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Thread Statistics | Show CCP posts - 45 post(s) |

Little Dragon Khamez
Guardians of the Underworld
34
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Posted - 2013.01.22 15:24:00 -
[1] - Quote
Dear CCP Fozzie,
Instead of introducing a new skill for armour tankers and widening the power gap between old and new (starting) players why not adapt the hull upgrades skill that most players will have already trained to a significant level:
"Hull Upgrades
Skill at maintaining your ship's armor and installing hull upgrades like expanded cargoholds and inertial stabilizers. Grants a 5% bonus to armor hit points per skill level."
SImply change to:
Skill at maintaining your ship's armor and installing hull upgrades like expanded cargoholds, armour plates and inertial stabilizers. Grants a 5% bonus to armor hit points and a 5% reduction in mass for fitted plates per skill level.
Job Done. |

Little Dragon Khamez
Guardians of the Underworld
37
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Posted - 2013.01.22 18:09:00 -
[2] - Quote
Jane Schereau wrote:CCP Fozzie wrote:I updated the OP with something that is connected but that I forgot to put in at first since it isn't a main part of the changes.
At the same time as these changes we'd be reducing the Incrusus rep bonus to 7.5% to keep things sane. The Incursus is already not sane when dual reped. That said, it would seem you simply reduced it to the standard 7.5% bonus instead of actually doing the math of what you would need to reduce it by to keep it as powerful. This is a huge nerf to the one of the few ships new players could use for pvp and still have a chance of winning a fight.
+1 to that, it's also a bad nerf because it assumes that every incursus will be fitted with a AAR, what happened to the strapline about an exciting variety of fits and more room for player specialisation. Please reconsider this Fozzie. |

Little Dragon Khamez
Guardians of the Underworld
38
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Posted - 2013.01.22 18:37:00 -
[3] - Quote
why do we need a new skill to reduce the mass of armour? Why don't ccp make all armour 25% less massive.
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Little Dragon Khamez
Guardians of the Underworld
43
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Posted - 2013.01.22 20:26:00 -
[4] - Quote
Zyella Stormborn wrote:Always found the speed argument... odd. Ships are in space. Armor ships should have the same speeds as shield.
I can see them being less agile, and taking more time to get to full speed or stop however.
Just a random thought. ;)
The idea is that ships engines only produce a certain amount of thrust, adding armour plates to your ship adds mass which mean that ships cant go as fast. That's the rationale. I appreciate the eve ship movement is not realistic as we don't have newtonian physics at play in space so to speak. If we did sublight speed would be effectively infinite (read fractions of light speed provided acceleration could be provided for enough time). For the time frames of most pvp encounters though the additional mass of armour plates should only affect acceleration and agility, not top speed.
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Little Dragon Khamez
Guardians of the Underworld
43
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Posted - 2013.01.24 23:57:00 -
[5] - Quote
CCP Fozzie wrote:A few updates:
We're switching the AAR to use nanite repair paste instead of cap boosters. What we're looking at now is for them to hold 8 reps worth of paste, with the smalls eating 1 per cycle, the mediums eating 5 and the larges eating 10.
I'm also investigating our options for reducing the base powergrid need for medium and large armor reps a bit.
We're aiming to have all of this on Sisi before the weekend. Please note that just because things are on Sisi doesn't mean they can no longer change. It just means we want to give people a chance to try it out in the game client.
Thanks Fozzie, after all of the feedback on this thread a post like this proves that you really are listening and that you value customer feedback. Excellent.
One quick point. I don't understand why armour has a PG requirement at all. After all it's just welding plates to an already existant hull, it's not like it's energised or anything, but just adding more buffer (it's a different argument for EANM's etc). Also armour realistically shouldn't affect top speed so speed penalities should not apply. Armour adds mass understandably enough but this should only affect acceleration and inertia/agility etc not final velocity. An acceleration penalty can still be significant in pvp so I'd like to suggest this instead.
Also why aren't armarr ships really fragile in the hull. I envisage a really simple, stripped down hull with less EHP being built on the assumption that it will soon be fitted with vast amounts of Armour, thus armarr ships should be just as fast as their traditional enemies the Minmatar with the hulls standard armour and plates fitted. Gallente are the traditional race for hull tanking which indicated more structure inside the hull and as such a heavier hull that will accelerate more slowly than those of other races etc. If we extend this principle to the Caldari and Minmatar then both races ships will be really agile and effective (for shield tankers) which is exactly how their are described as being in the official eve canon/wikki and backstory etc.
Just my thoughts. |

