will have little to no effect, because in a non shocker thats exactly what you have to do now, so one might wonder whats the point in altering the command ships at all.
Why not leave the fleet comman as single bonus ships and instead of double stacking bonuses give the fleet commands the alternate bonus instead.
So like the Damnation gets the armor bonus and the Absolution can give a skirmish bonus. The idea of multiple bonuses off one hull seems wasted if they're not going to be fully bonused, eve is full of min maxers, and it seems silly to waste time programing something that simply wont be used. |

Harvey James
Deep Core Mining Inc. Caldari State
106
|
Posted - 2012.11.07 20:57:00 -
[571] - Quote
I'm Down wrote: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.
Like the drake needs more range ... more dps would be more useful Prophecy should have a HAM bonus along with the ogres And Apoc needs to lose it's OP optimal range bonus adds too much range for a weapon system that is already OP for range now maybe if Apoc becomes a droneboat that would not be a bad thing with HAMS also.. |

Irregessa
Obfuscation and Reflections
13
|
Posted - 2012.11.07 21:05:00 -
[572] - Quote
Grath Telkin wrote:Ranger 1 wrote: Pick the appropriate clone (and mindlink) for that particular fleet.
By your logic the change is essentially useless then, and will have little to no effect, because in a non shocker thats exactly what you have to do now, so one might wonder whats the point in altering the command ships at all. Why not leave the fleet comman as single bonus ships and instead of double stacking bonuses give the field commands the alternate bonus instead. So like the Damnation gets the armor bonus and the Absolution can give a skirmish bonus. The idea of multiple bonuses off one hull seems wasted if they're not going to be fully bonused, eve is full of min maxers, and it seems silly to waste time programing something that simply wont be used.
I do the multiple jump clone thing, which is all fine and well until you do something like jump into the skirmish clone for a fleet, the fleet fills up, is about to get underway, and then the FC asks if anyone can fly a damnation, because the one we had needed to log off and we can't leave without a damnation...
If the idea is that the you can use the same ship either for boosting one kind of links or boosting another, then this change to the fleet command ships is entirely economic. You aren't getting anything more out of the ship than you would by having two different ships each with one bonus, like we have now. That isn't a good reason to make changes to the ship.
I rather like Grath's idea of splitting the bonuses between the two command ships for the race. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
360
|
Posted - 2012.11.07 21:09:00 -
[573] - Quote
Irregessa wrote:Grath Telkin wrote:Ranger 1 wrote: Pick the appropriate clone (and mindlink) for that particular fleet.
By your logic the change is essentially useless then, and will have little to no effect, because in a non shocker thats exactly what you have to do now, so one might wonder whats the point in altering the command ships at all. Why not leave the fleet comman as single bonus ships and instead of double stacking bonuses give the field commands the alternate bonus instead. So like the Damnation gets the armor bonus and the Absolution can give a skirmish bonus. The idea of multiple bonuses off one hull seems wasted if they're not going to be fully bonused, eve is full of min maxers, and it seems silly to waste time programing something that simply wont be used. I do the multiple jump clone thing, which is all fine and well until you do something like jump into the skirmish clone for a fleet, the fleet fills up, is about to get underway, and then the FC asks if anyone can fly a damnation, because the one we had needed to log off and we can't leave without a damnation... If the idea is that the you can use the same ship either for boosting one kind of links or boosting another, then this change to the fleet command ships is entirely economic. You aren't getting anything more out of the ship than you would by having two different ships each with one bonus, like we have now. That isn't a good reason to make changes to the ship. I rather like Grath's idea of splitting the bonuses between the two command ships for the race. I'm not quite clear on why it's necessary to change the ship with the bonus set. Since the ships are designed to be both offensively capable and bonus givers and both use different weapons systems why lock a single bonus set with a particular weapons system? If the idea is that is is somehow better to force the ship to change with the clone can someone please explain the advantage there? |

DJ P0N-3
Table Flippendeavors
52
|
Posted - 2012.11.07 21:11:00 -
[574] - Quote
Destriouth Hollow wrote:If I would have 4 months there wouldn't even be a problem. But its set close after December 4. Thats hardly a month and really forcing it. 1,5 months of training Battlecruiser/Destroyer is half of my current time in EVE.....
Oh lord.
You do have at least four months. This is not happening in Retribution:
Quote:letGÇÖs take a peek into what we want to start tweaking next year.
plus
Quote:battlecruisers are indeed next to get through the tiericide revolution
plus
Quote:skill requirements will be modified when we are done overhauling tech1 battlecruisers and battleships.
equals: it's not happening all that soon. It's happening when the battlecruiser changes are rolled out. Fear not. You have some planning time. I promise that you will appreciate the love and kittens out of Battlecruiser V, though.
To save you some hunting through the thread for this, here is what you need for maximum reward:
Every racial frigate to IV Every racial cruiser to III Destroyers V Battlecruisers V
This will give you all of the new skills at V. The racial frigate to IV is only because you need it to inject the cruiser skills. If you only care about destroyers, you only need all of the frigates to III. The reason this works is that gives you the ability, pre-patch, to sit in every T1 destroyer and T1 battlecruiser in the game. That's all you need to get V in all of the new skills. |

Grath Telkin
Sniggerdly Pandemic Legion
1064
|
Posted - 2012.11.07 21:13:00 -
[575] - Quote
Irregessa wrote:
I rather like Grath's idea of splitting the bonuses between the two command ships for the race.
I'm just trying to get my head around it, it feels like they want to get the gallent Command ships out on the field and I back that idea, but why would you bother with unbonused information warfare links since they're not that strong, and as a command ship you'd probably obviously go with the bonus on armored warfare instead.
CCP fozzie joked that 7 people have trained for an Eos, this change, while helpful to those 7 people doesn't feel like it would get more people into an Eos unless they changed the midnlinks to affect multiple link types.
I do understand the jump clones thing, I mean we have the money to rip out the implants and press in new ones whenever we want, its not really about the cost as much as the functionality and what the players are more likely to do with the bonuses, coupled with the idea behind the changes in general. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
360
|
Posted - 2012.11.07 21:24:00 -
[576] - Quote
Grath Telkin wrote:Irregessa wrote:
I rather like Grath's idea of splitting the bonuses between the two command ships for the race.
I'm just trying to get my head around it, it feels like they want to get the gallent Command ships out on the field and I back that idea, but why would you bother with unbonused information warfare links since they're not that strong, and as a command ship you'd probably obviously go with the bonus on armored warfare instead. CCP fozzie joked that 7 people have trained for an Eos, this change, while helpful to those 7 people doesn't feel like it would get more people into an Eos unless they changed the midnlinks to affect multiple link types. I do understand the jump clones thing, I mean we have the money to rip out the implants and press in new ones whenever we want, its not really about the cost as much as the functionality and what the players are more likely to do with the bonuses, coupled with the idea behind the changes in general. 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. |

Blubsia
The Scope Gallente Federation
0
|
Posted - 2012.11.07 21:30:00 -
[577] - Quote
What about our red-headed stepchildren, HACs 
Ever since 2006 less than a handful are worth the pricetag....and in limited set-ups |

Grath Telkin
Sniggerdly Pandemic Legion
1064
|
Posted - 2012.11.07 21:31:00 -
[578] - Quote
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? |

Forlorn Wongraven
Habitual Euthanasia Pandemic Legion
23
|
Posted - 2012.11.07 21:33:00 -
[579] - Quote
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.
With the racial mindlink you only boost the racial warware link. So let's assume you have an armored mindlink and put two armor warfare mod and one skirmish warfare mod on your damnation only the armor warfare mods get their 50% boost.
Ugleb > and TDR won't log in so long as their core members are demotivated for whichever reason is in flavour this week |

Marlona Sky
D00M. Northern Coalition.
1822
|
Posted - 2012.11.07 21:39:00 -
[580] - Quote
What your edit said Grath.
Remove local, structure mails and revamp the directional scanner! |

Forlorn Wongraven
Habitual Euthanasia Pandemic Legion
23
|
Posted - 2012.11.07 21:43:00 -
[581] - Quote
Pretty much all CS need a serious overhaul anyway and with the proposed changes we might get a 100% damage bonus per weapon slot like Marauders have, so we end up with 4x weapon and 3x warfare slots in the end which will make fitting alot easier on the Eos. Ugleb > and TDR won't log in so long as their core members are demotivated for whichever reason is in flavour this week |

Marlona Sky
D00M. Northern Coalition.
1822
|
Posted - 2012.11.07 21:45:00 -
[582] - Quote
Now if info bonuses was changed to drone bonuses for HP, damage and speed; then an Eos for spank and tank would be an option.
Remove local, structure mails and revamp the directional scanner! |

Harvey James
Deep Core Mining Inc. Caldari State
106
|
Posted - 2012.11.07 21:48:00 -
[583] - Quote
Blubsia wrote:What about our red-headed stepchildren, HACs  Ever since 2006 less than a handful are worth the pricetag....and in limited set-ups
They are next line line after CS and T3 i hope. I hope they take their cue from the Attack cruisers less tank more gank and mobility. I'd love to see the deimos getting another falloff bonus and the eagle becoming a blaster boat too as naga kind of kills its role off. 75% sig reduction MWD for role bonus |

Tyberius Franklin
Federal Navy Academy Gallente Federation
360
|
Posted - 2012.11.07 21:53:00 -
[584] - 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. 2 things here: 1) The solution you propose doesn't just affect the Eos situation. It takes a (planned) hull which could go fully bonused either way, though admittedly not both and sends it in one direction. 2) Part of the goal seems to be to have not just the Damnation but also the Absolution, Eos and Astarte be viable vessels for this task (in the case of armor). Depending on how this is done we may not have the damnation stand out so far, or at all in any terribly great degree, as the go to ship of choice for armor boost because of tank. Remember that what we are looking at isn't simply a bonus change.
Though, both of those aside I'm still not seeing why this is inherently bad or detracts from anything. I'd love having a tanky Eos that fits in giving armor bonuses with a small group of domi's/ishtars. Or maybe a fully bonused laser using booster ship that I can fit armor links on. I'd rather gain choices than lose them since some might not use them. Also, why is this only coming up now while we've had multi-type bonusing T3's for a while? |

Ranger 1
Ranger Corp
2728
|
Posted - 2012.11.07 21:53:00 -
[585] - Quote
Grath Telkin wrote:Ranger 1 wrote: Pick the appropriate clone (and mindlink) for that particular fleet.
By your logic the change is essentially useless then, and will have little to no effect, because in a non shocker thats exactly what you have to do now, so one might wonder whats the point in altering the command ships at all. Why not leave the fleet comman as single bonus ships and instead of double stacking bonuses give the field commands the alternate bonus instead. So like the Damnation gets the armor bonus and the Absolution can give a skirmish bonus. The idea of multiple bonuses off one hull seems wasted if they're not going to be fully bonused, eve is full of min maxers, and it seems silly to waste time programing something that simply wont be used. Example: My character can only fly Amarr BC's. Currently, if I want to utilize the ship to it's fullest I can only boost Armor. After patch, if I want to utilize the ship to it's fullest I can boost Armor OR I can boost Skirmish, whichever is more appropriate (and remember, I am only skilled to fly Amarr BC's). The only thing I need to do is be in the appropriately linked jump clone.
As you say, EvE is full of min maxers so I'm sure you are quite familiar with the practice of having different jump clones outfitted with implants specific to different ships/fits/duties. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Irregessa
Obfuscation and Reflections
13
|
Posted - 2012.11.07 21:53:00 -
[586] - 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.
Maybe the idea is that once the battlecruiser skills are separated into the four racial versions, it will eventually be less prevalent that people will be able to fly all four races' command ships. In that situation, you might have someone who can fly the Eos but cannot fly the Damnation. Given the present trends in PvP ships, I think that would be incredibly unlikely, but that is the direction CCP seems to want people to go - to be focused on one, perhaps two, races of ships, not train all the things. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
362
|
Posted - 2012.11.07 22:01:00 -
[587] - Quote
Forlorn Wongraven 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. With the racial mindlink you only boost the racial warware link. So let's assume you have an armored mindlink and put two armor warfare mod and one skirmish warfare mod on your Damnation: only the armor warfare mods get their 50% boost from the 50 to 250 mil mindlink implant (depending on the type). Correct, but which ship is worse at giving armor bonuses, a 3% armor link bonused damnation or a 3% armor and skirmish bonused damnation? Neither.
Which ship allows you to use a HAM and skirmish (or possibly info based on dev coments) link bonused ship? The latter.
Which allows you to have 1 ship with some spare mods and a JC jump between 2 link types as needed? The latter.
So there is no disadvantage created here. Hence I'm asking why it is a bad thing. Because it may not be used? Because the least used may not see much of an increase? Neither of those are negative in any tangible way. |

Denegrah Togasa
Rifterlings Damu'Khonde
2
|
Posted - 2012.11.07 22:01:00 -
[588] - Quote
Between this change and the New ECM defense skills which are basically another required skill it feels like CCP hates new players and wishes to put even more of a emphasis on if you weren't here in the beginning **** off. |

Grath Telkin
Sniggerdly Pandemic Legion
1064
|
Posted - 2012.11.07 22:01:00 -
[589] - Quote
Tyberius Franklin wrote: Also, why is this only coming up now while we've had multi-type bonusing T3's for a while?
No we don't, I don't know who told you that but t3's boost one thing and one thing only, Loki's do skirmish, Legions do Armor, Tengus do Shield, and Proteus do Info (lol)
Ranger 1 wrote: As you say, EvE is full of min maxers so I'm sure you are quite familiar with the practice of having different jump clones outfitted with implants specific to different ships/fits/duties.
Ok so why would you ever pick an Eos over a Damnation? How often have you heard either a small gang FC or a large fleet FC go "Man i wish we had an Eos", or even head of a player purposely training for an Eos?
Again, I can do all of it, so I don't care one way or another, but I'm just trying to get the purpose behind the change and mitigate potentially wasted time while we still have the chance and the changes are fairly far off.
PL does in fact frequently run Skirmish Damnations now, its not that big of a deal by any stretch of the imagination, but if the goal here is to make the Eos line more desirable as a command ship I think this change might miss the mark if mindlinks aren't altered with it. |

Ranger 1
Ranger Corp
2728
|
Posted - 2012.11.07 22:02:00 -
[590] - Quote
Harvey James wrote:Blubsia wrote:What about our red-headed stepchildren, HACs  Ever since 2006 less than a handful are worth the pricetag....and in limited set-ups They are next line line after CS and T3 i hope. I hope they take their cue from the Attack cruisers less tank more gank and mobility. I'd love to see the deimos getting another falloff bonus and the eagle becoming a blaster boat too as naga kind of kills its role off. 75% sig reduction MWD for role bonus Actually I could see the Eagle becoming more of a mid range Rail boat with damage / tracking bonuses. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Tess La'Coil
Lightbringer's Sanctuary RAZOR Alliance
29
|
Posted - 2012.11.07 22:03:00 -
[591] - Quote
Tippia wrote:Dracko Malus wrote:Xercodo wrote:Skill requirements are only to START training the skill, not to keep it.
This means that you can still keep flying a carrier even if you lost battleship 5 since you still have the carrier skill. Incorrect, you're confusing skillbook requirements with Ship prerequesite to "activate" it. No, he's spot on. You don't need a single SP in Battleship to fly a Carrier. All you need is Carrier I, Capships I, and Jump Drives I. Those are the prereqs for a standard carrier and it doesn't matter that the Carrier skill has Battleship V (soon BS IV) as a prereq. Quote:If you loose BS5 of the race, you'll currently be purged from your ship. But you'd have to be pretty stupid.. as dying in an AlphaClone affects the highest multiplier skills.. and there are a lot more you'll have to burn through before loosing a BS5 skill. If the ship doesn't require BS V to fly GÇö in other words, if it's not a T2 battleship GÇö then losing that skill level makes no difference. Also, BS V is a very likely skill to be hit in the case of a podding. The SP loss mechanic doesn't care what multiplier the skill has; it just goes after whichever skill has the most SP in it, and BS V is 2M SP. Between Carrier IV (600k SP) and BS V (2M SP), you'll lose BS 5 first.
Please research before you make inaccurate claims: Source: http://wiki.eveonline.com/en/wiki/Pod_Death If you are pod killed while possessing more skill points than your clone is rated for, your highest ranked, highest level skill will lose training points. The amount lost depends on the difference between the maximum skill points of the clone and the number of skill points possessed by the pilot. The maximum amount of skill points that can be lost is 2,048,000.
And... http://wiki.eveonline.com/en/wiki/Chimera Clearly shows you, as will in-game pre-req show you that Caldari Battleship 5 is a secondary requirement for "Caldari Carrier" skill. There is no "standard carrier" there are only 4 racial carrier skills. Each currently require the Racial Battleship level 5 skill. Someone once said I was a muppet. If that's so, I'm quite sure the Swedish Chef is my brother.-á |

Tyberius Franklin
Federal Navy Academy Gallente Federation
362
|
Posted - 2012.11.07 22:05:00 -
[592] - Quote
Grath Telkin wrote:Tyberius Franklin wrote: Also, why is this only coming up now while we've had multi-type bonusing T3's for a while? No we don't, I don't know who told you that but t3's boost one thing and one thing only, Loki's do skirmish, Legions do Armor, Tengus do Shield, and Proteus do Info (lol). You are correct, my mistake. But that in no way addresses the bulk of my point. |

Ranger 1
Ranger Corp
2728
|
Posted - 2012.11.07 22:08:00 -
[593] - Quote
Grath Telkin wrote:Tyberius Franklin wrote: Also, why is this only coming up now while we've had multi-type bonusing T3's for a while? No we don't, I don't know who told you that but t3's boost one thing and one thing only, Loki's do skirmish, Legions do Armor, Tengus do Shield, and Proteus do Info (lol) Ranger 1 wrote: As you say, EvE is full of min maxers so I'm sure you are quite familiar with the practice of having different jump clones outfitted with implants specific to different ships/fits/duties.
Ok so why would you ever pick an Eos over a Damnation? How often have you heard either a small gang FC or a large fleet FC go "Man i wish we had an Eos", or even head of a player purposely training for an Eos? Again, I can do all of it, so I don't care one way or another, but I'm just trying to get the purpose behind the change and mitigate potentially wasted time while we still have the chance and the changes are fairly far off. PL does in fact frequently run Skirmish Damnations now, its not that big of a deal by any stretch of the imagination, but if the goal here is to make the Eos line more desirable as a command ship I think this change might miss the mark if mindlinks aren't altered with it. I understand where you are coming from on this, and I'm not trying to mindlessly be snarky to you (sorry if I came across that way).
I think you need to also keep in mind that ships like the Eos (in fact, the Eos in particular) are going to be radically changed. I strongly doubt that the Damnation is going to stand out from the pack in in strengths like it does today, and the Eos will likely be unrecognizable from it's current stats.
IE: I think the answer to your question will become more apparent as the hard data for the full set of changes (including changes to active tanking and the Drone interface) becomes available. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Sunrise Omega
Brutor Tribe Minmatar Republic
21
|
Posted - 2012.11.07 22:09:00 -
[594] - Quote
Quote:As a side note, as we announced a while ago, we are not pleased by having Warfare Links work outside the battlefield zone, and will be investigating options to move them on grid. Command and Tech3 ships providing that much of an advantage should commit to an engagement instead of being safely parked inside a POS bubble.
If they just go with "on-grid" then grid-fu will rule the day and you'll end up with boosters sitting at 2500+ km away from the fight.
They'll need to rework the booster system to be based on distance from your squad/wing/fleet booster. Within a certain radius from your booster, you get full effect, then a partial effect, then no effect. This would also create a way that you could introduce new modules and skills that affect the "full-boost" range vs the "partial-boost" range. Maybe you install a T2 module that boosts your range by 33%, or one that increases the distance between full boosts and no boosts.
This would also force fleets to pay more attention to keeping squads / wings near each other in order to get maximum leadership boosts. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
362
|
Posted - 2012.11.07 22:10:00 -
[595] - Quote
Tess La'Coil wrote:And... http://wiki.eveonline.com/en/wiki/ChimeraClearly shows you, as will in-game pre-req show you that Caldari Battleship 5 is a secondary requirement for "Caldari Carrier" skill. There is no "standard carrier" there are only 4 racial carrier skills. Each currently require the Racial Battleship level 5 skill. But I might be misunderstanding what you're saying here.. the way it looks atm is that you're saying I can activate any ship I have incomplete secondary/etc skills for. Which I can tell you, is not the case. Actually no, Caldari Carrier I alone is the secondary skill required. The rest under it are just the trail of perquisites for injecting Caldari Carrier. |

Grath Telkin
Sniggerdly Pandemic Legion
1064
|
Posted - 2012.11.07 22:10:00 -
[596] - Quote
IF ONLY FOZZIE WOULD PAY ATTENTION TO ME
|

Ranger 1
Ranger Corp
2728
|
Posted - 2012.11.07 22:15:00 -
[597] - Quote
Tess La'Coil wrote:Tippia wrote:Dracko Malus wrote:Xercodo wrote:Skill requirements are only to START training the skill, not to keep it.
This means that you can still keep flying a carrier even if you lost battleship 5 since you still have the carrier skill. Incorrect, you're confusing skillbook requirements with Ship prerequesite to "activate" it. No, he's spot on. You don't need a single SP in Battleship to fly a Carrier. All you need is Carrier I, Capships I, and Jump Drives I. Those are the prereqs for a standard carrier and it doesn't matter that the Carrier skill has Battleship V (soon BS IV) as a prereq. Quote:If you loose BS5 of the race, you'll currently be purged from your ship. But you'd have to be pretty stupid.. as dying in an AlphaClone affects the highest multiplier skills.. and there are a lot more you'll have to burn through before loosing a BS5 skill. If the ship doesn't require BS V to fly GÇö in other words, if it's not a T2 battleship GÇö then losing that skill level makes no difference. Also, BS V is a very likely skill to be hit in the case of a podding. The SP loss mechanic doesn't care what multiplier the skill has; it just goes after whichever skill has the most SP in it, and BS V is 2M SP. Between Carrier IV (600k SP) and BS V (2M SP), you'll lose BS 5 first. Please research before you make inaccurate claims: Source: http://wiki.eveonline.com/en/wiki/Pod_DeathIf you are pod killed while possessing more skill points than your clone is rated for, your highest ranked, highest level skill will lose training points. The amount lost depends on the difference between the maximum skill points of the clone and the number of skill points possessed by the pilot. The maximum amount of skill points that can be lost is 2,048,000. And... http://wiki.eveonline.com/en/wiki/ChimeraClearly shows you, as will in-game pre-req show you that Caldari Battleship 5 is a secondary requirement for "Caldari Carrier" skill. There is no "standard carrier" there are only 4 racial carrier skills. Each currently require the Racial Battleship level 5 skill. But I might be misunderstanding what you're saying here.. the way it looks atm is that you're saying I can activate any ship I have incomplete secondary/etc skills for. Which I can tell you, is not the case.
You only need the prerequisits when attempting to train the skill for the first time, not to fly the ship. If you somehow lost the prerequisit skill after training the primary skill (say Caldari carrier), or never had it in this case where the prerequisits are changing, you still have and can fly the Caldari carrier. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Tess La'Coil
Lightbringer's Sanctuary RAZOR Alliance
29
|
Posted - 2012.11.07 22:16:00 -
[598] - Quote
Tyberius Franklin wrote:Tess La'Coil wrote:And... http://wiki.eveonline.com/en/wiki/ChimeraClearly shows you, as will in-game pre-req show you that Caldari Battleship 5 is a secondary requirement for "Caldari Carrier" skill. There is no "standard carrier" there are only 4 racial carrier skills. Each currently require the Racial Battleship level 5 skill. But I might be misunderstanding what you're saying here.. the way it looks atm is that you're saying I can activate any ship I have incomplete secondary/etc skills for. Which I can tell you, is not the case. Actually no, Caldari Carrier I alone is the secondary skill required. The rest under it are just the trail of perquisites for injecting Caldari Carrier.
And seeing as Caldari Carrier has a higher multiplier, it will be gobbled up before the Battleship skill is consumed by dying in Alpha Clones.
Point still being, you cannot currently fly in a Carrier without having the BS skill. And it will never be possible, as the higher ranked skill loss will make you loose the prereq's from the top down.
Someone once said I was a muppet. If that's so, I'm quite sure the Swedish Chef is my brother.-á |

Ranger 1
Ranger Corp
2728
|
Posted - 2012.11.07 22:18:00 -
[599] - Quote
Tess La'Coil wrote:Tyberius Franklin wrote:Tess La'Coil wrote:And... http://wiki.eveonline.com/en/wiki/ChimeraClearly shows you, as will in-game pre-req show you that Caldari Battleship 5 is a secondary requirement for "Caldari Carrier" skill. There is no "standard carrier" there are only 4 racial carrier skills. Each currently require the Racial Battleship level 5 skill. But I might be misunderstanding what you're saying here.. the way it looks atm is that you're saying I can activate any ship I have incomplete secondary/etc skills for. Which I can tell you, is not the case. Actually no, Caldari Carrier I alone is the secondary skill required. The rest under it are just the trail of perquisites for injecting Caldari Carrier. And seeing as Caldari Carrier has a higher multiplier, it will be gobbled up before the Battleship skill is consumed by dying in Alpha Clones. Point still being, you cannot currently fly in a Carrier without having the BS skill. And it will never be possible, as the higher ranked skill loss will make you loose the prereq's from the top down. Unless you have a situation exactly like the one we are discussing in this thread, where the required prereq's are changing and you don't have the new ones. You will still be able to fly the ship. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
362
|
Posted - 2012.11.07 22:19:00 -
[600] - Quote
Tess La'Coil wrote: Point still being, you cannot currently fly in a Carrier without having the BS skill. And it will never be possible, as the higher ranked skill loss will make you loose the prereq's from the top down.
Actually, per the blog you can. |

Marlona Sky
D00M. Northern Coalition.
1824
|
Posted - 2012.11.07 22:29:00 -
[601] - Quote
And even if your fleet desired those amazing info bonuses; why pick the Eos over the Vulture? Most likely any recon type fleet will be shield tanked. So again, the Eos would be looked over.
Perhaps we do in fact need more combat link lines added. Drones and energy (nos, neut and smartbombs?) and even hull tanking links. Just some food for thought...
Remove local, structure mails and revamp the directional scanner! |

Tyberius Franklin
Federal Navy Academy Gallente Federation
362
|
Posted - 2012.11.07 22:32:00 -
[602] - Quote
Marlona Sky wrote:And even if your fleet desired those amazing info bonuses; why pick the Eos over the Vulture? Most likely any recon type fleet will be shield tanked. So again, the Eos would be looked over.
Perhaps we do in fact need more combat link lines added. Drones and energy (nos, neut and smartbombs?) and even hull tanking links. Just some food for thought... Are you saying no one would use info links with an armor fleet?
Also if we expand this beyond just looking at the Eos, as we should, what is wrong with my siege warfare boosting claymore/sleipnir in my shield nano gang? |

Tess La'Coil
Lightbringer's Sanctuary RAZOR Alliance
29
|
Posted - 2012.11.07 22:36:00 -
[603] - Quote
Tyberius Franklin wrote: Actually, per the blog you can.
Quote:Reimbursement details: With the way nested skill requirements work in EVE, it also means that you will still be able to fly an Apocalypse even if you donGÇÖt have the Amarr Battlecruiser skill trained at 4 after the change. It wonGÇÖt matter as long as you have the Amarr Battleship skill at the proper level.
Correct, and I was thinking the tree always worked from a high level multiplier down to a lower so you'd always first loose the highest skill.. this is right for almost all ship skills I came across so far, but I just found one that proves me wrong. (Capital Industrial 12x, prereq Capital Ships 14x.) so there you could loose Capital Ships skillpoints before you get purged from a Rorqual which would be the result of loosing Capital Industrial Ships. Someone once said I was a muppet. If that's so, I'm quite sure the Swedish Chef is my brother.-á |

Bouh Revetoile
Barricade.
157
|
Posted - 2012.11.07 22:49:00 -
[604] - Quote
Tess La'Coil wrote:And seeing as Caldari Carrier has a higher multiplier, it will be gobbled up before the Battleship skill is consumed by dying in Alpha Clones.
Point still being, you cannot currently fly in a Carrier without having the BS skill. And it will never be possible, as the higher ranked skill loss will make you loose the prereq's from the top down.
Can't you train a skill without the prereq if you already have it injected ?
I explain : you need BS5 to learn carrier skill, though, when carrier is injected, do you still need BS5 to only train it ? |

Grath Telkin
Sniggerdly Pandemic Legion
1066
|
Posted - 2012.11.07 23:00:00 -
[605] - Quote
Tyberius Franklin wrote:Marlona Sky wrote:And even if your fleet desired those amazing info bonuses; why pick the Eos over the Vulture? Most likely any recon type fleet will be shield tanked. So again, the Eos would be looked over.
Perhaps we do in fact need more combat link lines added. Drones and energy (nos, neut and smartbombs?) and even hull tanking links. Just some food for thought... Are you saying no one would use info links with an armor fleet? Also if we expand this beyond just looking at the Eos, as we should, what is wrong with my siege warfare boosting claymore/sleipnir in my shield nano gang?
Nothing is wrong with it, its fine, but of course its used now. Right now, the Claymore, Vulture, and Damnation all see heavy use, near constant. The Eos isn't used.
What we're asking is if they've thought about the fact that making this chagne, while great and allowing for diversity in the other command ships (which is great), wont see any increase in the use of the Eos unless you can get command links to cross over all leadership mods because in almost every situation the other 3 command ships are better.
And yes, I'm in fact telling you that nobody uses Infolinks in armor fleets. We have armor fleets now near constantly and they WOULD benefit from having info links, but those links aren't used because the fully bonuses skirmish and armor links are simply more important. |

Unseen Spectre
Shadow Eye Ops
1
|
Posted - 2012.11.07 23:03:00 -
[606] - Quote
@Fozzie While I think it is good to bring the BCs to the same general level of usefulness, I also think that each ship should somehow retain some of the characteristics it has previously been known for. In general the re-balanced BCs should be about the same overall level but with different capabilities. None of the ships should be nerfed totally into the ground.
In case of the drake I think it is important not to take a previously excellent ship and nerf it into a less than mediocre ship of its class. I like the drake even though I do not fly it often anymore. And although I think that many PVP will find this irrelevant I think the ship remains important for new players in PVE as a way to get a good start in EVE to earn isk through missions.
I think that the drake should retain its shield resists since the tank has already been indirectly nerfed via the heavy missile nerf (requiring to sacrifice some slots for additional range and damage modules to boost damage application). Since the drake is a rather slow ship it is difficult for it to run away (and it is relatively easy to catch up with). Therefore, I think it needs be durable and able to take some punishment (also relevant for PVE) and if the resist bonus is removed a substantial part of its tank is removed.
If you want to remove a slot, I think it should be a high-slot, unless you think of adding an 8th launcher to the ship. Anything else will negatively impact on tank and/or damage application.
I think that if the tank ability of the ship is removed the ship does not have much going for it anymore GÇô the dps is not that good, the tank will be rather low, the ship is quite slow, and the range has been significantly reduced, i.e. I do not think there will be much reason to fly it GÇô which I think is contrary to your re-balancing efforts to provide a reason to fly all of the ships. However, without knowing the details of the changes to the drake, it is difficult to make an evaluation of the re-balancing of the ship.
Of course, I totally agree that players should always do what is necessary in terms of cross-training, fittings etc. to keep their options open to be able to cope with the re-balancing, I just think that IF players choose to fly the drake they should have the choice in fittings to either field a strong (passive) tank/low damage or make some tradeoff in the fitting GÇô let the players make the choice. In the end it should remain a good viable ship in line with other BCs for both PVP and PVE.
Anyway, this is just my opinion, not that it matters much, and I am sure that there are plenty of players who disagree with me GÇô which they are fully entitled to :) . The drake should not be overpowered, but neither should it be underpowered just because it may have been overpowered for a long time.
|

Tanaka Aiko
ICE is Coming to EVE Goonswarm Federation
123
|
Posted - 2012.11.07 23:10:00 -
[607] - Quote
CCP Fozzie wrote:Reticle wrote:Quote:With this in mind, it becomes quite obvious to focus on training the Destroyers and Battlecruisers skills before the change to get the maximum return effect. We highly recommend you start doing so now. Translation: this change will be made on Dec 4th I'll come right out and say the skill changes will not come on December 4th with Retribution but that you should still seriously consider taking them into account when you pick your next skills. I hope the skill change will be announced at the very least 1 week before the change... 1 month would be better obviously.
also, what happen if you have a skill partially trained ? say I have BC4 trained at 50% to level 5, will I get racial 4 or 4+50% after change ?
|

Tippia
Sunshine and Lollipops
10273
|
Posted - 2012.11.07 23:12:00 -
[608] - Quote
Tess La'Coil wrote:Please research before you make inaccurate claims: Yes, please do: GÇ£ If your pod is lost and you donGÇÖt have a clone that covers all your skill points, the first points youGÇÖll lose will be from the skill your points are highest in.GÇ¥
IOW, you will lose SP from BS V (2M SP) long before you lose it from Carrier IV (600k SP) simply because you have more SP in the battleship skill. The rank only matters in so far as it means that at the same skill level, you will have more SP in a higher-ranked skill than in the lower-ranked one, so of the two, the higher-ranked skill will lose SP first. What actually matters for the skill selection is the amount of SP, not the rank.
The primary skill is Capital Ships I, the secondary skill is Caldari Carrier I, and the tertiary skill is Jump Drive Operation I. The wiki somewhat obscures this fact by not nesting the skills properly, but it's readily apparent in-game, as is it on a proper DB browser. Note how only three skills GÇö the primary, secondary, and tertiary GÇö are at the outmost layer. Only those three are the prerequisites for the ship GÇö only one skill can be primary; only one can be secondary; only one can be tertiary.
Caldari Battleship V is a prerequisite to the Caldari Carrier skill, but not to the Chimera. You can have 0 SP in Caldari Battleship and still fly the Chimera as much as you'd want. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
362
|
Posted - 2012.11.07 23:13:00 -
[609] - Quote
Grath Telkin wrote: What we're asking is if they've thought about the fact that making this chagne, while great and allowing for diversity in the other command ships (which is great), wont see any increase in the use of the Eos unless you can get command links to cross over all leadership mods because in almost every situation the other 3 command ships are better.
This is probably an argument that should be saved for the actual rebalance of the ships. We don't know how the Eos will shape up when the time comes. If the sole purpose was to get people in Eos's, then yes, this isn't the way to do it. However, since the goals seem more centered around giving command ships more variety and versatility overall, which does by necessity buff the Eos if done as planned, then all is going well I'd say. Not to mention that it raises the number of other boost ships from 3 to 7. |

Chico Marten
EVE University Ivy League
0
|
Posted - 2012.11.07 23:21:00 -
[610] - Quote
Chico Marten wrote:What is the rush to go to BC5, from what I can tell the last ships open up at BC3, you only need BC5 for the Command skill. Am I missing something?
My current plan is to train BC3 and racial Cruisers to 3.
rodyas wrote:^ T1 BCs still gain bonuses from each level of BC you have. Like a drake gets 5% more shield resistance and 5% kinetic damage for each lvl. You should at least train BC to lvl 4 for those bonuses. But lvl 5 does have more benefits then just unlocking the T2 ships.
Maybe i'm missing something but when I check the BC skillbook it makes no mention of additional bonuses per level. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
362
|
Posted - 2012.11.07 23:23:00 -
[611] - Quote
Chico Marten wrote:Chico Marten wrote:What is the rush to go to BC5, from what I can tell the last ships open up at BC3, you only need BC5 for the Command skill. Am I missing something?
My current plan is to train BC3 and racial Cruisers to 3. rodyas wrote:^ T1 BCs still gain bonuses from each level of BC you have. Like a drake gets 5% more shield resistance and 5% kinetic damage for each lvl. You should at least train BC to lvl 4 for those bonuses. But lvl 5 does have more benefits then just unlocking the T2 ships. Maybe i'm missing something but when I check the BC skillbook it makes no mention of additional bonuses per level. The bonuses are on the ships themselves. |

Tippia
Sunshine and Lollipops
10273
|
Posted - 2012.11.07 23:24:00 -
[612] - Quote
Chico Marten wrote:Maybe i'm missing something but when I check the BC skillbook it makes no mention of additional bonuses per level. Check the actual battlecruisers.
GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan. |

Deise Koraka
Caldari Investigations and Forensics
54
|
Posted - 2012.11.07 23:37:00 -
[613] - Quote
http://community.eveonline.com/devblog.asp?a=blog&nbid=73530
This megathron quote in particular: "Megathron: just like the Thorax on the cruiser level, the Megathron role will be changed slightly to make it less resilient, but more mobile so to make proper use of blasters. Think of it as a ship closer to the Typhoon in terms of speed and agility. Next to a Talos, it will be more durable, more flexible, but still cumbersome to have in small gangs."
The Gallente BS hulls already have roles; Hyperion, Dominix, Megathron are specialized ships that do their respective things well(and not so well). Dominix: AFK drone mission runner. Hyperion: General fail blaster boat Megathron: General use, malleable BS
Make the Hyperion the "BS thorax" and leave the mega alone.
.....unless you aren't going to touch the Faction and Marauder variants. Then I guess....it might be slightly ok. ____________________________ I am a carebear, and I support High Sec ganking and PvP. Just please, don't blow up my Hulk*. <3
*Mackinaw as of Inferno 1.2 |

Grath Telkin
Sniggerdly Pandemic Legion
1066
|
Posted - 2012.11.07 23:38:00 -
[614] - Quote
You should post it again, maybe they didn't read it the first time you posted it....or the second time |

Bercelak Cadwaladr
Day of Reckoning Inc. Eternal Evocations
0
|
Posted - 2012.11.07 23:44:00 -
[615] - Quote
There are two things concerning me:
First, an ETA for the skill change should be given (at least a "not within 3 months" would be nice), since you already said that we should start skilling for this change. Most of us have skill plans that are at least targeted for a short time and a long time goal, since this already requires us to make huge changes, it would be nice to know if we have to delay our short time goal (which in my case is substantial for one of my accounts to get profitable, but the long term goal is to have all races available at some point) or can add the skills behind it. And please make this ETA binding, since we rely on it.
Second: Skill times. It is already extremely hard for new players to get into BCs and bigger and being able to fly them with a decent fit. With changing the requirements (BS needs BC, Cruiser needs Destroyer), this time is already increased. If a new player then wants to fly pirate BSs too, this time is increased even further, because they need the Dessy and BC skills of that race too now. As i see it, time to get a BS as fast as possible (skipping Dessy and BC) is doubled; not considering implants/remappings and going to BS 3, which is the least necessary to get going, it's from ~9 to ~18 days and for pirate BSs from ~18 to ~36 days. This may seem small, especially compared to the other skills necessary for a decent fir, but for a new player this is huge, considering he is introduced with skills just taking a few hours, and makes the start into the eve universe much more disencouraging. I think the way to BS shouldn't take much longer than now, which could be accomplished by either reducing the requirements (BC just needs Cruiser 3 etc.), reducing the trainingtimes of the racial Dessy and BC skills or reducing the ship trainingtimes in general (e.g. reducing all ship skill multipliers, though which would lead to "unspent" skillpoints for players already having the skills).
Just my wall of text ;) |

Grath Telkin
Sniggerdly Pandemic Legion
1066
|
Posted - 2012.11.07 23:48:00 -
[616] - Quote
Bercelak Cadwaladr wrote:
First, an ETA for the skill change should be given (at least a "not within 3 months" would be nice), since you already said that we should start skilling for this change. Most of us have skill plans that are at least targeted for a short time and a long time goal, since this already requires us to make huge changes, it would be nice to know if we have to delay our short time goal (which in my case is substantial for one of my accounts to get profitable, but the long term goal is to have all races available at some point) or can add the skills behind it. And please make this ETA binding, since we rely on it.
He's pretty much bluntly stated in the most direct way I've ever seen CCP state that you should do it "now". In 6 years playing this game I've never had a dev come so imcredibly clean about what you SHOULD do so I'd take that exactly as its meant, if you care, alter your skill plan NOW. |

Grath Telkin
Sniggerdly Pandemic Legion
1066
|
Posted - 2012.11.07 23:51:00 -
[617] - Quote
Bercelak Cadwaladr wrote:Second: Skill times. It is already extremely hard for new players to get into BCs and bigger and being able to fly them with a decent fit.
its not that long....
Bercelak Cadwaladr wrote:With changing the requirements (BS needs BC, Cruiser needs Destroyer), this time is already increased. If a new player then wants to fly pirate BSs too, this time is increased even further, because they need the Dessy and BC skills of that race too now. As i see it, time to get a BS as fast as possible (skipping Dessy and BC) is doubled; not considering implants/remappings and going to BS 3, which is the least necessary to get going, it's from ~9 to ~18 days and for pirate BSs from ~18 to ~36 days. This may seem small, especially compared to the other skills necessary for a decent fir, but for a new player this is huge, considering he is introduced with skills just taking a few hours, and makes the start into the eve universe much more disencouraging. I think the way to BS shouldn't take much longer than now, which could be accomplished by either reducing the requirements (BC just needs Cruiser 3 etc.), reducing the trainingtimes of the racial Dessy and BC skills or reducing the ship trainingtimes in general (e.g. reducing all ship skill multipliers, though which would lead to "unspent" skillpoints for players already having the skills).
sorry bro, in the grand scheme of EVE, 36 days is a walk in the park. I trained for 9 months before I ever touched a battleship. |

Tess La'Coil
Lightbringer's Sanctuary RAZOR Alliance
29
|
Posted - 2012.11.08 00:00:00 -
[618] - Quote
Holy crap, I had no idea. I learn daily in EVE thanks :)
Someone once said I was a muppet. If that's so, I'm quite sure the Swedish Chef is my brother.-á |

Tess La'Coil
Lightbringer's Sanctuary RAZOR Alliance
29
|
Posted - 2012.11.08 00:04:00 -
[619] - Quote
Grath Telkin wrote: sorry bro, in the grand scheme of EVE, 36 days is a walk in the park. I trained for 9 months before I ever touched a battleship.
To be honest thats how it's supposed to be in my perspective.. not burning to a BS and being **** at it. First start using Frigs, which are now all going to be useful to use, you have a the whole range to try out to see what you like now before you have to go for a Dessy/Cruiser/BC/BS. It should be encouraged to use the smaller stuff before blowing your load in a bigger ship only to have it come out as dust.
Someone once said I was a muppet. If that's so, I'm quite sure the Swedish Chef is my brother.-á |

Marlona Sky
D00M. Northern Coalition.
1825
|
Posted - 2012.11.08 00:26:00 -
[620] - Quote
I still remember undocking in Jita with a Raven. I had only been playing for 14 days. The amount of local smack was amusing.
Remove local, structure mails and revamp the directional scanner! |

Herren Varno
Perkone Caldari State
4
|
Posted - 2012.11.08 01:34:00 -
[621] - Quote
Viribus wrote:I still don't understand the people who agree that warfare links are bad for small gangs, but then say the solution is to make warfare links only available to large fleets by forcing them on-grid
Boggles the mind.
QFT
I get the impression that a significant proportion of the Eve community thinks small gang = less than one hundred.
Ever since t3s could no longer be made unprobeable, there really has been no legitimate case for whining about them*. Whatever happened to HTFU? Go probe them out - make them warp or cloak-up.
*I realise that there's something to be said about use of links in POSs, but I don't really encounter such things in low-sec, and if I ever do, I'll just accept it as a home advantage and fight in another system/bring more dps. |

Maximus Andendare
The Scope Gallente Federation
5
|
Posted - 2012.11.08 01:48:00 -
[622] - Quote
Quesa wrote:. . .to give boni then maybe the answer. . . Please stop. The plural of bonus is bonuses, not boni. The fact that you continue using it and edited your earlier post to reflect this just makes you look stupider. |

