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CCP Dolan
C C P C C P Alliance
263

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Posted - 2013.02.14 16:35:00 -
[1] - Quote
Our latest Dev Blog on Ship Balancing in Retribution 1.1 can be found here
Read what's going to be happening to Battlecruisers, Armor Tanking, Black Ops Battleships, and more courtesy of everyone's favorite game designer and Canadian lumberjack CCP Fozzie. CCP Dolan | Community Representative
Twitter: @CCPDolan
Gooby pls |
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Efraya
DEEP-SPACE CO-OP LTD Exhale.
185
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Posted - 2013.02.14 16:37:00 -
[2] - Quote
In on the ground floor, excellent stuff!
WSpace; Best space. |

Bagehi
Kaesong Kosmonauts Test Alliance Please Ignore
145
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Posted - 2013.02.14 16:38:00 -
[3] - Quote
Happy Valentine's Day to you Fozzie! Where do we send the chocolates for all these ship balance changes? |
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CCP Fozzie
C C P C C P Alliance
3993

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Posted - 2013.02.14 16:38:00 -
[4] - Quote
Third!
This information contained in this blog has already all been available in the Features and Ideas section of the forum. If you want to get the earliest look at upcoming balance changes and have a hand in shaping our designs, check over there for new stickies from time to time and give us you feedback, I'd appreciate it. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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CCP Complex
C C P C C P Alliance
100

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Posted - 2013.02.14 16:40:00 -
[5] - Quote
Bagehi wrote:Happy Valentine's Day to you Fozzie! Where do we send the chocolates for all these ship balance changes?
Just put them on my desk.
I will take care of them. CCP Complex-á|| -áEVE Marketing Team-á|| Capture Artist-á|| @CCP_Complex |
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Bubanni
ElitistOps Pandemic Legion
675
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Posted - 2013.02.14 16:46:00 -
[6] - Quote
love you Fozzie <3 happy valentines day! Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759
Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |

tgl3
Wormhole Engineers Greater Realms
280
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Posted - 2013.02.14 16:54:00 -
[7] - Quote
Nice to see it all confirmed in a devblog. Looking forward to flying a triple-rep myrm with one of the new AAR modules! Member of the EVE Blog Pack - Through Newb Eyes Twitter - TG_3 |

Sofia Wolf
Ministry of War Amarr Empire
154
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Posted - 2013.02.14 16:55:00 -
[8] - Quote
This day will go down in history as Fozzie's Valentine's day BC massacre.
Just kidding, good work for entire balancing team. Can't wait to see what will yo do with BS. |

Benny Ohu
Chaotic Tranquility Casoff
824
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Posted - 2013.02.14 16:57:00 -
[9] - Quote
Quote:We are increasing the fuel cost of all Black Ops bridges by 25%, as well as increasing the size of the fuel bay of all Black Ops Battleships by 25%. don't tell lies |

Trebor Daehdoow
Dirt Nap Squad Dirt Nap Squad.
2565
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Posted - 2013.02.14 17:00:00 -
[10] - Quote
Benny Ohu wrote:Quote:We are increasing the fuel cost of all Black Ops bridges by 25%, as well as increasing the size of the fuel bay of all Black Ops Battleships by 25%. don't tell lies QFT The Sarcasm is Strong with Me GÇó Member of CSM 5-7 GÇó Blog |

Beaver Retriever
Science and Trade Institute Caldari State
5
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Posted - 2013.02.14 17:00:00 -
[11] - Quote
Benny Ohu wrote:Quote:We are increasing the fuel cost of all Black Ops bridges by 25%, as well as increasing the size of the fuel bay of all Black Ops Battleships by 25%. don't tell lies Wait just a second.
The F&I thread said you were decreasing the costs. I do hope this is a typo.  |

Sinzor Aumer
Atlas Research Group Aerodyne Collective
100
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Posted - 2013.02.14 17:00:00 -
[12] - Quote
CCP Fozzie wrote:Although the Tiericide project has a clear end point (which is on the horizon) the job of rebalancing ships in EVE will never be completed. We will be continuing with a rebalance of Tech 2, Tech 3 and Capital ships (none of which are afflicted with traditional GÇ£TiersGÇ¥), and we are committed to balancing on a regular basis to keep things fresh and to follow up on reactions to the earlier passes. Faction? Guess you didnt forget they exist? ;-) |
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CCP Fozzie
C C P C C P Alliance
3996

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Posted - 2013.02.14 17:03:00 -
[13] - Quote
Beaver Retriever wrote:Benny Ohu wrote:Quote:We are increasing the fuel cost of all Black Ops bridges by 25%, as well as increasing the size of the fuel bay of all Black Ops Battleships by 25%. don't tell lies Wait just a second. The F&I thread said you were decreasing the costs. I do hope this is a typo. 
Yeah it's a typo, fixing it now my bad. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
3996

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Posted - 2013.02.14 17:05:00 -
[14] - Quote
Sinzor Aumer wrote:CCP Fozzie wrote:Although the Tiericide project has a clear end point (which is on the horizon) the job of rebalancing ships in EVE will never be completed. We will be continuing with a rebalance of Tech 2, Tech 3 and Capital ships (none of which are afflicted with traditional GÇ£TiersGÇ¥), and we are committed to balancing on a regular basis to keep things fresh and to follow up on reactions to the earlier passes. Faction? Guess you didnt forget they exist? ;-)
They exist, but they have tiers so they're part of the "Tiericide" plan, unlike T2, T3 and Caps (yeah I know supercarriers are a kind of tier but it's a fairly different problem). Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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Graygor
1kB Realty 1kB Galactic
9427
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Posted - 2013.02.14 17:07:00 -
[15] - Quote
Looking forwards to these changes mixing up the market. "I think you should buy a new Mayan calendar. Mine has muscle cars on it." --áKenneth O'Hara
Post with your brainGäó |

Benny Ohu
Chaotic Tranquility Casoff
824
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Posted - 2013.02.14 17:08:00 -
[16] - Quote
Quote:Yeah it's a typo, fixing it now my bad. for half an hour hot manly tears were running down the faces of blops pilots as they screamed in despair at the heavens |
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CCP Fozzie
C C P C C P Alliance
3997

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Posted - 2013.02.14 17:12:00 -
[17] - Quote
Benny Ohu wrote:Quote:Yeah it's a typo, fixing it now my bad. for half an hour hot manly tears were running down the faces of blops pilots as they screamed in despair at the heavens
If I say it was an intentional attempt to troll Trebor would any of you believe me? Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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Neugeniko
Insight Securities
10
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Posted - 2013.02.14 17:16:00 -
[18] - Quote
CCP Fozzie, You mention a mass reduction to 400mm plates, is this correct?
Neug |

Sinzor Aumer
Atlas Research Group Aerodyne Collective
100
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Posted - 2013.02.14 17:19:00 -
[19] - Quote
Another important question. Once it was stated that first CCP will rebalance ships, then you'll change skill tree. It doesnt look like you're gonna make it till the summer update - I mean if we take capital ships into consideration. So what's the plan? |

Kip Troger
Exiled Kings Enlightened Violence
3
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Posted - 2013.02.14 17:19:00 -
[20] - Quote
I really like that you guys gave some help to the active armor tanking world.
Was hoping that the Myrm would be able to fit a full set of heavies - just becasue I find it really irritating to manage heavy drones mixed with mediums or lights.
As for faction ships. Are they considered to be a tier above the rest? It seems like as of now, they just offer a bit of a different fit then the normal cruisers, but are not vastly superior as they were.
I am a little dissapointed with the limit of one AAR per ship. It seems like it would have been more EVElike to just make it much harder to fit PG wise, meaning that you would have to make a lot of sacrifice to fit two (like the ASB and CPU). Or just put a penalty on the boost for more modules of the same type running - are there any other tank modules that are limited one per ship?
Keep up the great work CCP Fozzie, and thank you for your presence on the forums as well. |
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CCP Fozzie
C C P C C P Alliance
4001

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Posted - 2013.02.14 17:20:00 -
[21] - Quote
Neugeniko wrote:CCP Fozzie, You mention a mass reduction to 400mm plates, is this correct?
Neug
Well that's embarrassing.
"Why bother showing this blog to the CSM for checking?" "There's no new information so what can go wrong?"

Yeah it should be 200mm. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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Takumiro
4
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Posted - 2013.02.14 17:21:00 -
[22] - Quote
Neugeniko wrote:CCP Fozzie, You mention a mass reduction to 400mm plates, is this correct?
Neug
Read the damn thing. |
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CCP Fozzie
C C P C C P Alliance
4001

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Posted - 2013.02.14 17:23:00 -
[23] - Quote
Takumiro wrote:Neugeniko wrote:CCP Fozzie, You mention a mass reduction to 400mm plates, is this correct?
Neug Read the damn thing.
No she's right it was incorrectly saying 400mm until she mentioned it and CCP Guard was nice enough to ninja fix it.
The plus side of all this is I get to watch Quackbot spasm uncontrollably. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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Mund Richard
326
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Posted - 2013.02.14 17:28:00 -
[24] - Quote
Kip Troger wrote:I am a little dissapointed with the limit of one AAR per ship. It seems like it would have been more EVElike to just make it much harder to fit PG wise, meaning that you would have to make a lot of sacrifice to fit two (like the ASB and CPU). Or just put a penalty on the boost for more modules of the same type running - are there any other tank modules that are limited one per ship? Reactive Armor Hardener (notice a pattern here? ) and DC (that one makes sense). >> "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. |

Adrian Dixon
Arbitrary Spaceship Destruction -affliction-
123
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Posted - 2013.02.14 17:31:00 -
[25] - Quote
Brilliantly written Dev Blog and absolutely brilliant focus on this project. Thank You guys. |

fukier
RISE of LEGION
825
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Posted - 2013.02.14 17:33:00 -
[26] - Quote
CCP Dolan wrote:Our latest Dev Blog on Ship Balancing in Retribution 1.1 can be found hereRead what's going to be happening to Battlecruisers, Armor Tanking, Black Ops Battleships, and more courtesy of everyone's favorite game designer and Canadian lumberjack CCP Fozzie.
fozzie is Canadian?
cool stuff i thought he was american for some reason...
what city is he from?
you ever going to come to a Toronto Pub Crawl? At the end of the game both the pawn and the Queen go in the same box. |

fukier
RISE of LEGION
825
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Posted - 2013.02.14 17:35:00 -
[27] - Quote
tgl3 wrote:Nice to see it all confirmed in a devblog. Looking forward to flying a triple-rep myrm with one of the new AAR modules!
indeed still wondering when i am going to get a second bonus for the brutix though. At the end of the game both the pawn and the Queen go in the same box. |

Ranger 1
Ranger Corp
3555
|
Posted - 2013.02.14 17:40:00 -
[28] - Quote
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. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |
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CCP Fozzie
C C P C C P Alliance
4011

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Posted - 2013.02.14 17:42:00 -
[29] - Quote
fukier wrote:CCP Dolan wrote:Our latest Dev Blog on Ship Balancing in Retribution 1.1 can be found hereRead what's going to be happening to Battlecruisers, Armor Tanking, Black Ops Battleships, and more courtesy of everyone's favorite game designer and Canadian lumberjack CCP Fozzie. fozzie is Canadian? cool stuff i thought he was american for some reason... what city is he from? you ever going to come to a Toronto Pub Crawl?
Born in Montreal (anglo parents), went to U Waterloo, most of my family lives in southern Ontario with everyone else in Canada 
If there's ever a Toronto meet while I'm visiting home I'll definitely try to make it. I was gutted that the last December one was just before I went back for Christmas. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
4011

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Posted - 2013.02.14 17:43:00 -
[30] - Quote
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. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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fukier
RISE of LEGION
825
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Posted - 2013.02.14 17:45:00 -
[31] - Quote
CCP Fozzie wrote:fukier wrote:CCP Dolan wrote:Our latest Dev Blog on Ship Balancing in Retribution 1.1 can be found hereRead what's going to be happening to Battlecruisers, Armor Tanking, Black Ops Battleships, and more courtesy of everyone's favorite game designer and Canadian lumberjack CCP Fozzie. fozzie is Canadian? cool stuff i thought he was american for some reason... what city is he from? you ever going to come to a Toronto Pub Crawl? Born in Montreal (anglo parents), went to U Waterloo, most of my family lives in southern Ontario with everyone else in Canada  If there's ever a Toronto meet while I'm visiting home I'll definitely try to make it. I was gutted that the last December one was just before I went back for Christmas.
nice well next time you are in the city and if you make it i will buy you a pitcher of beer. At the end of the game both the pawn and the Queen go in the same box. |

Spartan dax
0utbreak Outbreak.
8
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Posted - 2013.02.14 17:48:00 -
[32] - Quote
That Ferox makes me such a sad panda. That mid/low configuration won't do that ship any favours in the years to come. |

Trebor Daehdoow
Dirt Nap Squad Dirt Nap Squad.
2565
|
Posted - 2013.02.14 17:49:00 -
[33] - Quote
CCP Fozzie wrote:If I say it was an intentional attempt to troll Trebor would any of you believe me? My phone lit up with anguished texts from BOBS pilots, you evil b*stard.  The Sarcasm is Strong with Me GÇó Member of CSM 5-7 GÇó Blog |

Warde Guildencrantz
TunDraGon
643
|
Posted - 2013.02.14 17:49:00 -
[34] - Quote
CCP Fozzie wrote:Born in Montreal (anglo parents), went to U Waterloo, most of my family lives in southern Ontario with everyone else in Canada  If there's ever a Toronto meet while I'm visiting home I'll definitely try to make it. I was gutted that the last December one was just before I went back for Christmas.
Its fairly awesome to think that once I graduate from University of Waterloo Comp Eng I might be able to do the same things you did to join CCP
UW ftw |

