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Author |
Thread Statistics | Show CCP posts - 45 post(s) |
Liang Nuren
Heretic Army Heretic Nation
2745
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Posted - 2013.01.21 19:13:00 -
[1] - Quote
CCP Fozzie wrote: Armor Rigs
- New rig called the Nanobot Overcharger that increased the overheat bonus on your local armor reps by 30% (40% for T2). So with one of the T1 rigs overheating gives the rep 13% more rep amount and 19.5% faster rate of fire instead of the default 10% and 15% respectively. This effect is stacking penalized and gives no bonus when the reps are not overheated. Same calibration and build costs as a Aux Nano or Nanobot Acc rig.
- Change the penalty on all active armor rigs (Aux Nano Pump, Nanobot Accelerator, and the new Nanobot Overcharger) to increase the powergrid use of local armor reps by 10% instead of reducing ship velocity.
Are you going to go back and adjust the fittings space on ships expected to active armor tank? Active tanked ships frequently have to drop to Electrons already, and now I guess we'll be left with undersized weapons?
Quote: Plates
Add a new skill to the game called Armor Upgrades. This skill reduces the mass penalty of all armor plates by 5% per level. (Int/Mem, rank 3, requires Mechanics 3) This skill affects all plates and is unconnected to the stat change listed below.
Reduce the base mass penalty on all 800mm, 200mm and 50mm plates by 20%
Alright, sounds good.
Quote: Ancillary Armor Repairer
- Not the same mechanic as the ASB, please read to the end.
- Always uses the same cap as a normal (T1/T2/Named) Armor Repper
- When not loaded with a cap booster, has 3/4 the rep amount as a T1 Armor Repairer
- Loaded cap boosters triple rep amount (so reps 2.25x a T1 repairer when loaded)
- Same cycle time as T1 reps
- Same capacity, charge restrictions and reload time as an ASB, but the longer cycle time of armor reps means it goes longer between reloads
- Limited to one per ship
That's interesting.
Quote: Why not just buff all armor reps? One of the aspects I really like about the ASB is that it allowed CCP to decouple burst tanking from sustained tanking in a new and interesting way. Burst tanking is key for most PVP active tank scenarios while sustained tanking is more common for PVE. We wanted to carry that aspect over to armor tanking, allowing us to create new burst tanking gameplay without making current sustained tanking gameplay overpowered.
I disagree with this reasoning. The ASB is one of the worst modules you've ever introduced into the game, and I feel it adds nothing that nanite repair paste and overheat wouldn't have already added.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
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Liang Nuren
Heretic Army Heretic Nation
2748
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Posted - 2013.01.21 19:38:00 -
[2] - Quote
CCP Fozzie wrote:You completely free to not use the AAR on ships with small cargoholds, I give you permission.
Do you have any plans to take a look at the Proteus' cargo bay with the armor tanking subsystem? It doesn't have enough space for normal cap boosting, let alone AARs. IIRC there are several other Gallente ships that are expected to active tank and have relatively tiny cargobays.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
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Liang Nuren
Heretic Army Heretic Nation
2748
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Posted - 2013.01.21 19:39:00 -
[3] - Quote
CCP Fozzie wrote:And also super overpowered.
If it is super overpowered, how do you explain resist bonuses?
-Liang
Ed: I don't mean to get in your junk over this. Just that resist bonuses affect EHP as well, which would mean that they'd still be preferred over 7.5% rep bonuses. 1/.25 = 1.33333, 1*(.075*5) = 1.375. The difference in "effective received rep" isn't very great. Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
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Liang Nuren
Heretic Army Heretic Nation
2749
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Posted - 2013.01.21 19:53:00 -
[4] - Quote
fukier wrote: this.
i dont mean to be harsh fozzie but i have been waiting for this to be looked at for a long long long time and am rather disappointed that this has not been addressed...
with the most respect possible
- fuk
To be fair, there's been so much expectation (from and by the community) set around any armor tanking boost that there's no way CCP could ever have "gotten it right" without making armor tanking utterly overpowered. I'm pretty ok with not getting RR from active rep bonuses, but the assertion that it'd be "super overpowered" just rings slightly false to me.
