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

Maximus Andendare
Future Corps Sleeper Social Club
65
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Posted - 2013.01.21 19:49:00 -
[1] - Quote
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. This is really unfortunate. If anything, you should be boosting the bonuses on active tanking ships to 10% instead of nerfing the already-good Incursus.
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Maximus Andendare
Future Corps Sleeper Social Club
65
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Posted - 2013.01.21 19:57:00 -
[2] - Quote
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%
Also, please no. No more skill books for armor tankers. It's already bad enough that it takes a lot longer for armor tankers to get their T2 tanks vs shield tankers, and now you're only pushing that divide further. |

Maximus Andendare
Future Corps Sleeper Social Club
65
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Posted - 2013.01.21 20:03:00 -
[3] - Quote
Drew Solaert wrote:My Brutix just got a boner. That should be Thorax...
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Maximus Andendare
Future Corps Sleeper Social Club
66
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Posted - 2013.01.21 20:48:00 -
[4] - Quote
Roime wrote:I also echo the concern that balancing could have been more easily done by
- reducing armor rep cycle time (reps happen at the end of cycle anyway) - reducing armor rep fitting costs - reducing armor rep cap usage - increasing armor rep hull bonuses to 10%
This proposed solution forces armor tankers to learn another new skill (we just had to train RAH skill), increases the already massive fitting cost imbalance even further while doing nothing to the cap issue or making the 7.5% hull bonus any more worthwhile.
People need to click "Like" on this guy! |

Maximus Andendare
Future Corps Sleeper Social Club
69
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Posted - 2013.01.22 00:41:00 -
[5] - 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. Except you'll never be able to have a dual AAR Brutix vs the dual ASB Cyclone
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Maximus Andendare
Future Corps Sleeper Social Club
72
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Posted - 2013.01.22 03:18:00 -
[6] - Quote
Styledatol wrote:"Lets add more skillbooks, because its easier than balancing existing stuff." Yes. Instead of adding new skills, just reduce the mass penalty to all plates by 20% across the board.
The "light armor" (50, 200, 800) vs "heavy armor" (100, 400, 1600) idea is a good one; just reduce these further, perhaps 40-45% compared to live. Then, the question is "you can get *some* tank and be quick, or you can get a lot of tank and be slow--which do you choose?"
Seriously, though, no new skillbooks!
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Maximus Andendare
Future Corps Sleeper Social Club
77
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Posted - 2013.01.22 23:32:00 -
[7] - Quote
CCP Fozzie wrote:Addition of new skills and modules Many people have expressed objections to the addition of new skills and modules to the game rather than rolling all the changes into existing modules. I understand the feeling many people have that skills create a gap between older and new players, but that logic can be applied to any existing skills as well. Skill systems in games like Eve do provide a certain advantage gained over time, but the diminishing returns over levels helps to balance the playing field. I disagree that Armor Upgrades is any more a "must train skill" than any other support skill, and many players will find quickly training it to level 2-3 will get them most of the way to the bonus enjoyed by an older player at a far lower time commitment. Also note that half the plates are receiving mass reductions completely unconnected to the skill. I'm sorry but I have to disagree with you here, sir. Adding new skills to the game that would enrich it in some way would not be opposed, by many players, I'm sure.
But considering the skills that have been introduced (RAH skill) or proposed (Armor Upgrades), combined with the fact that it takes longer for T2 tanks for armor tankers is just bad form. Want to use a RAH effectively? Train a skill. Want to use a ASB more effectively? Equip it. Where is the skill that says "allows you to fit 5% more cap boosters into ASB/level"?? Why are new skills oriented toward armor tanks only? And why, sir, when it takes longer to achieve the same combat effectiveness anyway?? Shield tankers don't have to train TSM or SU to V first, like armor tankers have to train HU to V...in addition to the Armor Resist skills....
I'm all about tanking styles being separate. And I'm not calling for nerfs to shield tanks or new skills for that tanking style. Just stop ADDING new skills for armor tankers to have to learn to be competitive.
And your comment about "this is true of every other skill...", I call foul on. That statement would be true if EVE were a PVE game. But in the PVP game, you *have* to train those skills to keep up to be competitive. One *has* to train the sensor str skills to keep up parity with vets against ECM drones. And similarly, armor tankers, even new players, would have to train the AU skill to be as agile and quick as the vets.
Coming from a newer player standpoint, I don't have the luxury of stopping other skills to train up a new skill added as a whim. I'm not stopping Advanced Weapon Upgrades V or Capital Turret V...I'm having to stop XX Cruiser V or Medium Turret V. It's too much. Fill up the "top" of the game with new skill books. Implement a Capital Repair Efficiency Skill at 8x. Let the vets have fun with new, complex skills that affect their Caps. But ffs, leave the newbs alone....at least for a while. |