Gypsio III
Chemikals Ministry of Inappropriate Footwork
426
|
Posted - 2012.11.08 02:03:00 -
[623] - Quote
I can't imagine that CCP would ignore warfare links themselves when redoing the ships that use them. Or mindlinks, for that matter. I'd expect mindlinks to be severely nerfed, so they're no longer the single most important factor controlling your link strengths, at which point the problem of having the wrong mindlink disappears.
I'd expect the skirmish links to be, ah, "rebalanced" too. |

GetSirrus
Imperial Academy Amarr Empire
11
|
Posted - 2012.11.08 02:12:00 -
[624] - Quote
CCP Fozzie wrote: ... Skirmish links and the Amarr/Gallente command ships We recognize that the skirmish links do fit especially well with Gallente blasterboats and the Gallente scram range bonuses. The initial plan here gives Skirmish to the Proteus for that reason, but it may prove a good idea to give skirmish bonuses to the Eos and Astarte as well. We are not going to rule out the possibility of making the Amarr command ships Armor/Info bonused and the Gallente command ships Armor/Skirm bonused. This would cause a significant disruption for the 7 of you that have the Eos trained specifically for Info links, but that may be a sacrifice worth making. Not going to make any promises now but it's on the table...
Can not recall if I was No6 or No7, but yeah, I'll take a hit for team accept that sacrifice. Speaking of the underdog Cmd ship - with the shift in drone bandwidth for the myrmidon - what can you say about current drone bonuses for the Eos? Personally given the option between the Eos and a Command Co-Processor on a myrm, it is vertical undock 19/20. |

Mars Theran
Tribal Liberation Force Minmatar Republic
386
|
Posted - 2012.11.08 02:13:00 -
[625] - Quote
CCP Fozzie wrote:ReK42 wrote: It's still a nerf to the boost itself and, in the context of everyone talking about removing off-grid boosting, it should not be taken lightly. Please don't CCP this and nerf a very important mechanic from both ends.
So I want to make clear that we don't have a timeline for when pushing links ongrid will be possible. It won't be happening at the same time as these other listed changes. 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? 
That doesn't actually sound too bad, but how do you place them? Target a ship and activate? Might be functional, but possible too limiting? idk, but I like that you're thinking about it.  zubzubzubzubzubzubzubzub |

Debir Achen
The Red Circle Inc.
31
|
Posted - 2012.11.08 02:15:00 -
[626] - Quote
Fon Revedhort wrote:Debir Achen wrote: One advantage of the current system is that the number of boosters needs to scale with the size of the fleet.
It is not. A blob of 250 man can be boosted by just one ship and the % gain they all receive is the same with the booster supporting just one ship. That's as stupid as logistics being able to 'stretch' their reps to heal 250 ships simultaneously with the same efficiency as when healing just one. No one sees a problem here  (1) Fleets are capped at a maximum of 250. For big null-sec battles, you do indeed need multiple identical boosters.
(2) Only a single ship/pilot's worth of boost can propagate to all 256 fleet members (well, 251, due to an annoying bug in the WC position). 5 further ship/pilot's worth of boost can propagate to 51 members each, and a bunch of pilots can give boosts to themselves and 9 others.
Now, you might claim that a single ship + mindlink can give all the boost that matters. That could be considered as an argument that said set of boosts is relatively overpowered (vs the other options), rather than a criticism of the hierarchical mechanics themselves.
That said, it might be interesting to disconnect gang-link (or even all) boosting and command. Consider a mechanic where any (and all, non-stacking) members of a squad provided their boosts to everyone on-grid (read "visible in 'everything' tab on overview") in the same squad. This would encourage spreading multiple boosting vessels throughout the fleet. Aren't Caldari supposed to have a large signature? |

Fon Revedhort
Monks of War
818
|
Posted - 2012.11.08 02:41:00 -
[627] - Quote
Debir Achen wrote: Now, you might claim that a single ship + mindlink can give all the boost that matters. That could be considered as an argument that said set of boosts is relatively overpowered (vs the other options), rather than a criticism of the hierarchical mechanics themselves.
No, it's the fubar mechanics.
The effect should proportionally decrease if the numbers go up, so that a full squad gets only 1/10 of what a minimal one receives. A full fleet of 256 results in privates getting just 1/250 of the nominal link strength from their fleet booster, 1/50 from the wing booster and so on.
This also means a blob will have to make trade-offs in their fleet composition, because it will no longer be possible to have all the links for the full effect. Isn't that great?
Then, upon adopting this fundamental principle CCP may have their hands finally untied to toss around any ideas, make links buble-like, grid-wide, make them rely on capacitor heavily and so on and so forth. 14 |

Trinkets friend
Sudden Buggery Swift Angels Alliance
507
|
Posted - 2012.11.08 02:45:00 -
[628] - Quote
"Jack Miton" wrote:There are some serious issues with the fleet boosting changes.
1. it's a 60% nerf to bonuses, going from 5% to 2% (since apparently T3s will be tougher with links fit and off grid boosting is going away). this is MASSIVE in terms of anything in EVE. I can't think of any other changes anywhere near this vast.
2. giving each boosting ship a bonus to 2 or 3 link types has several issues. a. it doesnt make sense from an EVE point of view b. it makes all caldari and gallente boost ships totally obsolete since everyone is going to pick skirmish+shield or skirmish+armour links from amarr or minmatar. c. this is one you may not care about but specialized boosting pilots that have all cruisers 5 trained will have 2-3 racial cruisers worth of wasted SP when these changes go through.
3. it's a severe nerf to smaller fleets/gangs fighting larger forces.
i hope these changes undergo re evaluation before becoming final.
1. It is this vast because, well, the bonus handed out by T3 OGB ships which are to all intents and purposes unscannable, is so vast. 45% vast, in fact.
2. a. I think it does make sense. Gallente get armour/info. They use armour tanking as their philosophy and face off against Caldari who use ECMs, so this strengthens them against their foes. Minmatar philosophy is fast shield kiting (well...as much as the mutable Minmatar have a tanking philosophy) so they get Skirmish and Siege. Caldari use ECM so they get Info links to increase their ECM optimal, strength and sensor integrity, and Siege links because of shield. Etcetera. These pairings are logical - CCP Fozzie's thoughtbubble about giving Gallente Skirmish would be good at making blaster boats more usable, but it would basically just turn into shield Astarte's.
b. I disagree. Maybe in w-space where it is all brawling at short ranges, dominated by T3 gangs with uber tank, logis and so on, this is true. However, in lowsec there is a greater use of Falcon alts, BB blobs and even ECM Drake blobs. This is a type of combat where sensor strength is key, and Info link utility is sorely, sorely needed. I would argue that pairing Armour/Info on an Eos and Shield/Info on a Vulture will see these ships proliferate in FW and lowsec fights, as you can now pair an Eos with a SFI gang, or a Vulture with a Drake gang, and avoid having a single Falcon 100% ruin your day. It will only be 50-75% chance of day ruinage.
c. This is an allegation predicated upon the OGB whiny Q.Q. IF you have trained all cruiser 5 and got into strat cruisers with WC4 and leadership skills so you can roll the whole suite of AFK boosting T3's, well, sucks to be you. Arguably you wasted 3 of the Cruiser 5 skills anyway as the 5 link Tengu fit everyone uses is pretty much de rigeur. In the end, maybe you should spend the time before this change hits in training BC5 and CS 5 on that toon (a sweet 80 days, plenty of time to spare) in order to convert your 4 racial Cruiser 5's into being across the Command Ships.
Oh, that's right. Aside from cloaking and being able to use ECCM's and moderate fitting skills, these alts you all have possess no gun, tanking or mobility skills at all because they were never intended to get shot at. So now we come to the crux of the problem, if it is indeed a problem, and that is that these toons all the anIs that in essence tears on behalf of an OGB booster alt? Om nom nom!
Now, as to these claims that OGB's are a leveller between small mobile/cloaky gangs and larger gangs (aka Nosirevbus's blather).
This is crap. Yes, cloaky T3/recon gangs gain benefits from having cloaky OGB booster alts, and Nosirevbus carries on at length about how they use their cloaking to control engagement parameters. Well, nerfing OGBs won't change that. unless I fell asleep and woke up playing Elite, your cloaky booster can uncloak on grid up to 500km away. Or more if you stretch the grid competently. This is far and away enough to allow you to maintain "control" of the situation. This then becomes a gripe about the nerf to bonus amount, and is in essence a complaint that cloaky T3/recon gangs only work via maintaining ridiculous range via 45% boosts and using faction dissys etc.
Is that the tears of an OGB booster alt? Om nom nom. You are engaging at 40-50km range with faction Dissy's in cloaky T3's only when you don't have ceptors on the field, or when you know you can DPS down the main gang so the ceptor is irrelevant. And since the latest T1 frigate patch, ceptors are worse than Condors with ASB setups anyway, so complaining a T3/recon cloaky gang is suddenly uncompetitive is bulldust, as T1 frigs these days are competitive. You might just have to wear a bit more risk and give up on engaging what you engaged before.
I am sure you can work out how to rewarp your cloaky booster T3 to the far side of the fleet, decloak it only when neccessary, and fight with its 2% boosts. You don't have to bring a fat slug of a Vulture or Damnation along (but they do make great bait!).
There is also a lot of whine about Mindlinks. Again, this is predicated upon people with OGB alts, who have been mainlined into being niche trained for a niche fit with a niche role, which is utterly safe from attack in any practical way, realising that you may as well drop 100M on a mindlnk because you'll never lose it. Now CCP expunges your niche by forcing your toons on-grid and the logic behind putting stupid implants in your head is gone, and...OMG, is that some OGB booster alt tears? Omnomnom.
Train Infomorph Psychology, mint a JC with Estal Arador, and roll a clean clone if you can't stomach a 2B pod loss. Everyone else does this - its not a problem with the availability of mindlinks or the fact to go Uber you will have to risk something in a CS. Taking submissions for "Trinkets friendly Advice Column" via evemail or private convo in-game. Anonymity sorta guaranteed.
|

Marlona Sky
D00M. Northern Coalition.
1831
|
Posted - 2012.11.08 03:27:00 -
[629] - Quote
In large fleets, deciding to put a gang link ship as squad commander to affect 9 guys is simply not even thought about. Now if the squad cap was 20 instead of 10, then it might be worth thinking about. Not to mention doubling the fleet cap which is desperately needed.
Remove local, structure mails and revamp the directional scanner! |

Sinzor Aumer
Atlas Research Group Aerodyne Collective
21
|
Posted - 2012.11.08 04:26:00 -
[630] - Quote
HANDS OFF TYPHOON! Before you give us Tech3 Battleships, the role of the Phoon is called "versatility". |

Dinsdale Pirannha
Pirannha Corp
393
|
Posted - 2012.11.08 05:07:00 -
[631] - 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
Because you guys recognized that drones are have been useless as a PvP platform for ages and you are about to wipe them out as a PvE platform with the new AI? |

Dinsdale Pirannha
Pirannha Corp
393
|
Posted - 2012.11.08 05:14:00 -
[632] - Quote
I can't read through 32 pages of posts, but after reading through the first 5. I realized how stupid or perhaps simply obtuse CCP devs are. You seem to believe that the cruiser hull re-balance is complete. News flash for you: now that you have altered T1 generic T1 cruiser hulls, you have impacted the relative performance of umpteen T2 and faction cruiser hulls.
The fact that you are now moving on to BC's and BS's whole ignoring the balance of cruiser hulls does not surprise me, since I lost all faith in the CCP dev's common sense long ago. |

Verlaine Glariant
Amphysvena
0
|
Posted - 2012.11.08 06:09:00 -
[633] - Quote
Nighthawk is in need of a boost long time ago. While you're at this please look into it www.amphysvena.org |

Galphii
Sileo In Pacis THE SPACE P0LICE
81
|
Posted - 2012.11.08 07:02:00 -
[634] - Quote
Since there are battleships with 8 turrets, it'd be nice to have battleships with 8 launchers, too. Yeah cruise missiles suck, but it wouldn't hurt to have the raven with 8 of them, and the typhoon with 7  |

Forlorn Wongraven
Habitual Euthanasia Pandemic Legion
25
|
Posted - 2012.11.08 07:08:00 -
[635] - Quote
Dinsdale Pirannha wrote:I can't read through 32 pages of posts, but after reading through the first 5. I realized how stupid or perhaps simply obtuse CCP devs are. You seem to believe that the cruiser hull re-balance is complete. News flash for you: now that you have altered T1 generic T1 cruiser hulls, you have impacted the relative performance of umpteen T2 and faction cruiser hulls.
The fact that you are now moving on to BC's and BS's whole ignoring the balance of cruiser hulls does not surprise me, since I lost all faith in the CCP dev's common sense long ago.
First Tech1, like it has been stated like a thousand times since March. Than Tech2/ Tech3 and Capitals. The gap between Tech1 and Tech2 will be small during this period, that will change when Tech2 is done. And that includes ALL Tech2 ships. You can't do everything at once, it will only lead to broken ships and balance again.
Ugleb > and TDR won't log in so long as their core members are demotivated for whichever reason is in flavour this week |

Viribus
Love Squad Confederation of xXPIZZAXx
104
|
Posted - 2012.11.08 07:18:00 -
[636] - Quote
Fon Revedhort wrote:Debir Achen wrote: Now, you might claim that a single ship + mindlink can give all the boost that matters. That could be considered as an argument that said set of boosts is relatively overpowered (vs the other options), rather than a criticism of the hierarchical mechanics themselves.
No, it's the fubar mechanics. The effect should proportionally decrease if the numbers go up, so that a full squad gets only 1/10 of what a minimal one receives. A full fleet of 256 results in privates getting just 1/250 of the nominal link strength from their fleet booster, 1/50 from the wing booster and so on. This also means a blob will have to make trade-offs in their fleet composition, because it will no longer be possible to have all the links for the full effect. Isn't that great? Then, upon adopting this fundamental principle CCP may have their hands finally untied to toss around any ideas, make links buble-like, grid-wide, make them rely on capacitor heavily and so on and so forth.
In an ideal world warfare links wouldn't exist at all, I don't see how it improves gameplay to have a single ship in a large fleet be significantly more powerful than a single ship on its own by virtue of the fleet having some dude's alt in an unkillable damnation or vulture. Are numbers not enough of an advantage or something? idgi. Maybe CCP just wants command ships to kill off small gang and solo for good
But of course CCP is stuck with their awful policy of not removing mechanics once implemented, no matter how bad they are for the game.
EDIT: But I like your idea if we're gonna be stuck with gang links, which evidently we are |

Roime
Shiva Furnace
1402
|
Posted - 2012.11.08 07:51:00 -
[637] - Quote
Dear Ytterbium,
props for one of the biggest (contentwise) dev blogs we've ever read! General direction is absolutely awesome, and answer many of the issues we players have been discussing or a long time <3
Like many have mentioned, armor vs shield balancing needs to be done before this next stage of tiericide, especially active armor. What can be seen from the ASB boom is that their level of reps is viable and promotes solo active tanking shenanigans (which result in very, very good fights for both parties), even though they have seemed a bit OP.
Active armor tanking modules are far beyond shield rep amount for many times the fitting cost. Simple example, from a ship with 7.5% per level bonus to armor rep amount and higher base armor resists:
Myrmidon, one XLASB: 337.9 hp/s Myrmidon, one XLSB II: 165.5 hp/s Myrmidon, one LAR II: 144.9 hp/s - UNFITTABLE, uses 156% of pg -
So improving the rep amount of medium and large modules (small reppers are fine) would be the first step. The whole idea of armor is to tank more. Shield has to tank less, otherwise there is never balance- shield has more mobility and dps. Cap usage is next thing, currently active armor tank on anything larger than frig means you also use a midslot for a cap booster (or two), negating the slot layout niche of armor.
The next big thing is rig penalties. Shield rigs have no (meaningful) penalty, armor has. Yes, both sig and speed are factors in tracking formula, but with MWD on armor tanks have a blown up sig as well, which leaves only speed, and that affects many, many more things than just tracking on the battlefield.
Solution suggestion- change rig penalties to total CPU amount for shield rigs, and pg for armor, or make MWD sig bloom affect shield tank sig more.
WILDCARD- expand all active armor rep bonuses to effectiveness of received remote reps. Brutix and Myrm fleets are go?
Quote:Brutix: this ship role conflicts a bit with the Talos, mainly because the latter is more mobile and packs more punch. 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.
I think Brutix is a brawler with superior tracking, while Talos is a kiter (btw if you nerf it's sig and speed too much, it becomes useless as mobility is it's saving grace), and I think just adding the one slot to lows, speed buff along with med repper buff will fix the ship.
Quote:Myrmidon: this vessel is mainly fine, but it couldnGÇÖt hurt giving it a bit more drone bandwidth and bay to make it more of an improvement when compared to the Vexor.
I love you long time! Obviously 100, not 125mbit/s.
Quote:Megathron: just like the Thorax on the cruiser level, the Megathron role will be changed slightly to make it less resilient, but more mobile so to make proper use of blasters. Think of it as a ship closer to the Typhoon in terms of speed and agility. Next to a Talos, it will be more durable, more flexible, but still cumbersome to have in small gangs.
But Mega is fine as it is? Cheaper version of Proteus, with heavy neut and more range. It really needs the current level of EHP to be viable.
Quote:Dominix: still remains a popular ship. It is fairly good, except for the drone mechanics themselves, which are terribly outdated. While we are not certain when this can be tackled, it definitely has high priority on our to-do list.
Very nice to hear :) Domi is more than fairly good, it is amazing. From highest dps (ok Vindi still beats it) brawler to ECM-immune pos basher to PVE, it Dominates. It only needs a visual facelift!
Quote:Hyperion: the hull could be improved, but again most of the issues come from passive versus active tanking problems
If LARs were more cap efficient, Hype could manage with just one cap booster for dual reps, and then you could move one mid to low slot, making room for more tank or even just one dmg mod. Obviously it needs more drones, both bay and b/w. It would be more useful in PVE, if large rails would track better.
All in all I commend you for the direction ship balance is heading <3 Shiva Furnace - recruiting again! |

Keko Khaan
Center for Advanced Studies Gallente Federation
13
|
Posted - 2012.11.08 08:11:00 -
[638] - Quote
Some interesting changes. However like many others i think ferox shouldnt be "sniper" but instead it should have rof or dmg bonus. Ive always hated that range bonus on turreted caldari boats like in blaster rokh for example.
Im not sure if i like carrier skill reduce idea or not. For me it would be nice as i have one carrier allready and support skills for it. So i could get another race carrier just by buying racial carrier skillbook without needing to train that racial BS to 5. On other hand i think capitals shouldnt be so "easy" to train.
Another thing which really wasnt related to that blog. Imho freighters are too easy to suicide gank in highsec atm. i think the main problem with highsec freighter ganks is these "new" tech 3 battlecruisers such as talos. Problem is that they are pretty cheap compared to BS and yet still they have 8 x large guns with nice dps and they can just melt freighters in easymode. Id like to see freighters EHP relooked to face these large guns from these cheap hulls. Before T3 battlecruisers people used BS's mostly i believe which would be kinda ok as BS's cost alot more. Alltho i think its good that we got rid of suicide gank insurance fraud thing. |

Kai'rae Saarkus
Ganja Labs Exodus.
28
|
Posted - 2012.11.08 08:30:00 -
[639] - Quote
CCP Fozzie wrote:Only rational integers need apply 
4.5 is a rational integer. So what happens in that case?
On the other hand, if he has 4.49% complete, it's an irrational number and he obviously gets nothing at all. Right?
http://www.purplemath.com/modules/numtypes.htm
|

Georgiy Giggle
REFORD Division REFORD
57
|
Posted - 2012.11.08 08:36:00 -
[640] - Quote
All I see: NERF, NERF, NERF.
CCP wonna make some gallente ships as fast as matar ships. Some amarr ships with same drone bonuses and bays as gallente ships. Some matar ships woth same missile bonuses as caldari ships.
Sure, first I have to see changes. But atm all I think is 'WTF?' Are you trying to make all ships same in use so dronelovers won't train gallente ships, speedy gonzalez won't look for matar ships and missilefans won't train caldari ships? All in one? Nah... Imho, eve is becoming too easy. Not mastering proprieties, won't become firmly established. - Confucius |

Georgiy Giggle
REFORD Division REFORD
57
|
Posted - 2012.11.08 08:55:00 -
[641] - Quote
And what about skills? I have bc lvl 5 and destroyers lvl 5. Does it mean that you will give me all racial destroyer and battlecruisers skills lvl5? Not mastering proprieties, won't become firmly established. - Confucius |

Jorma Morkkis
State War Academy Caldari State
218
|
Posted - 2012.11.08 09:06:00 -
[642] - Quote
Kai'rae Saarkus wrote:4.5 is a rational integer. So what happens in that case?
4 is integer. 5 is integer. 4.5 isn't integer. |

Gypsio III
Chemikals Ministry of Inappropriate Footwork
427
|
Posted - 2012.11.08 09:15:00 -
[643] - Quote
Georgiy Giggle wrote:And what about skills? I have bc lvl 5 and destroyers lvl 5. Does it mean that you will give me all racial destroyer and battlecruisers skills lvl5?
No, you're special, you'll lose those SP and receive all racial BC and destroyers to I. |

Bernard 2007
The Scarlet Storm
12
|
Posted - 2012.11.08 09:15:00 -
[644] - Quote
CCP Fozzie wrote:Want to make this clear to everyone, the stuff in this blog is not coming on the 4th with Retribution. This blog covers some of what we are going to be working on in the beginning of next year.
Thanks for that clarification ;) Now can I haz some moare?! ;p
1. If you have the following skills: Amarr Cruiser III Gallente Cruiser III Caldari Cruiser III Minmatar Cruiser III Battlecruiser V
Will you have: Amarr Cruiser IV Gallente Cruiser IV Caldari Cruiser IV Minmatar Cruiser IV Battlecruiser Racial skills V
After the rebalance? Or will cruiser levels stay the same?
2. Does these changes mean there's plans to shorten the racial training times? Aka make say Caldari Cruiser a 2x or 3x skill rather then a 5x like today?
3. Are you making EWAR Battleships for all races?
4. Is Gallente really that bad? I'm having tons of fun with my gallente pilot O.o And I've got near maxed pilots of all races |

Keko Khaan
Center for Advanced Studies Gallente Federation
13
|
Posted - 2012.11.08 09:18:00 -
[645] - Quote
Sinooko wrote:Give the Maelstrom comparable locking range to the Rokh.
Also strip shield booster bonus from battleships. Local reps are completely useless in blobs.
But they are still usefull in PVE and small gang PVP.. Blob warfare is not only warfare in eve and ships shouldnt be desinged only for blobs.
|

Sable Moran
Moran Light Industries
68
|
Posted - 2012.11.08 09:22:00 -
[646] - Quote
Bernard 2007 wrote:1. If you have the following skills: Or will cruiser levels stay the same?
Cruiser skill levels won't change.
Bernard 2007 wrote:2. Does these changes mean there's plans to shorten the racial training times? Aka make say Caldari Cruiser a 2x or 3x skill rather then a 5x like today?
No such plans.
Bernard 2007 wrote:3. Are you making EWAR Battleships for all races?
This has been answered in this thread. Read the blue posts.
Bernard 2007 wrote:4. Is Gallente really that bad? I'm having tons of fun with my gallente pilot O.o And I've got near maxed pilots of all races
It's situational. Sable's Ammo Shop at Alentene V - Moon 4 - Duvolle Laboratories Factory. Hybrid charges, Projectile ammo, Missiles, Drones, Ships, Need'em? We have'em, at affordable prices. Pop in at our Ammo Shop in sunny Alentene. |

Takeshi Yamato
Blue Republic RvB - BLUE Republic
555
|
Posted - 2012.11.08 09:42:00 -
[647] - Quote
Kai'rae Saarkus wrote:CCP Fozzie wrote:Only rational integers need apply  4.5 is a rational integer. So what happens in that case?
If it has a decimal point, it's not an integer.
|

Keko Khaan
Center for Advanced Studies Gallente Federation
13
|
Posted - 2012.11.08 09:50:00 -
[648] - Quote
Alara IonStorm wrote:Sinooko wrote:Give the Maelstrom comparable locking range to the Rokh.
Also strip shield booster bonus from battleships. Local reps are completely useless in blobs. I think they could do the best of both worlds make one the Shield Boost and the other the Artillery Ship. Maybe tracking, or Falloff on the Tempest, Dmg Bonus and 7 Turrets / 6 Mids 5 Lows. Or give the Shield Boost to the Tempest and make the Mael all Fleet.
No dont touch the tempest we dont want repping bonus for buffer tanked armor plated neut ship. We dont want repping bonus for shield buffer nano arty pest either. Its good as it is with either autocannons or artys. Also mael is good as it is. Mael should keep its repping bonus and autocannon option. Besides numerous mael alpha blobs in null says that mael is ok in blob warfare even with its repping bonus.. |

TheLast Poofighter
Squirrel Horde Habitat Against Humanity
4
|
Posted - 2012.11.08 10:35:00 -
[649] - Quote
What about off grid mining boosters? These will be nerfed as well? |

nikon56
UnSkilleD Inc. Reverberation Project
7
|
Posted - 2012.11.08 10:36:00 -
[650] - Quote
Keko Khaan wrote:Alara IonStorm wrote:Sinooko wrote:Give the Maelstrom comparable locking range to the Rokh.
Also strip shield booster bonus from battleships. Local reps are completely useless in blobs. I think they could do the best of both worlds make one the Shield Boost and the other the Artillery Ship. Maybe tracking, or Falloff on the Tempest, Dmg Bonus and 7 Turrets / 6 Mids 5 Lows. Or give the Shield Boost to the Tempest and make the Mael all Fleet. No dont touch the tempest we dont want repping bonus for buffer tanked armor plated neut ship. We dont want repping bonus for shield buffer nano arty pest either. Its good as it is with either autocannons or artys. Also mael is good as it is. Mael should keep its repping bonus and autocannon option. Besides numerous mael alpha blobs in null says that mael is ok in blob warfare even with its repping bonus.. no way i would have said it better
also don't touch the Megathron EHP, it's current role fits it perfectly, and it's ehp barely make him able to sustain alpha strike, reducing it would make it useless, because even a little speed buff will not be enought, cause it'll still be a slow ship whatever.
rebalancing doesn't mean nerf all the thing, and it appears that except maybe the myrm, most of the "rebalance" thing is just a giant nerf,
GG for making the hurricane useless in winter expansion.... you wnated to remove the arty nano shield one, guess what, it still fits you wanted to remove the 425 dual neut shield, guess what, it still fits
however, the armor one, well, is dead.
and in lowsec small gang, it is the more used cause it is the only one that gives you a chance against drake blobs, because of it's neut ability & tank (myrm could do, but since drone boats are the only one having there dps killed by sentry...no use in lowsec)
also FIX this issue, why my dones boats shall loose DPS to sentry when i tank them?
either make the entry not attacking drones, or make them damage the launcher / guns, this would be BALANCING |

Pinky Denmark
The Cursed Navy
245
|
Posted - 2012.11.08 10:53:00 -
[651] - Quote
Irregessa wrote:Terik Deatharbingr wrote:Pinky Denmark wrote:
Giving rails and beams a better alpha does not remove artillery as the very best alpha weapon of choice - The difference atm is HUGE and I only see advantages from closing the gap. Currently rail and beam ships have NO place in alpha fleets, but their dps will be a good trade off if the alpha gap is closed... I dont want it to become the same - just make rails and beams more viable for sniping.
he's got a point....don't bring them entirely in line...just bring them a little closer. When no other ship has a place in alpha fleet other than projectiles, obviously something is wrong. FYI, HBC does not have a doctrine using minmatar battleships at this time. It is either Rokhs with rails or Navy Apocs with pulse lasers (plus the rarely called for, oddball Dreamcats - Nightmares, so again lasers). So how exactly are arties dominating again? The largest nullsec coalition in the game does not use them anymore. If something is wrong, I could argue it is with projectiles, not the other way around.
The only reason HBC does no longer need maelstroms with artillery is because they have numbers- their numbers are so big they will be wasting damage due to arty reload time. Also I bet the enemy down south fight different from what HBC was facing half a year ago with CFC. If you have numbers to alpha people with hybrids and lasers why use the fragile Maelstroms?
FYI the Rokhs are nice because they are more difficult to kill than Maelstroms and as such you will have a more constant stream of dps and are less likely to lose half a fleet to a well placed bomb run. I really doubt Railguns is the reason for Rokhs to prevail down south, though ofcourse the hybrid buff definately made it viable. |

Mike Whiite
Keystone Industrial
76
|
Posted - 2012.11.08 11:25:00 -
[652] - Quote
What I consider a bit strange, is that BS are consideredfairly ballanced, while the Tier 3 BC's are to BS, what Tier 2 BC's are to cruisers.
I understand there is a role for BS at the moment, though I hoped it would be a little more than Large leet battles and Highsec Mission running.
I'd like to see some role for the BS's in smaller fleets, |

DeBingJos
Avalon Project Shadow Rock Alliance
434
|
Posted - 2012.11.08 11:28:00 -
[653] - Quote
I wonder if I'm the only one that regrets the tier 3 battlecruisers are in the game. Imo the game was better off without them. Ungi ma+¦urinn ++ekkir reglurnar, en gamli ma+¦urinn ++ekkir undantekningarnar. The young man knows the rules, but the old man knows the exceptions. |
|

CCP Fozzie
C C P C C P Alliance
2329

|
Posted - 2012.11.08 11:30:00 -
[654] - Quote
So about mindlinks..
- The fact that they are such a huge portion of the effectiveness of a booster isn't something we like
- The fact that people are forced to use multiple jump clones or pop a new expensive implant every time they want to switch link types isn't something we like
- The fact that they make the use of multiple gang link types at once so much worse isn't something we like
- The exact way to deal with these problems isn't something we have hammered out yet, but we'll keep you updated
And since questions keep coming up I'll clarify some skill stuff again:
Assuming you have the (insert race here) Cruiser skill to 3, the level of (insert race here) Battlecruiser you get after the change will be the same as your Battlecruiser level before the change, not your Cruiser level.
And we don't have a date to give you on the skill changes but here's what I can say:
- It won't happen in Retribution
- It won't happen until we release the BC and BS changes
- We can't commit to exactly when those changes will release yet
- But I have an internal estimate about when we'll get it done, and that estimate makes me smug out
- So if you're choosing between training those skills either sooner or later, choose sooner
Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
|

Fon Revedhort
Monks of War
821
|
Posted - 2012.11.08 11:37:00 -
[655] - Quote
Viribus wrote:Fon Revedhort wrote:Debir Achen wrote: Now, you might claim that a single ship + mindlink can give all the boost that matters. That could be considered as an argument that said set of boosts is relatively overpowered (vs the other options), rather than a criticism of the hierarchical mechanics themselves.
No, it's the fubar mechanics. The effect should proportionally decrease if the numbers go up, so that a full squad gets only 1/10 of what a minimal one receives. A full fleet of 256 results in privates getting just 1/250 of the nominal link strength from their fleet booster, 1/50 from the wing booster and so on. This also means a blob will have to make trade-offs in their fleet composition, because it will no longer be possible to have all the links for the full effect. Isn't that great? Then, upon adopting this fundamental principle CCP may have their hands finally untied to toss around any ideas, make links buble-like, grid-wide, make them rely on capacitor heavily and so on and so forth. In an ideal world warfare links wouldn't exist at all, I don't see how it improves gameplay to have a single ship in a large fleet be significantly more powerful than a single ship on its own by virtue of the fleet having some dude's alt in an unkillable damnation or vulture. Are numbers not enough of an advantage or something? idgi. Maybe CCP just wants command ships to kill off small gang and solo for good But of course CCP is stuck with their awful policy of not removing mechanics once implemented, no matter how bad they are for the game. EDIT: But I like your idea if we're gonna be stuck with gang links, which evidently we are Agreed, that's what remote boosting/repairing is for. It's: a) visible b) short-ranged c) of limited effect which goes down if you spread your remote mods over your gangmates d) requires lock and thus can be countered
Current link/gang-bonusing mechanics is FUBAR and the only issue CCP sees is its... system-wide nature. LOL? 14 |

Raziel Walker
Grey Templars Fidelas Constans
1
|
Posted - 2012.11.08 11:41:00 -
[656] - Quote
ReK42 wrote: I don't like the new 2 vs 3% choice, I believe it should be kept 3 vs 5%, but only give the 5% to the one racial boost.
You know they are Tech 3 strategic cruisers, renowned for their versatility. So how about having a subsystem that gives 5% bonus to one boost and another one that gives a 2% bonus to three boosts? |

Pinky Denmark
The Cursed Navy
245
|
Posted - 2012.11.08 11:42:00 -
[657] - Quote
Why the Ferox makes a bad sniper:
- Naga (same class) does more dps, better range and better alpha
- Railgun alpha will not be enough to kill even small ships before they warp away
- Railguns are good support with antimatter within 24km atm - but sucks a lot at range with other types
- Railguns already have the best range so doesn't really need a range bonus
- It is easy to get the drop on people at 0km, but difficult to make good use of snipers with poor alpha
- When you need tackle to keep people in place it is better to go in close with blasters than sit at range sniping
- Ferox is way too slow to get out of trouble vs. tacklers and other long range ships
-
The best thing the Ferox ever had going for it was the resist bonus. The Drake doesn't really need it but it has always been golden for the Ferox. Ferox is rarely targeted first because it was known for mediocre dps and a strong tank which meant you got away with many nice things during the battle.
Removing the range bonus instead might seem weird when trying to make railguns usefull, however railguns already have the longest range of their class and the range bonus seems to help the slow Ferox using blasters better. Remove the range bonus and instead try to make railguns more viable at close range instead with another bonus. I'd do this with with the damage bonus putting it in line with the rest of the hybrid line even though it doesn't help rails more than blasters but it is what makes the Ferox a nice ship in combination with the resist bonus...
The slow boat with no tracking bonus and no medslots for web/tracking computer will not be able to compete with the Brutix in short range, but have the tank and dps slug it out with railguns and antimatter between 10-24km as well as still being usefull with blasters at a much shorter range with the TE changes but will rely on someone webbing targets to get close.
If the agility and tracking of the Brutix is not enough to clearly make it a better blaster ship (add the armor changes too) then you can give ferox a optimal role bonus, the brutix a fall-off role bonus, and the same to the Harbinger and Hurricane/Cyclone. It should not be necesary but rather this than break the Ferox.
Trying to make the Ferox compete against the Naga and Eagle will ruin the ship we all love, instead of finally making it usefull... If people still use blasters on the Ferox it's because you guys buffed NULL range instead of nerfing Barrage and Scorch. Buffing the range on short range weapon systems has the obvious consequence of obsoleting the long range systems when it is so easy to get close to people with probes and other game mechanics...
Pinky |

Pinky Denmark
The Cursed Navy
245
|
Posted - 2012.11.08 11:48:00 -
[658] - Quote
The current mindlink prices are obscene because they are overpowered, but mostly because they don't drop enough. Would be ncie to have them in the LP store for a base price about 50m - just look at the mining foreman even though few of those should be lost ofcourse lol |

Sinzor Aumer
Atlas Research Group Aerodyne Collective
21
|
Posted - 2012.11.08 12:02:00 -
[659] - Quote
CCP Fozzie wrote:The fact that people are forced to use multiple jump clones or pop a new expensive implant every time they want to switch link types isn't something we like
The fact that they make the use of multiple gang link types at once so much worse isn't something we like
Why?
|
|

CCP Fozzie
C C P C C P Alliance
2332

|
Posted - 2012.11.08 12:22:00 -
[660] - Quote
Sinzor Aumer wrote:CCP Fozzie wrote:The fact that people are forced to use multiple jump clones or pop a new expensive implant every time they want to switch link types isn't something we like
The fact that they make the use of multiple gang link types at once so much worse isn't something we like
Why?
Normal implants give a small enough bonus that you may be incentivized to use the right clone with the right ship but you're not crippled if you don't. We don't want committing to a jumpclone to lock you out of 3/4 of your role options for the duration.
So mindlinks providing a modest bonus would be fine, but the bonus is too big a part of the overal picture at the moment, we'd like to move some of that bonus elsewhere. Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
|

Steven Shen
Raze Productions Li3 Federation
0
|
Posted - 2012.11.08 12:41:00 -
[661] - Quote
I hope a combination of drone link augmentor and drone navigation computor due to that the later one is so meaningless, and both have not enough worth to the slot. And, I also expect faction and deadspace drone fitting rather than just T2. |

Rek Seven
Probe Patrol Project Wildfire
465
|
Posted - 2012.11.08 12:42:00 -
[662] - Quote
CCP Fozzie wrote: Normal implants give a small enough bonus that you may be incentivized to use the right clone with the right ship but you're not crippled if you don't. We don't want committing to a jumpclone to lock you out of 3/4 of your role options for the duration.
A but off topic but that is kind of a problem with the loan system as a whole, with regards to implants. Flying shield ships with armor implants wouldn't do you much good and if you can't use your jump loan (due to recent use) then you might decide to just not participate in a fleet operation on that occasion.
You should add "swap clones" that allow you to switch between clones freely, as long as you are docked in the station that contains your clones. They see me trolling, they hating... |

Inquisitor Kitchner
Galaxy Punks Executive Outcomes
371
|
Posted - 2012.11.08 12:47:00 -
[663] - Quote
CCP Fozzie wrote: So mindlinks providing a modest bonus would be fine, but the bonus is too big a part of the overal picture at the moment, we'd like to move some of that bonus elsewhere.
Don't get me wrong I'm not a games developer, but surely the easy option is to nerf mindlinks and boost bonuses? "If an injury has to be done to a man it should be so severe that his vengeance need not be feared." - Niccolo Machiavelli |

Maeltstome
the unified Negative Ten.
110
|
Posted - 2012.11.08 13:05:00 -
[664] - Quote
Herren Varno wrote:Restricting the use of offgrid boosting will be bad for the smallest scale of pvp (i.e. most of the pvp in Low-sec).
No, it will be good. No more tengu's AB'ing at 2.5k/s with the mighty unscannable loki giving them mega buffs to speed and web range.
Solo pvp should be solo - using a second char to multibox should be harder since you have 2 chars to organize. Right now having a second chart just increases the effectiveness of your primary char by using off-grid boosting. |

Fon Revedhort
Monks of War
821
|
Posted - 2012.11.08 14:01:00 -
[665] - Quote
DeBingJos wrote:I wonder if I'm the only one that regrets the tier 3 battlecruisers are in the game. Imo the game was better off without them. I think so as well, but they may actually become balanced over time.
Also, their initial success have been yet another proof of how absurdly overtanked EVE is. DPS/tank ratio of tier3 BC is what all ships should have. Or close to it. And it had been that way before CCP introduced current rigs (favouring tank over damage) and buffed HPs by several times. 14 |

Bercelak Cadwaladr
Day of Reckoning Inc. Eternal Evocations
0
|
Posted - 2012.11.08 14:17:00 -
[666] - Quote
Grath Telkin wrote:Bercelak Cadwaladr wrote:Second: Skill times. It is already extremely hard for new players to get into BCs and bigger and being able to fly them with a decent fit.
its not that long.... Bercelak Cadwaladr wrote:With changing the requirements (BS needs BC, Cruiser needs Destroyer), this time is already increased. If a new player then wants to fly pirate BSs too, this time is increased even further, because they need the Dessy and BC skills of that race too now. As i see it, time to get a BS as fast as possible (skipping Dessy and BC) is doubled; not considering implants/remappings and going to BS 3, which is the least necessary to get going, it's from ~9 to ~18 days and for pirate BSs from ~18 to ~36 days. This may seem small, especially compared to the other skills necessary for a decent fir, but for a new player this is huge, considering he is introduced with skills just taking a few hours, and makes the start into the eve universe much more disencouraging. I think the way to BS shouldn't take much longer than now, which could be accomplished by either reducing the requirements (BC just needs Cruiser 3 etc.), reducing the trainingtimes of the racial Dessy and BC skills or reducing the ship trainingtimes in general (e.g. reducing all ship skill multipliers, though which would lead to "unspent" skillpoints for players already having the skills).
sorry bro, in the grand scheme of EVE, 36 days is a walk in the park. I trained for 9 months before I ever touched a battleship.
As i said, it seems for new players like a lot of time. I have a char in training for BS's for 5 months now and still have 2 months to go (if i don't have to get the Dessy and BC skills up within that time, since that are another 24 days). It just makes it harder for people who know that they want to fly bigger hulls, even though they can't properly fit them and further increases the 7 to 9 months to be able to "properly" fly them (e.g. for nullsec ratting).
CCP Fozzie wrote:And we don't have a date to give you on the skill changes but here's what I can say: - It won't happen in Retribution
- It won't happen until we release the BC and BS changes
- We can't commit to exactly when those changes will release yet
- But I have an internal estimate about when we'll get it done, and that estimate makes me smug out
- So if you're choosing between training those skills either sooner or later, choose sooner
I'm reading out of that that it's at least not happening within the next 2 months (assuming BC and BS changes aren't ready within one month after retribution). But since this is a relative small change and that you already seem to have a good idea what to do, it probably could be implemented within a week (if concentrated on). So i'm asking for an ETA for the BC and BS changes now, giving us at least a timespan within which we should get the skills up so we can adjust our skillplans according to that (and maybe make it possible to reach our short term goals before getting the skills). |

Omnathious Deninard
Extrinsic Operations
253
|
Posted - 2012.11.08 14:27:00 -
[667] - Quote
Are there any plans to rebalance T1 industrial ships or do you feel they are fine?
Something I have always thought would be fun to be able to do with the Dominix is to be able to use fighter drones with it. IMO this could be achieved by adding a secondary drone bay on the ship that could only hold fighters, thus resulting in the Dominix having, a 375m3 drone bay and a 25000m3 Fighter bay. Also the fighters should be unbonused from the hull. Ideas for Drone Improvement https://forums.eveonline.com/default.aspx?g=posts&m=1658683#post1658683
Updated 10/10/12 |

Ethan Revenant
Adhocracy Incorporated Adhocracy
19
|
Posted - 2012.11.08 14:32:00 -
[668] - Quote
[quote=CCP Fozzie]So about mindlinks..
- The fact that they are such a huge portion of the effectiveness of a booster isn't something we like
- The fact that people are forced to use multiple jump clones or pop a new expensive implant every time they want to switch link types isn't something we like
- The fact that they make the use of multiple gang link types at once so much worse isn't something we like
- The exact way to deal with these problems isn't something we have hammered out yet, but we'll keep you updated
/quote]
I'm a little confused. Mindlinks are probably the epitome of specialization, which y'all seem to like, but now you want them to be more generalized? And...we don't like command ships inherently being able to boost super-well, but by transferring the power away from the mindlink, now everyone will do it without having to commit to an implant?
Make no mistake, if mindlinks developed the ability to boost multiple things overnight I'd be pretty happy, and if the skills kept the status quo then I'd bite the bullet and train the skills, but I'm just puzzled by where you're trying to go with the specialization/versatility dichotomy.
Maybe I'm kind of bittervet about the "ohnoes, I have to jump clone to switch implants!" problem because w-space, though. |

Maeltstome
the unified Negative Ten.
111
|
Posted - 2012.11.08 14:33:00 -
[669] - Quote
Fon Revedhort wrote:DeBingJos wrote:I wonder if I'm the only one that regrets the tier 3 battlecruisers are in the game. Imo the game was better off without them. I think so as well, but they may actually become balanced over time. Also, their initial success have been yet another proof of how absurdly overtanked EVE is. DPS/tank ratio of tier3 BC is what all ships should have. Or close to it. And it had been that way before CCP introduced current rigs (favouring tank over damage) and buffed HPs by several times. It's really sad that we have no other options for this type of gaming, though. A ship of around 1 bil with corresponding increase in stats would be plain awesome. Instead we're stuck with overtanked faction/pirate battleships. FFS, I don't need this overtank and these extra EHPs! 
I think they where a much better introduction rather than other ships. Primarily jump freighters and marauders. T3 ships im still un-decided on due to missing the entire first year of their release. |

