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Author |
Thread Statistics | Show CCP posts - 9 post(s) |
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CCP Falcon
743
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Posted - 2012.11.14 15:14:00 -
[1] - Quote
Good afternoon internet spaceship pilots!
I have wonderful news! CCP Fozzie is here again, to give you more awesome ship balancing information and a breakdown of the changes that are coming with EVE Online: Retribution.
You can read all about it in his new Dev Blog.
CCP Falcon -á-á||-á-áEVE Community Team -á|| -á-áEVE Illuminati -á || -á-á@CCP_Falcon -á || -á-á@EVE_LiveEvents
-á-- Disciple Of The Delicious Tea -- |
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Destination SkillQueue
Are We There Yet
2929
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Posted - 2012.11.14 15:16:00 -
[2] - Quote
Dat blog |
Gizznitt Malikite
Agony Unleashed Agony Empire
726
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Posted - 2012.11.14 15:29:00 -
[3] - Quote
Awesome
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Bienator II
madmen of the skies
1135
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Posted - 2012.11.14 15:30:00 -
[4] - Quote
dev blog overload!
edit: what the frellling frack! i am third! 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 |
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CCP Phantom
C C P C C P Alliance
2394
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Posted - 2012.11.14 15:40:00 -
[5] - Quote
Double slammer!
Two devblogs on the same day. This shows how much content is coming with EVE Online: Retribution at December 4 - and the month is not over yet. CCP Phantom - German Community Coordinator |
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Lipbite
Express Hauler
221
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Posted - 2012.11.14 15:44:00 -
[6] - Quote
Happy (upcoming) birthday, CCP Fozzie!
And thanks for === The Micro Jump Drive ... can be used in bubbles or while disrupted The Drone Damage Amplifier that was released in Inferno is being improved to give a larger bonus to drone damage and to use less CPU for the T2 version. === developers! |
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CCP Fozzie
C C P C C P Alliance
2395
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Posted - 2012.11.14 15:44:00 -
[7] - Quote
Easily takes the "longest dev blog of Retribution" crown from Masterplan. Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
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Ager Agemo
Saturn Reaper
122
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Posted - 2012.11.14 15:45:00 -
[8] - Quote
WOah now change marauders salvage bonus to drone damage and salvage rate bonus and they might be usefull! :D |
Versuvius Marii
Browncoats of Persephone Ironworks Coalition
144
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Posted - 2012.11.14 15:49:00 -
[9] - Quote
First page!
Venture is the new name of the mining frig? MUCH better than Dasher! 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. |
Rex Augustus
Interwebs Cooter Explosion Fatal Ascension
21
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Posted - 2012.11.14 15:51:00 -
[10] - Quote
oh dear. I got a first page reply? On a dev blog post!?
Some good, some less than good.
I'm definitely interested to see how the MJD impacts combat - and the salvage drones are going to be pretty helpful for a lot of obvious reasons :D |
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Korporaal Paling
The Warp Core Stabilizers Spies R' Us
2
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Posted - 2012.11.14 15:59:00 -
[11] - Quote
Smash! |
tgl3
Wormhole Engineers Greater Realms
188
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Posted - 2012.11.14 15:59:00 -
[12] - Quote
Everything about this is awesome. I write a blog. I think people read it. http://throughnewbeyes.wordpress.com
Mate |
Liu Ellens
Blame The Bunny The Dark Nation
42
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Posted - 2012.11.14 16:00:00 -
[13] - Quote
Flowchart wrote:Is it a spaceship of EVE -> CCP will rebalance that ship Yay! Freighters are going to be rebalanced! ... wait - to what end? :P (Then again - WHEN has nowhere been stated)
and
Sisyphus wrote:Australian glossary may be required From that point on I read it with Carl Hooper in mind.
Good stuff :) upro - an online browser application to support navigation in New Eden and beyond. |
Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
190
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Posted - 2012.11.14 16:00:00 -
[14] - Quote
The maller will still mostly be bait
The cap makes it to gimpy for anything else really except for niche fleet roles. |
Liner Xiandra
Caldari State Reserve
13
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Posted - 2012.11.14 16:01:00 -
[15] - Quote
CCP Phantom wrote:Double slammer! Two devblogs on the same day. This shows how much content is coming with EVE Online: Retribution at December 4 - and the month is not over yet.
I can count to potatoe and am reminding you that there are three devblogs out today.
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Vanths
4U Services Inc. Talocan United
3
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Posted - 2012.11.14 16:12:00 -
[16] - Quote
T2 Drone Damage mod buffs!
My Ishtar approves this message. |
Bloodpetal
Mimidae Risk Solutions
1043
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Posted - 2012.11.14 16:17:00 -
[17] - Quote
WOOOOOOOOOOOOOOOOOOOOOOOOOOOT
Great job guys. Keep crunching those numbers, lots of work left to do ;)
Where I am. |
JamesCLK
203
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Posted - 2012.11.14 16:21:00 -
[18] - Quote
Numbers nom nom. |
Destoya
Sniggerdly Pandemic Legion
9
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Posted - 2012.11.14 16:22:00 -
[19] - Quote
Garviel Tarrant wrote:The maller will still mostly be bait
The cap makes it to gimpy for anything else really except for niche fleet roles.
It does require a small cap booster, but it is still an excellent heavy cruiser. Omen fills the role of the lighter, quicker ship while Maller is very viable for something like a BS/BC fleet with remote repairs. It probably still wont be used all that much by older players (maller/augoror fleet is pretty cool though), but I do think it is an important stepping stone ship for newer players.
Keep up the good work Fozzie!
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ChromeStriker
The Riot Formation Unclaimed.
263
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Posted - 2012.11.14 16:26:00 -
[20] - Quote
MOAR DEV BLOGS!!! - Nulla Curas |
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CCP Manifest
C C P C C P Alliance
559
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Posted - 2012.11.14 16:28:00 -
[21] - Quote
CCP Fozzie wrote:Easily takes the "longest dev blog of Retribution" crown from Masterplan.
I am the undisputed king of TLDR at CCP. I'm going to write a devblog just to unseat you!
======== o7 CCP Manifest | Public Relations and Social Media | @ccp_manifest |
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Milton Middleson
Rifterlings Damu'Khonde
160
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Posted - 2012.11.14 16:30:00 -
[22] - Quote
Fozzie, are you concerned that giving the thrasher the same treatment as the rifter may leave it in a similar spot with respect to its rivals? (Sorry to be negative. Everything except the old dessies looks pretty awesome. Also, the corax may need more fittings.) |
Kalib Jafar
Zero Tech Inc
0
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Posted - 2012.11.14 16:30:00 -
[23] - Quote
Drone Officer Loot .. Yummy |
zxsteel
13
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Posted - 2012.11.14 16:40:00 -
[24] - Quote
"Command and conquer"
When we're finished with tech 1 hulls we are going to start looking into more advanced roles.
So you say TECH ONE hulls? Were are the capitals? last i checked they are t1 only... i'm just wondering is all like everyone else is...
Were are the capitals! they are tech one... |
Myxx
629
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Posted - 2012.11.14 16:42:00 -
[25] - Quote
exploration line is eerily untouched. |
Sparkus Volundar
Applied Creations The Fendahlian Collective
18
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Posted - 2012.11.14 16:47:00 -
[26] - Quote
Nice summary, ty.
I'm initially a little concerned the MJD being warp disruptor-proof could end up with it being like a dual-purpose Warp Core Stabilizer for big ships. Though I've not seen the related discussion thread so that might be unfair. Hunting for it now...brb.
Regards, Sparks |
Steve Ronuken
Fuzzwork Enterprises
781
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Posted - 2012.11.14 16:51:00 -
[27] - Quote
How to balance freighters:
Add two low slots knock 55% off the capacity (or so). increase the max velocity by about 20%. Knock the structure down by 30% or so.
Give it CPU 70 PG 2
Means people can pick between tank, align time and cargo space. 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. |
Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
190
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Posted - 2012.11.14 16:54:00 -
[28] - Quote
Destoya wrote:Garviel Tarrant wrote:The maller will still mostly be bait
The cap makes it to gimpy for anything else really except for niche fleet roles. It does require a small cap booster, but it is still an excellent heavy cruiser. Omen fills the role of the lighter, quicker ship while Maller is very viable for something like a BS/BC fleet with remote repairs. It probably still wont be used all that much by older players (maller/augoror fleet is pretty cool though), but I do think it is an important stepping stone ship for newer players. Keep up the good work Fozzie!
And then it can't fit proper tackle, thus a gimpy niche ship
Same as before but now it can do 400 dps for five seconds before it caps out instead of 250.
Is there some rule that all small t1 amarr ships must be gimpy **** that wont work unless you have someone with you to make up for your lack of midslots? Because if so i really dislike that rule.
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Dorian Wylde
Imperial Academy Amarr Empire
173
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Posted - 2012.11.14 17:02:00 -
[29] - Quote
Regarding the flow chart, you guys aren't going to balance the fusion cube in Star Trek Armada 2? Lame. |
eidenjunior
Nor-rigs
13
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Posted - 2012.11.14 17:15:00 -
[30] - Quote
Quote:The Micro Jump Drive is a new propulsion module that allows a ship to teleport forward 100km. This module can be used in bubbles or while disrupted but not while warp scrambled, basically following the same rules as the existing Microwarpdrive. The MJD also has a spool up time and cooldown that must be waited between uses.
If we can't bubble them then every ship will use it to get out of trouble. for capital ship can't jump will being buble or disrupted. Why should you now be able to jump inside a bubble? It should follow the principles of jump or warp not the MWD. |
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Sheynan
Lighting the blight
120
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Posted - 2012.11.14 17:19:00 -
[31] - Quote
[Maller, armor heavy pulse] Damage Control II 800mm Reinforced Steel Plates II Energized Adaptive Nano Membrane II Adaptive Nano Plating II Heat Sink II Heat Sink II
Experimental 10MN MicroWarpdrive I J5b Phased Prototype Warp Scrambler I Fleeting Propulsion Inhibitor I
Heavy Pulse Laser II, Imperial Navy Multifrequency M Heavy Pulse Laser II, Imperial Navy Multifrequency M Heavy Pulse Laser II, Imperial Navy Multifrequency M Heavy Pulse Laser II, Imperial Navy Multifrequency M Heavy Pulse Laser II, Imperial Navy Multifrequency M
Medium Energy Discharge Elutriation I Medium Energy Discharge Elutriation I Medium Trimark Armor Pump I
Hobgoblin II x3
7 minutes without MWD, still 10k more tank than other cruisers, you could also switch to focused mediums with 1600mm plate giving you 15k (!) extra ehp and cap stability for slightly decreased damage.
Stop whining about the Maller |
Sgt Napalm
Creative Cookie Procuring Brushie Brushie Brushie
6
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Posted - 2012.11.14 17:20:00 -
[32] - Quote
Reserved for my thoughts in a moment |
Lucius Demeter
Royal Fleet Auxilary THE ROYAL NAVY
2
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Posted - 2012.11.14 17:20:00 -
[33] - Quote
CCP Fozzie, i notice on the Devblog you mention it is your birthday on the 15, amazing! so is mine! cheers to you sir! |
Vincent Athena
V.I.C.E.
1129
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Posted - 2012.11.14 17:27:00 -
[34] - Quote
"the general buffs that the Damp modules are receiving in Retribution"
Huh???? What????
http://vincentoneve.wordpress.com/ |
Sheynan
Lighting the blight
120
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Posted - 2012.11.14 17:37:00 -
[35] - Quote
Look here:
https://forums.eveonline.com/default.aspx?g=posts&t=168820&find=unread
I'm not sure why this wasn't included in the DevBlog |
Sgt Napalm
Creative Cookie Procuring Brushie Brushie Brushie
6
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Posted - 2012.11.14 17:41:00 -
[36] - Quote
This is pretty important. Fozzie, update teh blog dude. |
Sturmwolke
298
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Posted - 2012.11.14 17:42:00 -
[37] - Quote
"Dragoon" is the name for the new Amarr destroyer ... hah??????!! The name doesn't fit the Amarr image.
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Haifisch Zahne
Hraka Food Processing and Manufacture GmbH
92
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Posted - 2012.11.14 17:43:00 -
[38] - Quote
The Corax will have a kinetic misile dmg bonus, now unlike all other Caldari missile boats? Odd.
Otherwise, happy happy, joy joy! The proof is in the pudding, but these seem good. (What do I know?) |
Kytayn
Kronos TEchnologies
56
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Posted - 2012.11.14 17:43:00 -
[39] - Quote
Destination SkillQueue wrote:Dat blog Or to paraphrase Malcolm Reynolds: "Whoa, good Blog." |
Herping yourDerp
Tribal Liberation Force Minmatar Republic
827
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Posted - 2012.11.14 17:43:00 -
[40] - Quote
i wonder if target spectrum things will ever work as intended. |
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Jaangel
Cloak and Badgers
15
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Posted - 2012.11.14 17:45:00 -
[41] - Quote
Most changes in this patch are meh.
UI changes are a waste of time. and round. i hate circles.
But the micro jump drive is going to kill small gang pvp dead.
the game needs to buff using different ship types and tactics this just removes a whole line of changes.
oh and the new vaga model is worse looking than my arse.
once again CCP does what it think s needs to be done not what actualy needs to be done.
one day the devs will listen and eve will be great again.
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DJ P0N-3
Table Flippendeavors
55
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Posted - 2012.11.14 17:48:00 -
[42] - Quote
It's raining devblogs!
Anticipating noob confusion between Corax and Thorax for best lulz. |
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CCP Fozzie
C C P C C P Alliance
2402
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Posted - 2012.11.14 17:52:00 -
[43] - Quote
Sgt Napalm wrote:This is pretty important. Fozzie, update teh blog dude.
Bah, knew I missed adding something.
Time to make the dev blog even longer! Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
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OlRotGut
40
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Posted - 2012.11.14 18:02:00 -
[44] - Quote
I am still trying to figure out how you 'buffed' torpedoes. Besides eluding to the fact that GMP now affects all missiles, and a single tweak to Rage damage - (but nerfed explosion radius).
Am I not seeing all of the correct info in the Features forum missile thread? |
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CCP Fozzie
C C P C C P Alliance
2403
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Posted - 2012.11.14 18:04:00 -
[45] - Quote
OlRotGut wrote:I am still trying to figure out how you 'buffed' torpedoes. Besides eluding to the fact that GMP now affects all missiles, and a single tweak to Rage damage - (but nerfed explosion radius).
Am I not seeing all of the correct info in the Features forum missile thread?
If you have GMP to level 4 that's a 20% buff to Torp explosion radius. And on top of that the explosion radius implants and rigs also affect it now. That's a very significant buff and the T2 ammo changes are just icing on the cake (and a great way to kill supercaps). Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
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Aineko Macx
Royal Amarr Institute Amarr Empire
221
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Posted - 2012.11.14 18:07:00 -
[46] - Quote
What about faction variants of those T1 cruisers? Any changes to Omen Navy Issue, Stabber Fleet Issue, etc.? |
War Kitten
Panda McLegion
1453
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Posted - 2012.11.14 18:08:00 -
[47] - Quote
I approve of the flowchart.
It's about time the Echelon got a re-balancing pass. That poor little ship has no purpose in life at all.
I find that without a good mob to provide one for them, most people would have no mentality at all. |
Louis deGuerre
The Dark Tribe Against ALL Authorities
526
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Posted - 2012.11.14 18:25:00 -
[48] - Quote
A much needed summarizing blog, good job. Don't agree with all the changes but I love the tiericide. FIRE FRIENDSHIP TORPEDOES ! Louis's epic skill guide v1.1 |
Johndalar
RPS holdings
0
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Posted - 2012.11.14 18:32:00 -
[49] - Quote
Makes my really sad that CCP spent the time and money on a new Stabber model and no one will see it as it is now the worst of all the cruisers.
Ah well the devs giveth and taketh away. |
ISquishWorms
177
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Posted - 2012.11.14 18:32:00 -
[50] - Quote
I really hope that this does not mean the new tier skills will be rolling out prior to next year! As a dev in another post had said that the new tier skills was something being worked on for next year.
Dear Santa, all I would like for-áChristmas 2013-áare some snowballs and something to fire them from please, thank you. |
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Tarvos Telesto
Blood Fanatics
52
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Posted - 2012.11.14 18:46:00 -
[51] - Quote
So much power grid reduced in medium guns, this is realy good choice, also more (perfect fits) without any support power grid items, or power grid implants, good news for players who got lack in ingenering skills, and most importand for fresh players no need to train awu to lvl 5 ;] |
Crazy KSK
Tsunami Cartel Gank for Profit
21
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Posted - 2012.11.14 18:48:00 -
[52] - Quote
Nice blog! I though hope the needed buffs to the new destroyer make it till the 4rth!
Quote CCP Fozzie: ... The days of balance and forget are over.
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cBOLTSON
Star Frontiers THORN Alliance
89
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Posted - 2012.11.14 18:49:00 -
[53] - Quote
Loving this blog. I have one issue with this though.
You say you plan on making the Tristan ". The first ever T1 frigate to be able to field a full flight of 5 light drones, and enjoying bonuses to Tracking Speed of both drones and Hybrid Turrets"
This tracking speed boosts will be great! My only fear is its going to outshine more dedicated ships like the ishkur. As long as this bonus gets passed on.....
I assume eventually you will go through them all anyway right? "Were not elitists, were just tired of fail" - The Sorn |
Commander A9
East Khanid Trading Khanid Trade Syndicate
30
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Posted - 2012.11.14 18:54:00 -
[54] - Quote
These changes sound appealing (other than Hurricane losing power).
But my question is what will happen to the Noctis? Will it get a drone bay that can fit only salvage drones (because if it gets a universal drone bay, it becomes a rat boat)?
Will salvage drones also bring cargo inside the wrecks directly to the owning ship? Otherwise they're not terribly efficient since I'd have to fly over to the can and recover it. And if I have to close 2,500 meters to pick up the cargo, then I might as well salvage it at 5,000 meters with a Salvager I before I get there. Recommended Changes: -enable ships wobbling in hangar view (pre-Captains Quarters) -add more missions (NPC fleet vs. NPC fleets that actually shoot) -less focus on graphics, more on mechanics -stop "fixing" what isn't "broken" |
Warde Guildencrantz
TunDraGon
250
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Posted - 2012.11.14 19:05:00 -
[55] - Quote
Johndalar wrote:Makes my really sad that CCP spent the time and money on a new Stabber model and no one will see it as it is now the worst of all the cruisers.
Ah well the devs giveth and taketh away.
