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Thread Statistics | Show CCP posts - 16 post(s) |
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CCP Fozzie
C C P C C P Alliance
3089

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Posted - 2013.01.18 17:55:00 -
[1] - Quote
Greetings spacefriends.
Those of you who have read the CSM minutes (You've read the CSM minutes, right?) will already know that we have a modest package of Black Ops tweaks in the pipeline that didn't quite make it into Retribution 1.0. These changes are meant to reduce some of the difficulties using Black Ops battleships for covert bridging, and hopefully open up some more options for those of you who are or will be involved in covert gameplay. This is not the big Black Ops rebalance, and we here at CCP do not consider Black Ops "done" after these changes. We are putting these tweaks out now since it may be a while before we can get to the full Black Ops rebalance and we don't want to leave them in their current state in the meantime.
None of this will be a surprise to you avid minute-readers, but for everyone else here's what we have planned:
- Increase the base jump range of all Black Ops ships to 3.5 light years (equal to that of Titans)
- Reduce the mass multipler used for Covert Jump Portal fuel costs from 0.00000018 to 0.000000135 (Reduces the fuel cost of covert bridges by 25%)
- Increase the fuel bay on all Black Ops to 1250m3 (25% increase)
These changes will not be in the current Sisi build but should be in the build after that so you can start playing with them. We're aiming to have the changes out in Retribution 1.1 on February 12th.
Let us know what you think of the proposed changes in this thread. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
3139

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Posted - 2013.01.18 20:50:00 -
[2] - Quote
Diometrius wrote:Gonna C&P something I posted to Seleene's AMA on Reddit before this post was up. Its not directly related to Black Ops but appeared in that same section of the Minutes.
Something minor that jumped out at me was in the Ship Balancing section. Trebor asked about Covert Cynos being usable by T3 ships using the covert ops subsystem. Fozzie and Greyscale said its a technical limitation with the way the Covert Cyno is enabled for ships types and not the other way around. Immediately I asked myself why they didn't re-tool the fitting stats of the Covert Cyno to be like the Covert Ops cloak itself. Add a role bonus to all current Covert Cyno capable T2 ships to reduce say CPU usage by 99% while increasing the CPU fitting requirements on the Cyno to 5000. Then add the same 99% role bonus to only the covert subsystem while all other offensive subsystems remain the same. Top it off by adding Strategic Cruisers to the "can be fitted to" attributes on the Covert Cyno and the changes should be done.
A combination of the "can be fitted to" attribute and the fitting requirements should keep any nonsense like the officer co-proc fitted Covert Cloak Avatar from surfacing, and the change in fitting requirements via bonus from the subsystem will keep non-covert T3's from fitting the Cyno.
The 99% CPU reductions as a method of restricting what ships a module can be fitted to is a old and poor practice that has a number of problems, from confusing the process of fitting ships, to allowing weird edge cases (Test server Covops Avatar is one example). They also require those very hard to explain bonuses (97.5-100% reduction to cloak cpu per level? Virtually nobody understands that the first time they read it). You'll notice that all the newer modules that are restricted to certain shop types avoid the CPU method.
The good news is that I spent a good chunk of this week reauthoring the way all those legacy modules get restricted, and that should open up some very nice doors. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
3142

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Posted - 2013.01.18 20:59:00 -
[3] - Quote
TrouserDeagle wrote:CCP Fozzie wrote:
The 99% CPU reductions as a method of restricting what ships a module can be fitted to is a old and poor practice that has a number of problems, from confusing the process of fitting ships, to allowing weird edge cases (Test server Covops Avatar is one example). They also require those very hard to explain bonuses (97.5-100% reduction to cloak cpu per level? Virtually nobody understands that the first time they read it). You'll notice that all the newer modules that are restricted to certain shop types avoid the CPU method.
The good news is that I spent a good chunk of this week reauthoring the way all those legacy modules get restricted, and that should open up some very nice doors.
Is this going to involve expanded probe launchers or not?
Covops cloaks and warfare links primarily. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
3145