Lili Lu
690
|
Posted - 2013.02.14 17:49:00 -
[35] - Quote
Fozzie, I appreciate the new skill and the reduction on mass of 800 and 200 plates. Yes these things will help somewhat with the armor disadvantages in the game currently. However, the AAR is not going to redeem the Gallente BCs.
Both Gallente BCs you are continuing to be wedged into a style of play, solo, that CCP does not favor, and which is very infrequent in the game. And at the same time both these ships are being disfavored out of a style of play, fleet with logi support, that CCP has always wanted to move players into. The AAR may see some use by those pilots that still seek out 1v1 or at most 3 or 4 ship engagements. It may have some utility in these. Although it will necessitate more slots devoted to it to work, that is an AAR, a normal repper, and a cap booster to power both reppers. Ulike the ASB which is good to go on its own (one slot) and is cap warfare safe, and can even be doubled up for an active tanking that can deal with a larger attacking force.
Also the Harbinger still seems lackluster. It has nothing redeeming really. It is a brick without a tanking bonus. Once plated it will be even more of a brick without a tanking bonus. At least there is aome alight cap relief. But really where will this ship see any use. Does it have fittings to plate up and range to use beams on Drakes? Does it have enough tank to really brawl and avoid getting capped out as well?
Thank you for posting the usage numbers, well ratios. This clearly signifies how badly unbalanced the situation has been for 3 or so years. It also shows only a minor dip with the HM changes. Have you nerfed the drake tank and range enough? We'll see I suppose. But I sorta doubt that Drake fleets will disappear. And we won't be seeing Brutix fleets now will we. Noone is going to put together a bunch of active rep blaster boats into a fleet.
Lastly, I'm still wondering if you guys continue to be concerned about the pve shield regen phenom with the Drake. Having a cheap tech I BC able to be configured to tank the highest end pve content should continue to be a concern. In that regard an accross the board increase in the BC shield time appears to be called for. The slight decrease in the base Drake shield hp I doubt will be enough to dent pve Drake advantages enough to even out the playing field more there. So how about a 1500 or thereabout regen time. Or whatever value just so long as it does not stay at 1400. As things are now I had a noobie alt getting a better level 3 boat out of a paasive shield Cane than an armor tank. And that is on a ship with only 4 mids and 6 lows. So is there any nerf coming to BC shield regen?
Edit - Wow. Good to know. I would like to see you at a Toronto meet. My grandmother was born in Ontario, I currently live in Buffalo, and my girlfriend lives in Toronto, so I would probably be able to make a Toronto gathering. |
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CCP Seagull
C C P C C P Alliance
172

|
Posted - 2013.02.14 17:51:00 -
[36] - Quote
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. Senior Producer, EVE Online Development CCP Games Reykjavik |
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Warde Guildencrantz
TunDraGon
644
|
Posted - 2013.02.14 18:00:00 -
[37] - Quote
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)
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CCP Fozzie
C C P C C P Alliance
4013

|
Posted - 2013.02.14 18:02:00 -
[38] - Quote
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". Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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Callic Veratar
Power of the Phoenix
324
|
Posted - 2013.02.14 18:04:00 -
[39] - Quote
Based on the discussions I've seen, I think the next balance pass after Retribution 1.1 will be Summer 1.0 and should contain Battleships, Industrials, Black Ops, Command Ships, and EAF.
A response of "that sounds reasonable" would be great.  DirectX 11, it's not rocket appliance! |

Warde Guildencrantz
TunDraGon
645
|
Posted - 2013.02.14 18:06:00 -
[40] - Quote
CCP Fozzie wrote:Warde Guildencrantz wrote:CCP Seagull wrote:CCP Fozzie wrote:[quote=Ranger 1]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 want stabber l33t issue 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".
oki, thanks for reply
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CCP Fozzie
C C P C C P Alliance
4015

|
Posted - 2013.02.14 18:08:00 -
[41] - Quote
Callic Veratar wrote:Based on the discussions I've seen, I think the next balance pass after Retribution 1.1 will be Summer 1.0 and should contain Battleships, Industrials, Black Ops, Command Ships, and EAF. A response of "that sounds reasonable" would be great. 
All I can confirm is that the ships discussed in Ytterbium's Back to the Balancing Future blog are still expected to be among the earlier sets of ships we work on this year. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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Salpad
Carebears with Attitude
313
|
Posted - 2013.02.14 18:12:00 -
[42] - Quote
You say you want to balance Tech 2, Tech 3 and capital ships later on.
What about faction ships?
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fukier
RISE of LEGION
825
|
Posted - 2013.02.14 18:12:00 -
[43] - Quote
Callic Veratar wrote:Based on the discussions I've seen, I think the next balance pass after Retribution 1.1 will be Summer 1.0 and should contain Battleships, Industrials, Black Ops, Command Ships, and EAF. A response of "that sounds reasonable" would be great. 
dont forget about t3 nerf ( i am hopping for only 7 high slots perhaps the 8th for utility) and an agility nerf
also ogb nerf
also pretty please a tech III balance?
maybe add the TD/TE/TC to work on missiles like was planned but not yet implimented
how about a 4th bs hull for logistics?
also nerf the hell out of the 5% resist bonus as its the best bonus you can give a ship atm. replace it with a 5% bonus to passive resist mods.. that would bring the skill inline with the active rep bonus.
i would like to see metacide to make uselless 1-4 meta's worth usuing and make tech II better then some meta 4
oh and ffs drones 1.5 would be aweseom including a new drone interface the abiltiy to use nanite paste while a drone is in the bay and medium and small sentry drones plus rebalance of combat drones (give us a reason to use em drones) and please fix utilty drones
also fix beams and medium rails.
plus more ships i would love to see a frighter sized ship that uses oversized turrets/missiles that can only go threw gates no jump drive and can be used in high sec to kill all those pesky afk poses
also fix torps/cruise and thier capital versions too.
At the end of the game both the pawn and the Queen go in the same box. |

Salpad
Carebears with Attitude
313
|
Posted - 2013.02.14 18:16:00 -
[44] - Quote
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.
Inbeepingdeed, it takes time to win back trust! For several years in a row, you guys refused to even consider re-balancing ship hulls.
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Callic Veratar
Power of the Phoenix
328
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Posted - 2013.02.14 18:17:00 -
[45] - Quote
fukier wrote:Callic Veratar wrote:Based on the discussions I've seen, I think the next balance pass after Retribution 1.1 will be Summer 1.0 and should contain Battleships, Industrials, Black Ops, Command Ships, and EAF. A response of "that sounds reasonable" would be great.  dont forget about t3 nerf ( i am hopping for only 7 high slots perhaps the 8th for utility) and an agility nerf also ogb nerf also pretty please a tech III balance? maybe add the TD/TE/TC to work on missiles like was planned but not yet implimented how about a 4th bs hull for logistics? also nerf the hell out of the 5% resist bonus as its the best bonus you can give a ship atm. replace it with a 5% bonus to passive resist mods.. that would bring the skill inline with the active rep bonus. i would like to see metacide to make uselless 1-4 meta's worth usuing and make tech II better then some meta 4 oh and ffs drones 1.5 would be aweseom including a new drone interface the abiltiy to use nanite paste while a drone is in the bay and medium and small sentry drones plus rebalance of combat drones (give us a reason to use em drones) and please fix utilty drones also fix beams and medium rails. plus more ships i would love to see a frighter sized ship that uses oversized turrets/missiles that can only go threw gates no jump drive and can be used in high sec to kill all those pesky afk poses (think frieghter sized t3) also fix torps/cruise and thier capital versions too.
Ha, this is likely more than a full feature list for an expansion, possibly a full year. DirectX 11, it's not rocket appliance! |

Neugeniko
Insight Securities
10
|
Posted - 2013.02.14 18:18:00 -
[46] - Quote
Just a quick question about tiericide. Are you also balancing the number of ships available to each race, ie industrials.
Neug |

Lili Lu
691
|
Posted - 2013.02.14 18:18:00 -
[47] - Quote
fukier wrote: What I would like this year from Santa list  Not that there's anything wrong with that  |

Callic Veratar
Power of the Phoenix
328
|
Posted - 2013.02.14 18:22:00 -
[48] - Quote
Neugeniko wrote:Just a quick question about tiericide. Are you also balancing the number of ships available to each race, ie industrials.
Neug
Based on the snippets of discussion, nothing has been confirmed, but it sounds like at minimum a new indy for caldari and amarr. If we're lucky (and they can find 5 useful roles), we'll get 2 new minmatar, and 3 for the amarr and caldari. DirectX 11, it's not rocket appliance! |

Akrasjel Lanate
Naquatech Conglomerate
1047
|
Posted - 2013.02.14 18:27:00 -
[49] - Quote
Good stuff, started stocking BCs to sale them later  |

Callic Veratar
Power of the Phoenix
328
|
Posted - 2013.02.14 18:28:00 -
[50] - Quote
Akrasjel Lanate wrote:Good stuff, started stocking BCs to sale them later 
I did that with the mining/logistics frigates. Still not sure what I'm going to do with them. I've sold about 20 of the 15000 I have. DirectX 11, it's not rocket appliance! |

DJ P0N-3
Table Flippendeavors
159
|
Posted - 2013.02.14 18:28:00 -
[51] - Quote
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.
Just don't go too far overboard and fall into the trap of "well, it's not great now, but once we iterate on it you'll love it!" |

Gelatine
EverBroke Geeks
5
|
Posted - 2013.02.14 18:31:00 -
[52] - Quote
It's good that armour is getting some overdue love, however would any new player choose to spend months training the many shield skills over armour now? I wouldn't, and to be honest it appears spending nearly six months training up shield skills on some of my characters has been a huge waste of time. With the shield comps losing their passive bonus I can't think of a reason why anyone would train up the shield skills considering they take up months more time to train than training armour does.
Not really balanced is it? |

Neugeniko
Insight Securities
10
|
Posted - 2013.02.14 18:35:00 -
[53] - Quote
Callic Veratar wrote:Neugeniko wrote:Just a quick question about tiericide. Are you also balancing the number of ships available to each race, ie industrials.
Neug Based on the snippets of discussion, as nothing has been confirmed, it sounds like at minimum a new indy for caldari and amarr. If we're lucky (and they can find 5 useful roles), we'll get 2 new minmatar, and 3 for the amarr and caldari.
Thanks for the info. I fired up a thread on reddit recently with my best speculation - Industrial Disease. I'm assuming CCP will drop the itty 2 and 4, and add 2 like you say. I think adding 5 roles and ships to match would require a lot of resources.
Neug
|

Kip Troger
Exiled Kings Enlightened Violence
3
|
Posted - 2013.02.14 18:35:00 -
[54] - Quote
Mund Richard wrote:Kip Troger wrote:I am a little dissapointed with the limit of one AAR per ship. It seems like it would have been more EVElike to just make it much harder to fit PG wise, meaning that you would have to make a lot of sacrifice to fit two (like the ASB and CPU). Or just put a penalty on the boost for more modules of the same type running - are there any other tank modules that are limited one per ship? Reactive Armor Hardener (notice a pattern here? ) and DC (that one makes sense).
Thanks for pointing those out. I do not love the idea of being restricted 1 per ship because they usually are overpowered in a benefit / CPU*PG and thus must be fit if possible for a maximum result. Similiar the way that I feel like i need to put a damage control on a ship if i can. It just seems kind of like a band-aid solution. |

DarthNefarius
Minmatar Heavy Industries
611
|
Posted - 2013.02.14 18:36:00 -
[55] - Quote
Looks like the Ancillary Armor Repairers will be just as worthless as the Reactive Armor Hardeners in Incursions not denting the shield/armour fleet PvE imbalance there which was exacerbated by the Escalation Nerf to Incursions.
Ripard Teg-á for CSM 8 |

Marlona Sky
D00M. Northern Coalition.
3097
|
Posted - 2013.02.14 18:42:00 -
[56] - Quote
I'm so excited!
Remove local, structure mails and revamp the directional scanner! |

Kip Troger
Exiled Kings Enlightened Violence
3
|
Posted - 2013.02.14 18:43:00 -
[57] - Quote
DarthNefarius wrote:Looks like the Ancillary Armor Repairers will be just as worthless as the Reactive Armor Hardeners in Incursions not denting the shield/armour fleet PvE imbalance there which was exacerbated by the Escalation Nerf to Incursions.
It seems like most of the armor love was focused on PvP, however, the reduced PG off of the large and med reppers should provide some extra fitting options... |

Akrasjel Lanate
Naquatech Conglomerate
1047
|
Posted - 2013.02.14 18:45:00 -
[58] - Quote
Callic Veratar wrote:Akrasjel Lanate wrote:Good stuff, started stocking BCs to sale them later  I did that with the mining/logistics frigates. Still not sure what I'm going to do with them. I've sold about 20 of the 15000 I have.
Well i sold my T1 logis  |

Alec Freeman
The Dark Space Initiative
231
|
Posted - 2013.02.14 18:53:00 -
[59] - Quote
The myrmadon change is going to obsolete the ishtar and the cyclone change is just plain bad. Apart from that most of this looks good (would love a mass buff to 1600mm and 400mm plates but i know it would be OP).
Still no covops cloak and T2 resistances for BLOPs :( |
|

Chribba
Otherworld Enterprises Otherworld Empire
7160
|
Posted - 2013.02.14 18:53:00 -
[60] - Quote
oo ooo more balancing!
|
|

Lore Varan
Caltech Shipyards
4
|
Posted - 2013.02.14 18:54:00 -
[61] - Quote
Slight typo in the title
no drakes - ship and module balancing in retribution 1.1
fixed it for you.