Yes, because having 290 base speed on a cruiser makes it a horrible, useless ship... |
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Chribba
Otherworld Enterprises Otherworld Empire
5479
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Posted - 2012.11.14 19:12:00 -
[56] - Quote
Venture - much better name than the Dasher.
Salvage drones and MJD is something I am looking forward to as well.
This expansion looks VERY promising! Keep up the great work!
/c
|
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Johndalar
RPS holdings
0
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Posted - 2012.11.14 19:12:00 -
[57] - Quote
Warde Guildencrantz wrote:Johndalar wrote:Makes my really sad that CCP spent the time and money on a new Stabber model and no one will see it as it is now the worst of all the cruisers.
Ah well the devs giveth and taketh away. Yes, because having 290 base speed on a cruiser makes it a horrible, useless ship...
well all that speed is good for is running away from every fight as you are out DPSed and out Tanked by the others at Every range |
Alara IonStorm
3473
|
Posted - 2012.11.14 19:13:00 -
[58] - Quote
Johndalar wrote:Makes my really sad that CCP spent the time and money on a new Stabber model and no one will see it as it is now the worst of all the cruisers.
This. ^
/Sigh. |
Vincent Athena
V.I.C.E.
1130
|
Posted - 2012.11.14 19:23:00 -
[59] - Quote
OK, I just saw the list of officer drone modules and there is a huge problem with them.
Huge. Gigantic. Overwhelming.
Take for example "Unit D-34343's Modified drone damage amplifier".
The issue is Obvious. The number is decimal. Not binary. Not Hex. Decimal.
AAARRRGGGGG!!!!!
Also, any deadspace drone mods, for mission and high sec to low sec exploration? http://vincentoneve.wordpress.com/ |
Nirnaeth Ornoediad
Clan Shadow Wolf Fatal Ascension
137
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Posted - 2012.11.14 19:26:00 -
[60] - Quote
If the Micro Jump Drive (MJD?) works in bubbles, how will gate camps ever catch anyone? With no need to align, and nothing able to point with a Scram at 100km from gate (or even 85km from a gate), it's just jump gate, MJD, align, warp away. You just made an invulnerable blockade runner. "The Mittani isn't even gone for a day and CCP's management is already making bad decisions."
THE MITTANI for CEO of CCP 1-800-273-8255 |
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CCP Masterplan
C C P C C P Alliance
878
|
Posted - 2012.11.14 19:32:00 -
[61] - Quote
CCP Fozzie wrote:Easily takes the "longest dev blog of Retribution" crown from Masterplan. I'm still reading this one - haven't reached the end yet... "This one time, on patch day..." CCP Masterplan -á| -áTeam Five-0: Rewriting the law |
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Steve Ronuken
Fuzzwork Enterprises
781
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Posted - 2012.11.14 19:33:00 -
[62] - Quote
Nirnaeth Ornoediad wrote:If the Micro Jump Drive (MJD?) works in bubbles, how will gate camps ever catch anyone? With no need to align, and nothing able to point with a Scram at 100km from gate (or even 85km from a gate), it's just jump gate, MJD, align, warp away. You just made an invulnerable blockade runner.
Well, other than the 10 second (or whatever) spool up time. And the tiny problem of actually fitting it to the ship, that has to be a battleship.
Get a disruptor in place, and they're screwed.
And have you seen T3s with interdiction nullifiers? Totally immune to bubbles
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. |
Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
190
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Posted - 2012.11.14 19:35:00 -
[63] - Quote
Sheynan wrote:[Maller, armor heavy pulse] Damage Control II 800mm Reinforced Steel Plates II Energized Adaptive Nano Membrane II Adaptive Nano Plating II Heat Sink II Heat Sink II Experimental 10MN MicroWarpdrive I J5b Phased Prototype Warp Scrambler I Fleeting Propulsion Inhibitor I Heavy Pulse Laser II, Imperial Navy Multifrequency M Heavy Pulse Laser II, Imperial Navy Multifrequency M Heavy Pulse Laser II, Imperial Navy Multifrequency M Heavy Pulse Laser II, Imperial Navy Multifrequency M Heavy Pulse Laser II, Imperial Navy Multifrequency M Medium Energy Discharge Elutriation I Medium Energy Discharge Elutriation I Medium Trimark Armor Pump I Hobgoblin II x3 7 minutes without MWD, still 10k more tank than other cruisers, you could also switch to focused mediums with 1600mm plate giving you 15k (!) extra ehp and cap stability for slightly decreased damage. Stop whining about the Maller
Congrats, you have made a Maller fit that has basically the tank of a Thorax (attack cruiser, not combat) with about 65% of the dps, 200 m/s slower AND STILL HAS WAY WORSE CAP (Still lasts only about 70 seconds under one neut from 100%)
Yes you made it 'usable' capwise, its still **** compared to most of the other cruisers though.
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Vincent Athena
V.I.C.E.
1130
|
Posted - 2012.11.14 19:38:00 -
[64] - Quote
Nirnaeth Ornoediad wrote:If the Micro Jump Drive (MJD?) works in bubbles, how will gate camps ever catch anyone? With no need to align, and nothing able to point with a Scram at 100km from gate (or even 85km from a gate), it's just jump gate, MJD, align, warp away. You just made an invulnerable blockade runner. The spool up time is plenty long enough to get a scram on it before the MJD activates. It will require adjustment for a bubble camp to be effective. Its not a disaster. http://vincentoneve.wordpress.com/ |
OlRotGut
40
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Posted - 2012.11.14 19:38:00 -
[65] - Quote
CCP Fozzie wrote:OlRotGut wrote:I am still trying to figure out how you 'buffed' torpedoes. Besides eluding to the fact that GMP now affects all missiles, and a single tweak to Rage damage - (but nerfed explosion radius).
Am I not seeing all of the correct info in the Features forum missile thread? If you have GMP to level 4 that's a 20% buff to Torp explosion radius. And on top of that the explosion radius implants and rigs also affect it now. That's a very significant buff and the T2 ammo changes are just icing on the cake (and a great way to kill supercaps).
Cool, that's what I was figuring. (GMP skill, etc) was just making sure I didn't miss anything.
Brofist to you foz.
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Irregessa
Obfuscation and Reflections
15
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Posted - 2012.11.14 19:44:00 -
[66] - Quote
If the officer Drone Control Units are remaining the way they are on the test server, I can't say I am very excited by them. The only benefit they have over the meta 0 mod is lower CPU, which generally isn't an issue on a carrier that has Drone Control Units fit.
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Mynas Atoch
Eternity INC. Goonswarm Federation
69
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Posted - 2012.11.14 19:49:00 -
[67] - Quote
CCP Fozzie
Ore don't need a mining frigate.
They need a cyno ship and scanning ship to support mining Rorqals in their hunt for grav anomalies and for POS support. An ore frigate for THOSE roles would be wildly popular, your mining frigate won't be.
|
MinefieldS
1 Sick Duck Standss on something
173
|
Posted - 2012.11.14 19:58:00 -
[68] - Quote
CCP Manifest wrote:CCP Fozzie wrote:Easily takes the "longest dev blog of Retribution" crown from Masterplan. I am the undisputed king of TLDR at CCP. I'm going to write a devblog just to unseat you! TL;DR |
Merin Skaa
Imperial Shipment Amarr Empire
0
|
Posted - 2012.11.14 20:03:00 -
[69] - Quote
That Venture better be able to fit a cyno and hold enough liquid ozone to use it. |
Sizeof Void
Center for Advanced Studies Gallente Federation
296
|
Posted - 2012.11.14 20:05:00 -
[70] - Quote
Hmm... it looks like ship speed got significantly buffed across the board (except for the existing T1 dessies).
Isn't this the beginning of undoing the speed balancing work done a few years back? Playing the devil's advocate, I'm just wondering if we're going to eventually end up with ridiculous game-mechanic-breaking nano-fits again.
Hint: when you are balancing stats, you are allowed to tweak numbers down, not just up.
BTW - I think the existing T1 dessies are going to have a bit of a problem catching the upgraded frigs. Which is one of the reasons why the old dessies weren't so popular.
And, just FYI, the upgraded attack cruisers are nearly as fast as the dessies (except for the Stab, which will now be faster than all of the existing dessies). |
|
Ranger 1
Ranger Corp
2750
|
Posted - 2012.11.14 20:09:00 -
[71] - Quote
Sizeof Void wrote:Hmm... it looks like ship speed got significantly buffed across the board (except for the existing T1 dessies).
Isn't this the beginning of undoing the speed balancing work done a few years back? Playing the devil's advocate, I'm just wondering if we're going to eventually end up with ridiculous game-mechanic-breaking nano-fits again.
Hint: when you are balancing stats, you are allowed to tweak numbers down, not just up.
BTW - I think the existing T1 dessies are going to have a bit of a problem catching the upgraded frigs. Which is one of the reasons why the old dessies weren't so popular.
And, just FYI, the upgraded attack cruisers are nearly as fast as the dessies (except for the Stab, which will now be faster than all of the existing dessies).
While I would not object to a larger emphasis being placed on speed for destroyers, I also understand that in most cases their way of dealing with kiting frigates is the ability to inflict large amounts of damage at considerable range. 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. |
Denegrah Togasa
Rifterlings Damu'Khonde
2
|
Posted - 2012.11.14 20:46:00 -
[72] - Quote
eidenjunior wrote:Quote:The Micro Jump Drive is a new propulsion module that allows a ship to teleport forward 100km. This module can be used in bubbles or while disrupted but not while warp scrambled, basically following the same rules as the existing Microwarpdrive. The MJD also has a spool up time and cooldown that must be waited between uses. If we can't bubble them then every ship will use it to get out of trouble. for capital ship can't jump will being buble or disrupted. Why should you now be able to jump inside a bubble? It should follow the principles of jump or warp not the MWD.
So my understanding is that Bubbles prevent warping not jumping. That if i was on a bubbled gate i could still jump through to the other side which is why it would make sense for the micro jump drive to work inside a bubble as it is not a warp drive. |
Marlona Sky
D00M. Northern Coalition.
1929
|
Posted - 2012.11.14 20:51:00 -
[73] - Quote
MOTHER OF GOD!
Remove local, structure mails and revamp the directional scanner! |
Alara IonStorm
3474
|
Posted - 2012.11.14 20:51:00 -
[74] - Quote
Ranger 1 wrote:(some would say too harshly, but I have seen what a nano gang using apprporiate tactics can accomplish with little more damage available than what the Stabber will have). Too small a niche with too high a skill barrier for a ship that will be the starting point for the youngest players IMO.
Here is the way they should have handled it.
Stabber: Cruiser skill bonuses: 5% bonus to Medium Projectile Turret firing speed 7.5% bonus to Medium Projectile Turret falloff Slot layout: 5 H (-1), 4 M (+1), 5 L (+2), 4 Turrets, 0 Launchers (-2) Fittings: 715 PWG (+15), 340 CPU (+40) Defense (shields / armor / hull) : 1500(+15) / 1400(+150) / 1300(+11) Capacitor (amount / recharge rate / average cap per second): 1200(+137.5) / 427.5s(+46.25s) / 2.8(+0.01) Mobility (max velocity / agility / mass / align time): 260(+39) / 0.5(+0.02) / 11400000 / 5.3s (+0.2) Drones (bandwidth / bay): 25 / 25 Targeting (max targeting range / Scan Resolution / Max Locked targets): 47.5km(+7.5) / 320(+15) / 5 Sensor strength: 13 Ladar (+3) Signature radius: 100 (-5) Cargo capacity: 420
They should have drones replace the launchers, the speed lowered and an extra low added. That way you can choose whether you want more DPS (Gyro) or Speed (Nano / OD)
Most important it opens the option to reasonably kite without Barrage with 2 TE's allowing newer players to use it before T2.
All and all they dropped the ball on the Stabber restricting it so much.
|
Celebris Nexterra
Lowsec Static Exodus.
57
|
Posted - 2012.11.14 21:09:00 -
[75] - Quote
This is definitely one of the best devblogs released in months, maybe years. Well-referenced, well thought out, very informative, and very concise considering the amount of information it provides.
This devblog, I like it!
Another! |
Gneeznow
Ship spinners inc To be Announced.
7
|
Posted - 2012.11.14 21:12:00 -
[76] - Quote
Nirnaeth Ornoediad wrote:If the Micro Jump Drive (MJD?) works in bubbles, how will gate camps ever catch anyone? With no need to align, and nothing able to point with a Scram at 100km from gate (or even 85km from a gate), it's just jump gate, MJD, align, warp away. You just made an invulnerable blockade runner.
Takes 20 seconds to spin up, if you can't get a scram on something that's come through your gate in 20 seconds, then you're not doing it right. |
Joseph Dreadloch
Dread Space Inc. Core.Impulse
86
|
Posted - 2012.11.14 21:23:00 -
[77] - Quote
Exciting stuff, also appreciate the effort that was obviously put into compiling it so neatly. |
Ila Gant
Hedion University Amarr Empire
169
|
Posted - 2012.11.14 21:25:00 -
[78] - Quote
Nirnaeth Ornoediad wrote:If the Micro Jump Drive (MJD?) works in bubbles, how will gate camps ever catch anyone? With no need to align, and nothing able to point with a Scram at 100km from gate (or even 85km from a gate), it's just jump gate, MJD, align, warp away. You just made an invulnerable blockade runner. I saw MJD and the only thing that popped into my head is "Michael Jackson Dance"
"Yeah, my Apoc moonwalked out of that bubble." Come to think of it, the MJD really should jump directly backwards. |
Sizeof Void
Center for Advanced Studies Gallente Federation
296
|
Posted - 2012.11.14 21:27:00 -
[79] - Quote
Ranger 1 wrote: While I would not object to a larger emphasis being placed on speed for destroyers, I also understand that in most cases their way of dealing with kiting frigates is the ability to inflict large amounts of damage at considerable range.
This was the original design (which is why the class came with a range bonus), but it didn't work in practice. Frigs were able to easily stay out of range of the bonused guns. Dessies need to be able to catch their targets - via a speed advantage or, more preferably, via a web/scram range bonus.
Ranger 1 wrote:Cruisers as a whole needed a speed increase.... They are a far cry from entering the realm of speed that required the nano nerfs... Speed is relative. Decrease long gun/missile ranges, increase hit penalties vs. moving targets, nerf TEs, reducing tracking speeds, etc. and you don't need those speed buffs.
I'm just pointing out that increasing values across the board usually leads to problems. You increase speed - now the guns and missiles don't hit as well. So, you tweak up the missiles and guns to improve their ability to hit fast targets. Then, the guns and missiles are hitting too well, so you buff the ship speed again. Eventually, you end up with Stabs moving at 20+km/s. This is how the original speed problems occurred. Not in a single patch, but a series of upwardly biased balancing tweaks.
Ideally, after each round of balancing changes, your average delta over all changes (measured in percentage change, not absolute values) should be zero, or nearly so. If it is consistently positive, say +5% each round of tweaking, then you are going to run into power/speed creep problems, which will eventually break the game mechanics. |
Milton Middleson
Rifterlings Damu'Khonde
160
|
Posted - 2012.11.14 21:59:00 -
[80] - Quote
Ranger 1 wrote: Cruisers as a whole needed a speed increase, as they are too thin usually to rely on tanking ability alone to survive. They are a far cry from entering the realm of speed that required the nano nerfs... with the possible exception of the Stabber, but it has been restricted in other ways (some would say too harshly, but I have seen what a nano gang using apprporiate tactics can accomplish with little more damage available than what the Stabber will have).
Unless you plan on buffing frigate speed as well, the stabber is very near the upper limit of how fast a cruiser can go before they seriously start to step on frigates' toes. |
|
Harbingour
EVE Corporation 690846961
3
|
Posted - 2012.11.14 22:13:00 -
[81] - Quote
So when does my Echelon get balanced into something actually usefull mate? Meta-gaming for NULL SECCers: Whine on the forums until CCP gets sick of you and hands you everything you ask for just to shut you up. Typical NULL SEC arguement to NERF HI SEC-á-á http://www.youtube.com/watch?v=csPPqdbcVwM
|
Robertina Bering
Local resources exhausted
0
|
Posted - 2012.11.14 22:23:00 -
[82] - Quote
Micro Jump Drive
F**k yeah! Can't wait. It will change everything. |
Berendas
Clandestine Vector THE SPACE P0LICE
330
|
Posted - 2012.11.14 23:13:00 -
[83] - Quote
Please tell me that MJD's are still only usable on battleships |
Krell Kroenen
Miners In Possession Brothers of Apocrypha.
78
|
Posted - 2012.11.15 00:22:00 -
[84] - Quote
Johndalar wrote:Makes my really sad that CCP spent the time and money on a new Stabber model and no one will see it as it is now the worst of all the cruisers.
Ah well the devs giveth and taketh away.
Pretty much, I guess the stabber gets to sit on the bench this time around. The bellicose seems decent at least now. *shrugs* |
Debir Achen
The Red Circle Inc.
31
|
Posted - 2012.11.15 00:52:00 -
[85] - Quote
I think the links are a bit borked: they mostly link to {thread}&find=unread, which gets odd results if I've already read the thread at some point. Should either link to the thread (no "find") or to a specific post. Aren't Caldari supposed to have a large signature? |
Katrina Bekers
Rim Collection RC Test Alliance Please Ignore
144
|
Posted - 2012.11.15 00:54:00 -
[86] - Quote
Happy b-day Fozzie! :) << THE RABBLE BRIGADE >> |
Ludiah
GOTTEG Mining and Industrial Union
1
|
Posted - 2012.11.15 01:26:00 -
[87] - Quote
I noticed that you didn't cover the un-needed nerf to the Hurricane in this 'balance' post. Might want to mention that you are removing 16.7% of the Hurricane's powergrid because, to quote CCP Fozzy CCP Fozzy wrote:We're going to be changing the hurricane at the same time but I wanted that thread to stay dedicated to the specific cruiser balance instead of getting derailed so we're moving that here.
Since we planning to reduce the powergrid needs of all medium artillery by 10% across the board, we are also planning to subtract 225 PG from the Hurricane, leaving it with a base powergrid of 1125. Note from Ludiah: Please note that this is 16.7% of the Hurricane's total PG while they are only reducing the Arty PG usage by 10%
The upshot is that fitting a full rack of 720s with a MWD and LSE and full mids and lows will require a RCUII and either an ACR or PG implant. Also fitting a standard shield autocane with neuts and LSE will require dropping a few guns down to 220mm. The hurricane will likely receive significantly more changes when we get to battlecruisers in the balance pass, but this is designed as a compensation for the drop in Arty PG and to help alleviate the problem of Arty ships having so much free PG when they use autocannons.Note from Ludiah: Please note the rational here, the Hurricane, a NON-ARTY focused ship is being nerfed by an amount GREATER than the Arty PG reduction because this will 'alleviate the problem of Arty ships having so much free PG when they use autocannons'.
