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Thread Statistics | Show CCP posts - 45 post(s) |
Recoil IV
Air The Unthinkables
84
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Posted - 2013.01.22 19:23:00 -
[451] - Quote
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. Note this is increasing the PG use of the reps by 10% (or 5% at Armor Rigging V) not decreasing the total PG of the ship.
why????fitting a active armour ship these days is hard enough.why the increasing pg usage?
+ the mass/agility/whatever wasnt the real issue with armour tank. ccp fails once again |
Gizznitt Malikite
Agony Unleashed Agony Empire
1723
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Posted - 2013.01.22 19:27:00 -
[452] - Quote
Little Dragon Khamez wrote: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.
CCP Frozzie... please consider the value of resist bonuses (Punisher) in comparison to Rep bonus.
A 5% Resist bonus is equivalent to a 7.5% Rep bonus... and the resist bonus is better at LvL 5 skills. A Resist bonus is also extremely relevant to buffer tanking and remote repairs, where a Rep bonus provides no benefit under these alternative tanking scenarios...
Please, maintain the "active tanking" niche the incursus has by keeping it's bonus above 7.5%... If a ship is going to be pigeonholed by bonuses into a certain type of tanking, let it be superior at that role!!!
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Recoil IV
Air The Unthinkables
84
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Posted - 2013.01.22 19:35:00 -
[453] - Quote
Gizznitt Malikite wrote:Little Dragon Khamez wrote: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. CCP Frozzie... please consider the value of resist bonuses (Punisher) in comparison to Rep bonus. A 5% Resist bonus is equivalent to a 7.5% Rep bonus... and the resist bonus is better at LvL 5 skills. A Resist bonus is also extremely relevant to buffer tanking and remote repairs, where a Rep bonus provides no benefit under these alternative tanking scenarios... Please, maintain the "active tanking" niche the incursus has by keeping it's bonus above 7.5%... If a ship is going to be pigeonholed by bonuses into a certain type of tanking, let it be superior at that role!!!
in my opinion.all armour active ships at least 10% to armor bonus boost /level.
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Weasel Leblanc
Center for Advanced Studies Gallente Federation
2
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Posted - 2013.01.22 19:42:00 -
[454] - Quote
So I just looked at the Reactive Armor Hardener again, and I think I see why it's not a Massive Game Changer For Armor Tanks.
It's... well... ****. The Reactive Armor Hardener is a trash module.
Compared to an Adaptive Invulnerability Field (just the Tech I version, I'm not even getting into the T2 Invuln and lack of a T2 RAH), the RAH costs even more per second, is notably less useful before it's done editing itself (like, for instance, when you're eating alpha in a fleet situation), and - here's the great part - can be fooled into editing itself very, VERY poorly if the incoming damage types are varied and/or lopsided. For example, if confronted by an arty/AC pilot loading Fusion, it will send fully half of its resist bonus to Kinetic instead of Explosive, even though Explosive is 83% of the incoming damage. Move up to a situation where you have three incoming damage types - from, say, a Vexor/Algos/laser-Dragoon/insert-other-drone-boat-here launching Warriors, or having more than one reasonably intelligent player shooting at you - and not only are the resists split entirely wrong, but they're also lower on all fronts than what an Invuln would provide to a shield tanker. If you have all four damage types incoming thanks to being in a fleet situation, congratulations, you're paying 4.2 gJ per second for a tech I EANM that will stop working when you cap out.
Meanwhile, unless you're in the RAH's specific "I'm useful now!" niche situations of single-typed incoming damage or exactly two evenly split incoming types, your shield-tanked buddy is laughing at you because his invuln is giving him more resists for less cap, and has been doing so for the whole gorram fight. In fact, if he has a T2 invuln, he'll also be laughing at you in the situation with two evenly split incoming types, because he'll be getting the same end-result resists for slightly less cap.
Oh, and that cap drain I mentioned? It gets WORSE when you train Armor Resistance Phasing. -10% cycle time per level and -5% cap use per level add up to higher cap use per second - an extra 5.6% at level 1, 12.5% at level 2, 21.4% at level 3, 33% more at level 4, and a whopping 50% more at level 5. The skill is a trap option for PvE players, and still pretty damn questionable for PvPers given the aforementioned failure at adapting to lopsided incoming damage.