|

Pasadenasman
Born In Jungle
0
|
Posted - 2013.02.14 18:54:00 -
[62] - Quote
A great add overall... but...
First, why AAR will use nanite repair when ASB uses cap booster ? Not exactly the same price on the market... That's ok each module has a background (capacitor for shield, nanite for armor), but this isn't in line with the reality of the industrial line in eve.
I can see 2 options, make nanite paste easy/fast to product. Or make cap booster harder to produce and in line with a PI design. Drama incoming in 3...............2.................1.....................
Then, why armor tanker have to skill to reach a "normal" state compare to other shield modules ( 5% less drawback with plates), why not making the same with shield tanking ? (25% sig radius by modules and 5% with skill...) More Drama incoming in 3...........2............1..........
07 |

DarthNefarius
Minmatar Heavy Industries
611
|
Posted - 2013.02.14 18:55:00 -
[63] - Quote
CCP DEV blog wrote: Armor Repairers
Alongside the change above, we are reducing the base powergrid needs of medium and large armor repair systems. All medium armor repairers will need 20% less powergrid, and all large armor repairers will need 10% less powergrid.
This means that both local & remote repairers are getting the powergrid reductions? Ripard Teg-á for CSM 8 |

Lili Lu
692
|
Posted - 2013.02.14 19:00:00 -
[64] - Quote
Gelatine wrote:It's good that armour is getting some overdue love, however would any new player choose to spend months training the many shield skills over armour now? I wouldn't, and to be honest it appears spending nearly six months training up shield skills on some of my characters has been a huge waste of time. With the shield comps losing their passive bonus I can't think of a reason why anyone would train up the shield skills considering they take up months more time to train than training armour does.
Not really balanced is it?
Lol, Gelatine. Shield is still at least equal and really better for both pve and pvp. So yes anyone sane would tell a new player train shield and a shield race first. Just because the shield damage type compensation skills are worth less (notice not onw word but two) now does not change the balance between the tanking types. For instance see the below quote.
DarthNefarius wrote:Looks like the Ancillary Armor Repairers will be just as worthless as the Reactive Armor Hardeners in Incursions not denting the shield/armour fleet PvE imbalance there which was exacerbated by the Escalation Nerf to Incursions.
Our new armor reppers are indeed not going to be as beneficial as the ASBs continue to be. Some of the changes to fittings on armor reppers and plates and the new mass reduction skill will marginally improve the currently imbalanced situation. But shield will on the whole continue to be better. I'll be preferring shield fits on all my ships for a while to come I think. |

Lili Lu
692
|
Posted - 2013.02.14 19:02:00 -
[65] - Quote
Lore Varan wrote:Slight typo in the title no drakes - ship and module balancing in retribution 1.1 fixed it for you.  Oh you're a wit that's for sure.
Notice the current usage stats. The Drake has a long way to fall before anyone should cry about it. |

Liang Nuren
Heretic Army Atrocitas
3052
|
Posted - 2013.02.14 19:03:00 -
[66] - Quote
Dev Blog wrote: I want to make it clear that one of our goals in this rebalancing pass is to somewhat narrow the gap between higher cost and lower cost ships compared to the canyon that existed in the past. We are not planning on buffing the high cost ships to the same degree that we did with the T1 Frigates and Cruisers, as this would simply create direct power creep and leave us right back where we started. We want to reach a place where cheaper ships are more than just something you fly when you start the game, but instead present a viable and interesting option to be chosen by people of many levels of experience. Our vision for cost-balancing is that cost should play a limited part in balancing ships and that obtaining a roughly linear increase in effectiveness should require an exponential increase in cost.
I kinda draw exception to the idea you won't be improving T2 as much as T1. Many of the T1 ships are now just outright superior to their T2 and faction counterparts.
-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
|

Sky Marshal
Deep Core Mining Inc. Caldari State
3
|
Posted - 2013.02.14 19:09:00 -
[67] - Quote
I don't understand why people consider than shield is better than armor. It was and is still the contrary.
You cannot fit scramble/web modules without sacrificing shield tank on most of the Caldari ships, you don't have a buffer who can avoid some hits on your tank unlike armor who can rely a few on their shield, shield resists are always inferior than armor ones even on Caldari ships who rely only on it, etc.
Apart the first weeks after the release of the ASB, and before his first nerf, shield meant ****. And now people whines to boost armor tank ?
Did I miss something ? |

Dominic Stone
Force of Will
0
|
Posted - 2013.02.14 19:10:00 -
[68] - Quote
It seems pretty clear from the notes on the article that the problem with battlecruisers isn't so much that the Drake and Cane are too powerful, but that all the other battlecruisers are worse than cruisers. Would it not have made more sense to fix what was really and truly broken first, then see how the changes work in comparison? |

Lili Lu
692
|
Posted - 2013.02.14 19:13:00 -
[69] - Quote
Sky Marshal wrote:I don't understand why people consider than shield is better than armor. It was and is still the contrary.
You cannot fit scramble/web modules without sacrificing shield tank on most of the Caldari ships, you don't have a buffer who can avoid some hits on your tank unlike armor who can rely a few on their shield, shield resists are always inferior than armor ones even on Caldari ships who rely only on it, etc.
Apart the first weeks after the release of the ASB, and before his first nerf, shield meant ****. And now people whines to boost armor tank ?
Did I miss something ? Yes you are missing something. |

Jonas Sukarala
Deep Core Mining Inc. Caldari State
17
|
Posted - 2013.02.14 19:13:00 -
[70] - Quote
Lili Lu wrote:Lore Varan wrote:Slight typo in the title no drakes - ship and module balancing in retribution 1.1 fixed it for you.  Oh you're a wit that's for sure. Notice the current usage stats. The Drake has a long way to fall before anyone should cry about it.
The lack of change to the drake means its still OP and will be the most used bc as a result aswell as HAMS having the same range as torpedoes is plain wrong they need a range nerf..... also when TD's affect missiles might also help balance things a little that and the drake will still obsolete the ferox which is hard to understand how fozzie doesn't understand this....????? |

Destoya
Sniggerdly Pandemic Legion
63
|
Posted - 2013.02.14 19:14:00 -
[71] - Quote
Quote:
I kinda draw exception to the idea you won't be improving T2 as much as T1. Many of the T1 ships are now just outright superior to their T2 and faction counterparts.
-Liang
Can you give some examples of this, not including things like the scythe fleet issue and succubus that are in need of a rebalance already?
Keep in mind that T2 isn't supposed to be better in all respects by any means, just more specialized towards some role.
Faction ships on the other hand are supposed to be general purpose ships that are better than their t1 counterpoints, something I agree isn't necessarily the case, most glaringly in the case of the faction versions of the 4 logi cruisers. |

fukier
RISE of LEGION
826
|
Posted - 2013.02.14 19:14:00 -
[72] - Quote
Sky Marshal wrote:I don't understand why people consider than shield is better than armor. It was and is still the contrary.
You cannot fit scramble/web modules without sacrificing shield tank on most of the Caldari ships, you don't have a buffer who can avoid some hits on your tank unlike armor who can rely a few on their shield, shield resists are always inferior than armor ones even on Caldari ships who rely only on it, etc.
Apart the first weeks after the release of the ASB, and before his first nerf, shield meant ****. And now people whines to boost armor tank ?
Did I miss something ?
1. there is dedicated tackle in pvp fleets so havings ponits and webs is not allways usefull
2. RR is the big winner for reasons why shield is better
3. you can fit extenders and rigs and not slow down (sig radius bloom is not big enough to count)
though for small gang or solo then yeah armor has its uses but overall its still not as good.
i am still going to be shield tanking my brutix after this boost. At the end of the game both the pawn and the Queen go in the same box. |

fukier
RISE of LEGION
826
|
Posted - 2013.02.14 19:15:00 -
[73] - Quote
Dominic Stone wrote:It seems pretty clear from the notes on the article that the problem with battlecruisers isn't so much that the Drake and Cane are too powerful, but that all the other battlecruisers are worse than cruisers. Would it not have made more sense to fix what was really and truly broken first, then see how the changes work in comparison?
no.
At the end of the game both the pawn and the Queen go in the same box. |

Cass Lie
State War Academy Caldari State
62
|
Posted - 2013.02.14 19:15:00 -
[74] - Quote
Liang Nuren wrote:Dev Blog wrote: I want to make it clear that one of our goals in this rebalancing pass is to somewhat narrow the gap between higher cost and lower cost ships compared to the canyon that existed in the past. We are not planning on buffing the high cost ships to the same degree that we did with the T1 Frigates and Cruisers, as this would simply create direct power creep and leave us right back where we started. We want to reach a place where cheaper ships are more than just something you fly when you start the game, but instead present a viable and interesting option to be chosen by people of many levels of experience. Our vision for cost-balancing is that cost should play a limited part in balancing ships and that obtaining a roughly linear increase in effectiveness should require an exponential increase in cost.
I kinda draw exception to the idea you won't be improving T2 as much as T1. Many of the T1 ships are now just outright superior to their T2 and faction counterparts. -Liang
That second statement doesn't necessitate the first, key words being as much (on a linear scale). In the past there used to be a huge gap in capabilities (omen x zealot, stabber x vaga etc.). The stated intention is just to relatively lower that gap across the board. Doing that sounds tricky and it most probably will be. |

Dersen Lowery
Laurentson INC StructureDamage
424
|
Posted - 2013.02.14 19:21:00 -
[75] - Quote
Sky Marshal wrote:I don't understand why people consider than shield is better than armor. It was and is still the contrary.
You cannot fit scramble/web modules without sacrificing shield tank on most of the Caldari ships.
[...]
Did I miss something ?
Like the fact that, as a rule, Caldari ships have about as many mids left over after prop and tank as Amarr ships do, and with at least as many low slots to dedicate to damage mods and the ability to fit maximum size guns?
Most of the problem actually lay with active tanking, not shield or armor tanking. CCP's fix, apparently, is to introduce so-called 'ancillary' modules which are actually necessary, and which reduce the older modules to ancillary roles or just obsolete them. Plain old shield boosters are pretty bad, too.
None of them solve the biggest problem with active tanking, which is that, without resist bonuses, the ships that use it don't have the buffer to make logistic support viable. That goes double for armor, because armor reps land at the end of the cycle. Malcanis for CSM 8 |

fukier
RISE of LEGION
826
|
Posted - 2013.02.14 19:22:00 -
[76] - Quote
Jonas Sukarala wrote:Lili Lu wrote:Lore Varan wrote:Slight typo in the title no drakes - ship and module balancing in retribution 1.1 fixed it for you.  Oh you're a wit that's for sure. Notice the current usage stats. The Drake has a long way to fall before anyone should cry about it. The lack of change to the drake means its still OP and will be the most used bc as a result aswell as HAMS having the same range as torpedoes is plain wrong they need a range nerf..... also when TD's affect missiles might also help balance things a little that and the drake will still obsolete the ferox which is hard to understand how fozzie doesn't understand this....?????
i dunno the lack of dps for non kin damage will hurt the ship for pve thats for sure.
pretty sure the cyclone will be a much better pve ship now.
At the end of the game both the pawn and the Queen go in the same box. |

Liang Nuren
Heretic Army Atrocitas
3052
|
Posted - 2013.02.14 19:24:00 -
[77] - Quote
Destoya wrote:Quote:
I kinda draw exception to the idea you won't be improving T2 as much as T1. Many of the T1 ships are now just outright superior to their T2 and faction counterparts.
-Liang
Can you give some examples of this, not including things like the scythe fleet issue and succubus that are in need of a rebalance already? Keep in mind that T2 isn't supposed to be better in all respects by any means, just more specialized towards some role. Faction ships on the other hand are supposed to be general purpose ships that are better than their t1 counterpoints, something I agree isn't necessarily the case, most glaringly in the case of the faction versions of the 4 logi cruisers.
The most glaring examples are the Condor to the Crow and Crusader to the Executioner, but the same argument for made for the Firetail/Slasher. Other examples of things that are almost that bad are the Carcal/Navy Osprey/Navy Caracal/Cerb, Moa/Eagle, Thorax/Navy Ex/Deimos, etc.
-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
|

Lore Varan
Caltech Shipyards
4
|
Posted - 2013.02.14 19:25:00 -
[78] - Quote
I dont mind the drake been taken down a peg or 2 but to achive a balanced drake requires understanding the problem with it in the first place.
Drakes are not overppowered they are safe and easy.
Insane tank and moderate only firepower compared to other bc make them a low priority target. Sit in a drake and you will probably be targeted by the enemy fleet last.
Removing some tank is good. I'd go further and lose a mid slot the current change wont make much of a difference once the obligatory LSE's and hards are in there.
Making the drake even easier with a further kin boost is bad. 50% to kin damage means I load kin and never have to consider what I'm shooting at.
I hate kin bonusses with a passion. I'd like to see a consistent progression for caldari missiles boats as far as tactics are concerned.
Rainbow damage bonuses that reward a pilot for knowing his enemys weeknesses ( resists ) are the way to go.
Kessie good rainbow bonus. Corax bad kin locked bonus Caracal good rainbow bonus. Drake bad kin locked bonus. Raven good rainbow bonus.
Please aim for a consistent stratergy for Cal missile boat pilots.
In line with this i think the following changes to Drake make more sense.
Lose the 10% kin bonus. And have a fairly week 10% faster ammo switch bonus.
go from 6 launchers to 8 ( in line with the graphics )
If the current setup is at lvl 5 bc 100% em , 100% therm , 150% kin , 100% exp
then the new setup would be at any lvl
133% em , 133% them , 133% kin , 133% exp
~tldr
8 launcher 5 mids PG and CPu to match for a lower tank , more flexible fp drake.
Less safe and Less easy than it is now, but better for solo/small gang for those of us fed up of flying canes.
|