Well great. But the Hurricane isn't an arty only ship. I fly it with AC's (and max out, or close to max out the PG) WAY more often than I fly it with Arty. Also don't forget in that dev blog that CCP Fozzy linked to as to what's coming next? The Hurricane will be losing a slot (I'm guessing medium or low as I doubt that they'll remove a high, or I hope they don't cause this nerf will be bad enough). So basically CCP Fozzy is telling us that of ALL the Minmatar ships that can fly with Medium Arty only the Hurricane is *actually* an arty ship (even though there are NO role or ship bonuses specific to Arty on the Hurricane. Or well, really what he's trying to say (and lying by trying to deceive us) is that CCP thinks that the Hurricane needs a mammoth nerf (or one much greater than the Drake (which is actually in need of one) is getting. But instead of doing it all at once. They are trying to slip in a medium/large nerf now (without mentioning it in this dev blog as one of the things *balanced* [even though they aren't supposed to be releasing BC balance changes till next year]) and than another nerf (loss of slots after making those slots even more valuable by slashing the PG) later on besides any other nerfs that they feel like making.
I'm really insulted that CCP Fozzy et al are shoving this untimely nerf down our throats. CCP Fozzy. . . Here's some suggestions that might make this better. If you really think that the Arty PG reduction is too much for the Hurricane then give it a role penalty to Arty PG usage. If you make it where when equipped, on a Hurricane, the medium arty's use more power (since the Hurricane is getting a larger nerf than the medium arty PG use reduction) than they do now (pre-Retribution) then you'll have solved the issue with fitting a full rack of 720mm Arty's without a PG booster (implant, module, or rig).
Then once you kill that slot (whatever it might be) and balance the REST of the BC's (and will have had time to see what the EVE community has come up with as far as the changes to the Cruisers go) and you'll be able to see if something like this was really necessary. PLEASE take this slower, moderated route instead of this heavy handed slashing of the Hurricane's PG.
(As a side note. If these changes happen the Hurricane will be down to 1125 base PG. Spend some time comparing that to the other races. The Cyclone will have more PG than the Hurricane (with the Cyclone having less turret hardpoints than the Hurricane). Heck ALL of the Amarr (granted they use Lasers which are high PG requirement weapons) have more PG than the Hurricane will. Actually, to be fair. Currently only the Prophecy has less PG than the Hurricane does pre-nerf (which resolves the higher PG requirement of their weapons) as far as Amarr ships are concerned. None of the Caldari BC's will have more PG than the Hurricane post-nerf but all the of Gallente ships, except for the Talos, will have more PG (post nerf) than the Hurricane will. The Myrm (a Drone Damage boat that can, but not advised to, do all of its damage from drones and thus free up a lot of PG for other things) will have more PG than the Hurricane will.)
While the Hurricane is quite versatile it will already be taking a hit in the future with the loss of at least one slot. The PG change should be held off (if not indefinitely) than till *AFTER* the round of BC changes and we see how it does. Anything else is a heavy-handed over-the-top nerf to a decent ship. Please to note that at no time have I (or anyone else that I've seen) been able to fit BOTH a tank (like the Drake) or a DPS fit. While the Hurricane is versatile, it is still limited, and at least previously that versatility was it's greatest strength. You could fit for tank or dps depending upon the situation and expect to be good at that (and moderate at best in the other). With the coming changes, it'll still be a jack-of-all-trades. But instead of being good at one of those trades at a time. It'll just suck at both equally. |
AlexHalstead
Elite Amarr Navy Academy
3
|
Posted - 2012.11.15 01:26:00 -
[88] - Quote
Quote:The powerful Ancillary Shield Booster revolutionized small gang combat when it was released with Inferno, and dominated the 10th Alliance Tournament. It is receiving a slight reduction on effectiveness with Retribution, consisting of a smaller capacity to hold fewer cap boosters, increased cap need when running without boosters, and an increase in duration for the X-large variant. To be frank, it's powerful because you are getting the equivalent of two normal shield boosters for only one normal shield booster fitting.
I would look at making the booster amount be less than two normal boosters of same size I.E. scrap the concept for the ancillary shield booster repair doing 200% of what a normal shield boost of same size and same fitting do. Yes it should shield repair more than a normal booster of same size, but not as same as two normal booster. |
Benny Ohu
Chaotic Tranquility Casoff
439
|
Posted - 2012.11.15 02:35:00 -
[89] - Quote
Ludiah wrote:I noticed that you didn't cover the un-needed nerf to the Hurricane in this 'balance' post. Might want to mention that you are removing 16.7% of the Hurricane's powergrid
Quote:Alongside the change to Artillery Cannons we are removing 225 PWG from the Hurricane Battlecruiser
Ludiah wrote: I fly it with AC's (and max out, or close to max out the PG) Because you can fit two LSEs and two medium neuts with T2 425's, a MWD and a weapons rig |
Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
193
|
Posted - 2012.11.15 02:36:00 -
[90] - Quote
Ludiah wrote:lots of crap.
The thing he is saying is that the Hurricanes fitting were made with arties in mind. And because of the MASSIVE difference in arty and AC fittings that meant that a AC hurricane could fit the ******* world on there with AC's.
Just try fitting a Harbinger with a 1600 plate, the biggest pulses and some neuts. |
|
I'm Down
Macabre Votum Against ALL Authorities
133
|
Posted - 2012.11.15 05:42:00 -
[91] - Quote
Did you guys consider removing warping on grid as a means of enhancing the use of Micro Jump Drives (MJD)
Did you guys remember to make them unusable to capital ships?
|
rodyas
Tie Fighters Inc
843
|
Posted - 2012.11.15 06:07:00 -
[92] - Quote
Vincent Athena wrote:OK, I just saw the list of officer drone modules and there is a huge problem with them.
Huge. Gigantic. Overwhelming.
Take for example "Unit D-34343's Modified drone damage amplifier".
The issue is Obvious. The number is decimal. Not binary. Not Hex. Decimal.
AAARRRGGGGG!!!!!
Also, any deadspace drone mods, for mission and high sec to low sec exploration?
Well we named those mods, (humans) not the drones, so of course they aren't in Hex or binary. On their side of the fence, perhaps they are named with that or something. I'm not shitposting. |
Arronicus
Serenity Prime Kraken.
1
|
Posted - 2012.11.15 06:13:00 -
[93] - Quote
Still mad about the MLP picture in one of the previous devblogs.
With that aside, you (CCP dev blog writers) have DIRECTLY stated that there will be no changes or rebalancing to a number of battleships, as you think they are perfect, and then in this post, you have said ALL ships in eve will be rebalanced.
Also, how do you plan to rebalance freighters and jumpfreighters? Will we ever finally see any module fitting ability on freighters? |
Fon Revedhort
Monks of War
835
|
Posted - 2012.11.15 06:39:00 -
[94] - Quote
So Cruise Missiles are left behind for further expansions/patches? 14 |
Alara IonStorm
3483
|
Posted - 2012.11.15 07:08:00 -
[95] - Quote
Fon Revedhort wrote:So Cruise Missiles are left behind for further expansions/patches? I don't think they need to be touched at all anymore. I mean they just buffed Fury Accuracy and Dmg / Precision are getting the same Dmg as T1 / T2 Penalties are gone and all the Missiles move a bit quicker.
The only ship that uses Cruise Missiles is the Raven so hand it a 7th Launcher + a lil more Grid and move a low to a mid and the thing is fine. The Missiles already move 50% faster then a Drakes which means it has 50% more operating range with the option to let them fly further.
Bring the Raven up to Par and they don't need to buff the Missiles anymore. |
Dalieus Dakarn
Inglorious Salvation
0
|
Posted - 2012.11.15 07:25:00 -
[96] - Quote
Where's the graph in this dev blog? |
Fon Revedhort
Monks of War
835
|
Posted - 2012.11.15 07:49:00 -
[97] - Quote
Alara IonStorm wrote:Fon Revedhort wrote:So Cruise Missiles are left behind for further expansions/patches? I don't think they need to be touched at all anymore. I mean they just buffed Fury Accuracy and Dmg / Precision are getting the same Dmg as T1 / T2 Penalties are gone and all the Missiles move a bit quicker. That's not enough to justify flying Battleships over convenient tech1/tech2 stuff in medium-sized class. Damage difference is not high enough.
Alara IonStorm wrote:The only ship that uses Cruise Missiles is the Raven so IMO they should finish there. No.
I personally used them to PvP with Typhoon (+fleet issue), Navy Scorpion, Golem. They are pretty different from regular Raven. Rattlesnake can be fitted with them as well. So it's quite a bunch of ships. 14 |
Andreus Ixiris
Mixed Metaphor
1158
|
Posted - 2012.11.15 08:01:00 -
[98] - Quote
I've gotta say, when I've fooled around with the Micro Jump Drive on the test server, it felt... disappointing. The icon was cool, the visual effects were pretty awesome, but I can't actually discern its tactical application at the moment. The high spool-up time makes it pretty much useless as an ambush tool, as almost all ships smaller than a battleship (and even then, some battleships) will have time to make their escape. It's cap-hungry, it can only be used once every five minutes, it occupies an entire mid-slot you could use for something more useful and it's affected by warp disruptors and warp disruption fields, meaning that it's also useless as an escape tool - which I will point out is the largest purpose that a "blink" ability has. Mane 614
|
Alara IonStorm
3483
|
Posted - 2012.11.15 08:15:00 -
[99] - Quote
Fon Revedhort wrote: That's not enough to justify flying Battleships over convenient tech1/tech2 stuff in medium-sized class. Damage difference is not high enough.
That is because the Raven is short a Launcher and the Typhoon is short 2 Launchers. They should focus there.
Fon Revedhort wrote: No.
I personally used them to PvP with Typhoon (+fleet issue), Navy Scorpion, Golem. They are pretty different from regular Raven. Rattlesnake can be fitted with them as well. So it's quite a bunch of ships.
* Typhoon is being made a full line Missile Ship so that fix's that. But current try fitting LR Weapons to any other ships with a split weapons system, see many Artillery Cyclones around lately? * Navy Scorp could also get a 7th launcher. * Golem is a Marauder with an 8 unbonused launcher equiv. You want to use it for long ranger weapons? How many Artillery Vargurs, Rail Kronos and Beam Pally's do you see wandering around? LR weapons barely if at all work in PvP on the ones with Dmg bonuses, this one does not have one. * Rattlesnake is a Drone Boat Primarily so how many PvP Rail Domi's do you see? Maybe they could change all Guristas to a Dmg Role Bonus, 4 unbonused weapons, no Battleship pulls off effective range weapons with that, that isn't Cruise Missiles Fault.
The Missiles are fine, the number of Launchers are short. |
Takeshi Yamato
Blue Republic RvB - BLUE Republic
566
|
Posted - 2012.11.15 09:27:00 -
[100] - Quote
Armor Resistance Phasing should be -10% cap usage (instead of 5%), -10% cycle time per level. |
|
Fon Revedhort
Monks of War
835
|
Posted - 2012.11.15 09:29:00 -
[101] - Quote
Alara IonStorm wrote:Fon Revedhort wrote: That's not enough to justify flying Battleships over convenient tech1/tech2 stuff in medium-sized class. Damage difference is not high enough.
That is because the Raven is short a Launcher and the Typhoon is short 2 Launchers. They should focus there. Fon Revedhort wrote: No.
I personally used them to PvP with Typhoon (+fleet issue), Navy Scorpion, Golem. They are pretty different from regular Raven. Rattlesnake can be fitted with them as well. So it's quite a bunch of ships.
* Typhoon is being made a full line Missile Ship so that fix's that. But current try fitting LR Weapons to any other ships with a split weapons system, see many Artillery Cyclones around lately? * Navy Scorp could also get a 7th launcher. * Golem is a Marauder with an 8 unbonused launcher equiv. You want to use it for long ranger weapons? How many Artillery Vargurs, Rail Kronos and Beam Pally's do you see wandering around? LR weapons barely if at all work in PvP on the ones with Dmg bonuses, this one does not have one. * Rattlesnake is a Drone Boat Primarily so how many PvP Rail Domi's do you see? Maybe they could change all Guristas to a Dmg Role Bonus, 4 unbonused weapons, no Battleship pulls off effective range weapons with that, that isn't Cruise Missiles Fault. The Missiles are fine, the number of Launchers are short. Come on, everyone knows missiles don't fit into this close-range/long-range sheme. I see LR drakes and tengues on a daily basis LOL. So let's compare apples to apples, that is - missiles to missiles.
Atm cruise battleships don't provide substancial damage increase over HML drakes, NHs and Tengues and the incoming patch will not be enough to change that. Suggesting to add launchers will just make Torp setups really devastating and I doubt that's something anyone wants.
14 |
Alara IonStorm
3483
|
Posted - 2012.11.15 09:38:00 -
[102] - Quote
Fon Revedhort wrote: Come on, everyone knows missiles don't fit into this close-range/long-range sheme. I see LR drakes and tengues on a daily basis LOL. So let's compare apples to apples, that is - missiles to missiles. Atm cruise battleships don't provide substancial damage increase over HML drakes, NHs and Tengues and the incoming patch will not be enough to change that.
Drake 7 Launchers + Dmg / Tengu 5-6 Launchers with a 5% Dmg and a 7.5% RoF / Nighthawk which isn't so hot, 6 Launchers, 5% Dmg, 5% RoF and being buffed. Take away the Drakes 7th Launcher or the Nighthawk's RoF Bonus see how great they fare.
So again Raven is short Cruise Missile Dmg because it is short a Launcher, not the Missile. Typhoon has 5 Launchers so Cruise Missiles not really realistic like at all, when they make it a real missile ship then maybe.
Fon Revedhort wrote: Suggesting to add launchers will just make Torp setups really devastating and I doubt that's something anyone wants.
Lol. Yeah because Torp CNR's are just tearing it up right? |
Marlona Sky
D00M. Northern Coalition.
1935
|
Posted - 2012.11.15 09:46:00 -
[103] - Quote
Ludiah wrote:I noticed that you didn't cover the un-needed nerf to the Hurricane in this 'balance' post. The PG nerf on the Hurricane is much needed. It is can fit anything without having to sacrifice a single module/rig to boost its power grid like the rest of the battle cruisers.
Sorry, but no ship should be able to have its cake and eat it too.
Remove local, structure mails and revamp the directional scanner! |
Alara IonStorm
3483
|
Posted - 2012.11.15 09:54:00 -
[104] - Quote
Marlona Sky wrote: The PG nerf on the Hurricane is much needed. It is can fit anything without having to sacrifice a single module/rig to boost its power grid like the rest of the battle cruisers.
I would have preferred they added a 7th Turret and changed the RoF Bonus to Tracking then moved a Low too a Mid make it a full Shield Ship.
Slightly less Dmg, no Duel Neut, no 1 DCU, 2 TE, 2 Gyro, 1 Nano low slot mix, you have to choose to lose one.
After that it would just be a factor of Armor Balance for the non shield ships and Tiericide. |
Mors Magne
Terra Incognita Intrepid Crossing
39
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Posted - 2012.11.15 10:50:00 -
[105] - Quote
This is all really good, BUT 'walking in stations' should be developed in addition to improvements with ships.
Exploring abandoned space stations and hollow asteroids would be awesome.
If this needs to be done in DUST then so be it, but it needs to be done. |
Johnny Aideron
BUTT PIRATES INC. TERRA FIRMA.
0
|
Posted - 2012.11.15 11:09:00 -
[106] - Quote
Just so we're clear here: You're rebalancing shuttles, right? |
Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
381
|
Posted - 2012.11.15 11:57:00 -
[107] - Quote
CCP Fozzie wrote:...The Coercer is a supremely effective laser platform with both tracking and optimal range bonuses, but it was afflicted with only one mid. WeGÇÖre moving a low to a mid, so you can choose to fit a point or keep the dedicated DPS role by fitting a tracking computer. The Coercer also benefits significantly from a reduction in small laser fitting requirements.... Loss of low translates into a major dps hit, counter to the "dedicated dps" role. Loss of low translates into a major variation hit as everything but eWar goes there. Loss of low translates into a major mobility hit as it is where speed/agility mods reside. Etc.
Should have taken a high instead of a low, meets all targets and solves all issues with zero drawbacks. Amarr ship having same layout as the filthy Gallente hull is heresy .. do you know what we Amarr do with heretics?
It does benefit rather greatly from increased fittings and laser reductions, but no where near enough to make up for the pigeon holing it will experience with just three lows .. lets hope the newcomer can pick up the slack left when Coercers are retired en masse after it settles into the obvious beam FoTM (wont have tank (lows, go figure!) for anything else). |
Ludiah
GOTTEG Mining and Industrial Union
3
|
Posted - 2012.11.15 12:09:00 -
[108] - Quote
It's quite obvious people responding to my post haven't a clue what I was trying to get at; at least from their responses. So I'm working on a longer set of posts to go into more detail on *why* it's a bad idea to go so far with this nerf before seeing how the Hurricane will act in relationship to all the other ships. Since they aren't totally nerfing the Drake to oblivion like they are the Hurricane it's obvious that they don't *have* to do it now.
The name of the game is patience NOT jumping to conclusions like this nerf is. I'll go into more detail when I finish my response and make sure I've proof-read it.
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Sm Aoki
Big Fish Trading Group
0
|
Posted - 2012.11.15 12:30:00 -
[109] - Quote
Awesome. |
Morrigan LeSante
The Lost and Forgotten Troopers
74
|
Posted - 2012.11.15 12:41:00 -
[110] - Quote
Fon Revedhort wrote:So Cruise Missiles are left behind for further expansions/patches?
Fury missiles get higher damage and better application |
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CCP Fozzie
C C P C C P Alliance
2416
|
Posted - 2012.11.15 12:45:00 -
[111] - Quote
Sgt Napalm wrote:This is pretty important. Fozzie, update teh blog dude. Done. My bad.
Haifisch Zahne wrote:The Corax will have a kinetic misile dmg bonus, now unlike all other Caldari missile boats? Odd.
Otherwise, happy happy, joy joy! The proof is in the pudding, but these seem good. (What do I know?) We're removing the kinetic only bonus on some, but not all of the Caldari ships.