So, Fozzie, how about buffing the RAH? There are probably a million ways to do this - even my feeble imagination can think of: -Raising the RAH's base resist bonuses while capping the maximum in any one resist at the current maximum value, so that it becomes useful in more situations without becoming outright broken in the niche situations it currently needs to be any good, -Making the RAH edit resists more intelligently, -Doing something about the cap use issues (including the Armor Resistance Phasing problem I mentioned above), and/or -Making a Tech 2 version already. |
Jerick Ludhowe
Crimson HellHounds Drunk3n H00ligans
373
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Posted - 2013.01.22 19:43:00 -
[455] - Quote
Commander Ted wrote:Nikuno wrote: Any change that prevents the standard and absolutely necessary dual lar fit for missioning is going to create a massive outcry of rage not heard since the Jita riots.
No its not. Get a 3% pg implant they are very cheap.
Which takes place of a rep implant, you fail.
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Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
490
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Posted - 2013.01.22 19:43:00 -
[456] - Quote
How much SiSi work/testing are you willing to do Fozzie?
Don't think the AAR will work due to hull rep bonuses, exact same thing as we see with regards to shields/ASB so no reason to believe it will play out differently .. neuting will only get you so far when all the rep bonus ships have spare mids for injectors.
But I like the idea of the heating rig. Dangerously close to the "busting by way of heat" brainfart I have been wafting around the past couple of years, albeit my suggestion was to tweak the heat performance of the reppers themselves.
Could/Would you throw the overheating rig in original form and an enhanced form onto SiSi (ie. just the rigs, toss the AAR) .. I have a suspicion they will take us almost all the way home with possible tweaks to cycle times needed on MAR/LAR only for a homerun. |
Liang Nuren
Heretic Army Heretic Nation
2801
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Posted - 2013.01.22 19:48:00 -
[457] - 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
Twitter: http://twitter.com/LiangNuren
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Jerick Ludhowe
Crimson HellHounds Drunk3n H00ligans
374
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Posted - 2013.01.22 19:50:00 -
[458] - Quote
Liang Nuren wrote: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.
I strongly support this change however I think it needs to apply to ALL tanking links, obviously including shield and skirmish sig reduction.
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Jezza McWaffle
EVOL Command
2
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Posted - 2013.01.22 19:57:00 -
[459] - Quote
Regardless of the new skill to reduce the affect plates have on your speed armor is still going to be slower than shield right? And now because of the way the rigs are changed so that instead of reducing top speed they increase power grid of reps your just making armor repping harder!
In my opinion amour tanking should be like a Nokia, its a brick and it wants to stay a brick. Shields are like smartphones, if you drop it then goodbye. Aka shields should be quicker but harder to fit and armor slower but easier to fit. Armor fits are already hard enough to fit with cpu and pg issues.
Also I doubt taking the incursus down from 10% - 7.5% is going to make any difference. I use a Punisher to go after them and its hard enough without the nerf to pg!
/rant over
PS. I love the AAR |
Gizznitt Malikite
Agony Unleashed Agony Empire
1724
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Posted - 2013.01.22 19:59:00 -
[460] - Quote
I think there is a lot of inappropriate hate in this thread....
1.) I like the changes to the armor rigs... increasing the PG need of Armor Reppers is a much more PvP friendly drawback than the loss of speed!!!!!!! I also think that leaving the speed penalty to trimarks is a good thing given the significance of their bonuses. -- However, what about Remote Repair Augmentors... Any thoughts on changing their penalties?
2.) The Plate Mass reduction and skill to reduce plate mass are both nice....
3.) The AAR is interesting... --- I foresee this common use in active armor tanked tackler, that burst tank for the 30 seconds it takes to kill drones, and then can survive on a reduced tank by mitigating turret and missile damage from M/L weapons... --- I'm not sure I foresee their use in terms of hyperions or myrms soloing small groups of people, as those fights last long enough that 30 seconds of "super-repping" isn't worth the minute of no reps or the greatly diminished reps thereafter...
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Gabriel Karade
Noir. Black Legion.
22
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Posted - 2013.01.22 19:59:00 -
[461] - Quote
Sinzor Aumer wrote: It also breaks metagame. Armor reps are never supposed to be burst-tanking. Also, you substitute armor tanking with cargohold tanking, which makes me sick. Not that I'm really a role-player, but that is a kind of tanking I'll never use, for ideological reasons.