Ranger 1
Ranger Corp
3556
|
Posted - 2013.02.14 19:26:00 -
[79] - Quote
fukier wrote:Jonas Sukarala wrote:Lili Lu wrote:Lore Varan wrote:Slight typo in the title no drakes - ship and module balancing in retribution 1.1 fixed it for you.  Oh you're a wit that's for sure. Notice the current usage stats. The Drake has a long way to fall before anyone should cry about it. The lack of change to the drake means its still OP and will be the most used bc as a result aswell as HAMS having the same range as torpedoes is plain wrong they need a range nerf..... also when TD's affect missiles might also help balance things a little that and the drake will still obsolete the ferox which is hard to understand how fozzie doesn't understand this....????? i dunno the lack of dps for non kin damage will hurt the ship for pve thats for sure. pretty sure the cyclone will be a much better pve ship now. Well, for PVE most of the time a sustainable and strong tank is more important than firepower. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Hannott Thanos
Notorious Legion
355
|
Posted - 2013.02.14 19:29:00 -
[80] - Quote
Although I don't really fly the Incursus a lot any more, I'm sad to see the 10% bonus go. This bonus made the ship worth having a rep on, and now it's basically a waste of a bonus simply because of a new module. Or rather, a regular small armor repairer is not worth fitting. I hope there are plans to properly balance both regular armor repairers and shield boosters. There is now no longer any reason to fit standard shield boosters or armor repairers, just because of new modules. |

Ranger 1
Ranger Corp
3556
|
Posted - 2013.02.14 19:29:00 -
[81] - Quote
Liang Nuren wrote:Destoya wrote:Quote:
I kinda draw exception to the idea you won't be improving T2 as much as T1. Many of the T1 ships are now just outright superior to their T2 and faction counterparts.
-Liang
Can you give some examples of this, not including things like the scythe fleet issue and succubus that are in need of a rebalance already? Keep in mind that T2 isn't supposed to be better in all respects by any means, just more specialized towards some role. Faction ships on the other hand are supposed to be general purpose ships that are better than their t1 counterpoints, something I agree isn't necessarily the case, most glaringly in the case of the faction versions of the 4 logi cruisers. The most glaring examples are the Condor to the Crow and Crusader to the Executioner, but the same argument for made for the Firetail/Slasher. Other examples of things that are almost that bad are the Carcal/Navy Osprey/Navy Caracal/Cerb, Moa/Eagle, Thorax/Navy Ex/Deimos, etc. -Liang I know what you are saying, but it's a bit early to analyze this as neither the faction nor the T2 varieties have been adjusted yet... although I will agree this is a good time to put a bug or two in Fozzies ear concerning them.  To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Liang Nuren
Heretic Army Atrocitas
3055
|
Posted - 2013.02.14 19:29:00 -
[82] - Quote
Hannott Thanos wrote:Although I don't really fly the Incursus a lot any more, I'm sad to see the 10% bonus go. This bonus made the ship worth having a rep on, and now it's basically a waste of a bonus simply because of a new module. Or rather, a regular small armor repairer is not worth fitting. I hope there are plans to properly balance both regular armor repairers and shield boosters. There is now no longer any reason to fit standard shield boosters or armor repairers, just because of new modules.
This is pure hyperbole, especially given the incoming armor boost.
-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
|

Liang Nuren
Heretic Army Atrocitas
3055
|
Posted - 2013.02.14 19:31:00 -
[83] - Quote
Ranger 1 wrote:I know what you are saying, but it's a bit early to analyze this as neither the faction nor the T2 varieties have been adjusted yet... although I will agree this is a good time to put a bug or two in Fozzies ear concerning them. 
Yeah, that's pretty much all I'm doing. I more or less trust him to get the job done in a way that may be the way I would do it but is reasonable and fun.
/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
|

fukier
RISE of LEGION
827
|
Posted - 2013.02.14 19:31:00 -
[84] - Quote
Ranger 1 wrote:fukier wrote:Jonas Sukarala wrote:Lili Lu wrote:Lore Varan wrote:Slight typo in the title no drakes - ship and module balancing in retribution 1.1 fixed it for you.  Oh you're a wit that's for sure. Notice the current usage stats. The Drake has a long way to fall before anyone should cry about it. The lack of change to the drake means its still OP and will be the most used bc as a result aswell as HAMS having the same range as torpedoes is plain wrong they need a range nerf..... also when TD's affect missiles might also help balance things a little that and the drake will still obsolete the ferox which is hard to understand how fozzie doesn't understand this....????? i dunno the lack of dps for non kin damage will hurt the ship for pve thats for sure. pretty sure the cyclone will be a much better pve ship now. Well, for PVE most of the time a sustainable and strong tank is more important than firepower.
which is why i am a fan of gist -c type sheild boosters. low cap and good rep amount
have not tried it out yet but pretty sure i will tank any lev iv or annoms in a cyclone now.
At the end of the game both the pawn and the Queen go in the same box. |

Lili Lu
695
|
Posted - 2013.02.14 19:34:00 -
[85] - Quote
Hannott Thanos wrote:Although I don't really fly the Incursus a lot any more, I'm sad to see the 10% bonus go. This bonus made the ship worth having a rep on, and now it's basically a waste of a bonus simply because of a new module. Or rather, a regular small armor repairer is not worth fitting. I hope there are plans to properly balance both regular armor repairers and shield boosters. There is now no longer any reason to fit standard shield boosters or armor repairers, just because of new modules.
Eccept (at least for those scenarios where active local tanking makes some sense) you will need to keep fitting standard armor rep because unlike the ASBs the AARs are limited to one per ship. So, to make any use of this new armor repper you will still need to have dual reppers (one AAR plus one standard repper). Also the AAR eats cap like any other armor repper so you will need to keep fitting a cap booster. So standard armor reppers will continue to see use. But I agree about the ASB situation.
I agree though that standard shield boosters have been overshadowed because the ASB is so powerful. |

Ranger 1
Ranger Corp
3556
|
Posted - 2013.02.14 19:35:00 -
[86] - Quote
Quote:which is why i am a fan of gist -c type sheild boosters. low cap and good rep amount
have not tried it out yet but pretty sure i will tank any lev iv or annoms in a cyclone now.
With good skills that is quite possible (we'll have to see), but it will still be far easier to tank the difficult ones in a Drake... especially for less skilled or new pilots on a budget. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Ranger 1
Ranger Corp
3557
|
Posted - 2013.02.14 19:41:00 -
[87] - Quote
Lili Lu wrote:Hannott Thanos wrote:Although I don't really fly the Incursus a lot any more, I'm sad to see the 10% bonus go. This bonus made the ship worth having a rep on, and now it's basically a waste of a bonus simply because of a new module. Or rather, a regular small armor repairer is not worth fitting. I hope there are plans to properly balance both regular armor repairers and shield boosters. There is now no longer any reason to fit standard shield boosters or armor repairers, just because of new modules. Eccept (at least for those scenarios where active local tanking makes some sense) you will need to keep fitting standard armor rep because unlike the ASBs the AARs are limited to one per ship. So, to make any use of this new armor repper you will still need to have dual reppers (one AAR plus one standard repper). Also the AAR eats cap like any other armor repper so you will need to keep fitting a cap booster. So standard armor reppers will continue to see use. I agree though that standard shield boosters have been overshadowed because the ASB is so powerful. I'm not entirely on board with the ASB assessment (not that it matters of course). 
A ship relying on an ASB without a standard shield repper in reserve only has the advantage of knowing exactly how long he has before he dies horribly. Granted, he can use that time to either get the job done, or escape... which is helpful to a degree. But if he does neither before he runs dry he pops like a wet balloon. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Sky Marshal
Deep Core Mining Inc. Caldari State
3
|
Posted - 2013.02.14 19:44:00 -
[88] - Quote
fukier wrote:1. there is dedicated tackle in pvp fleets so havings ponits and webs is not allways usefull
2. RR is the big winner for reasons why shield is better
3. you can fit extenders and rigs and not slow down (sig radius bloom is not big enough to count)
though for small gang or solo then yeah armor has its uses but overall its still not as good.
i am still going to be shield tanking my brutix after this boost. 1. Yes but even on small Caldari ships, it is hard to fit points/web and keep some tank.
2. I have to give you this point.
3. The fact that shield don't slow down the ship was a balancing thing. Armor is more resilient but make you slow and maybe with less damage, shield don't hit your speed but require a big amount of energy for active tanking and give trouble with the fitting. This armor boost will destroy this balance.
Dersen Lowery wrote:Like the fact that, as a rule, Caldari ships have about as many mids left over after prop and tank as Amarr ships do, and with at least as many low slots to dedicate to damage mods and the ability to fit maximum size guns? Do you realize that to kill someone, it is better than you make him unable to flee ? shield are med slot only, so you can choose between damage and tank while I have to choose between electronic and tank. Sometimes, I would be happy to sacrifice damage for anything else.
|

Zarnak Wulf
In Exile.
1035
|
Posted - 2013.02.14 19:46:00 -
[89] - Quote
The AAR can be run without charges. It would be nice to be able to toggle WHEN you choose you use your 8 burst reps. As it stands right now, if you run it you use it.
The Myrm comes out of the change very underwhelming. You've lost 125 PG so that triple rep setup isn't as easy to fit as it used to be. On top of that - the Prophecy with it's resist bonus can work in a fleet AND run it's own effective triple rep setup. Lastly, the Brutix and Myrm still share the rep bonus and that feels deeply unsatisfying. The Myrm has many more choices to add flavor. Hybrid damage or Hybrid tracking would be boring but effective. Drone tracking or MWD speed would make a very interesting drone boat. |

Ranger 1
Ranger Corp
3557
|
Posted - 2013.02.14 19:50:00 -
[90] - Quote
You know, in this same vein I'd rather like it if they explored the possibility of having cap batteries work a bit differently.
Perhaps have the amount of cap in your battery be linked to a particular module (with the battery having its own pool of cap, peak recharge rate point, and perhaps some other traits peculiar to them) independent of your normal cap reserve.
They could be (as now sort of) less vulnerable to nos/neuts, have either a higher or lower recharge rate than your ships normal cap depending on the quality of the battery you use, and would be handled completely seperately from your main cap reseerve. They could even perhaps have a very nice synergy happen with cap boosters, perhaps only kicking in when the booster is on a reload cycle.
Just a thought, sorry for the slight derail. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Mund Richard
326
|
Posted - 2013.02.14 20:03:00 -
[91] - Quote
fukier wrote:i dunno the lack of dps for non kin damage will hurt the ship for pve thats for sure.
pretty sure the cyclone will be a much better pve ship now. Unless you shoot at drones/Amarr(and associated non-EoM rats), you will be doing more dps before the change (assuming you have the skills you should have), and also compared to the new cyclone.
Amarr were already a bad pairing (EM hole on shields), and drone missions are random, so I don't quite see a problem. Specially not on it's home turf (where each race tends to do best). >> "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. |

Mund Richard
326
|
Posted - 2013.02.14 20:19:00 -
[92] - Quote
Sky Marshal wrote:3. The fact that shield don't slow down the ship was a balancing thing. Armor is more resilient but make you slow and maybe with less damage, shield don't hit your speed but require a big amount of energy for active tanking and give trouble with the fitting. This armor boost will destroy this balance. "Give trouble with the fitting" Fitting mods are lowslot, so easier to use on shield ships. Armor tends to fit multiple repair modules to stay competitive, as they cannot oversize. Suddenly even 6 lows can be consumed by the tank, leaving none for TE/Gank, and even the mids are compromised (cap booster). Also, you need the rigs for tanking as well, and Neutrons were usually just a dream even before active rigs affected PG. (Though I do see how the Ferox is hurt quite a bit by not having the Drake's slot layout. On the other hand shield Brutixes/Canes were popular even though it had only 4 mids.)
I don't expect any balance being broken on BC level, except how maybe lightly-tanked armor BCs might be able to chase after lightly tanked shield kiters more efficiently. Assuming the kiter is not minmatar. Nor using any nanofiber. Nop, not much changing in terms of balance. >> "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. |

Arec Bardwin
904
|
Posted - 2013.02.14 21:04:00 -
[93] - Quote
No mention of changes (removal of passive resists, improved by the compensation skills) to active shield and armor hardeners? |

Mund Richard
327
|
Posted - 2013.02.14 21:12:00 -
[94] - Quote
Arec Bardwin wrote:No mention of changes (removal of passive resists, improved by the compensation skills) to active shield and armor hardeners? Good catch. Suppose it will be in the patch notes. ... But you must admit, it doesn't sound like something the PR guys would want as part of a Dev Blog to "sell" the point release, even if it does make sense. >> "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. |

Ranger 1
Ranger Corp
3557
|
Posted - 2013.02.14 21:20:00 -
[95] - Quote
This balancing blog has already been out a few hours and only 5 pages of comments.
Fozzie, people are starting to take your skills, effort, and loving attention to your work for granted.
This makes it somewhat strangely appropriate that this is coming out on Valentines Day.  To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Diesel47
Bad Men Ltd.
490
|
Posted - 2013.02.14 21:42:00 -
[96] - Quote
I dont like how they are making armor and shield more and more similar.
Ancillary armor repair? ASB was already a terrible module, why make an armor version of it too?
Instead of adding STUPID new modules try balancing the ones that we already have.
|