Little Dragon Khamez
Guardians of the Underworld
43
|
Posted - 2013.01.25 00:20:00 -
[6] - Quote
Also I've always thought that ship's should work best as their designers intended with racially compatible technology . For example amarr are supposed to be the best at armour tanking (or they were when I started) and firing lasers. Yet all I see is amarr ships firing minmater projectiles whilst gallente fly around tanking sheild and use nos/neuts instead of rails/blasters and drones.
The only race that tends to stay true to form is the Caldari because hybrids/missiles/shield tank and light drone use represents the most sensible choices for their hulls. The same principles should apply to all racial designs.
I love the fact that eve is a mixed up world and these things are possible, they might even give you an edge if you really know what you are doing but it's a bit backward. Incompatible technologies should be penalised in some way or another so that it doesn't really work for you if it's not your ship designers tech. It's a bit like sticking Japanese guns on a US warship in WW2. It's possible, it might even improve performance, but really it's unthinkable.
Also, the cap bonus to armarr ships counts for nothing when you are up against an enemy that doesn't use cap, which these days is most of them. |

Little Dragon Khamez
Guardians of the Underworld
43
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Posted - 2013.01.25 00:26:00 -
[7] - Quote
Mund Richard wrote:Little Dragon Khamez wrote:Also why aren't armarr ships really fragile in the hull. I envisage a really simple, stripped down hull with less EHP being built on the assumption that it will soon be fitted with vast amounts of Armour, thus armarr ships should be just as fast as their traditional enemies the Minmatar with the hulls standard armour and plates fitted. Gallente are the traditional race for hull tanking which indicated more structure inside the hull and as such a heavier hull that will accelerate more slowly than those of other races etc. Well, if you ask questions about racial differences, how about I ask you about what you wrote... Why do the Gallente ships have so much hull? As if they would plan to lose. Why should the guys favoring the shortest range weapon system in game also be the slowest? Armor tankers having more hull than shield tankers makes sense: if you get repairs (external or internal), every time damage seeps over, you get closer to your own shiny explosion, while shields are irrelevant for you. If you take amarr resistance bonuses into account, they are best off with as much armor as they can get, for each point is worth more on a bonused hull. Gallente need hull more than armor until they get their average resistance above the DC's level, as that is the safety net of their active tanking bonus. Though fitting for a buffer that is not your primary makes your primary tank weaker...  "Luckily", stacking penalty makes DC a better choice compared to T2 at a point (magical three, ofc deadspace modules scale differently and DC has none of that). Of course, if you can fit more than 60% avg resist to your ship, it suddenly makes less sense. Such as,as if we had amodule that shifts your average resistance to where it's needed the most, at best putting you over 60% (kinetic only missiles for instance) by itself. Going with the luck sentence just a moment ago, sure would be less lucky if these two were penalized the same way. Well, if a third one isn't likely, it wouldn't be TOO bad.
I like your reply as it's well considered, but I'm a bit old school in the belief that if it says in the Eve Canon that Armarr are the best for lasers/armour etc then the game should reflect that. Currently it doesn't. What I was trying to get across perhaps clumsily is that armarr should be allowed to fit as much armour as they currently do without a speed penalty because it would be envisaged that the ships hull (structure) would be more fragile to reduce mass and as such boost acceleration (not speed as I also suggested that speed should not be limited by mass after all space is a vacuum) when the hulls own armour and any fitted plates are installed.
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Little Dragon Khamez
Guardians of the Underworld
47
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Posted - 2013.01.25 13:50:00 -
[8] - Quote
Stunning idea!
Why don't we make normal armour reppers immune from cap by having them all use Nanite Paste. That should help even things out with the ships that fly capless weaponry and passive tank. |

Little Dragon Khamez
Guardians of the Underworld
47
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Posted - 2013.01.25 17:18:00 -
[9] - Quote
I think that Nanite Paste for normal reppers is the way to go instead of having them consume cap. Also why do plates needs PG?
Don't make any sense to me why bolting plates on a hull requires more power for a simple buffer fit, whereas I can understand the rationale behind an energised plate needing powergrif as it enhances resistances etc.
So Fozzie, how about no PG for plates and no cap use for reppers (just nanite paste). |

