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Author |
Thread Statistics | Show CCP posts - 24 post(s) |

Haifisch Zahne
Hraka Manufacture GmbH
195
|
Posted - 2013.02.18 16:20:00 -
[211] - Quote
Sorry, I am still not clear on this "If you could fly it before" business. Yes, I know it is not part of this patch.
So, is it that I must be able to get into and fly the **ship** before the changes. Then, I can still fly it after even if I don't have the prerequisites anymore?
Or, is it that after the changes, if I have a **skill**, I will keep the skill.
The difference is important when it comes to say, Command Ships. There is currently no racial Command Ships skill. (And Please Let There Never Be For Each Specialized Ship, Like Was Wrongly Done With Destroyers And Battlecruisers.)
So, if I have the **skill** Command Ships, but not Caldari Cruiser V before the changes, would I be able to train Caldari Cruisers V after the changes and get into a Nighthawk, for example? Or, am I somehow automagically locked out until I meet all the new prerequisites?
Also, it has been said that one will be able to continue training skills after the changes even if one doesn't have all the prerequisites. But, what if the skill is only injected and not trained? What if the skill is lost due to pod killing without insurance? Is it injected and still trainable even if at level "0"? |

Dersen Lowery
Laurentson INC StructureDamage
424
|
Posted - 2013.02.18 16:44:00 -
[212] - Quote
Haifisch Zahne wrote:Sorry, I am still not clear on this "If you could fly it before" business. Yes, I know it is not part of this patch.
So, is it that I must be able to get into and fly the **ship** before the changes. Then, I can still fly it after even if I don't have the prerequisites anymore?
Yes.
If you have Command Ships trained before the patch, you will be able to fly (and now, train) Command Ships after the patch. Prerequisites will only count when you try to inject the skill. Malcanis for CSM 8 |

DarthNefarius
Minmatar Heavy Industries
616
|
Posted - 2013.02.18 21:34:00 -
[213] - Quote
Patch notes wrote: GÇóPowergrid use of all Large Armor Repairer modules has been decreased by 10%. GÇóPowergrid use of all Medium Armor Repairer modules has been decreased by 20%.
Does this all prefix mean REMOTE Large repairers too  Ripard Teg-á for CSM 8 |

Mund Richard
331
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Posted - 2013.02.18 21:47:00 -
[214] - Quote
DarthNefarius wrote:Patch notes wrote: GÇóPowergrid use of all Large Armor Repairer modules has been decreased by 10%. GÇóPowergrid use of all Medium Armor Repairer modules has been decreased by 20%.
Does this all prefix mean REMOTE Large repairers too  Log on the test server and see?
But fairly sure I recall it being only local rep, just how rigs were only swapping drawbacks for local active tank. >> "We want PvE activities to require active participation and mirror PvP more closely." Including NPC EWAR getting the stacking penalty? Would be awesome to have a cap on how far they can reduce my lock range (not 10km from 100 in a BS) or optimal+falloff with TD. |

Haifisch Zahne
Hraka Manufacture GmbH
195
|
Posted - 2013.02.18 22:46:00 -
[215] - Quote
Please continue reading my original post. You missed the whole point.
Dersen Lowery wrote:Haifisch Zahne wrote:Sorry, I am still not clear on this "If you could fly it before" business. Yes, I know it is not part of this patch.
So, is it that I must be able to get into and fly the **ship** before the changes. Then, I can still fly it after even if I don't have the prerequisites anymore? Yes. If you have Command Ships trained before the patch, you will be able to fly (and now, train) Command Ships after the patch. Prerequisites will only count when you try to inject the skill.
|