Says whom? You?
Putting on an 'RP'-type hat for now, 'armour tanking' in Eve, from a logical perspective, is simply ******** - why the hell would I allow incoming warheads/projectiles/beams to get anywhere near my ships hull and armour when I have a perfectly good 'magical' shield system that I can reinforce? And don't get me started on 'nanobots' for repairing massively thick sections of armour plate...
TL(CBA to read all thread):
More nerd rage posts over balance changes that are not even on Sisi yet - seen it all before, will see it all again I'm sure - carry on with the good work Fozzie
Gallente MkII: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1227770
War Machine: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=386293 |
ghost st
The Scope Gallente Federation
10
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Posted - 2013.01.22 20:02:00 -
[462] - Quote
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.
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Liang Nuren
Heretic Army Heretic Nation
2803
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Posted - 2013.01.22 20:06:00 -
[463] - 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
Twitter: http://twitter.com/LiangNuren
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Zyella Stormborn
Green Seekers
613
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Posted - 2013.01.22 20:15:00 -
[464] - Quote
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. ;) There is a special Hell for people like that, Right next to child molestors, and people that talk in the theater. ~Firefly |
Celly Smunt
Viziam Amarr Empire
65
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Posted - 2013.01.22 20:15:00 -
[465] - Quote
Atomic Option wrote: Do you feel that armor tanking in PVE is currently balanced vs shield tanking, or are you hoping to do some follow up to balance armor tanking more generally at some point?
haven't read to the end of the thread yet, but...
I would be curious about that too..
Golem: Shield tank w/one deadspace XL-SB = 1394.3 rep in 4 secs (33.xxx base hp in station) vs Paladin: Armor tank w/two deadspace L-AR = 2288 rep in 11.3 secs (46.xxx base hp in station)
While these modules are both clearly not the most uber ones in existence, the disparity between cycle times (even with fleet boosts) clearly give the shields a decided advantage even when factoring in the added base hp of the armor ship
1394.3 x 3 = 4182.9 every 12 secs
12.0 divided by 11.3 = 1.061946902654867 x 2288.0 = 2429.734513274336 rep every 12 secs
with fleet boosts configured for each type of ship the cycle times drop to 3.2 secs and 7.XX(i forget the exact figure at the moment) secs respectively.
I also read 2 other posts, one mentioning (also) the fact that shield tankers have a decided advantage and a very good post regarding how resists are of more benefit to armor ships in buffer and remote repair situations.
o/ Celly
Don't mistake fact for arrogance, supposition for fact, or disagreement for dismissal. Perception is unique in that it can be shared or be singular. Run with the pack if you wish, but think for yourself. A sandwich can be a great motivator. |
Little Dragon Khamez
Guardians of the Underworld
43
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Posted - 2013.01.22 20:26:00 -
[466] - 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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ghost st
The Scope Gallente Federation
10
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Posted - 2013.01.22 20:26:00 -
[467] - Quote
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. |
Gizznitt Malikite
Agony Unleashed Agony Empire
1724
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Posted - 2013.01.22 20:26:00 -
[468] - Quote
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! |
Eternal Error
Immortalis Inc. Shadow Cartel
304
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Posted - 2013.01.22 20:31:00 -
[469] - 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.
The issue is speed. |
Omnathious Deninard
Extrinsic Operations
453
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Posted - 2013.01.22 20:32:00 -
[470] - 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.
ChanceToHit = 0.5 ^ ((((Transversal speed/(Range to target * Turret Tracking))*(Turret Signature Resolution / Target Signature Radius))^2) + ((max(0, Range To Target - Turret Optimal Range))/Turret Falloff)^2)
Pretty sure that the ships signature radius has an effect on tracking. Ideas For Drone Improvement Updated 11/30/12Catastrophic Uprising is Recruiting |
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Jerick Ludhowe
Crimson HellHounds Drunk3n H00ligans
374
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Posted - 2013.01.22 20:33:00 -
[471] - Quote
Gizznitt Malikite wrote:
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!
In before "our terrible ui prevents simplistic mechanics like this"
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Gizznitt Malikite
Agony Unleashed Agony Empire
1724
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Posted - 2013.01.22 20:33:00 -
[472] - 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.
huh??