/shrug
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
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Liang Nuren
Heretic Army Heretic Nation
2761
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Posted - 2013.01.21 22:04:00 -
[5] - Quote
Edward Pierce wrote:It will be interesting to see a rep/sec comparison between a hull with a 7.5% repair bonus and a hull with a 5% resistance bonus.
Not sure the repair amount hull bonus is helpful enough even after these changes to active armor tanking. Please don't give both Gallente BCs a marginally useful bonus.
Trivial: 5% resist bonus: 1 / (1-(0.05*5)) = 4/3 = 1.33333. This applies to local repair, EHP, and incoming remote repair. 7.5% rep bonus: 1 + (.075*5) = 1.375. This applies to only local repair.
This should remain true for all of the changes in question.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
Twitter: http://twitter.com/LiangNuren
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Liang Nuren
Heretic Army Heretic Nation
2766
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Posted - 2013.01.21 22:56:00 -
[6] - Quote
Andreus Ixiris wrote:CCP Fozzie wrote:Plates
Add a new skill to the game called Armor Upgrades. This skill reduces the mass penalty of all armor plates by 5% per level. (Int/Mem, rank 3, requires Mechanics 3) This skill affects all plates (including 1600mm) and is separate from the stat change listed below.
Reduce the base mass penalty on all 800mm, 200mm and 50mm plates by 20%
Fozzie, are you a woman IRL? Because I want you to have my babies. All of them. Forever.
After about half way through, Fozzie is on the left: http://www.youtube.com/watch?v=E749hM9V530
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
Twitter: http://twitter.com/LiangNuren
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Liang Nuren
Heretic Army Heretic Nation
2767
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Posted - 2013.01.21 23:09:00 -
[7] - Quote
Arch Stanton's Neighbour wrote:So does anybody still use ASBs? I ripped them out all of my fits as the "die in one minute" module. At least they were useful once when they could be fit in pairs and one module worked while the other reloaded but now we need three (or is it four?) for constant boosting and IMHO it became trash.
Will the armor asb share the same trajectory? I only ask because thie game doesn't have enough useless modules in it already it's definitely better introducing more crap instead of fixing what's already in it.
+1 on all the other proposed changes, though.
Also how about removing the speed penalty from armor modules altogether? It's space after all. Just leave the agility penalty thatr's enough IMHO.
I still use ASBs.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
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Liang Nuren
Heretic Army Heretic Nation
2776
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Posted - 2013.01.22 00:41:00 -
[8] - Quote
Iyacia Cyric'ai wrote:Brutix will be the new Cyclone? I think AAR will be awesome in combination with some buffer to help it survive the reload.
So you're thinking AAR+800 plate? Interesting, but I'm not sure where you're going to find the grid for that.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
Twitter: http://twitter.com/LiangNuren
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Liang Nuren
Heretic Army Heretic Nation
2776
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Posted - 2013.01.22 01:05:00 -
[9] - Quote
fukier wrote:Liang Nuren wrote:Iyacia Cyric'ai wrote:Brutix will be the new Cyclone? I think AAR will be awesome in combination with some buffer to help it survive the reload. So you're thinking AAR+800 plate? Interesting, but I'm not sure where you're going to find the grid for that. -Liang assuming that the aar with be eq or less to a medium armor rep i can fit electrons with a 1600
~electrons~ Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
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Liang Nuren
Heretic Army Heretic Nation
2779
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Posted - 2013.01.22 01:39:00 -
[10] - Quote
Veshta Yoshida wrote: [Brutix, ] Medium Armor Repairer I 800mm Reinforced Rolled Tungsten Plates I Damage Control II 2x Magnetic Field Stabilizer II
Experimental 10MN Microwarpdrive I Warp Scrambler II Fleeting Propulsion Inhibitor I [empty med slot] choose your poison .. would go for twin or TD .. ~50 grid left
7x Heavy Neutron Blaster II, Caldari Navy Antimatter Charge M
2x Medium Ancillary Current Router I Medium Trimark Armor Pump I (place holder for new rig)
Funny thing is the repairer, just 4 heated cycles and it adds more armour than a 1600 plate would have added .. kind of nasty.