Tyberius Franklin
Federal Navy Academy Gallente Federation
620
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Posted - 2013.02.18 23:10:00 -
[216] - Quote
Haifisch Zahne wrote:Please continue reading my original post. You missed the whole point. Looking at the rest of your post:
Haifisch Zahne wrote: Or, is it that after the changes, if I have a **skill**, I will keep the skill.
The difference is important when it comes to say, Command Ships. There is currently no racial Command Ships skill. (And Please Let There Never Be For Each Specialized Ship, Like Was Wrongly Done With Destroyers And Battlecruisers.)
They have said they have no intention of splitting the T2 skills, so not looking at that possibility at least for a while. Going to disagree here about the BC and dessy changes being wrong as they are not specializations, but entirely different hulls with uniqueness enough to be in their own class, but moving on:
Haifisch Zahne wrote: So, if I have the **skill** Command Ships, but not Caldari Cruiser V before the changes, would I be able to train Caldari Cruisers V after the changes and get into a Nighthawk, for example? Or, am I somehow automagically locked out until I meet all the new prerequisites?
If I had to venture a guess based upon the rules of this change as presented thus far, cruiser V is no longer relevant after the change, that we know. Since it isn't relevant later and doesn't keep you from injecting command ships now you could possibly bypass both the cruiser and new leadership prerequisites in theory.
Haifisch Zahne wrote: Also, it has been said that one will be able to continue training skills after the changes even if one doesn't have all the prerequisites. But, what if the skill is only injected and not trained? What if the skill is lost due to pod killing without insurance? Is it injected and still trainable even if at level "0"?
I think you stated the answer to this question in your post: " it has been said that one will be able to continue training skills after the changes even if one doesn't have all the prerequisites." Not sure why this would matter when training from 0-1 or 1-whatever, but even then since higher ranked and leveled skills are prioritized for SP loss upon podding with an insufficient clone it's more likely you would loose your racial BC V (and probably most of your other skills) long before command ships 1, making it a bit of a non issue. |

Amber Solaire
Imperial Academy Amarr Empire
16
|
Posted - 2013.02.18 23:59:00 -
[217] - Quote
The Drake missile bonus for Kinetic is nice, but it nerfs other missile types, as now one less launcher
Fix that
Drake should get a small bonus for other damage types at least |

Wacktopia
Noir. Black Legion.
465
|
Posted - 2013.02.19 01:34:00 -
[218] - Quote
Keep nerfing that drake. Or buff the rest. Fed up of drakes.
Either that or make medium hybrids have some kind of buff on BC hulls. Medium hybrids are ok on cruisers but they just suck so much ass on BCs compared to the alternatives.
The bottom line is that now I have one of those annoying signatures. |

Ziranda Hakuli
Brutor Tribe Minmatar Republic
145
|
Posted - 2013.02.19 08:30:00 -
[219] - Quote
I like many of the changes. Some not so much.
But one thing i like to point out that the Ancillary Armor Repairer uses Nanite Paste. you do realize that this stuff is quite expensive by far more then cap charges that Ancillary shield Booster uses.
I feel that the armor pilots will look at it. play with the new shiny. realize they are better off with the regular armor repper. Nanite paste runs around 34k give or take. cap charges for a 400 is roughly 4.5k give or take.
Armor tank pilots have had rough for years and looking at the changes i rather keep some of the old and pick from the new what i want. Guess i have to see what really hits in this patch.
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Urgg Boolean
Center for Advanced Studies Gallente Federation
340
|
Posted - 2013.02.19 15:05:00 -
[220] - Quote
Warde Guildencrantz wrote:Captain Africa wrote:
... stuff ... , there will never be cases where veteran players can have more slots on their ship than noobs, the gap would be too high for fairness in PvP.
... more stuff ...
I do agree that extra slots for vets is absurd. However:
This line of logic defies the EvE philosophy :: if you are in a fair fight, you are doing it wrong :: HTFU or GTFO ...
It has never been about fairness. As long as I have played EvE, it has been about ROFLSTOMPing your enemies with superior numbers. To use "fairness" as a justification for anything seems off base. Or maybe I missed your point... |