Little Dragon Khamez
Guardians of the Underworld
47
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Posted - 2013.01.25 17:30:00 -
[10] - Quote
Marko box wrote: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. A step in the right direction. Now if only you would reduce cap boster charge size.
Reducing cap booster size means that you can burst tank for longer, whilst I support your sentiment on this I don't think they should be too small otherwise people will try to perma tank with them. |

Little Dragon Khamez
Guardians of the Underworld
48
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Posted - 2013.01.25 22:47:00 -
[11] - Quote
Perihelion Olenard wrote:Little Dragon Khamez wrote:... So Fozzie, how about no PG for plates and no cap use for reppers (just nanite paste). So you'd have nothing against cruisers fitting 3-4 1600mm plates for an absolutely absurd amount of HP?
Nope not at all, on the grounds that other penalties apply, such as inertia/agility and as mentioned in my other posts acceleration. If you are dumb enough to stick 1600mm plates on a frig then good luck, it would be so heavy and so difficult to move or point at anything those 1600mm plates wont matter that much. If plates mass more than the ship then that genuinely is stupid enough to warrant a Darwin award for naturally self selecting.
I just think that acceleration/agility/inertia can be made just as powerful as penalties as PG with the right mechanic. |

Little Dragon Khamez
Guardians of the Underworld
48
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Posted - 2013.01.25 22:53:00 -
[12] - Quote
Naomi Anthar wrote:" 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."
MAKE IT RANK 1 . I'm not asking. It's straight forward demand. I'm one of new players. But i can already tell you there is enough to train. Making it rank 3 is pain for training. It's like we train skill that shield tanking people don't need at all. There is no need to for it be rank 3 , not at all. Fix. Thanks.
I've already suggested that this skill be dropped and that this ability of reducing armour mass be included in the hull upgrades skill, so I fully support your suggestion. Indeed why not just reduce the mass of armour across the board fro everyone, why do we even need a new skill?
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Little Dragon Khamez
Guardians of the Underworld
49
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Posted - 2013.02.09 10:53:00 -
[13] - Quote
I think that a lot of problems could be solved by having a new class of armour module that combines buffer and resists at least it would justify why there is a power requirement in the first place for plates. Something that adds mass and as such affects agility like the present plates do but also gives extra hp and a flat +15% for resists across the board or even +20% for a much more power hungry version. Such a module would free up low slots and allow those slots to be used for damage, power or cap mods as per pilot choice and mitigate many of the problems with flying amarr. Given that amarr are supposed to be absolute masters of armour tanking I am surprised that such a module does not exist. |

Little Dragon Khamez
Guardians of the Underworld White Mountain Coalition
51
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Posted - 2013.02.11 22:17:00 -
[14] - Quote
Hakan MacTrew wrote:Veshta Yoshida wrote:YuuKnow wrote:Because NRP is so much smaller in volume than cap charges won't Armor reps have the advantage of being able to carry *significantly* more NRP than the analogous ASBs fits?
yk Longer cycles, cap requirement, harsher fittings and most will need injector - remember those from before ASB's made active shield tanks laugh at cap? Personally think the requirement of first cap charges, now paste, is purely so that CCP can dictate how much and for how long by using the reload mechanic .. when it comes to the AAR, paste (price/size) is so distant as to be barely noticeable with regards to balancing. It was originally to be field by cap charges, just like ASBs. The player base put forward a valid argument that with the need for cap charges to run boosters already, Armour ships would be at a disadvantage with balancing charges for tank, cap and ammo. Nanite paste was suggested and many people agreed, barely anyone, (if at all,) complained.
But at the time I naturally thought that going for nanite paste would mean no cap requirements and as such thought that it would be a great idea that would level the field with the minmatar. Now we have the worst of all worlds a module that costs cap and also needs nanite paste. I think this is what it must be like to have an idea in hell! |

Little Dragon Khamez
Guardians of the Underworld White Mountain Coalition
52
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Posted - 2013.02.12 14:10:00 -
[15] - Quote
CCP Fozzie wrote:Good evening. A reminder that, as we announced in the news update from last week, Retribution 1.1. with these changes will be releasing Feb 19th, as opposed to the earlier scheduled Feb 12th. I also want to let you all know that at this point we will only be making changes for critical defects, and the design for the Armor changes as currently listed in the OP will be releasing with 1.1. As I said before, this is not the end of our work on tanking in EVE, but I believe it will be a useful step forward and I hope you all enjoy it once it hits on the 19th.
I hate posts like this, they make me feel that the game I'm paying monthly for is in a start of 'Open Beta'. |
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