Pinky Denmark
The Cursed Navy
246
|
Posted - 2012.11.08 14:33:00 -
[670] - Quote
I agree - Tier 3 battlecruisers has not made the game any better... CCP's attempt to hide the imbalance is just a slap in the face towards anything but bombers hehe
But CCP still hit the nail on the head in 1 case: Creating a viable sniping platform (cheaper than battleships and mobile enough to get away with warping around)
Unfortunately they haven't realized it and instead want to focus on the dps role as attack class where you already have 2 competent attack/combat class alternatives for each race? 
Tier 3 ships are perfect for bombardment class battlecruisers and currently the best choice for making sniping viable again. Anything else will just make it another gank mobile to help campers, blobbers and griefers...
- Nerf the velocity to match other battlecruisers
- Nerf the scan resolution to match other battlecruisers (battleships have a bad scan resolution for a reason)
- Nerf agility/mass a bit (just enough to make ceptors able to catch them before warping away from a bad landing)
- Focus on the long range alpha guns and deter people from short range weapons
- Bonus towards dps and signature reduction with a role penalty to RoF can do it
- Remove drone bay on Talos
- Compensate drawbacks with more hitpoints
Pinky |

Warde Guildencrantz
TunDraGon
182
|
Posted - 2012.11.08 14:34:00 -
[671] - Quote
Rek Seven wrote: You should add "swap clones" that allow you to switch between clones freely, as long as you are docked in the station that contains your clones.
Do that. |

Holy One
254
|
Posted - 2012.11.08 14:40:00 -
[672] - Quote
I really don't think anyone wants to see a BS IV requirement for caps. Srsly. Its bad enough as it is. |

Voxinian
7
|
Posted - 2012.11.08 14:44:00 -
[673] - Quote
Benny Ohu wrote:With the Scorpion split into a separate line, there's room for more battleships, isn't there? Like a tracking disruption BS? :D
I hope the scorpion will be a bit less glass as it is now, as for defense/hp's it is like a T1 cruiser, but then at half the speed. And you can't fill up the midslots with shield modules cos you need them for ECM modules.
|

Sgt Napalm
Creative Cookie Procuring Brushie Brushie Brushie
6
|
Posted - 2012.11.08 14:52:00 -
[674] - Quote
CCP Fozzie wrote:Sinzor Aumer wrote:CCP Fozzie wrote:The fact that people are forced to use multiple jump clones or pop a new expensive implant every time they want to switch link types isn't something we like
The fact that they make the use of multiple gang link types at once so much worse isn't something we like
Why? Normal implants give a small enough bonus that you may be incentivized to use the right clone with the right ship but you're not crippled if you don't. We don't want committing to a jumpclone to lock you out of 3/4 of your role options for the duration. So mindlinks providing a modest bonus would be fine, but the bonus is too big a part of the overal picture at the moment, we'd like to move some of that bonus elsewhere.
I hope you really think this through before changing mindlinks to be less useful. There is/was a high bar of entry to be able to use mind links. The inconvince of jump clones is what separated a true command ship pilot over folks just flying the hull. I am perfectly happy with the current mindlink mechanic. Addressing off grid boosting would nullify a significant amount of the complaints before having to resort to the useful mindlinks.
|

Archinquisitor
Eve Defence Force Fatal Ascension
17
|
Posted - 2012.11.08 14:59:00 -
[675] - Quote
CCP Fozzie wrote:Intaki Kauyon wrote:CCP: Would like a more clear representation of the BC/Destroyer skill changes. Quote:Reimbursement details: GÇóLet us repeat again: if you could fly it before, you will be able to do so after the change. Technically it means if you are able to fly an Oracle by having Amarr Cruisers 3 and Battlecruisers 3, we will remove the Battlecruisers skill from your character and give you Amarr Battlecruisers at 3. If you had Battlecruisers at 3 and Caldari Cruisers 3 instead, you would not receive Amarr Battlecruisers but the Caldari Battlecruisers skill at 3 instead. The same principle work with the Destroyers skill. GÇó With the way nested skill requirements work in EVE, it also means that you will still be able to fly an Apocalypse even if you donGÇÖt have the Amarr Battlecruiser skill trained at 4 after the change. It wonGÇÖt matter as long as you have the Amarr Battleship skill at the proper level.
With this in mind, it becomes quite obvious to focus on training the Destroyers and Battlecruisers skills before the change to get the maximum return effect. We highly recommend you start doing so now.
That's all fine and well. But while you are warning us on what to train now, please help us understand the change. You talk about BC skills translating based on the race you own via Cruiser or Frigates, but you don't say how that translates based on reverse. For instance: If I have currently: BC to V Gall Cruiser to V but Caldari Cruiser to IV Do I get each one of the 4 BC new skills to V just becuase of current BC is V, or do I get: Gall BC to V but Caldari BC to IV ? In that case you would get both racial battlecruiser skills to V. You'll get exactly the same level of bonus to your ships after the skill change as you did before it, and since you only need the cruiser skills to 3 to fly those BCs and getting cruiser higher doesn't give bonuses to the BCs, any cruiser skill levels beyond 3 don't matter. Antoine Jordan wrote:So if I have Battlecruisers V and Amarr Cruiser III, after the patch I'll have Amarr Battlecruiser V, right? So that I can fly them to the same effectiveness I could before the patch. This is correct.
Hooray and thank you!!!
This is the clarification we have been waiting for since you started talking about destroyer/BC skill changes. Nice one, no mention of "subject to change". Therefore quoted for eternity. |

Voxinian
7
|
Posted - 2012.11.08 15:01:00 -
[676] - Quote
Besides from the revision of ships can please also something be done about ship insurances for faction and T2 ships. With T1 ships you can insure most ships for the 100% value, with faction and T2 ships even at max insurance you get crap in return. How about an option to insure it to a value you can set yourself. So if I want to insure a Scorpion Navy that I can insure it for 300 mil. With solo PVP I mostly fly cheap T1 ships cos you get nothing back if you lose a T2 or a faction ship. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
176
|
Posted - 2012.11.08 15:06:00 -
[677] - Quote
The tears from linkscrubs in here please me greatly
Get to it CCP, links need a thrashing! |

Sinzor Aumer
Atlas Research Group Aerodyne Collective
22
|
Posted - 2012.11.08 15:22:00 -
[678] - Quote
CCP Fozzie wrote: So mindlinks providing a modest bonus would be fine, but the bonus is too big a part of the overal picture at the moment, we'd like to move some of that bonus elsewhere.
Fair enough.
Inquisitor Kitchner wrote:Don't get me wrong I'm not a games developer, but surely the easy option is to nerf mindlinks and boost bonuses? Easy option doesnt mean right option. I'd better redistribute most of the bonuses to be based on the proficiency at ship. You know, those 2% and 3% are so tiny - I dont even understand what's the buzz all about it. It's not even worth effort to skill for Command ships 4 and Orca 4, leave alone to 5. |

Miregar Shakor
Brutor Tribe Minmatar Republic
25
|
Posted - 2012.11.08 15:51:00 -
[679] - Quote
Bouh Revetoile wrote:I explain : you need BS5 to learn carrier skill, though, when carrier is injected, do you still need BS5 to only train it ?
Yes, you do.
I was training Covert Ops IV when I got podded, without having an up-to-date clone. The Skill Clone Penalty was Electronic Upgrades from V to IV. My training for Covert Ops IV stopped, with this in the log:
[ 2010.10.24 09:32:59 ] (info) To learn that skill requires having already learned the following skills: Electronics Upgrades : Level 5. |

Tippia
Sunshine and Lollipops
10283
|
Posted - 2012.11.08 15:54:00 -
[680] - Quote
Miregar Shakor wrote:Bouh Revetoile wrote:I explain : you need BS5 to learn carrier skill, though, when carrier is injected, do you still need BS5 to only train it ? Yes, you do. I was training Covert Ops IV when I got podded, without having an up-to-date clone. The Skill Clone Penalty was Electronic Upgrades from V to IV. My training for Covert Ops IV stopped, with this in the log: [ 2010.10.24 09:32:59 ] (info) To learn that skill requires having already learned the following skills: Electronics Upgrades : Level 5. \o/ Finally, some empirical data! Excellent to know GÇö aside from the GÇ£don't need to flyGÇ¥ bit, it's always been a bit hazy how it works for the skill training.
GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan. |

Omnathious Deninard
Extrinsic Operations
253
|
Posted - 2012.11.08 16:06:00 -
[681] - Quote
Miregar Shakor wrote:Bouh Revetoile wrote:I explain : you need BS5 to learn carrier skill, though, when carrier is injected, do you still need BS5 to only train it ? Yes, you do. I was training Covert Ops IV when I got podded, without having an up-to-date clone. The Skill Clone Penalty was Electronic Upgrades from V to IV. My training for Covert Ops IV stopped, with this in the log: [ 2010.10.24 09:32:59 ] (info) To learn that skill requires having already learned the following skills: Electronics Upgrades : Level 5. Won't this same thing apply when trying to train skills after the battle cruisers and destroyers skills are split up? Ex can to continue to train battleships without first training battle cruisers up to 4 Ideas for Drone Improvement https://forums.eveonline.com/default.aspx?g=posts&m=1658683#post1658683 Updated 10/10/12 |

Cpt Gobla
No Bullshit Jokers Wild.
138
|
Posted - 2012.11.08 16:09:00 -
[682] - Quote
I do have one question,
many of these changes seem to rely on shield vs armor tanking being balanced as well as active vs passive tanking also being balanced.
When would those changes be coming?
Because even at the cruiser level those imbalances are noticeable, though not to quite such an extent as with BCs and BSs where they make entire hulls sub-optimal.
It seems rather odd to balance ships with the express purpose of making sure each and everyone is viable whilst having underlying balance issues that make several of those ships unviable delayed until later.
To put it more simply, what's the use in balancing a ship that's going to remain unbalanced anyway until the tanking situation is resolved? So can we expect those tanking changes to come at the same time as the BC changes? |

nikon56
UnSkilleD Inc. Reverberation Project
7
|
Posted - 2012.11.08 16:17:00 -
[683] - Quote
Omnathious Deninard wrote:Miregar Shakor wrote:Bouh Revetoile wrote:I explain : you need BS5 to learn carrier skill, though, when carrier is injected, do you still need BS5 to only train it ? Yes, you do. I was training Covert Ops IV when I got podded, without having an up-to-date clone. The Skill Clone Penalty was Electronic Upgrades from V to IV. My training for Covert Ops IV stopped, with this in the log: [ 2010.10.24 09:32:59 ] (info) To learn that skill requires having already learned the following skills: Electronics Upgrades : Level 5. Won't this same thing apply when trying to train skills after the battle cruisers and destroyers skills are split up? Ex can to continue to train battleships without first training battle cruisers up to 4 to be honnest, i think one shall at least have BC4 before training BS |

I'm Down
Macabre Votum Against ALL Authorities
133
|
Posted - 2012.11.08 17:08:00 -
[684] - 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. |

Marlona Sky
D00M. Northern Coalition.
1838
|
Posted - 2012.11.08 17:19:00 -
[685] - Quote
Skill point loss is dumb. Plain and simple. Get rid of clone upgrade costs. The only thing it does is punish older players for playing the game and discouraging players from flying edge-of-the-seat ships that die a lot resulting in pod loss.
Remove local, structure mails and revamp the directional scanner! |

Harvey James
Deep Core Mining Inc. Caldari State
109
|
Posted - 2012.11.08 17:23:00 -
[686] - Quote
Well presumably CS will get an 18/19 fitting slots being the T2 variant as atm CS only get 17 slots and tier2 bc's get 18. Except minnie CS that have 18 slots? god know's why :P
A note on links besides exchanging the info for skirmish on the gal CS as they are the second speed race and need it and amarr are more disruption based.
Maybe add a new drone based link boosting all the drone stats to varying degrees and add them as options to the EOS and legion. replacing the skirmish link on the legion and EOS to add more racial flavour and give people a reason to use the EOS and drone fleets in general. That and drones really need a overhaul and this would help differentiate things a little more.
Also on the idea of AOE links i assume the info link would need more range to be useful on e-war ships but i would propose a strength penalty to balance the extra range. I would encourage the armour and siege links to be the shortest ranged links as the focus on buffing tanks which is a brawling fighting style. And the skirmish could be inbetween as speed ships will be spread out more and will have a harder time staying in range and would have a more moderate penalty for the slight extra range. |

Ravcharas
GREY COUNCIL Nulli Secunda
186
|
Posted - 2012.11.08 17:25:00 -
[687] - Quote
Fon Revedhort wrote:Also, their initial success have been yet another proof of how absurdly overtanked EVE is. DPS/tank ratio of tier3 BC is what all ships should have. Or close to it. And it had been that way before CCP introduced current rigs (favouring tank over damage) and buffed HPs by several times. 
Part of why Eve combat is exciting is because it doesn't happen at the drop of a hat, there's no instancing arenas so you need to actually go out of your way to pick a fight. But comparing how long it can take to get a fight to how quick it is over, I wouldn't mind a slight cut to dps overall.
Holy One wrote:I really don't think anyone wants to see a BS IV requirement for caps. Srsly. Its bad enough as it is.
I want more carriers out there. And JDO5 is enough of a wait. |

Grath Telkin
Sniggerdly Pandemic Legion
1070
|
Posted - 2012.11.08 17:33:00 -
[688] - Quote
CCP Fozzie wrote:So about mindlinks..
- The fact that they are such a huge portion of the effectiveness of a booster isn't something we like
- The fact that people are forced to use multiple jump clones or pop a new expensive implant every time they want to switch link types isn't something we like
- The fact that they make the use of multiple gang link types at once so much worse isn't something we like
- The exact way to deal with these problems isn't something we have hammered out yet, but we'll keep you updated
Ok thanks Fozzie for the fast response, it sounds like you guys had already thought of exactly what we saw when we looked at the proposed changes.
Sgt Napalm wrote: I am perfectly happy with the current mindlink mechanic.
The current mindlink mechanic is in fact fine with the current set of command ships, however the proposed changes to commandships are pretty intense and reworking the mindlinks or the way they interact with the command modules is the only real way to make the actual changes workable. |

Omnathious Deninard
Extrinsic Operations
253
|
Posted - 2012.11.08 17:33:00 -
[689] - Quote
nikon56 wrote:Omnathious Deninard wrote:Miregar Shakor wrote:Bouh Revetoile wrote:I explain : you need BS5 to learn carrier skill, though, when carrier is injected, do you still need BS5 to only train it ? Yes, you do. I was training Covert Ops IV when I got podded, without having an up-to-date clone. The Skill Clone Penalty was Electronic Upgrades from V to IV. My training for Covert Ops IV stopped, with this in the log: [ 2010.10.24 09:32:59 ] (info) To learn that skill requires having already learned the following skills: Electronics Upgrades : Level 5. Won't this same thing apply when trying to train skills after the battle cruisers and destroyers skills are split up? Ex can to continue to train battleships without first training battle cruisers up to 4 to be honnest, i think one shall at least have BC4 before training BS While that is true for most, it is not true for all, but there is no excuse to not train them up properly before hand, it is still an interesting effect that might cause problems. Ideas for Drone Improvement https://forums.eveonline.com/default.aspx?g=posts&m=1658683#post1658683 Updated 10/10/12 |

Mordo Mordaeus
Mordo's Legion Scandinavian dirtbags
0
|
Posted - 2012.11.08 17:40:00 -
[690] - Quote
And why am I surprised? As always mostly nerfs on things that actually makes this game fun to play... You dear ccp... You suck... Mordo Mordaeus Pirate and humanitarian.. ;) |

Ravcharas
GREY COUNCIL Nulli Secunda
186
|
Posted - 2012.11.08 17:40:00 -
[691] - Quote
Marlona Sky wrote:Skill point loss is dumb. Plain and simple. Get rid of clone upgrade costs. The only thing it does is punish older players for playing the game and discouraging players from flying edge-of-the-seat ships that die a lot resulting in pod loss. I agree. Upgrading a clone to keep skillpoints is not really a choice, or at least not a very interesting one, it's just another mandatory cost following podding.
Instead let players upgrade their clone to provide a benefit. ("Eifyr and Co. presents the Speed Daemon mk. 1 grade clone package, 1% bonus to ship velocity!" or whatever) If you want to turn it into a decent isk sink you make the upgrades run out so you have to renew them periodically if you want to keep enjoying the benefit. That would also get some isk out of clones in highsec, where podding is rare.
If you desperately have to, skillpoints could still be a factor in determining the price of upgrades, so that the best upgrades gets exponentially more expensive as pilots age. |

Fon Revedhort
Monks of War
821
|
Posted - 2012.11.08 17:49:00 -
[692] - Quote
Ravcharas wrote:Fon Revedhort wrote:Also, their initial success have been yet another proof of how absurdly overtanked EVE is. DPS/tank ratio of tier3 BC is what all ships should have. Or close to it. And it had been that way before CCP introduced current rigs (favouring tank over damage) and buffed HPs by several times.  Part of why Eve combat is exciting is because it doesn't happen at the drop of a hat, there's no instancing arenas so you need to actually go out of your way to pick a fight. But comparing how long it can take to get a fight to how quick it is over, I wouldn't mind a slight cut to dps overall. That's right, finding a fight takes quite a while - that's why I prefer to have fun during the said fight and actually KILL ships instead of just watching their endless lifebars slowly getting redish.
But you personally can drop some damage mods and put even more fugly shield extenders or plates. While those not interested in boring slugfests should have a option of fast-paced PvP, which atm is available only for cheap-ass tech1 tier3 battlecruisers. 14 |

Albert Spear
meadhan oidhche cinneach Miners' Militia
7
|
Posted - 2012.11.08 18:33:00 -
[693] - Quote
The following is an interruption of this thread....
This is on the topic of rebalancing - but not on the topic of BattleCruisers, Battleships and other combat ships...so forgive me in advance.
When are the lowly haulers going to get some love?
The gap between haulers and freighters is worse than the gap between mining barges and exhumers was.
I would love to see a "tug" added to the hauler range -
A small ship with the ability to move jetcan sized cargo modules. The addition of each can would significantly impact speed and agility.
I would love to see a toucan - a slow, poorly flying, hauler with the ability to move 2 jet cans of cargo. (If you want to understand the logic of slow and poor flight look at the Toucan entry in Wikipedia).
I would love to see these two ships having low entry skills - with bonuses that come when you get higher skills in place - but maybe skills that come much later in the typical progression (e.g. advanced spaceship command offering the bonus for agility - but not being required to fly the ships initially).
Why? Because if you look at the real tramp ships and tugs, almost anyone can learn to pilot them well enough to use them, BUT the real professionals have decades of experience and are artists in using them.
They tend to be cheap to buy and maintain in the real world, they tend to be useful but slow, and when they are in the hands of a master, they can almost dance.
Having sailed the world for much of my life on ships, I would love to see some of that kind of thinking go into ships like this.
If there is enough interest, I will be happy to move this to another thread.
I will now return this thread to its originally scheduled discussion...
Again forgive me for the interruption
Thank you |

Terra Infector Adoudel
EVE University Ivy League
0
|
Posted - 2012.11.08 19:33:00 -
[694] - Quote
CCP Fozzie wrote:Only rational integers need apply  So do I take this as meaning that if you say only had 1 hour left of BC V when the patch hits you'll lose all the training down to BC IV? |

Sexy Cakes
Have A Seat Holdings
128
|
Posted - 2012.11.08 19:34:00 -
[695] - Quote
Are the racial destroyer skills getting put in on Dec. 4th or with the battlecruiser stuff? Not today spaghetti. |

Lors Dornick
Kallisti Industries Solar Assault Fleet
297
|
Posted - 2012.11.08 19:40:00 -
[696] - Quote
Sexy Cakes wrote:Are the racial destroyer skills getting put in on Dec. 4th or with the battlecruiser stuff? No.
The changes in skills will happen, sometime, but not on Dec 4th according to Ra^h^h CCP Fozzie.
CCP Eterne: Silly player, ALL devs are evil.
|

Tippia
Sunshine and Lollipops
10283
|
Posted - 2012.11.08 19:41:00 -
[697] - Quote
Sexy Cakes wrote:Are the racial destroyer skills getting put in on Dec. 4th or with the battlecruiser stuff? When everything is done. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan. |

Sexy Cakes
Have A Seat Holdings
128
|
Posted - 2012.11.08 19:42:00 -
[698] - Quote
Tippia wrote:Sexy Cakes wrote:Are the racial destroyer skills getting put in on Dec. 4th or with the battlecruiser stuff? When everything is done.
Right caught that part but my question was aimed at the destroyer skills getting split into racial skills and whether or not they are coming with the Dec. 4th patch. Not today spaghetti. |

Tippia
Sunshine and Lollipops
10284
|
Posted - 2012.11.08 19:47:00 -
[699] - Quote
Sexy Cakes wrote:Right caught that part but my question was aimed at the destroyer skills getting split into racial skills and whether or not they are coming with the Dec. 4th patch. GǪand the answer is: when everything is done.
It was pretty much the first thing said in the blog; it was the first thing clarified by the devs in this thread; and it's been clarified on numerous occasions since.
GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan. |

Liol Wongsta
The Arrow Project
0
|
Posted - 2012.11.08 19:49:00 -
[700] - Quote
Bubanni wrote:
For people who use hard to probe t3 links, I personly think the each link should increase the signature by 10% per link, perhaps decrease strenght of Sensor strenght by 5-10% at the same time (this is a huge nerf to safespot links, as even a modest prober would be able to find them then while their links are active, also it makes sense that the links would increase the signature as it sends out "stuff" into space)
Much too elegant and sensible a solution to be taken seriously by CCP. Combined with the suggestion of no boosts within 10km of a pos shield (I'd actually argue 30km), it'd make off grid boosting actually dangerous.
10% sig increase per link (15% for t2 links) would make my 8 x t2 link Claymore stupidly easy to scan down and kill, but not actually reduce the usefulness of a ship / fit I spent quite a bit of time training for.
|
|

CCP Fozzie
C C P C C P Alliance
2354

|
Posted - 2012.11.08 19:50:00 -
[701] - Quote
Sexy Cakes wrote:Tippia wrote:Sexy Cakes wrote:Are the racial destroyer skills getting put in on Dec. 4th or with the battlecruiser stuff? When everything is done. Right caught that part but my question was aimed at the destroyer skills getting split into racial skills and whether or not they are coming with the Dec. 4th patch.
We'll do the destroyer and battlecruiser skills in one batch, after the BC and BS rebalance is done. Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
|

Sexy Cakes
Have A Seat Holdings
128
|
Posted - 2012.11.08 19:51:00 -
[702] - Quote
Tippia wrote:Sexy Cakes wrote:Right caught that part but my question was aimed at the destroyer skills getting split into racial skills and whether or not they are coming with the Dec. 4th patch. GǪand the answer is: when everything is done. It was pretty much the first thing said in the blog; it was the first thing clarified by the devs in this thread; and it's been clarified on numerous occasions since.
Ok .ninja edit then get hyphy princess. Not today spaghetti. |

Sgt Napalm
Creative Cookie Procuring Brushie Brushie Brushie
6
|
Posted - 2012.11.08 20:03:00 -
[703] - Quote
Grath Telkin wrote:Sgt Napalm wrote: I am perfectly happy with the current mindlink mechanic.
The current mindlink mechanic is in fact fine with the current set of command ships, however the proposed changes to commandships are pretty intense and reworking the mindlinks or the way they interact with the command modules is the only real way to make the actual changes workable.
Do you believe the mindlink module should be make universal and apply to any command module? I can't really see there being another way to 'turn it down' that meets Fozzie's criteria. IMO, mindlinks are a specialty and should remain that way. Flying around with a set of swiss army knives takes away from the unique role of a command ship pilot.
|

Evil Vile
Assisted Suicide Services Against ALL Anomalies
9
|
Posted - 2012.11.08 20:19:00 -
[704] - Quote
Is it really that beneficial to change the Typhoon completely? Yes, it took a lot of skills to use it to it's full extent, but that's what made it so great. It's versatility, and ability to be the swiss army knife of ships in both PvP and PvE set it apart from everything else! For the longest time I wished we had more ships like the Typhoon where it took some serious skill planning to get the most out of it, but I guess that's not how any ship will ever work again. |

Grath Telkin
Sniggerdly Pandemic Legion
1071
|
Posted - 2012.11.08 20:20:00 -
[705] - Quote
Sgt Napalm wrote: Flying around with a set of swiss army knives takes away from the unique role of a command ship pilot.
IDK, you already spent 8 months training skills who's attributes have no other real value for combat training, you're pretty unique as it is, you probably have Command Ship 5, Wing and Fleet commmand 5, and at least one of the 4 leadership sets maxed out if not more (most people respec and go for the whole kit because 'whynot').
That uniqueness wont be diminished. As he said they're looking at toning down the bonus from the mind link and adding that bonus back in through some other means. This could mean a new skill or and adjustment to the mods themselves or even a NEW mod.
Regardless, well skilled useful command ship pilots that can probe and know what the're doing will never lose their 'unique' ability, there's are rarely enough qualified command pilots around and my alliance is full of crusty bitter retards who have nothing to train BUT leadership skills. |

Marlona Sky
D00M. Northern Coalition.
1843
|
Posted - 2012.11.08 20:28:00 -
[706] - Quote
Evil Vile wrote:Is it really that beneficial to change the Typhoon completely? Yes, it took a lot of skills to use it to it's full extent, but that's what made it so great. It's versatility, and ability to be the swiss army knife of ships in both PvP and PvE set it apart from everything else! For the longest time I wished we had more ships like the Typhoon where it took some serious skill planning to get the most out of it, but I guess that's not how any ship will ever work again. Jack of all trades, master of none. That is why people will pick another battleship over the Typhoon most of the time.
Remove local, structure mails and revamp the directional scanner! |

Sgt Napalm
Creative Cookie Procuring Brushie Brushie Brushie
6
|
Posted - 2012.11.08 20:30:00 -
[707] - Quote
Grath Telkin wrote:Sgt Napalm wrote: Flying around with a set of swiss army knives takes away from the unique role of a command ship pilot.
This could mean a new skill or and adjustment to the mods themselves or even a NEW mod.
[X] tell me more
|

Harvey James
Deep Core Mining Inc. Caldari State
109
|
Posted - 2012.11.08 20:32:00 -
[708] - Quote
Grath Telkin wrote:Sgt Napalm wrote: Flying around with a set of swiss army knives takes away from the unique role of a command ship pilot.
IDK, you already spent 8 months training skills who's attributes have no other real value for combat training, you're pretty unique as it is, you probably have Command Ship 5, Wing and Fleet commmand 5, and at least one of the 4 leadership sets maxed out if not more (most people respec and go for the whole kit because 'whynot'). That uniqueness wont be diminished. As he said they're looking at toning down the bonus from the mind link and adding that bonus back in through some other means. This could mean a new skill or and adjustment to the mods themselves or even a NEW mod. Regardless, well skilled useful command ship pilots that can probe and know what the're doing will never lose their 'unique' ability, there's are rarely enough qualified command pilots around and my alliance is full of crusty bitter retards who have nothing to train BUT leadership skills. EDIT: I'd say if anything it has the potential to make well skilled CS piots shine even brighter
it would be better if they just removed those implants and NOT add any bonus to links they are already pretty strong boosts already and if anything need to be weakened a little. |

Sgt Napalm
Creative Cookie Procuring Brushie Brushie Brushie
6
|
Posted - 2012.11.08 20:48:00 -
[709] - Quote
Harvey James wrote:
it would be better if they just removed those implants and NOT add any bonus to links they are already pretty strong boosts already and if anything need to be weakened a little.
Completely disagree. The mindlinks modules are not something you can train for tomorrow and have in a month. A significant amount of training time is dedicated to make the implants available. I can see them being adjusted to take in account the newer Tech II ganglink modules but I do not consider the level 'OP'. If my Eos is on the battle field I expect fair return for the risk involved with being called primary instantly.  |

Ranger 1
Ranger Corp
2735
|
Posted - 2012.11.08 20:52:00 -
[710] - Quote
One thing to keep in mind.
If ships like the Eos and Damnation are revamped to all be very combat ready in their own right we should be seeing a lot more of them on the battlefield for combat purposes... instead of the situation we have now where if you have one on the field the enemy would instantly know that lone command ship is a boosting ship. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Sgt Napalm
Creative Cookie Procuring Brushie Brushie Brushie
6
|
Posted - 2012.11.08 20:57:00 -
[711] - Quote
One could hope but there would have a be a significant boost to warrant CS hulls becoming more common. Why fly a Eos when I can buy a Drake and leadership fit it for a fraction of the cost? Better tank, can deal some damage, and won't be called primary instantly. Perhaps removing the ability of BC hulls to fit gang links would be something to consider. |

Marlona Sky
D00M. Northern Coalition.
1843
|
Posted - 2012.11.08 21:08:00 -
[712] - Quote
Ranger 1 wrote:One thing to keep in mind.
If ships like the Eos and Damnation are revamped to all be very combat ready in their own right we should be seeing a lot more of them on the battlefield for combat purposes... instead of the situation we have now where if you have one on the field the enemy would instantly know that lone command ship is a boosting ship. While I agree, I hope they add some module graphics like rotating arrays and panels. 
Remove local, structure mails and revamp the directional scanner! |

Marlona Sky
D00M. Northern Coalition.
1843
|
Posted - 2012.11.08 21:10:00 -
[713] - Quote
Sgt Napalm wrote:One could hope but there would have a be a significant boost to warrant CS hulls becoming more common. Why fly a Eos when I can buy a Drake and leadership fit it for a fraction of the cost? Better tank, can deal some damage, and won't be called primary instantly. Perhaps removing the ability of BC hulls to fit gang links would be something to consider. No. I like the ability to fit gang links on T1 battle cruisers. Gang bonus should not be privy to the rich while the younger and not as wealthy players are shut out of options.
Remove local, structure mails and revamp the directional scanner! |

Harvey James
Deep Core Mining Inc. Caldari State
109
|
Posted - 2012.11.08 21:11:00 -
[714] - Quote
Sgt Napalm wrote:Harvey James wrote:
it would be better if they just removed those implants and NOT add any bonus to links they are already pretty strong boosts already and if anything need to be weakened a little.
Completely disagree. The mindlinks modules are not something you can train for tomorrow and have in a month. A significant amount of training time is dedicated to make the implants available. I can see them being adjusted to take in account the newer Tech II ganglink modules but I do not consider the level 'OP'. If my Eos is on the battle field I expect fair return for the risk involved with being called primary instantly. 
depends on the fight as to who would be called primary ecm logi etc.. |

Harvey James
Deep Core Mining Inc. Caldari State
109
|
Posted - 2012.11.08 21:13:00 -
[715] - Quote
Sgt Napalm wrote:One could hope but there would have a be a significant boost to warrant CS hulls becoming more common. Why fly a Eos when I can buy a Drake and leadership fit it for a fraction of the cost? Better tank, can deal some damage, and won't be called primary instantly. Perhaps removing the ability of BC hulls to fit gang links would be something to consider.
Well the bc and T3 nerf combined with CS buff will make this argument redundant. |

Sgt Napalm
Creative Cookie Procuring Brushie Brushie Brushie
6
|
Posted - 2012.11.08 21:16:00 -
[716] - Quote
Marlona Sky wrote:While I agree, I hope they add some module graphics like rotating arrays and panels. 
Back in my day the Eos had a pointy hat. I would second the return of the hat in all of its glory.
|

Sgt Napalm
Creative Cookie Procuring Brushie Brushie Brushie
6
|
Posted - 2012.11.08 21:23:00 -
[717] - Quote
Marlona Sky wrote:[quote=Sgt Napalm] No. I like the ability to fit gang links on T1 battle cruisers. Gang bonus should not be privy to the rich while the younger and not as wealthy players are shut out of options.
I agree. I've parked my CS hulls many months ago in favor of gang fit BC's. Oh the flip side I do find it removes some of the uniqueness around the CS hull. It is a tough sell to fly a CS when a proper (currently) fit leadership BC covers 80%+ of the gang link role. |

Sgt Napalm
Creative Cookie Procuring Brushie Brushie Brushie
6
|
Posted - 2012.11.08 21:31:00 -
[718] - Quote
Harvey James wrote: Well the bc and T3 nerf combined with CS buff will make this argument redundant.
The devil is in the details. We'll see how much CCP is willing to amp up the CS hulls in the coming months. Could this be a return to the glory days of the Eos? 5 mids? a full rack of guns? a flight of heavies? Doubtful.  |

Harvey James
Deep Core Mining Inc. Caldari State
109
|
Posted - 2012.11.08 21:33:00 -
[719] - Quote
Sgt Napalm wrote:Marlona Sky wrote:[quote=Sgt Napalm] No. I like the ability to fit gang links on T1 battle cruisers. Gang bonus should not be privy to the rich while the younger and not as wealthy players are shut out of options. I agree. I've parked my CS hulls many months ago in favor of gang fit BC's. Oh the flip side I do find it removes some of the uniqueness around the CS hull. It is a tough sell to fly a CS when a proper (currently) fit leadership BC covers 80%+ of the gang link role.
Perhaps the CS should have the 5% bonus to links and they could reduce some of the bonus out of the skills like 100% per lv after lv2 on skirmish link skill etc. So more the bonus comes from the CS which would also increase their effectiveness over T3 hulls. |

Ranger 1
Ranger Corp
2736
|
Posted - 2012.11.08 21:38:00 -
[720] - Quote
I'm afraid I must insist on the Damnation being balanced in a way that will allow me to MWD through a fleet engagement like an Assault Frigate, as seen in the promotional video's.
Of course, that one was primaried at the gate and died a horrible, fiery death... but I don't care.  To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Harvey James
Deep Core Mining Inc. Caldari State
109
|
Posted - 2012.11.08 21:54:00 -
[721] - Quote
Sgt Napalm wrote:Harvey James wrote: Well the bc and T3 nerf combined with CS buff will make this argument redundant.
The devil is in the details. We'll see how much CCP is willing to amp up the CS hulls in the coming months. Could this be a return to the glory days of the Eos?  5 mids? a full rack of guns? a flight of heavies? Doubtful. 
Damn your pessimistic  I would be surprised though if they didn't give it 5 ogres and the myrm 4. full rack of guns wont happen droneboat remember but on plus side it won't have to scarifice guns for links. |

Ethan Revenant
Adhocracy Incorporated Adhocracy
21
|
Posted - 2012.11.08 22:02:00 -
[722] - Quote
Sgt Napalm wrote:Grath Telkin wrote:Sgt Napalm wrote: I am perfectly happy with the current mindlink mechanic.
The current mindlink mechanic is in fact fine with the current set of command ships, however the proposed changes to commandships are pretty intense and reworking the mindlinks or the way they interact with the command modules is the only real way to make the actual changes workable. Do you believe the mindlink module should be make universal and apply to any command module? I can't really see there being another way to 'turn it down' that meets Fozzie's criteria. IMO, mindlinks are a specialty and should remain that way. Flying around with a set of swiss army knives takes away from the unique role of a command ship pilot.
I wouldn't mind having a broad-scope mindlink. If they added one (even with diminished boost power compared to the normal ones and no auxiliary bonus) in addition to the current set, I'd think long and hard about getting one after I next get podded in the theoretical spacefuture. Crosstraining and I are bros! Maybe I'd eventually decide to stick with being omgsoawesome at boosting one thing over having the ability to run around boosting all sorts of different fleets in all sorts of different ships with a little something something in my head, but having that option would be very appealing.
I think that would be a cool trade-off, actually. You can either retain your superpowers in one thing but not be able to bestow any extra superpowers on any other boost type (the way it is now), or you can mix and match with all kinds of ships and boost combinations, but at the cost of slot 10, less effectiveness than someone in the right ship running all three links with the specific mindlink, and the ability to provide an extra bonus from the mindlink itself. |

Marlona Sky
D00M. Northern Coalition.
1845
|
Posted - 2012.11.08 22:39:00 -
[723] - Quote
Ranger 1 wrote:I'm afraid I must insist on the Damnation being balanced in a way that will allow me to MWD through a fleet engagement like an Assault Frigate, as seen in the promotional video's. Of course, that one was primaried at the gate and died a horrible, fiery death... but I don't care.  I have always liked the idea that weapons would have a slight affect on a ships agility, speed and other things. So a HAM Damnation can get on top of another fleet somewhat intact to inflict some damage before dying in a glorious fireball.
Remove local, structure mails and revamp the directional scanner! |

Maeltstome
the unified Negative Ten.
113
|
Posted - 2012.11.08 22:50:00 -
[724] - Quote
Seeing a lot of hate on the Eos.
I would like to remind people what the Eos was like with 5 turrets and 5 heavies... It was so good it got nerfed.
A losec pirate released a video of him 1v5'ing battleships and battlecruisers who came at him and this ship suddenly appeared everywhere. im looking forward to it being strong again. |

Vladimir Norkoff
Income Redistribution Service
68
|
Posted - 2012.11.08 23:39:00 -
[725] - Quote
Maeltstome wrote:Seeing a lot of hate on the Eos.
I would like to remind people what the Eos was like with 5 turrets and 5 heavies... It was so good it got nerfed.
A losec pirate released a video of him 1v5'ing battleships and battlecruisers who came at him and this ship suddenly appeared everywhere. im looking forward to it being strong again. Well game was quite a bit different back then - 90% webs, no anti-MWD scrams, drone scoop shield regen, effective nos, etc. Current Astarte doesn't see alot of action right now, and stat-wise it's a fairly solid brawler. So gonna need a whole lot of improvements for the Eos to be useable. Even then, still need to address the issue of slow armored ships with short range weapons vs highly mobile mid-range AC boats.
|

Debir Achen
The Red Circle Inc.
31
|
Posted - 2012.11.08 23:48:00 -
[726] - Quote
More random brainstorming:
I'm going to take it as a given that EVE designers want to encourage group play. Specifically, mechanics that encourage players not to form social groups are generally not good for the long-term health of an MMO. (Conversely: mechanics that allow a player to function without a group are good for encouraging players to log on even if they don't have a ready-made group)
For fleets, there are three levels of mechanic that all strongly favour fleets, and larger fleets:
- simple strength of numbers - C&C mechanics of the fleet interface (group warps, broadcasts, watch lists, etc) - boosters (and the fact that the raw quantity of boost provided scales directly with number of pilots in fleet)
Essentially, being part of a larger fleet gives a cascading advantage. It might be nice to town down the top level of that cascade.
Observation: game mechanics already support monitoring of on-grid-ness. See overview. See watch list.
What if rather than a "boost bubble", we have a variant of the watch list? Each booster pilot (maybe this only applies to gang links) can select a squad - not necessarily their own squad - and apply boosts to all members of that squad on-grid with them, using a variation of the watch list tracking mechanics. The "active squad" can be changed as required.
This would allow redundancy of boosting and flexibility, turning booster ships into a tactical asset (like logis or ECM) rather than a strategic one.
Certain skills / modules / implants may allow boosting of more than one squad at once.
Concern: does it negate the value of the WC and FC skills?
On the "story" of fleet bonuses: I assume the explanation for fleet bonuses is basically a form of "implant", where the fleet linkage provides an implicit implant bonus. Is there a way to riff off this idea when re-working boosts? Aren't Caldari supposed to have a large signature? |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
84
|
Posted - 2012.11.09 00:03:00 -
[727] - Quote
CCP Fozzie wrote:So about mindlinks..
- The fact that they are such a huge portion of the effectiveness of a booster isn't something we like
- The fact that people are forced to use multiple jump clones or pop a new expensive implant every time they want to switch link types isn't something we like
- The fact that they make the use of multiple gang link types at once so much worse isn't something we like
- The exact way to deal with these problems isn't something we have hammered out yet, but we'll keep you updated
Maybe change the spec skills so they aren't 100% per level. Making links easier to fit would be cool maybe - keep the cap usage I guess (so there is at least some way to deal with them that doesn't involve killing a damnation/vulture), but 210 PG and 55 CPU really isn't easy to come by when you aren't flying minmatar.
I still think you should do what I say and give them a range limit or an effectiveness falloff. Encourages fleet togetherness and situational awareness, forces the link ship to be in the fight (they can still just jump out whenever I guess, maybe give them aggression). Prevents 300km cloak nonsense and grid sploits. Then all you'd need to do is cut their effectiveness and they'd be more or less fixed. |

Zifrian
Licentia Ex Vereor Intrepid Crossing
414
|
Posted - 2012.11.09 00:23:00 -
[728] - Quote
One question I have that I haven't seen asked yet is how does the changes to BC skills affect Command Ships? Will there be a new Caladari/Gallente/Amarr/Minmatar Command Ships skill added? Since BC 5 is a pre-req, will that suffice for flying this ship *after* the patch? Right now I can fly Caldari Command ships. So I have BC 5, Caldari Cruiser 5, Heavy Assault/Logistics 4. But I can also fly all Tier 1 BC's. So after the patch I'll have Caladari/Gallente/Amarr/Minmatar BC 5, Caldari Cruiser 5, Heavy Assault/Logistics 4.
So using the "if you could fly it before rule" I should be able to still fly the Caldari Command Ships and for any others, I'd just need to get Cruiser 5?
It seems obvious that I will and that all I need now to fly the Amarr Command ship is going to be Amarr Cruisers 5, but I want to double check. Also, if there are new Racial command ships added, and If I were to get Command ships to 4, and all cruisers done to 5, would this work like the BC skill change? Would there be any benefit to training up command ships like BC before the patch?
Thanks Maximze your Industry Potential! - Get EVE Isk per Hour! |

Tau Cabalander
Retirement Retreat Working Stiffs
1081
|
Posted - 2012.11.09 00:42:00 -
[729] - Quote
Zifrian wrote:So using the "if you could fly it before rule" I should be able to still fly the Caldari Command Ships and for any others, I'd just need to get Cruiser 5? If the prerequisite was Battlecruisers 5 + Caldari Cruiser 5 it will become Caldari Battlecruiser 5 + Caldari Cruiser 5.
Only the Battlecruiser [and Destroyers] skill is changing, so no you don't need to train the other cruisers to 5 right now, but you do need 3. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
362
|
Posted - 2012.11.09 01:09:00 -
[730] - Quote
Tau Cabalander wrote:Zifrian wrote:So using the "if you could fly it before rule" I should be able to still fly the Caldari Command Ships and for any others, I'd just need to get Cruiser 5? If the prerequisite was Battlecruisers 5 + Caldari Cruiser 5 it will become Caldari Battlecruiser 5 + Caldari Cruiser 5. Only the Battlecruiser [and Destroyers] skill is changing, so no you don't need to train the other cruisers to level 5 right now, but you do need to train them to at least level 3 to get the free skill points. Later when you want to fly the other command ships, THEN you will need cruiser 5. [if it is still a prerequisite.] There won't be any racial T2 skills according to CCP posts in this thread. In earlier blogs of this same nature there was an expressed desire from CCP to have the cruiser requirements removed from command ships and simply use the racial BC skills instead. Possibly with other added prerequisites to keep the overall training time roughly the same. |

Ranger 1
Ranger Corp
2737
|
Posted - 2012.11.09 01:30:00 -
[731] - Quote
Vladimir Norkoff wrote:Maeltstome wrote:Seeing a lot of hate on the Eos.
I would like to remind people what the Eos was like with 5 turrets and 5 heavies... It was so good it got nerfed.
A losec pirate released a video of him 1v5'ing battleships and battlecruisers who came at him and this ship suddenly appeared everywhere. im looking forward to it being strong again. Well game was quite a bit different back then - 90% webs, no anti-MWD scrams, drone scoop shield regen, effective nos, etc. Current Astarte doesn't see alot of action right now, and stat-wise it's a fairly solid brawler. So gonna need a whole lot of improvements for the Eos to be useable. Even then, still need to address the issue of slow armored ships with short range weapons vs highly mobile mid-range AC boats. I understand the point you are trying to make, but every one of those things you listed affected both sides equally.
Yes, 90% webs would help the old Eos, but would help his opponents just as much, and probably more. The same goes for scram, nos, and even scooping your drones to regen shield (depending on the opponents).
General game mechanics that are not ship specific work for everyone... if you know how to take advantage of them. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Grombutz
Treasures Collectors Solar Citizens
5
|
Posted - 2012.11.09 01:31:00 -
[732] - Quote
RORQUAL anyone ? what happens to it once ogb won't work inside of a PoS ? |