Maximus Andendare
Future Corps Sleeper Social Club
78
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Posted - 2013.01.23 01:29:00 -
[8] - Quote
Vess Starfire wrote:If fitting XLASB on Cyclone "is part of what makes Eve so great", make sure we can use XLAAR on Myrmidon!!
And if that will need fitting mods, find a way to let us split 6 lows between them plus armour tank PLUS damage mods.
Or is oversize mod fitting for shield only? Ding!...Sorry...You may not fit a LAR on your Myrm until you have 150% of its powergrid!
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Maximus Andendare
Future Corps Sleeper Social Club
83
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Posted - 2013.01.23 18:59:00 -
[9] - 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 for the update.
Is the AAR still going to be limited to one per ship? Does that make any sense, given that you can have as many ASBs as you want fitted, and armor tanking needs more rappers anyway? Surely it'd make more sense to limit the ASB to one per ship, and remove the one-per-ship restriction from the AAR, considering that shield boosters can always be fitted to improve the amount.
Also, I didn't see the line in your update where you said you're rolling the mass reductions into the plates baseline and removing another unnecessary burdensome skill for armor tankers. |

Maximus Andendare
Future Corps Sleeper Social Club
83
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Posted - 2013.01.23 21:43:00 -
[10] - Quote
Freighdee Katt wrote:CCP Fozzie wrote:Nikuno wrote: 1. Does it rep at the lower 3/4 level while it reloads or does it deactivate?
While reloading the module cannot cycle. Then it is completely useless. In order for this module to make sense at all, it needs to be able to run as a 3/4 normal rep all the time, with the burst on demand. You need to add a feature like I suggested a while back; a complement to the "heat" tab that lets us switch on the cap-burning burst mode at will. So you can load it up and use it as a weaker normal rep, and when you click the "overcharge" tab, then it starts burning the cap boosters and goes into 2.25x rep mode. When it's empty, it should reload while continuing to run as a normal repper. It is true that the module should be able to run when reloading, but I understand why it doesn't.
Actually, I don't mind there being a more "active" component to active repping, but if that more active mechanic is going to be attached to head, then I don't think that's reasonable to ask of armor tankers to always incur head damage. This adds yet more skills to train (more thermodynamics levels, nanite paste and use efficiency) that are often considered optional.
If the AAR is set up in a way that it will consume paste while being overheated for no heat damage, then I think that's an acceptable change to the module that makes it more interesting, encourages a different mechanic for armor, and skill keeps the heat level (and costs) under control. So, when you run out of paste in the module, the rack would begin to generate heat (and damage) normally.
The OH rig, then, would be more interesting, since the bonus would be applied during heat only, which its damaging aspect (to surrounding mods on the rack) would be mitigated due to paste being loaded. |
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Maximus Andendare
Future Corps Sleeper Social Club
85
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Posted - 2013.02.01 17:50:00 -
[11] - Quote
CCP Fozzie wrote:Just so you all know the Sisi update today put the AARs on the market and fixed all the outstanding defects and bugs we have had reported up to now.
Feel free to go play with them and continue to provide whatever feedback you have. So you're still going ahead with yet more skillbooks for armor tankers to be effective as well as two gimped Gallente BCs??
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