Yeah I was talking to Zarnak about a fit like that. It feels like burning 2 rig slots for Neutrons and not even having enough grid left for a cap booster on an active tank fit is a bad plan.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
Twitter: http://twitter.com/LiangNuren
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Liang Nuren
Heretic Army Heretic Nation
2779
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Posted - 2013.01.22 01:41:00 -
[11] - Quote
Zarnak Wulf wrote:With a 3% PG implant I would make the Brutix:
High: Neutron Blasters II x 7 Mid: Experimental MWD Small cap booster II Fleeting Propulsion Inhibitor Faint Epsilon Warp Scrambler Low: MAAR DC II EANM II x 2 MFS II x 2 Rigs: Armor nano pump Armor overheat rig x 2
With damage implants and drones you can get 700-900 DPS between Null and Void. The small cap booster along with the considerable cap buff will insure you get your 9 charges worth out of the MAAR and keep your guns firing. Balls out like a proper Gallente ship.
What kind of tank do you get out of it? I'm guessing it's something approaching 600-700 overheated?
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
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Liang Nuren
Heretic Army Heretic Nation
2779
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Posted - 2013.01.22 01:49:00 -
[12] - Quote
Zarnak Wulf wrote:It will fit if you skip the plate. You will get about 1300 out of each of your 9 cycles.
Hummmmm..... I need to play with it.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
Twitter: http://twitter.com/LiangNuren
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Liang Nuren
Heretic Army Heretic Nation
2779
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Posted - 2013.01.22 02:43:00 -
[13] - Quote
General Foom wrote:Liang Nuren wrote:Zarnak Wulf wrote:It will fit if you skip the plate. You will get about 1300 out of each of your 9 cycles. Hummmmm..... I need to play with it. -Liang Ed: Still kinda skeptical. But I'll withhold judgment. dudes the new Brutix has 7 lows and 50 extra grid
I must have missed the +2 low slots.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
Twitter: http://twitter.com/LiangNuren
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Liang Nuren
Heretic Army Heretic Nation
2780
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Posted - 2013.01.22 03:14:00 -
[14] - Quote
Zarnak Wulf wrote: 7-4-6 there was only +1 low slot for a total of 17 slots. I have accounted for the 50 extra grid. You need a +3 implant for the fit.
Sarcasm doesn't transmit well over the interwebs, I guess. ;-)
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
Twitter: http://twitter.com/LiangNuren
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Liang Nuren
Heretic Army Heretic Nation
2782
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Posted - 2013.01.22 04:40:00 -
[15] - Quote
Zarnak Wulf wrote:I say absolutely to the new mods and rigs. They offer fantastic opportunities. The new skill I'm kind of 'meh' about. You could just lower the mass of 400 and 1600 plates by 25% and all others by 45%.
I understand all too well that the 100m+ SP crowd needs new skills to train. But they need new skills at the top of the pyramid. I have always felt like there was a giant leap between BS and caps for example. And there is lots of room to flesh out the cap field. (After you burn them and supercaps to the ground and start over in that area of course.)
The introduction of Black Ops was good because it gave a subcapital reason to train for jump skills. We need more things like that and less intermediary support skills. I still haven't finished training the last round of skills. :(
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
Twitter: http://twitter.com/LiangNuren
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Liang Nuren
Heretic Army Heretic Nation
2795
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Posted - 2013.01.22 16:43:00 -
[16] - Quote
Shpenat wrote:Omnathious Deninard wrote:Jame Jarl Retief wrote:Keko Khaan wrote:Well yea i can agree with this.. And yea maybe mass penalty is bit rough compared to sig penalty. But to give another skill that reduces its penalty while not giving anything to other.. Problem is, you can't compare shields and armor in a straight-up manner. For one, shields regen, armor doesn't. That alone invalidates a lot of direct shield vs armor comparisons. Now, if CCP added passive armor repair via some new nanite technology, then shield vs armor comparisons would work better, but the cost would be shield and armor tanking being completely homogenized. Then again, with AAR being added on top of ASB, arguably the two ARE getting homogenized regardless. But the AAR and the ASB are functionally different, which was a great idea to do, I like the AAR in both what it does and that it is different from the ASB. I agree. I like the mechanics behind AAR. But unlike ASB it does not solve the issue with armor tanking. ASB solved 2 issues: It gives nice burst tanking capability. It decoupled active tanking from capacitor use. It granted shield tanked ships neuting immunity (together with capless guns), It has slighly lower fiting requirements than T1 variant. AAR tend to solve just single issue: Give armour repairs burst tanking capability. No other issues people have are being addressed. The high PG requirements of medium and large repair fits (as you need dual rep at lest to be able to fight). Quite large capacitor usage on medium and large armour repair modules. And relatively weak amount repaired per second eve on bonused ships.