The turret "chance to hit" is based on ship orbit speed vs gun tracking AND target sig size vs gun sig size... Believe it or not, when the sig of the target is great than the sig of the gun, increases in sig size inhibit a target's ability to avoid damage by out-racing your gun's tracking. |
Liang Nuren
Heretic Army Heretic Nation
2808
|
Posted - 2013.01.22 20:55:00 -
[473] - 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 -
[474] - 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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Shpenat
Pafos Technologies
34
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Posted - 2013.01.22 21:09:00 -
[475] - Quote
Liang Nuren wrote:
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
Yeah. That sound quite reasonable. Also moving some part of links to the modules itself. But I doubt it is viable. |
Nagarythe Tinurandir
Tormented of Destiny Zombie Ninja Space Bears
92
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Posted - 2013.01.22 21:42:00 -
[476] - Quote
maybe i have a way to simplistic point of view,
but why not simply reduce the PG needed for medium and large armor reppers and keep the proposed changes for the active armor rigs? this way ships fitting for active armor have more PG to fit larger weapons, as they miss the slots to fit dmg-mods. newPG need of reppers plus rigs should settle around the PG needed atm the moment, i guess.
then ditch the the AAR and apply it's mechanic (with tweaked numbers and boost upfront the cycle) to the ASBs. Limit to one per ship. it should get a noticable longer cycle time so normal shield boosters would have the incentive of a "quick" fix while the newASB is more like a panic button with a huge but more scarcely boost. so newASB providing a different flavour instead of beeing the same but with less requirements.
change the penalty of passive armor rigs directly to agility (and maybe tweak the numbers). this way (buffer)armor ships still would be as graceful as an elephant and still be very cumbersome to fly, but the speed would only be reduced by the plates (which is quite extensively already). this way manual piloting would be a bigger factor in fights between armor and shield tanked ships. a charging bull comes into mind ^^ |
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CCP Fozzie
C C P C C P Alliance
3554
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Posted - 2013.01.22 21:59:00 -
[477] - Quote
Ok I'm going to respond to some themes from the thread so far.
Firstly I want to assure everyone that whatever we end up releasing in 1.1 will not be the end of the line. We'll be continuing to iterate on tanking in many different ways from patch to patch.
Also yesterday I was overly curt and snarky with some of my replies, I apologize for that as it made our communication more difficult instead of easier.
Resist Bonus vs Rep Bonus There's a couple issues here that I'd like to address. I completely understand that resist bonuses are stronger than active tanking bonuses. Resist bonuses are just about the most powerful bonus we ever give T1 ships in fact. That being said ship balance can incorporate bonuses of varying degrees of power as long as the complete ships end up in the right place. The desire to move rep bonuses back to 7.5% comes from the desire to ensure that active tanking is at least somewhat viable on non-bonused hulls. I would rather see active tanking mods and effects balanced to the point where 7.5% bonuses are enough than rely on the bonuses entirely and essentially disallow active tanking elsewhere. In addition, my comment about the power level of active bonuses applying to remote reps was both unclear and exaggerated which was a mistake on my part. I have absolutely no desire to increase the effectiveness of T2 Logistics ships in fleets beyond their current state, or to push fleet warfare further in the direction of alpha being the only resort for breaking reps. Filling in the lower-end with less powerful repping ships that provide an upgrade path is another story, but I don't want to move beyond the current maximum. The extension of active rep bonuses to remote reps is something I feel would take fleets in the wrong direction, and if anything I am investigating ways to make resist bonuses a bit less powerful in those environments.
Differences between Shield and Armor tanking as a whole There has been a lot of discussion around the major differences between shield and armor tanking. The use of lowslots vs midslots, reps hitting at the start vs end of cycle, sig vs mass, crystals and slaves are some of the splits that separate armor and shield tanking and that can seriously complicate balancing. I am of the opinion that as much as possible the armor and shield tanking need to stay distinct, but this does not mean there are not areas where changes must happen. The gap between low and midslot tanking is affected by the balance between low and midslot modules such as for instance the TE and TCs. The rep at the start of the cycle is a major advantage for shield tanks that needs to be countered by corresponding advantages for armor tanks and armor tanking ships. Both signature and speed play major roles in the tracking formula, but the ability for the faster ship to dictate range, control the engagement and manipulate transversal more effectively make speed the much more important attribute overall. Getting signature where it needs to be in more situations is a longstanding desire of mine that is going to take time. These changes as proposed do not get us all the way there, will likely require changes before release and even then will only be one step forward that must be followed up on later.