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Posted - 2013.01.18 21:42:00 -
[4] - Quote
TrouserDeagle wrote:Helothane wrote:TrouserDeagle wrote:Better be accompanying a massive nerf, such as gutted effectiveness and a 40km or so range limit. I think you misunderstood him. He is saying that they will be restricted to the same class of ships they are at present, without the need of using the 99% reduction trick. If it were otherwise, I would be far more concerned about being able to fit a covert cloak on virtually any ship. No, I just think it would be bad to touch links without fixing them while you're at it.
One step at a time.  Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
3157

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Posted - 2013.01.18 23:06:00 -
[5] - Quote
DNSBLACK wrote:Ok great news so let me get this put in my terms.
1. 99% reduction Bonus gone
2. Class of ship determines modules being able to be fit. Tiercide in affect
3. Class tree- Cov ops ---->Recons---->Blackops BS = Covert ops cloaks fit on all?
Fozzy you speak in riddles at times and your responses seem to lead to ths. I cant help myself but if the 99% bullshit is leaving us and ship class will determine what can be used and what cant then cov ops cloaks for my BO BS is the only conclusion.
You myfriend better get your liver ready.
No covops cloaks on Black Ops in 1.1
The 99% bullshit is going away, but in 1.1 the list of ships that can fit covops cloaks and warfare links will not change. This iteration is focused on making the restriction system more sane, which has the nice upside of creating more options in the future.
Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
3260

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Posted - 2013.01.21 16:22:00 -
[6] - Quote
Hey all. Quick related update now that I'm finished some backend refactoring work that opened up those 'options' I was so cryptic about earlier:
We have also refactored the methods used to limit older modules to certain ships. Most of the ships changed by this will simply have a more clear description (Can fit module X rather than -99% CPU to module X) but there are two gameplay improvements this change allowed us to make:
- Change the CPU requirements of Covops cloaks to 100 and change the bonus on coverts, recons and blockade runners to "-20% CPU needed for cloaks per level". This means that cloaks will use the same CPU at level 5 (0) but the CPU use at lower levels is less crippling, making the use of these ships at less than level 4-5 more viable.
- Open up the use of Covert Ops Cynosural Field Generators on any Strategic Cruiser that has the Covert Reconfiguration subsystem fitted, as well as on Blockade Runners. This means that the availability of covert cynos is consistant and simple. If you can jump through the bridge you can light the cyno.
[*] As a more neutral side effect that is still worth noting, the Combat and Attack Battlecruisers, as well as the Blockade Runners and Deep Space Transports, will now be in separate groups. This means anyone with custom overviews will need to add the new Attack Battlecruiser group and the new Blockade Runner group to their list of groups that show up on the overview. The default overviews will be adjusted automatically.
Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
3514

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Posted - 2013.01.22 13:44:00 -
[7] - Quote
A couple questions I can quickly answer:
No this is not the "done" state for black ops. The covert cyno change is just another little things tweak in the interim.
I don't think we have the bandwidth to change slot layouts on blockade runners this patch, but it's something to consider when we rebalance transport ships later.
[*] Bombers are getting a 50% CPU reduction, so the end result will be exactly the same. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
3664

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Posted - 2013.01.24 15:56:00 -
[8] - Quote
Powers Sa wrote:Quote:Increase the base jump range of all Black Ops ships to 3.5 light years (equal to that of Titans) does that mean bridge range too?
Yes Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
3725