Urgg Boolean
Center for Advanced Studies Gallente Federation
340
|
Posted - 2013.02.19 15:41:00 -
[221] - Quote
CCP Fozzie wrote:Warde Guildencrantz wrote:CCP Seagull wrote:CCP Fozzie wrote:Ranger 1 wrote:Thanks for all the hard work Fozzie.
It was probably wise to emphasize that there will definitely be further balancing passes based on feedback and need. Not that I think much will be needed (if any) but that should calm down the crowd that likes to panic based on theorycrafting untl they actually have a chance to use these things live. I'd like to eventually reach the point where everyone just assumes that we'll keep iterating as needed, but I know that kind of trust takes time to build. I'd just like to confirm that the ship balancing effort is a fully supported long term project that I see as core to developing and caring for our game. Fozzie mentioned tech 2 and 3 ships in the pipeline as well as capitals. What are the plans for faction boats? I know you've said that some are already fairly balanced, but what about ships like: -scythe fleet issue -osprey navy issue -augoror navy issue -exquror navy issue -worm -succubus -gila -caracal navy issue -vexor navy issue -stabber fleet issue (great ship but it's supposed to have similar/better speed to a normal stabber, which is currently not the case) -hookbill -comet -slicer -firetail that have been left a bit behind in the balancing updates (navy cruisers are pretty lacking in velocity in comparison to the T1 counterparts) Faction ships are definitely part of the plan. The reason I didn't mention them alongside the T2, T3 and Caps is that Faction ships have tiers, and therefore fall under "Tiericide".
This scares me because I have invested heavily in Faction and Pirate BSs. The costs overall, and the dual Racial skills needed for pirate boats justifies the tiered nature. If you guys nerf the crap out of Navy and Pirate BSs to make them different flavors of wimpy T1 boats, then I for one will be very unhappy. I didn't train dual racial BS trees just to get an alternate version of T1 capabillity. I pay the large price tags and spent the time to get the advantage of boats with overall superiority to plain old T1.
If this has already been commented on, my apologies. If not, can we get a glimpse of the tiericidal palns ? |
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CCP Fozzie
C C P C C P Alliance
4184

|
Posted - 2013.02.19 15:43:00 -
[222] - Quote
Urgg Boolean wrote:CCP Fozzie wrote:Warde Guildencrantz wrote:CCP Seagull wrote:CCP Fozzie wrote:Ranger 1 wrote:Thanks for all the hard work Fozzie.
It was probably wise to emphasize that there will definitely be further balancing passes based on feedback and need. Not that I think much will be needed (if any) but that should calm down the crowd that likes to panic based on theorycrafting untl they actually have a chance to use these things live. I'd like to eventually reach the point where everyone just assumes that we'll keep iterating as needed, but I know that kind of trust takes time to build. I'd just like to confirm that the ship balancing effort is a fully supported long term project that I see as core to developing and caring for our game. Fozzie mentioned tech 2 and 3 ships in the pipeline as well as capitals. What are the plans for faction boats? I know you've said that some are already fairly balanced, but what about ships like: -scythe fleet issue -osprey navy issue -augoror navy issue -exquror navy issue -worm -succubus -gila -caracal navy issue -vexor navy issue -stabber fleet issue (great ship but it's supposed to have similar/better speed to a normal stabber, which is currently not the case) -hookbill -comet -slicer -firetail that have been left a bit behind in the balancing updates (navy cruisers are pretty lacking in velocity in comparison to the T1 counterparts) Faction ships are definitely part of the plan. The reason I didn't mention them alongside the T2, T3 and Caps is that Faction ships have tiers, and therefore fall under "Tiericide". This scares me because I have invested heavily in Faction and Pirate BSs. The costs overall, and the dual Racial skills needed for pirate boats justifies the tiered nature. If you guys nerf the crap out of Navy and Pirate BSs to make them different flavors of wimpy T1 boats, then I for one will be very unhappy. I didn't train dual racial BS trees just to get an alternate version of T1 capabillity. If this has already been commented on, my apologies. If not, can we get a glimpse of the tiericidal palns ?
Pirate BS are not a tier of T1 BS. When I say faction ships have tiers I mean ships like the Armageddon Navy Issue and Apocalypse Navy Issue, which are two tiers of navy faction BS. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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Backfyre
Imperial Academy Amarr Empire
41
|
Posted - 2013.02.19 18:22:00 -
[223] - Quote
Mostly just scanned the dev responses and did not see a couple issues addressed:
1. At 34k each repair paste, it will cost a player about 275k ISK for each cycle of the AAR. Did CCP even consider that?
2. Remote armor reps are still way out of balance with remote shied in terms of fitting. You can EASILY slap a large S95a shield transporter on a tengu or BC. Try doing that with a large remote armor repper and a proteus. There is still a fundamental imbalance between armor and shield tanking that is not addressed by any of the changes. 10% power grid reduction for large armor reppers does help, but it still is way out of line compared to shield modules.
I'm still digesting all this as I feel like either CCP just does not "get it" or I am missing something. |