Ila Gant wrote:Nirnaeth Ornoediad wrote:If the Micro Jump Drive (MJD?) works in bubbles, how will gate camps ever catch anyone? With no need to align, and nothing able to point with a Scram at 100km from gate (or even 85km from a gate), it's just jump gate, MJD, align, warp away. You just made an invulnerable blockade runner. I saw MJD and the only thing that popped into my head is "Michael Jackson Dance" "Yeah, my Apoc moonwalked out of that bubble." Come to think of it, the MJD really should jump directly backwards. I'm never going to be able to think about them in any other way. Thanks a lot.
I'm Down wrote:Did you guys consider removing warping on grid as a means of enhancing the use of Micro Jump Drives (MJD) Nothing is changing with on grid warping in Retribution. We are investigating some ideas but they would much more likely end up changing the minimum warp distance rather than completely removing on grid warping.
I'm Down wrote: Did you guys remember to make them unusable to capital ships?
Yeah we triple checked. MJDing Titans would not be a good thing.
Arronicus wrote: With that aside, you (CCP dev blog writers) have DIRECTLY stated that there will be no changes or rebalancing to a number of battleships, as you think they are perfect, and then in this post, you have said ALL ships in eve will be rebalanced.
We never said there would be no changes to any ship, although for quite a few ships the role may stay the same. There's an important distinction there.
Arronicus wrote: Also, how do you plan to rebalance freighters and jumpfreighters? Will we ever finally see any module fitting ability on freighters?
Everything will be getting close looks. There's some stuff we know we want to change with freighters and that list may get added to, although I can't promise module fitting.
Fon Revedhort wrote:So Cruise Missiles are left behind for further expansions/patches? Yep, we can only get so much done in each patch so we are leaving the specific focus on Cruise missiles until we also hit battleships. Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
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Adriel Malakai
Shoulda Checked Local Break-A-Wish Foundation
101
|
Posted - 2012.11.15 12:50:00 -
[112] - Quote
CCP Fozzie wrote:Arronicus wrote: Also, how do you plan to rebalance freighters and jumpfreighters? Will we ever finally see any module fitting ability on freighters?
Everything will be getting close looks. There's some stuff we know we want to change with freighters and that list may get added to, although I can't promise module fitting.
Five bucks says this means you plan to nerf freighter ganking. |
Pinky Denmark
The Cursed Navy
252
|
Posted - 2012.11.15 13:00:00 -
[113] - Quote
Lucius Demeter wrote:CCP Fozzie, i notice on the Devblog you mention it is your birthday on the 15, amazing! so is mine! cheers to you sir!
Maybe you are twins??
Nice devblog, however I find it amazing that important buffs to ships like Vexor and Caracal slot layouts are not mentioned... |
Creat Posudol
German Oldies
64
|
Posted - 2012.11.15 13:05:00 -
[114] - Quote
Adriel Malakai wrote:Five bucks says this means you plan to nerf freighter ganking.
That's a loaded question (or bet, whatever). You can interpret pretty much anything that is flexible as a nerf. Let's assume freighters do get some fitting ability, say two lowslots each, and a somewhat corresponding change to their stats. By that I mean a bit less cargo and armor for example. You can argue that now freighters are possible that can't be ganked that easily. omgNERF! But you could also say that any freighter not specifically fit to withstand a gank (i.e. +armor or +resists, maybe even a AR can become viable) will be easier to gank. Anyone who has some sense should of course fit for resilience and not cargo capacity as soon as valuable cargo is carried, but we all know that isn't gonna happen on every freighter.
And yes, freighters should get some form of fitting ability. At least to SOME degree... Having no way to customize a ship in EVE for a purpose is just stupid. |
Jackie Fisher
Syrkos Technologies Joint Venture Conglomerate
138
|
Posted - 2012.11.15 14:40:00 -
[115] - Quote
Will insurance values of the lower tier ships get updated to more accurately reflect their post tierside costs? Fear God and Thread Nought |
Kip Troger
Exiled Kings Enlightened Violence
0
|
Posted - 2012.11.15 15:21:00 -
[116] - Quote
I really hope that the new drone officer modules means that they will have the possibility to drop in all the exploration drone sites as well. These sites have been mostly a waste of time in the past... |
Steve Ronuken
Fuzzwork Enterprises
786
|
Posted - 2012.11.15 15:39:00 -
[117] - Quote
Adriel Malakai wrote:CCP Fozzie wrote:Arronicus wrote: Also, how do you plan to rebalance freighters and jumpfreighters? Will we ever finally see any module fitting ability on freighters?
Everything will be getting close looks. There's some stuff we know we want to change with freighters and that list may get added to, although I can't promise module fitting. Five bucks says this means you plan to nerf freighter ganking.
I've got an idea how they should do it.
sure, you could fit a DCII and bulkheads, but that'll slow you down more, and need you to be ATK.
How many people would just fit 2 EC2's (to get the current capacity with how I'd do it). Or 2 nanos/istabs to get into warp faster? 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. |
Keko Khaan
Center for Advanced Studies Gallente Federation
19
|
Posted - 2012.11.15 15:43:00 -
[118] - Quote
Adriel Malakai wrote:CCP Fozzie wrote:Arronicus wrote: Also, how do you plan to rebalance freighters and jumpfreighters? Will we ever finally see any module fitting ability on freighters?
Everything will be getting close looks. There's some stuff we know we want to change with freighters and that list may get added to, although I can't promise module fitting. Five bucks says this means you plan to nerf freighter ganking.
That really would be nice thing as freighters are too easy to suicidegank atm. They melt like butter under those T3 BC large guns.. They really need to get buffed.. Reason why im not buying one is that they are so easy to gank that theres no point with that 1,4billion hull cost.
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deepos
Blue Republic RvB - BLUE Republic
1
|
Posted - 2012.11.15 15:49:00 -
[119] - Quote
Takeshi Yamato wrote:Armor Resistance Phasing should be -10% cap usage (instead of 5%), -10% cycle time per level.
The cap usage is way out of line even with the current -5% cap usage per level. Here are some numbers:
Reactive Armor Hardener: -6.3 cap/sec T2 armor hardener: -1.5 cap/sec T2 shield hardener: -2 cap/sec T2 Invulnerability Field: -3.2 cap/sec
Most armor tanking ships are much more cap dependant than shield tanked ones also.
Agree with this 100%
Fozzie, when you'll update us with the armor rebalance, please think also about the above !!
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Reicine Ceer
Blue Republic RvB - BLUE Republic
102
|
Posted - 2012.11.15 15:52:00 -
[120] - Quote
Another fantastic devblog - thank you CCP for keeping us in the loop! It is very much appreciated.
Loved all the changes, very much looking forward to giving them a try.
Could i make a suggestion? Cheers. This chart - once completed and filled in with all the ships, would make an excellent addition to the New Player Experience. I often found myself trawling through the market for ages, trying to figure which ship i wanted to use for a particular situation. This image is exceptionally useful and would definitely help to give new players a nice overall view of ships and their categories, etc.
Keep up the great work! Honestly can't wait for December now :3 |
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Ranger 1
Ranger Corp
2751
|
Posted - 2012.11.15 15:59:00 -
[121] - Quote
Alara IonStorm wrote:Ranger 1 wrote:(some would say too harshly, but I have seen what a nano gang using apprporiate tactics can accomplish with little more damage available than what the Stabber will have). Too small a niche with too high a skill barrier for a ship that will be the starting point for the youngest players IMO. Here is the way they should have handled it. Stabber: Cruiser skill bonuses: 5% bonus to Medium Projectile Turret firing speed 7.5% bonus to Medium Projectile Turret falloff Slot layout: 5 H (-1), 4 M (+1), 5 L (+2), 4 Turrets, 0 Launchers (-2) Fittings: 715 PWG (+15), 340 CPU (+40) Defense (shields / armor / hull) : 1500(+15) / 1400(+150) / 1300(+11) Capacitor (amount / recharge rate / average cap per second): 1200(+137.5) / 427.5s(+46.25s) / 2.8(+0.01) Mobility (max velocity / agility / mass / align time): 260(+39) / 0.5(+0.02) / 11400000 / 5.3s (+0.2) Drones (bandwidth / bay): 25 / 25Targeting (max targeting range / Scan Resolution / Max Locked targets): 47.5km(+7.5) / 320(+15) / 5 Sensor strength: 13 Ladar (+3) Signature radius: 100 (-5) Cargo capacity: 420 They should have drones replace the launchers, the speed lowered and an extra low added. That way you can choose whether you want more DPS (Gyro) or Speed (Nano / OD) Most important it opens the option to reasonably kite without Barrage with 2 TE's allowing newer players to use it before T2. All and all they dropped the ball on the Stabber restricting it so much.
As always, your opinion is respected... and that would have worked as well.
I think what it is really going to boil down to is do people remember how to defend against lightly armed ships that have a strong speed advantage.
To you and I it might be a trivial matter to defend against a similar sized gang made up primarily of Stabbers, however if you think back there were an amazing number of people who could think of nothing else to do as a counter other than to huddle up in a group, missing repeatedly with their long range ammo, and dying one at a time as the swifter ships cut in quickly to do their attack runs (zooming back out before they took too much damage, rinse, repeat).
You could be right, and I certainly wouldn't object to the Stabber being beefed up a bit, but I don't blame them for wanting to see if it is neccessary in the wild first. 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
2751
|
Posted - 2012.11.15 16:06:00 -
[122] - Quote
Sizeof Void wrote:Ranger 1 wrote: While I would not object to a larger emphasis being placed on speed for destroyers, I also understand that in most cases their way of dealing with kiting frigates is the ability to inflict large amounts of damage at considerable range.
This was the original design (which is why the class came with a range bonus), but it didn't work in practice. Frigs were able to easily stay out of range of the bonused guns. Dessies need to be able to catch their targets - via a speed advantage or, more preferably, via a web/scram range bonus. Ranger 1 wrote:Cruisers as a whole needed a speed increase.... They are a far cry from entering the realm of speed that required the nano nerfs... Speed is relative. Decrease long gun/missile ranges, increase hit penalties vs. moving targets, nerf TEs, reducing tracking speeds, etc. and you don't need those speed buffs. I'm just pointing out that increasing values across the board usually leads to problems. You increase speed - now the guns and missiles don't hit as well. So, you tweak up the missiles and guns to improve their ability to hit fast targets. Then, the guns and missiles are hitting too well, so you buff the ship speed again. Eventually, you end up with Stabs moving at 20+km/s. This is how the original speed problems occurred. Not in a single patch, but a series of upwardly biased balancing tweaks. Ideally, after each round of balancing changes, your average delta over all changes (measured in percentage change, not absolute values) should be zero, or nearly so. If it is consistently positive, say +5% each round of tweaking, then you are going to run into power/speed creep problems, which will eventually break the game mechanics.
Actually, in practice the frigate usually dies long before it has a chance to pull range unless their are enough to overwhelm the destroyers. And frankly, if those frigates that survive the initial encounter have to stay well outside their engagement range to survive the destoyer has done it's job. It's also fairly obvious that if you are intent on killing everyone present, your destroyer needs to have some dedicated tacklers present, just like every other ship in the game.
The reason people don't use cruisers any more is due to problems created when their speed potential was OVER nerfed across the board. Yes, originally too many things stacked that were speed boost related (although frankly the main issue was that most people simply didn't know how to defend against typical nano gang tactics... it's not actually that hard to do). However things went a bit too far and the cruiser class as a whole fell into widespread disuse. There is nothing what so ever wrong with bringing their ability to speed tank up to a respectable level.
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. |
Destination SkillQueue
Are We There Yet
2937
|
Posted - 2012.11.15 16:15:00 -
[123] - Quote
Steve Ronuken wrote:Adriel Malakai wrote:CCP Fozzie wrote:Arronicus wrote: Also, how do you plan to rebalance freighters and jumpfreighters? Will we ever finally see any module fitting ability on freighters?
Everything will be getting close looks. There's some stuff we know we want to change with freighters and that list may get added to, although I can't promise module fitting. Five bucks says this means you plan to nerf freighter ganking. I've got an idea how they should do it. sure, you could fit a DCII and bulkheads, but that'll slow you down more, and need you to be ATK. How many people would just fit 2 EC2's (to get the current capacity with how I'd do it). Or 2 nanos/istabs to get into warp faster?
You don't balance things around what stupid people will do. They'll need to seriously rebalance the shield/armor/hull hitpoints amounts, if they plan to add module slots. With the current values just the T2 DC would double their tank. |
GALEN hocus
MM Prospects
0
|
Posted - 2012.11.15 16:36:00 -
[124] - Quote
can any1 help me on how to get tech help with my eve coz iv made petitions to thm but still cant get no help[[[[ I CANT GET ON MY EVE GAME NO LAUNCHER NO NOTHINNNNN HELP CCP HELP] |
Steve Ronuken
Fuzzwork Enterprises
786
|
Posted - 2012.11.15 16:48:00 -
[125] - Quote
Destination SkillQueue wrote:Steve Ronuken wrote:Adriel Malakai wrote:CCP Fozzie wrote:Arronicus wrote: Also, how do you plan to rebalance freighters and jumpfreighters? Will we ever finally see any module fitting ability on freighters?
Everything will be getting close looks. There's some stuff we know we want to change with freighters and that list may get added to, although I can't promise module fitting. Five bucks says this means you plan to nerf freighter ganking. I've got an idea how they should do it. sure, you could fit a DCII and bulkheads, but that'll slow you down more, and need you to be ATK. How many people would just fit 2 EC2's (to get the current capacity with how I'd do it). Or 2 nanos/istabs to get into warp faster? You don't balance things around what stupid people will do. They'll need to seriously rebalance the shield/armor/hull hitpoints amounts, if they plan to add module slots. With the current values just the T2 DC would double their tank.
https://forums.eveonline.com/default.aspx?g=posts&m=2180120#post2180120
Drop capacity to 62% of current or so Drop the number of structure points to 70% or so. Increase base speed to 125% or so. CPU 70 PG 2 2 low slots.
Yes, you can make it harder to gank. But you drop the capacity to do so.
I'd pretty much ignore shields and armour values. They're pretty negligible in comparison to structure. 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. |
Ranger 1
Ranger Corp
2751
|
Posted - 2012.11.15 17:12:00 -
[126] - Quote
Adriel Malakai wrote:CCP Fozzie wrote:Arronicus wrote: Also, how do you plan to rebalance freighters and jumpfreighters? Will we ever finally see any module fitting ability on freighters?
Everything will be getting close looks. There's some stuff we know we want to change with freighters and that list may get added to, although I can't promise module fitting. Five bucks says this means you plan to nerf freighter ganking. If so it really won't matter. Freighter pilots will ALWAYS find a way to make suicide ganking them worth while. 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. |
AlexHalstead
Elite Amarr Navy Academy
3
|
Posted - 2012.11.15 17:15:00 -
[127] - Quote
Okay since I want a Dev reply, I'm rephrasing my post earlier in this thread; Why have you not consider scaling back the shield repair amount for Ancillary Shield boosters? You are essentially getting the equivalent of TWO normal shield boosters for same fitting of a normal shield booster with no drawback whatsoever.
I mean basically if you need two *normal* shield boosters on a tank setup, you only need to get an ancillary shield booster of the same size and all you are paying for is...having two normal shield booster in one slot with the same fittings of a normal shield booster for a slighter better performance. And that's NOT taking in account the fact it can feed off booster charges.
So again, cannot the solution be a tweaking down amount of shield HP it heal instead of tweaking the cap booster aspect of it? |
Ranger 1
Ranger Corp
2751
|
Posted - 2012.11.15 17:29:00 -
[128] - Quote
AlexHalstead wrote:Okay since I want a Dev reply, I'm rephrasing my post earlier in this thread; Why have you not consider scaling back the shield repair amount for Ancillary Shield boosters? You are essentially getting the equivalent of TWO normal shield boosters for same fitting of a normal shield booster with no drawback whatsoever.
I mean basically if you need two *normal* shield boosters on a tank setup, you only need to get an ancillary shield booster of the same size and all you are paying for is...having two normal shield booster in one slot with the same fittings of a normal shield booster for a slighter better performance. And that's NOT taking in account the fact it can feed off booster charges.
So again, cannot the solution be a tweaking down amount of shield HP it heal instead of tweaking the cap booster aspect of it? I think they would rather not remove or dampen the characteristics/strengths that make the module unique in how it functions and encourages different fits and tactics.
Instead they would rather make the distinct vulnerabilities the module has more prominent. In other words emphasize the short duration of this repping ability, and make it more difficult to set up continuous repping by using two of them. Also make it even more painful to use it without charges.
This sounds like a reasonable step, and will not neccessarily be the last tweak made. 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. |
AlexHalstead
Elite Amarr Navy Academy
3
|
Posted - 2012.11.15 17:43:00 -
[129] - Quote
Ranger 1 wrote:I think they would rather not remove or dampen the characteristics/strengths that make the module unique in how it functions and encourages different fits and tactics.
Instead they would rather make the distinct vulnerabilities the module has more prominent. In other words emphasize the short duration of this repping ability, and make it more difficult to set up continuous repping by using two of them. Also make it even more painful to use it without charges.
This sounds like a reasonable step, and will not neccessarily be the last tweak made. Having the ancillary do 50% or 75% more than a normal booster would be still unique, but 100% more actually make it more attractive than getting just two normal shield boosters and that IS without factoring in the cap booster ability of the ancillary. Looking at the shield amount healed wouldn't take away the uniqueness of the module.
My point being is that it should be a tough decision between getting an ancillary shield booster and two shield boosters (if the ancillary only do 50-75% more than a single normal booster). In this situation You Either Take; A. The ancillary for the cap booster capacity to reduce cap need for a smaller shield heal than two Normal boosters or B. The two shield boosters for a bigger shield heal amount if you want to take on their cap demand.
But as the way the things are, it's no brainer to take the ancillary shield booster and kick the using 2 normal shield boosters to the side. |
Kale Eledar
Wolves and Knights The Irukandji
58
|
Posted - 2012.11.15 18:21:00 -
[130] - Quote
This expansion is going to be so sexy.
I'lll have to hop on the server to test it out, but I'm really encouraged by the damps love and the "significant" boost to Thorax speed. It will probably still DIAF but at least it won't be as frustrating.
Nice work, Devs. First come smiles, then lies. Last is gunfire. |
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ITTigerClawIK
Galactic Rangers Intrepid Crossing
154
|
Posted - 2012.11.15 19:07:00 -
[131] - Quote
CCP Manifest wrote:CCP Fozzie wrote:Easily takes the "longest dev blog of Retribution" crown from Masterplan. I am the undisputed king of TLDR at CCP. I'm going to write a devblog just to unseat you!
could you make it about the drone changes ^_^
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TrouserDeagle
Beyond Divinity Inc Shadow Cartel
88
|
Posted - 2012.11.15 19:25:00 -
[132] - Quote
Obligatory lasers and amarr are ****. |
Sizeof Void
Center for Advanced Studies Gallente Federation
296
|
Posted - 2012.11.15 19:27:00 -
[133] - Quote
Ranger 1 wrote: Actually, in practice the frigate usually dies long before it has a chance to pull range unless their are enough to overwhelm the destroyers.