Endeavour Starfleet
838
|
Posted - 2013.02.14 21:49:00 -
[97] - Quote
Reducing ways of newer players to make funds with the Drake tank nerf..
Massively boosting AFK Cloaking with Black Ops changes..
Modular POS put on the backburner.
Ya thanks  |

MissNic
Aliastra Gallente Federation
2
|
Posted - 2013.02.14 22:15:00 -
[98] - Quote
Beware the cloaky brick tank Proteus with the covert cyno  |

Ravcharas
GREY COUNCIL Nulli Secunda
200
|
Posted - 2013.02.14 22:20:00 -
[99] - Quote
Have you considered using a different naming convention for the new armor reps, considering they function differently compared to the ASB's? I'm thinking the word 'ancillary' in both modules implies they are basically the same, when they have a couple of really important differences. |

Bubanni
ElitistOps Pandemic Legion
675
|
Posted - 2013.02.14 23:12:00 -
[100] - Quote
I am looking forward to the day when Interceptors are buffed/adjusted a little, like a little more lock range, perhaps some extra pg on some of them... and also make warp velocity (AU/s) matter more, as in acceleration faster within warp... :) Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |

Mund Richard
327
|
Posted - 2013.02.14 23:17:00 -
[101] - Quote
Ravcharas wrote:Have you considered using a different naming convention for the new armor reps, considering they function differently compared to the ASB's? I'm thinking the word 'ancillary' in both modules implies they are basically the same, when they have a couple of really important differences. It would be less misunderstandable. >> "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. |

fukier
RISE of LEGION
829
|
Posted - 2013.02.14 23:31:00 -
[102] - Quote
Bubanni wrote:I am looking forward to the day when Interceptors are buffed/adjusted a little, like a little more lock range, perhaps some extra pg on some of them... and also make warp velocity (AU/s) matter more, as in acceleration faster within warp... :)
IT would be cool if interceptors were not pulled into sling bubbles. At the end of the game both the pawn and the Queen go in the same box. |

Captain Evil
Tech 3 Constructions
3
|
Posted - 2013.02.14 23:38:00 -
[103] - Quote
A lot of you MIST thisQuote:Unlike the ASBs, AARs always use the same capacitor as a Tech One armor repairer to cycle. This cap use does not change when the module is loaded with charges. .
So Ancillary Armor Repairers use cap from your ship or Cap charges it runs 3/4 of the same size and/or put Nanite Repair Paste in (or on top cap charges?) you get 2.25 the amount of a T1 rep.
That is if i am reading ok CCP Fozzie |

Hashi Lebwohl
Oberon Incorporated RAZOR Alliance
19
|
Posted - 2013.02.14 23:42:00 -
[104] - Quote
CCP Fozzie wrote:Callic Veratar wrote:Based on the discussions I've seen, I think the next balance pass after Retribution 1.1 will be Summer 1.0 and should contain Battleships, Industrials, Black Ops, Command Ships, and EAF. A response of "that sounds reasonable" would be great.  All I can confirm is that the ships discussed in Ytterbium's Back to the Balancing Future blog are still expected to be among the earlier sets of ships we work on this year.
Would you care to comment and contrast your excellent communication of forthcoming changes with CCP Greyscale's dismal responses to his changes to shield and armor compensation skills.
Should we expect a Dev Blog from his holiness Greyscale, or would holding our breath just invite unconscienceness. |

Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
202
|
Posted - 2013.02.14 23:47:00 -
[105] - Quote
I <3 fozzie! He is the answer to all that complaining I did about ccp never talking about balance and whatnot on the forums! |

Mund Richard
327
|
Posted - 2013.02.14 23:50:00 -
[106] - Quote
Captain Evil wrote:A lot of you MIST this Quote:Unlike the ASBs, AARs always use the same capacitor as a Tech One armor repairer to cycle. This cap use does not change when the module is loaded with charges. So Ancillary Armor Repairers use cap from your ship or Cap charges it runs 3/4 of the same size and/or put Nanite Repair Paste in (or on top cap charges?) you get 2.25 the amount of a T1 rep. That is if i am reading ok CCP Fozzie Not quite. A) The AAR is loaded with nanopaste (henceforth called "charge"), and you activate it. It will consume the same amount of cap as a T1 repair module, and will repair 2.25 times as much as a T1 repair module of the same size would in the same scenario.
B) The AAR has no charges left in it It will consume the same amount of cap as a T1 repair module, and will repair 0.75 times as much as a T1 repair module of the same size would in the same scenario.
I hope that helps clear any lingering misunderstanding. Also hoping that *I* haven't misunderstood anything. >> "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. |

Zombie132
Science and Trade Institute Caldari State
5
|
Posted - 2013.02.14 23:56:00 -
[107] - Quote
Well done Fozzie, and all who are working hard on ship in space. You've done a great job rebalancing so far, and I'm looking forward to these great new changes.
Also, a little late, but congrats on getting Dust and EVE working together. I've only just activated an account on DUST and am immensely enjoying the unique interaction between Dust and eve, truly awesome, an experience you won't get in any other game universe.
(By the way, has anyone guessed the significance of 514 as it relates to DUST514 and eve?) |

Utremi Fasolasi
The Jagged Edge Rebel Alliance of New Eden
183
|
Posted - 2013.02.15 00:04:00 -
[108] - Quote
More mass on the Drake? It's already a slow brick as it is.  |

Tau Cabalander
Retirement Retreat Working Stiffs
1568
|
Posted - 2013.02.15 00:54:00 -
[109] - Quote
CCP Fozzie, you must really stop doing such things.
Graph: +1 Black Ops: +1 T3: +1
You see the problem, right? The forums don't allow +3 likes!
I'm not crazy about the battlecruiser changes, though I am happy to read that some earlier proposals have been trashed. For that I won't drop your score, as I'm taking a wait-and-see approach, for now.
I won't celebrate the armor changes until the equivalent of Slaves for shield are released. [EDIT: Of course, Crystals for armor would be appropriate too.] |

Zanmaru
Zaibatu Planetary Concern
7
|
Posted - 2013.02.15 00:54:00 -
[110] - Quote
I love the idea of the Harb being turned into a droneboat, and while missiles seem weird on an Amarr ship, I'm not opposed to the idea. What I do find slightly irritating is the fact the high-slot and turret layout basically forces you to either have one launcher or one odd turret if you go the other way.
Based on the redesigns up to this point, I thought we were moving AWAY from that sort of thing.
Edit: Well unless things have changed since the proposed rebalance specs were posted a while back. I am noticing a few changes in the blog. |

Kommandohoran
Suddenly Spacerich Industries
10
|
Posted - 2013.02.15 02:07:00 -
[111] - Quote
CCP Fozzie wrote:
The plus side of all this is I get to watch Quackbot spasm uncontrollably.
The Fozzie, he walks among us. |
|

CCP Fozzie
C C P C C P Alliance
4044

|
Posted - 2013.02.15 02:12:00 -
[112] - Quote
Hashi Lebwohl wrote:CCP Fozzie wrote:Callic Veratar wrote:Based on the discussions I've seen, I think the next balance pass after Retribution 1.1 will be Summer 1.0 and should contain Battleships, Industrials, Black Ops, Command Ships, and EAF. A response of "that sounds reasonable" would be great.  All I can confirm is that the ships discussed in Ytterbium's Back to the Balancing Future blog are still expected to be among the earlier sets of ships we work on this year. Would you care to comment and contrast your excellent communication of forthcoming changes with CCP Greyscale's dismal responses to his changes to shield and armor compensation skills. Should we expect a Dev Blog from his holiness Greyscale, or would holding our breath just invite unconscienceness.
That change doesn't really require its own dev blog in my opinion, and it's a change I fully support.
The honest truth is that I have no idea why someone back in the day would design the active resistance modules to also have a separate passive effect. It's convoluted and provides very little value.
And considering that we have generally shifted the meta towards a lower number of neuts overs the past few releases, the change helps ensure that capacitor warfare serves a useful role. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
|

Jabba Fat
Cog of Time
0
|
Posted - 2013.02.15 02:31:00 -
[113] - Quote
CCP Fozzie wrote:Just know that the skill changes (including the Battlecruiser and Destroyer skill splits) will not be taking place in Retribution 1.1. They are scheduled for the summer expansion.
Is this a typo also or did I get it all wrong? I thought the expansion on the 19th was the Destroyer and Battlecruiser skill split! |
|

CCP Fozzie
C C P C C P Alliance
4045

|
Posted - 2013.02.15 02:39:00 -
[114] - Quote
Jabba Fat wrote:CCP Fozzie wrote:Just know that the skill changes (including the Battlecruiser and Destroyer skill splits) will not be taking place in Retribution 1.1. They are scheduled for the summer expansion. Is this a typo also or did I get it all wrong? I thought the expansion on the 19th was the Destroyer and Battlecruiser skill split!
The skill split is scheduled for the summer expansion, as stated in the recent Dev Blog that covers the skill changes in detail. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
|

Nevyn Auscent
Broke Sauce
147
|
Posted - 2013.02.15 02:48:00 -
[115] - Quote
Zanmaru wrote:I love the idea of the Harb being turned into a droneboat, and while missiles seem weird on an Amarr ship, I'm not opposed to the idea. What I do find slightly irritating is the fact the high-slot and turret layout basically forces you to either have one launcher or one odd turret if you go the other way.
Based on the redesigns up to this point, I thought we were moving AWAY from that sort of thing.
Edit: Well unless things have changed since the proposed rebalance specs were posted a while back. I am noticing a few changes in the blog. BC's all have at least one 'utility slot' to allow for the use of a Warfare link without compromising primary guns. Some of the BC's have the option to put an alternative weapon system into these utility slots, while others only have utility. But in all cases they are utility slots. |

Dalto Bane
DPB Corporation Ineluctable.
3
|
Posted - 2013.02.15 02:57:00 -
[116] - Quote
I am mostly happy with all that is being projected in 1.1. Can't say I did not struggle in holding back my last few tears on even more Drake ner... I mean rebalancing. I just was not expecting to lose a launcher slot, have less hp, and a mass increase. Comes with the territory I suppose. Good stuff just the same! |

Zanmaru
Zaibatu Planetary Concern
7
|
Posted - 2013.02.15 03:22:00 -
[117] - Quote
Nevyn Auscent wrote: -snip- But in all cases they are utility slots.
A fair point. |

Endeavour Starfleet
838
|
Posted - 2013.02.15 04:48:00 -
[118] - Quote
CCP Fozzie wrote:Hashi Lebwohl wrote:CCP Fozzie wrote:Callic Veratar wrote:Based on the discussions I've seen, I think the next balance pass after Retribution 1.1 will be Summer 1.0 and should contain Battleships, Industrials, Black Ops, Command Ships, and EAF. A response of "that sounds reasonable" would be great.  All I can confirm is that the ships discussed in Ytterbium's Back to the Balancing Future blog are still expected to be among the earlier sets of ships we work on this year. Would you care to comment and contrast your excellent communication of forthcoming changes with CCP Greyscale's dismal responses to his changes to shield and armor compensation skills. Should we expect a Dev Blog from his holiness Greyscale, or would holding our breath just invite unconscienceness. That change doesn't really require its own dev blog in my opinion, and it's a change I fully support. The honest truth is that I have no idea why someone back in the day would design the active resistance modules to also have a separate passive effect. It's convoluted and provides very little value. And considering that we have generally shifted the meta towards a lower number of neuts overs the past few releases, the change helps ensure that capacitor warfare serves a useful role.
Doesn't require a dev blog despite the fact that for many players the training they put into these skills will be worth FAR FAR less now?
Is the old CCP just making their own decisions and not caring how they effect the game back? You are introducing yet another barrier to newer players with the Drake nerf. CCP is backpedaling on modular POS structures. You are boosting AFK Cloaking to even higher levels with the black ops changes. Next you will be saying "We have no idea why someone would design something called a local and while we are at it why are these tech moons so spread out?"
This is the issue. You are "Fixing" things that while may have been an issue are NOTHING compared to the need for Modular POS, Ring mining, and ways to actually get newer players into these vaunted Nullsec groups you keep pushing them towards. And to be something other than cannon fodder. |

Destoya
Sniggerdly Pandemic Legion
64
|
Posted - 2013.02.15 05:16:00 -
[119] - Quote
Endeavour Starfleet wrote:
Is the old CCP just making their own decisions and not caring how they effect the game back? You are introducing yet another barrier to newer players with the Drake nerf. CCP is backpedaling on modular POS structures. You are boosting AFK Cloaking to even higher levels with the black ops changes. Next you will be saying "We have no idea why someone would design something called a local and while we are at it why are these tech moons so spread out?"
This is the issue. You are "Fixing" things that while may have been an issue are NOTHING compared to the need for Modular POS, Ring mining, and ways to actually get newer players into these vaunted Nullsec groups you keep pushing them towards. And to be something other than cannon fodder.
They want clearly defined roles between active and passive tanking modules, and also want to make sure that cap warfare is still a relevant threat to ships with cap-dependent tanks. Seems pretty clear-cut to me with reasons that make a lot of sense.
If anything, the drake nerf (if you can call it that; it's really very similar to the ship that we know on TQ now) is a boon to new players. Instead of just being told that they must fly a single ship and single race to be relevant there are now far more viable options, and they can choose the playstyle that they enjoy the most for themselves. |

Lipbite
Express Hauler
612
|
Posted - 2013.02.15 05:17:00 -
[120] - Quote
Could be nice to see new non-emergent game content. New star systems, new modules (remote speed boost), drones (energy transfer), new missions, new type of rats (Jove or whatever), new exploration sites. Some avatar gameplay - walking in stations, exploration.
These debugs are nice but not fun - they just make game a bit less boring. |