Decoupling active tanking from capacitor use was a huge giant massive clusterfuck of a mistake, not a "fix".
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
Twitter: http://twitter.com/LiangNuren
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Liang Nuren
Heretic Army Heretic Nation
2796
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Posted - 2013.01.22 16:45:00 -
[17] - Quote
Zarnak Wulf wrote:If you take the Brutix and throw one tech one MAR on it you get 363 reps per cycle overheated. Add three armor nano pumps and that goes to 478 overheated. So 478 * 2.25 * 9 cycles = 9680 repaired? Still sounds nice to me.
Putting one on a non bonused ship nets 7047 hp.
These are all dependent upon capacitor. If you don't have capacitor, you don't get the reps. I think it would be a huge mistake to think of the AAR as anything like a plate, as people do to ASBs. Then again, I would happily go about my day humming and singing if they deleted ASBs.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
Twitter: http://twitter.com/LiangNuren
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Liang Nuren
Heretic Army Heretic Nation
2801
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Posted - 2013.01.22 19:48:00 -
[18] - Quote
Fozzie,
May I suggest nerfing the **** out of armored warfare links and building some of that bonus into all armor reps? I'm not asking to make linked active tanking better (though that'd certainly be welcome) - just move a lot of the viability out of the links and into the base modules themselves.
-Liang
Ed: I want to be clear: the problem is not on grid vs off grid links. The problem is requiring them to be remotely viable in the first place. This was also a major failing of the ASB changes, because some players could have a cheap 5k DPS tank and others were stuck at 500-600 DPS tank.
I'm also not suggesting nerfing linked active tanks. Just moved. :) Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
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Liang Nuren
Heretic Army Heretic Nation
2803
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Posted - 2013.01.22 20:06:00 -
[19] - Quote
ghost st wrote:As I said before the issue isnt speed, armor does not need to be like shield tanking.
The problem is that the sig radius penalties for shield tanking are ineffective, and do not have the same crippling effects as the speed penalties for armor.
IMO armor ships should be slow, but relatively difficult to hit due to smaller sig. Shield ships should be fast, bit the increased sig should make them easier to hit.
The issue is that sig radius has very little effect on the amount of damage received, while transversal velocity (maneuverability) has a huge impact. Make sig radius a part of the tracking calculation aswell, so that a large signature radius nullifies some of the effect of transversal velocity.
This is not true, but you can't generally see the result in EFT.
-Liang
Ed: Also, sig is already in the tracking calculation. :) Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
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Liang Nuren
Heretic Army Heretic Nation
2808
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Posted - 2013.01.22 20:55:00 -
[20] - Quote
ghost st wrote:Liang Nuren wrote:ghost st wrote:As I said before the issue isnt speed, armor does not need to be like shield tanking.
The problem is that the sig radius penalties for shield tanking are ineffective, and do not have the same crippling effects as the speed penalties for armor.
IMO armor ships should be slow, but relatively difficult to hit due to smaller sig. Shield ships should be fast, bit the increased sig should make them easier to hit.
The issue is that sig radius has very little effect on the amount of damage received, while transversal velocity (maneuverability) has a huge impact. Make sig radius a part of the tracking calculation aswell, so that a large signature radius nullifies some of the effect of transversal velocity.
This is not true, but you can't generally see the result in EFT. -Liang Ed: Also, sig is already in the tracking calculation. :) Sig only has an effect on gun size/ ship sig, it has not effect on tracking whatsoever, its kind of stapled on there like an afterthought.
They're all intrinsically tied because the effect of gun and ship size is multiplied by tracking. Sig is a super powerful form of tanking. Shhhhh, don't tell anyone.
Aww who am I kidding? Too many EFT warriors for that to ever catch on. :)
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
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Liang Nuren
Heretic Army Heretic Nation
2808
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Posted - 2013.01.22 20:56:00 -
[21] - Quote
Gizznitt Malikite wrote: I don't know if this is possible... but I think the Ancillary Armor repper would be much, much, much better if you could "chose" when to activate the "ancillary" portion...