Ranger 1
Ranger Corp
2737
|
Posted - 2012.11.09 01:37:00 -
[733] - Quote
Grombutz wrote:RORQUAL anyone ? what happens to it once ogb won't work inside of a PoS ? The same thing that happens to them when POS's no longer have shields. 
But in the short term, the answer is that they are aware of this concern and are working on a viable solution to the issue. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

ParkRanger Bill
Parks 'n Wrecks Wildlife Management
0
|
Posted - 2012.11.09 01:56:00 -
[734] - Quote
I'm all for getting warfare link modual ships on the field. Sitting around and boosting in a system is kindof lame. The issue is, while it's great you'll be able to get combat ships out there... what about le orca's and rorquals... there would need to be some interesting modifications to these if they were to work outside of a POS. I'd personally love to see the rorqual more useful in the field. |

Nemesis Bosseret
Dysfunctional Nocturnal Rejects Insane Asylum
2
|
Posted - 2012.11.09 02:15:00 -
[735] - Quote
DarthNefarius wrote: First finally :)  Damn second  [quote=Some BIGSHOT DEV] GÇóDrake: once again, blame the modules, not the hull GÇô while missiles are being looked into by CCP Fozzie, shield tanking is the root of the problem here.
The tank on this thing of course is not going to be affected by the HML change.... question is should CCP nerf the Drakes tank or buff all the other BC tanks I perfer BUFFs over NERFS every day TBH
Honestly i dont get why they are trying to nerf any of the T1 BCs, Drakes, myrms, Harbs, hurricanes are all relatively balanced to begin with, Maybe the drake has too much shield tanking ability with it being capable to run lvl 4s missions but its DPS horribly sucks in compairison to other BC's which should make up for its buff on tank. All of the base line battlecrusers massively suck except the cyclone which suprisingly is doing alot better. If anything they should be the target of the rebalancing and targeting T3 crusers with there ability to everything better than anything. Base line battlecrusers should be tough as hell while the Tier 2 battlecrusers should be the primary grunt pvp ship while Tier 3s are the speed tanked dps boats.... this slot number change is also very disturbing, why take away fromt the slot count? that nerfs all of them riddiculously and takes away from versitility... plus anyone who thinks they should shield tank a harb for solo pvp is a moron i can see the lack of tank being kinda disturbing going in a shield fleet but its an amarr ship and thats the price you pay to go all gank. i agree with giving a buff instead of nerf, like quoted above but if anything buff the hell outta command ships while leaving the standard battlecrusers for the most part alone except minor tweaks... my opinon of course but pretty sure there is alot of people who get conforable flying a certain way then CCP comes out completely wrecks hell on it... The nerfs are getting old, instead of limiting our options why not expand them with more ships modules or maybe go into making T3 battlecrusers or more T2 battlecruser instead of messing with something that isnt broken. |

Kuroi Kenjin
Dysfunctional Nocturnal Rejects Insane Asylum
0
|
Posted - 2012.11.09 03:03:00 -
[736] - Quote
My opinion on the rebalancing in general is good, but I think there is a slight amiss on the battlecruisers. Tier 1 definately needs some love. Tier 3 was pretty much designed with this rebalance in mind. Tier 2 though, I think are almost ok. The Harbringer and the Mrymadon look ok, but granted I haven't gotten into one, so I don't have a comment on those.
The Drake is most definately over tanked. I threw a first standard fit together with dual Large Shield Extender IIs, and I get 80K EHP. My Mealstrom has 76K ehp. There's something wrong with that. It has 18 slots, just like the Hurricane and the Harbringer. I think the issue is that it has too much CPU to fit multiple Large Shield Extender IIs. Damage is lame, but tracking issues don't apply.
The Hurricane is the jack of all trades, but like the jack of all trades it has little specialty aside from slightly higher base speed than the other BCs (Drake in second). it can armor tank, but lacks the resists of the Harbringer. It can somewhat shield tank. It can speed tank, but has a very hit-able signature radius. It really is only popular for being flexible. Since it has 18 slots. I can't think of a slot that would be dropped yet make it a useable ship.
|

NinjaStyle
hirr Against ALL Authorities
0
|
Posted - 2012.11.09 03:28:00 -
[737] - Quote
I've been likeing the smaller ship changes so far but the BCs realy don't all that good since the new BCs where surposed to be high mobility, high dmg and lower sig in order to allow them to engage ships mutch larger in size more effeciently (even thoe they are pretty mutch failing this task since a support fleet too easily counters a fleet of these ships)
So... the Naga, Talos, Oracle and Tornado are gonna lose two of their main Intended bonuses? ....... derp? Well I guess it's fine since they could never do as they never where able to do as intended.....?
17 slots lock... Yeah... no wait... nice nerf. I was hopeing for more versatility in BCs not a completely fixed Tier 2 system...
Alot of BS's are good as is? well I guess that's somewhat fine seeing as you modled some of the Cruisers after them but it dossen't sound as proper balacing to ignore them becaus people use them allready... then again so far I guess that means they wont all be locked into Tier 2? well wait the Armageddon is allready good "as is" so maybe they will stay different in slots?
I have more worries than hope about the Larger size support fleet ships now after reading this Dev blog.
The Links Nerf I atleast Like.. so not evrything is makes me worry atleast! |

Sinzor Aumer
Atlas Research Group Aerodyne Collective
22
|
Posted - 2012.11.09 04:41:00 -
[738] - Quote
Grombutz wrote:RORQUAL anyone ? what happens to it once ogb won't work inside of a PoS ? Capital-sized command links for effect throughout the system. |

Sinzor Aumer
Atlas Research Group Aerodyne Collective
22
|
Posted - 2012.11.09 04:47:00 -
[739] - Quote
Marlona Sky wrote:Evil Vile wrote:Is it really that beneficial to change the Typhoon completely? Yes, it took a lot of skills to use it to it's full extent, but that's what made it so great. It's versatility, and ability to be the swiss army knife of ships in both PvP and PvE set it apart from everything else! For the longest time I wished we had more ships like the Typhoon where it took some serious skill planning to get the most out of it, but I guess that's not how any ship will ever work again. Jack of all trades, master of none. That is why people will pick another battleship over the Typhoon most of the time. Then go and pick that another battleships, and I want Typhoon. This is a kind of poor-man Tech3 battleship - you opponents never know what you're going to do until you do it, and then it's too late. Versatility ftw! |

Solj RichPopolous
Mentally Assured Destruction
19
|
Posted - 2012.11.09 07:11:00 -
[740] - Quote
Confirming no ships changes will save MWD users. Also no ship changes will save them from 40 vs 5 blobs. Useless  |

Keko Khaan
Center for Advanced Studies Gallente Federation
17
|
Posted - 2012.11.09 07:47:00 -
[741] - Quote
CCP Fozzie wrote:So about mindlinks..[list]
The fact that people are forced to use multiple jump clones or pop a new expensive implant every time they want to switch link types isn't something we like
I might be dreaming here but unpluggable implants would be so cool. I think it really sucks when you get stuck in wrong clone. Like for example you have been fighting with capital ship last night and you are in your full slave set clone. And that point your corp decides to go on t1 frigate suicide drunken roam. Your options are either not play or then you can fly your 500k isk rifter in your billion implants with drunken fc.
There still would be use for jump clones for moving around new eden by clone jumping.. |

Ricc Deckard
Trux Germani Ev0ke
11
|
Posted - 2012.11.09 08:41:00 -
[742] - Quote
CCP Fozzie wrote:...
We'll do the destroyer and battlecruiser skills in one batch, after the BC and BS rebalance is done.
Once again my question :)
Will BS IV as a prequisite for carrier (instead of BS V) come in the same patch? Or will it be later?
Please give me a hint on that  |

Takeshi Yamato
Blue Republic RvB - BLUE Republic
559
|
Posted - 2012.11.09 08:50:00 -
[743] - Quote
+1 for allowing pilots to switch implants (perhaps only hardwirings) without having to use a jump clone. |

Lady Naween
Immortalis Inc. Shadow Cartel
56
|
Posted - 2012.11.09 09:04:00 -
[744] - Quote
Kara Vix wrote:Lady Naween wrote:As someone with all leadership skills to 5 all I can say is:
YAY!!!!!! thank you thank you thank you!!!
Offgrid boosting is so boring it isnt funny, and cant wait to be able to dps in my sexy damnation! ROAR!!!!! But unless that sexy ship gets some serious bonus to tank, you will be boosting for a very short time before it becomes a sexy wreck and you a sexy frozen corpse. I would think the first target priority will be the on grid booster and it wouldn't take much to dust it. Just my opinion.
not at all. I have used the damnation a lot. Then again we are not part of 0.0 blobfests :) |

Robert Fish
AQUILA INC Verge of Collapse
1
|
Posted - 2012.11.09 09:25:00 -
[745] - Quote
Takeshi Yamato wrote:+1 for allowing pilots to switch implants (perhaps only hardwirings) without having to use a jump clone.
No don't mess up the implant market, how will I earn my iskies?
+1 for addition of multi bonused mindlink. |

Othran
Brutor Tribe Minmatar Republic
250
|
Posted - 2012.11.09 09:32:00 -
[746] - Quote
Not that I care much as I can use all Command Ships, but the Amarr CS look worryingly like the new FoTM after these changes.
Armour and Skirmish bonuses to one ship? Huge armour boosts + sig res reduction + speed boost + point/scram boost?
I can see how siege and skirmish go together quite well but armour + skirmish looks OP to me.
I don't think you've thought this one through properly but on the off chance you HAVE, I've bought a few Amarr CS  |

Tornii
Moira. Villore Accords
4
|
Posted - 2012.11.09 10:11:00 -
[747] - Quote
Really happy to see plans to make the Eos viable, and changes to other BCs/BSs are also welcome. "If the essence of life is information carried in DNA, then society and civilization are just colossal memory systems." |

nikon56
UnSkilleD Inc. Reverberation Project
7
|
Posted - 2012.11.09 10:58:00 -
[748] - Quote
Vladimir Norkoff wrote:Maeltstome wrote:Seeing a lot of hate on the Eos.
I would like to remind people what the Eos was like with 5 turrets and 5 heavies... It was so good it got nerfed.
A losec pirate released a video of him 1v5'ing battleships and battlecruisers who came at him and this ship suddenly appeared everywhere. im looking forward to it being strong again. Well game was quite a bit different back then - 90% webs, no anti-MWD scrams, drone scoop shield regen, effective nos, etc. Current Astarte doesn't see alot of action right now, and stat-wise it's a fairly solid brawler. So gonna need a whole lot of improvements for the Eos to be useable. Even then, still need to address the issue of slow armored ships with short range weapons vs highly mobile mid-range AC boats. i would see a great improvement for the eos, update drone BW to 125Mb/s, replace the hybrid damage by drone bonuses (like myrm?).
and you have a solid platform for a sniping sentry command ship, able to be on grid (and need to since bonuses ships shall be on grid), giving it's link bonuses and taking active role in fights as a DPS support.
this one could engage at 100km range, so still at range for ceptors to catch him (don't add med slot so it shall be armor to make it fair) this would require to give him more cpu (and maybe reduce it's powergrid to balance?) and you have a solid command ship that perfectly fill his role |

nikon56
UnSkilleD Inc. Reverberation Project
7
|
Posted - 2012.11.09 11:15:00 -
[749] - Quote
Grombutz wrote:RORQUAL anyone ? what happens to it once ogb won't work inside of a PoS ? well i guess you will have to field it on the belt, so you can give bonuses, or keep it safe in the pos, loosing bonuses.
you invested on a ship that is made for low / null / wh mining, it shall take it's part of the risk.
actually, it's impossible to kill a rorqual unless the pilot screw up, it will stock to the pos and voila.
CCP could replace it by a pos array giving the same bonuses / functionnality, wouldn't change a thing to the actual situation.
this is a ship, it is not intended to stick to the pos while giving it's full potential |

nikon56
UnSkilleD Inc. Reverberation Project
7
|
Posted - 2012.11.09 11:21:00 -
[750] - Quote
Nemesis Bosseret wrote:DarthNefarius wrote: First finally :)  Damn second  [quote=Some BIGSHOT DEV] GÇóDrake: once again, blame the modules, not the hull GÇô while missiles are being looked into by CCP Fozzie, shield tanking is the root of the problem here. The tank on this thing of course is not going to be affected by the HML change.... question is should CCP nerf the Drakes tank or buff all the other BC tanks  I perfer BUFFs over NERFS every day TBH Honestly i dont get why they are trying to nerf any of the T1 BCs, Drakes, myrms, Harbs, hurricanes are all relatively balanced to begin with, Maybe the drake has too much shield tanking ability with it being capable to run lvl 4s missions but its DPS horribly sucks in compairison to other BC's which should make up for its buff on tank. All of the base line battlecrusers massively suck except the cyclone which suprisingly is doing alot better. If anything they should be the target of the rebalancing and targeting T3 crusers with there ability to everything better than anything. Base line battlecrusers should be tough as hell while the Tier 2 battlecrusers should be the primary grunt pvp ship while Tier 3s are the speed tanked dps boats.... this slot number change is also very disturbing, why take away fromt the slot count? that nerfs all of them riddiculously and takes away from versitility... plus anyone who thinks they should shield tank a harb for solo pvp is a moron i can see the lack of tank being kinda disturbing going in a shield fleet but its an amarr ship and thats the price you pay to go all gank. i agree with giving a buff instead of nerf, like quoted above but if anything buff the hell outta command ships while leaving the standard battlecrusers for the most part alone except minor tweaks... my opinon of course but pretty sure there is alot of people who get conforable flying a certain way then CCP comes out completely wrecks hell on it... The nerfs are getting old, instead of limiting our options why not expand them with more ships modules or maybe go into making T3 battlecrusers or more T2 battlecruser instead of messing with something that isnt broken. i disagre about the drake DPS.
it as a bit too much tank, taht's right. it's DPS is slightly less on paper, BUT it can apply it more efficiently.
this, combined to the HM and HAM upgrade incoming will solve the DPS side of the equation.
only it's tank shall then be balanced to align it to the others BC (wether it's tank is nerfed or the other BC tank is buffed doesn't matter to me, just balance it).
also, fix the drones.
why shall my dps die to sentrys? either make the sentry ignore drones, or make them also damage the weapons of other ships, balance it, drone boat are almost of no use in lowsec because of this stupid game mechanic |

RoCkEt X
Hostile. PURPLE HELMETED WARRIORS
6
|
Posted - 2012.11.09 11:38:00 -
[751] - Quote
nikon56 wrote:Nemesis Bosseret wrote:DarthNefarius wrote: First finally :)  Damn second  [quote=Some BIGSHOT DEV] GÇóDrake: once again, blame the modules, not the hull GÇô while missiles are being looked into by CCP Fozzie, shield tanking is the root of the problem here. The tank on this thing of course is not going to be affected by the HML change.... question is should CCP nerf the Drakes tank or buff all the other BC tanks  I perfer BUFFs over NERFS every day TBH Honestly i dont get why they are trying to nerf any of the T1 BCs, Drakes, myrms, Harbs, hurricanes are all relatively balanced to begin with, Maybe the drake has too much shield tanking ability with it being capable to run lvl 4s missions but its DPS horribly sucks in compairison to other BC's which should make up for its buff on tank. All of the base line battlecrusers massively suck except the cyclone which suprisingly is doing alot better. If anything they should be the target of the rebalancing and targeting T3 crusers with there ability to everything better than anything. Base line battlecrusers should be tough as hell while the Tier 2 battlecrusers should be the primary grunt pvp ship while Tier 3s are the speed tanked dps boats.... this slot number change is also very disturbing, why take away fromt the slot count? that nerfs all of them riddiculously and takes away from versitility... plus anyone who thinks they should shield tank a harb for solo pvp is a moron i can see the lack of tank being kinda disturbing going in a shield fleet but its an amarr ship and thats the price you pay to go all gank. i agree with giving a buff instead of nerf, like quoted above but if anything buff the hell outta command ships while leaving the standard battlecrusers for the most part alone except minor tweaks... my opinon of course but pretty sure there is alot of people who get conforable flying a certain way then CCP comes out completely wrecks hell on it... The nerfs are getting old, instead of limiting our options why not expand them with more ships modules or maybe go into making T3 battlecrusers or more T2 battlecruser instead of messing with something that isnt broken. i disagre about the drake DPS. it as a bit too much tank, taht's right. it's DPS is slightly less on paper, BUT it can apply it more efficiently. this, combined to the HM and HAM upgrade incoming will solve the DPS side of the equation. only it's tank shall then be balanced to align it to the others BC (wether it's tank is nerfed or the other BC tank is buffed doesn't matter to me, just balance it). also, fix the drones. why shall my dps die to sentrys? either make the sentry ignore drones, or make them also damage the weapons of other ships, balance it, drone boat are almost of no use in lowsec because of this stupid game mechanic
drake fleet lol fleet; also - drones are fine... this is why you'll never see a domi coming through a PHEW cyno :) |

Sinzor Aumer
Atlas Research Group Aerodyne Collective
22
|
Posted - 2012.11.09 11:59:00 -
[752] - Quote
nikon56 wrote:actually, it's impossible to kill a rorqual lolwut? If you have no idea how to use Rorqual, please refrain from commenting.
|

Jeremiah Kaiso
New Paradigm Inc.
0
|
Posted - 2012.11.09 12:40:00 -
[753] - Quote
Given that the Ravens problems are acknowledged to be with it using cruise missiles, when are cruise missiles going to be looked at and made useful outside of PvE? |

h4kun4
Heeresversuchsanstalt
8
|
Posted - 2012.11.09 12:48:00 -
[754] - Quote
Suggestion for the Offgrid POS-Parked Command Ships:
Make all Warfare Link Modules unusable inside POS-Shield (Except Mining Links, the belt is not ne place for a Rorqual) Standing ouside on a Safe is slightly more Dangerous than inside a POS, in warp you cant boost, so you have to burn around in the Middle of nowhere but being scaned down is still possible.
Second Suggestion: if its possible with the grid mechanics, make it AoE to 1 AU...
This only on Grid workin is horrible for PvE boosters: 1. My Alt gets money, therefore my Mates hate me^^ 2. When the AI is Changed, my alt is useless, because tanking enough in PvE and Boosting is quite hard (Get inside a Maze with a Boosting ship and new AI = Dead boosting ship) Ok, when you take logistics with you, you may survive^^ 3. Incursion Boosters, God damnit my Mates will hate me for getting double money^^
|

Gypsio III
Chemikals Ministry of Inappropriate Footwork
427
|
Posted - 2012.11.09 12:49:00 -
[755] - Quote
Takeshi Yamato wrote:+1 for allowing pilots to switch implants (perhaps only hardwirings) without having to use a jump clone.
Bad idea I think, it'll increase the perception that implants are a "required" item without which you are seriously disadvantaged in combat.
Similarly, jump clone timers should not be decreased, as easy switching to a clone tailored for a specific combat doctrine would have the same effect.
The multi-bonused mindlink is a viable idea, IF the bonus is cut down to about 10%, instead of the absurd 50% it currently is. |

Jorma Morkkis
State War Academy Caldari State
218
|
Posted - 2012.11.09 12:50:00 -
[756] - Quote
nikon56 wrote:actually, it's impossible to kill a rorqual unless the pilot screw up, it will stock to the pos and voila.
What?
Next time you're in game: try to move or warp with sieged capital (Rorqual's deployed mode works just like siege mode for dreads)... |

Undeadenemy
The Riot Formation Unclaimed.
12
|
Posted - 2012.11.09 12:59:00 -
[757] - Quote
Overall I like the changes, especially since after 5 years, CCP has decided to make Gallente desirable again.
Here are some suggestions for making the Gallente ships more viable:
Myrmidon: Allow the Myrmidon a 4th heavy drone, keep the drone bay size the same.
Eos: Allow the Eos to field 5 heavy drones again.
Dedicated Drone Boats:
1) In addition to the already implemented bonuses to drone hit points and damage, give a bonus to drone speed and agility, equivalent to having a Drone Navigation module fitted. This will allow drones to get on target faster and apply their damage.
2) Drop the weird drone control range mechanic, instead make the limitation the ships own locking range. For example, it makes no sense that Warden IIs by default cannot target out to their optimal range.
Command Ships/Link Tech 3 Bonuses:
I realize that keeping a ship in a POS or safe spot is not the intended way of using a link ship, and that something should be done about it in general. However, this also goes up there with the "AFK Cloaker in System" game mechanic, and should never be nerfed out of existence.
My Proposal for Fixing POS/Safe Spot Linking:
I've noticed that all the changes to linking proposed result in LESS bonus overall (even the Command Ships), instead of nerfing the bonuses across the board, swap the bonuses between Tech 3 and Command Ships: i.e. give the 5% bonus to command ships and the 3% bonus to Tech 3. Also, as a reward for putting the ships on the field, buff those bonuses by a decent percentage if the ship is on grid with the fleet.
Example: Command Ship off-grid: 5% bonus Command Ship on-grid: 7% bonus Tech 3 off-grid: 3% bonus Tech 3 on-grid: 5% bonus
OR: Command Ship off-grid: 3% bonus Command Ship on-grid: 5% bonus Tech 3 off-grid: 2% bonus Tech 3 on-grid: 3% bonus
(I like the first one better, but the second may be more reasonable)
This way, the ships still give very viable bonuses either way, but when on-grid, the extra 2% will allow a gang to push themselves just a little bit further. Some might say that 7% is too much, the exact amount can always be played around with to get to an acceptable level. What I don't want to see however is a gang with no possible way to perform at current levels with maxed bonuses and a mind-link, which is what we would get if the max bonus is 3%.
|

Blastassin
Blue Republic RvB - BLUE Republic
0
|
Posted - 2012.11.09 13:06:00 -
[758] - Quote
I read through most of this and can't seem to grasp the answer.
If I have Destroyer V but only Minmatar Frigate trained it seems I'll get Minmatar Destroyer V... but do I get points reimbursed?
With Capitals if you only need Racial BS to IV if someone has BS V will that be reset to IV and the point reimbursed? (I don't fly capitals just trying to understand if points will be reimbursed to people who trained things to V only to fly another tier of ship.. ie T2 frigs, cruisers, ect.. |

Lord Eremet
The Seatbelts
4
|
Posted - 2012.11.09 13:12:00 -
[759] - Quote
My view of the proposed changes:
*Prophecy - Don't make it a Amarr Myrmidon, thats just silly. Make it a 'Abaddon'-like BC instead.
*Ferox - Make it a brawler, with one extra mid. Nobody uses it as a sniper now that we have Naga.
*Brutix - Fix armor tanking and you might fix the Brutix at the same time. Add one more low slot.
*Cyclone - Probably fine as is. But I'm interested in ideas.
*Harbinger - a bit more grid/cpu maybe, otherwise fine as is.
*Drake - Remove shield resistance boni and even the field for the other bc's. Controversial, I know.
*Myrmidon - See 'Brutix. Otherwise fine, I think. But don't nerf shieldregen 
*Hurricane - OP bc that should have its powergrid reduced a bit. No more dual-neut shield setup and 425MM guns.
I'm just gonna list those proposed changes to battleships that I have a opinion about:
*Typhoon - Leave it alone!. Break fozzies fingers if you have to. There is nothing wrong with the jack-of-all-trades approach. That leaves people guessing until they get hit by it.
*Tempest - I liked the old Republik Fleet Tempst that had six mids and six lows, before that was scrapped for semi-useless armor tanking. Give the ordinary tempest six mids and six lows and let people be creative 
*Rohk - Does people really use it in PVP, seriously?
*Hyperion - It's getting old, but I say it anyway. Fix Armor tanking, and you fix the ship at the same time. |

Claire Raynor
NovaGear
27
|
Posted - 2012.11.09 13:29:00 -
[760] - Quote
GÇ£Hurricane: counting CCP FozzieGÇÖs adjustment to its fitting, the cruiser boost should reduce its over-the-top versatility, especially if battlecruisers slot layout is altered to 17 as mentioned above.GÇ¥
Hi all GÇô IGÇÖm excited about Tiericide as it will give us more ships to play with. But I am nervous about the above quoted statement, especially the part where we talk about reducing versatility.
To put it crudely and in an extreme way GÇô If we reduce Versatility in the Hulls too much we might as well just get rid of {the ability to change} modules GÇô because anything other than the cookie cutter fits will be Fail.
Versatile is fun. Limited and inflexible is not, (in my opinion). IGÇÖm not sure why Versatility is something we need to look at reducing. I acknowledge this might be na+»ve. But can someone indicate why we need to reduce versatility in Hulls? Please! Or at least how the reduced versatility might manifest itself.
I trust CCP and the Devs. This is just my only concern/confusion in an otherwise super exciting development!
{EDIT for Clarity} |

Gypsio III
Chemikals Ministry of Inappropriate Footwork
427
|
Posted - 2012.11.09 13:29:00 -
[761] - Quote
Lord Eremet wrote:
*Rohk - Does people really use it in PVP, seriously?
Nah |

Claire Raynor
NovaGear
27
|
Posted - 2012.11.09 13:40:00 -
[762] - Quote
Gypsio III wrote:Lord Eremet wrote:
*Rohk - Does people really use it in PVP, seriously?
Nah
"Drake: once again, blame the modules, not the hull GÇô while missiles are being looked into by CCP Fozzie, shield tanking is the root of the problem here.
GÇóHurricane: counting CCP FozzieGÇÖs adjustment to its fitting, the cruiser boost should reduce its over-the-top versatility, especially if battlecruisers slot layout is altered to 17 as mentioned above."
Really interesting Kill Board Stats. But the Dev blog suggests the Drake is OK - But the Hurricane is "Over the Top". When the Drake is the number 1 PvP ship by almost 60%.
Are missiles - "Being looked into by CCP Fozzie" - being improved or nerfed? - I thought they needed improved? What's the fix here then?
And where are we likely to lose the Module Slot on the Drake and the Hurricane? |

Hard King
Pator Tech School Minmatar Republic
2
|
Posted - 2012.11.09 13:47:00 -
[763] - Quote
regarding skills :
with my current skills i can fly every cruiser in the game.
lets assume:
gallente frig: 4 caldari frig: 4 minmatar frig: 4 amarr frig : 4
gallente cruiser:4 caldari cruiser :4 minmatar curiser : 4 amarr cruiser : 4
destroyers : 1
so after the changes i will still be able to fly every cruiser which means i will have magicaly trained every racial destroyer skill to 4 ? |

Moonaura
The Dead Rabbit Society
167
|
Posted - 2012.11.09 14:08:00 -
[764] - Quote
Pattern Clarc wrote:Your current plan for the Ferox is doomed. Short range shield brawlling is the key here.
Brutix should have a utiliy high and active armour tanking bonuses should diaf. Otherwise, please proceed.
This. With the loss of 5% shield bonus, Caldari won't have a close range battlecruiser anymore, the drake is already used at medium range in most fits and is also losing its tanking bonuses.
This will leave T2 Cruisers, T3 SC and Battleships as the only realistic option for use at close range with logistics. Caldari focused fleet PvP
Join us for 100% Caldari fleets in Faction Warfare and small fleet PvP
www.thedeadrabbitsociety.com/recruitment |

Buzzy Warstl
The Strontium Asylum
189
|
Posted - 2012.11.09 14:09:00 -
[765] - Quote
Hard King wrote:regarding skills :
with my current skills i can fly every cruiser in the game.
lets assume:
gallente frig: 4 caldari frig: 4 minmatar frig: 4 amarr frig : 4
gallente cruiser:4 caldari cruiser :4 minmatar curiser : 4 amarr cruiser : 4
destroyers : 1
so after the changes i will still be able to fly every cruiser which means i will have magicaly trained every racial destroyer skill to 4 ? No. Skill requirements are bypassed according to every comment made by CCP developers since this was announced.
With that skill layout you would end up with [Racial] Destroyer 1 for every race. |

Jerick Ludhowe
The Nyan Cat Pirates Nyanpire
191
|
Posted - 2012.11.09 14:58:00 -
[766] - Quote
Moonaura wrote:Pattern Clarc wrote:Your current plan for the Ferox is doomed. Short range shield brawlling is the key here.
Brutix should have a utiliy high and active armour tanking bonuses should diaf. Otherwise, please proceed. This. With the loss of 5% shield bonus, Caldari won't have a close range battlecruiser anymore, the drake is already used at medium range in most fits and is also losing its tanking bonuses. This will leave T2 Cruisers, T3 SC and Battleships as the only realistic option for use at close range with logistics.
I'd much rather see the brutix as well as the astarte retain a buffed 10% per level active bonus instead of just copy pasting bonuses seen on almost all other ships. IMO this "role" system is normalizing ships far far far too much between classes and in the end is just removing variation. I'd rather see active tanking fixed instead of just turning every ship into another copy paste fleet ship.
|

Ribikoka
Royal Amarr Institute Amarr Empire
316
|
Posted - 2012.11.09 15:05:00 -
[767] - Quote
Claire Raynor wrote:Gypsio III wrote:Lord Eremet wrote:
*Rohk - Does people really use it in PVP, seriously?
Nah "...Drake: once again, blame the modules, not the hull GÇô while missiles are being looked into by CCP Fozzie, shield tanking is the root of the problem here....
Already the drakes have atleast +20% HP advantage than any BC and they want to nerf the missiles. Bravo!!! What we expecting from CCP ? They have problem with Drakes, they nerfing all missile boats becuse missile nerf. ROTFL
Harbinger with 1600 plate +3x trimark rigs has ~16000 armor (hard to fitting, need smaller med guns). 65k EHP Brutix with 1600 plate +3x trimark rigs has ~16300 armor (hard to fitting, need smaller med guns). 61k EHP Hurricane with 1600 plate +3x trimark rigs has ~16800 armor. 59k EHP Drakes with 2x shield extenders +3x CDFE rigs has ~21400 shield (fitteable to HAM) 96.5K EHP |

Blastil
Black Thorne Corporation Black Thorne Alliance
22
|
Posted - 2012.11.09 15:05:00 -
[768] - Quote
Quote:First, letGÇÖs have a look at the disruption line, which only has one ship so far
never has two words been more subtle, yet so impactful to my soul... |

Claire Raynor
NovaGear
27
|
Posted - 2012.11.09 15:21:00 -
[769] - Quote
Ravcharas wrote:Marlona Sky wrote:Skill point loss is dumb. Plain and simple. Get rid of clone upgrade costs. The only thing it does is punish older players for playing the game and discouraging players from flying edge-of-the-seat ships that die a lot resulting in pod loss. I agree. Upgrading a clone to keep skillpoints is not really a choice, or at least not a very interesting one, it's just another mandatory cost following podding. Instead let players upgrade their clone to provide a benefit. ("Eifyr and Co. presents the Speed Daemon mk. 1 grade clone package, 1% bonus to ship velocity!" or whatever) If you want to turn it into a decent isk sink you make the upgrades run out so you have to renew them periodically if you want to keep enjoying the benefit. That would also get some isk out of clones in highsec, where podding is rare. If you desperately have to, skillpoints could still be a factor in determining the price of upgrades, so that the best upgrades gets exponentially more expensive as pilots age.
Yeah - this is good. TBH - If I ever got podded and had forgotten to do my clone - maybe because I was drunk - and lost ~3 years of skills - I'm not even actually sure how this works - but you lose - Everything??? - Well - do you have stats on people who this happens too - do they ever re-sub? |

Harvey James
Deep Core Mining Inc. Caldari State
109
|
Posted - 2012.11.09 15:58:00 -
[770] - Quote
Harvey James wrote:Well presumably CS will get an 18/19 fitting slots being the T2 variant as atm CS only get 17 slots and tier2 bc's get 18. Except minnie CS that have 18 slots? god know's why :P
A note on links besides exchanging the info for skirmish on the gal CS as they are the second speed race and need it and amarr are more disruption based.
Maybe add a new drone based link boosting all the drone stats to varying degrees and add them as options to the EOS and legion. replacing the skirmish link on the legion and EOS to add more racial flavour and give people a reason to use the EOS and drone fleets in general. That and drones really need a overhaul and this would help differentiate things a little more.
Also on the idea of AOE links i assume the info link would need more range to be useful on e-war ships but i would propose a strength penalty to balance the extra range. I would encourage the armour and siege links to be the shortest ranged links as they focus on buffing tanks which is a brawling fighting style. And the skirmish could be inbetween as speed ships will be spread out more and will have a harder time staying in range and would have a more moderate penalty for the slight extra range.
Drone command links there could be 3 distinct links that add the following: -adds orbit velocity -adds tracking boost -adds shield and armour resistances |

Ranger 1
Ranger Corp
2738
|
Posted - 2012.11.09 15:59:00 -
[771] - Quote
h4kun4 wrote:Suggestion for the Offgrid POS-Parked Command Ships:
Make all Warfare Link Modules unusable inside POS-Shield (Except Mining Links, the belt is not ne place for a Rorqual) Standing ouside on a Safe is slightly more Dangerous than inside a POS, in warp you cant boost, so you have to burn around in the Middle of nowhere but being scaned down is still possible.
Second Suggestion: if its possible with the grid mechanics, make it AoE to 1 AU...
This only on Grid workin is horrible for PvE boosters: 1. My Alt gets money, therefore my Mates hate me^^ 2. When the AI is Changed, my alt is useless, because tanking enough in PvE and Boosting is quite hard (Get inside a Maze with a Boosting ship and new AI = Dead boosting ship) Ok, when you take logistics with you, you may survive^^ 3. Incursion Boosters, God damnit my Mates will hate me for getting double money^^
Sounds like a great incentive for the other pilots to train up a boosting alt.  To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Jorma Morkkis
State War Academy Caldari State
218
|
Posted - 2012.11.09 16:25:00 -
[772] - Quote
Ribikoka wrote:Drakes with 2x shield extenders +3x CDFE rigs has ~21400 shield (fitteable to HAM) 96.5K EHP
Your Drake is overtanked. If you really want to compare that to something compare it to dual plate Prophecy.
Replace one of the LSEs with something more useful like a target painter. |

Radius Prime
EVE University Ivy League
26
|
Posted - 2012.11.09 16:40:00 -
[773] - Quote
Does this mean that capital sitters will get ALL the new prerequired skills for capital ships maxed for free?????? Reopen the EVE gate so we can invade Serenity. Goons can go first. |

Tzel Mayon
Wind And Flame
0
|
Posted - 2012.11.09 16:51:00 -
[774] - Quote
CCP Fozzie wrote:
Caldari Battlecruiser V, and Minmatar Battlecruiser V
Hello ... Someone else asked the same exact question I am about to ask, on this thread about this topic... but it has been unanswered by CCP:
In the future will Faction Cruiser IV be required for faction Battlecruiser I, and if so, will people automatically be given Faction Cruiser IV, if they already have Faction Cruiser III, and Battlecruisers I?
If this is the case, will people who have Faction Cruiser IV and Battlecruisers I be reimbursed for this training time, since other people will be getting it for free??
Thanks!!! |

Marlona Sky
D00M. Northern Coalition.
1847
|
Posted - 2012.11.09 16:53:00 -
[775] - Quote
CCP said like a million times now; that if you can fly it before the patch, you can fly it after. Why do people keep asking over and over and over and over.... 
Remove local, structure mails and revamp the directional scanner! |

Tzel Mayon
Wind And Flame
0
|
Posted - 2012.11.09 17:02:00 -
[776] - Quote
Marlona Sky wrote:CCP said like a million times now; that if you can fly it before the patch, you can fly it after. Why do people keep asking over and over and over and over.... 
The question is not if you can fly it after... Please reread.
The question is if the requirement for Faction Battlecruiser I will be Faction Cruiser III, or Faction Cruiser IV... And if so, will people be given Faction Cruiser IV for free. And if that is the case, will people who already have faction cruiser IV be reimbursed for that skill, since others will be getting it for free.
|

Krell Kroenen
Miners In Possession Brothers of Apocrypha.
77
|
Posted - 2012.11.09 17:15:00 -
[777] - Quote
Given this blog and the lack of new blue tags in the cruiser/destroyer feedback threads. Does this mean that the listed stats for those ships are now locked in for Dec 4th and feedback is no longer desired? |

Omnathious Deninard
Extrinsic Operations
253
|
Posted - 2012.11.09 17:33:00 -
[778] - Quote
Tzel Mayon wrote:Marlona Sky wrote:CCP said like a million times now; that if you can fly it before the patch, you can fly it after. Why do people keep asking over and over and over and over....  The question is not if you can fly it after... Please reread. The question is if the requirement for Faction Battlecruiser I will be Faction Cruiser III, or Faction Cruiser IV... And if so, will people be given Faction Cruiser IV for free. And if that is the case, will people who already have faction cruiser IV be reimbursed for that skill, since others will be getting it for free. The answer you are looking for is, if you have racial cruisers 3 and battle cruisers 1 then post change you will have racial cruisers 3 and racial battle cruisers 1. Ideas for Drone Improvement https://forums.eveonline.com/default.aspx?g=posts&m=1658683#post1658683 Updated 10/10/12 |

Lord Calus
Fractured Core Fatal Ascension
45
|
Posted - 2012.11.09 17:56:00 -
[779] - Quote
I am still not seeing any dev post explaining how they plan to bring armour tanking back in line with shield tanking.
As it stands, and by dev admission, the problem with anything under capships is the tanking difference. So what is a theoretical plan?
All of the theorycrafting and hoping and dreaming will not account for anything until we get something besides a vague admission that there is a problem.
So, Raivi, what IS the problem? How are you going to attempt to fix it? When can we expect the fix? Why are ships being iterated upon before the underlying mechanics of the tank + weapon systems? Was the release of the ASB the single worst idea in quite a while? How did that make it through playtest and QA? Why has it taken nearly a near to be addressed? Why do you love matari ships so much? When will amarr ships get a useful 3rd bonus? Can I quit asking questions now? |

Ravcharas
GREY COUNCIL Nulli Secunda
191
|
Posted - 2012.11.09 18:00:00 -
[780] - Quote
Tzel Mayon wrote: If this is the case, will people who have Faction Cruiser IV and Battlecruisers I be reimbursed for this training time, since other people will be getting it for free??
Why should you be reimbursed for your training time? You haven't lost anything.
|

Radius Prime
EVE University Ivy League
26
|
Posted - 2012.11.09 18:06:00 -
[781] - Quote
Ravcharas wrote:Tzel Mayon wrote: If this is the case, will people who have Faction Cruiser IV and Battlecruisers I be reimbursed for this training time, since other people will be getting it for free??
Why should you be reimbursed for your training time? You haven't lost anything.
You lose compared to the others. Hence why I asked the question about capital sitters. If they get the new prereq skills for free they would become full fledged capital pilots instead of sitters overnight. Sucks for people who did put the time in to train those support skills on their capital toon.
Reopen the EVE gate so we can invade Serenity. Goons can go first. |

vedaire LegendKiller Carthin
Intergalactic Exploration and Expeditions
0
|
Posted - 2012.11.09 18:22:00 -
[782] - Quote
Personally I think its time you leave ships alone and focus on other aspects we worked hard to get to the ships we are able to fly and im tired of seeing you takking all the work out of it for new players. also we chose the ships based on what they can do now you wanna take that away as well think you need to focus on pr rather then screwwing us over.
|

Grath Telkin
Sniggerdly Pandemic Legion
1072
|
Posted - 2012.11.09 18:26:00 -
[783] - Quote
vedaire LegendKiller Carthin wrote:Personally I think its time you leave ships alone and focus on other aspects we worked hard to get to the ships we are able to fly and im tired of seeing you takking all the work out of it for new players. also we chose the ships based on what they can do now you wanna take that away as well think you need to focus on pr rather then screwwing us over.
Gona post what every dev who read this is thinking right now:
what the hell does this even mean? |

Gizznitt Malikite
Agony Unleashed Agony Empire
716
|
Posted - 2012.11.09 18:27:00 -
[784] - Quote
Tzel Mayon wrote:CCP Fozzie wrote:
Caldari Battlecruiser V, and Minmatar Battlecruiser V
Hello ... Someone else asked the same exact question I am about to ask, on this thread about this topic... but it has been unanswered by CCP: In the future will Faction Cruiser IV, (or Faction Cruiser III), be required for faction Battlecruiser I, and if so, will people automatically be given Faction Cruiser IV, if they already have Faction Cruiser III, and Battlecruisers I? If this is the case, will people who have Faction Cruiser IV and Battlecruisers I be reimbursed for this training time, since other people will be getting it for free?? Thanks!!!
In the future, racial cruiser LvL 4 will be the prerequisite for racial BC. If you currently have BC V, and racial cruiser III, you will be given racial BC V. You will NOT be given racial cruiser IV..... so no reimbursements are needed.
Besides, if you have BC V, Dessie V, and all racial cruisers to III (<- this last one takes very little time), then you turn 2m sp in to 8m sp.... I don't think anyone is "owed" more sp.... if anything, ccp is being FAR TOO GENEROUS dishing the sp out!
|

Red lensman
BlackSky inc.
0
|
Posted - 2012.11.09 18:32:00 -
[785] - Quote
if you make gang boosts need to be on grid you'll nerf mining boosts for all but 3-8 man fleets as 3-4 exhumers can clear a belt in less than a hour so a fleet of 8+ really needs to be in 2+ belts |

Gizznitt Malikite
Agony Unleashed Agony Empire
716
|
Posted - 2012.11.09 18:34:00 -
[786] - Quote
Grath Telkin wrote:vedaire LegendKiller Carthin wrote:Personally I think its time you leave ships alone and focus on other aspects we worked hard to get to the ships we are able to fly and im tired of seeing you takking all the work out of it for new players. also we chose the ships based on what they can do now you wanna take that away as well think you need to focus on pr rather then screwwing us over.
Gona post what every dev who read this is thinking right now: what the hell does this even mean?
It means Grath is complaining that his favorite ship wont' be the same after it's rebalanced.... and, even if this creates several viable alternatives, he doesn't want to use a different ship or different fit because what he has now works.
He's just resistant to change, even when change is to the general good....
|

Isk Machine
Republic University Minmatar Republic
0
|
Posted - 2012.11.09 18:43:00 -
[787] - Quote
If i train BC to V and its completed a few hours after the changes on dec. 4th, will i lose all the accumulated skill points? |

Qaidan Alenko
State War Academy Caldari State
597
|
Posted - 2012.11.09 18:51:00 -
[788] - Quote
Isk Machine wrote:If i train BC to V and its completed a few hours after the changes on dec. 4th, will i lose all the accumulated skill points? No.. because these changes are for after the Retribution expansion comes out... i.e. Spring expansion Go ahead,,,, Get your Wham on!!!
|

Ravcharas
GREY COUNCIL Nulli Secunda
191
|
Posted - 2012.11.09 18:52:00 -
[789] - Quote
Gizznitt Malikite wrote: Besides, if you have BC V, Dessie V, and all racial cruisers to III (<- this last one takes very little time), then you turn 2m sp in to 8m sp.... I don't think anyone is "owed" more sp.... if anything, ccp is being FAR TOO GENEROUS dishing the sp out!
There's nothing generous about it because there's nothing inherently beneficial about having more SP as far as game mechanics are concerned. All it does is contribute to a higher clone cost under the current system. |