Sure, assuming that a dessie can actually get in range in the first place. This is how it works currently, after the series of dessie buffs.
Prior to the dessie buffs, however, dessies were rarely used (except as mission salvagers, pre-Noctis) because they could never get in range of the frigs, to lay down their damage.
Ranger 1 wrote:The reason people don't use cruisers any more is due to problems created when their speed potential was OVER nerfed across the board. Yes, originally too many things stacked that were speed boost related (although frankly the main issue was that most people simply didn't know how to defend against typical nano gang tactics... it's not actually that hard to do). However things went a bit too far and the cruiser class as a whole fell into widespread disuse. There is nothing what so ever wrong with bringing their ability to speed tank up to a respectable level.
Perhaps, but over-buffing the speed isn't necessarily the right answer. As I stated, the problem can be equally solved by adjusting other OP and unbalanced features in the game.
Also, at the height of the speed mess, defending against nano gangs wasn't actually possible, except with another nano gang. The speeds were breaking game mechanics, incl. webbing, bubbles, gun tracking, missile hits, drones, etc. Remember that scrams did not shutdown MWDs back then, either.
In any case, my point is that all of the new speed changes are up, none of them are down (well, I think one dessie got a -1 on velocity). You don't balance weights on a scale by adding more weight to each side until the scale breaks. In the long run, this will cause a problem - and I'm raising the yellow flag now, so that we can try to avoid having to raise the red flag (again) later. |
Sheynan
Lighting the blight
125
|
Posted - 2012.11.15 19:49:00 -
[134] - Quote
The speed discrepancy between BCs/BSs and Cruisers has been too small for a long time, I am happy that this has been evened out now.
You can wave yellow flags and tell stories of the nano-age when they buff the speed on BCs and BSs |
Fellblade
Octavian Vanguard
10
|
Posted - 2012.11.15 21:58:00 -
[135] - Quote
Has anyone got the stats handy for the final (?) ASB changes? I'm currently stuck in work... |
Sakurako Kimino
Eternal Darkness. SpaceMonkey's Alliance
14
|
Posted - 2012.11.15 22:29:00 -
[136] - Quote
still reading trhe blog but is the title from a crossword puzzle fifty-nine down - ship balancing for retribution ohmygodwhathavetheydonetomyshipitslookingcoolnowthankyouccp
eve is about sin |
darkdooku
Something Something Corp
5
|
Posted - 2012.11.16 00:01:00 -
[137] - Quote
I read over the dev blog twice now and can't seem to find any mention of changes or lack of changes to the Punisher. Did I miss that or is it not mentioned? |
Michael Harari
The Hatchery Team Liquid
352
|
Posted - 2012.11.16 02:40:00 -
[138] - Quote
Quote: The Micro Jump Drive is a new propulsion module that allows a ship to teleport forward 100km. This module can be used in bubbles or while disrupted but not while warp scrambled, basically following the same rules as the existing Microwarpdrive. The MJD also has a spool up time and cooldown that must be waited between uses.
I honestly cannot believe you are putting the MJD into the game like this. Is the intent really to make any battleship with a spare mid immune to long points? |
Dersen Lowery
Knavery Inc. StructureDamage
154
|
Posted - 2012.11.16 03:31:00 -
[139] - Quote
Michael Harari wrote:But, none of this matters, assuming he can align to a safe, activate MJD and then press warp when he lands (ie, he can press 3 buttons in order), you cant kill him. He could burn out all his launchers, accidentally smartbomb his drones and mwd 100km off gate before burning out his mwd, and you still cant kill him, because you are in a kiting ship.
He can align to the safe, and he can activate the MJD. The MJD will then go through twenty seconds of painfully obvious spooling up before it activates, after which it's useless for 5 minutes.
Is twenty seconds not enough time to react? Is the long spoolup plus the longer cooldown worth it in the general case vs. a Microwarp Drive? Is its vulnerability to the cheapest and easiest warp-canceler to fit not a tradeoff? I'm not being snarky; I don't know. I'm asking.
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Kira Hizu
Guerrilla Army Guerrilla .Warfare.
0
|
Posted - 2012.11.16 03:33:00 -
[140] - Quote
whats the deal with capitals no changes ? they are t1 hull whats the deal? |
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Michael Harari
The Hatchery Team Liquid
352
|
Posted - 2012.11.16 03:39:00 -
[141] - Quote
Dersen Lowery wrote:Michael Harari wrote:But, none of this matters, assuming he can align to a safe, activate MJD and then press warp when he lands (ie, he can press 3 buttons in order), you cant kill him. He could burn out all his launchers, accidentally smartbomb his drones and mwd 100km off gate before burning out his mwd, and you still cant kill him, because you are in a kiting ship. He can align to the safe, and he can activate the MJD. The MJD will then go through twenty seconds of painfully obvious spooling up before it activates, after which it's useless for 5 minutes. Is twenty seconds not enough time to react? Is the long spoolup plus the longer cooldown worth it in the general case vs. a Microwarp Drive? Is its vulnerability to the cheapest and easiest warp-canceler to fit not a tradeoff? I'm not being snarky; I don't know. I'm asking.
How are you going to react? You already have him pointed, and he can warp instantly upon landing. |
Body Shield
The Hatchery Team Liquid
8
|
Posted - 2012.11.16 04:12:00 -
[142] - Quote
Dersen Lowery wrote:Michael Harari wrote:But, none of this matters, assuming he can align to a safe, activate MJD and then press warp when he lands (ie, he can press 3 buttons in order), you cant kill him. He could burn out all his launchers, accidentally smartbomb his drones and mwd 100km off gate before burning out his mwd, and you still cant kill him, because you are in a kiting ship. He can align to the safe, and he can activate the MJD. The MJD will then go through twenty seconds of painfully obvious spooling up before it activates, after which it's useless for 5 minutes. Is twenty seconds not enough time to react? Is the long spoolup plus the longer cooldown worth it in the general case vs. a Microwarp Drive? Is its vulnerability to the cheapest and easiest warp-canceler to fit not a tradeoff? I'm not being snarky; I don't know. I'm asking. The thing is, that the Vagabond, with a longpoint here, because he's a kiting Vagabond, can see it spooling up, and burn 100km in the direction he is pointing.
I challenge the Vagabond pilot to actually be within point range where the 100km point will be. Also, the enemy ship will arrive there at full speed (as said in the description and various CCP posts), so, before he can even be locked, he is: A) Already Aligned (To a safe, say 5 million km away) B) At speed sufficient enough to warp
The ship then, unless completely terrible and afk, can immediately warp away on it's align, totally immune to the Vagabond, who is trying to lock it.
Strangely enough, no matter what the distance warped with the MJD, the result will be the same, because of the target break and the short immunity when you exit warp, and he is at speed and pre aligned. The MJD could go 1km in the direction the ship is facing, and is now totally immune to all single target warp disruptors because: A) No longer Targetted B) Already Aligned to a warpable location C) At speed sufficient enough to warp
He cannot be stopped from warping off unless he's in a bubble at this point. |
Dersen Lowery
Knavery Inc. StructureDamage
154
|
Posted - 2012.11.16 04:39:00 -
[143] - Quote
Body Shield wrote:The MJD could go 1km in the direction the ship is facing (aligned to a safe), and is now totally immune to all single target warp disruptors because: A) No longer Targetted B) Already Aligned to a warpable location C) At speed sufficient enough to warp
He cannot be stopped from warping off unless he's in a bubble at this point.
Put that way, you're right, it's pretty close to a get-out-of-jail-free card.
IIRC, scrams shut them down, though, so you can keep a newbro around as backup. :-) From a purely design-based perspective, I like the fact that different scrams are needed to counter different prop mods (except for the AB, which is balanced by being relatively slow), but maybe this needs some further refinement. |
pussnheels
The Fiction Factory
717
|
Posted - 2012.11.16 06:44:00 -
[144] - Quote
i think CCP should have waited rebelacing cruisers till they had the time to fix their T2 counterparts not only do i feel slightly cheated because i trained logistics to lvl 5 on several characters and now i wonder what is the point since t1 logistics are almost as good
second point and this been known for a long time , several t2 cruisers are on the brink of extinsion most notable the eagle and the sacrilege, sure other people will point out the gallente aswell
So when will we see some love their I do not agree with what you are saying , but i will defend to the death your right to say it...... Voltaire |
Sparkus Volundar
Applied Creations The Fendahlian Collective
19
|
Posted - 2012.11.16 08:51:00 -
[145] - Quote
Dersen Lowery wrote:IIRC, scrams shut them down, though, so you can keep a newbro around as backup. :-)
Unfortunately, that new pilot have to get into web range, which can be quite painful. They would probably end up large smartbombed too.
It's looking like quite a break with the current paradigm where if pointed, you're staying put unless you've got warp core stabs that nerf a combat ship.
Can the MJD be cancelled during the spool up by the pilot? |
JamesCLK
203
|
Posted - 2012.11.16 15:09:00 -
[146] - Quote
Sparkus Volundar wrote:Dersen Lowery wrote:IIRC, scrams shut them down, though, so you can keep a newbro around as backup. :-) Unfortunately, that new pilot have to get into web range, which can be quite painful. They would probably end up large smartbombed too. It's looking like quite a break with the current paradigm where if pointed, you're staying put unless you've got warp core stabs that nerf a combat ship. Can the MJD be cancelled during the spool up by the pilot?
AFAIK MJDs can't be cancelled (except by scram). But the direction it warps you in is the one you're facing at the end of the cycle. Scram Recons are a go. |
Sparkus Volundar
Applied Creations The Fendahlian Collective
19
|
Posted - 2012.11.16 16:20:00 -
[147] - Quote
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Ranger 1
Ranger Corp
2755
|
Posted - 2012.11.16 16:50:00 -
[148] - Quote
Sizeof Void wrote:Ranger 1 wrote: Actually, in practice the frigate usually dies long before it has a chance to pull range unless their are enough to overwhelm the destroyers.
Sure, assuming that a dessie can actually get in range in the first place. This is how it works currently, after the series of dessie buffs. Prior to the dessie buffs, however, dessies were rarely used (except as mission salvagers, pre-Noctis) because they could never get in range of the frigs, to lay down their damage. Ranger 1 wrote:The reason people don't use cruisers any more is due to problems created when their speed potential was OVER nerfed across the board. Yes, originally too many things stacked that were speed boost related (although frankly the main issue was that most people simply didn't know how to defend against typical nano gang tactics... it's not actually that hard to do). However things went a bit too far and the cruiser class as a whole fell into widespread disuse. There is nothing what so ever wrong with bringing their ability to speed tank up to a respectable level.
Perhaps, but over-buffing the speed isn't necessarily the right answer. As I stated, the problem can be equally solved by adjusting other OP and unbalanced features in the game. Also, at the height of the speed mess, defending against nano gangs wasn't actually possible, except with another nano gang. The speeds were breaking game mechanics, incl. webbing, bubbles, gun tracking, missile hits, drones, etc. Remember that scrams did not shutdown MWDs back then, either. In any case, my point is that all of the new speed changes are up, none of them are down (well, I think one dessie got a -1 on velocity). You don't balance weights on a scale by adding more weight to each side until the scale breaks. In the long run, this will cause a problem - and I'm raising the yellow flag now, so that we can try to avoid having to raise the red flag (again) later.
Actually most combat begins with frigates warping in and trying to get within point range.
As to nano gangs, they weren't terribly effective if you fit properly to deal with them (which was easy to predict, everyone was flying them). They were easy to counter, the only reason they enjoyed success is they depended on their targets being stupid and allowing themselves to be drawn out... and there is no shortage of stupid pilots in EvE.
In my opinion cruisers should be significantly faster than BC or BS, but slower than frigates... and as I said before I would have no problem with Dessies being a bit faster than they currently are as well. I just understand that they are geared to fight at range. 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. |
Msgerbs
Imperial Assualt Guild
35
|
Posted - 2012.11.16 18:40:00 -
[149] - Quote
Am I the only one that thinks the Micro Jump Drive will be the most annoying new module ever? |
Msgerbs
Imperial Assualt Guild
35
|
Posted - 2012.11.16 18:52:00 -
[150] - Quote
Kira Hizu wrote:whats the deal with capitals no changes ? they are t1 hull whats the deal? No BC and BS changes either. Patience, young grasshopper. |
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Ranger 1
Ranger Corp
2758
|
Posted - 2012.11.16 23:00:00 -
[151] - Quote
Sparkus Volundar wrote:Dersen Lowery wrote:IIRC, scrams shut them down, though, so you can keep a newbro around as backup. :-) Unfortunately, that new pilot have to get into web range, which can be quite painful. They would probably end up large smartbombed too. It's looking like quite a break with the current paradigm where if pointed, you're staying put unless you've got warp core stabs that nerf a combat ship. Can the MJD be cancelled during the spool up by the pilot? I think you'd be hard pressed to find a combat fleet or camp out there that doesn't have at least one scram in the group. 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. |
I'm Down
Macabre Votum Against ALL Authorities
133
|
Posted - 2012.11.17 02:06:00 -
[152] - Quote
CCP Fozzie wrote:I'm Down wrote:Did you guys consider removing warping on grid as a means of enhancing the use of Micro Jump Drives (MJD) Nothing is changing with on grid warping in Retribution. We are investigating some ideas but they would much more likely end up changing the minimum warp distance rather than completely removing on grid warping.
Even a change to a range of 250km minimum would be a huge step towards correcting some horrible game mechanics atm and add a lot more value to a MJD. It would also be a pretty direct nerf to probing as it would require a lot more posistioning time for a scanner.
Long story short, changes sooner rather than later are a good thing. |
tomato1
Not Too Shabby
11
|
Posted - 2012.11.17 03:00:00 -
[153] - Quote
The Thorax is the classic blasterboat, built for ultra-closerange brawling with ample drone support. It is being improved with a sizable speed increase, an extra midslot and the addition of a hybrid weapon tracking bonus. The Thorax can close range faster than ever before and once it gets within its optimal few comparable ships can stand against it.
I feel like when people talk about how stabber is too fast they miss the whole picture like when ccp says sizeable speed upgrade to thorax really could mean its second fastest t-1 cruiser in the game but no ones going to know at least not untill it goes on test server |
Cpt Bogus
Whimsical Mining Refining and Exploration
2
|
Posted - 2012.11.17 05:52:00 -
[154] - Quote
Yes. Yes yes yes yes yes. Your baby, I can has?
Seriously though, I've been waiting for a balance patch like this since 2006. My cruiesrs will be glorious again! |
Synthmilk
The United Peoples of Synth
11
|
Posted - 2012.11.17 14:06:00 -
[155] - Quote
Mors Magne wrote:This is all really good, BUT 'walking in stations' should be developed in addition to improvements with ships.
Exploring abandoned space stations and hollow asteroids would be awesome.
If this needs to be done in DUST then so be it, but it needs to be done.
As you have missed the boat, the improvements and updates to the core content of EVE "need to be done", WIS is value added content, and thus takes a back seat to core content.
It also can not be worked on in parallel with core content improvements because both require the full attention of CCP in order to be completed in any reasonable amount of time.
Walking in stations can wait, many of these changes to ships and gameplay in general have been needed for years. |
Vincent Athena
V.I.C.E.
1146
|
Posted - 2012.11.17 15:12:00 -
[156] - Quote
Michael Harari wrote:......... He has made poor decisions, and you have made good decisions.
..............and you still cant kill him, because you are in a kiting ship.
These two statements are contradictory. If you cannot kill him because you are in a kiting ship, you are the one who made a poor decision by getting in that kiting ship. http://vincentoneve.wordpress.com/ |
tomato1
Not Too Shabby
11
|
Posted - 2012.11.17 15:20:00 -
[157] - Quote
The Thorax is the classic blasterboat, built for ultra-closerange brawling with ample drone support. It is being improved with a sizable speed increase, an extra midslot and the addition of a hybrid weapon tracking bonus. The Thorax can close range faster than ever before and once it gets within its optimal few comparable ships can stand against it.
I feel like when people talk about how stabber is too fast they miss the whole picture like when ccp says sizeable speed upgrade to thorax really could mean its second fastest t-1 cruiser in the game but no ones going to know at least not untill it goes on test server |
Cerulean Ice
Repercussus RAZOR Alliance
37
|
Posted - 2012.11.17 15:28:00 -
[158] - Quote
A question about the salvage drone. When you say "salvage", does that mean "loot" as well? Or will this leave a collection of cargo containers strewn about the (former) battlefield? |
tomato1
Not Too Shabby
11
|
Posted - 2012.11.17 16:11:00 -
[159] - Quote
No ones said it yet a about the micro jump drive (mjd) but i think its a fleet mod or small gang war fare not pvp and not the guy that you caught in your gate camp. Would be for some thing more like large fleet. The min warp distance is 150km so from 150-100 can get on your target, like think about main fleet being 200 or more off the other fleet and you get frig 130km or so from them MJD to fleet and you get your fleet to warp close of course you can just use a scan ship but in a way this is faster and you dont need something to warp to... Could see lot more blaster fleets. Another use could be just getting out of bubbles instead of having to burn out.
Thats as much as i can see for tactics, i just dont see it over powered...everyone thinks ccp got all wrong before they got it right but i dont see this mod throwing pvp/fleet tactics off... Just changing it. And you have to remember if an entire fleet has this fit they dont have something else fit :-) |
Steve Ronuken
Fuzzwork Enterprises
789
|
Posted - 2012.11.17 17:31:00 -
[160] - Quote
Cerulean Ice wrote:A question about the salvage drone. When you say "salvage", does that mean "loot" as well? Or will this leave a collection of cargo containers strewn about the (former) battlefield?
Salvage only. better pack a tractor beam
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. |
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Michael Harari
The Hatchery Team Liquid
356
|
Posted - 2012.11.18 00:46:00 -
[161] - Quote
Vincent Athena wrote:Michael Harari wrote:......... He has made poor decisions, and you have made good decisions.
..............and you still cant kill him, because you are in a kiting ship.
These two statements are contradictory. If you cannot kill him because you are in a kiting ship, you are the one who made a poor decision by getting in that kiting ship.
So you think it is a good change to make kiting ships completely incapable of killing a ****** in a battleship, regardless of pilot skill? The game should be decided at the fitting window? |
Fon Revedhort
Monks of War
837
|
Posted - 2012.11.18 08:32:00 -
[162] - Quote
Michael Harari wrote:Vincent Athena wrote:Michael Harari wrote:......... He has made poor decisions, and you have made good decisions.