Essentially, if you could use the rep at 3/4 t1 amount until you activate the ancillary reps to give you a boost to repping when you most want it, rather than just at the beginning of the cycle, it would be a much better module!
It's almost like the ancillary part should activate on overheat. And almost like you'd want to use nanite repair paste to get your module working again....
Not that I'm going to complain about buying/selling overpriced cap boosters.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
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Liang Nuren
Heretic Army Heretic Nation
2816
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Posted - 2013.01.23 01:07:00 -
[22] - Quote
CCP Fozzie wrote: Resist Bonus vs Rep Bonus Differences between Shield and Armor tanking as a whole Addition of new skills and modules
Comments: - Ok, I can see how resist bonuses need to be balanced on the individual ship hulls. For instance, the Prophecy, Maller, and Abaddon all have some really glaring weaknesses. Sure. I'm actually even ok with having ships that are "for small gang" and ships that are "for fleet". And the people who are complaining about not having a "fleet" BC are out of their minds - they weren't going to be dropping fleets of neutron Brutixes anywhere. - I think that sig radius is already an extremely powerful mechanic that people just aren't aware of. It's simultaneously one of the best and worst tanking mechanics in the game - and it's almost wholly dependent on having a decent player behind the wheel. Be very very careful boosting that without making it WTFOP or brainless. - The new skills seem particularly aimed at noobs instead of vets, but the point about being to level 2-3 is well taken. Even 4 in a skill is only a couple of days.
Quote: Powergrid usage penalty on active rigs When looking for a replacement for the speed penalty on active tanking rigs our goal was for the penalty to be something significant (useless penalties are something we want less of) without being onerous. The rep PG penalty had the advantage of being much easier to work around through fitting adjustments than the speed penalty, while being significant enough that it could not be completely ignored. I'm open to possible changes to that mechanic, either through changing the penalty itself or adjusting the PG use of medium and large reps a bit.
I think the argument isn't that we shouldn't be making trade offs for active tank power, but that active tanks are already making tremendous sacrifices. It's eminently reasonable to run a shield tanked Brutix. Active repping will cost the extra grid cost of the reps, the extra grid cost of the cap booster, and the additional vulnerability of requiring capacitor in the first place. Most of the time you're downgrading your guns and active repping will also mean your ship doesn't scale beyond 2-3 man gangs without some pretty serious ISK investments.
I think it's reasonable to require grid as a penalty if you respect the tremendous sacrifices a local tank is already making. Maybe try reducing the grid cost of reps before increasing their amount?
Quote: Reducing ganglink bonuses and increasing effectiveness in other ways As I've said before, this is something we definitely want to do. Links are both too effective in their direct bonuses as well as their ability to be used off-grid. However getting this specific issue fixed is going to need to wait until after 1.1. Once we have the room to implement some changes to the way warfare links work from the ground up, expect changes to a lot of other modules and mechanics to happen at the same time.
I'm excited by the admission that the direct bonus is as problematic as the off grid nature of it. I'm super excited. It feels like now is the perfect time to take care of the armor/shield side of it though! But, I'm super excited despite my bajillions of SP in Leadership (amongst all my alts). I can wait. I can wait.
I CAN'T WAIT!!!!
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
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Liang Nuren
Heretic Army Heretic Nation
2816
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Posted - 2013.01.23 01:12:00 -
[23] - Quote
Takeshi Yamato wrote:CCP Fozzie wrote:
Limiting oversized mods as a way to simplify balancing I completely agree that limiting more modules to certain ship sizes would make my life easier. :) However giving people the freedom to be creative with fits is part of what makes Eve so great and I don't want to lose that. It's going to take more work and more time but finding a balance without unnecessarily removing player choice is the ideal we're shooting for.