Barbara Nichole
Cryogenic Consultancy Black Sun Alliance
339
|
Posted - 2012.11.09 19:29:00 -
[790] - Quote
"LetGÇÖs assume 2012 is not the end of the world, the universe and all things we hold dear.."
...and also assuming that Obama doesn't completely collapse our ability to pay for a subscription.. and that our stupid executive doesn't also tax the internet to death or turn it over to the UN for "management". [IMG]http://i12.photobucket.com/albums/a208/DawnFrostbringer/consultsig.jpg[/IMG] |

Grath Telkin
Sniggerdly Pandemic Legion
1072
|
Posted - 2012.11.09 19:32:00 -
[791] - Quote
Barbara Nichole wrote:"LetGÇÖs assume 2012 is not the end of the world, the universe and all things we hold dear.."
...and also assuming that Obama doesn't completely collapse our ability to pay for a subscription.. and that our stupid executive doesn't also tax the internet to death or turn it over to the UN for "management".
4 MORE YEARS, 4 MORE YEARS, 4 MORE YEARS
Maybe if the other party didn't run on a platform of racial discrimination, war on womens reproductive organs, and trying to stuff god down everybodies throat you wouldn't have to worry about it. But its ok, be bitter and blame your parties political failings on the other guy. |

Gizznitt Malikite
Agony Unleashed Agony Empire
716
|
Posted - 2012.11.09 19:39:00 -
[792] - Quote
Grath Telkin wrote:Barbara Nichole wrote:"LetGÇÖs assume 2012 is not the end of the world, the universe and all things we hold dear.."
...and also assuming that Obama doesn't completely collapse our ability to pay for a subscription.. and that our stupid executive doesn't also tax the internet to death or turn it over to the UN for "management". 4 MORE YEARS, 4 MORE YEARS, 4 MORE YEARS Maybe if the other party didn't run on a platform of racial discrimination, war on womens reproductive organs, and trying to stuff god down everybodies throat you wouldn't have to worry about it. But its ok, be bitter and blame your parties political failings on the other guy.
Why can't we have a (viable) fiscally conservative socially liberal party???
|

DJ P0N-3
Table Flippendeavors
54
|
Posted - 2012.11.09 19:42:00 -
[793] - Quote
Gizznitt Malikite wrote:Grath Telkin wrote:Barbara Nichole wrote:"LetGÇÖs assume 2012 is not the end of the world, the universe and all things we hold dear.."
...and also assuming that Obama doesn't completely collapse our ability to pay for a subscription.. and that our stupid executive doesn't also tax the internet to death or turn it over to the UN for "management". 4 MORE YEARS, 4 MORE YEARS, 4 MORE YEARS Maybe if the other party didn't run on a platform of racial discrimination, war on womens reproductive organs, and trying to stuff god down everybodies throat you wouldn't have to worry about it. But its ok, be bitter and blame your parties political failings on the other guy. Why can't we have a (viable) fiscally conservative socially liberal party???
Why are we talking about real world politics in a super serious business thread about internet spaceships? Don't we have any nullsec drama to care about? |

Lili Lu
580
|
Posted - 2012.11.09 20:01:00 -
[794] - Quote
Grath Telkin wrote:Barbara Nichole wrote:"LetGÇÖs assume 2012 is not the end of the world, the universe and all things we hold dear.."
...and also assuming that Obama doesn't completely collapse our ability to pay for a subscription.. and that our stupid executive doesn't also tax the internet to death or turn it over to the UN for "management". 4 MORE YEARS, 4 MORE YEARS, 4 MORE YEARS Maybe if the other party didn't run on a platform of racial discrimination, war on womens reproductive organs, and trying to stuff god down everybodies throat you wouldn't have to worry about it. But its ok, be bitter and blame your parties political failings on the other guy.
Yep, they're coming out of the woodwork. Can't we have some compassion for the poor folks still stuck in a 1950's Ozzie and Harriet vision of the US, and just not improve the game. First these poor folks have lost their chance at turning back the clock in rl, now they are going to lose their omnipresent drakes and tengus. This is simply too much for them to bear. Please stop improving the game CCP. These folks don't want these other ships that have languished in the shitter in exchange for their drakes and tengus. They only want the current flawed stability to remain in place. Is that too much to ask.  |

Alx Warlord
The Scope Gallente Federation
193
|
Posted - 2012.11.09 20:06:00 -
[795] - Quote
Wow 40 pages!!!! this is a TLDR millestone.
I just hope that someone from CCP, make a POS REVAMP before I stop playing eve due to the increase price of the plex.... Please read this! > New POS system ( Block Built - Starbasecraft) Please read this! >-á[Debate] - ISK SINK |

MIrple
BSC LEGION Tactical Narcotics Team
163
|
Posted - 2012.11.09 20:20:00 -
[796] - Quote
With the coming changes could we possible get the 2nd command ship to use the tier 2 skin IE Drake, Myrm, Harby, Cane. It would make sense with the Nighthawk having missiles and the EOS having Drones. Just my 2 cents |

Ribikoka
Royal Amarr Institute Amarr Empire
317
|
Posted - 2012.11.09 21:09:00 -
[797] - Quote
Jorma Morkkis wrote:Ribikoka wrote:Drakes with 2x shield extenders +3x CDFE rigs has ~21400 shield (fitteable to HAM) 96.5K EHP Your Drake is overtanked. If you really want to compare that to something compare it to dual plate Prophecy. Replace one of the LSEs with something more useful like a target painter.
Thts why the null fleets use Prophecy ? Oh wait, they using drake. :P And the prophecy has 240 HP/sec passive shield recharge ??? No. The main problem is the Drake resist bonuses with recharge rate and the big shield HP which hp more than 20% bigger than any BC hp. And no, the Drake with 2x shield extender is not overtanked. And why i need remove one LSE to compare other ship when thats a normal null sec fleet setup? Easily can fit 2 extender with mwd + scrambler etc. |

eVRiAL
Black Mesa Inc Protocol 13
7
|
Posted - 2012.11.09 21:37:00 -
[798] - Quote
Didn't read 40 pages.
@CCP: totally agree with all except rebalancing Command ships. It's just meaningless and makes no logic at all. Caldari don't use projectiles, Minmatar don't use lasers, WHY WOULD they get warfare bonuses at foreign technologies?
In short term, is a good idea to give CS 4-5% and T3 3% link bonus. In long term, it's not as easy, because there is a such thing as Titans, that have specific bonus up to 37.5% on his own race, and they can't much walk around between gates or systems. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
363
|
Posted - 2012.11.09 22:01:00 -
[799] - Quote
eVRiAL wrote:Didn't read 40 pages.
@CCP: totally agree with all except rebalancing Command ships. It's just meaningless and makes no logic at all. Caldari don't use projectiles, Minmatar don't use lasers, WHY WOULD they get warfare bonuses at foreign technologies?
In short term, is a good idea to give CS 4-5% and T3 3% link bonus. In long term, it's not as easy, because there is a such thing as Titans, that have specific bonus up to 37.5% on his own race, and they can't much walk around between gates or systems. Shields are hardly a foreign technology to the Minmatar, so it make sense that the would attempt to create some enhancements to the efficiency of their shields. |

Velarra
Ghost Festival Naraka.
126
|
Posted - 2012.11.09 22:07:00 -
[800] - Quote
CCP Fozzie wrote:NightmareX wrote:NightmareX wrote:I have a question about the Megathron.
Since it was said that the Megathron should be more mobile / agile. Will the Vindicator then get the aditional boost in agility (like it have now over the current Megathron) over the new Megathron stats then?
Will the Vindicator be even more agile then?
Or will this only affect the normal battleships? Quoting myself so i can get an answer on this. We're going to get the T1 hulls done first then work on making sure all the faction ships are good to go.
So what are the odds of changing Pirate faction ship skill requirements to be a touch more focused/specialized? Instead of their current dual-racial requirements?
eg. [Pirate Faction] Frigate, [Pirate Faction] Cruiser, [Pirate Faction] Battleship, [Pirate Faction] Carrier
(Alongside suitably fair SP/time investment related balancing/tweaks/changes if necessary for those with the current skills to fly them).
|

Maximus Andendare
Future Corps Sleeper Social Club
6
|
Posted - 2012.11.09 22:50:00 -
[801] - Quote
Jerick Ludhowe wrote:Moonaura wrote:Pattern Clarc wrote:Your current plan for the Ferox is doomed. Short range shield brawlling is the key here.
Brutix should have a utiliy high and active armour tanking bonuses should diaf. Otherwise, please proceed. This. With the loss of 5% shield bonus, Caldari won't have a close range battlecruiser anymore, the drake is already used at medium range in most fits and is also losing its tanking bonuses. This will leave T2 Cruisers, T3 SC and Battleships as the only realistic option for use at close range with logistics. I'd much rather see the brutix as well as the astarte retain a buffed 10% per level active bonus instead of just copy pasting bonuses seen on almost all other ships. IMO this "role" system is normalizing ships far far far too much between classes and in the end is just removing variation. I'd rather see active tanking fixed instead of just turning every ship into another copy paste fleet ship. They're doing this because active armor tanking is lacking. Having a rep bonus fails when you're being alpha'd. Simply put, buffer tanks work better in almost every way.
I don't think the answer is just doing away with active tanking modules. I think they need to be balanced. For example, the cap usages and fittings need to be more reasonable between shield and armor. There's no way I can possibly fit a large repper on an active ship, but yet XLASBs are easily fit on ships with very little gimping as a result of fitting it. To fit a large armor rep, you'd need something above 150% of the power grid of a Myrm, for example.
If they're going to push for buffer tanking setups, then resist bonuses aren't the only way to go about it--remember they can buff hull or armor hp, give ships a armor amount bonus, or a combination of the two.
I personally would like to see armor tanking fixed by making the cap usage significantly less than it is now and allow the use of large reppers on medium ships or just increase fitting on LASBs+ so medium ships can't tank ridiculous amounts.
And while they're at it--take out the damn skillbook for the RAH and incorporate the bonses into the module. It's dumb that I have to learn a skill to improve the RAH (especailly the cap reduction coming in Retri) while there's no similar skill for ASBs. How is that balanced?? |

Sassums
Wormhole Exploration Crew R.E.P.O.
56
|
Posted - 2012.11.09 23:47:00 -
[802] - Quote
It seems that this updates and "balancing" are more "nerfs" than anything else.
I understand the hows and the why's, but it is slightly annoying.
Some questions:
When will we see updates to POS permissions and Corporation Permissions.
The system currently, is just plan pathetic, sorry to be so blunt, but it is.
Corporations simply do not have the control or security they need, especially for those of us in WH space.
If I want to assign a player to one hanger, one tab I should be able to. With the current set up you cannot do that.
We need more levels of permissions, if I want someone to be able to online/offline hangers but not the main POS, I should be able to.
When will these incredibly urgent and important updates come our way? |

YuuKnow
Inner 5phere
425
|
Posted - 2012.11.10 00:29:00 -
[803] - Quote
You left out Black Op battleships and where you think they fit in the grand scheme of the Bships.
yk |

Ciba Lexlulu
United Evian Peace Corp
0
|
Posted - 2012.11.10 02:46:00 -
[804] - Quote
I have question regarding skill training for Command Ship, ie, Combat Command vs. Fleet Command. Currently the two command ships require a slightly different skills. How would you handle the skill difference after there is no differentiation between these two ships? If currently I can fly Absolution, can I use Damnation post the skilling changes?
Sorry if this has been answered before, I cannot find this topic in the previous posts nor in CCP devblogs. |

Nemesis Bosseret
Dysfunctional Nocturnal Rejects Insane Asylum
3
|
Posted - 2012.11.10 02:49:00 -
[805] - Quote
Lord Eremet wrote:My view of the proposed changes: *Prophecy - Don't make it a Amarr Myrmidon, thats just silly. Make it a 'Abaddon'-like BC instead. *Ferox - Make it a brawler, with one extra mid. Nobody uses it as a sniper now that we have Naga. *Brutix - Fix armor tanking and you might fix the Brutix at the same time. Add one more low slot. *Cyclone - Probably fine as is. But I'm interested in ideas. *Harbinger - a bit more grid/cpu maybe, otherwise fine as is. *Drake - Remove shield resistance boni and even the field for the other bc's. Controversial, I know. *Myrmidon - See 'Brutix. Otherwise fine, I think. But don't nerf shieldregen  *Hurricane - OP bc that should have its powergrid reduced a bit. No more dual-neut shield setup and 425MM guns.
i agree with this, actually i cant even nit pick at it Prophecy i totally agree that drone boat idea is just straight up dumb, ferox would be an awsome brawler hell make that one a drone boat since caldari seem to be lacking heavily on that. Harb slight increase on CPU and Grid, drake dont remove the reis but limit them, Myrm... meh .... its good as is, hurricane maybe not kill the powergrid but make it so you have to use an implant to achivie the dual neuts with 425s... |

Ribikoka
Royal Amarr Institute Amarr Empire
317
|
Posted - 2012.11.10 07:40:00 -
[806] - Quote
Nemesis Bosseret wrote:Lord Eremet wrote:My view of the proposed changes: *Prophecy - Don't make it a Amarr Myrmidon, thats just silly. Make it a 'Abaddon'-like BC instead. *Ferox - Make it a brawler, with one extra mid. Nobody uses it as a sniper now that we have Naga. *Brutix - Fix armor tanking and you might fix the Brutix at the same time. Add one more low slot. *Cyclone - Probably fine as is. But I'm interested in ideas. *Harbinger - a bit more grid/cpu maybe, otherwise fine as is. *Drake - Remove shield resistance boni and even the field for the other bc's. Controversial, I know. *Myrmidon - See 'Brutix. Otherwise fine, I think. But don't nerf shieldregen  *Hurricane - OP bc that should have its powergrid reduced a bit. No more dual-neut shield setup and 425MM guns. i agree with this, actually i cant even nit pick at it Prophecy i totally agree that drone boat idea is just straight up dumb, ferox would be an awsome brawler hell make that one a drone boat since caldari seem to be lacking heavily on that. Harb slight increase on CPU and Grid, drake dont remove the reis but limit them, Myrm... meh .... its good as is, hurricane maybe not kill the powergrid but make it so you have to use an implant to achivie the dual neuts with 425s...
Almost totally agree!!
Prophecy drone boat idea it's a fail develoment idea. Would be much better if CCP dont want to change prophecy resist bonuses to drone bonuses. Optimal bonuses/lvl much better idea.
Drake the most problematic BC in eve. IMHO their hull structure is the main problem, not the missile range. Atleast 20% bigger HP than other BC and shield extenders easier fitteable than 1600mm plates. (500PG vs 150 pg) Shield passive regeneration without any shield booster or active repairer 77.3 HP/sec (696HP until 9 seconds) which is much more than 2x t2 medium armor repairing (2x320HP/9sec). It's insane. (standard CFC drake fleet data) Fully passive drake for high sec PVE itting has, incredible passive shield recharge which is more 2.5x better than any armored BC setup with 2x medium repairer without capacitor!!! (232.5HP/sec) Just remember 2x med armor t2 repairer can 2x320HP/9 seconds.
Huricane is the second best boat, not need buff or any changes. Cyclone almost fine, but need some CPU.
Ferox without resist bonuses wont be a popular ship, no matter how many DPS bonuses will be get. At least 3-4 mid slot need wasting for utility modules like scrambler,resistes,mwd etc. Without resists a short range brawler ship will be just still left behind such a paper tiger. Need another idea too, for a good balance or the pilots will be using the other blaster boats. (Plus they need more speeds as the other blaster boats)
Brutix almost fine. They have good firepower (756dps with electrons without overheat), but need more speed. The main problem in Eve most of b;aster brawler ships slow like a brick. They are lost their firepower advantages because they cant reach their targets enough fast. They need more agilities and speed, but not just Brutix, the all blaster ships, because in the past CCP buffed the AC falloff ranges and the Scorch add too much ranges for amarrian ships while they decreasing the ship speeds.
Myrmidon. Nice drone ship. The 5 ogre was much better in the past :P But that's i think would be too overpowered again. But need drone revisions. The ship is versatile. Easily fitteable to shield or armor tanks. (but that's true so many pilots use Autocannons on them instead hybrid guns) After all i think, the ship hull build is good. Their problem is the drones. Drones need revisiting.
|

Ender Sai
Paladin Order Fidelas Constans
34
|
Posted - 2012.11.10 07:44:00 -
[807] - Quote
I just wanted to +1 concern over the ferox.
The tier 3 BCs pretty much means that it cannot be a sniper.
Also I like that i can fit launchers to it as well, just saying. |

Kim Blackstone
Booty hunter's
24
|
Posted - 2012.11.10 10:13:00 -
[808] - Quote
CCP the mega is NOT just a blaster boat! Read its bonuses please - Turret damage & Tracking. It's the only Gallente BS that can be fielded for fleets.
The Hyperion is the blaster boat. Read its description and bonuses - Turret damage & active tanking.
PLEASE don't mess with the Mega's Hit Points. For what its worth, the Mega is mostly fine, where as the Hyperion is not. The Hype with 1 more turret to fit will need more CPU & PG, and potentially an extra low slot because active taking uses more slots, CPU and PG. And why does a Gallente BS does not have the ability to field 5 heavy drones? Give it 125 bandwidth & drone bay.
|

Uthgaard
Reputable Gentlemen
8
|
Posted - 2012.11.10 10:53:00 -
[809] - Quote
Quote: Reimbursement details:
Let us repeat again: if you could fly it before, you will be able to do so after the change. Technically it means if you are able to fly an Oracle by having Amarr Cruisers 3 and Battlecruisers 3, we will remove the Battlecruisers skill from your character and give you Amarr Battlecruisers at 3. If you had Battlecruisers at 3 and Caldari Cruisers 3 instead, you would not receive Amarr Battlecruisers but the Caldari Battlecruisers skill at 3 instead. The same principle work with the Destroyers skill. With the way nested skill requirements work in EVE, it also means that you will still be able to fly an Apocalypse even if you donGÇÖt have the Amarr Battlecruiser skill trained at 4 after the change. It wonGÇÖt matter as long as you have the Amarr Battleship skill at the proper level.
With this in mind, it becomes quite obvious to focus on training the Destroyers and Battlecruisers skills before the change to get the maximum return effect. We highly recommend you start doing so now.
Am I the only one who has caught the discrepancy here? If you're only exchanging Battlecruiser X skill for [Race] Battlecruiser X skill, and the rank multipliers will be identical... then what is this benefit, that causes them to highly recommend training them now? You end with the exact same amount of skillpoints that you had previously, and no advantage to training them before changes than after.
There is either a failure in CCP Ytterbium's ability to communicate, or ability to draw a sound conclusion. But which is it? |

Grath Telkin
Sniggerdly Pandemic Legion
1075
|
Posted - 2012.11.10 10:57:00 -
[810] - Quote
@ Fozzie/Ytterbium I had a question of sorts.
So the Gallente battle process seems to be based around an idea similar to Minmatar, in that they ideally need to get in fast up close to lay down proper damage. They need agility and speed to accomplish that, but they're natively armor and hull tankers, and mods that go along those lines traditionally slow you down, making it extremely hard to optimally fit an armor tank on your gallente ship and not have it perform well below expectations.
What if all galletne hulls had a native immunity to any agility or speed reductions that might normally be associated with Armor plates and or rigs?
That would allow them to fit superior tanks and retain that needed edge, keeping blasters (more)viable on a chose racial hull, namely the gallente.
Its always seemed like such a simple fix to me that would allow them to operate as mother nature had intended that wouldn't backfire if it was kitted out for shields. |

Maeltstome
the unified Negative Ten.
115
|
Posted - 2012.11.10 12:19:00 -
[811] - Quote
Jeremiah Kaiso wrote:Given that the Ravens problems are acknowledged to be with it using cruise missiles, when are cruise missiles going to be looked at and made useful outside of PvE?
Kinda already are... They can swat down AHAC and BHAC gangs much more effectively than turrets on other battleships. If they do change cruise they will make them extreme long range weapons with terrible damage application to moving targets or something but make them move much faster.
They will become artillery i think. |

Maeltstome
the unified Negative Ten.
115
|
Posted - 2012.11.10 12:20:00 -
[812] - Quote
Grath Telkin wrote:@ Fozzie/Ytterbium I had a question of sorts.
So the Gallente battle process seems to be based around an idea similar to Minmatar, in that they ideally need to get in fast up close to lay down proper damage. They need agility and speed to accomplish that, but they're natively armor and hull tankers, and mods that go along those lines traditionally slow you down, making it extremely hard to optimally fit an armor tank on your gallente ship and not have it perform well below expectations.
What if all galletne hulls had a native immunity to any agility or speed reductions that might normally be associated with Armor plates and or rigs?
That would allow them to fit superior tanks and retain that needed edge, keeping blasters (more)viable on a chose racial hull, namely the gallente.
Its always seemed like such a simple fix to me that would allow them to operate as mother nature had intended that wouldn't backfire if it was kitted out for shields.
Massively lolling at the troll attempt. 150kEHP megathrons moving at the speed of a battlecruiser much? |

Ribikoka
Royal Amarr Institute Amarr Empire
317
|
Posted - 2012.11.10 13:04:00 -
[813] - Quote
Missile Changes And there is the missile nerf crap. |

Debir Achen
The Red Circle Inc.
31
|
Posted - 2012.11.10 14:40:00 -
[814] - Quote
Ribikoka wrote:Atleast 20% bigger HP than other BC and shield extenders easier fitteable than 1600mm plates. (500PG vs 150 pg) Though, for comparing like with like:
LSE II: CPU 46, PG 165*, HP 2625 800mm II: CPU 28, PG 230, HP 2400 1600mm II: CPU 33, PG 575, HP 4800
* reduced by 25% with Shield Upgrades V
Armor also gets a hidden 10% base resist bonus, though this starts getting into comparisons of other modules (DCU, Invul Field vs EANM, etc).
Though it is worth noting that comparing the LSE-II with the 800mm-II, the LSE gets both 10% more raw HP (compensation for armor resistance bonus?) and auto-repping.
Also seems to be an issue with 800mm plates vs 1600mm: no diseconomy of scale. 2x800mm has the same hp as 1x1600mm, but the costs are very similar: CPU 56 + PG 460, vs CPU 33 vs PG 575.
Finally, Drake occupies a slightly odd spot. The "comparable" Amarr BC (the harbinger) doesn't get an inbuilt resist bonus, so there's no armor equivalent in the BC line-up. Meanwhile, armor BS can use their superior fitting to load up on heavier plates, while no similar option exists for shield BS.
Consiger: HML-II: CPU 55*, PG 105** LSE-II: CPU 46, PG 165* CML-II: CPU 66*, PG 1313**
800mm-II: CPU 28, PG 230 Heavy B-II: CPU 37*, PG 275** 1600mm-II: CPU 33, PG 575 Tachyon B-II: CPU 64*, PG 4125**
* reduced by 25% at all-V ** reduced by 10% at all-V
Fitting for LSE-II is comparable to HML-II Fitting for 800mm-II is comparable to Heavy Beam-II Aren't Caldari supposed to have a large signature? |

Zeta Kalin
Large Rodent Hunters
0
|
Posted - 2012.11.10 14:51:00 -
[815] - Quote
I'm a pure Amarr char, without the destroyer or BC skill... I will get 0 SP out of that change, while you'll be handing free SP to about everyone else...
It's stupidly unfair, but I get the message, you don't want me in the game and accordingly I cancelled my subscription. |

Ravcharas
GREY COUNCIL Nulli Secunda
191
|
Posted - 2012.11.10 15:23:00 -
[816] - Quote
Zeta Kalin wrote:I'm a pure Amarr char, without the destroyer or BC skill... I will get 0 SP out of that change, while you'll be handing free SP to about everyone else...
It's stupidly unfair, but I get the message, you don't want me in the game and accordingly I cancelled my subscription. So you'll pay comparatively less for your clones after the change. Good news for you.
Skill points doesn't matter for anything else. It's just a number that goes up. Every ship you could fly before the change, you will be able to fly after the change. |

Kim Blackstone
Booty hunter's
24
|
Posted - 2012.11.10 17:49:00 -
[817] - Quote
Uthgaard wrote:Quote: Reimbursement details:
Let us repeat again: if you could fly it before, you will be able to do so after the change. Technically it means if you are able to fly an Oracle by having Amarr Cruisers 3 and Battlecruisers 3, we will remove the Battlecruisers skill from your character and give you Amarr Battlecruisers at 3. If you had Battlecruisers at 3 and Caldari Cruisers 3 instead, you would not receive Amarr Battlecruisers but the Caldari Battlecruisers skill at 3 instead. The same principle work with the Destroyers skill. With the way nested skill requirements work in EVE, it also means that you will still be able to fly an Apocalypse even if you donGÇÖt have the Amarr Battlecruiser skill trained at 4 after the change. It wonGÇÖt matter as long as you have the Amarr Battleship skill at the proper level.
With this in mind, it becomes quite obvious to focus on training the Destroyers and Battlecruisers skills before the change to get the maximum return effect. We highly recommend you start doing so now. Am I the only one who has caught the discrepancy here? If you're only exchanging Battlecruiser X skill for a single [Race] Battlecruiser X skill, and the rank multipliers will be identical... then what is this benefit, that causes them to highly recommend training them now? You end with the exact same amount of skillpoints that you had previously, and no advantage to training them before changes than after. There is either a failure in CCP Ytterbium's ability to communicate, or ability to draw a sound conclusion. But which is it?
Now: 4 x racial frigate - Destroyer - 4 x racial cruiser - Battlecruiser After changes: 4 x racial frigate - 4 x racial destroyer - 4 x racial cruiser - 4 x racial battle cruiser
If you have: 1 x racial frigate - Destroyer - 1 x racial cruiser - Battlecruiser Reimbursement: 1 x racial frigate - 1 x racial destroyer - 1 x racial cruiser - 1 x racial battlecruiser To train all to V: 3 x racial frigate - 3 x racial destroyer - 3 x racial cruiser - 3 x racial battlecruiser
if you have : 4 x racial frigate - Destroyer - 4 x racial cruiser - Battlecruiser Reimbursement: 4 x racial frigate - 4 x racial Destroyer - 4 x racial cruiser - 4 x racial Battlecruiser
You save: 3 x racial destroyer at 2x difficulty and 3 x racial battlecruiser at 6x difficulty
Conclusion: Train all racial frigates to IV, Destroyer to V, racial cruiser to III and Battlecruiser to V now to get full reimbursement.
The failure is not on CCP Ytterbium's part. |

Grath Telkin
Sniggerdly Pandemic Legion
1075
|
Posted - 2012.11.10 17:56:00 -
[818] - Quote
Maeltstome wrote:
Massively lolling at the troll attempt. 150kEHP megathrons moving at the speed of a battlecruiser much?
Its not really a troll attempt, but isn't what you just described pretty much the exact ideal behind Gallente combat physics? Not to mention that it would only be Gallente that were under this effect. |

Uthgaard
Reputable Gentlemen
8
|
Posted - 2012.11.10 18:24:00 -
[819] - Quote
Kim Blackstone wrote:Uthgaard wrote:Quote: Reimbursement details:
Let us repeat again: if you could fly it before, you will be able to do so after the change. Technically it means if you are able to fly an Oracle by having Amarr Cruisers 3 and Battlecruisers 3, we will remove the Battlecruisers skill from your character and give you Amarr Battlecruisers at 3. If you had Battlecruisers at 3 and Caldari Cruisers 3 instead, you would not receive Amarr Battlecruisers but the Caldari Battlecruisers skill at 3 instead. The same principle work with the Destroyers skill. With the way nested skill requirements work in EVE, it also means that you will still be able to fly an Apocalypse even if you donGÇÖt have the Amarr Battlecruiser skill trained at 4 after the change. It wonGÇÖt matter as long as you have the Amarr Battleship skill at the proper level.
With this in mind, it becomes quite obvious to focus on training the Destroyers and Battlecruisers skills before the change to get the maximum return effect. We highly recommend you start doing so now. Am I the only one who has caught the discrepancy here? If you're only exchanging Battlecruiser X skill for a single [Race] Battlecruiser X skill, and the rank multipliers will be identical... then what is this benefit, that causes them to highly recommend training them now? You end with the exact same amount of skillpoints that you had previously, and no advantage to training them before changes than after. There is either a failure in CCP Ytterbium's ability to communicate, or ability to draw a sound conclusion. But which is it? Now: 4 x racial frigate - Destroyer - 4 x racial cruiser - Battlecruiser After changes: 4 x racial frigate - 4 x racial destroyer - 4 x racial cruiser - 4 x racial battle cruiser If you have: 1 x racial frigate - Destroyer - 1 x racial cruiser - Battlecruiser Reimbursement: 1 x racial frigate - 1 x racial destroyer - 1 x racial cruiser - 1 x racial battlecruiser To train all to V: 3 x racial frigate - 3 x racial destroyer - 3 x racial cruiser - 3 x racial battlecruiser if you have : 4 x racial frigate - Destroyer - 4 x racial cruiser - Battlecruiser Reimbursement: 4 x racial frigate - 4 x racial Destroyer - 4 x racial cruiser - 4 x racial Battlecruiser You save: 3 x racial destroyer at 2x difficulty and 3 x racial battlecruiser at 6x difficulty Conclusion: Train all racial frigates to IV, Destroyer to V, racial cruiser to III and Battlecruiser to V now to get full reimbursement. The failure is not on CCP Ytterbium's part.
This is not what he said, and you take great liberties in making examples that are not supported by anything stated in this post. |

Kim Blackstone
Booty hunter's
24
|
Posted - 2012.11.10 18:32:00 -
[820] - Quote
I fail to comprehend what about the skill change is so difficult to understand.
If you have more than 1 racial frigate or cruiser trained to the appropriate level, you will get additional racial destroyer and racial battlecruiser skill. Of course you will end up with more skill points than what you have now. |

Uthgaard
Reputable Gentlemen
8
|
Posted - 2012.11.10 19:11:00 -
[821] - Quote
That statement about receiving multiple racial bc/dest to V. It was missing from his explanation. You have to make a pretty heavy assumption to get there from the two examples he gave: the two examples make it look like you would only get one. |

Uthgaard
Reputable Gentlemen
8
|
Posted - 2012.11.10 19:16:00 -
[822] - Quote
Now the question is when? Because this makes it sound like they're due very soon, and all previous posts have assured everyone that they would not be coming in with the Dec 4 patch. |

Jorma Morkkis
State War Academy Caldari State
218
|
Posted - 2012.11.10 19:48:00 -
[823] - Quote
Uthgaard wrote:That statement about receiving multiple racial bc/dest to V. It was missing from his explanation. You have to make a pretty heavy assumption to get there from the two examples he gave: the two examples make it look like you would only get one.
"if you could fly it before, you will be able to do so after the change"
For me that's as clear as it can be.
Just in case I'm currently training for all command ships and dictors (3 races to go). Mostly because currently I don't have anything better to train. |

Tzel Mayon
Wind And Flame
0
|
Posted - 2012.11.10 20:59:00 -
[824] - Quote
Gizznitt Malikite wrote:Tzel Mayon wrote:CCP Fozzie wrote:
Caldari Battlecruiser V, and Minmatar Battlecruiser V
Hello ... Someone else asked the same exact question I am about to ask, on this thread about this topic... but it has been unanswered by CCP: In the future will Faction Cruiser IV, (or Faction Cruiser III), be required for faction Battlecruiser I, and if so, will people automatically be given Faction Cruiser IV, if they already have Faction Cruiser III, and Battlecruisers I? If this is the case, will people who have Faction Cruiser IV and Battlecruisers I be reimbursed for this training time, since other people will be getting it for free?? Thanks!!! In the future, racial cruiser LvL 4 will be the prerequisite for racial BC. If you currently have BC V, and racial cruiser III, you will be given racial BC V. You will NOT be given racial cruiser IV..... so no reimbursements are needed. Besides, if you have BC V, Dessie V, and all racial cruisers to III (<- this last one takes very little time), then you turn 2m sp in to 8m sp.... I don't think anyone is "owed" more sp.... if anything, ccp is being FAR TOO GENEROUS dishing the sp out!
Why are you making the assumption that Racial Cruisers IV will be required for Racial BattleCruisers I? Is this posted some place?
The way Tiered Skills work in Eve, if Racial Cruisers IV is required for Racial BattleCruisers I, then CCP would have to GIVE everyone with Racial Cruiser III the level IV version of that skill.
And if CCP gives away free Racial Cruiser IV skills to people who would be able to fly that racial's battlecruiser, what about people who /already/ have a racial cruiser trained to level IV. Will they get those Skill Points to reallocate elsewhere?
For someone who has attributes and implants specializing in Spaceship command, they could train all their racial Cruiser IVs knowing that there will be a small reimbursement for those level IV skills coming, and then apply those Skill Points to Int/Mem skills or some such.
(Which would be really cool.) |

Qaidan Alenko
State War Academy Caldari State
597
|
Posted - 2012.11.10 21:19:00 -
[825] - Quote
Uthgaard wrote:That statement about receiving multiple racial bc/dest to V. It was missing from his explanation. You have to make a pretty heavy assumption to get there from the two examples he gave: the two examples make it look like you would only get one. Actually Fozzie has stated multiple time that multiple racial Des/BC skills can be gained...
CCP Fozzie wrote:Dinta Zembo wrote:So if I have battlecruisers 5 and each racial cruiser at lvl 3, does that mean I'll get every racial battlecruiser skill to 5? You're saying 'if you can fly it now you'll still be able to fly it', but I'd like to know on what level. To the same level. So yes in that case you'd get all four skills to level 5.
Go ahead,,,, Get your Wham on!!!
|

Qaidan Alenko
State War Academy Caldari State
598
|
Posted - 2012.11.11 03:46:00 -
[826] - Quote
Tzel Mayon wrote:Why are you making the assumption that Racial Cruisers IV will be required for Racial BattleCruisers I? Is this posted some place?
The way Tiered Skills work in Eve, if Racial Cruisers IV is required for Racial BattleCruisers I, then CCP would have to GIVE everyone with Racial Cruiser III the level IV version of that skill.
And if CCP gives away free Racial Cruiser IV skills to people who would be able to fly that racial's battlecruiser, what about people who /already/ have a racial cruiser trained to level IV. Will they get those Skill Points to reallocate elsewhere?
For someone who has attributes and implants specializing in Spaceship command, they could train all their racial Cruiser IVs knowing that there will be a small reimbursement for those level IV skills coming, and then apply those Skill Points to Int/Mem skills or some such.
(Which would be really cool.) From the blog itself....
Blog States: wrote:As announced at the beginning of the year, skill requirements will be modified when we are done overhauling tech1 battlecruisers and battleships. This consists of:
Breaking Destroyers and Battlecruisers skills into four racial versions with an identical training multiplier (thus making it four times harder to get all races trained) Changing skill requirements for Racial Cruisers from Racial Frigates 4 to Racial Destroyers 4 Changing skill requirements for Racial Battleships from Racial Cruisers 4 to Racial Battlecruisers 4 Changing skill requirements for capital ships from Racial Battleships 5 to 4, but introducing or increasing other skills to keep the same overall training time requirements
Personally though... I'm going to make sure I qualify for said racial BC/Destroyers beforehand, under the new skill prerequisites.... Just to be sure. Go ahead,,,, Get your Wham on!!!
|

Ranzabar
Vertical Ventures Unlimited Corp
25
|
Posted - 2012.11.11 06:11:00 -
[827] - Quote
I'm certain, if you try, you can eat marshmallows on the CCP balcony in the snow. Keep your expectations tiny and you won't be so winey |

Qaidan Alenko
State War Academy Caldari State
598
|
Posted - 2012.11.11 07:09:00 -
[828] - Quote
Ranzabar wrote:I'm certain, if you try, you can eat marshmallows on the CCP balcony in the snow. Only if you don't value your teeth... :oP Go ahead,,,, Get your Wham on!!!
|

Undeadenemy
The Riot Formation Unclaimed.
12
|
Posted - 2012.11.11 08:06:00 -
[829] - Quote
@Complainers-Who-Think-They're-Being-'Cheated'-Out-Of-SP
I realize that this will simply be buried under the additional pages of this thread, but let me try to explain it to you:
No one is getting free skills. The racial cruiser/frigate skill is required to INJECT the racial destroyer/battlecruiser skillbooks, it IS NOT required to actually fly the destroyer/battlecruiser. The check for required skills occurs at the time the skill is injected, so if you have not injected battlecruiser/destroyer at the time of the change, you will instead have 8 different skills to inject to be able to fly all of the ships.
No one is getting a free level on any of their skills. The requirement won't apply to people that already have battlecruiser/destroyer because they already have the skill. If you already have Racial Frigate/Cruiser to III, you will receive the Racial Destroyer/Battlecruiser skill pre-trained to the level of Destroyer/Battlecruiser you already had at the time of the patch. You WILL NOT get Racial Cruiser 4 for free if you only had level 3, you will simply not need that skill to fly Racial Battlecruiser because it will already be injected.
Here is the pertinent quote from the Dev Blog:
"With the way nested skill requirements work in EVE, it also means that you will still be able to fly an Apocalypse even if you donGÇÖt have the Amarr Battlecruiser skill trained at 4 after the change. It wonGÇÖt matter as long as you have the Amarr Battleship skill at the proper level."
I don't understand what the problem understanding this is. |

Jorma Morkkis
State War Academy Caldari State
219
|
Posted - 2012.11.11 09:22:00 -
[830] - Quote
Undeadenemy wrote:No one is getting free skills. The racial cruiser/frigate skill is required to INJECT the racial destroyer/battlecruiser skillbooks, it IS NOT required to actually fly the destroyer/battlecruiser. The check for required skills occurs at the time the skill is injected, so if you have not injected battlecruiser/destroyer at the time of the change, you will instead have 8 different skills to inject to be able to fly all of the ships.
This. I'll add these: To fly: Racial Cruiser level doesn't matter as long as you have Racial Battlecruiser trained to level 1 or higher To inject Racial Battlecruiser skill: Racial Cruiser level 4 is required To train Racial Battlecruiser skill: Racial Cruiser level 4 is required |

Ashriban Kador
Amarrian Retribution Amarr 7th Fleet
13
|
Posted - 2012.11.11 14:25:00 -
[831] - Quote
And this is why, way back before Inferno? When these changes where announced, I went and made sure I trained up all racial frigate skills to 4, had Destroyers at 5, trained all racial cruisers to 4 and Battlecruisers to 5.
Anyone complaining about the changes to the skills, or having to train them, I have no sympathy. It has been known for quite some time now, long enough to have trained all those skills from 0! Your goals may align with some ... and with others, collide with the force of suns. |

David Zahavi
Science and Trade Institute Caldari State
7
|
Posted - 2012.11.11 18:52:00 -
[832] - Quote
CCP Fozzie wrote:Sexy Cakes wrote:Tippia wrote:Sexy Cakes wrote:Are the racial destroyer skills getting put in on Dec. 4th or with the battlecruiser stuff? When everything is done. Right caught that part but my question was aimed at the destroyer skills getting split into racial skills and whether or not they are coming with the Dec. 4th patch. We'll do the destroyer and battlecruiser skills in one batch, after the BC and BS rebalance is done.
Would be awesome if you did them in 2 batches.
Give us a 10ish day warning on Destroyers, then roll it out.
Then give us a month warning on BC, then roll it out.
Then you have no child left behind, and can avoid all the potential tears devs hate to cause their loyal customers. |

Riosk
State War Academy Caldari State
0
|
Posted - 2012.11.11 19:44:00 -
[833] - Quote
When is there any specification change of this BC's skill? it's early in february? |

Odecules
EVE University Ivy League
0
|
Posted - 2012.11.11 20:15:00 -
[834] - Quote
*Racial Destroyers and Racial Battlecruisers skill changeup*
To lay it all out:
Do I just need to get the following to get the most out of the change? (If not, what other skills / levels do I need?)
- All Racial Frigaes to IV
- Destroyers to V
- All Racial Cruisers to III
- Battlecruisers to V
Also, if I get them all by the end of January (which I am sure even those on a bad remap can) will I make the cutoff?
Thanks |

YuuKnow
Inner 5phere
425
|
Posted - 2012.11.11 21:45:00 -
[835] - Quote
It doesn't make much sense to turn the Typhoon into a missile boat for 2 reasons.
1. Its already mentioned that cruise missles and torps are poor performers at the moment and the Raven is seeing poor days. Why would you make another bship based on a weapon system (cruise missiles) that is a underperformer? Does adding a 2nd bship with the identical poor utilized weapons system (torps and cruise) add anything?
2 The the cross training to make Typhoons work well wouldn't make sense. Players would train gunnery and projectiles all the way up, but at the bship level would then need to switch to a completely different weapon type where all the previous skills are wasted.
How about giving it a support role with a Target Painter or Stasis Web bonus? And a complete 100% hull redesign (throw out the old model completely).
yk |

Grath Telkin
Sniggerdly Pandemic Legion
1081
|
Posted - 2012.11.11 22:12:00 -
[836] - Quote
YuuKnow wrote:
1. Its already mentioned that cruise missles and torps are poor performers at the moment and the Raven is seeing poor days. Why would you make another bship based on a weapon system (cruise missiles) that is a underperformer? Does adding a 2nd bship with the identical poor utilized weapons system (torps and cruise) add anything?
So because you don't value a particular weapon system and it may not be perfroming up to spec they should suddenly stop designing ships that use it instead of fixing the system in question and still designing ships that make use of it?
YuuKnow wrote:2 The the cross training to make Typhoons work well wouldn't make sense. Players would train gunnery and projectiles all the way up, but at the bship level would then need to switch to a completely different weapon type where all the previous skills are wasted.
Here's a shocker: Most minmatar ships are designed around split weapons systems. Nearly all of them have a combination of Gun and Missile hardpoints. If you've trained up to BS sized guns while ignoring all the other missile systems its only your own fault. By the time you can fly a minnie BS you would be well served to have skills in both sets to fully use each and every ship that Minmatar has to offer. |

David Zahavi
Science and Trade Institute Caldari State
7
|
Posted - 2012.11.11 22:12:00 -
[837] - Quote
Ashriban Kador wrote:And this is why, way back before Inferno? When these changes where announced, I went and made sure I trained up all racial frigate skills to 4, had Destroyers at 5, trained all racial cruisers to 4 and Battlecruisers to 5.
Anyone complaining about the changes to the skills, or having to train them, I have no sympathy. It has been known for quite some time now, long enough to have trained all those skills from 0!
I reactivated and started after inferno and that dev blog and only recently became aware of it.
But I still want to get all that I can out of this and not get screwed :) |

YuuKnow
Inner 5phere
427
|
Posted - 2012.11.11 22:37:00 -
[838] - Quote
Grath Telkin wrote:YuuKnow wrote:
1. Its already mentioned that cruise missles and torps are poor performers at the moment and the Raven is seeing poor days. Why would you make another bship based on a weapon system (cruise missiles) that is a underperformer? Does adding a 2nd bship with the identical poor utilized weapons system (torps and cruise) add anything?
So because you don't value a particular weapon system and it may not be perfroming up to spec they should suddenly stop designing ships that use it instead of fixing the system in question and still designing ships that make use of it?
yep. If the idea is to redesign the ship to that its more useful, but the redesign just makes it just a poorly used then what was the purpose of the redesign?
Quote:Here's a shocker: Most minmatar ships are designed around split weapons systems. Nearly all of them have a combination of Gun and Missile hardpoints. If you've trained up to BS sized guns while ignoring all the other missile systems its only your own fault. By the time you can fly a minnie BS you would be well served to have skills in both sets to fully use each and every ship that Minmatar has to offer.
The missile part of the 'split weapons system' has always been the bastard child of the two with few minimatar fits using them. Most minmatar ships excel with fittings that *don't* use the missile slots, with missile gimping the fits. The missiles skills for Minmatar pilots are an afterthought and do better without them.
The whole split dps has never lived up to par.
Perhaps CCP would do enough to change the typhoon's missile bonus include explosion velocity and explosion radius bonuses rather than RoF. |