Callduron
181
|
Posted - 2013.02.15 05:33:00 -
[121] - Quote
CCP Fozzie wrote:We want to reach a place where cheaper ships are more than just something you fly when you start the game,
This can only happen (at least with regard to nullsec) if clone costs are addressed. If someone with high skill points goes out in a Rupture rather than a Muninn they are flying a ship which is more likely to die and often when your ship dies your pod dies. It's just silly for someone to fly a 100m pod around in a 10m ship.
This issue doesn't only affect old veteran players. As the veterans don't want to be in Omens because it risks their pod more than using Zealots would they decide upon a doctrine which everyone has to follow. This makes nullsec needlessly hard to get into. Some nullsec alliance mitigate this by welcoming rifter heroes but there's a limit for many new players to how much fun you can have being the disposable tackle that generally dies 2 minutes into the fight.
My concern is that after the BC changes and if this summer buffs Battleships we won't see so many roaming cruiser gangs which most of us feel is a great enhancement to Eve. |

Paul Maken
The Rising Stars Initiative Mercenaries
15
|
Posted - 2013.02.15 06:28:00 -
[122] - Quote
Callduron wrote:CCP Fozzie wrote:We want to reach a place where cheaper ships are more than just something you fly when you start the game, This can only happen (at least with regard to nullsec) if clone costs are addressed. If someone with high skill points goes out in a Rupture rather than a Muninn they are flying a ship which is more likely to die and often when your ship dies your pod dies. It's just silly for someone to fly a 100m pod around in a 10m ship. This issue doesn't only affect old veteran players. As the veterans don't want to be in Omens because it risks their pod more than using Zealots would they decide upon a doctrine which everyone has to follow. This makes nullsec needlessly hard to get into. Some nullsec alliance mitigate this by welcoming rifter heroes but there's a limit for many new players to how much fun you can have being the disposable tackle that generally dies 2 minutes into the fight. My concern is that after the BC changes and if this summer buffs Battleships we won't see so many roaming cruiser gangs which most of us feel is a great enhancement to Eve.
This is definitely an issue. I can jump clone into a PvP clone for a roam, but then I'm stuck there. It's not so much the fact that I'm locked into a clone that trains more slowly for 24 hours that's the problem as it is the fact that once I jump back into the training clone I'm stuck in the expensive clone for 24 hours and cannot participate in any cheap ship gangs for that period.
If I'm to be completely honest, I don't like the way in which skill implants impose a skill point tax on active PvP players. It seems wrong that since I play daily I end up with fewer SP than someone that only plays on weekends and can use jump clones to spend the week in +5s.
Brainstorming a bit, I see a couple of solutions to this. One is to reduce the jump clone duration to something like 16 hours. That way if I jump clone back to +5s at the end of a day, I'll be able to jump again into a PvP clone at the start of the following day's play time.
Another is to let players accumulate some small number of jumps so that if I hadn't jump cloned in 2 days I'd be able to jump into the +5 clone knowing that if something came up I would be able to jump back immediately.
Another would be to be able to switch clones in the same station without using the jump clone timer at all. That way I can always get in a cheap clone to go out in cruisers without introducing any additional fast travel.
What I'd like to see the most is completely to disconnect the clone you are in from the rate at which you gain skillpoints. Players already have this relationship between the cost of the ship they are flying and the cost of the clone they are willing to risk and removing the attribute implants from the equation should lead to increased usage of hardwiring which I feel make much more compelling gameplay.
This is the opposite side of the coin from the off-grid boosting. In that case, the problem is assets that are affecting the fight are not put at risk in the fight. In this case, assets are put at risk in the fight that are not affecting the fight. It would be better if the assets risked on the grid were always the same as those that affected the outcome. |

Roime
Shiva Furnace
1988
|
Posted - 2013.02.15 07:03:00 -
[123] - Quote
Paul Maken, you do understand that what you describe as a problem is not a game design issue, it's your personal problem. Consequences from choices, OCD, etc.
+5s are not required, you want to use them but are unable to deal with the consequences.
-á- All I really wanted was to build a castle among the stars - |

Roime
Shiva Furnace
1988
|
Posted - 2013.02.15 07:05:00 -
[124] - Quote
Oh yeah and this "rebalance" didn't actually rebalance BCs or armor tanking, release was rushed.
-á- All I really wanted was to build a castle among the stars - |

Andski
GoonWaffe Goonswarm Federation
6758
|
Posted - 2013.02.15 08:41:00 -
[125] - Quote
Is a Brutix Navy Issue too much to ask for? ~*a proud belligerent undesirable*~ TheMittani.com: The premier source for news, commentary and discussion of EVE Online and other games of interest. Malcanis for CSM 8 |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
131
|
Posted - 2013.02.15 09:43:00 -
[126] - Quote
I find this BC rebalance disappointing in general. It was supposed to be a general nerf to drakes and canes, as well as tiericide, but all you've done is cut off utility highs, stop drakes from using non-kinetic ammo so well and reduce base capacitor. It's not going to change anything. Some sort of general slot reduction on tier 2s was supposed to happen, but any actual slot reduction has been completely countered by giving them out of whack bonuses. Also seriously, heavy drones on a BC? They're bad enough on battleships. |
|

CCP Ytterbium
C C P C C P Alliance
1743

|
Posted - 2013.02.15 09:54:00 -
[127] - Quote
Liang Nuren wrote:Dev Blog wrote: I want to make it clear that one of our goals in this rebalancing pass is to somewhat narrow the gap between higher cost and lower cost ships compared to the canyon that existed in the past. We are not planning on buffing the high cost ships to the same degree that we did with the T1 Frigates and Cruisers, as this would simply create direct power creep and leave us right back where we started. We want to reach a place where cheaper ships are more than just something you fly when you start the game, but instead present a viable and interesting option to be chosen by people of many levels of experience. Our vision for cost-balancing is that cost should play a limited part in balancing ships and that obtaining a roughly linear increase in effectiveness should require an exponential increase in cost.
I kinda draw exception to the idea you won't be improving T2 as much as T1. Many of the T1 ships are now just outright superior to their T2 and faction counterparts. -Liang
Tech2 will be looked at, however, in the new scheme, Tech2 ships shouldn't be plain better than Tech1 in all aspects. They should just be more specialized. So for example, Interceptors should be faster, more agile and far better at tackling that regular Tech1 Frigates, but not necessarily having more EHP or even firepower than regular Tech1 Frigates. Assault Frigates should have more firepower and EHP than Tech1 Frigates, but not necessarily as mobile.
It's about specializing hulls and tradeoffs. |
|

Swidgen
Republic University Minmatar Republic
44
|
Posted - 2013.02.15 09:57:00 -
[128] - Quote
Chainsaw Plankton wrote:I <3 fozzie! He is the answer to all that complaining I did about ccp never talking about balance and whatnot on the forums! I've gotta go with this sentiment. CCP Fozzie is a shining light in the world of "things that neded to be fixed for years" Always the pessimist, however, my biggest fear is that in a year or two he will be doing so good that he'll get promoted within CCP and we'll be back to where we started with respect to things getting ignored for years. |

ITTigerClawIK
Galactic Rangers R O G U E
226
|
Posted - 2013.02.15 10:02:00 -
[129] - Quote
in regards to future battleship balancing, could we possibly get some more missile ships other than the typhoon and raven, atm its more like there is like 1 hull that BS class missile weapons are used one (2 if you inlude the golem) , still thinking the amarr should get a solid torpedo boat ( yes im still shamelessly pushing for my khanid battleship by any means nessesary) :-P |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
131
|
Posted - 2013.02.15 10:09:00 -
[130] - Quote
When are you going to go back and fix the stuff you've already done, like rifter, tristan, etc.? I seem to recall something about 'the days of balance and forget' being over. |
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CCP Fozzie
C C P C C P Alliance
4062

|
Posted - 2013.02.15 10:52:00 -
[131] - Quote
TrouserDeagle wrote:When are you going to go back and fix the stuff you've already done, like rifter, tristan, etc.? I seem to recall something about 'the days of balance and forget' being over.
It takes time for new changes to settle in a sandbox game like EVE. Due to the realities of development schedules if we wanted to do another pass on the Tristan for 1.1, we would have needed to be designing the changes less than a month after they were changed in Retribution. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
|

ITTigerClawIK
Galactic Rangers R O G U E
226
|
Posted - 2013.02.15 11:22:00 -
[132] - Quote
TrouserDeagle wrote:When are you going to go back and fix the stuff you've already done, like rifter, tristan, etc.? I seem to recall something about 'the days of balance and forget' being over.
erm, whats wrong with the rifter if youd ont mind me asking? |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
131
|
Posted - 2013.02.15 11:27:00 -
[133] - Quote
CCP Fozzie wrote:if we wanted to
I'm taking that to mean that you don't want to.
ITTigerClawIK wrote:erm, whats wrong with the rifter if youd ont mind me asking?
It just can't stand up to merlin or incursus. I don't see a reason to ever fly it over anything else. I forgot to mention punisher though, that's worse than everything. |

Kip Troger
Exiled Kings Enlightened Violence
3
|
Posted - 2013.02.15 11:28:00 -
[134] - Quote
What is the rationale behind the support cruisers bonuses compared to the Recons?
blackbird (ECM) -> Falcon/Rook (ECM) bellicose(TP) -> Rapier/Huginn(Web + TP) Celestis(SD) -> Arazu/Lachesis (SD + Tackle bonus) Arbitrator (TD) -> Curse/Pilgrim (TD+Nuet)
I didn't add in the DPS bonuses, as they all seem to have a small buff.
So all t1 cruisers get one special bonus, and the recon variants all get 2 except caldari? Is this because the caldari one is more often used?
|

ITTigerClawIK
Galactic Rangers R O G U E
226
|
Posted - 2013.02.15 11:29:00 -
[135] - Quote
i have honestly not had problems with either hull yet lol. |

Mund Richard
327
|
Posted - 2013.02.15 11:48:00 -
[136] - Quote
Kip Troger wrote:blackbird (ECM) -> Falcon/Rook (ECM) bellicose(TP) -> Rapier/Huginn(Web + TP) Celestis(SD) -> Arazu/Lachesis (SD + Tackle bonus) Arbitrator (TD) -> Curse/Pilgrim (TD+Nuet)
So all t1 cruisers get one special bonus, and the recon variants all get 2 except caldari? Is this because the caldari one is more often used? Ok, so my OCD forced me to look at it. Curse is a good package, EWAR in the mids, EWAR in the highs, and bonused weaponry in the bay, no conflict. Huginn/Lach have two EWARs competing for 6-7 midslots, and split weapon system bonuses/hardpoints. Caldari apply two bonuses to ECM, and Rook get double-bonused weapons with a full rack.
How much bonus a -50% cap consumption is, amarr pilots love to debate a lot as well, and weapons on a Recon... If anything, I find the loss of the falloff upgrading from the Blackbird interesting. >> "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. |

Witchking Angmar
Perkele.
37
|
Posted - 2013.02.15 11:52:00 -
[137] - Quote
Both the Myrm and the Brutix are full on armor boats now? You should have taken the Brutix a bit more in the direction of shield Talos and Hyperion IMO. The Myrm is already and excellent active armor tanker, and the Brutix will just be the same but worse. |

Mund Richard
327
|
Posted - 2013.02.15 12:08:00 -
[138] - Quote
Shield Hyper... a really fast and powerful T1 blaster BS.
The irony. >> "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. |

Claire Raynor
NovaGear
93
|
Posted - 2013.02.15 13:29:00 -
[139] - Quote
I think these are great changes! Simply reducing the PG requirements for the Reppers and then changing the Aux nano pumps and accelerators - fantastic. Don't know if I'd go for the new Aux Repper thingies yet - but does 2.25 times T1 repper rates not seem a lot - but I suppose factoring in a minute's wait. . . but combined with two Aux nano pumps and an accelerator - and a light weight 800 - and an EANM - a DC - 3 Slot armour Tank - could be really interesting?
Also. . . and I gotta pinch myself. . . I make nanite repair paste!!! Thanksyou so mucho :) I win. Hard.
And. . When Balancing - being as you are doing everything I want at the moment - can I have slots on my Freighter??
Plleeeaasseeeeee?
Thanks! |

Grideris
Fleet Coordination Commission Fleet Coordination Coalition
527
|
Posted - 2013.02.15 14:53:00 -
[140] - Quote
Question (and forgive me if this has already been asked): Does the Repair Systems skill reduce the cycle time of the AAR like it does for normal armour repair modules? http://www.dust514.org - the unofficial forum for everything DUST 514 http://www.dust514base.com - the blog site with everything else DUST 514 you need
|

Khaim Khal
Valkyries of Night Of Sound Mind
8
|
Posted - 2013.02.15 14:57:00 -
[141] - Quote
Quote:March 2012 seems like a lifetime ago in terms of EVE development[.] Since that fateful day we have rebalanced Frigates, Mining Barges, Destroyers, and Cruisers.
So maybe it's time for someone to spend 5 minutes and update the wiki's database copy? Pretty sure the Merlin doesn't have split weapons any more... |

Krell Kroenen
Miner Intimidation
123
|
Posted - 2013.02.15 15:13:00 -
[142] - Quote
I liked the graph on BC use, any chance we could see a before and after for the frigs and cruisers since their rebalance? Or at least the names of the top ships of their class? It would seem you have the data. |