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Posted - 2013.01.27 14:53:00 -
[9] - Quote
Celestial One wrote:CCP Fozzie wrote:
:Update Jan 21st: We have also refactored the methods used to limit older modules to certain ships. Most of the ships changed by this will simply have a more clear description (Can fit module X rather than -99% CPU to module X) but there are two gameplay improvements this change allowed us to make: [list] [b] Change the CPU requirements of Covops cloaks to 100 and change the bonus on coverts, recons and blockade runners to "-20% CPU needed for cloaks per level". This means that cloaks will use the same CPU at level 5 (0) but the CPU use at lower levels is less crippling, making the use of these ships at less than level 4-5 more viable.
On Singularity when trying to fit a Drone Control Unit I to a Thanatos I am not getting the 99% CPU and thus am unable to put them online. Did Fozzie break this? I bug reported it already.
Yup that was me. I fixed it last week but we haven't been able to update Sisi with the new build yet. Thanks as always for the bug report.
I also discovered something really surprising about the Pilgrim during this whole adventure, but I'll save that for a funny fanfest story. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
3725

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Posted - 2013.01.27 14:55:00 -
[10] - Quote
Rix Moore wrote:Does this mean Capital's won't be able to cloak anymore?
Normal cloaks are unaffected. The crazy Sisi fit that allowed a Covops cloak on an Avatar won't work anymore, but nobody used that on TQ anyways. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
3727

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Posted - 2013.01.27 22:02:00 -
[11] - Quote
RubyPorto wrote:Any thoughts on the High slots of Blockade Runners now that they can theoretically fit CovOps Cynos (and in practice, only one of them can)?
Rebalancing BRs is outside the scope of this patch. I love feature creep as much as the next designer but I need to draw a line somewhere.  Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
3795

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Posted - 2013.01.30 11:18:00 -
[12] - Quote
Just wanted to repeat that these changes are not the "rebalance" of Black Ops. That will come later when we get to them in our giant process of eternal rebalancing.
It's intentional that we're not opening the can of worms that is Black Ops stats and bonuses in 1.1. We simply do not have the time right now. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
3822

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Posted - 2013.01.31 15:19:00 -
[13] - Quote
Syrias Bizniz wrote:CCP Fozzie wrote:A couple questions I can quickly answer:
No this is not the "done" state for black ops. The covert cyno change is just another little things tweak in the interim.
I don't think we have the bandwidth to change slot layouts on blockade runners this patch, but it's something to consider when we rebalance transport ships later.
Bombers are getting a 50% CPU reduction, so the end result will be exactly the same.
A 50% CPU reduction on Bombers? Is that a typo and you meant '50 CPU reduction' cause a Cov Ops Cloak uses 50 CPU on a Bomber? Because if not, people won't be able to use an expanded probe launcher on a Bomber anymore. At least not without slapping a good chunk of coprocs on it. Edit: And no, end result wouldn't be exactly the same if you just reduce it by 50 cpu. Maybe there are people out there that use coprocs to get the cpu to fit some modules. If you reduce the CPU of the bombers, the inital fittings will all be the same. However, coprocs will then give less CPU than they do now and will maybe make some seriously tight fittings unfittable anymore. To be fair, i don't have such a fitting lying around. But the possibility is there that this change will affect some very specialized bomber fittings.
I worded that badly, sorry. What it means is that the bombers now get a 50% reduction in the CPU requirements of cloaks. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
3943

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Posted - 2013.02.11 10:31:00 -
[14] - Quote
Hey everyone, just a reminder that the Retribution 1.1 patch release date has been changed to Feb 19th, as announced in the news update last week. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
3943

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Posted - 2013.02.11 11:49:00 -
[15] - Quote
Omnathious Deninard wrote:Has there been any desision on weather or not blacks ops are going to be split into two ships or remain just one?
No larger changes to the Black Ops will be happening in 1.1, and the complete revamp is too far off to make that decision yet. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
4093

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Posted - 2013.02.16 16:08:00 -
[16] - Quote
Just want to remind everyone what was said in the OP of the thread:
Quote: This is not the big Black Ops rebalance, and we here at CCP do not consider Black Ops "done" after these changes. We are putting these tweaks out now since it may be a while before we can get to the full Black Ops rebalance and we don't want to leave them in their current state in the meantime.
So discussion of topics like future blackops revamp ideas and local chat are all well and good, but they're outside the scope of these specific changes for 1.1. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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