The Mabinogion
BLAIDD DRWG INC
0
|
Posted - 2012.11.11 23:10:00 -
[839] - Quote
Iniquita wrote:I really wish you would have addressed the lack of ewar platform battleships for the other three races.
Im also still holding out for some black ops bs loving.
Agreed. More ewar at the BS level would be good.
Also really want to see thoughts on BLOPs. My god there are god suggestions on updating them and are desperately needed. |

Overtoad Hail
The Senate and People of Eve
0
|
Posted - 2012.11.11 23:27:00 -
[840] - Quote
It would be wise to train command ships and mauraders to V. These take a while and will be next in line for rebalance. |

Msgerbs
Imperial Assualt Guild
35
|
Posted - 2012.11.12 00:09:00 -
[841] - Quote
Baki Yuku wrote:NeoShocker wrote:No, i disagree on the multi bonuses on the races for command ships, its not even distinct.
If you are going to do that, then AT LEAST the specific race have better bonus over the other. Like vulture gets 5% shield bonus and 3% skirmish. I mean come on, 3% across the two race? :( I agree! and being able to use more then 3 links on a Tech 3 lol what is that supposed to be good for its useless.. wanna know why because we already have tons of boosting alts.. so why would we use a ship that provides 2% which is freaking useless and not even close to cost efficient.. Then don't use them. T3 cruisers are a scourge upon new eden. |

Oblivion Maximus
Interstellar Zombie Turtles
1
|
Posted - 2012.11.12 00:50:00 -
[842] - Quote
Faction Crusier about to become worthless ?
Best guess on what they will drop too... I am guessing price drop by 50% once new crusiers hit.....
Reason.. New t1s are Better in most cases then Navy version...
Edit: Added your subject to your comment so I can merge this to the right topic. - ISD Suvetar |

Msgerbs
Imperial Assualt Guild
35
|
Posted - 2012.11.12 00:52:00 -
[843] - Quote
Remind me why I trained Gallente? Everybody is getting drone boats in these new changes. |

James Amril-Kesh
RAZOR Alliance
1206
|
Posted - 2012.11.12 00:53:00 -
[844] - Quote
Oblivion Maximus wrote:Faction Crusier about to become worthless ?
Best guess on what they will drop too... I am guessing price drop by 50% once new crusiers hit.....
Reason.. New t1s are Better in most cases then Navy version...
Edit: Added your subject to your comment so I can merge this to the right topic. - ISD Suvetar
And then later on the Navy cruisers will be rebalanced. They're a lower priority since they're not exactly a popular class of ships, even compared to cruisers which aren't themselves terribly popular especially compared with how often they should be used. http://themittani.com/features/local-problem A simple fix to the local intel problem |
|

ISD Suvetar
ISD Community Communications Liaisons
941

|
Posted - 2012.11.12 00:56:00 -
[845] - Quote
Cleaned up an off-topic real-world politics outbreak.
Please leave it out of here in the future, thanks!. ISD Suvetar,-áCaptain Community Communication Liaisons (CCLs) Interstellar Services Department We are hiring! |
|

James Amril-Kesh
RAZOR Alliance
1209
|
Posted - 2012.11.12 01:51:00 -
[846] - Quote
You merged topics. I didn't even know you could do that. Can I just say that's a lot more preferred than locking duplicate topics? http://themittani.com/features/local-problem A simple fix to the local intel problem |

MinefieldS
1 Sick Duck Standss on something
172
|
Posted - 2012.11.12 02:28:00 -
[847] - Quote
Msgerbs wrote:Remind me why I trained Gallente? Everybody is getting drone boats in these new changes. Don't worry, Gallente will get lasers soon. |

Grath Telkin
Sniggerdly Pandemic Legion
1082
|
Posted - 2012.11.12 04:29:00 -
[848] - Quote
ISD Suvetar wrote:Cleaned up an off-topic real-world politics outbreak.
Please leave it out of here in the future, thanks!. Ruiner |

Jita Shopper86
LAWL Corp
1
|
Posted - 2012.11.12 07:32:00 -
[849] - Quote
It's probably been answered but there's so many posts to go through and I can't seem to find this one post talking about the skills.
For the racial BC skills, will I get racial BC 5 as long as I have BC 5 and racial cruiser 3 after the skill change? |

Odecules
EVE University Ivy League
1
|
Posted - 2012.11.12 08:32:00 -
[850] - Quote
Jita Shopper86 wrote: It's probably been answered but there's so many posts to go through and I can't seem to find this one post talking about the skills.
For the racial BC skills, will I get racial BC 5 as long as I have BC 5 and racial cruiser 3 after the skill change?
From Comment Page 4
CCP Fozzie wrote:In that case you would get both racial battlecruiser skills to V. You'll get exactly the same level of bonus to your ships after the skill change as you did before it, and since you only need the cruiser skills to 3 to fly those BCs and getting cruiser higher doesn't give bonuses to the BCs, any cruiser skill levels beyond 3 don't matter. Antoine Jordan wrote:So if I have Battlecruisers V and Amarr Cruiser III, after the patch I'll have Amarr Battlecruiser V, right? So that I can fly them to the same effectiveness I could before the patch. This is correct. |

piecakes's brother
Blunderbuss Trade Co
0
|
Posted - 2012.11.12 08:53:00 -
[851] - Quote
CCP Fozzie wrote:ReK42 wrote: It's still a nerf to the boost itself and, in the context of everyone talking about removing off-grid boosting, it should not be taken lightly. Please don't CCP this and nerf a very important mechanic from both ends.
So I want to make clear that we don't have a timeline for when pushing links ongrid will be possible. It won't be happening at the same time as these other listed changes. 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? 
Terrible idea.. like a warp distruption bubble? So will others get aggression from there target flying into your bubble..... So what you have small gang and targets are close enough in your "bubble" you are boosting them as well... FAIL |

Jita Shopper86
LAWL Corp
1
|
Posted - 2012.11.12 10:35:00 -
[852] - Quote
Odecules wrote:Jita Shopper86 wrote: It's probably been answered but there's so many posts to go through and I can't seem to find this one post talking about the skills.
For the racial BC skills, will I get racial BC 5 as long as I have BC 5 and racial cruiser 3 after the skill change?
From Comment Page 4CCP Fozzie wrote:In that case you would get both racial battlecruiser skills to V. You'll get exactly the same level of bonus to your ships after the skill change as you did before it, and since you only need the cruiser skills to 3 to fly those BCs and getting cruiser higher doesn't give bonuses to the BCs, any cruiser skill levels beyond 3 don't matter. Antoine Jordan wrote:So if I have Battlecruisers V and Amarr Cruiser III, after the patch I'll have Amarr Battlecruiser V, right? So that I can fly them to the same effectiveness I could before the patch. This is correct.
Thanks |

Sinzor Aumer
Atlas Research Group Aerodyne Collective
24
|
Posted - 2012.11.12 12:06:00 -
[853] - Quote
Ciba Lexlulu wrote:I have question regarding skill training for Command Ship, ie, Combat Command vs. Fleet Command. Currently the two command ships require a slightly different skills. How would you handle the skill difference after there is no differentiation between these two ships? If currently I can fly Absolution, can I use Damnation post the skilling changes? I'd like to see the answer for this as well. |

Keko Khaan
Center for Advanced Studies Gallente Federation
18
|
Posted - 2012.11.12 13:58:00 -
[854] - Quote
Im starting to get tired of this game. All these nerfs and changes starting to make me sick. I dont know how long i can continue playing this game with all these idiotic changes and constant nerfs like NPC AI isk income nerf and drone nerf. So you guys can balance as much you want but it doesnt change the fact that you are breaking this game to annoyance level beyond... |

Lheticus Vox
Council Of Internal War The Paganism Alliance
0
|
Posted - 2012.11.12 15:42:00 -
[855] - Quote
First off, apologies if these have been asked before but I am NOT looking through 0+ pages of forum thread. I am horrifically confused by the new skill requirements and have a number of questions.
1. The blog says if I could fly it before, I can after the patch, but it also says that the skill requirements for racial Cruisers are being changed to racial destroyers. I went straight from frigates to cruisers without even injecting the Destroyers skill, so what will happen? Will I really be able to fly the cruisers still?
2. I recently started training a second race of ships. In terms of cruisers, does this mean I will get racial skills for both racial cruisers I have skills for?
3. Come to think of it, currently battlecruisers have no skill requirement other than Spaceship Command 4, and the dev blog did not mention changing this. Does this mean I will get racial BC skills for ALL races at level 3, which is my current Battlecruisers skill level?
Thank you in advance, whoever addresses these questions.
--Lheticus |

nikon56
UnSkilleD Inc. Reverberation Project
7
|
Posted - 2012.11.12 15:50:00 -
[856] - Quote
Grath Telkin wrote:YuuKnow wrote:
1. Its already mentioned that cruise missles and torps are poor performers at the moment and the Raven is seeing poor days. Why would you make another bship based on a weapon system (cruise missiles) that is a underperformer? Does adding a 2nd bship with the identical poor utilized weapons system (torps and cruise) add anything?
So because you don't value a particular weapon system and it may not be perfroming up to spec they should suddenly stop designing ships that use it instead of fixing the system in question and still designing ships that make use of it? YuuKnow wrote:2 The the cross training to make Typhoons work well wouldn't make sense. Players would train gunnery and projectiles all the way up, but at the bship level would then need to switch to a completely different weapon type where all the previous skills are wasted.
Here's a shocker: Most minmatar ships are designed around split weapons systems. Nearly all of them have a combination of Gun and Missile hardpoints. If you've trained up to BS sized guns while ignoring all the other missile systems its only your own fault. By the time you can fly a minnie BS you would be well served to have skills in both sets to fully use each and every ship that Minmatar has to offer. sorry but no, just no.
on all the other ships minmatar, the Missiles slots are meaningless, and the end up filled with utility modules such as smartbombs or neuts / vamp.
so it is understandable that a matar pilot doesn't skilled up missiles because the missile side of the matar ships are only used on to ships ATM: typhoon and hound.
would you say the same to a gallente pilot, since gallente boats also packs missile capacity (like matar tho, only a few useless slots)
|

nikon56
UnSkilleD Inc. Reverberation Project
7
|
Posted - 2012.11.12 15:54:00 -
[857] - Quote
James Amril-Kesh wrote:Oblivion Maximus wrote:Faction Crusier about to become worthless ?
Best guess on what they will drop too... I am guessing price drop by 50% once new crusiers hit.....
Reason.. New t1s are Better in most cases then Navy version...
Edit: Added your subject to your comment so I can merge this to the right topic. - ISD Suvetar And then later on the Navy cruisers will be rebalanced. They're a lower priority since they're not exactly a popular class of ships, even compared to cruisers which aren't themselves terribly popular especially compared with how often they should be used. not popular? i see some very popular: stabber fleet and navy omen ho and vigilant / cynabal too, on the pirate side |

LordJohnn
Melnie Vanagi The Fourth District
0
|
Posted - 2012.11.12 17:54:00 -
[858] - Quote
well,
i fly only caldari ships and in my 3 year eve experience caldari ships are only for farming isk, maybe for big fleets and most certainly not for solo pvp, from my point of view all caldari ships are the weakest ...
now after missile change thay will be possibly more weaker ...
ferox ... leave resist and do something useful with optimal range (5% damage be nice)
drake ... yes shild tank su.. pretty much, and the problem is in shild base resistance, shild have ~110% but armor ~130%
and please CCP stop nerf caldari ships ... missiles are not that scary :D |

Harvey James
Deep Core Mining Inc. Caldari State
112
|
Posted - 2012.11.12 17:59:00 -
[859] - Quote
piecakes's brother wrote:CCP Fozzie wrote:ReK42 wrote: It's still a nerf to the boost itself and, in the context of everyone talking about removing off-grid boosting, it should not be taken lightly. Please don't CCP this and nerf a very important mechanic from both ends.
So I want to make clear that we don't have a timeline for when pushing links ongrid will be possible. It won't be happening at the same time as these other listed changes. 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?  Terrible idea.. like a warp distruption bubble? So will others get aggression from there target flying into your bubble..... So what you have small gang and targets are close enough in your "bubble" you are boosting them as well... FAIL
no no no... read the word like its an important distinction that says the concept would work in a similar way but not exactly the same. i.e. its a invisible bubble that doesn't interact physically more of a if your fleet members are within this range they get boosted. |

Mercury24
Capital Navy Capital Alliance
1
|
Posted - 2012.11.12 18:11:00 -
[860] - Quote
Since some people still seem to be confused on the matter, I have made a flowchart of the way the skills will be distributed. If this is blatantly wrong I pray that CCP Fozzie will show mercy on me and only give me a minor lashing and that he will make a chart that is better in every way. If I am right, please refer all who cannot figure this out to the following link:
http://imgur.com/hGTSm
I hope this either clears this up or makes somebody smarter than I clear it up farther (Looking at you CCP Fozzie ) |

Morrigan LeSante
The Lost and Forgotten Troopers
60
|
Posted - 2012.11.12 19:13:00 -
[861] - Quote
How much lead time can we expect before a go date?
Please can the first post be edited/updated with relevant data? It's a nightmare paging though every page for a nugget of dev info  |

Rroff
The Xenodus Initiative. Ministry of Inappropriate Footwork
61
|
Posted - 2012.11.12 20:22:00 -
[862] - Quote
Keko Khaan wrote:Im starting to get tired of this game. All these nerfs and changes starting to make me sick. I dont know how long i can continue playing this game with all these idiotic changes and constant nerfs like NPC AI isk income nerf and drone nerf. So you guys can balance as much you want but it doesnt change the fact that you are breaking this game to annoyance level beyond...
My problem with it, a lot of changes or potentially there are going to be changes to established gameplay mechanics (and not just minor tweaks to them) not even in response to emergent gameplay but because CCP decides they need to change something for whatever reason. For a game like Eve you need to have long term goals and working towards them it gets a bit tiresome when several times you put a lot of effort and training time into something only for CCP to change it drastically just as you almost get there or just as you get there.
Its happened to me so many times that even if its not actually happening I'm getting hesitant to make long term plans for anything just due to the highish chance that it will all be for nothing. Looking at the proposed ganglink changes (and rumours) some good stuff in there but also a lot of fairly big changes that appear to have been done purely for changes sake some of which drastically impact on how I've been playing and things I've been working towards for as far as I can see no good reason. Depending on how some of these pan out in reality when the relevant patches come I can potentially see myself quitting the game as its just not fun to play any more. |

Hakaru Ishiwara
Republic Military School Minmatar Republic
358
|
Posted - 2012.11.12 21:29:00 -
[863] - Quote
There goes CCP dictating how its players operate in-game again re: Command-type ships potentially being forced on-field. Sandbox game-play, my left nut.
Also, what's to keep the mega blobs who can drop "big assets" on-field and consistently / instantly obliterate their opponents command ships thereby rendering the mega blobbers that much more effective in combat? I have been around long enough to make and hear all of the arguments regarding counter-blobbing and bringing in other powerful allies, but this proposed Command ship change creates a situation where the smaller guys are yet again at a greater disadvantage than those that they may oppose.
Lastly, what is the justification for nerfing (reducing bonus value) an aspect of gameplay for which many pilots have spent upwards 1.5 years training to be fully effective? +++++++ I have never shed a tear for a fellow EVE player until now. Mark GÇ£SeleeneGÇ¥ Heard's Blog Honoring Sean "Vile Rat" Smith. |

MOL0TOK
State War Academy Caldari State
5
|
Posted - 2012.11.12 23:53:00 -
[864] - Quote
WHAT IS THE FOOLISHNESS??? 
Why because someone installs 425mm autocannons with dual medium energy neutralizer on personal ship, I now can not equip 720mm artillery? Why Sleipnir with two X-large anchilary shield boosters laughing at all the other command ships?
Simply increase the powergreed requirements of autocannons and not invent this foolishness! Is not necessary in connection with the stupid energy neutralizers turn it into a cruiser!
Why, if Drake can installed together heavy missile launchers and large shield extenders, we cut damage of heavy missile rocket?
Simply increase the powergreed requirements of heavy missile launchers and not invent this foolishness! Let it will be possible to have an existing damage with slow protection or more damage with the assault missile launchersand a short range but with a high protection
Why, if Tengu have uncompromisingly powerful damage bonuses (5% damage and 7,5% ROF per skill level), which make it stronger then Nighthawk for all parameters, we cut damage of heavy missile rocket?
Simply reduce the damage bonuses of Tengu to 5% damage and 5% ROF per skill level as other t2 or t3 cruise size ships and not invent this foolishness! Obtain infernal ship if you increase assault missile damage with existing bonuses 5% damage and 7,5% ROF per skill level.
Don't try to balance this with perverse ways! -æ-+-+, -¦-î-Ä -+ -¦-â-¦-â -¦-+-é-î! / to Kerzhakoved / |

Milton Middleson
Rifterlings Damu'Khonde
156
|
Posted - 2012.11.13 00:22:00 -
[865] - Quote
Start at page one.
Take a drink every time some illiterate asks what is going to happen to their battlecruisers skill.
Take a shot every time Fozzie repeats himself with regard to how the skill changeover is going to work. |

Grenn Putubi
The SWAG Lab SWAG Co
11
|
Posted - 2012.11.13 01:57:00 -
[866] - Quote
What skill tree looks like currently: racial frigates x2 lvl4 - racial cruisers x5 lvl4 - racial battleships x8 lvl5 - racial captial ships x12+ ____lvl3\ destroyers x2____lvl3\ battlecruisers x6
What the skill tree CCP is proposing looks like: racial frigates x2 lvl4 - racial destroyers x2 lvl4 - racial cruisers x5 lvl4 - racial battlecruisers x6 lvl4 - racial battleships x8 lvl4 - racial cap ships x12+
By making Destroyer and Battlecruiser skills a requirement for the next size of ship you're increasing the total training time necessary to get to any hull past a Destroyer. It may not be by much if you really specialize, but it's still an increase. Also, by not changing the training time modifier you're effectively giving older players millions of free skill points while forcing new players to pigeon whole themselves into a specific race of ships with very little room to make adjustments in their skill plans if they happen to not like the race they've initially chosen. Given how difficult it is to bring a new player into EVE in the first place with how steep the learning curve is, do you really want to make things even more confining to a new player? I'd think you'd be looking for ways to make new players able to experience a wider variety of ships and game play instead of making them feel force to abandon a large portion of their already paid for skill points just to try another race's ships. More options faster should be your goal, not more options slower.
Besides that you're changing the whole idea behind Destroyers and Battlecruisers from being an extremely combat oriented variant of a Frigate or Cruiser class ship into them being some sort of stepping stone between the Frigate and Cruiser classes. Destroyers use Frigate class modules. Battlecruisers use Cruiser class. There's very little rationalization for having to learn to pilot a specialized Frigate before being able to learn to use a basic Cruiser. We don't need to learn to pilot Interceptors or Assault Ships before we can learn Cruisers, why should we need to learn Destroyers? The extremely combat oriented ships should branch off each other with basic class skills as secondary skills required since they don't get any benefit from actually having the associated class skill. Even the T2 variants of Destroyers and Battlecruisers, Interdictors and Command Ships, don't get a bonus for having the associated racial basic skill even though they require lvl5 in the skill to pilot. With the intended changes to the skill trees I'm guessing that Interdictors and Command Ships won't require the basic class skills but will instead only require the racial Destroyers or Battlecruisers skills at lvl5 to pilot, while still requiring the current secondary skills required such as Heavy Assault, Logistics, or Interceptors at lvl4.
With all of that in mind I'd like to propose the following skill progression for consideration:
racial frigates x2 lvl4 - racial cruisers x5 lvl4 - racial battleships x8 lvl4 - racial captial ships x12+ ____lvl4\ racial destroyers x2 lvl4 - racial battlecruisers x5 (req lvl3 racial cruiser as 2ndary)
By lowering the training time modifier on Battlecruisers you'll be reducing both the amount of free skill points that older players will be getting and the time necessary for new players to experience combat in the ship class that is widely considered the backbone of any pvp fleet. Being given a frigate and told to be a scout or just follow along by a more experienced player may be fun the first few times, but getting on a killmail without being used as fodder by the older players is what most new players are really interested in. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
363
|
Posted - 2012.11.13 03:17:00 -
[867] - Quote
Milton Middleson wrote:Start at page one.
Take a drink every time some illiterate asks what is going to happen to their battlecruisers skill.
Take a shot every time Fozzie repeats himself with regard to how the skill changeover is going to work. I'm not sure I'd survive that. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
363
|
Posted - 2012.11.13 03:23:00 -
[868] - Quote
Grenn Putubi wrote:By lowering the training time modifier on Battlecruisers you'll be reducing both the amount of free skill points that older players will be getting... I'm not seeing the focus on the high SP count people would get from this. In all reality why are so many touting the increased clone costs like it's some sort of benefit to older players? No one is getting any extra capabilities out of this so it's just clone bloat pure and simple. |

Matalino
4
|
Posted - 2012.11.13 04:54:00 -
[869] - Quote
Lheticus Vox wrote:First off, apologies if these have been asked before but I am NOT looking through 40+ pages of forum thread. I am horrifically confused by the new skill requirements and have a number of questions. These questions were answered in the first few pages of the discussion, but I will answer them again.
Lheticus Vox wrote:1. The blog says if I could fly it before, I can after the patch, but it also says that the skill requirements for racial Cruisers are being changed to racial destroyers. I went straight from frigates to cruisers without even injecting the Destroyers skill, so what will happen? Will I really be able to fly the cruisers still? Flying a cruisers does not and will not require the Frigate/Destroyers skill. (Training the cruiser skill, not flying the ship requires the lower rank skills.) If you can fly the ship now you will be able to fly the ship after the change.
After the change, training a cruiser skill will require you to have the racial destroyers skill. If you already have the cruisers skill, you can continue to use it to fly cruisers regardless of your destroyer skill level. You will not be able to continue training cruisers until you get the racial destoyer skill to level 4.
Lheticus Vox wrote:2. I recently started training a second race of ships. In terms of cruisers, does this mean I will get racial skills for both racial cruisers I have skills for?
3. Come to think of it, currently battlecruisers have no skill requirement other than Spaceship Command 4, and the dev blog did not mention changing this. Does this mean I will get racial BC skills for ALL races at level 3, which is my current Battlecruisers skill level? You will get the destroyer skills for each race that you have Frigates 3, and you will get the battlecruisers skill for each race that you have cruiser level 3. The level of the destroyer/battleship skills will depend on your current destroyer/battleship skill. The racial frigate/cruiser skills are simply checked to see if they are at level 3 or higher.
Just train all the cruiser skills to level 3 or better and train Destroyers and Battlecruisers to level 5 and you automatically get the new skills at level 5. |

D0main
Royal Amarr Institute Amarr Empire
2
|
Posted - 2012.11.13 09:17:00 -
[870] - Quote
First off, apologies if these have been asked before can you tell me when this changes come and do i have time to do 40 day learning plan? |

Drahcir Sirrap
LK Venture Group
0
|
Posted - 2012.11.13 09:32:00 -
[871] - Quote
Overall I think that the balancing changes look very promising, and as a Gallente pilot I can't wait for drones to be viable outside of hisec and PvE.
May I also suggest an aesthetic change to the command ship models in order to bring them more in line with other T2 ships like HACs? The demios/ishtar use the thorax/vexor hulls as they are gunship/droneship respectively. Therefor would it not make sense that the Eos would use the Myrmidon hull as opposed to the Brutix? Surely it would be easier (in terms of lore) to imagine that a Myrm was upgraded with the Warfare Links rather than trying to cram a larger dronebay/control.systems and the warfare links onto a Brutix hull? The same concept could also be applied to the Caldari and Amarr CS, although I am unsure how the Minie CS would work with this idea.
Guess I've always figured that the hulls should align with the primary weapons' systems of the craft in question.
Thoughts, criticism and ideas? |

Herbitarah
Huge Logistical Network
0
|
Posted - 2012.11.13 09:40:00 -
[872] - Quote
If someone is training the bc skill to level 5, but is not quite there on launch day, then what happens? Do they get all 4 racial bc skills at the same SP level as the original bc skill, or do you get them all at level 4 and lose SP? |

Harvey James
Deep Core Mining Inc. Caldari State
112
|
Posted - 2012.11.13 09:44:00 -
[873] - Quote
Harvey James wrote:Sgt Napalm wrote:Marlona Sky wrote:[quote=Sgt Napalm] No. I like the ability to fit gang links on T1 battle cruisers. Gang bonus should not be privy to the rich while the younger and not as wealthy players are shut out of options. I agree. I've parked my CS hulls many months ago in favor of gang fit BC's. Oh the flip side I do find it removes some of the uniqueness around the CS hull. It is a tough sell to fly a CS when a proper (currently) fit leadership BC covers 80%+ of the gang link role. Perhaps the CS should have the 5% bonus to links and they could reduce some of the bonus out of the skills like 100% per lv after lv2 on skirmish link skill etc. So more the bonus comes from the CS which would also increase their effectiveness over T3 hulls. So many skills do look a little outdated and need to be looked at including some of the missile skills and leadership skills.
mm.. after further thinking perhaps a ship bonusing only 15% for what is meant to be its specialist role is still a bit low as you could still use a T1 bc to do much of the same thing for a lot cheaper i think if you want to make these the go to ship for links for a major strength bonus over a little more versatility.. T3.. perhaps a 10% a lv might the the right area.... and just redo the link skills as they are a little complicated really to understand perhaps a simpler system of adds 2 to link strength. |

Maximus Andendare
Future Corps Sleeper Social Club
7
|
Posted - 2012.11.13 10:07:00 -
[874] - Quote
Herbitarah wrote:If someone is training the bc skill to level 5, but is not quite there on launch day, then what happens? Do they get all 4 racial bc skills at the same SP level as the original bc skill, or do you get them all at level 4 and lose SP? Fozzie has stated it's only the whole number levels that you get. So you'd need to have it at V to receive any skills past IV.
|

Aesil Maril
Republic University Minmatar Republic
0
|
Posted - 2012.11.13 14:39:00 -
[875] - Quote
Since I'm in the process of training for a carrier, I would appreciate an answer with regards to when the new capital skill rebalance (lvl4 BS skill for racial capital ship) is going o take place. With Retribution on 4th of december? In the next summer expansion? At the end of next year? It would be really nice to know also which will be the new prerequisites for racial capital skills, if they've been decided of course. |

Roldanis
Repercussus RAZOR Alliance
0
|
Posted - 2012.11.13 18:14:00 -
[876] - Quote
Not sure if this has already been posted here but.... Please please PLEASE give the Rokh an extra 25m of drone bay space. It is the only BS that has a 50m drone bay. I don' tneed extra bandwidth, I just want to be able to carry more than just one flight of mediums or two flights of smalls. |

Ristlin Wakefield
Wanderers of the Eternal Darkness Eternal Pretorian Alliance
136
|
Posted - 2012.11.13 18:22:00 -
[877] - Quote
As long as they don't make beautiful Legion useless I'll be happy. I have a lover, her name is EVE. I see her every night and all she asks in return is that I have a pilot's license. |

Harvey James
Deep Core Mining Inc. Caldari State
113
|
Posted - 2012.11.13 18:46:00 -
[878] - Quote
Ristlin Wakefield wrote:As long as they don't make beautiful Legion useless I'll be happy.
it can't get much worse than now 
Drone improvements/ideas for improvement https://forums.eveonline.com/default.aspx?g=posts&t=133767 Electronic Attack Frigate ideas for improvement https://forums.eveonline.com/default.aspx?g=posts&m=1986048#post1986048 |

Nemesis Bosseret
Dysfunctional Nocturnal Rejects Insane Asylum
4
|
Posted - 2012.11.13 18:47:00 -
[879] - Quote
Tyberius Franklin wrote:Milton Middleson wrote:Start at page one.
Take a drink every time some illiterate asks what is going to happen to their battlecruisers skill.
Take a shot every time Fozzie repeats himself with regard to how the skill changeover is going to work. I'm not sure I'd survive that.
Im irish and i might, but my horrible grammer and spelling would be even worse than it already is. Personally i dont give two S$%$s about the skill change over considering in a few days ill be able to fly every sub cap in the game, but i can hear the mice squeaking about this slight difficulty ... but whatever ill hear the $$$$$ and complaints in corp chat and the tears pouring from new players but again not too concerned, Newer players should learn how to fly one race well first anyways before even thinking of going multi racial and this skill change reinforces this idea which makes my life so much easier because i wont have to explain to noobs why u dont fit hybrids to laser boat, or lasers to a projectile boat (freak fits excluded from this odviously cuz some work very well but way too advanced for newer players) so thank god and thank you CCP for that... but again ill add this revamp rebalance stuff.... there going way to overboard on. Tech 3 crusers, sure nerf there ability to give fleet boosts so command ships actually have purpose, is the drake over tanked... yes i think it should be a tough SOB but maybe not as much as it currently is, Noobs should not be able to run lvl 4s 3 months after they start the game in a battlecruser... thats just not right. Prophacy as drone boat.... some one should really go look in a mirror and smack the crap outta themself for even thinking about putting that on paper when they are going to re do the AI in missions so they are like sleepers and drones are usless and making the one good mission ship battlecruser for amarr completely friken useless.... Myrm.. whatever.. hurricane.. meh whatever id say dont touch it but id be asking too much because someone will complain cuz they fly amarr and getting double neuted is sooooo unfair... .(fyi i fly amarr) all the other stuff... whatever.. i cant B$$$$ and rant all day cuz ill pass out at the key board again and lose something shinny again to belt rats Lastly 17 slots WTF... CCP again.... NO TOUCHY NO!!!!!!!!!!!!!!!!!!!! HORRIFIC IDEA! DONT GO SCREWING WITH WHATS NOT BROKEN...... Ok going to go pass out in a ditch now for a few days and maybe ill check the status of the random continues rants about repeats of the begining of this post..... Nite all |

wolftin21
2
|
Posted - 2012.11.13 18:51:00 -
[880] - Quote
Tbh, I think skipping t2 battle ships to get into capitals is a little lame. I believe that getting into a t2 bs its better for thos that dont want get into capitals but, want into t2 bs. Or make it to where needing lvl 4 racial bs to get into a racial t2 bs with a little extra skills set for t2 bs's.
P.S
BUFF UP BLACK OPS!!!
that is all. |

Loki Vice
Hedion University Amarr Empire
9
|
Posted - 2012.11.13 19:33:00 -
[881] - Quote
Love the changes, and i would LOVE THE HELL out of the dominix if it was a flying space potato =( |

Ristlin Wakefield
Wanderers of the Eternal Darkness Eternal Pretorian Alliance
137
|
Posted - 2012.11.13 20:04:00 -
[882] - Quote
Loki Vice wrote:Love the changes, and i would LOVE THE HELL out of the dominix if it was a flying space potato =(
You mean if it wasn't?  I have a lover, her name is EVE. I see her every night and all she asks in return is that I have a pilot's license. |

Ubiquitous Presence
Luporum Praetorian Presidium Technical Exploration Conglomerate of Hemera
0
|
Posted - 2012.11.14 00:10:00 -
[883] - Quote
Now that we are getting racial BC's and Destroyers does this mean we will eventually get factional versions of these ships? |

DeltaWav
The Night Wardens Viro Mors Non Est
2
|
Posted - 2012.11.14 00:45:00 -
[884] - Quote
Aesil Maril wrote:Since I'm in the process of training for a carrier, I would appreciate an answer with regards to when the new capital skill rebalance (lvl4 BS skill for racial capital ship) is going o take place. With Retribution on 4th of december? In the next summer expansion? At the end of next year? It would be really nice to know also which will be the new prerequisites for racial capital skills, if they've been decided of course.
The only for sure thing is that it will not be December 4.
Quote:"Want to make this clear to everyone, the stuff in this blog is not coming on the 4th with Retribution. This blog covers some of what we are going to be working on in the beginning of next year." |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
88
|
Posted - 2012.11.14 01:01:00 -
[885] - Quote
Quote:the Talos keeps a kiting advantage
Are we really ok with the current state of tracking enhancers and T2 ammo? |

Harvey James
Deep Core Mining Inc. Caldari State
113
|
Posted - 2012.11.14 01:35:00 -
[886] - Quote
TrouserDeagle wrote:Quote:the Talos keeps a kiting advantage Are we really ok with the current state of tracking enhancers and T2 ammo?
TE's are too good particularly to the benefit of minmatar. but also they are better than TC's in a less valuable slot. on T2 ammo well they all have the same bonus and i think its down to the guns rather than the ammo. in particular lasers are OP for range when scorch is put in the omen is the only attack cruiser that isn't bonused for range ot tracking guess why..... its odd because it allows the harbinger to have the same range and tracking which won't be the case for the rest of the attack cruisers. I think blasters should have a higher base falloff and missiles are certainly OP for range and this is before TE/TC's will improve their range further. Drone improvements/ideas for improvement https://forums.eveonline.com/default.aspx?g=posts&t=133767 Electronic Attack Frigate ideas for improvement https://forums.eveonline.com/default.aspx?g=posts&m=1986048#post1986048 |

Qaidan Alenko
State War Academy Caldari State
625
|
Posted - 2012.11.14 06:55:00 -
[887] - Quote
Loki Vice wrote:Love the changes, and i would LOVE THE HELL out of the dominix if it wasn't a flying space potato =( Perhaps model it after a woman's stilleto heeled shoe... Go ahead,,,, Get your Wham on!!!
|

Lloyd Roses
Blue-Fire Tribal Band
4
|
Posted - 2012.11.14 11:11:00 -
[888] - Quote
Milton Middleson wrote:Start at page one.
Take a drink every time some illiterate asks what is going to happen to their battlecruisers skill.
Take a shot every time Fozzie repeats himself with regard to how the skill changeover is going to work.
I'm drunk cause of a dev... |

Lloyd Roses
Blue-Fire Tribal Band
4
|
Posted - 2012.11.14 11:28:00 -
[889] - Quote
Nemesis Bosseret wrote:
much ranting....
I actually read through it and must say, that I'm partially agreeing. It's awesome to expect changes to the most common boosting ships. I personally feel like the bossting modules will receive a slight revamp, cause I can't see how anyone would ever field a multilink booster on grid given that even a damnation now needs command processors.
To the prophecy: wtf droneboat you crazy? actually, I love the idea of a neutprophecy. With resistboni yumyum. Poor man's ashimmu.
Also regarding the progression from Battlecruisers to Battleships, as it is going from mediums sized to large hulls, are there any changes to the cargo space considered? Atm Battleships run out of booster charges way quicker than battlecruisers do, just because they consume them three times as fast while only having around 20-30% more cargo capacity. Also, large ammunition takes up good chunks of space.
Please don't change the mass for each ship in a way that a battlecruiser with a 1600 plate is above 20kt, please keep this in mind for armorcanes/harbingers/prophecys/absolutions/damnations and c1-wormholes. |

Akturous
Immortalis Inc. Shadow Cartel
32
|
Posted - 2012.11.14 11:30:00 -
[890] - Quote
I like the cmd ship and tech 3 changes. Pritty please with super sweet molasses on top can you give them both the damn cpu to actually fit t2 links without 500 Estamels co-procs? If your making the field cmd ships into combat vessels, does this mean they'll lose a lot of tank? or just have less dps than what are now the fleet cmd ships? Cause the former would suck.
Perhaps changing tech 3's warefare sub to the electronics slot would be a good idea, since your going to make them come on grid, they certainly can't compete with having their defensive sub nerfed to fit links as they are now. However then you lose the probing versatility which is so nice.
Personally don't think tier 3 bc's mobility needs nerfing, they should be as fast as a cruiser, because they have the same tank. Megathron is PERFECT atm, just leave it alone thanks. |

Jorma Morkkis
State War Academy Caldari State
223
|
Posted - 2012.11.14 11:43:00 -
[891] - Quote
Akturous wrote:I like the cmd ship and tech 3 changes. Pritty please with super sweet molasses on top can you give them both the damn cpu to actually fit t2 links without 500 Estamels co-procs? If your making the field cmd ships into combat vessels, does this mean they'll lose a lot of tank? or just have less dps than what are now the fleet cmd ships? Cause the former would suck.
You got field and fleet command mixed there.
Currently Field: more damage, less tank, no bonus to warfare links Fleet: less damage, more tank, bonus to warfare links
What I understand is that they are removing this and making both ships viable for both roles: - If you choose to fit for boosts, you will lose on damage output (much like currentl fleet command ships) - If you choose to fit for damage output, you will be limited on boosting capabilities (much like current field command ships) |

Syri Taneka
Dopehead Industries Republic Alliance
9
|
Posted - 2012.11.14 16:12:00 -
[892] - Quote
The only thing I really want to comment on with this is in regards to the command ships and t3s.
1) Please don't take away our 5% per level bonuses altogether. Things are just a little more awesome with that extra 10% multiplicative-stacking bonus. Some of us spent much time training hard to be Warfare Link Gods. Possibly make CS' 4% or 5% per level bonus? (To further distance them from the versatile t3s.)
2) In regards to t3s, I *highly* approve of making their bonus weaker than CS' (again, some of us dumped a lot of time into getting CS 5 and all the other requisite skills to fly the things!). I'd also like to suggest/request a major skill change to t3 ships, specifically with regards to "specialized" sections, IE Warfare Links, Cloaking, EW, etc. Please consider making a skill requirement for these specific sections be the relevant t2 skill to at least 4, IE CS 4, Recon Ships 4, Recon Ships 4, etc. |

Conjaq
The Fiction Factory Tribal Band
5
|
Posted - 2012.11.14 17:39:00 -
[893] - Quote
Quote:Hyperion: the hull could be improved, but again most of the issues come from passive versus active tanking problems
I would LOVE to know what changes you have going for active tanking vs passive tanking!
info info!
|

Akturous
Immortalis Inc. Shadow Cartel
32
|
Posted - 2012.11.14 22:16:00 -
[894] - Quote
Jorma Morkkis wrote:Akturous wrote:I like the cmd ship and tech 3 changes. Pritty please with super sweet molasses on top can you give them both the damn cpu to actually fit t2 links without 500 Estamels co-procs? If your making the field cmd ships into combat vessels, does this mean they'll lose a lot of tank? or just have less dps than what are now the fleet cmd ships? Cause the former would suck. You got field and fleet command mixed there. Currently Field: more damage, less tank, no bonus to warfare links Fleet: less damage, more tank, bonus to warfare links What I understand is that they are removing this and making both ships viable for both roles: - If you choose to fit for boosts, you will lose on damage output (much like currentl fleet command ships) - If you choose to fit for damage output, you will be limited on boosting capabilities (much like current field command ships)
Yeah my bad, got them mixed up. |

Kmcpilot
ASMODEUS INFINITE Get Off My Lawn
0
|
Posted - 2012.11.15 13:36:00 -
[895] - Quote
CCP Fozzie wrote:So about mindlinks..
- The fact that they are such a huge portion of the effectiveness of a booster isn't something we like
- The fact that people are forced to use multiple jump clones or pop a new expensive implant every time they want to switch link types isn't something we like
- The fact that they make the use of multiple gang link types at once so much worse isn't something we like
- The exact way to deal with these problems isn't something we have hammered out yet, but we'll keep you updated
And since questions keep coming up I'll clarify some skill stuff again: Assuming you have the (insert race here) Cruiser skill to 3, the level of (insert race here) Battlecruiser you get after the change will be the same as your Battlecruiser level before the change, not your Cruiser level. And we don't have a date to give you on the skill changes but here's what I can say: - It won't happen in Retribution
- It won't happen until we release the BC and BS changes
- We can't commit to exactly when those changes will release yet
- But I have an internal estimate about when we'll get it done, and that estimate makes me smug out
- So if you're choosing between training those skills either sooner or later, choose sooner
Fozzie,
Thanks for this clarification...
As do most people, we don't like change... However, that is a fact of life.
With the evolution of Eve in the coming months, is it reasonable to have the expectation with the perceived inconveniences of having to remap, that CCP will provide "Bonus Remaps" in the coming months?
Perception is reality, I know that I've been annoyed at having to remap several toons and burn those changes.
It does take me completely off training plans.
Thanks for your indulgence!
Regards, Kmcpilot |

Nouvelle Rouvenor Hero
Caldari Provisions Caldari State
0
|
Posted - 2012.11.15 14:07:00 -
[896] - Quote
Aesil Maril wrote:Since I'm in the process of training for a carrier, I would appreciate an answer with regards to when the new capital skill rebalance (lvl4 BS skill for racial capital ship) is going o take place. With Retribution on 4th of december? In the next summer expansion? At the end of next year? It would be really nice to know also which will be the new prerequisites for racial capital skills, if they've been decided of course.
This would be good to know for anyone training to get into caps but have no intention of actually flying Battleships.
Can we have a rough estimate of when the change so you don't need BS5 will take place or will BS5 skill points be refunded?
Without some guidance, players will be left in limbo... If the change is some way in the future, it might be worth wasting a month of skillpoints on BS5, but if it's not far off then it would make sense to hold at BS4 and train something else... |

Ribikoka
Royal Amarr Institute Amarr Empire
318
|
Posted - 2012.11.15 14:13:00 -
[897] - Quote
Micro Jump Drive. It's another mistake. Tried on test. Bubbles and disruptor already has no effects on it. CCP pls dont do it this fail. |

Johnson Oramara
Science and Trade Institute Caldari State
5
|
Posted - 2012.11.15 14:40:00 -
[898] - Quote
Since frigs, cruisers and likely soon bc's too are getting more deadlier & sturdier i just hope the battleships are getting buffed in the same way to avoid bringing them too close of each other tank&dps wise.
And the battleship line doesn't look too happy news to caldari players, since raven is on the combat category i'm predicting it will be the same long range cruise missile boat... The race with the most missile boats and they don't have a working hull for one of their missile systems, this should have been addressed long time ago but it's still getting delayed until we get the new battleship line.
With battlecuisers none of the medium long range guns are usable because they are completely outperformed by the tier 3 bc's with large guns. Maybe they should have a tracking penalty or something similar to open at least some usability for the medium long range guns... |

Harvey James
Deep Core Mining Inc. Caldari State
116
|
Posted - 2012.11.15 16:04:00 -
[899] - Quote
Johnson Oramara wrote:Since frigs, cruisers and likely soon bc's too are getting more deadlier & sturdier i just hope the battleships are getting buffed in the same way to avoid bringing them too close of each other tank&dps wise.
And the battleship line doesn't look too happy news to caldari players, since raven is on the combat category i'm predicting it will be the same long range cruise missile boat... The race with the most missile boats and they don't have a working hull for one of their missile systems, this should have been addressed long time ago but it's still getting delayed until we get the new battleship line.
With battlecuisers none of the medium long range guns are usable because they are completely outperformed by the tier 3 bc's with large guns. Maybe they should have a tracking penalty or something similar to open at least some usability for the medium long range guns...
I'm hoping the battleships will get a much needed mobility buff the attack battleship should at lest get some mass reduction to improve agility and speed and yes i think they should switch the phoon with raven for attack role to get the same treatment as the caracal is getting. I'm also dissapointed that there is no mention of the amarr getting a droneboat in battleship line. Drone improvements/ideas for improvement https://forums.eveonline.com/default.aspx?g=posts&t=133767
Electronic Attack Frigate ideas for improvement https://forums.eveonline.com/default.aspx?g=posts&m=1986048#post1986048 |

Alec Freeman
The Dark Space Initiative
143
|
Posted - 2012.11.15 17:51:00 -
[900] - Quote
I really hope that they dont go ahead with the BS4 capitals. Even if they put other skills in to increase the training time it means ******* everyone will be flying archon's. Gone are the days where people fly the less OP carriers just because they cba training the BS5. Your effectivly removing nidhoggurs from the field and a lot of wyvren / thanny pilots are gonna switch now just because it will be a short train. |

Izi55IzI
TunDraGon
5
|
Posted - 2012.11.15 21:02:00 -
[901] - Quote
stop making gallente ships into shield viable crap
i don't care what you do with bc's and smaller crap, but ffs leave the bs alone
and don't make the mt completely useless, leave the ehp |