Ranger 1
Ranger Corp
3558
|
Posted - 2013.02.15 16:33:00 -
[143] - Quote
TrouserDeagle wrote:CCP Fozzie wrote:if we wanted to I'm taking that to mean that you don't want to. ITTigerClawIK wrote:erm, whats wrong with the rifter if youd ont mind me asking? It just can't stand up to merlin or incursus. I don't see a reason to ever fly it over anything else. I forgot to mention punisher though, that's worse than everything.
You're putting your word in his mouth. Perhaps you should rethink that if you want anyone to care what you have to say.
Rifter and Punisher could use perhaps a slight tweak, although in the right hands both can still be very, very useful.
Some of the other changes coming down the pipe may end up fixing the minor problems without specific attention being paid to these two. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Fredric Wolf
BSC LEGION Tactical Narcotics Team
4
|
Posted - 2013.02.15 17:26:00 -
[144] - Quote
One question and I know you don't want to commit to anything as to not get our hopes up or not to deliver but where in the list of items to be fixed are the TD,TE and TC? Guess what I am looking for is High Med or Low priority.
Thanks
|

Zimmy Zeta
Red Federation
8236
|
Posted - 2013.02.15 19:49:00 -
[145] - Quote
Ranger 1 wrote:TrouserDeagle wrote:CCP Fozzie wrote:if we wanted to I'm taking that to mean that you don't want to. ITTigerClawIK wrote:erm, whats wrong with the rifter if youd ont mind me asking? It just can't stand up to merlin or incursus. I don't see a reason to ever fly it over anything else. I forgot to mention punisher though, that's worse than everything. You're putting your word in his mouth. Perhaps you should rethink that if you want anyone to care what you have to say. Rifter and Punisher could use perhaps a slight tweak, although in the right hands both can still be very, very useful. Some of the other changes coming down the pipe may end up fixing the minor problems without specific attention being paid to these two.
Rifters are still viable, only they are mediocre now around the board. Since they are an iconic ship of eve, I wouldn't mind if they got a slight all-around buff. I cannot see what your issues with the Punisher are, though. What's wrong with a 9k EHP frigate that can dish out over 130dps and can shoot (with beams) up to 25 km ? Please don't feed me. |

Maximus Andendare
Future Corps Sleeper Social Club
96
|
Posted - 2013.02.15 20:04:00 -
[146] - Quote
CCP Ytterbium wrote:Tech2 will be looked at, however, in the new scheme, Tech2 ships shouldn't be plain better than Tech1 in all aspects. They should just be more specialized. So for example, Interceptors should be faster, more agile and far better at tackling that regular Tech1 Frigates, but not necessarily having more EHP or even firepower than regular Tech1 Frigates. Assault Frigates should have more firepower and EHP than Tech1 Frigates, but not necessarily as mobile.
It's about specializing hulls and tradeoffs. Describing it this way, this is an awesome goal. It'll keep all hulls relevant while making the "specialized" ships that much better at their roles.
I'd really like to see *some* idea of what T2 ships will be balanced when though. I know you guys can't--and I'm not asking you to--lay out the next changes verbatim, but a general "we feel X and Y probably need the most love" would be great, and at least give us some idea.
That being said, I personally would love to have a reason to fly my Deimos over my Thorax. :)
|

EntroX
The Oversized Drive Club Lone Star Partners
6
|
Posted - 2013.02.15 21:04:00 -
[147] - Quote
CCP Fozzie wrote:Takumiro wrote:Neugeniko wrote:CCP Fozzie, You mention a mass reduction to 400mm plates, is this correct?
Neug Read the damn thing. No she's right it was incorrectly saying 400mm until she mentioned it and CCP Guard was nice enough to ninja fix it. The plus side of all this is I get to watch Quackbot spasm uncontrollably.
have i ever mentioned that i hate you? (<3) Owner of FailHeap-Challenge, home of your bitter needs. http://failheap-challenge.com/ |

Fredric Wolf
BSC LEGION Tactical Narcotics Team
4
|
Posted - 2013.02.15 21:04:00 -
[148] - Quote
Maximus Andendare wrote:CCP Ytterbium wrote:Tech2 will be looked at, however, in the new scheme, Tech2 ships shouldn't be plain better than Tech1 in all aspects. They should just be more specialized. So for example, Interceptors should be faster, more agile and far better at tackling that regular Tech1 Frigates, but not necessarily having more EHP or even firepower than regular Tech1 Frigates. Assault Frigates should have more firepower and EHP than Tech1 Frigates, but not necessarily as mobile.
It's about specializing hulls and tradeoffs. Describing it this way, this is an awesome goal. It'll keep all hulls relevant while making the "specialized" ships that much better at their roles. I'd really like to see *some* idea of what T2 ships will be balanced when though. I know you guys can't--and I'm not asking you to--lay out the next changes verbatim, but a general "we feel X and Y probably need the most love" would be great, and at least give us some idea. That being said, I personally would love to have a reason to fly my Deimos over my Thorax. :)
After the plate change the Deimos will be a nice ship to fly. Wish it would get a MWD change though not a fan of that bonus. |

Dersen Lowery
Laurentson INC StructureDamage
424
|
Posted - 2013.02.15 21:41:00 -
[149] - Quote
Paul Maken wrote:If I'm to be completely honest, I don't like the way in which skill implants impose a skill point tax on active PvP players. It seems wrong that since I play daily I end up with fewer SP than someone that only plays on weekends and can use jump clones to spend the week in +5s.
If you expect to jump from your +5 skill clone to your bare PVP clone about 1/day, then you could always just get +2 or +3 implants and put them in both. You'll learn at the same rate, both clones will be significantly cheaper, and you'll never have to worry about which clone you're in. Malcanis for CSM 8 |

MagnusBraxx
Algorab Technology Mistakes Were Made.
0
|
Posted - 2013.02.15 21:45:00 -
[150] - Quote
Stop messing with the Hurricane! ccp fozzie, i hate you. |

lixxi chixxi
Leper Outcast Unclean
16
|
Posted - 2013.02.15 21:58:00 -
[151] - Quote
Quote: The AARs use the same cycle time, fitting and build requirements as a Tech One armor repairer of the same size. Their blueprint copies are found in all the same places where other blueprints for prototype modules such as the ASB can already be acquired.
I know I will be trolled for asking a question I do not already know the answer to, but I've searched a bit and can't find this info. Where are these other blueprints found? WH? Radar sites? Thx!
M |

Dinaheyr
Perfect Defect
0
|
Posted - 2013.02.15 22:10:00 -
[152] - Quote
10% kin dmg bonus for drake, it's more like a bad joke than rebalalancing, killing one ship just to decrease his popularity is not a good way to keep balance. A lot of caldari missile ships suffer from this ridiculous "bonus" now you want to make this ship completely useless for PVP same as for PVE ..well at least cyno blobbers still find use for this cheap caldari brick. |
|

CCP Fozzie
C C P C C P Alliance
4078

|
Posted - 2013.02.15 22:20:00 -
[153] - Quote
lixxi chixxi wrote:Quote: The AARs use the same cycle time, fitting and build requirements as a Tech One armor repairer of the same size. Their blueprint copies are found in all the same places where other blueprints for prototype modules such as the ASB can already be acquired.
I know I will be trolled for asking a question I do not already know the answer to, but I've searched a bit and can't find this info. Where are these other blueprints found? WH? Radar sites? Thx! M
Excellent question. They're in all the same exploration containers as the ASBs and similar prototype module BPCs. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
|

Mund Richard
327
|
Posted - 2013.02.15 22:26:00 -
[154] - Quote
Dinaheyr wrote:10% kin dmg bonus for drake, it's more like a bad joke than rebalalancing, killing one ship just to decrease his popularity is not a good way to keep balance. A lot of caldari missile ships suffer from this ridiculous "bonus" now you want to make this ship completely useless for PVP same as for PVE ..well at least cyno blobbers still find use for this cheap caldari brick. Ofc compared to the old Ferox, any damage bonus at all is sweet. That it takes away one of the main advantages the weapon system has... well, that's kinda silly, but it has been discussed to great lengths in the re-balance thread. >> "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. |

fukier
RISE of LEGION
830
|
Posted - 2013.02.16 02:45:00 -
[155] - Quote
CCP Fozzie wrote:lixxi chixxi wrote:Quote: The AARs use the same cycle time, fitting and build requirements as a Tech One armor repairer of the same size. Their blueprint copies are found in all the same places where other blueprints for prototype modules such as the ASB can already be acquired.
I know I will be trolled for asking a question I do not already know the answer to, but I've searched a bit and can't find this info. Where are these other blueprints found? WH? Radar sites? Thx! M Excellent question. They're in all the same exploration containers as the ASBs and similar prototype module BPCs.
the non cryptic answer is in null sec and in wreaks...
At the end of the game both the pawn and the Queen go in the same box. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
617
|
Posted - 2013.02.16 03:36:00 -
[156] - Quote
fukier wrote:CCP Fozzie wrote: Excellent question. They're in all the same exploration containers as the ASBs and similar prototype module BPCs.
the non cryptic answer is in null sec and in wreaks... Found some ASB BPC's in highsec radars so not just nullsec |

Merouk Baas
558
|
Posted - 2013.02.16 04:03:00 -
[157] - Quote
So, how much does nanite paste cost? How does that compare to the cost of cap booster charges for the ASB? How much do the blueprints for charges cost? How much do the blueprints for repair paste cost? What mats are required for making charges, and what mats are required to make nanite paste?
How can you call this "balanced"?
|

Mund Richard
327
|
Posted - 2013.02.16 04:51:00 -
[158] - Quote
Merouk Baas wrote:So, how much does nanite paste cost? How does that compare to the cost of cap booster charges for the ASB? How much do the blueprints for charges cost? How much do the blueprints for repair paste cost? What mats are required for making charges, and what mats are required to make nanite paste? How can you call this "balanced"? Why are people comparing the AAR's charges to non-navy cap boosters? (Though it makes sense for the MASB, not for the others, and there is no SASB *jedi handwave*) >> "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. |

Galatea Galilei
Profoundly Inquisitive Exploration
21
|
Posted - 2013.02.16 05:57:00 -
[159] - Quote
CCP Fozzie wrote:...the weakness of medium railguns... I'm extremely pleased to see official acknowledgement of the problem with medium rails. My question is, is this going to be addressed anytime soon, or are we going to have to wait until every bloody ship in EVE gets a balance pass before we start looking at the weapon systems? It seems like balancing hulls, important as that is, isn't nearly as important as sorting out things like this. Fiddling with the Ferox only helps the Ferox, whereas fixing rails would help a whole lot of things. You managed to squeeze the HML balance in last expansion, any chance medium rails can see some love this coming expansion?
|

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
134
|
Posted - 2013.02.16 09:20:00 -
[160] - Quote
Galatea Galilei wrote:CCP Fozzie wrote:...the weakness of medium railguns... I'm extremely pleased to see official acknowledgement of the problem with medium rails. My question is, is this going to be addressed anytime soon, or are we going to have to wait until every bloody ship in EVE gets a balance pass before we start looking at the weapon systems? It seems like balancing hulls, important as that is, isn't nearly as important as sorting out things like this. Fiddling with the Ferox only helps the Ferox, whereas fixing rails would help a whole lot of things. You managed to squeeze the HML balance in last expansion, any chance medium rails can see some love this coming expansion?
M rails are only weak relative to TE barrage ACs / TE null blasters / scorch pulses. |

Nikuno
Atomic Heroes The G0dfathers
110
|
Posted - 2013.02.16 11:30:00 -
[161] - Quote
Mund Richard wrote:Merouk Baas wrote:So, how much does nanite paste cost? How does that compare to the cost of cap booster charges for the ASB? How much do the blueprints for charges cost? How much do the blueprints for repair paste cost? What mats are required for making charges, and what mats are required to make nanite paste? How can you call this "balanced"? Why are people comparing the AAR's charges to non-navy cap boosters? (Though it makes sense for the MASB, not for the others, and there is no SASB *jedi handwave*)
This would have been more clear if the AARs had a 9 cycle run when charged, just like the navy filled ASBs do; instead we got 8 cycles for a higher cost even compared to navy cap boosters.
Hate to say so, but I did point this out at the time. Another good idea gone poof  |

Faffywaffy
Fremen Sietch DarkSide.
80
|
Posted - 2013.02.16 12:33:00 -
[162] - Quote
To be true to this image, will CCP also rebalance AT ships? The ones given out in recent years are appropriately powerful, but the older ones have become less and less formidable as EVE evolved. The Mimir, for example, is a known example of a relatively useless AT prize. |
|

CCP Fozzie
C C P C C P Alliance
4087

|
Posted - 2013.02.16 12:40:00 -
[163] - Quote
Faffywaffy wrote:To be true to this image, will CCP also rebalance AT ships? The ones given out in recent years are appropriately powerful, but the older ones have become less and less formidable as EVE evolved. The Mimir, for example, is a known example of a relatively useless AT prize.
Yep we're going to do a pass on them at some point, however I can't say for sure when that will be right now. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
|

Hannott Thanos
Notorious Legion
358
|
Posted - 2013.02.16 13:03:00 -
[164] - Quote
Heh. You would think the "Will CCP rebalance that ship" -> "Yes!" would be a clear enough message so that people would not ask. |

Jackie Fisher
syrkos technologies Joint Venture Conglomerate
165
|
Posted - 2013.02.16 14:25:00 -
[165] - Quote
CCP Fozzie wrote:Faffywaffy wrote:To be true to this image, will CCP also rebalance AT ships? The ones given out in recent years are appropriately powerful, but the older ones have become less and less formidable as EVE evolved. The Mimir, for example, is a known example of a relatively useless AT prize. Yep we're going to do a pass on them at some point, however I can't say for sure when that will be right now. Will it be before or after the shuttle rebalance?
Fear God and Thread Nought |
|