..............and you still cant kill him, because you are in a kiting ship.
These two statements are contradictory. If you cannot kill him because you are in a kiting ship, you are the one who made a poor decision by getting in that kiting ship. So you think it is a good change to make kiting ships completely incapable of killing a ****** in a battleship, regardless of pilot skill? The game should be decided at the fitting window? That's what ECM apologists basically imply when accusuing us of not fitting ECCM 14 |
Vanths
4U Services Inc. Talocan United
5
|
Posted - 2012.11.18 18:06:00 -
[163] - Quote
Steve Ronuken wrote:How to balance freighters:
Add two low slots knock 25% off the capacity (or so). increase the max velocity by about 20%. Knock the structure down by 30% or so.
Give it CPU 70 PG 2
Means people can pick between tank, align time and cargo space.
Hmm, needs a mid slot.
Bait freighter! |
Overtoad Hail
The Senate and People of Eve
0
|
Posted - 2012.11.18 23:52:00 -
[164] - Quote
I think the missile change is good simply for the t2 getting their liabilities dropped. Now missioning lvl5's will be even faster. |
Veryez
Pator Tech School Minmatar Republic
42
|
Posted - 2012.11.19 02:00:00 -
[165] - Quote
In your 'rebalancing' efforts, could you take the time to explain why you are nerfing the rupture? Swapping a high to a low could probably be considered breaking even, but swapping a high to a mid is practically useless. Now granted I haven't sat in a rupture in many years, but the dual neut/nos or dual launcher setups are fairly standard. Changing this to an extra mid on an armor tanking ship winds up being a nerf no matter how you slice it. What's the rational behind this? Did I miss the fleets of ruptures flying around ganking everything?
Stop trying to pigeon hole minmatar ships into shield tanking setups. The ship that really needs more mids is the Muninn, but it's obviously not going to see any work for another year at least.
Also your nerf to the Hurricane is a bit too much, I thought CCP was looking at making smaller adjustments to avoid reducing ships to uselessness. If the intent was to force players to choose between fitting larger guns and a fitting mod, or smaller guns, then 200 pg is probably a better number.
I guess this is the achillies heel of EvE, they can't keep introducing new ships/modules and people have played and trained for a long time, so all they can do, is move ships/modules around and make players have to rebalance fits and swap out FOTMs.
Lastly does that change to TP bonus effect all t1 and t2 ships (i.e. the golem)? |
Naomi Wildfire
Mind Games. Suddenly Spaceships.
130
|
Posted - 2012.11.19 03:56:00 -
[166] - Quote
i'm not to eager about the micro jump drive and its invulnerability to disruptors and bubbles until i get numbers on chargring times and at which point it starts to charge. also the boost to the blackbird might be pretty unneeded cause we all know the pilots using them are dumping another SDA in it. Yay for ECM |
Ribikoka
Royal Amarr Institute Amarr Empire
318
|
Posted - 2012.11.19 10:58:00 -
[167] - Quote
Jaangel wrote:Most changes in this patch are meh.
UI changes are a waste of time. and round. i hate circles.
But the micro jump drive is going to kill small gang pvp dead.
the game needs to buff using different ship types and tactics this just removes a whole line of changes.
oh and the new vaga model is worse looking than my arse.
once again CCP does what it think s needs to be done not what actualy needs to be done.
one day the devs will listen and eve will be great again.
1. +1 2. Micro Jump Drive not just going to kill small gang PVP but large too at the gates. No more trap for enemy fleets on gate bubbles. It's a bullsh*t. Try to catch a ship at region change gates which is 70km large and don't forget every single 0.0 entry gate is huge. Try to catch something with scrambler when the enemy ship 70km far away from you. LOL And more one thing Wcs+MJD+cloak=invulnerable ships. So, MJD with this feature such a bubble and disruptor resists, it's a worst idea what CCP try to create. |
Ribikoka
Royal Amarr Institute Amarr Empire
318
|
Posted - 2012.11.19 11:04:00 -
[168] - Quote
Overtoad Hail wrote:I think the missile change is good simply for the t2 getting their liabilities dropped. Now missioning lvl5's will be even faster.
?? With decreased damage and range, you will be missioning faster ? Really ? :D |
Ranger 1
Ranger Corp
2761
|
Posted - 2012.11.19 19:31:00 -
[169] - Quote
Ribikoka wrote:Overtoad Hail wrote:I think the missile change is good simply for the t2 getting their liabilities dropped. Now missioning lvl5's will be even faster. ?? With decreased damage and range, you will be missioning faster ? Really ? :D Juding by this post and the one above, you need to try to get up to speed on what the changes involved actually are. 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. |
Ribikoka
Royal Amarr Institute Amarr Empire
318
|
Posted - 2012.11.19 19:41:00 -
[170] - Quote
Ranger 1 wrote:Ribikoka wrote:Overtoad Hail wrote:I think the missile change is good simply for the t2 getting their liabilities dropped. Now missioning lvl5's will be even faster. ?? With decreased damage and range, you will be missioning faster ? Really ? :D Juding by this post and the one above, you need to try to get up to speed on what the changes involved actually are.
Missile Changes Morning. Wake up!!!
|
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Ranger 1
Ranger Corp
2761
|
Posted - 2012.11.19 20:57:00 -
[171] - Quote
Ribikoka wrote:Ranger 1 wrote:Ribikoka wrote:Overtoad Hail wrote:I think the missile change is good simply for the t2 getting their liabilities dropped. Now missioning lvl5's will be even faster. ?? With decreased damage and range, you will be missioning faster ? Really ? :D Juding by this post and the one above, you need to try to get up to speed on what the changes involved actually are. Missile ChangesMorning. Wake up!!! Try reading his post again, very slowly.
Then look at the chart you linked, paying particular attention to the section on the T2 missiles (the ones that he referred to in his post).
Focus in on the damage and range column, where for the most part you will find a significant boost in damage and only a couple of very slight reductions in range.
Then consider that all missile skills and rigs will for the first time apply their affects to all missiles.
Then also consider that after this patch settles in the next step is to allow targeting computers/enhancers to also affect missiles.
I know you are upset that the one long range weapons system that was still way out of whack with all the others is finally being brought into line as far as base stats, but try not to let nerd rage blind you to the rest of the picture. 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. |
Ribikoka
Royal Amarr Institute Amarr Empire
318
|
Posted - 2012.11.19 21:02:00 -
[172] - Quote
Ranger 1 wrote:Ribikoka wrote:Ranger 1 wrote:Ribikoka wrote:Overtoad Hail wrote:I think the missile change is good simply for the t2 getting their liabilities dropped. Now missioning lvl5's will be even faster. ?? With decreased damage and range, you will be missioning faster ? Really ? :D Juding by this post and the one above, you need to try to get up to speed on what the changes involved actually are. Missile ChangesMorning. Wake up!!! Try reading his post again, very slowly. Then look at the chart you linked, paying particular attention to the section on the T2 missiles (the ones that he referred to in his post). Focus in on the damage and range column, where you will find a significant boost in damage and only a couple of very slight reductions in range. Then consider that all missile skills and rigs will for the first time apply their affects to all missiles. Then also consider that after this patch settles in the next step is to allow targeting computers/enhancers to also affect missiles.
Who need to read slowly thats you. Boosted damage and very slight range reductions ? :D From 37km to 27km is slight reductions ? LOL. Enhancers and computers, when the TD will reducing their ranges ? :D You need to wake up man from your pink dreams.
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Ranger 1
Ranger Corp
2761
|
Posted - 2012.11.19 21:08:00 -
[173] - Quote
Somebody else want to clue this guy in?
Okay, lets try this again.
His post was talking specifically about the T2 missiles, focus your eyes on that area.
On a related note, when did all NPC's start using TD's? 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. |
Ribikoka
Royal Amarr Institute Amarr Empire
318
|
Posted - 2012.11.19 21:16:00 -
[174] - Quote
Ranger 1 wrote:Somebody else want to clue this guy in? Okay, lets try this again. His post was talking specifically about the T2 missiles, focus your eyes on that area.
Man did you you know the Fury missiles is t2 missile ?
Check the datas you idiot.
Old damage=192 New damage =182
Old Range=33750 New Range=20962.5
Old Explosion Velocity=97 New Explosion Velocity=68
This is your boost.You matematics genius,. |
Misanth
RABBLE RABBLE RABBLE
784
|
Posted - 2012.11.19 21:17:00 -
[175] - Quote
Just had 5 accounts expire, another one will in two days, can't really see myself reactiving them either. Will just keep a few combat pilots running for skill training.. so why do I post that as a reply to this dev blog?
Well this is about the winter expansion and ship balancing, right? Ok, let's talk about balancing: * CCP have done a great job boosting afterburners and letting scramblers shut off mwd, while nerfing overall speed. Credit to those involved in this. * CCP also did a good job ages ago when they fixed the overpowered dampeners, nosferatu etc, i.e. the ewar balancing. I see the changes that are being done for this expansion as an 'extention' to that. The added skills doesn't make much sense, other than to give us something to train, which is nice for us approaching 150mil SP (getting dull getting all rig skills, and useless t2 ships lv5), but - for younger pilots that is just a nuisance. And I can't really see any sense and logic in it, we had skills adding lock speed and range already, the +strength skills for the offense ewar is for offensive ewar. If that is too strong, nerf it, don't add in skills to counter it. That's just a poorly disguised time-/isk-sink.
The real issues tho, comes here: * No considerations has been taken for the proper balancing of the "issues" with HML. Which, namely, was two folded: a) blobs. Drakes or Tengus was never too strong in small numbers, while in blobs they were, that's an issue with blobs and not the weapon type or ship itself. The Tengu got a bit too high damage with combined engineering/offensive subsystem, which still leaves all other setups (cloaky, for example) at extremely low damage output. Closer or lower than the other t3's. You going to nerf those too? At the same time, other HML ships (way more of those than the two nerfed) is getting shafted beyond belief. The Nighthawk was already bad, the Caldari cruiser and HACs was already suffering badly, and the Sacrilege etc suffers too. This is a great example of poor game balancing, not addressing the issue at hand but instead doing a blatant nerf over certain over-used shiptypes. -> The nerf should have been to scale down the RoF bonus on Tengu's offensive subsystem (or removing the +1 launcher on engineering sub), and Drake should have had less buffer potential as that is what makes it so strong in blobs. HML should've been left the way it was. * The ship balancing has been done on frigs and destroyers and cruisers. Only the third of those types really needed a major overhaul, the other two had it recently. What badly needs love a look at right now is t2 cruisers. HACs in particular, Recons have been quite alot weaker for years now with the increased damage/tank of players in general, solo killing a ratting Raven/Tengu/Drake in any Recon used to be common, but now it's damn hard. They all suffer from weak tank and horrible damage output, and the short warp range makes (even with max skills, obviously) a 2-300 au system a five to eight (yes, 5-8) jumps just to cross ONE system. Command Ships have needed massive love for years now, and it got worse with t3 introduction, as now the CS can barely be a fleet booster even. * Blobs in general is a major focus for CCP, which at least for me personally (but this is obviously a personal comment, unlike the factual ones above) is massively offputting. EVE always catered everyone, and finding your own fortune and fights was always possible. Having people gather up to be stronger in numbers was always a strategy. But that was completely different when fleet sizes barely escalated past 20, or hell even past 200. But now that they easily go past 2000, and people live in upgraded sov-hubs (no belt ratting, no belt mining, jumpbridge access, titan bridges everywhere, etc) this is completely redudant. I spent hours and hours on a daily basis just to find someone to kill, getting few ones here and there. I regulary (yes, regulary) had people run from me when they were "only" 10-20 vs me and max +1 corpmate. FW is also blob hubs (and making FW emulate the nullsec behaviour is really the worst thing you can/could do, it should and could have a unique role as a smallscale part time easy-access PvP zone).
The day CCP starts to balance ships based on all kind of useage, not just blobs, and the days CCP starts to cater all players and not just the nullsec blobs and highsec carebears (let's face it CCP, the only reasonable semi-small and midscale PvP you still have in this game is in wormholes, which has it's own limitations - mainly massive time comumption compared to null- and lowsec), then perhaps you will have small- and midscale PvP players like me want to play your game again. It's been some great near-decade, and thank you but I'll keep my stuff. Who knows, maybe someone at CCP actually cares about PvP. And maybe, just maybe, I could dream, they will read this and actually think about what they're doing with the game.
+thanks to all the guys at the floor CCP, you had great staff helping me with petitions through the years, they deserve a future, give them some love.. i.e. incentitives for us PvP-interested players to reactivate our dying and dead accounts. AFK-cloaking in a system near you. |
Qvar Dar'Zanar
Qvar Enterprises
95
|
Posted - 2012.11.19 21:19:00 -
[176] - Quote
Ribikoka wrote:
1. +1 2. Micro Jump Drive not just going to kill small gang PVP but large too at the gates. No more trap for enemy fleets on gate bubbles. It's a bullsh*t. Try to catch a ship at region change gates which is 70km large and don't forget every single 0.0 entry gate is huge. Try to catch something with scrambler when the enemy ship 70km far away from you. LOL And more one thing Wcs+MJD+cloak=invulnerable ships. So, MJD with this feature such a bubble and disruptor resists, it's a worst idea what CCP try to create.
Are you aware that MJD can only be fit to battleships? |
Ribikoka
Royal Amarr Institute Amarr Empire
318
|
Posted - 2012.11.19 21:27:00 -
[177] - Quote
Qvar Dar'Zanar wrote:Ribikoka wrote:
1. +1 2. Micro Jump Drive not just going to kill small gang PVP but large too at the gates. No more trap for enemy fleets on gate bubbles. It's a bullsh*t. Try to catch a ship at region change gates which is 70km large and don't forget every single 0.0 entry gate is huge. Try to catch something with scrambler when the enemy ship 70km far away from you. LOL And more one thing Wcs+MJD+cloak=invulnerable ships. So, MJD with this feature such a bubble and disruptor resists, it's a worst idea what CCP try to create.
Are you aware that MJD can only be fit to battleships?
I know which shiptype will be use MJD, but i think you never saw trapped 0.0 battleship fleets on gate bubbles. After MJD this will be gone. |
Misanth
RABBLE RABBLE RABBLE
784
|
Posted - 2012.11.19 21:32:00 -
[178] - Quote
Qvar Dar'Zanar wrote:Ribikoka wrote:
1. +1 2. Micro Jump Drive not just going to kill small gang PVP but large too at the gates. No more trap for enemy fleets on gate bubbles. It's a bullsh*t. Try to catch a ship at region change gates which is 70km large and don't forget every single 0.0 entry gate is huge. Try to catch something with scrambler when the enemy ship 70km far away from you. LOL And more one thing Wcs+MJD+cloak=invulnerable ships. So, MJD with this feature such a bubble and disruptor resists, it's a worst idea what CCP try to create.
Are you aware that MJD can only be fit to battleships?
Someone combatprobing + suiciding a dictor to bubble a blob of battleships should be rewarded. Someone putting point on a ship (given they more more point than the ship has defence, ofc, considering stabs and +strength ships etc), should be rewarded.
He still has a point, this is making it even easier to run from combat. You know why CCP nerfed stabs back in the days? Boosted our hitpoints to begin with? Nerfed speeds etc? CCP have always, since early days, been trying to have players commit to fighting. MJD does nothing of that. It gives a tool to run, or a tool to snipe more effectively. Essentially; a way to run and/or maintain your battleships out of scramble range.
How can that possibly be good for combat in any way, whatsoever?
If you want to avoid gatecamps, there's plenty of means. Scouts, bring more numbers, titanbridge past (or on top of) them, or hell why not try this radical idea - fight them? MJD is a joke. It might have served a purpose back in sniping battleship days, but that died out more than five years ago for a reason. AFK-cloaking in a system near you. |
Ranger 1
Ranger Corp
2761
|
Posted - 2012.11.19 21:44:00 -
[179] - Quote
Ribikoka wrote:Ranger 1 wrote:Somebody else want to clue this guy in? Okay, lets try this again. His post was talking specifically about the T2 missiles, focus your eyes on that area. Man did you you know the Fury missiles is t2 missile ? Check the datas you idiot. Old damage=192 New damage =182 Old Range=33750 New Range=20962.5 Old Explosion Velocity=97 New Explosion Velocity=68 This is your boost.You matematics genius,.
Very few people try to argue the fact that heavy missiles in particular were given over the top range even for a long range weapons system, and this was coupled with the damage potential of a short range weapons system. Those that do try to argue this get laughed at quietly by the rest of the EVE community. Originally heavy missiles were tying to cover all the bases as at that time there was no such thing as HAM's. Correcting this issue is long over due.
Heavy missiles simply got brought into line with the rest for the very first time... and the next round of changes will allow ample opportunity mitigate these changes if you choose to do so with your fittings.
The post you quoted was simply trying to point out that the missile changes affect far more than just heavy missiles, and over all are a rather nice boost for missile combat in general, paricularly for T2 missiles. However you appear to be blinded by hysteria and can't focus on anything other than your heavy missiles.
Now mind your manners. 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. |
Ribikoka
Royal Amarr Institute Amarr Empire
318
|
Posted - 2012.11.19 21:52:00 -
[180] - Quote
Misanth wrote:Qvar Dar'Zanar wrote:Ribikoka wrote:
1. +1 2. Micro Jump Drive not just going to kill small gang PVP but large too at the gates. No more trap for enemy fleets on gate bubbles. It's a bullsh*t. Try to catch a ship at region change gates which is 70km large and don't forget every single 0.0 entry gate is huge. Try to catch something with scrambler when the enemy ship 70km far away from you. LOL And more one thing Wcs+MJD+cloak=invulnerable ships. So, MJD with this feature such a bubble and disruptor resists, it's a worst idea what CCP try to create.
Are you aware that MJD can only be fit to battleships? Someone combatprobing + suiciding a dictor to bubble a blob of battleships should be rewarded. Someone putting point on a ship (given they put more points than the ship has defence, ofc, considering stabs and +strength ships etc), should be rewarded. He still has a point, this is making it even easier to run from combat. You know why CCP nerfed stabs back in the days? Boosted our hitpoints to begin with? Nerfed speeds etc? CCP have always, since early days, been trying to have players commit to fighting. MJD does nothing of that. It gives a tool to run, or a tool to snipe more effectively. Essentially; a way to run and/or maintain your battleships out of scramble range. How can that possibly be good for combat in any way, whatsoever? If you want to avoid gatecamps, there's plenty of means. Scouts, bring more numbers, titanbridge past (or on top of) them, or hell why not try this radical idea - fight them? MJD is a joke. It might have served a purpose back in sniping battleship days, but that died out more than five years ago for a reason.