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. As for the new module and rig, I agree that in general having fewer modules/ships/features that all work is better than having many that don't. However we feel that these additions open up useful design space by allowing the tanking mechanics to be influenced in different ways. As flawed as it was in many ways I do think the ASB provided a useful service by adding a new line of burst-oriented tanking modules that can be balanced in their own way. Modules built towards burst tanking will be definition overshadow other tanking types in many pvp scenarios, but I don't think that is necessarily a bad thing as long as sustained tanking systems have their own effective uses in the game. The AAR is a unique mechanic that fills the same general game niche as the ASB while remaining quite different in operation and gameplay. It does put more pressure on cargoholds, however keep in mind that an AAR goes through cap boosters much much slower than an ASB. Heat is a mechanic that I think has been underutilized over the years by CCP, but I don't want to rely on it as the only method of burst tanking.
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.
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.
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.
The overheat... Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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Mag's
the united Negative Ten.
13749
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Posted - 2013.01.22 22:02:00 -
[478] - Quote
I really don't like these changes ag all now. At first view they looked fine, but pg, cap use and that resists will still be better overall makes me sad.
Can we have nanite paste as fuel, instead of boosters? It would at least add flavour.
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |
Jerick Ludhowe
Crimson HellHounds Drunk3n H00ligans
375
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Posted - 2013.01.22 22:12:00 -
[479] - Quote
"As flawed as it was in many ways I do think the ASB provided a useful service by adding a new line of burst-oriented tanking modules that can be balanced in their own way."
Sorry fozzie, but the only service it provided was to completely turn the current balance of the game upside down... ASBs have honestly done nothing positive for the game other than making omg bbq setups that even further break the disparity between pilots with links and not. Also, no one really uses normal shield boosters for pvp anymore....
ASB was a mistake from day one, if you and the rest of your team have trouble understanding this it's because you're simply sticking your head in the sand and ignoring any kind of reason.
There is no reason to add "a new flavor to armor tanking" when the current flavor is broken at it's core. Go and fix broken stuff before you do something silly like adding new overpowered t1 only bandaid crap.
"The extension of active rep bonuses to remote reps is something I feel would take fleets in the wrong direction, and if anything I am investigating ways to make resist bonuses a bit less powerful in those environments."
The solution is to either un gimp other tanking bonuses, or simply nerf the extremely overpowered resistance bonus... There is a reason resistance bonus ships have been the mainstay in fleets in the past and will be for the foreseeable future... |
Mizhir
Red Federation RvB - RED Federation
3041
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Posted - 2013.01.22 22:13:00 -
[480] - Quote
CCP Fozzie wrote: Resist Bonus vs Rep Bonus There's a couple issues here that I'd like to address. I completely understand that resist bonuses are stronger than active tanking bonuses. Resist bonuses are just about the most powerful bonus we ever give T1 ships in fact. That being said ship balance can incorporate bonuses of varying degrees of power as long as the complete ships end up in the right place. The desire to move rep bonuses back to 7.5% comes from the desire to ensure that active tanking is at least somewhat viable on non-bonused hulls. I would rather see active tanking mods and effects balanced to the point where 7.5% bonuses are enough than rely on the bonuses entirely and essentially disallow active tanking elsewhere. In addition, my comment about the power level of active bonuses applying to remote reps was both unclear and exaggerated which was a mistake on my part. I have absolutely no desire to increase the effectiveness of T2 Logistics ships in fleets beyond their current state, or to push fleet warfare further in the direction of alpha being the only resort for breaking reps. Filling in the lower-end with less powerful repping ships that provide an upgrade path is another story, but I don't want to move beyond the current maximum. The extension of active rep bonuses to remote reps is something I feel would take fleets in the wrong direction, and if anything I am investigating ways to make resist bonuses a bit less powerful in those environments.
What about chaning resist bonus into buffer bonus and then changing the repair bonus down to 5% per lvl while adjusting nonbonused reps?
CCP Fozzie wrote: 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.
Useless penalties is one thing. But what about penalties that effect shield and armor tanked ships differently? The armor loss on speedrigs is nothing for shield ships but painful for armor ships. Alice Saki for CSM! |
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