Crexa
Ion Industrials
26
|
Posted - 2013.02.19 19:45:00 -
[224] - Quote
Congratulations! You just turned the Prophecy from the least flown BC into... the least flown BC.
Sorry guys but you got to get a bit more creative on roles for theses ships if your going to even bother. If I am flying a drone boat its one of 4 Myrm, Domi, Gila or Rattle.
Why not look at some of the mods in existence that are specialty mods ie. smarties. How about a boat that doubles the range and reduces cap use of smarties.
Not that this is a fantastic idea or anything, its just not a copy/paste from another class of ship. This goes for all the changes you have implemented and proposed to date. "...its breakfast time and i am very hungry. may i have some of your paint chips?" |

tom trade valine
DOCS RUFF RIDERS SPIAS LIKE US
3
|
Posted - 2013.02.19 21:41:00 -
[225] - Quote
Sorry but i have both a drake a hurrican that i have to refit and now see less damage from both and no extras likw with the drake less ammo needed, CCP why do you listen to the ones that complaine so much and nerf everything in here. I have a idea for you next nerf just make it where we all get 1 weapon that always dose the same damage no matter what that way no one is able to get a stonger shot the someone else. All these nerfs ruin games and you keep damageing yours. you would ahve more players if you didnt keep going like you ahve been. If someone dosent like aother ship the dont fly it or learn to fight it better and get the skills up |

Kill4Jesse J
Meltem Down Mining Corp.
0
|
Posted - 2013.02.20 03:44:00 -
[226] - Quote
Yea got to agree with most in here they just screwed up a couple good ships, If your goin to balance and make all the Bc's even, why even have different races, You should make us all the same race we could all fly the same ships and do the same damage, Never fails in any game you get people complaining about a couple things that they dont even fly bet they wasn,t even close to haveing the proper skill sets to fly what they was complaining about, ITs not fair my caracal can't beat the drake it needs a nerf. LOL and what does CCP do they listen to them, They was all fine the way they was. Why is it there's always someone in the company that has to screw it up for everyone else, Is there a corp given you a kick back some where??? What an epic waste of my time, they not even worth buiding and puting on the market now, Good job guys
Seriously thinkin of not reactivating my accounts now, not worth playin.
Thumbs down on this patch |

Space Junk1
Thiaoloi Mavroi
0
|
Posted - 2013.02.20 07:32:00 -
[227] - Quote
Congratulations for turning Battlecruisers into "Heavy Cruisers". I see little to no reason to fly the more expensive "heavy cruisers" instead of Cruisers anymore. You could left the battlecruisers as they was and buff the less used/unbalanced ones. |

MainDrain
7th Deepari Defence Armada
147
|
Posted - 2013.02.20 08:28:00 -
[228] - Quote
Crexa wrote:Congratulations! You just turned the Prophecy from the least flown BC into... the least flown BC.
Sorry guys but you got to get a bit more creative on roles for these ships if your going to even bother. If I am flying a drone boat its one of 4 Myrm, Domi, Gila or Rattle.
Why not look at some of the mods in existence that are specialty mods ie. smarties. How about a boat that doubles the range and reduces cap use of smarties.
Not that this is a fantastic idea or anything, its just not a copy/paste from another class of ship. This goes for all the changes you have implemented and proposed to date.
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Yankunytjatjara
Blue Republic RvB - BLUE Republic
47
|
Posted - 2013.02.24 12:01:00 -
[229] - Quote
Callduron wrote:Yankunytjatjara wrote:Concerning iteration, I was wondering if the rifter is considered balanced now. I have a sensation that the minmatar workhorse became quite outdated after the introduction of the slasher. Obviously, I am biased, as good old CCP Diagoras made clear: http://twitter.com/CCP_Diagoras/status/185397710394900480Still... Why would anyone choose it over the faster slasher? The only advantage seems to be the possibility to add a rocket launcher... How about replacing the tracking bonus with a RoF bonus, making it a smaller version of the ruppie? Rifter has higher base shields and armour and gets an extra low rather than a mid. Try an AAR Rifter against other people's Slashers next week, it should take them in a straight brawl.
That's not enough as proven by the dramatic decline in its use. The rifter is simply outdated nowadays. tactical overview option for solo/small gangs: Ship Velocity Vectors - https://forums.eveonline.com/default.aspx?g=posts&m=599319 |
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