Fully agreed. "It gives a tool to run" Immunity against bubble and disruptor it's a fail concept. What happened before at gate battles, the enemy BS fleet jumped to solar system and tried to align somewhere in the solar system and tried to avoid enemy bubbles while the dictors tried chasing them and drop dic bubbles and tried to interfere the enemy fleet to jump and run away. After this, the battleships will be jump in and will be jump out, no matter how many bubbles and dictor at gate. Some ship will be catch there ? Who care that, when the almost full fleet will be survive ? |
|
Ribikoka
Royal Amarr Institute Amarr Empire
318
|
Posted - 2012.11.19 21:53:00 -
[181] - Quote
|
Ranger 1
Ranger Corp
2761
|
Posted - 2012.11.19 21:54:00 -
[182] - Quote
Ribikoka wrote:Qvar Dar'Zanar wrote:Ribikoka wrote:
1. +1 2. Micro Jump Drive not just going to kill small gang PVP but large too at the gates. No more trap for enemy fleets on gate bubbles. It's a bullsh*t. Try to catch a ship at region change gates which is 70km large and don't forget every single 0.0 entry gate is huge. Try to catch something with scrambler when the enemy ship 70km far away from you. LOL And more one thing Wcs+MJD+cloak=invulnerable ships. So, MJD with this feature such a bubble and disruptor resists, it's a worst idea what CCP try to create.
Are you aware that MJD can only be fit to battleships? I know which shiptype will be use MJD, but i think you never saw trapped 0.0 battleship fleets on gate bubbles. After MJD this will be gone. If a fleet equiped with MJD jumps through a gate and appears in a bubble camp, yes they will likely activate their MJD's and attempt to leave. However this allows ample time for scram equiped frigates to point whatever they like while the drives are spooling up.
So the rest of the fleet jumps 100km and then likely jumps to another point in the system, possibly a safe... leaving behind a portion of their fleet to die in a fire.
Perhaps they cloak, perhaps the warp madly around the system, waiting for their MJD drives to become usable again. Quite a bit later, while the defenders have plenty of time to get ahead of them and set up, they finally get to go through the next gate and repeat the process of losing ships.
This module would be used as a get out of bubble free card by fleets if it didn't have the spool up and cool down timers. However their presense effectively prevents easy and frequent use of this tactic. 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
2761
|
Posted - 2012.11.19 21:55:00 -
[183] - Quote
I accept your surrender. 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. |
Ribikoka
Royal Amarr Institute Amarr Empire
318
|
Posted - 2012.11.19 21:59:00 -
[184] - Quote
Ranger 1 wrote:Ribikoka wrote:Qvar Dar'Zanar wrote:Ribikoka wrote:
1. +1 2. Micro Jump Drive not just going to kill small gang PVP but large too at the gates. No more trap for enemy fleets on gate bubbles. It's a bullsh*t. Try to catch a ship at region change gates which is 70km large and don't forget every single 0.0 entry gate is huge. Try to catch something with scrambler when the enemy ship 70km far away from you. LOL And more one thing Wcs+MJD+cloak=invulnerable ships. So, MJD with this feature such a bubble and disruptor resists, it's a worst idea what CCP try to create.
Are you aware that MJD can only be fit to battleships? I know which shiptype will be use MJD, but i think you never saw trapped 0.0 battleship fleets on gate bubbles. After MJD this will be gone. If a fleet equiped with MJD jumps through a gate and appears in a bubble camp, yes they will likely activate their MJD's and attempt to leave. However this allows ample time for scram equiped frigates to point whatever they like while the drives are spooling up. So the rest of the fleet jumps 100km and then likely jumps to another point in the system, possibly a safe... leaving behind a portion of their fleet to die in a fire. Perhaps they cloak, perhaps the warp madly around the system, waiting for their MJD drives to become usable again. Quite a bit later, while the defenders have plenty of time to get ahead of them and set up, they finally get to go through the next gate and repeat the process of losing ships. This module would be used as a get out of bubble free card by fleets if it didn't have the spool up and cool down timers. However their presense effectively prevents easy and frequent use of this tactic.
Again an idiotic answer, what i excepted from you. Do you know MWD+Cloak trick when ship almost instantly reach jump speed ? The bubble was just the only one thing, which is interfere this trick in 0.0. Did you know what happening when a BS fleet use smartbombs against scrambler frigs ?
And try to read slowly my post. :P You tried to catch with scrambler a ship at the huge region change gates where sometimes you are 70km far away from enemy ? So you need to move to 60km with 4-5k speed you math genius. :P |
Ranger 1
Ranger Corp
2761
|
Posted - 2012.11.19 23:00:00 -
[185] - Quote
Ribikoka wrote:Ranger 1 wrote:Ribikoka wrote:Qvar Dar'Zanar wrote:Ribikoka wrote:
1. +1 2. Micro Jump Drive not just going to kill small gang PVP but large too at the gates. No more trap for enemy fleets on gate bubbles. It's a bullsh*t. Try to catch a ship at region change gates which is 70km large and don't forget every single 0.0 entry gate is huge. Try to catch something with scrambler when the enemy ship 70km far away from you. LOL And more one thing Wcs+MJD+cloak=invulnerable ships. So, MJD with this feature such a bubble and disruptor resists, it's a worst idea what CCP try to create.
Are you aware that MJD can only be fit to battleships? I know which shiptype will be use MJD, but i think you never saw trapped 0.0 battleship fleets on gate bubbles. After MJD this will be gone. If a fleet equiped with MJD jumps through a gate and appears in a bubble camp, yes they will likely activate their MJD's and attempt to leave. However this allows ample time for scram equiped frigates to point whatever they like while the drives are spooling up. So the rest of the fleet jumps 100km and then likely jumps to another point in the system, possibly a safe... leaving behind a portion of their fleet to die in a fire. Perhaps they cloak, perhaps the warp madly around the system, waiting for their MJD drives to become usable again. Quite a bit later, while the defenders have plenty of time to get ahead of them and set up, they finally get to go through the next gate and repeat the process of losing ships. This module would be used as a get out of bubble free card by fleets if it didn't have the spool up and cool down timers. However their presense effectively prevents easy and frequent use of this tactic. Again an idiotic answer, what i excepted from you. Do you know MWD+Cloak trick when ship almost instantly reach jump speed ? The bubble was just the only one thing, which is interfere this trick in 0.0. Another thing, do you know what happening when a BS fleet use smartbombs against scrambler frigs ? Come and i will show you. :D http://www.youtube.com/watch?v=XlZ0EcsneSgAnd try to read slowly my post. :P You tried to catch with your scrambler, an enemy ship at the huge region change gates where sometimes you are 70km far away from enemy ? So you need to move to 60km with 4-5k speed you math genius. :P "Quite a bit later, while the defenders have plenty of time to get ahead of them and set up, they finally get to go through the next gate and repeat the process of losing ships." Hahaha. Man maybe you need to playing with Eve. The best point was for PVP the gates or static spots in solar system. When a fleet can escape from gate, they have million time to escape again. They just log off at safe and just wait some time and they will avoid the fight. With MJD this chance to catch a fight on gates will be reduce. Repeat just for you. ""It gives a tool to run"" Fully avoid from PvP. It's a fail concept with bubble and disruptor immunity.
Properly boosted ships don't need to get within smart bomb range to scram. Even if they do, they only have to survive (or even stick around) long enough to spoil the MJD drives attempt to jump. On a related note, not all scraming needs to be done with frigates either.
Ships jumping through a regional gate appear scattered all over the place, not all of them will be anywhere close to 70km away... although for a competent pilot who knows when to overheat they would have plenty of time to catch those spooling up BS anyway.
If a BS fleet is forced to MJD and then log off they really went going to do very well to begin with now are they. I really don't think you are going to see this masterful tactic employed more often than we see fleets MWD back to the gate and jump through to do the same thing. Sure, it will happen occasionally, much to everyone's amusement.
Again, you are reacting without thinking things all the way through to their logical conclusion.
I know, change is scary. 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. |
Overtoad Hail
The Senate and People of Eve
0
|
Posted - 2012.11.20 00:10:00 -
[186] - Quote
Maybe I need to clarify why I understand missioning lvl5's will be faster with the changes coming very soon.
1. In lv5's, with a passive tengu, the ability to use t2's have been very difficult because of the radius liabilities. In most cases you juast cant do it tanking 25+ BS. You are suffering with regular kinetic t1's. 2. However, a reduction of even 25% in damage does not overcome the fact that t2 will put out 30-35% more raw damage to larger ships. The war over applied dps is a clear winner for t2's. 3. There is NO specific damage type bonusus accross the board for kinetic to EM, huge for being able to run lvl5's even more effieciently, and in other regions now.
I see the change as a win win for players like me - and don't forget, I am refering to lvl5's and the ability to run these isk fountains quicker. This means doing many lvl5's in many different factions with more damage than before. |
I'm Down
Macabre Votum Against ALL Authorities
139
|
Posted - 2012.11.20 00:47:00 -
[187] - Quote
Misanth wrote:Just had 5 accounts expire, another one will in two days, can't really see myself reactiving them either. Will just keep a few combat pilots running for skill training.. so why do I post that as a reply to this dev blog?
Well this is about the winter expansion and ship balancing, right? Ok, let's talk about balancing: * CCP have done a great job boosting afterburners and letting scramblers shut off mwd, while nerfing overall speed. Credit to those involved in this. * CCP also did a good job ages ago when they fixed the overpowered dampeners, nosferatu etc, i.e. the ewar balancing. I see the changes that are being done for this expansion as an 'extention' to that. The added skills doesn't make much sense, other than to give us something to train, which is nice for us approaching 150mil SP (getting dull getting all rig skills, and useless t2 ships lv5), but - for younger pilots that is just a nuisance. And I can't really see any sense and logic in it, we had skills adding lock speed and range already, the +strength skills for the offense ewar is for offensive ewar. If that is too strong, nerf it, don't add in skills to counter it. That's just a poorly disguised time-/isk-sink.
The real issues tho, comes here: * No considerations has been taken for the proper balancing of the "issues" with HML. Which, namely, was two folded: a) blobs. Drakes or Tengus was never too strong in small numbers, while in blobs they were, that's an issue with blobs and not the weapon type or ship itself. The Tengu got a bit too high damage with combined engineering/offensive subsystem, which still leaves all other setups (cloaky, for example) at extremely low damage output. Closer or lower than the other t3's. You going to nerf those too? At the same time, other HML ships (way more of those than the two nerfed) is getting shafted beyond belief. The Nighthawk was already bad, the Caldari cruiser and HACs was already suffering badly, and the Sacrilege etc suffers too. This is a great example of poor game balancing, not addressing the issue at hand but instead doing a blatant nerf over certain over-used shiptypes. -> The nerf should have been to scale down the RoF bonus on Tengu's offensive subsystem (or removing the +1 launcher on engineering sub), and Drake should have had less buffer potential as that is what makes it so strong in blobs. HML should've been left the way it was. * The ship balancing has been done on frigs and destroyers and cruisers. Only the third of those types really needed a major overhaul, the other two had it recently. What badly needs love a look at right now is t2 cruisers. HACs in particular, Recons have been quite alot weaker for years now with the increased damage/tank of players in general, solo killing a ratting Raven/Tengu/Drake in any Recon used to be common, but now it's damn hard. They all suffer from weak tank and horrible damage output, and the short warp range makes (even with max skills, obviously) a 2-300 au system a five to eight (yes, 5-8) jumps just to cross ONE system. Command Ships have needed massive love for years now, and it got worse with t3 introduction, as now the CS can barely be a fleet booster even. * Blobs in general is a major focus for CCP, which at least for me personally (but this is obviously a personal comment, unlike the factual ones above) is massively offputting. EVE always catered everyone, and finding your own fortune and fights was always possible. Having people gather up to be stronger in numbers was always a strategy. But that was completely different when fleet sizes barely escalated past 20, or hell even past 200. But now that they easily go past 2000, and people live in upgraded sov-hubs (no belt ratting, no belt mining, jumpbridge access, titan bridges everywhere, etc) this is completely redudant. I spent hours and hours on a daily basis just to find someone to kill, getting few ones here and there. I regulary (yes, regulary) had people run from me when they were "only" 10-20 vs me and max +1 corpmate. FW is also blob hubs (and making FW emulate the nullsec behaviour is really the worst thing you can/could do, it should and could have a unique role as a smallscale part time easy-access PvP zone).
The day CCP starts to balance ships based on all kind of useage, not just blobs, and the days CCP starts to cater all players and not just the nullsec blobs and highsec carebears (let's face it CCP, the only reasonable semi-small and midscale PvP you still have in this game is in wormholes, which has it's own limitations - mainly massive time comumption compared to null- and lowsec), then perhaps you will have small- and midscale PvP players like me want to play your game again. It's been some great near-decade, and thank you but I'll keep my stuff. Who knows, maybe someone at CCP actually cares about PvP. And maybe, just maybe, I could dream, they will read this and actually think about what they're doing with the game.
+thanks to all the guys at the floor CCP, you had great staff helping me with petitions through the years, they deserve a future, give them some love.. i.e. incentitives for us PvP-interested players to reactivate our dying and dead accounts.
please stop making sense, the devs don't like this
|
Ribikoka
Royal Amarr Institute Amarr Empire
318
|
Posted - 2012.11.20 06:16:00 -
[188] - Quote
Ranger 1 wrote:Ranger 1 wrote:Ribikoka wrote:Qvar Dar'Zanar wrote:[quote=Ribikoka]
I know which shiptype will be use MJD, but i think you never saw trapped 0.0 battleship fleets on gate bubbles. After MJD this will be gone. If a fleet equiped with MJD jumps through a gate and appears in a bubble camp, yes they will likely activate their MJD's and attempt to leave. However this allows ample time for scram equiped frigates to point whatever they like while the drives are spooling up. So the rest of the fleet jumps 100km and then likely jumps to another point in the system, possibly a safe... leaving behind a portion of their fleet to die in a fire. Perhaps they cloak, perhaps the warp madly around the system, waiting for their MJD drives to become usable again. Quite a bit later, while the defenders have plenty of time to get ahead of them and set up, they finally get to go through the next gate and repeat the process of losing ships. This module would be used as a get out of bubble free card by fleets if it didn't have the spool up and cool down timers. However their presense effectively prevents easy and frequent use of this tactic. Again an idiotic answer, what i excepted from you. Do you know MWD+Cloak trick when ship almost instantly reach jump speed ? The bubble was just the only one thing, which is interfere this trick in 0.0. Another thing, do you know what happening when a BS fleet use smartbombs against scrambler frigs ? Come and i will show you. :D http://www.youtube.com/watch?v=XlZ0EcsneSgAnd try to read slowly my post. :P You tried to catch with your scrambler, an enemy ship at the huge region change gates where sometimes you are 70km far away from enemy ? So you need to move to 60km with 4-5k speed you math genius. :P "Quite a bit later, while the defenders have plenty of time to get ahead of them and set up, they finally get to go through the next gate and repeat the process of losing ships." Hahaha. Man maybe you need to playing with Eve. The best point was for PVP the gates or static spots in solar system. When a fleet can escape from gate, they have million time to escape again. They just log off at safe and just wait some time and they will avoid the fight. With MJD this chance to catch a fight on gates will be reduce. Repeat just for you. ""It gives a tool to run"" Fully avoid from PvP. It's a fail concept with bubble and disruptor immunity. "Properly boosted ships don't neccessarily need to get within smart bomb range to scram."
Another fail try from you. Man, when 100+ BS jump to solar system you cant manage your range to avoid from smartbombs with your frig. All BS will be cover a huge space with their smartbombs.
"Remember, these BS will not be all grouped together to maximize the effectiveness of their smart bombs"
Double facepalm. Man go to play hello kitty online if you dont know this game. Not need maximize their smartbombs enough 3-4 of bs smartbombs to kill a frig fast and when a 100+ BS fleet jumping in to solarsystem with just one smartbomb/ship you wont survive with your scrambler frigs when you need to move to short range to catch ships.
Your other lame answer from mjd is just blabla too, better if the competent pilots dont read your incompetent and wandering words and better if just ignore you. And again MWD+Cloak=insta jump speed, you cant manage nothing to catch just in your dream. |
Steve Ronuken
Fuzzwork Enterprises
790
|
Posted - 2012.11.20 10:06:00 -
[189] - Quote
Just something to note. logging off at a safe isn't a great idea when you have people skilled at probing.
Especially as you'll be hanging in space for 15 minutes 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. |
Ribikoka
Royal Amarr Institute Amarr Empire
318
|
Posted - 2012.11.20 11:25:00 -
[190] - Quote
Steve Ronuken wrote:Just something to note. logging off at a safe isn't a great idea when you have people skilled at probing.
Especially as you'll be hanging in space for 15 minutes
Just a note for you. Not need to wait 15 minutes without global flag. Obvious thing when need to wait 15 minutes to log off. Jump safe to safe check scanner and probers wont be catch any ship and when global flag is end, you can log off.
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Jorma Morkkis
State War Academy Caldari State
231
|
Posted - 2012.11.20 12:10:00 -
[191] - Quote
Misanth wrote:* No considerations has been taken for the proper balancing of the "issues" with HML. Which, namely, was two folded: a) blobs. Drakes or Tengus was never too strong in small numbers, while in blobs they were, that's an issue with blobs and not the weapon type or ship itself. The Tengu got a bit too high damage with combined engineering/offensive subsystem, which still leaves all other setups (cloaky, for example) at extremely low damage output. Closer or lower than the other t3's. You going to nerf those too? At the same time, other HML ships (way more of those than the two nerfed) is getting shafted beyond belief. The Nighthawk was already bad, the Caldari cruiser and HACs was already suffering badly, and the Sacrilege etc suffers too. This is a great example of poor game balancing, not addressing the issue at hand but instead doing a blatant nerf over certain over-used shiptypes.
Uhm... What!?
You really think HML nerf would be bad for Sac? Go figure. |
Qvar Dar'Zanar
Qvar Enterprises
95
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Posted - 2012.11.20 13:01:00 -
[192] - Quote
When a ship intended for PvE (Tengus and Drakes, I'm looking at you) gets standarized as PvP doctrine, one could think that either there's something OP about that ship, or CCP failed at design at they actually created a PvP ship instead of a PvE one.