Bandalon Ominus
5ER3NITY INC Apocalypse Now.
0
|
Posted - 2012.11.16 00:37:00 -
[902] - Quote
Just want to add that I dont like the tiericide and I think the whole overdedicating shiproles possibly has the effect of dumbing things down.
It's not a shame if some ships hardly get used, that's actually pretty realistic.
Personally I'd love to see more unpredictable outcomes because ships have a larger fitting versatity. The tiericde is really going to make thing more predictable and reduces player freedom.
|

Maru Sha
The Department of Justice
1
|
Posted - 2012.11.16 09:01:00 -
[903] - Quote
Free Skillpoints versus Unallocated Skillpoints
You say
CCP Fozzie wrote:Dinta Zembo wrote:So if I have battlecruisers 5 and each racial cruiser at lvl 3, does that mean I'll get every racial battlecruiser skill to 5? You're saying 'if you can fly it now you'll still be able to fly it', but I'd like to know on what level. To the same level. So yes in that case you'd get all four skills to level 5.
which in fact means you will get 1,536,000 SPs (destroyers) and 4,608,000 SPs (battlecruisers) for free if you are not dumb enough to not train all racial cruiser to level 3 (and the same for destroyers). That is roughly 95 days of training time at 2,700 SPs per hour (more days if you don't have the implants or attributes at highest level). Well, I guess nobody will complain about a big present like this, but to be honest to me it sounds unbalanced and totally unnecessary.
Remember the time when learning skills and the former social connection skills were removed? The points went into a pool of unallocated skillpoints and, in the case of the connections skills, one could easily just use those unallocated skillpoints and boost the new connection skills of choice. Nobody received free skill points and everybody could allocate the unallocated skill points at places where it suited best. Why not doing the same with the destroyer and battelcruiser skills? Move the points to the unallocated pool, let people decide which of the races they need most e.g. one race to level 5 or several races to level 3 or 4, then let them train for the rest.
I guess you fear that people start complaining if they could fly all battlecruisers on highest level before the patch and then will only be able to do so for either one race or after some dedicated training time for other races, too. But isn't that the point? Force people to make decisions and make them work/train for it?
I personally don't like the handout of millions of free skillpoints, in particualr if it favours some and not the whole player base. Additionally, I'm a purely Minmatar trained pilot, but I'm not sure if I will forgo 6 million free skillpoints ... that is seriously putting my loyalty to the test.
Maybe one of the devs could confirm that it is really your intention to hand out free skillpoints. Thank you. |

Fon Revedhort
Monks of War
835
|
Posted - 2012.11.16 09:09:00 -
[904] - Quote
Yeah, this 'free skillpoints' affair just puts new players (who would join after the changes) at serious disadvantage. While the current ones hardly have to make any choice at all, since most either already have these skills at V or getting them now.
If anything, separate skills for racial sensors are much better in this regard - players WILL have to make trade-offs and pick may be one lineup to get it to V while leaving the rest at level IV. It will take quite a while to max out all 4 races. In case of BC and destroyers everyone will get it for free. Meh. 14 |

Jorma Morkkis
State War Academy Caldari State
229
|
Posted - 2012.11.16 12:02:00 -
[905] - Quote
Maru Sha wrote: I guess you fear that people start complaining if they could fly all battlecruisers on highest level before the patch and then will only be able to do so for either one race or after some dedicated training time for other races, too. But isn't that the point? Force people to make decisions and make them work/train for it?
Since I can fly Abso and Damnation I would have to put all BC skillpoints to Amarr BC. What the heck I do with my Myrm, Drake, Cyclone and Cane? Sell? I can see your point but idea behind it is flawed. |

Rek Seven
Probe Patrol Project Wildfire
479
|
Posted - 2012.11.16 13:22:00 -
[906] - Quote
So to be clear, will we be getting skill point reimbursements for the destroyers or will we just find the new skills added to our list at the appropriate level? They see me trolling, they hating... |

Kenshaiso
Tainted Dragons
3
|
Posted - 2012.11.16 13:47:00 -
[907] - Quote
I agree with these three things in particular:
''Hyperion, change fitting requirements or change the armour rep bonus. Or make armour repping work so that it's actually practical; you never see shield tankers dual-repping(unless it's ASB) and yet armour reppers... you've seen the triple-rep Myrmidon, right? Even if you have BC 5 and can keep it fuelled with cap it'll still DIAF and the Hyperion really suffers in this regard.''
''I really wish you would have addressed the lack of ewar platform battleships for the other three races.''
''pipe up about fixing medium Railguns''
Just my two cents worth :p |

Maru Sha
The Department of Justice
1
|
Posted - 2012.11.16 16:06:00 -
[908] - Quote
Jorma Morkkis wrote:
Since I can fly Abso and Damnation I would have to put all BC skillpoints to Amarr BC. What the heck I do with my Myrm, Drake, Cyclone and Cane? Sell? I can see your point but idea behind it is flawed.
Well, train for it, of course, and keep the ships in your hangar until then (or sell, give to a friend, reprocess, burn before patch day, ...). If the requirements remain the same it will take you (rule of thumb with non-optimized attributes; might have missed requirment changes, sorry)
tier 1 (aka Cyclone) 40min tier 2 (aka Hurricane) 3h tier 3 (aka Tornado) 4d tier 5 (aka command ships) 23d
The only ones that have to invest quite some time are those who fly command ships of all 4 races. It will take them time until they get there again, but I'm very sure they will do so if they think it's worth it. In the meantime they could use their favourite race command ship with the relocated skillpoints mentioned in my earlier post. |

Rek Seven
Probe Patrol Project Wildfire
479
|
Posted - 2012.11.16 16:16:00 -
[909] - Quote
CCP Fozzie wrote:Intaki Kauyon wrote:CCP: Would like a more clear representation of the BC/Destroyer skill changes. Quote:Reimbursement details: GÇóLet us repeat again: if you could fly it before, you will be able to do so after the change. Technically it means if you are able to fly an Oracle by having Amarr Cruisers 3 and Battlecruisers 3, we will remove the Battlecruisers skill from your character and give you Amarr Battlecruisers at 3. If you had Battlecruisers at 3 and Caldari Cruisers 3 instead, you would not receive Amarr Battlecruisers but the Caldari Battlecruisers skill at 3 instead. The same principle work with the Destroyers skill. GÇó With the way nested skill requirements work in EVE, it also means that you will still be able to fly an Apocalypse even if you donGÇÖt have the Amarr Battlecruiser skill trained at 4 after the change. It wonGÇÖt matter as long as you have the Amarr Battleship skill at the proper level.
With this in mind, it becomes quite obvious to focus on training the Destroyers and Battlecruisers skills before the change to get the maximum return effect. We highly recommend you start doing so now.
That's all fine and well. But while you are warning us on what to train now, please help us understand the change. You talk about BC skills translating based on the race you own via Cruiser or Frigates, but you don't say how that translates based on reverse. For instance: If I have currently: BC to V Gall Cruiser to V but Caldari Cruiser to IV Do I get each one of the 4 BC new skills to V just becuase of current BC is V, or do I get: Gall BC to V but Caldari BC to IV ? In that case you would get both racial battlecruiser skills to V. You'll get exactly the same level of bonus to your ships after the skill change as you did before it, and since you only need the cruiser skills to 3 to fly those BCs and getting cruiser higher doesn't give bonuses to the BCs, any cruiser skill levels beyond 3 don't matter. Antoine Jordan wrote:So if I have Battlecruisers V and Amarr Cruiser III, after the patch I'll have Amarr Battlecruiser V, right? So that I can fly them to the same effectiveness I could before the patch. This is correct.
So you will be giving people the skill and not sp for them to allocate manually?
They see me trolling, they hating... |

Jorma Morkkis
State War Academy Caldari State
229
|
Posted - 2012.11.16 16:46:00 -
[910] - Quote
Maru Sha wrote:Jorma Morkkis wrote:
Since I can fly Abso and Damnation I would have to put all BC skillpoints to Amarr BC. What the heck I do with my Myrm, Drake, Cyclone and Cane? Sell? I can see your point but idea behind it is flawed.
Well, train for it, of course, and keep the ships in your hangar until then (or sell, give to a friend, reprocess, burn before patch day, ...). If the requirements remain the same it will take you (rule of thumb with non-optimized attributes; might have missed requirment changes, sorry) tier 1 (aka Cyclone)  40min tier 2 (aka Hurricane)  3h tier 3 (aka Tornado)  4d tier 5 (aka command ships)  23d The only ones that have to invest quite some time are those who fly command ships of all 4 races. It will take them time until they get there again, but I'm very sure they will do so if they think it's worth it. In the meantime they could use their favourite race command ship with the relocated skillpoints mentioned in my earlier post.
That's the problem... Currently I'm in process of training skills for all T2 cruisers and frigates. So I'm basicly wasting time now to fly all dictors and command ships and you're suggesting that I should spend more time training after the change? |

Dersen Lowery
Knavery Inc. StructureDamage
154
|
Posted - 2012.11.16 17:15:00 -
[911] - Quote
Rek Seven wrote:So you will be giving people the skill and not sp for them to allocate manually?
That's been the consistent theme. The "free skillpoints" are just a side effect of splitting the skills. The goal is that everything you can fly the day before the patch you can also fly the day after. The SP are just a way of reaching that goal. |

Alex Logan
Ministry of Destruction SCUM.
4
|
Posted - 2012.11.16 20:51:00 -
[912] - Quote
CCP Fozzie wrote:Intaki Kauyon wrote:CCP: Would like a more clear representation of the BC/Destroyer skill changes. Quote:Reimbursement details: GÇóLet us repeat again: if you could fly it before, you will be able to do so after the change. Technically it means if you are able to fly an Oracle by having Amarr Cruisers 3 and Battlecruisers 3, we will remove the Battlecruisers skill from your character and give you Amarr Battlecruisers at 3. If you had Battlecruisers at 3 and Caldari Cruisers 3 instead, you would not receive Amarr Battlecruisers but the Caldari Battlecruisers skill at 3 instead. The same principle work with the Destroyers skill. GÇó With the way nested skill requirements work in EVE, it also means that you will still be able to fly an Apocalypse even if you donGÇÖt have the Amarr Battlecruiser skill trained at 4 after the change. It wonGÇÖt matter as long as you have the Amarr Battleship skill at the proper level.
With this in mind, it becomes quite obvious to focus on training the Destroyers and Battlecruisers skills before the change to get the maximum return effect. We highly recommend you start doing so now.
That's all fine and well. But while you are warning us on what to train now, please help us understand the change. You talk about BC skills translating based on the race you own via Cruiser or Frigates, but you don't say how that translates based on reverse. For instance: If I have currently: BC to V Gall Cruiser to V but Caldari Cruiser to IV Do I get each one of the 4 BC new skills to V just becuase of current BC is V, or do I get: Gall BC to V but Caldari BC to IV ? In that case you would get both racial battlecruiser skills to V. You'll get exactly the same level of bonus to your ships after the skill change as you did before it, and since you only need the cruiser skills to 3 to fly those BCs and getting cruiser higher doesn't give bonuses to the BCs, any cruiser skill levels beyond 3 don't matter. Antoine Jordan wrote:So if I have Battlecruisers V and Amarr Cruiser III, after the patch I'll have Amarr Battlecruiser V, right? So that I can fly them to the same effectiveness I could before the patch. This is correct.
I have all races cruisers at 5 and BC as 5 as well. Does that mean i get all BC at 5 after the upcoming disa.... erm, patch?
I also can fly all t2 dessies. And all command ships. Actually i can fly anything that shoots except titans coz i cant afford the books. |

Maximus Andendare
Future Corps Sleeper Social Club
10
|
Posted - 2012.11.16 22:27:00 -
[913] - Quote
Rek Seven wrote:So you will be giving people the skill and not sp for them to allocate manually? I don't know where this crazy idea got started, but CCP is NOT giving out any unallocated skill points. Whatever your Battlecruiser skill is currently COMBINED with whatever racial Frigate skill to 4 AND Cruiser skill to 3 will get you that racial Battlecruiser skill to whatever you currently have trained. Automatically. Seamlessly. One night you go to sleep with just "Battlecruiser IV" and the next day you wake up with up to four (Racial) Battlecruiser skills at level IV.
Cruiser skill level will NOT be changed. Frigate skill level will NOT be changed. Battlecruiser skill level will NOT be changed. NEW Racial Battlecruiser skills (Amarr Battlecruiser, Caldari Battlecruiser, Gallente Battlecruiser, Minmatar Battlecruiser) will be given out and your skill in them will be automatic based on your current Frigate and Cruiser skill levels for each race.
Please stop spreading crazy rumors and ideas. It's not rocket science. Everyone is way over complicating this whole process. |

MinefieldS
1 Sick Duck Standss on something
175
|
Posted - 2012.11.17 02:27:00 -
[914] - Quote
Maru Sha wrote:Free Skillpoints versus Unallocated Skillpoints You say CCP Fozzie wrote:Dinta Zembo wrote:So if I have battlecruisers 5 and each racial cruiser at lvl 3, does that mean I'll get every racial battlecruiser skill to 5? You're saying 'if you can fly it now you'll still be able to fly it', but I'd like to know on what level. To the same level. So yes in that case you'd get all four skills to level 5. which in fact means you will get 1,536,000 SPs (destroyers) and 4,608,000 SPs (battlecruisers) for free if you are not dumb enough to not train all racial cruiser to level 3 (and the same for destroyers). That is roughly 95 days of training time at 2,700 SPs per hour (more days if you don't have the implants or attributes at highest level). Well, I guess nobody will complain about a big present like this, but to be honest to me it sounds unbalanced and totally unnecessary. Remember the time when learning skills and the former social connection skills were removed? The points went into a pool of unallocated skillpoints and, in the case of the connections skills, one could easily just use those unallocated skillpoints and boost the new connection skills of choice. Nobody received free skill points and everybody could allocate the unallocated skill points at places where it suited best. Why not doing the same with the destroyer and battelcruiser skills? Move the points to the unallocated pool, let people decide which of the races they need most e.g. one race to level 5 or several races to level 3 or 4, then let them train for the rest. I guess you fear that people start complaining if they could fly all battlecruisers on highest level before the patch and then will only be able to do so for either one race or after some dedicated training time for other races, too. But isn't that the point? Force people to make decisions and make them work/train for it? I personally don't like the handout of millions of free skillpoints, in particualr if it favours some and not the whole player base. Additionally, I'm a purely Minmatar trained pilot, but I'm not sure if I will forgo 6 million free skillpoints ... that is seriously putting my loyalty to the test. Maybe one of the devs could confirm that it is really your intention to hand out free skillpoints. Thank you.
This isn't about being able to fly some noob battlecruiser, it's about COMMAND SHIPS. Every CS requires cruiser 5 and BC 5. If some1 is able to fly all 8 CS now they better be able to do so after this upcoming Inferno patch (I dunno why would they give names to a patch, but w/e) without having less skillpoints. For that CCP either needs to make racialBC a 1.25x skill or give free SP. |

BEPOHNKA
Legions Force
2
|
Posted - 2012.11.17 04:41:00 -
[915] - Quote
CCP Fozzie wrote:NightmareX wrote:NightmareX wrote:I have a question about the Megathron.
Since it was said that the Megathron should be more mobile / agile. Will the Vindicator then get the aditional boost in agility (like it have now over the current Megathron) over the new Megathron stats then?
Will the Vindicator be even more agile then?
Or will this only affect the normal battleships? Quoting myself so i can get an answer on this. We're going to get the T1 hulls done first then work on making sure all the faction ships are good to go.
You say t1 hulls need to be done first. ok. anddd.... so when capitals fit in to this picture ? |

Maru Sha
The Department of Justice
1
|
Posted - 2012.11.18 16:25:00 -
[916] - Quote
MinefieldS wrote:This isn't about being able to fly some noob battlecruiser, it's about COMMAND SHIPS. Every CS requires cruiser 5 and BC 5. If some1 is able to fly all 8 CS now they better be able to do so after this upcoming Inferno patch (I dunno why would they give names to a patch, but w/e) without having less skillpoints or less dps or whatever. For that CCP either needs to make racialBC a 1.25x skill or give free SP.
Okay, let's talk about command ships. Let's say, until now you have invested the training time to get to Battelcruisers V (worth 1,536,000 SP), and four racial Cruiser skills at V. After doing so you were able to fly the sum of 12 battlecruiser hull ships of all races and 8 command ships. With the upcoming changes you will need one racial Cruiser skill at III and one racial Battlecruiser at V for each command ship.
In the case of my proposed "unallocated skill points" approach: When the patch is implemented you will be able to upgrade one racial battlecruiser skill to V with your unallocated SP from the former 'universal battlecruiser" skill and fly the command ships of this race (in other words with that training you will be able to fly 3 x t1 battlecruisers and and 2 x t2 command ships). That sounds to me like fair game ... you trained 1,536,000 SP and you will be able to fly t2 command ships worth 1,536,000 SP. That means applying the same rules for assault ships, covert ops, electronic attack ships, interceptors, heavy assault cruisers, heavy interdictors, logistics, recon ships, black ops, marauders, transport ships and command ships. (Well, okay, almost, since for a command ship you also have to train Logistics and Heavy Assault Ships to IV.) For those, who think that command ships are very important and need to fly all of them, I don't see why they should not be able to spend the time and train for the ones which can't be claimed with the insufficient unallocated SPs. Asking to get them for free sounds cheap to me.
The drawback I can see, is the reduction of former "racial Cruiser skill at V" to "racial Cruiser skill at III" requirement. So with the proposed changes and in retrospective you trained your racial Cruiser skill higher than actually needed. But then again, you had a chance to skip the destroyer-link between frigates and cruisers in the past, which saved you a little time. And anyway, with the racial Cruiser skill on V and the Logistics and Heavy Assault Ships skill on IV (from Command Ships), you will be able to fly exactly these further t2 ships, so it is not really a loss (plus taking into account that racial Cruiser skill on V is already great for t1 cruiser hulls).
Well, that is my point of view and I still think the "unallocated skillpoint" approach is better than donating SP worth almost 100 days training time to those who are lucky enough. |

Rek Seven
Probe Patrol Project Wildfire
481
|
Posted - 2012.11.18 17:00:00 -
[917] - Quote
Maximus Andendare wrote:Rek Seven wrote:So you will be giving people the skill and not sp for them to allocate manually? I don't know where this crazy idea got started, but CCP is NOT giving out any unallocated skill points. Whatever your Battlecruiser skill is currently COMBINED with whatever racial Frigate skill to 4 AND Cruiser skill to 3 will get you that racial Battlecruiser skill to whatever you currently have trained. Automatically. Seamlessly. One night you go to sleep with just "Battlecruiser IV" and the next day you wake up with up to four (Racial) Battlecruiser skills at level IV. Cruiser skill level will NOT be changed. Frigate skill level will NOT be changed. Battlecruiser skill level will NOT be changed. NEW Racial Battlecruiser skills ( Amarr Battlecruiser, Caldari Battlecruiser, Gallente Battlecruiser, Minmatar Battlecruiser) will be given out and your skill in them will be automatic based on your current Frigate and Cruiser skill levels for each race. Please stop spreading crazy rumors and ideas. It's not rocket science. Everyone is way over complicating this whole process.
You mean like the skill points that they didn't hand out when they removed learning skills? What the hell are you talking about.
I want to know the facts so that i am not at a disadvantage when the change hits. If you can provide a link to where CCP clearly state their plans, please do so, otherwise i can't take your word as the gospel. They see me trolling, they hating... |

Steve Ronuken
Fuzzwork Enterprises
790
|
Posted - 2012.11.18 18:19:00 -
[918] - Quote
Rek Seven wrote:You mean like the skill points that they didn't hand out when they removed learning skills? What the hell are you talking about.
I want to know the facts so that i am not at a disadvantage when the change hits. If you can provide a link to where CCP clearly state their plans, please do so, otherwise i can't take your word as the gospel.
There's one tiny difference with learning skills:
They /removed/ them. Didn't replace them, removed them. So there was nowhere to put those skillpoints. So they let you spend them on other things.
In this case, you'll: Get a higher skill point total Have those new skillpoints automatically allocated to the new ship skills you're entiled to.
The higher skill point total will be enough to buy those new skills and nothing more.
While I can't point at a particular post for it, it's heavily implied in all the dev posts about the changes.
It's the easiest way for them to make sure you can fly tomorrow everything you can fly today. FuzzWork Enterprises http://www.fuzzwork.co.uk/ Blueprint calculator, invention chance calculator, isk/m3 Ore chart-á and other 'useful' utilities.As well as mysql and CSV/XLS conversions of the Static Data Extract. |

Lhiara Longrifle
Les Mineurs Galactiques
1
|
Posted - 2012.11.18 19:48:00 -
[919] - Quote
i have 2 question about it ( don,t know if already mention if so sorry)
1) I pilot 3/4 of the race and all of them are lvl 5 and that include Command ship lvl 5 so the question reamain will i still be able to fly those 3 command ship with the full skill of lvl 5 as before?
2) As seen in the pic about the new way CS will employ there a dual gang module systeme (amarr cs= armor/skirmish, caldari cs= Siege/informatio, Gallent cs= Armor/information, minmatar cs= Siege/skirmish) but now we have problem for those who have Mindlink implanted for the " pur" CS who was using only one type of bonus ( one of my character have 3 clone in the same system for each of the CS need at the time siege warfare mindlink fo the vulture the amor warfare minlink for the damnation..... ) so with the new dual gang module CS, those mindlink became half useless.... right? And that also mean that you gonna force us to train all 4 specialize leadership skills ( and before someone say: you can still just put 2 gang module of the same type ) i know that. but it still a moot point of having 2 diffrent gang ability and not using it ...
So unless CCP create a racial mindlink that give the same kind of bonus to compensate the new dual gang system or make a "all purpose" mindlink "1x mindlink for combat: armor/Siege/information/skirmish and one for mining" ( i don't give much hope for the second one ) or change the slots to give a diffrent one for each mindlink: slot 6= armor, slot 7 = information, slot 8 = siege.... and so on |

Deckard's Dream
ELECTRIC SHEEP CLOTHING CO. Rookie Empire
0
|
Posted - 2012.11.18 20:05:00 -
[920] - Quote
CCP Fozzie wrote:So about mindlinks..
- The fact that they are such a huge portion of the effectiveness of a booster isn't something we like
- The fact that people are forced to use multiple jump clones or pop a new expensive implant every time they want to switch link types isn't something we like
- The fact that they make the use of multiple gang link types at once so much worse isn't something we like
- The exact way to deal with these problems isn't something we have hammered out yet, but we'll keep you updated
And since questions keep coming up I'll clarify some skill stuff again: Assuming you have the (insert race here) Cruiser skill to 3, the level of (insert race here) Battlecruiser you get after the change will be the same as your Battlecruiser level before the change, not your Cruiser level. And we don't have a date to give you on the skill changes but here's what I can say: - It won't happen in Retribution
- It won't happen until we release the BC and BS changes
- We can't commit to exactly when those changes will release yet
- But I have an internal estimate about when we'll get it done, and that estimate makes me smug out
- So if you're choosing between training those skills either sooner or later, choose sooner
Smug out? ... Getting specific, is March 16th 2013 inside the smug window? ... training them now instead of waiting for my next remap will cost me 6 days and change :( Any chance for bonus remaps at xmas? ;) |

Ellente Fervens
Saiph Industries Talocan United
8
|
Posted - 2012.11.19 00:30:00 -
[921] - Quote
Er one thing about the original post I'd like confirmed if possible; "...Tech 3 ships to be able to carry more gang links at once than Command Ships, but with less effect...."
and it then goes on to say "...Command Ships. All of them will now have 3% bonuses to two Warfare Link fields and be able to fit three warfare link modules simultaneously (instead of 3 for fleet versions only)..."
and wraps up with "...Tech 3 treatment will focus on making them more generalized. Their Warfare Link bonuses will be reduced from 5% to 2% effectiveness; however they will have bonuses to three racial Warfare Link fields while being able to fit three Warfare Link modules simultaneously..."
So, is it intended that T3 have more options but less effect while CS have more effect and less options but both have the same amount of links active?
It is the first quote that doesn't seem to fit in with the rest of it.
My reading is that T3 and CS both get to use 3 links at once without command processors. T3 get 2% to three types of links while CS get 3% to two types of links, confirm/deny? |

Rek Seven
Probe Patrol Project Wildfire
481
|
Posted - 2012.11.19 09:13:00 -
[922] - Quote
Steve Ronuken wrote:Rek Seven wrote:You mean like the skill points that they didn't hand out when they removed learning skills? What the hell are you talking about.
I want to know the facts so that i am not at a disadvantage when the change hits. If you can provide a link to where CCP clearly state their plans, please do so, otherwise i can't take your word as the gospel. There's one tiny difference with learning skills: They /removed/ them. Didn't replace them, removed them. So there was nowhere to put those skillpoints. So they let you spend them on other things. In this case, you'll: Get a higher skill point total Have those new skillpoints automatically allocated to the new ship skills you're entiled to. The higher skill point total will be enough to buy those new skills and nothing more. While I can't point at a particular post for it, it's heavily implied in all the dev posts about the changes. It's the easiest way for them to make sure you can fly tomorrow everything you can fly today.
Well some people think differently: http://evenews24.com/2012/11/14/ccp-games-free-skill-point-give-away/
Just to be sure i'll train destroyers to 5 even though i have no intention of flying them.  They see me trolling, they hating... |

Maximus Andendare
Future Corps Sleeper Social Club
11
|
Posted - 2012.11.19 09:56:00 -
[923] - Quote
Rek Seven wrote:Maximus Andendare wrote:Rek Seven wrote:So you will be giving people the skill and not sp for them to allocate manually? I don't know where this crazy idea got started, but CCP is NOT giving out any unallocated skill points. Whatever your Battlecruiser skill is currently COMBINED with whatever racial Frigate skill to 4 AND Cruiser skill to 3 will get you that racial Battlecruiser skill to whatever you currently have trained. Automatically. Seamlessly. One night you go to sleep with just "Battlecruiser IV" and the next day you wake up with up to four (Racial) Battlecruiser skills at level IV. Cruiser skill level will NOT be changed. Frigate skill level will NOT be changed. Battlecruiser skill level will NOT be changed. NEW Racial Battlecruiser skills ( Amarr Battlecruiser, Caldari Battlecruiser, Gallente Battlecruiser, Minmatar Battlecruiser) will be given out and your skill in them will be automatic based on your current Frigate and Cruiser skill levels for each race. Please stop spreading crazy rumors and ideas. It's not rocket science. Everyone is way over complicating this whole process. You mean like the skill points that they didn't hand out when they removed learning skills? What the hell are you talking about. I want to know the facts so that i am not at a disadvantage when the change hits. If you can provide a link to where CCP clearly state their plans, please do so, otherwise i can't take your word as the gospel.
I can't tell if you're just REALLY STUPID and can't read or if you're trolling. I'll err on the side of the first option because that's what I'm sure is the case. Either way, read this: https://forums.eveonline.com/default.aspx?g=posts&m=2146090#post2146090 and tell me where Fozzie talks about giving out unallocated skill points?
And since you obviously cannot apply reason to compare two completely different situations, I'll spell it out for you: Learning skills that you invested time and sp into we're REMOVED from the game. But what should they do with those sp and time that you already spent learning them? OH NO WAY! They REIMBURSED (since that's a big word, I'll simplify it for you--they gave back) those sp to you. There is no similar situation here since they are not removing a skill. They are breaking one skill into four, and by doing that and because CCP wants us to keep flying the ships we can right now, they will give out the new skills at the same level you currently have so you can keep flying your pretty ships.
Enough gospel for you?
And in case you didn't like someone else's plain description that Fozzie explained, here's the original text from the Dev Blog:
CCP Ytterbium wrote:Reimbursement details:
Let us repeat again: if you could fly it before, you will be able to do so after the change. Technically it means if you are able to fly an Oracle by having Amarr Cruisers 3 and Battlecruisers 3, we will remove the Battlecruisers skill from your character and give you Amarr Battlecruisers at 3. If you had Battlecruisers at 3 and Caldari Cruisers 3 instead, you would not receive Amarr Battlecruisers but the Caldari Battlecruisers skill at 3 instead. The same principle work with the Destroyers skill. With the way nested skill requirements work in EVE, it also means that you will still be able to fly an Apocalypse even if you donGÇÖt have the Amarr Battlecruiser skill trained at 4 after the change. It wonGÇÖt matter as long as you have the Amarr Battleship skill at the proper level. With this in mind, it becomes quite obvious to focus on training the Destroyers and Battlecruisers skills before the change to get the maximum return effect. We highly recommend you start doing so now. http://community.eveonline.com/devblog.asp?a=blog&nbid=73530 |

Rek Seven
Probe Patrol Project Wildfire
481
|
Posted - 2012.11.19 11:45:00 -
[924] - Quote
Listen you ******* prick, i don't want to waste my time trolling forums looking for answers to my questions, so i ask simple questions in the hope of getting a simple answers. I don't want some social re-tard with a superiority complex speaking to me like a child.
Was it really that hard to post that information the first time i asked without all the attitude?
Sort your ******* life out you jumped up little prick! They see me trolling, they hating... |

Pesadel0
the muppets The Kadeshi
35
|
Posted - 2012.11.19 14:52:00 -
[925] - Quote
So basically you nerf the offgrid bonus making all of them equal in bonus? I hope you tweak the boosters somewhat so they dont take the fitting they do know and the cap because.. |

Jipouille
HRF
0
|
Posted - 2012.11.19 18:33:00 -
[926] - Quote
""Let us repeat again: if you could fly it before, you will be able to do so after the change.""
For the moment i can fly an hurricane and a drake.
Do you mean i will still be able to fly them after the patch or will i get some problems ? ;p
|

Terik Deatharbingr
Redhogs Circle-Of-Two
256
|
Posted - 2012.11.19 22:20:00 -
[927] - Quote
Syri Taneka wrote:The only thing I really want to comment on with this is in regards to the command ships and t3s.
1) Please don't take away our 5% per level bonuses altogether. Things are just a little more awesome with that extra 10% multiplicative-stacking bonus. Some of us spent much time training hard to be Warfare Link Gods. Possibly make CS' 4% or 5% per level bonus? (To further distance them from the versatile t3s.)
2) In regards to t3s, I *highly* approve of making their bonus weaker than CS' (again, some of us dumped a lot of time into getting CS 5 and all the other requisite skills to fly the things!). I'd also like to suggest/request a major skill change to t3 ships, specifically with regards to "specialized" sections, IE Warfare Links, Cloaking, EW, etc. Please consider making a skill requirement for these specific sections be the relevant t2 skill to at least 4, IE CS 4, Recon Ships 4, Recon Ships 4, etc.
Considering the current training time just to get into a CS.....second, think about this....
Currently saying you can already get into either a T3 or a CS and are not remapped or have implants... T3 5% per lvl 25% aggregate additional training time to be max boosting - 5 Days, 22 hours, 5 minutes
CS 3% per lvl 15% aggregate additional training time to be max boosting - 47 Days, 8 hours, 40 minutes......
From scratch with no other skills, just enough to get in and get max boosting from hull.... T3 - 66 Days, 18 hours, 51 minutes CS - 156 Days, 19 hours 52 minutes
NO reason that it should be that way.
As for people complaining about mindlinks and why have multiple bonuses on one command ship. This gives people versatility....most people who train leadership normally train it all, as well as all the racials. Since they are increasing skill requirements for cross training, this allows new players coming in to be multi-fuctional boosting in only one race.....cross training into a second race will allow them the versatility of all four options...rather than training 4 different races, which would be astronomical now. In essence this benefits newer players, as it should. Saves me from training all 4 races *well, 3* to lvl 5 cruisers. Bottom line, all these changes are so people don't HAVE to cross train every race in order to maximize their boosting capabilities. It's a logical step, as is nerfing T3's boosting ability.....as i started training boosting, my thought process was to train all T3's. Sure, they are more expensive...but a lot less training time for a lot more boosting...logic.... |

MOL0TOK
State War Academy Caldari State
8
|
Posted - 2012.11.19 22:58:00 -
[928] - Quote
http://eve.battleclinic.com/loadout/63002-1K-DPS-Tengu.htmlwtf? new cheat? I play as the Caldari but I can not understand this marasmus . God, give mind to them! -æ-+-+, -¦-î-Ä -+ -¦-â-¦-â -¦-+-é-î! / to Kerzhakoved / |

Mr Dogg
Double-Down Transmission Lost
0
|
Posted - 2012.11.20 00:09:00 -
[929] - Quote
Will you please take another look at BlackOps Battleships?
Plz, K, Thx. |

I'm Down
Macabre Votum Against ALL Authorities
139
|
Posted - 2012.11.20 00:44:00 -
[930] - 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. |

rekina
Maladapted Tribe
6
|
Posted - 2012.11.20 21:09:00 -
[931] - Quote
With link nerf - I somewhat agree that links were overpowered. The idea of only being ongrid, however, is going to kill those small gang pvpers. When enemies have better T2 battlecruiser link in their fleet with enough dps, tankle, logi, ecm while small gang likely have only dps without link because you simply don't have enough people to let them fly a link ship for compensate a dps - you are only encouraging a pvp of numbers.
We will start to estimate the outcomes of battles like this: "We have 3 BCs and they have 4 BCs. There is 0 chance of winning them because they have 1 more ship than us. Let's avoid this fight and keep our boring roam until we meet 3 or less enemies." "What if they run away from us because they had 1 less ship than us?" "Well, then we keep roam again."
Do not take the tiny chances away from us. We are the people who are tired of avoding fights and getting nothing from playing this game for hours a day. Let us fight the odds. We don't success that much, but more likely to fail. Nevertheless we would like to keep try. Otherwise you leave us only 2 options of being one of the blob pvp or quit the game. |

Jorma Morkkis
State War Academy Caldari State
231
|
Posted - 2012.11.20 21:45:00 -
[932] - Quote
rekina wrote:With link nerf - I somewhat agree that links were overpowered. The idea of only being ongrid, however, is going to kill those small gang pvpers. When enemies have better T2 battlecruiser link in their fleet with enough dps, tankle, logi, ecm while small gang likely have only dps without link because you simply don't have enough people to let them fly a link ship for compensate a dps - you are only encouraging a pvp of numbers.
How is that T3 in safespot going to contribute to dps?
Would that be better to have that T3 on grid if you don't have enough ships to begin with? |

Maximus Andendare
Future Corps Sleeper Social Club
12
|
Posted - 2012.11.20 22:02:00 -
[933] - Quote
Jorma Morkkis wrote:rekina wrote:With link nerf - I somewhat agree that links were overpowered. The idea of only being ongrid, however, is going to kill those small gang pvpers. When enemies have better T2 battlecruiser link in their fleet with enough dps, tankle, logi, ecm while small gang likely have only dps without link because you simply don't have enough people to let them fly a link ship for compensate a dps - you are only encouraging a pvp of numbers. How is that T3 in safespot going to contribute to dps? Would that be better to have that T3 on grid if you don't have enough ships to begin with? Also, why does everyone always make those arguments like the other side isn't going to have their own booster with them? It's just a straw man argument to keep boosting overpowered.
Nerf off grid boosting and make people risk their booster alts and their ships. Unbalanced is hiding your booster in a safe spot while you sit in your gate camp and reap the benefits. |

Takeshi Yamato
Blue Republic RvB - BLUE Republic
569
|
Posted - 2012.11.20 22:07:00 -
[934] - Quote
MOL0TOK wrote:http://eve.battleclinic.com/loadout/63002-1K-DPS-Tengu.html wtf? new cheat? I play as the Caldari but I can not understand this marasmus . God, give mind to them!
Enjoy it while it lasts. The Tengu's missile subsystem will get the nerf bat when CCP gets around to do T3s.
|

rekina
Maladapted Tribe
6
|
Posted - 2012.11.20 23:38:00 -
[935] - Quote
Maximus Andendare wrote:Jorma Morkkis wrote:rekina wrote:With link nerf - I somewhat agree that links were overpowered. The idea of only being ongrid, however, is going to kill those small gang pvpers. When enemies have better T2 battlecruiser link in their fleet with enough dps, tankle, logi, ecm while small gang likely have only dps without link because you simply don't have enough people to let them fly a link ship for compensate a dps - you are only encouraging a pvp of numbers. How is that T3 in safespot going to contribute to dps? Would that be better to have that T3 on grid if you don't have enough ships to begin with? Also, why does everyone always make those arguments like the other side isn't going to have their own booster with them? It's just a straw man argument to keep boosting overpowered. Nerf off grid boosting and make people risk their booster alts and their ships. Unbalanced is hiding your booster in a safe spot while you sit in your gate camp and reap the benefits.
I don't care whether they have links or not. It gets little easier when they don't have, but either way I'm willing to deal with it. The problems here are 2 things.
1. Commandship is going to be stronger link than Tech3 links. This means even if offgrid links were allowed, larger fleet, which is the one likely will have commandship link, will overshadow the smaller fleet, which likely not to have commandership because they are already lacking dps. ex) in 3 men gang, 1 ship deals nearly 33% dps of the entire gang. This gang won't kill something without those 33% dps. So they must use offgrid Tech 3 link, which is worse than commandship = more number, better link. This should be at least effective as much as commandship is.
2. If offgrid link were prohibited, smaller gang doesn't have enough people to use ongrid commandship anyway, so the larger fleet has huge advantage over them.
Either cases we will have very little chance to fight them than now. Thus, the situation I have described happens. No one will fight under unfavorable situation, and the game gets even more boring. If you guys think you will not affected by this, you are thinking it wrong. You will lose a lot of small gangs you can probably gank as well. That's what I believe. |

Shade Alidiana
PROSPERO Corporation
29
|
Posted - 2012.11.22 05:10:00 -
[936] - Quote
I've counted slots on all battlecruisers I'm flying, remembered what I thought of them while fittiong and I think 18 in total would be more pleasant.
I am a big BC lover, so this might hurt me.. And with 18 lots Ferox could solve its problems without any further changes (never flew Brutix as another listed BC). And thanks for Prophecy. |

MOL0TOK
State War Academy Caldari State
18
|
Posted - 2012.11.23 01:56:00 -
[937] - Quote
and why now frigate Vengeance (which has a short-range attack!!!) has speed only like a cruiser Sacrilege ???? broken engine??? -æ-+-+, -¦-î-Ä -+ -¦-â-¦-â -¦-+-é-î! / to Kerzhakoved / |

kelmiler delbone
Science and Trade Institute Caldari State
1
|
Posted - 2012.11.23 18:01:00 -
[938] - Quote
if boosters are to be nerfed so that they will only take effect while on grid then its should work like a pooling system, ie the smaller the gang the better the effects, this at least makes it more even
Base off 20 to 30 man gang effects stay the same
|

El Geo
BLOOM. Verge of Collapse
64
|
Posted - 2012.11.23 18:11:00 -
[939] - Quote
kelmiler delbone wrote:if boosters are to be nerfed so that they will only take effect while on grid then its should work like a pooling system, ie the smaller the gang the better the effects, this at least makes it more even
Base off 20 to 30 man gang effects stay the same
i like the sound of that, gives more scope for gang/fleet tactics and doesnt promote unhealthy blobbing path-+find-+er (pthfndr, p+ñth-)n. 1. One that discovers a new course or way, especially through or into unexplored regions.
http://www.youtube.com/user/EvEPathfinders/videos?view=0 |

Mocam
EVE University Ivy League
184
|
Posted - 2012.11.24 11:22:00 -
[940] - Quote
I'm Down wrote: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.
Odd thought on some of this that just hit me...
What if... What if CCP were able to give the skills but no SP?
Just stuffs the new skills in if you have the prerequisites but without any skill point changes at all -- just 4-8 new skills at the appropriate levels. |

Jorma Morkkis
State War Academy Caldari State
232
|
Posted - 2012.11.24 12:42:00 -
[941] - Quote
Mocam wrote:I'm Down wrote: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. Odd thought on some of this that just hit me... What if... What if CCP were able to give the skills but no SP? Just stuffs the new skills in if you have the prerequisites but without any skill point changes at all -- just 4-8 new skills at the appropriate levels.
So, Destroyers 5 -> 4x Racial Destroyer 4 and Battlecruisers 5 -> 4x Racial Battlecruiser 4? No thanks. |

josie haulet
4 Marketeers Rura-Penthe
0
|
Posted - 2012.11.24 18:26:00 -
[942] - Quote
i read and heard that the claymore is being turned into a missile boat, why? ...i trained caldari command ships up to use missiles...and the claymore in its place with 5 t2 425 ac and 3 ham is perfect for up close use... so your nerfing this the same way you did the macherial ..cant you just leave the top slots open so we can decide which damn weapons we put in.....in changing the claymore to missiles only it will be pointless....just fly a caldari ship at that point...which why i trained caldari so i could use caldari command ships if needed
for minmatar ships have always been a mix of all types...now your trying to specify which ships do what.. the Sleipnir has always been a long range slow gun boat. the claymore has always been the closer range ac boat..with a few missiles as added extra...and im sure in the process of removing turrents from the claymore it will lose a weapon top slot like the macherial, so 7 missile launchers = a night hawk...don't we have one of those already.
i never understand why you just don't let us decide which weapons mods we put on a ship... |

Mocam
EVE University Ivy League
184
|
Posted - 2012.11.24 21:37:00 -
[943] - Quote
Jorma Morkkis wrote:Mocam wrote:I'm Down wrote: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. Odd thought on some of this that just hit me... What if... What if CCP were able to give the skills but no SP? Just stuffs the new skills in if you have the prerequisites but without any skill point changes at all -- just 4-8 new skills at the appropriate levels. So, Destroyers 5 -> 4x Racial Destroyer 4 and Battlecruisers 5 -> 4x Racial Battlecruiser 4? No thanks.
No - it would be the same system they have. If you qualify by having the skills, you get the new ones.
The difference being how many players are going "you get up to almost 7 million SP from this." - no SP adjustment (as the person I replied to is concerned about). Instead, all you would get are the replacement skills - with no SP adjustment (example: I have both at 5 -- 4 new skills each = 8 "replacement" skills for the 2 being removed.
With some suggested opinions on this, I'd go from my 67 mill SP to 74 mill. Instead, my SP doesn't change, just the number of skills I have goes up: From 242 to 248 -- minus 2, + 8 = 6 increase). -- no "free SP" from this. |

Jorma Morkkis
State War Academy Caldari State
233
|
Posted - 2012.11.24 22:09:00 -
[944] - Quote
Mocam wrote:Jorma Morkkis wrote:Mocam wrote:I'm Down wrote: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. Odd thought on some of this that just hit me... What if... What if CCP were able to give the skills but no SP? Just stuffs the new skills in if you have the prerequisites but without any skill point changes at all -- just 4-8 new skills at the appropriate levels. So, Destroyers 5 -> 4x Racial Destroyer 4 and Battlecruisers 5 -> 4x Racial Battlecruiser 4? No thanks. No - it would be the same system they have. If you qualify by having the skills, you get the new ones. The difference being how many players are going "you get up to almost 7 million SP from this." - no SP adjustment (as the person I replied to is concerned about). Instead, all you would get are the replacement skills - with no SP adjustment (example: I have both at 5 -- 4 new skills each = 8 "replacement" skills for the 2 being removed. With some suggested opinions on this, I'd go from my 67 mill SP to 74 mill. Instead, my SP doesn't change, just the number of skills I have goes up: From 242 to 248 -- minus 2, + 8 = 6 increase). -- no "free SP" from this.
BC5 is 1536000 SP 1536000 / 4 = 384000 BC4 is 271000 SP So I would get all racial battlecruisers at level 4. But instead they would remove: 384000 - 271000 = 113000 SP 113000 * 4 = 452000 SP
The problem here is that BC5 is kinda needed if you want to put skill Command Ships to your skill queue.
|