Paradoxically, allowing oversized mods reduces player choice because the oversized mods end up being the better choice. Choices are only meaningful when it's not obvious which choice is best. How many shield tanked frigates fits use small over medium shield extenders? How many cruiser fits use 800mm plates over 1600mm plates? How many people even use 50mm, 100mm plates and micro shield extenders? If you disallowed oversizing of modules and instead gave each shipclass two types of plates/extenders/repairers (a "light" and "heavy" version) then you could balance them against each other within the class. Lighter plates/extenders wouldn't have to suck anymore when compared to the heavier plate/extender and you could bring the two closer together in terms of effectiveness to create some real choices. Right now you can't do this because they are shared by multiple shipclasses and what's balanced for one isn't balance for another. In fact this system opens up the door for more variety as you could for example give light shield extenders a totally different penalty (say cap recharge) than heavy extenders (sig radius). So all said, I think my proposal would be an excellent way to increase player choice while making balancing much easier (and arguably actually possible).
I think it's too early to say whether the penalties for "oversized" mods are sufficient. 1600 plates are going to be significantly more massive than 800 plates and 100mn ABs have tremendous drawbacks (30 second align time anyone?). LSE is a cruiser mod and nobody fits it to destroyers/frigs so it's kinda moot there.
I am a fan of the flexibility provided by the current system.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
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Liang Nuren
Heretic Army Heretic Nation
2823
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Posted - 2013.01.23 18:38:00 -
[24] - Quote
chatgris wrote:Apostrof Ahashion wrote:
AAR wont change anything, you will just swap one repairer for it. Not a single fit will change. And it 100% wont free you any slots, dont really understand what led you to that conclusion. It is just a straight, flat armor repair boost that will cost us incredibly boring cargohold management. And buffer&active tank combo is not really that good idea, dont get your hopes up.
Dual rep fits can now fit one repper and have the same effectiveness for 2 minutes while decreasing cap use, freeing a lowslot, and freeing up a ton of grid. This is a very significant fitting change IMO.
A single AAR is not equivalent to a dual rep fit.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
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Liang Nuren
Heretic Army Heretic Nation
2826
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Posted - 2013.01.24 04:04:00 -
[25] - Quote
Nevyn Auscent wrote:CCP Fozzie wrote:
Reducing medium and large armor rep cycle time is definitely an option, either for 1.1 or in a subsequent iteration.
I sincerly hope if this occurs that the cap use drops similarly, otherwise it negates all the advantage of the dropped rep cycle. We already have a crazy situation with Armour Reps where the higher your repair skill, the more capacitor your repairs use.
More accurately, the higher your skill the more frequently you're able to rep. The rep itself costs the same amount. But yes, I found that really weird when I was skilling up.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
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Liang Nuren
Heretic Army Heretic Nation
2826
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Posted - 2013.01.24 04:04:00 -
[26] - Quote
Perihelion Olenard wrote:Vladimir Norkoff wrote:Perihelion Olenard wrote:Hyperion with ions and void, two webs, mwd, scrambler, cap booster, 1x LAR II, 1xLAAR, damage control, two EANMS, one damage mod: Tanks over 1.2k DPS and deals over 1.1k DPS. Yeah... Dual Rep with one cap booster. Lemme know how that works out for you. And props on using overheat for your base tank numbers. Then again, that might be why you only need one cap booster, cuz either you land exactly on your target and tackle them, or you die... horribly. Cuz the awesome Void range is ~11km while the Mael is hitting out to ~34km with faction ammo and selectable damage type (Hype meet Fusion). Plus the Mael's tank is quite a bit higher than 1.2k DPS when overheating... and it lasts longer overheating than the LARs do. Facts are terrible things. Do you even play Eve? Do you know what falloff means? What is this fit that allows your maelstrom to tank over 1.2k DPS using one ASB at a time? I also said I overloaded the ASB in my calculation of the tank, not just the armor tank. Using all weapons, tank, and EW modules for over five minutes on one cap booster isn't enough?
Um. If you can't break 1.2K DPS tank on a Maelstrom I don't even know what to tell you. No, really.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
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Liang Nuren
Heretic Army Heretic Nation
2838
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Posted - 2013.01.25 18:02:00 -
[27] - Quote
CCP Fozzie wrote:New update, we're planning at the moment to reduce the powergrid use on medium and large armor reps.
Mediums by 20% Larges by 10%
We were hoping to get these and all the other latest versions of the changes up on Sisi today, but we had an unrelated issue with our Sisi build system. ETA for Sisi is as soon as possible, sorry for the delay.
That's fantastic news - I'm completely content with that. It'd be swell if you wanted to lower the PG usage on some of the named/faction small reps as well, but I'm totally content with what you've put forward.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
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