Since I've seen Tengus flying a L4 next to my Legion ('next' here means 'at 3 times my own range') dealing more damage while having more tank than me, guess which option I will go with. |
Steve Ronuken
Fuzzwork Enterprises
790
|
Posted - 2012.11.20 13:09:00 -
[193] - Quote
Ribikoka wrote:Steve Ronuken wrote:Just something to note. logging off at a safe isn't a great idea when you have people skilled at probing.
Especially as you'll be hanging in space for 15 minutes Just a note for you. Not need to wait 15 minutes without global flag. Obvious thing when need to wait 15 minutes to log off. Jump safe to safe check scanner and probers wont be catch any ship and when global flag is end, you can log off. And you wont be hanging in space 15 minute time long, just 1 minute.
This would be after you jump into a gate camp, get shot/warp disrupted while running up your MJD (It's several seconds to go live), and pick up a 15 minute PvP flag.
Sure, you can bounce round safes till it expires, but it's somewhat more involved than just mjd, warp, log off. 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. |
Ribikoka
Royal Amarr Institute Amarr Empire
318
|
Posted - 2012.11.20 15:57:00 -
[194] - Quote
Steve Ronuken wrote:Ribikoka wrote:Steve Ronuken wrote:Just something to note. logging off at a safe isn't a great idea when you have people skilled at probing.
Especially as you'll be hanging in space for 15 minutes Just a note for you. Not need to wait 15 minutes without global flag. Obvious thing when need to wait 15 minutes to log off. Jump safe to safe check scanner and probers wont be catch any ship and when global flag is end, you can log off. And you wont be hanging in space 15 minute time long, just 1 minute. This would be after you jump into a gate camp, get shot/warp disrupted while running up your MJD (It's several seconds to go live), and pick up a 15 minute PvP flag. Sure, you can bounce round safes till it expires, but it's somewhat more involved than just mjd, warp, log off.
Man if you got scram you cant warp out. Every pro know when can log off without give a chance to scanner.
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madmax 27
NanoTech Innovations
0
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Posted - 2012.11.20 20:47:00 -
[195] - Quote
Might seem a stupid question and someone may have asked this but how come you have used an inquisitor for support ship shouldn't this be in the combat class and it be tormentor ? Just seems odd that all the other races you used the other ships for are the ones which have no t2 variants but this one has a t2 stealth bomber variant.
thanks |
Ranger 1
Ranger Corp
2763
|
Posted - 2012.11.20 21:02:00 -
[196] - Quote
Ribikoka wrote:Steve Ronuken wrote:Ribikoka wrote:Steve Ronuken wrote:Just something to note. logging off at a safe isn't a great idea when you have people skilled at probing.
Especially as you'll be hanging in space for 15 minutes Just a note for you. Not need to wait 15 minutes without global flag. Obvious thing when need to wait 15 minutes to log off. Jump safe to safe check scanner and probers wont be catch any ship and when global flag is end, you can log off. And you wont be hanging in space 15 minute time long, just 1 minute. This would be after you jump into a gate camp, get shot/warp disrupted while running up your MJD (It's several seconds to go live), and pick up a 15 minute PvP flag. Sure, you can bounce round safes till it expires, but it's somewhat more involved than just mjd, warp, log off. Man if you got scram you cant warp out. Every pro know when can log off without give a chance to scanner. Don't waste your time explaining game mechanics or how combat actually works. Ribikoka is either a very bad troll or just horribly inept at EvE combat.
Ribikoka you can either continue arguing or learn something from those more experienced than yourself, I really don't care either way... but this is the last time I'm going to tell you to lay off the personal insults. 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. |
Dersen Lowery
Knavery Inc. StructureDamage
155
|
Posted - 2012.11.21 04:08:00 -
[197] - Quote
It occurs to me that there is a new role for a long-range turret boat like the Rokh: flagger. Boost its lock time and range, separate all its guns, and hit as many targets as possible exactly once. The ships shot at pick up 15 minute PVP timers, making any logoffski trickery a minimum 15-minute commitment as the flagged ships warp around to avoid being scanned down.
Oracles or Nagas would probably do the trick, too.
That wouldn't be a direct response to the MJD, but it would answer the MJD/warp to safe/log off tactic, or any tactic that relied on logoffski to escape. |
Ranger 1
Ranger Corp
2763
|
Posted - 2012.11.21 06:16:00 -
[198] - Quote
Dersen Lowery wrote:It occurs to me that there is a new role for a long-range turret boat like the Rokh: flagger. Boost its lock time and range, separate all its guns, and hit as many targets as possible exactly once. The ships shot at pick up 15 minute PVP timers, making any logoffski trickery a minimum 15-minute commitment as the flagged ships warp around to avoid being scanned down.
Oracles or Nagas would probably do the trick, too.
That wouldn't be a direct response to the MJD, but it would answer the MJD/warp to safe/log off tactic, or any tactic that relied on logoffski to escape. Don't confuse them by explaining how flagging mechanics work, they are still confused enough to think that if they MWD and cloak they will somehow be able to spool up their MJD in safety... or that most BS fleets enter hostile 0.0 space via regional gates instead of the Titan express. 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. |
Ribikoka
Royal Amarr Institute Amarr Empire
318
|
Posted - 2012.11.21 10:06:00 -
[199] - Quote
Ranger 1 wrote:another blabla from a lame
Just You are a horrible troll here and incompetent player who talking idiot things from Eve. Do you know you idiot, MJD how working actually on test server? No you dont. If you should be know how work MJD actually, you shouldn't to speak idiot things. Do you know with lvl5 skills the MJD activate time 8 sec ? Do you know the ship speed not decreasing after mjd jump and you can instanlty jump again if aligned fine ? Do you know you horrible troll, the ship after MJD jump ship not lose all active targets and can shot instanly after jump ? No you cant nothing from MJD and you just talking sh*t without knowledge. |
Qvar Dar'Zanar
Qvar Enterprises
95
|
Posted - 2012.11.21 13:18:00 -
[200] - Quote
I honestly recomend you some hanger therapy. Fresh air could also work. |
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CCP Eterne
C C P C C P Alliance
597
|
Posted - 2012.11.21 15:01:00 -
[201] - Quote
Deleted some personal attacks here. Keep dev blog threads clean, folks. Community Representative GÇ+ EVE Illuminati GÇ+ Fiction Adept
@CCP_Eterne GÇ+ @EVE_LiveEvents |
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Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
197
|
Posted - 2012.11.21 21:25:00 -
[202] - Quote
I still think that drone damage amp should be hi-slot. Please read this! > New POS system ( Block Built - Starbasecraft) Please read this! >-á[Debate] - ISK SINK |
Bloodpetal
Sal's Waste Management and Pod Disposal The Mockers AO
1046
|
Posted - 2012.11.21 23:24:00 -
[203] - Quote
Still waiting for the Master plan on rebalancing Haulers.
I'd like to see some nice variation on the tankiness/hauler worthiness/combat (MILLENIUM FALCON!!!) quality of the T1 haulers.
Make it so!
Where I am. |
Misanth
RABBLE RABBLE RABBLE
784
|
Posted - 2012.11.23 04:16:00 -
[204] - Quote
Jorma Morkkis wrote:Misanth wrote:* No considerations has been taken for the proper balancing of the "issues" with HML. Which, namely, was two folded: a) blobs. Drakes or Tengus was never too strong in small numbers, while in blobs they were, that's an issue with blobs and not the weapon type or ship itself. The Tengu got a bit too high damage with combined engineering/offensive subsystem, which still leaves all other setups (cloaky, for example) at extremely low damage output. Closer or lower than the other t3's. You going to nerf those too? At the same time, other HML ships (way more of those than the two nerfed) is getting shafted beyond belief. The Nighthawk was already bad, the Caldari cruiser and HACs was already suffering badly, and the Sacrilege etc suffers too. This is a great example of poor game balancing, not addressing the issue at hand but instead doing a blatant nerf over certain over-used shiptypes. Uhm... What!? You really think HML nerf would be bad for Sac? Go figure.
I see you didn't read all that I posted. I can respect that, the lack of proper structuring of the post made it quite a wall of text.
FYI I havn't flown Sac with anything but HAM since the nano changes, but yeah back then it was a pure HML boat. I included it because of two reasons: a) the mentioning of ships that should and need love, i.e. HACs, and b) point out that there is more ships than Drake/Tengu that can and could use those HML's. I actually even considered mentioning Curse here too, since alot of people (me included) on and off uses HML's on those too. But I figured that'd be pulling it too far. Sac, however, have been a potential HML boat (altho **** at it lately) since the change of Khanid ships to go -> missiles (I still miss my laser Purifier, damnit!).
TL;DR read between the lines. I know it's hard. I didn't make it easier. Etc. But you should see the point now. AFK-cloaking in a system near you. |
Jorma Morkkis
State War Academy Caldari State
232
|
Posted - 2012.11.23 06:07:00 -
[205] - Quote
Misanth wrote:I see you didn't read all that I posted. I can respect that, the lack of proper structuring of the post made it quite a wall of text.
FYI I havn't flown Sac with anything but HAM since the nano changes, but yeah back then it was a pure HML boat. I included it because of two reasons: a) the mentioning of ships that should and need love, i.e. HACs, and b) point out that there is more ships than Drake/Tengu that can and could use those HML's. I actually even considered mentioning Curse here too, since alot of people (me included) on and off uses HML's on those too. But I figured that'd be pulling it too far. Sac, however, have been a potential HML boat (altho **** at it lately) since the change of Khanid ships to go -> missiles (I still miss my laser Purifier, damnit!).
TL;DR read between the lines. I know it's hard. I didn't make it easier. Etc. But you should see the point now.
Amarr Cruiser Skill Bonus: 5% bonus to Heavy Assault Missile damage and 5% bonus to all armor resistances per level
Heavy Assault Ship Skill Bonus: 5% reduction of capacitor recharge time and 5% bonus to Missile Launcher rate of fire per level
Yeah... You can use heavy missiles if you want to ignore your first damage bonus. |
Freelancer117
So you want to be a Hero
40
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Posted - 2012.11.23 12:41:00 -
[206] - Quote
Quote:All missile skills, rigs and implants will now affect all subcapital missiles across the board.
Does this include the auto-targeting missiles ? Eve Radio |
Belsina
STAHLSTURM Test Alliance Please Ignore
0
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Posted - 2012.11.23 14:42:00 -
[207] - Quote
please CCP
switch places of the Inquisitor and the Tormentor
just take the hulls and the names and switch places of the roles/stats/whatever
because it hurts so see that the T1 variation of the Purifier is a friggin logistic while the former minig-frig is a fighter unlike its counterparts from the other races
please do something ... at least about this ... it really hurts to see that ... even more then the tristan not being a rocket frig (which i totally hoped to see) |
Cearain
Imperial Outlaws
665
|
Posted - 2012.11.23 18:10:00 -
[208] - Quote
Thanks for showing this information.
In looking at the road map it seems amarr are not going to be that great. But again I am just throwing this out there because I have not dove into eft.
Amarr have traditionally been terrible at frigate cruiser and bc level, but they made up for it by having great battleships.
Unless I am missing something even after the changes the amarr frigates and cruisers are still subpar, but the other races battleships are all getting buffs where as the amarr are staying about the same. The BC line up is up in the air.
The tristan, kestrel, vexor, thorax and caracal will all be great. The arbitrator will be close behind, but still behind. The amarr frigates still seem lackluster as does the omen. Is the maller really going to compete with the new thorax and vexor in the brawler catagory?
Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Robert Tables
Pator Tech School Minmatar Republic
2
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Posted - 2012.11.25 19:34:00 -
[209] - Quote
Vincent Athena wrote:OK, I just saw the list of officer drone modules and there is a huge problem with them.
Huge. Gigantic. Overwhelming.
Take for example "Unit D-34343's Modified drone damage amplifier".
The issue is Obvious. The number is decimal. Not binary. Not Hex. Decimal.
AAARRRGGGGG!!!!!
Also, any deadspace drone mods, for mission and high sec to low sec exploration?
rodyas wrote:
Well we named those mods, (humans) not the drones, so of course they aren't in Hex or binary. On their side of the fence, perhaps they are named with that or something.
34343 in hex = 213,827 in decimal |
Vrykolakasis
Trinity Operations Aurora Irae
69
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Posted - 2012.11.25 20:08:00 -
[210] - Quote
I see the officers are dropping modified drone damage amps. Are we getting / can we please have standard faction drone damage amps? |
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Chris Avce
Trojan Legion Fidelas Constans
2
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Posted - 2012.11.26 14:29:00 -
[211] - Quote
i would also like to see meta 1-4 versions of the drone mods being added to mission loot tables esp drone ones as this would fit with majority of the other mods in the game for example armor energised plates u have t1 meta1-4 t2 then faction officer deadspace ones aswell |
Maul555
Nuts and Vindictive Remix Technologies
303
|
Posted - 2012.11.26 18:36:00 -
[212] - Quote
Woah... so much information my head is going to asplode!
I am going to keep it simple and just wait for my new ore frig and galente drone destroyer ^^ |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
90
|
Posted - 2012.12.01 00:27:00 -
[213] - Quote
Going full sperg while flying logistics on a roam (sentry guns seriously). Here's a wall of text listing what sucks about the ship/module changes or this devblog:
The new tristan, while I may 'enjoy' having a hybrid tracking bonus to 2 turrets, I won't enjoy it all that much when it's in place of something useful like a rep bonus. Plus the slot layout is bad and it's slow and has bad fitting. The t1 combat frigates that don't suck for brawling are the merlin and incursus. The merlin because buffer shield tanking is amazing, and the incursus because it has 4 lows and a rep bonus and has good stats in general. All the others suck because they die or because they are punishers.
The griffin should not be receiving any love at all because **** ecm. If you ever log in at all I don't see how you can't agree.
Passive/hybrid armour tanking frigates and destroyers are a bit of a joke because plates and armour rigs are horrible. Speed and agility are life, and the slight increase in damage you take from fitting shields is pretty much matched by the increase you take from having reduced speed as a result of fitting armour. The not-regenerating thing is terrible too.
Coercer is much more usable with 2 mids, but I'm still going to ignore it entirely because 2 mids is less than 3 mids, and because it can't tank, and because the cormorant is better. You suggest a tracking computer, but they use a load of fitting and are basically worse than enhancers, even on non-falloff weapons.
If you want to improve the cormorant's slot layout, you should be dropping that useless highslot. It will now be a thrasher with better paper dps and range, but worse cap, worse speed and worse actual damage because damage types. I don't really get why the two good destroyers are good despite having utility highs, which are useless slots for ranged ships. Having 8 turrets is obviously better. Maybe they could all get 8 turrets? Or at least just lose the offline salvager slots.
Catalyst still has 2 mids which is inadequate for a blaster ship. It also has suboptimal range bonuses, and ofc the armour being bad and especially bad on small ships thing, but I think I'll stop repeating that from now on.
Corax cannot fit a stronger tank than most destroyers while hitting at long range. I think you should check out its powergrid, it can't really fit anything. I don't mind or anything, just a weird thing to say in the devblog because it's wrong.
The maller has gone from being unable to do any damage to being able to do a little damage for very short amounts of time, then capping out and dying. Seriously the cap on this thing. Ditching the amarr cap bonus is silly, you should be buffing the damage instead and making them not entirely reliant on scorch. Even if it does excel in group warfare (it doesn't), does that excuse it being bad the rest of the time?
I'm not enjoying your attempts to fix caldari railgun ships. You're making them worse at using railguns. The current TQ moa isn't even that bad as cruisers go, it just has cap issues and is a little slow. This new one also has cap issues. You're even referring to it as a brawler. Surely it should be able to do both weapons? You talk of sniping, but 20km isn't sniping, and the TQ one is pretty good at that. It just seems to me that you're doing what people want, but in this case what people want is stupid. If the current bonuses are truly bad, I think it's because BCs are way OP.
Vexor is cool except the heavy drones thing. They explode all the time and they cannot hit stuff that isn't webbed and scrambled. If I can't sort of project a little damage onto targets at range, I might as well not be flying a drone ship. Give 50 bandwidth and 15%/level damage, same for all vexor variants + myrmidon. This gallente drone ships = no spares thing is **** too. Fewer spares is ok, but this actually has no spares at all.
Rupture, whatever, nerf tracking enhancers and projectiles then we'll talk.
Attack cruisers are faster than destroyers, which could be problematic I guess? I kind of like not exploding instantly because of some guy pressing approach and turning his modules on. That's not really new though considering all the cynabals and fleet stabbers plaguing FW space.
The omen yeah benefits from the fitting reductions. It's still difficult to fit though and lol lasers.
This is supposed to be a big bitter rant, but I'm really into the caracal, thorax and celestis.
Blackbird same as griffin, these ships really shouldn't be getting improved at all until you think up a fix for ECM.
Logistics cruisers and I guess the frigates make sense. I don't think anyone can really come up with good reasoning for saying all forms of logistics are horrible and ruin small gang stuff, but they kind of do, and with these changes they'll be everywhere. I'd like it if all logistics ships just repped far less than they do, and had less range.
Hurricane powergrid change doesn't really do a lot. It can still fit everything it will ever want, but that's just how minmatar are right? What's up with that.
ASBs are silly, delete them.
DDA IIs are cool, but it kind of makes me wonder about the other drone modules and why they're highslot and midslot mods with ridiculous fittings, while turrets just have damage mods and tracking enhancers in lowslot (and redundant tracking computers in midslot for when you're in a ship with a bad layout). It's also difficult to find ships to use DDA IIs on that aren't gurista ships, since all the other drone ships are armour ships with few lowslots and typically that benefit more from turret damage mods. I guess they're good on scrub shield buffer setups, but I don't fly those because I'm not bad. Making drones less bad generally would be cool, like making it so they don't change target for no reason after you finally get a lock for more than 2s and put them on the enemy griffin. |
Sol De'Sangre
Caldarian Peace Keepers
0
|
Posted - 2012.12.06 00:36:00 -
[214] - Quote
How the F*@& is nerfing missiles a good thing ? or rebalanced totally taking one of the best things caldari had going away which is sniping specially reducing the range and dps on fury heavy missiles i cant believe the drake now gets a whopping 40-50 km range and a tengu gets 60 km range that totally blows
expsansions mean more content not nerfing the entire game from what ive read your going to butcher the t1 battlecruisers too yay i'm so looking forward to it
you screwed war dec'ing all to hell aswell i was decing 2-3 times a week until you changed the pricing and made it not worth my time you are so awesome yay
nerfing is more of a reason to protest and burn jita not some gay monoacle which really who gives a ...................
but seems like everyones happy to see everything being rearranged and nerfed
mining vessels arent even worth suicideing anymore too easy for miners to use a worthless ship which they can fully insure so no loss
whats going on at ccp land pass some of those good drugs around man geez |
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