Steve Ronuken
Fuzzwork Enterprises
795
|
Posted - 2012.11.24 22:22:00 -
[945] - Quote
Jorma Morkkis wrote:Mocam wrote:Jorma Morkkis wrote:Mocam wrote:I'm Down wrote: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. Odd thought on some of this that just hit me... What if... What if CCP were able to give the skills but no SP? Just stuffs the new skills in if you have the prerequisites but without any skill point changes at all -- just 4-8 new skills at the appropriate levels. So, Destroyers 5 -> 4x Racial Destroyer 4 and Battlecruisers 5 -> 4x Racial Battlecruiser 4? No thanks. No - it would be the same system they have. If you qualify by having the skills, you get the new ones. The difference being how many players are going "you get up to almost 7 million SP from this." - no SP adjustment (as the person I replied to is concerned about). Instead, all you would get are the replacement skills - with no SP adjustment (example: I have both at 5 -- 4 new skills each = 8 "replacement" skills for the 2 being removed. With some suggested opinions on this, I'd go from my 67 mill SP to 74 mill. Instead, my SP doesn't change, just the number of skills I have goes up: From 242 to 248 -- minus 2, + 8 = 6 increase). -- no "free SP" from this. BC5 is 1536000 SP 1536000 / 4 = 384000 BC4 is 271000 SP So I would get all racial battlecruisers at level 4. But instead they would remove: 384000 - 271000 = 113000 SP 113000 * 4 = 452000 SP The problem here is that BC5 is kinda needed if you want to put skill Command Ships to your skill queue.
I (now) get what he means.
You just set the skill levels. You don't set the SP level higher. So you still have all the BCs at 5, but there's a disparity between how many skillpoints you have, and how many you /should/ have, if you add everything up.
Not sure it's a good idea, as it makes the dba in me cringe. But I guess it might work. FuzzWork Enterprises http://www.fuzzwork.co.uk/ Blueprint calculator, invention chance calculator, isk/m3 Ore chart-á and other 'useful' utilities.As well as mysql and CSV/XLS conversions of the Static Data Extract. |

CaptCommando
Irrationality ILLC C0NVICTED
0
|
Posted - 2012.11.25 05:56:00 -
[946] - Quote
Ok, so if you have say BC and dessy skills at 5 all but racial cruiser and frig trained to 4 and racial for both at 5. would you get all BC and dessy skills at 5? |

Jorma Morkkis
State War Academy Caldari State
235
|
Posted - 2012.11.25 10:54:00 -
[947] - Quote
Steve Ronuken wrote:I (now) get what he means.
You just set the skill levels. You don't set the SP level higher. So you still have all the BCs at 5, but there's a disparity between how many skillpoints you have, and how many you /should/ have, if you add everything up.
Not sure it's a good idea, as it makes the dba in me cringe. But I guess it might work.
So, I would have a rank 6 skill at level 5 with only 384000 SP?
I can see what you guys want. 
Every time you lose T3 you lose SP. This would allow you to keep subsystem skills at level 5.
So, again: no thanks. |

I'm Down
Macabre Votum Against ALL Authorities
140
|
Posted - 2012.11.25 23:59:00 -
[948] - 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. |

Jorma Morkkis
State War Academy Caldari State
235
|
Posted - 2012.11.26 04:17:00 -
[949] - Quote
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). |

I'm Down
Macabre Votum Against ALL Authorities
140
|
Posted - 2012.11.26 09:49:00 -
[950] - 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. |

Wodanaz
24TH IMPERIAL FEDERATION A Point In Space
0
|
Posted - 2012.11.27 06:56:00 -
[951] - Quote
May i suggest that the nerf to heavy missiles is a to heavy of a nerf, A reduction to damage and range to the point which makes missile boats less effective and with the new AI and possible drake changes many people will be reluctant to use caldari for pve and pvp stop touching things that don't need heavy re balancing, The same thing goes with messing with the hurricane. Why cant you just look at minor re balances that improve the effectivity of other ships instead of creating a whole new range of problems with other ships and peoples play styles.....
Suggestions
- Minor heavy missile nerfs - Release more drone functions and a better ui With the new ai changes so drone boats are not a ineffective choice in pve. - Hurricanes are a viable choice in pvp nerfing it will just make it less effective and people will choose not to use it.
Nerf the right things ccp, Stop the big nerfing of things that only need small changes and things that dont need any changes at all.
|

Maru Sha
The Department of Justice
2
|
Posted - 2012.11.27 14:48:00 -
[952] - Quote
CCP Fozzie wrote: You'll get exactly the same level of bonus to your ships after the skill change as you did before it, and since you only need the cruiser skills to 3 to fly those BCs and getting cruiser higher doesn't give bonuses to the BCs, any cruiser skill levels beyond 3 don't matter.
Ok, here are some, hopefully, clever questions:
#0 - What if you started EVE and did not learn any racial ship skill, just the battlecruiser skill on level X? So you don't have the primary skill required to actually fly a battlecruiser, but you already trained the skill "battlecruisers". I know it is a hypothetical question, but it nicely summarizes the next three questions.
#1 - What if you have the battlecruisers skill on let's say V and some random racial skills for frigates but no cruiser skills?
#2 - What if you have the battlecruisers skill on lets say IV and some random racial skills for cruisers but all below level III?
#3 - What if we take question #1 and #2 and say that the racial skills are all equal or have different values, but still below the level required to actually fly a real battlecruiser?
I hope you see my point and the limitation to your approach. You say you want to hand out free SPs to people so they can continue to fly all the battlecruisers with the same bonus as before. I say you forget about those that have the battlecruiser skills but can't fly battlecruisers (same goes with destroyers of course). I say use the principle of unallocated skill points and let people train for it if they want to continue using battlecruisers (command ships) and destroyers of all 4 races. I say don't hand out millions of free SPs to those that already have battlecruisers on V and can easily learn all 4 racial cruisers skills in no time, while leaving out those who a) are new to the game, have limited SPs and can't get there in time, b) are away from EVE and can't adjust their training queues or c) are just not aware of the coming changes and will be like w t f the day the patch will be applied. II don't see what real harm it would do if you use unallocated SPs, but I see several question and exclamation marks if you continue like you proposed. |

Ruhige Schmerz
Hellbound Turkeys Alliance of Abandoned Cybernetic Rejects
0
|
Posted - 2012.11.27 18:32:00 -
[953] - Quote
Is there a particular reason that the Drake is listed as having a shield tanking "problem" while the myrm is stated to be "mainly fine"?
I know most people *don't*, but you *can* fit a myrm nearly identically to a drake, with an insane shield recharge tank -- with all the drawbacks such a fit brings. The root of the drakes problem isn't the shield recharge, it's the cap recharge. The only real difference between the myrm and drake when recharge tanking is that the drake can run its tank a lot longer.
|

Steve Ronuken
Fuzzwork Enterprises
800
|
Posted - 2012.11.27 18:57:00 -
[954] - Quote
Ruhige Schmerz wrote:Is there a particular reason that the Drake is listed as having a shield tanking "problem" while the myrm is stated to be "mainly fine"?
I know most people *don't*, but you *can* fit a myrm nearly identically to a drake, with an insane shield recharge tank -- with all the drawbacks such a fit brings. The root of the drakes problem isn't the shield recharge, it's the cap recharge. The only real difference between the myrm and drake when recharge tanking is that the drake can run its tank a lot longer.
But you /don't/ get the drake's shield resist bonuses with that. FuzzWork Enterprises http://www.fuzzwork.co.uk/ Blueprint calculator, invention chance calculator, isk/m3 Ore chart-á and other 'useful' utilities.As well as mysql and CSV/XLS conversions of the Static Data Extract. |

Alayna Le'line
Battery Acid Skinny Dippers
30
|
Posted - 2012.11.30 09:48:00 -
[955] - Quote
Roime wrote:Quote:Dominix: still remains a popular ship. It is fairly good, except for the drone mechanics themselves, which are terribly outdated. While we are not certain when this can be tackled, it definitely has high priority on our to-do list.
Very nice to hear :) Domi is more than fairly good, it is amazing. From highest dps (ok Vindi still beats it) brawler to ECM-immune pos basher to PVE, it Dominates. It only needs a visual facelift!
Not sure why all the hate for the Dominix' looks, sure it's not the sexiest ship in EVE, but it's not exactly the ugliest one either. Personally I've grown rather fond of my potato. |

PavlikX
Shadows of the Day HeII Gate Alliance
8
|
Posted - 2012.12.02 10:47:00 -
[956] - Quote
Great, glad to read this, especially about t2 BC, aka Comand ships. Dear developers, can we hope that those changes (BC, BS, CS rebalancing) will be introduced in single one expansion next summer? |

Aramatheia
European Nuthouse
58
|
Posted - 2012.12.02 13:44:00 -
[957] - Quote
Quote:Command and Tech3 ships providing that much of an advantage should commit to an engagement instead of being safely parked inside a POS bubble.
I reckon the fix to that is to block POS shields from allowing all effects in or out.
Theres no reason why a pvp fleet in low/null wouldnt have a scanning ship to find assets hidden off grid, such as another enemy fleet or thier boosters
All this means now is that the defending fleet is the only fleet that has effectively off grid boosts as they still have a booster inside thier pos bubble while the fleet fights, the attacking fleet has no boosts or a sponge with links that will be called primary instantly upon sight
not to mention this is also a nerf of sorts for incursion fleets they lose a dps/logi slot, or lose fleet boosts.
All to counter something that effectively will not change |

Hong Hu
EVE University Ivy League
2
|
Posted - 2012.12.02 16:09:00 -
[958] - Quote
CCP Fozzie wrote:As for the gang link nerf discussion. It's extremely clear that the addition of the 5% bonused T3s combined with the T2 gang link modules created a perfect storm with gang boosts. These have become far too powerful and it has become almost impossible to compete without a booster alt. We're not switching command ship and T3 bonuses straight up because 5% links are overpowered, so everyone should probably start getting used to that idea.
Bless you.
Will there be any move towards making OOC boosters subject to aggression flags like OOC logi?
Warfare mindlinks currently only effect one set of bonuses. Is there any discussion of rationalizing mindlinks to match the racial ships? For example, the Skirmish Warfare Mindlink becomes the Minmatar Warfare Mindlink and specifically boosts Claymore and Sleipnir. This would put a premium on the person that invests the time to be able to use mindlinks, Command Ships and their new paired Warfare Links.
Regards,
Hong Hu |

Open Graves
Minmatar Ship Construction Services Ushra'Khan
1
|
Posted - 2012.12.03 17:26:00 -
[959] - Quote
I know I'm kinda late to this coversation as this is going on page 48 or so. But I would like to point something out.
Command ships for each race are the T2 variants of one battlecruiser. The tier 1 and tier 2 BCs are going to be different weapon systems, shouldn't it follow that the Command ship with that weapon type be the T2 varaint of the appropriate BC?
So, if the Myrm is going to be the Drone battlecruiser, then the drone CS should be the Eos and if the Brutix is going to be the Laser boat then the Astarte should be the T2 of that hull.
If this has been brought up before I apologize, I only made ith through the first 7 or so pages of this thread so far. |

Urgg Boolean
Center for Advanced Studies Gallente Federation
244
|
Posted - 2012.12.03 20:19:00 -
[960] - Quote
josie haulet wrote:i read and heard that the claymore is being turned into a missile boat, why? ...i trained caldari command ships up to use missiles...and the claymore in its place with 5 t2 425 ac and 3 ham is perfect for up close use... so your nerfing this the same way you did the macherial ..cant you just leave the top slots open so we can decide which damn weapons we put in.....in changing the claymore to missiles only it will be pointless....just fly a caldari ship at that point...which why i trained caldari so i could use caldari command ships if needed
for minmatar ships have always been a mix of all types...now your trying to specify which ships do what.. the Sleipnir has always been a long range slow gun boat. the claymore has always been the closer range ac boat..with a few missiles as added extra...and im sure in the process of removing turrents from the claymore it will lose a weapon top slot like the macherial, so 7 missile launchers = a night hawk...don't we have one of those already.
i never understand why you just don't let us decide which weapons mods we put on a ship... Limiting the players fitting options is easier. The more felxibility we are given, the harder it is to figure out balance for a huge number of possible loadouts. My personal voite would be a variation on rig slots, except for weapon hard points. You decide what weapons you want, and install the hard points for them, the same way you would for rigs.
And maybe I really don't understand the Role-based versus Tier-based concept. All these change seem like it makes the linear progression even more entrenched. Destroyers and BCs used to be side branches. Now they will be in the racial linear progression. Isn't that MORE tiers and less role based ? And by limiting the weapon types available coupled with racial bonuses, again, you are forced into a linear racial progression to get to the role you want . But it's still MORE tiers with no sideways offshoots with distinct roles.... |

WheatGrass
6
|
Posted - 2012.12.04 16:25:00 -
[961] - Quote
Where are the racial destroyer and racial battle-cruiser skill books?
I utilized an attribute reallocation bonus on more than one character to get necessary skills trained up in time for the Retribution deployment. I've been training spaceship command skills for weeks in anticipation of this. Yet, now that Retribution has been deployed, the books seem nowhere to be found.
Where are the books which were described in the November 6 2012 dev blog by CCP Ytterbium?
Since the books apparently do not exist, what should players now expect?
Thank you. |

Viktor Rasmussen
Eagle's Club
0
|
Posted - 2012.12.05 08:44:00 -
[962] - Quote
It seems they've forgotten to implement the new skills ;-)
I find it kinda hard to get the informations about the new patch - especially the things they finally didn't implement because of problems or other things. I think they postponed these racial skills for something - but why? I can't find informations about this without spending hours of forums reading... |

Grath Telkin
Sniggerdly Pandemic Legion
1094
|
Posted - 2012.12.05 09:49:00 -
[963] - Quote
WheatGrass wrote:Where are the racial destroyer and racial battle-cruiser skill books? I utilized an attribute reallocation bonus on more than one character to get necessary skills trained up in time for the Retribution deployment. I've been training spaceship command skills for weeks in anticipation of this. Yet, now that Retribution has been deployed, the books seem nowhere to be found. Where are the books which were described in the November 6 2012 dev blog by CCP Ytterbium? What should players expect, as far as a time-line, regarding appearance of these books in-game? Thank you.
Viktor Rasmussen wrote:It seems they've forgotten to implement the new skills ;-)
I find it kinda hard to get the informations about the new patch - especially the things they finally didn't implement because of problems or other things. I think they postponed these racial skills for something - but why? I can't find informations about this without spending hours of forums reading...
Well you both obviously read the thread where CCP suggested that you train the skills "sooner rather than later" (their words) but you somehow missed the MULTIPLE times they said that these changes would not come with retribution but soon after
I underlined it this time so neither of you would miss it, if I were a betting man, I'd wager that around February you'll see the changes you're looking for. |

Dreadful Bride
Pator Tech School Minmatar Republic
1
|
Posted - 2012.12.05 22:31:00 -
[964] - Quote
For a solution to Off Grid Boosting I thought maybe a gang module that blocks incoming signals to the grid that way if a gang is worried about off grid boosters they can fit the module to one of their BCs. This allows the carebears and miners to have boosted fleets while PvP players can choose to limit the enemys fleet. Perhaps have the module have the same stats as as a gang link and be limited to the same ships it can be fitted on.
The difficult bit i can see is being able to set the grid for local or off grid boosts it gets even more difficult if there is a T2 version that prevents all boosting local and remote to the grid. |

Garia666
CyberShield Inc C0VEN
14
|
Posted - 2012.12.09 15:18:00 -
[965] - Quote
why not just remove all the races all together.. you clearly wont need them with every race being or getting the same..
|

Griffin Omanid
Viziam Amarr Empire
13
|
Posted - 2012.12.10 15:58:00 -
[966] - Quote
I really like the ideas with the Command Ships, and you at least get one sub system of the T3 balanced. You get less bonus then a Command Ship but you can in small gangs with only one ship boost only the most usefull six links out of nine possibles. But maybe aou should chnage the name to Commando Ships, because they will be, if the balancing went well, strong BC stronger then HAC-¦s, which are also nearly as expensive as Tier-3-BS with nearly as good tank but faster and armed with medium guns. So more or less nice elite ships (I don-¦t think that thes bling-bling-"I-am-a-pimp-with-no-balls"-T3s deserve to be called elite because they are too expensive).
You also wrote that the rokh is fine as it is, well I think it should get a little bit more cap , so that it could last longer then 15 min while permant firing (T2-guns) and with active Hardeners.
The debate with the racial destroyer and BC skills, ok i think the most player had already enough time to train at least destroyer on 5 all frigs and cruiser up to 4 and the BC on something around 3-4. If not, theres is still enough time until next year. the only ones I would pity are new players or new acoounts in general. Because i think also the skill rank will stay the same it is not really fair for them, but i alos would like to know how long it will take to train Command Ships or Interceptors after the old and the new system. For interceptors I think only the Racial Frig level 5 will be deleted, but for CS?
|

WheatGrass
16
|
Posted - 2012.12.13 06:52:00 -
[967] - Quote
Grath Telkin wrote:....somehow missed the MULTIPLE times they said that these changes would not come with retribution but soon after.... Thank you, Grath Telkin, for taking the time to reply.
Since the forum search tool failed me, as well as others, I scanned through all 48 pages to find the following answers -straight from the horse's mouth. :-)
In post #33, Dev Fozzie stated, "Want to make this clear to everyone, the stuff in this blog is not coming on the 4th with Retribution. This blog covers some of what we are going to be working on in the beginning of next year." Then in post #223 he stated, "I'll come right out and say the skill changes will not come on December 4th with Retribution but that you should still seriously consider taking them into account when you pick your next skills."
Hind sight tells me that December 4th 2012 was definitely not the same as "next year". :-)
Thank you, CCP Fozzie, for the heads up. Yes, I've been training the pertinent skills on two accounts. I have no idea what I'm going to do with all of those shiny new ships. I practically quit using destroyers when the Noctis came out. It's good to have options though. It will also be nice to resume the regular training program. |

PavlikX
Shadows of the Day HeII Gate Alliance
9
|
Posted - 2012.12.15 12:24:00 -
[968] - Quote
After retribution it's obvious that entire class of BSs (t2 included) must be reworked or better say, generally buffed. |

thebarry
SniggWaffe YOUR VOTES DON'T COUNT
4
|
Posted - 2013.01.07 08:42:00 -
[969] - Quote
Just wanted to chime in about on-grid boosting: I hope you are much more careful in considering this as it could have some ReallyBad consequences. As it stands, a small gang can have one person dualboxing a t3 booster alt and a pvp char, and that gang will receive the same boosts as any other large fleet. If you go through with on-grid boosting this will essentially mean the blob will always have better boosts than any small gang, since no small gang is going to sacrifice an on-grid char for boosting. So not only will your small gang be outnumbered, they will be outnumbered by ships that are faster and tankier who have better point range as well. This will also cause issues with various fleet formats like arty ruptures for example(no one is going to put a claymore on grid to boost their artyrup gang). The t3 nerf is pretty harsh in an of itself, bringing a 5% boost down to 2% is a 60% reduction in the boost amount from the ship skill, altho the overall reduction is much more modest due to the fact that several other things also impact the total boost amount, most notably the mindlink. Which brings up another point: with mindlinks at 200m or so per, no one is likely to even put a leadership alt into a cheap bc to boost their gang, since so much of the boost comes from the mindlink that you really need it, and the mindlink is so expensive.
As an alternative, why not just deny the activation of boosting modules from inside poses, and then make it much easier to scan down fleet boosters, either through a sig radius increase from the modules or just by making scanning ships down much easier in general. This might add content by making scanning skill much more important during a fleet fight, while not hitting small gangs with a pretty nasty nerfbat they really, really don't need in the first place.
Personally I'd prefer removing boosting completely to making it on-grid-only, and I say that as someone who has one perfect booster and another in training  |

Spyres
SniggWaffe YOUR VOTES DON'T COUNT
6
|
Posted - 2013.01.07 09:12:00 -
[970] - Quote
Nerfing T3 boosters would seem to be a minor issue compared to the major game breaking issues of SovGrind but anyway... my only issue with T3 boosters is that they are so much easier to train for and effective than command ships. Make fleet command ships more tanky and it becomes far easier to swallow a nerf on the T3 booster. |

thebarry
SniggWaffe YOUR VOTES DON'T COUNT
5
|
Posted - 2013.01.07 09:22:00 -
[971] - Quote
Spyres wrote:Nerfing T3 boosters would seem to be a minor issue compared to the major game breaking issues of SovGrind but anyway... my only issue with T3 boosters is that they are so much easier to train for and effective than command ships. Make fleet command ships more tanky and it becomes far easier to swallow a nerf on the T3 booster.
Haha, true enough about sov grind...and yes I agree about the t3 vs command ships: CS should obviously be better than t3, that was always a silly idea to have t3 boosts better than the ships that were actually designed for boosting, and took much longer to train for as well. IMO the CS should have the 3 racial bonuses(and a bigger bonus) and t3 should have 2, and I don't like the idea that all the bonus % should be the same since this basically eliminates the need for certain ships. For example, if tengu gets all the same racial and % bonuses as a loki it will make the loki useless since the tengu has much better fitting for boosting. |

Ribikoka
Royal Amarr Institute Amarr Empire
354
|
Posted - 2013.01.07 12:00:00 -
[972] - Quote
thebarry wrote:Spyres wrote:Nerfing T3 boosters would seem to be a minor issue compared to the major game breaking issues of SovGrind but anyway... my only issue with T3 boosters is that they are so much easier to train for and effective than command ships. Make fleet command ships more tanky and it becomes far easier to swallow a nerf on the T3 booster. Haha, true enough about sov grind...and yes I agree about the t3 vs command ships: CS should obviously be better than t3, that was always a silly idea to have t3 boosts better than the ships that were actually designed for boosting, and took much longer to train for as well. IMO the CS should have the 3 racial bonuses(and a bigger bonus) and t3 should have 2, and I don't like the idea that all the bonus % should be the same since this basically eliminates the need for certain ships. For example, if tengu gets all the same racial and % bonuses as a loki it will make the loki useless since the tengu has much better fitting for boosting.
+1 I guess too. But the gallentean Command Ships is still unuseable because bad bonuses. I think that would be the good solution if the scramble bonuses would be removed from minmatar skirmish fleet bonuses and put to gallentean bonus. And thats would be not just the good solution but the logical solution too. The minmatars ships needed to keep farther range their enemies with his fast ships and longer fire range. The gallentean ships needed to keep short range their enemies for their short range firepower. Already the gallente commandships is crap and just very few pilots use them. Most pilots use proteuses rather than Eos or Astarte. |

XxRTEKxX
Fenrir's Dogs of War Union 0f Revolution
44
|
Posted - 2013.01.07 18:49:00 -
[973] - Quote
"Made for front-line duty" talking in regards to the Ferox.......then it doesn't need to be a sniper. It needs its bonus to shield resistances to survive on the front lines. Instead of putting a hybrid damage bonus in place of resistance bonus, please put it in place of its current range bonus. Most people use blasters if not auto cannons on the Ferox. It would be a better ship with damage/defense bonus. At least in my opinion. I love flying Ferox. Its a fun ship to fly. Remove its shield bonus and it will be too weak to even have a chance to apply damage.
If you're going to call it combat ship for front line duty then make it such, CCP don't **** it up and make it a week front line sniper that dies fast, kills slow, and is a waste to fly. |

Mund Richard
244
|
Posted - 2013.01.09 20:53:00 -
[974] - 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 Come to think of it, that comment (#50) was made a month ago, did I miss anything? Wish there was a Rogue Drone Faction Battleship... Infested Domi! Including all the wiggly bits to tend to your swarm, droneboat role bonus, and ofc with turrets. |

NeoShocker
Interstellar eXodus BricK sQuAD.
158
|
Posted - 2013.01.10 05:19:00 -
[975] - Quote
I still object the 3/3 bonus. I want 5/3 bonus, the 5 is the respective race of that boat. Vulture 5% shield, 3% information warfare. |

I'm Down
Macabre Votum Northern Coalition.
147
|
Posted - 2013.01.12 06:00:00 -
[976] - 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. |

Mund Richard
263
|
Posted - 2013.01.12 12:48:00 -
[977] - Quote
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. Wish there was a Rogue Drone Faction Battleship... Infested Domi! Including all the wiggly bits to tend to your swarm, droneboat role bonus, and ofc with turrets. |

I'm Down
Macabre Votum Northern Coalition.
147
|
Posted - 2013.01.13 00:38:00 -
[978] - 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 |

Deckard's Dream
ELECTRIC SHEEP CLOTHING CO. Rookie Empire
0
|
Posted - 2013.01.15 04:35:00 -
[979] - Quote
Deckard's Dream wrote:CCP Fozzie wrote:So about mindlinks..
- The fact that they are such a huge portion of the effectiveness of a booster isn't something we like
- The fact that people are forced to use multiple jump clones or pop a new expensive implant every time they want to switch link types isn't something we like
- The fact that they make the use of multiple gang link types at once so much worse isn't something we like
- The exact way to deal with these problems isn't something we have hammered out yet, but we'll keep you updated
And since questions keep coming up I'll clarify some skill stuff again: Assuming you have the (insert race here) Cruiser skill to 3, the level of (insert race here) Battlecruiser you get after the change will be the same as your Battlecruiser level before the change, not your Cruiser level. And we don't have a date to give you on the skill changes but here's what I can say: - It won't happen in Retribution
- It won't happen until we release the BC and BS changes
- We can't commit to exactly when those changes will release yet
- But I have an internal estimate about when we'll get it done, and that estimate makes me smug out
- So if you're choosing between training those skills either sooner or later, choose sooner
Smug out? ... Getting specific, is March 16th 2013 inside the smug window? ... training them now instead of waiting for my next remap will cost me 6 days and change :( Any chance for bonus remaps at xmas? ;)
well now fozie im pissed .. burnt a remap b/c you were so smugged out ... now it's not until summer huh? https://forums.eveonline.com/default.aspx?g=posts&m=2442879#post2442879 wah wah wah
|

Cyaron wars
D00M. Northern Coalition.
21
|
Posted - 2013.01.18 07:24:00 -
[980] - Quote
Hello, I've read dev blog about CS rebalance and I really liked it. But there is one thing bothering me - Informational warfare. Eve today is using 3 type of bonuses in full force while u cannot find Informational WF used in fleet fights or gang. Eos is more used as solo PVP ship or anything else but Infor WF booster. Have you ever thought of changing attributes of said gang links or changing things that they actually boost. Let's take warp disruptor and web, if I am not mistaking these 2 modules are also EWAR mods. Perhaps it would be nice to move those mods under informational WF links? Also energy neutralizers and NOS. Informational WF could boost range and amount of capacitor drained by those mods. Basically let's make damn Eos worth of something. No matter how you will rebalance ships in future, if Eos will not get a role on field and in large fleets it will still remain one of the most useless ships in game.
Now off grid bonuses:
Perhaps you can just give damn thing a range? Like it works for RR, if ship is not in range then it doesn't get bonuses. So let's say gang links are affecting ships that are in 1000 KM radius. This will draw gang bonuses out of safe POS and bound them to float close to fleet. Limiting stuff to grid might be a bad idea, sometimes grid is bugged to hell. I remember sitting 20km from CFC tengu fleet but was unable to see them on overview coz grid was bugged. |

Sedstr
PWH Corp
9
|
Posted - 2013.01.19 11:40:00 -
[981] - Quote
Can we get pirate command ships please. |

Whitehound
553
|
Posted - 2013.02.01 13:18:00 -
[982] - Quote
I am a bit worried about drone boats becoming over-powered.
I find the proposed changes inappropriate, because I only see them addressing the issues around drones on the surface, but not addressing the underlying issues, which are:
- Crude, ancient user interface. The flexibility of the UI to ship modules is incomparable to the one of drones and is a major disadvantage to drone users.
- Drones cannot be transferred from cargo bays into drone bays and drone boats need to dock in order to replace drones, which puts them at a disadvantage in 0.0 and makes them almost useless in wormhole space where it has no stations.
If those two issues could get address then it would increase the popularity of drone boats drastically in all areas of EVE from PvE to PvP, from high-sec to WH space, and without making them over-powered.
However, giving drone boats more drone DPS will make them over-powered in some situations and once the above issues get addressed will droneboats fall out of balance, making another change necessary and players will have to adjust to yet another change.
I suggest to address the underlying issues first, then see what it does and only then increase the drone DPS if it is then still needed for bringing drone boats in line with the other ships. SCAM CAT - Titan Jump - I was there - Goon Dog |

Sinzor Aumer
Atlas Research Group Aerodyne Collective
89
|
Posted - 2013.02.01 13:43:00 -
[983] - Quote
Whitehound wrote:- Crude, ancient user interface. The flexibility of the UI to ship modules is incomparable to the one of drones and is a major disadvantage to drone users.
- Drones cannot be transferred from cargo bays into drone bays and drone boats need to dock in order to replace drones, which puts them at a disadvantage in 0.0 and makes them almost useless in wormhole space where it has no stations.
While I totally agree about the interface... But refitting issue is not an issue in a WH - you can use SMA or even Orca in order to do that. |

Whitehound
553
|
Posted - 2013.02.01 13:52:00 -
[984] - Quote
Sinzor Aumer wrote:While I totally agree about the interface... But refitting issue is not an issue in a WH - you can use SMA or even Orca in order to do that. And who has got those at hand? Only those who occupy the space do, giving the owners more power to one specific ship type, and puts intruders at a disadvantage. Not to mention solo PvP in general is getting the same disadvantage from this.
If you then give more DPS to droneboats could these become over-powered when in the hands of WH owners. Why would this be necessary when other ship types are unaffected and in balance? SCAM CAT - Titan Jump - I was there - Goon Dog |

Whitehound
664
|
Posted - 2013.02.06 10:33:00 -
[985] - Quote
A third reason (to the two above) for why drone boats might become over-powered is the lack of implants for drone users. Many pilots would want these even when such implants do not increase the DPS, but things like hit points, control range, firing range and speed. SCAM CAT - Titan Jump - I was there - Goon Dog |

Dazram Two
Viziam Amarr Empire
5
|
Posted - 2013.02.09 05:48:00 -
[986] - Quote
What about HACs?
Most HACs are crap these days. Only a select few are worth undocking and even those are meh. |

Grath Telkin
Sniggerdly Pandemic Legion
1296
|
Posted - 2013.02.12 05:11:00 -
[987] - Quote
All t1 ships first, then t2, then caps was the order they said. |

Reaver Glitterstim
Dromedaworks inc Tribal Band
383
|
Posted - 2013.02.15 12:46:00 -
[988] - Quote
I'm Down wrote: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 People will complain about anything. Your problem seems to be that being given free skill points might make you lose skill points. Well if you're so picky about maintaining your character at a specific skillset, then update your clone.
I still think characters should be able to refund their skillpoints for something tangible in-game like ISK, I mean if you really want to get rid of em. I'm keeping mine, thanks. Though I'm also slightly concerned about how each skillpoint costs more on the medclone than the last. But it's a minor issue unless you spend too much time skilling up and not enough time playing the game. Most of us can afford our med clones because we either learn to make a lot of money or just not die so often. -á"The Mittani: Hated By Badposters i'm strangely comfortable with it" -Mittens |

RichtPaul
Shadow Industries I
26
|
Posted - 2013.02.18 05:15:00 -
[989] - Quote
Reaver Glitterstim wrote:People will complain about anything. Your problem seems to be that being given free skill points might make you lose skill points. Well if you're so picky about maintaining your character at a specific skillset, then update your clone.
I still think characters should be able to refund their skillpoints for something tangible in-game like ISK, I mean if you really want to get rid of em. I'm keeping mine, thanks. Though I'm also slightly concerned about how each skillpoint costs more on the medclone than the last. But it's a minor issue unless you spend too much time skilling up and not enough time playing the game. Most of us can afford our med clones because we either learn to make a lot of money or just not die so often.
What.
Refund skill points for isk? |

Alexa Smart
Superon Inc
0
|
Posted - 2013.02.22 22:22:00 -
[990] - Quote
The fleet booster has to be on grid? boooh! On one side the overall boosting goes down the drain thanks to your nerf-nerf! On the other side I would have to invest time and money on skills and a ship that is going to be primary target from the beginning of the battle. Yeah, maybe if you allow boosting while cloaked!
Focus on expanding the game, not nerfing! Ships and skills are fine as they are. A little imbalance is good, so people who learn the game can have an advantage and have more fun. It makes no difference to ignorant or noob players.
Can you tell me what is the strategy behind all this nerfing and changes? I suspect it's greed.
Don't tell me that I should quit EVE cause my answer fill be FO. |

Grath Telkin
Sniggerdly Pandemic Legion
1335
|
Posted - 2013.02.23 14:53:00 -
[991] - Quote
Alexa Smart wrote:
Can you tell me what is the strategy behind all this nerfing and changes? I suspect it's greed.
.
Off grid boosters aren't you 'learning the game' for an advantage, its having a virtually untouchable advantage (because in small gang and solo situations the other small gang/guy doesn't have the chance to scan down your booster).
Thinking that training an off grid booster is somehow knowledge or skill related is pretty funny though. It would have been if you were say, the guy who came up with hard to probe off grid boosters, but doing the guy that just got his trained up 6 months ago doesn't make you that.
Its an in game advantage that is very hard in most situations to disrupt, thats what makes it broken.
And eventually they fully intend to take it out. Nothing will change that.
|

Alexa Smart
Superon Inc
0
|
Posted - 2013.02.23 22:22:00 -
[992] - Quote
Grath Telkin wrote:Alexa Smart wrote:
Can you tell me what is the strategy behind all this nerfing and changes? I suspect it's greed.
.
Off grid boosters aren't you 'learning the game' for an advantage, its having a virtually untouchable advantage (because in small gang and solo situations the other small gang/guy doesn't have the chance to scan down your booster). Thinking that training an off grid booster is somehow knowledge or skill related is pretty funny though. It would have been if you were say, the guy who came up with hard to probe off grid boosters, but doing the guy that just got his trained up 6 months ago doesn't make you that. Its an in game advantage that is very hard in most situations to disrupt, thats what makes it broken. And eventually they fully intend to take it out. Nothing will change that.
Your comment is pretty much an inconsiderate statement due to the following:
1. I need a dedicated account or dedicated player for boosting
2. I have to invest 1 year to train a toon to do proper leadership and this cost subscription money, skill books as well as "maybe" a 1b Loki like mine
In view of the above I think your and CCP's point is very light, bordering ignorance and I would say I am quite annoyed by this.
Why not instead disallow the booster from being stationed in a POS? that way it can be scanned and you can warp to it.
|

Grath Telkin
Sniggerdly Pandemic Legion
1335
|
Posted - 2013.02.24 07:32:00 -
[993] - Quote
Alexa Smart wrote:1. I need a dedicated account or dedicated player for boosting
So? Lots of things in EVE require a fairly dedicated alt or account to deal with, whats your point?
Alexa Smart wrote:2. I have to invest 1 year to train a toon to do proper leadership and this cost subscription money, skill books as well as "maybe" a 1b Loki like mine
Let me introduce you to my Titan, it took 3 years to get right, 100 billion isk for the hull, 5 billion isk for the skillbook, a dedicated alt AND account because I can't get him out, and the same leadership skills as your alt.
Are we to assume that he should be nigh on invincible as well as providing a completely untouchable bonus?
The answer is no, we shouldn't, because its bad game design to let a player have a benefit that can't be taken by another player.
Alexa Smart wrote:In view of the above I think your and CCP's point is very light, bordering ignorance and I would say I am quite annoyed by this.
Glad I could help.
Alexa Smart wrote:Why not instead disallow the booster from being stationed in a POS? that way it can be scanned and you can warp to it.
Because as was stated, even if your alt was OUTSIDE of a POS, most engagements you use it in are over in a relatively short period of time, and small gangs and solo guys don't have the chance in those situations to actually probe you down. In solo, you're engaged with the guy, he's not going to drop probes and start looking for you, and likewise in small gang situations the man power and time simply isn't there to hunt the alt down even if it WAS outside of a POS.
In fleet warfare they are very often probed down and killed when not in a tower.
You seem to feel that spending money should give you some pass to be untouchable in some way, sorry to tell you thats just not EVE.
Cross train your loki to a falcon and get better at dual boxing, OR learn to dual box your booster and your combat ship on the same grid, regardless, change is coming so you might as well swallow that pill now. |

Dav Varan
Spiritus Draconis Sicarius Draconis
3
|
Posted - 2013.02.27 15:19:00 -
[994] - Quote
Make gang links work in a similar fasion to cyno's / siege modules.
Navigations systems can lock onto the extreme subspace outputs of these modules like cyno beacons and warp to them. Warp drives divert power to Gang links while active in order to supply adequate power.
90s cycle time.
Can not be activated within 500km of active force fields. Can not warp ship while module is active.
Off grid boosting is now possible but also certain death if not protected.
no need for jiggy ongrid only mecahnics. |

Dav Varan
Spiritus Draconis Sicarius Draconis
3
|
Posted - 2013.02.27 16:35:00 -
[995] - Quote
On the topic of the dual bonused ships.
Gal are the speed freaks of the armor world , it would make more sense for there racial progression to have the skirmish bonuses instead of Amarr.
Gal Armor/Skirmish Amarr Armor/Information.
Siege and Armor bonuses are nice and even.
However
Skirmish is massivelly more useful than infomation. For balance Skirmish needs nerfing and Information needs boosting.
I recommend moving point and web range bonuses from skirmish to information. |

Belona Force
Hedion University Amarr Empire
6
|
Posted - 2013.03.02 03:12:00 -
[996] - Quote
CCP Fozzie wrote:ReK42 wrote: It's still a nerf to the boost itself and, in the context of everyone talking about removing off-grid boosting, it should not be taken lightly. Please don't CCP this and nerf a very important mechanic from both ends.
So I want to make clear that we don't have a timeline for when pushing links ongrid will be possible. It won't be happening at the same time as these other listed changes. 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 see how the boost would seem overpowered in large numbers. But for those of us that choose not to be part of big Corporations and like to play the game the way we want to and not the way others want us to. I would like to put this out for brain storming concept.
Boost would stay the same as long as the numbers of the group stay at 5and under then 6 to 10 it would lose a percentage and so on. Giving small gangs or corporations an edge to compete with larger gangs and Corporations, Off-grid boosting is no longer a problem and miners and solo players can keep playing the game.
So instead of stabbing and twisting the knife of death in the miners and solo players, try just trimming the fat. |

Nijiho
Galactica Industrial Facilities M E T H O D
0
|
Posted - 2013.03.05 17:07:00 -
[997] - Quote
Remove the boost, that's it. Enought of all this bullshit.
|

Seolfor
Caldari Provisions Caldari State
2
|
Posted - 2013.04.02 06:15:00 -
[998] - Quote
So any update where the internal thought process is on the following issues:
1. Command Ship rebalance (as pure combat boats, as T2 BCs - youve hinted faction BCs for the summer Xpack, so i hope to god that you will first balance the existing 8 T2 BCs before adding another 4 Faction BCs and make the distinction between the existing Combat BCs, Command Ships, Faction BCs and Rebalanced BSs even harder)
Im guessing next in line are the BSs, now that youve announced faction cruisers rebalance, just wish to know if the T2 BCs will be rebalanced for the summer x-pack or not
2. Supreme effect of mindlinks. Youve said you dont like 5% (25%) on T3s, but this 50% is where the retardedness comes in. Sample math of skirmish links - with all 5s, mindlinks on a Loki, its 52% v/s 42% on an unbonused (but All5s, mindlink) T3, say Tengu.
So on a 24km point, with a 25% bonused ship youre adding 12+km (~36km point) while via an unbonused ship its still a 34km point.
The problem isnt the T3 5% bonus (and hence the 'nerf' from 25% to 10% on T3s is near moot), its the 50% Mindlink.
3. Plain inferiority of Information Links - may be a connected problem of how unbonused EWAR is still very effective, addressing both can lead to attractive Information Links.
E.g. Make unbonused TDs half as good, double the bonus on specialist hulls. Makes the specialist hulls just as effective as they are today (or slightly better). Makes unbonused EWAR mod usage much more subtle. AND makes the effect of Information links that much more pronounced, since the base EWAR on unbonused ships will benefit far more from the links.
4. OGB - smart money says, youre no closer to an answer than you were in Nov '12. Please update? |

Alsyth
20
|
Posted - 2013.04.02 14:50:00 -
[999] - Quote
Updates please?
And it will require a boost for the ganglink sub of T3s, atm it's very bad compared to tank-based subsystems, and never used outside of POSes because of that. |

Ryuce
39
|
Posted - 2013.04.26 06:00:00 -
[1000] - Quote
Bump
Update please. |

Aplier Shivra
1
|
Posted - 2013.05.02 05:38:00 -
[1001] - Quote
Just another bump from someone looking for an update on the command ships part.
Even just to say whether or not the ship changes can be expected with the release of Odyssey, considering that the skill changes will be happening then.
Any tidbit of information would be helpful, thanks! =) |

Jason Dunham
Andvaranaut Conglomerate
1
|
Posted - 2013.05.08 18:05:00 -
[1002] - Quote
I'm interested in an update to this as well since fanfest has happened. A corpmate had an idea for the command ship boosts that I thought was interesting, he's a orca, command ship, and titan pilot, so he has some experience in this area.
The problem here is really a difference in how we're using the boosts, so some feedback on what CCP wants to do with the different uses of the boost would be helpful. Example: Do they have problems with a Rorqual boosting miners from a POS in nullsec or a wh? Does CCP not like a mission or incursion fleet having offgrid booster? Or is the only problem having offgrid un-touchable boosts in PVP? If it's only the offgrid boosts in PVP, then perhaps you could tie in the offgrid boost with the safety selection. If you have your safeties on you can get offgrid boosts, but if you turn them off the booster has to be on-grid.
I want to be clear. I do believe that pvp boosts should be on-grid. However in PVE and mining I don't think that will work as intended. I also don't think it's unbalanced to have that setup work in PVE and mining, because there's a lot of options to get those boosts (t1 battlecruisers, t3's, and command ships) all with varying costs and effectiveness.
As a side note, it looks to me that most of the changes to ship balancing are being done with a pvp viewpoint. I think some caution should be exercised so that you don't remove a segment of the gameplay changes from the game. I'm happy with most of the changes made so far, I like that there are more choices for ship choices for fleet building, and I look forward to what you guys will do in the future.
Thanks for your time,
Jason Dunham |

Astarte Bellatrix
Savage Socks And Shoes Fuzzy Nut Attack Squirrels
0
|
Posted - 2013.05.14 16:09:00 -
[1003] - Quote
Question on partially trainined skills. If I have BC V trained to say 90% when the BC skill is psplit, will I lose those skill points? Or will they be applied somewhere? |

Gallion
Arma Purgatorium Templis Dragonaors
854
|
Posted - 2013.05.15 11:11:00 -
[1004] - Quote
thought on the Boost from POS detail, perhaps see to giving the links a Range of 400km? i personally rather be Boosting fleets within a fleets range rather then being hidden away. A Tech3 should be able to fight on par with normal/Tech2 fairly well fitted with 3guns. if its in a fleet anyway the justification lands on the FC's priority ability. To be honest FC's should be the ones in the T2:CS or T3:SC in the first place as its very fitting of such roles in the first place. This is a Signature, It makes people Stare. (Man I gotta Make one , or Find one to steal) |

Daisai
The Riot Formation Unclaimed.
96
|
Posted - 2013.06.12 17:30:00 -
[1005] - Quote
Got a few questions about this "dev blog" after the patch.
In the blog blog there the following "Armageddon: this ship is performing well at the time being, and thus we have little reason to alter it." It seems that you changed your mind that fast from not changing a ship to a complete change to a ship.
This brings me to my next question which is about the command ships.
Since the things we can read in the blog can be completely different to what ccp decide to do in a very short notice, is this then the same for the command ships? In the blog you said you will make command ships the better fleet booster compared to tech 3, however after the expansion that did not change. You did however did change the skill requirement for the command ships.
So is this change still going to happen or did ccp decide to do a full 180 like a chick on pms, like you did with the armageddon? |
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