CCP Fozzie
C C P C C P Alliance
4090

|
Posted - 2013.02.16 14:41:00 -
[166] - Quote
Jackie Fisher wrote:CCP Fozzie wrote:Faffywaffy wrote:To be true to this image, will CCP also rebalance AT ships? The ones given out in recent years are appropriately powerful, but the older ones have become less and less formidable as EVE evolved. The Mimir, for example, is a known example of a relatively useless AT prize. Yep we're going to do a pass on them at some point, however I can't say for sure when that will be right now. Will it be before or after the shuttle rebalance?
Very likely before :) Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
|

Desert Ice78
Cobra Kai Dojo WHY so Seri0Us
204
|
Posted - 2013.02.16 16:04:00 -
[167] - Quote
CCP Fozzie wrote:Jackie Fisher wrote:CCP Fozzie wrote:Faffywaffy wrote:To be true to this image, will CCP also rebalance AT ships? The ones given out in recent years are appropriately powerful, but the older ones have become less and less formidable as EVE evolved. The Mimir, for example, is a known example of a relatively useless AT prize. Yep we're going to do a pass on them at some point, however I can't say for sure when that will be right now. Will it be before or after the shuttle rebalance? Very likely before :)
*sigh*
Still waiting for my shuttles.... I am a pod pilot: http://dl.eve-files.com/media/corp/DesertIce/POD.jpg
CCP Zulu: Came expecting a discussion about computer monitors, left confused. |

Merouk Baas
559
|
Posted - 2013.02.16 16:08:00 -
[168] - Quote
Mund Richard wrote:Why are people comparing the AAR's charges to non-navy cap boosters?
Because, even though the regular cap boosters are quite ineffective due to the sizes involved, the option to pay 1/70th of the cost is there. Where's the civilian nanite repair paste, same repairing power, 33% bigger size, costs 500 ISK to manufacture? Hmm? |

Nomistrav
Maverick Conflict Solutions
151
|
Posted - 2013.02.16 16:31:00 -
[169] - Quote
Merouk Baas wrote:Mund Richard wrote:Why are people comparing the AAR's charges to non-navy cap boosters? Because, even though the regular cap boosters are quite ineffective due to the sizes involved, the option to pay 1/70th of the cost is there. Where's the civilian nanite repair paste, same repairing power, 33% bigger size, costs 500 ISK to manufacture? Hmm? Datachips seem to have jumped from 90k to 400k since the announcement.
Oh yeah, it's a big problem that I'd really love to see a response on from CCP Fozzie.
Repair Paste costs crazy amounts more and you can't dictate the size of it and beyond that, the AAR is still using capacitor - so that Active Tanking style is still very vulnerable to Cap Warfare whereas the ASB isn't.
To top it off, the Paste is -EXPENSIVE- as a base and with the Large Repairer taking up -8- per use (which when we look at just how fast those things cycle that's a LOT) that's practically hundreds of thousands of isk you're throwing at the problem.
Suffice to say, my Dominix will probably still be using the ASB simply because I can dish out more Drone Damage Amplifiers with less risk involved in my Active Tanking. |

Scatim Helicon
GoonWaffe Goonswarm Federation
1614
|
Posted - 2013.02.16 17:22:00 -
[170] - Quote
Fozzie, I'm assuming CCP UsedToBeKil2 will be joining you guys when he arrives, so who else is on the balancing team now? Titans were never meant to be "cost effective", its a huge ****.-á- CCP Oveur, 2006
~If you want a picture of the future of WiS, imagine a spaceship, stamping on an avatar's face. Forever. |

Besbin
Anguis Sicarios
27
|
Posted - 2013.02.16 17:41:00 -
[171] - Quote
CCP Fozzie wrote:Hashi Lebwohl wrote:CCP Fozzie wrote:Callic Veratar wrote:Based on the discussions I've seen, I think the next balance pass after Retribution 1.1 will be Summer 1.0 and should contain Battleships, Industrials, Black Ops, Command Ships, and EAF. A response of "that sounds reasonable" would be great.  All I can confirm is that the ships discussed in Ytterbium's Back to the Balancing Future blog are still expected to be among the earlier sets of ships we work on this year. Would you care to comment and contrast your excellent communication of forthcoming changes with CCP Greyscale's dismal responses to his changes to shield and armor compensation skills. Should we expect a Dev Blog from his holiness Greyscale, or would holding our breath just invite unconscienceness. That change doesn't really require its own dev blog in my opinion, and it's a change I fully support. The honest truth is that I have no idea why someone back in the day would design the active resistance modules to also have a separate passive effect. It's convoluted and provides very little value. And considering that we have generally shifted the meta towards a lower number of neuts overs the past few releases, the change helps ensure that capacitor warfare serves a useful role.
Fair enough. But don't you think it at least deserves to be mentioned somewhere before suddenly stealthing it's way onto TQ? For instance in your dev blog on the subject. And what's your take on the usefullness of the shield compensation skill post this change? Given that it's a 45D train to all 4s and half of value of these skills are being stealth nerfed.
P.S. CCP Fozzie rocks for actually answering to our concerns! |

Castelo Selva
Forcas armadas Moon Warriors
14
|
Posted - 2013.02.16 18:12:00 -
[172] - Quote
Well, well, well... The real problem now is not that GÇ£the active hardeners no longer have the passive resist element, and that change are going live to TQ without any official CCP note about it (aka stealth nerf)GÇ¥ but about the usefulness or not of the compensation skills.
For some play base this change do not meaning nothing, but for other player base this change all they play style. So, the real question is if the compensation skills should be reimbursed or not, because it-¦s a set of lvl 5 skills that become obsolete.
I think that the fair is that should be a one time question at login asking if you want to be reimbursed or not, and this solve all problem. The one who are affected by the usefulness of the skill are reimbursed, and the one who want to keep it are ok either.
And, of course, better communication between CCP and the player base are always welcome (no more stealth nerfs). Remember, I did not said no more changes, but no more unannounced changes, please.
Castelo |

Ripard Teg
Selective Pressure Rote Kapelle
40
|
Posted - 2013.02.16 18:23:00 -
[173] - Quote
Hi Fozzie,
Great work compiling all the stuff from the F&I thread into one dev-blog, and I commend you for that! Also, thanks for taking player input so seriously during this process. I am still annoyed at my beloved Canes getting nerfed so hard, but at least you provided good explanations at each step why you were doing it. 
I do have some questions about this dev-blog though, as I blogged about yesterday:
- Why did you guys publish a graph with no indication of where zero is and no scale? Is the bottom of the graph zero?
- As a result, how many more Drakes are there than Feroxes, and how far has Drake and Cane use dropped (in percent) since their respective nerfs?
- Will you be providing another updated copy of this graph before the summer release?
I was a big big fan of the former CCP Diagoras and the stats that he published on ship use, number of ships destroyed in PvP versus PvE, and decreasing and increasing use of ships. These same sorts of stats also used to (in the ancient past of two years ago) be published in QENs. Today, the players have do not receive these sorts of stats at all. Jester's Trek: wherein I ramble about EVE Online, gaming, and from time to time... life. |

MainDrain
7th Deepari Defence Armada
141
|
Posted - 2013.02.16 19:33:00 -
[174] - Quote
With the changes being made to the number of launchers the drake can fit is there any plans to revisit the actual ship model? (taking off one harder from each side) |

Mund Richard
329
|
Posted - 2013.02.16 21:31:00 -
[175] - Quote
Nomistrav wrote:Suffice to say, my Dominix will probably still be using the ASB simply because I can dish out more Drone Damage Amplifiers with less risk involved in my Active Tanking. And that (extra mid for shield tank, 7 lows ready to be filled with goodness) is why the Navy Potato is a work of art, a masterpiece, a true beauty. For PvE. >> "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. |
|

CCP Fozzie
C C P C C P Alliance
4096

|
Posted - 2013.02.16 22:29:00 -
[176] - Quote
Ripard Teg wrote:Hi Fozzie, Great work compiling all the stuff from the F&I thread into one dev-blog, and I commend you for that! Also, thanks for taking player input so seriously during this process. I am still annoyed at my beloved Canes getting nerfed so hard, but at least you provided good explanations at each step why you were doing it.  I do have some questions about this dev-blog though, as I blogged about yesterday:
- Why did you guys publish a graph with no indication of where zero is and no scale? Is the bottom of the graph zero?
- As a result, how many more Drakes are there than Feroxes, and how far has Drake and Cane use dropped (in percent) since their respective nerfs?
- Will you be providing another updated copy of this graph before the summer release?
I was a big big fan of the former CCP Diagoras and the stats that he published on ship use, number of ships destroyed in PvP versus PvE, and decreasing and increasing use of ships. These same sorts of stats also used to (in the ancient past of two years ago) be published in QENs. Today, the players have do not receive these sorts of stats at all.
Excellent question about the graph, and it is something I should have noted in the blog. The bottom of the graph is 0, and the scale is linear. I am however going to take a pass on providing exact numbers at this time.
I've been intentionally careful when it comes to distributing statistics that have significant potential economic value. When possible I'm trying to keep any such information to the official forums and dev blogs, and when in doubt I'm leaning on the side of caution. I know that can be frustrating for people who are used to the huge amounts of information that used to be distributed via twitter, and there's nothing wrong with patch speculation aided by cleverly following public CCP communication (that used to be one of my best income sources) but I don't have the time or education that a dedicated researcher like Diagoras could bring to bear on this kind of communication so I'll be fairly conservative in the foreseeable future.
It's very possible that we may provide some updated graphs as the results of our ship balance changes settle over time, but I can't make promises to that effect right now. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
|

Ravcharas
GREY COUNCIL Nulli Secunda
200
|
Posted - 2013.02.16 22:55:00 -
[177] - Quote
Ravcharas wrote:Have you considered using a different naming convention for the new armor reps, considering they function differently compared to the ASB's? I'm thinking the word 'ancillary' in both modules implies they are basically the same, when they have a couple of really important differences. Reiterating this because I think it's important. You could potentially cut down on some confusion and complications without loosing any complexity by naming them differently from their shield counterparts. |
|

CCP Fozzie
C C P C C P Alliance
4101

|
Posted - 2013.02.16 23:15:00 -
[178] - Quote
Ravcharas wrote:Ravcharas wrote:Have you considered using a different naming convention for the new armor reps, considering they function differently compared to the ASB's? I'm thinking the word 'ancillary' in both modules implies they are basically the same, when they have a couple of really important differences. Reiterating this because I think it's important. You could potentially cut down on some confusion and complications without loosing any complexity by naming them differently from their shield counterparts.
The key similarity is the use of fuel and the long reload mechanic. I think the use of Ancillary fits well and helps illustrate the gameplay similarities even though they differ in details. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
|

Vaju Enki
Secular Wisdom
463
|
Posted - 2013.02.17 02:53:00 -
[179] - Quote
What about the Pirate frigates/cruisers rebalance? If you want instant gratification, go stimulate your genitals. EvE is Hard, deal with it. |

Panhead4411
Rothschild's Sewage and Septic Sucking Services The Possum Lodge
290
|
Posted - 2013.02.17 04:32:00 -
[180] - Quote
Finally some official acknowledgement that Armor tanking for small gang pvp was made near obsolete with the half-arsed introduction of the ASB.
However, when active armor tanks get a single module that boosts up to 36% with ZERO penalties, all while still not being able to have even remotely the same burst tank as shield's do...then i'd say its finally balanced. But when you keep seeing all these "armor" ships being flown more effectively with shield tanks, you know something is wrong.
Looks like my Dual Rep, Dual Rigged Armor ships will be stuck with LESS PG than before...awesome buff to armor tanking!
Whats the thinking behind limiting the armor tank burst ability?
Then there is the whole fact medium rails are THE least effective weapon system in the game (minus FOF)...and your solution is to just make the ships that use them geared toward blasters? Are you ever going to fix them or just sudo fix them and then leave the ships that you retooled for blasters as they lay, thus leaving medium rails still hanging out in the wind even if you ever actually fix them.
"We know this weapon is broken, but to fix that, we'll just redesign the ships that were spossed to use them to ignore the problem." Sadly, typical CCP logic.
http://blog.beyondreality.se/shift-click-does-nothing -á-á < Unified Inventory is NOT ready... |

Warde Guildencrantz
TunDraGon
647
|
Posted - 2013.02.17 05:06:00 -
[181] - Quote
Vaju Enki wrote:What about the Pirate frigates/cruisers rebalance?
Should be coming with the faction ship rebalance. (Worm especially needs one) |

Callduron
183
|
Posted - 2013.02.17 07:25:00 -
[182] - Quote
Warde Guildencrantz wrote:Vaju Enki wrote:What about the Pirate frigates/cruisers rebalance? Should be coming with the faction ship rebalance. (Worm especially needs one)
Worms should be lowly. A kickass Worm is a contradiction in terms (and also unfair to moles). |

Warde Guildencrantz
TunDraGon
647
|
Posted - 2013.02.17 08:14:00 -
[183] - Quote
Callduron wrote:Warde Guildencrantz wrote:Vaju Enki wrote:What about the Pirate frigates/cruisers rebalance? Should be coming with the faction ship rebalance. (Worm especially needs one) Worms should be lowly. A kickass Worm is a contradiction in terms (and also unfair to moles).
Thats why in the process they rename it to wyrm instead and make it awesome (should be better than a tristan at least which is currently not even nearly the case) |

Vyktor Abyss
The Abyss Corporation
258
|
Posted - 2013.02.17 09:46:00 -
[184] - Quote
I just want to reiterate my concern that all the balancing team seem to focus on is improving the tanking ability of ships.
The '"gank" ability of ships hasn't had any real help for years (with the exception of drone damage mods) and really could do with some looking at by the balancing chaps.
Specifically I'd like them to look at Weapon Rigging, removing the stacking penalties, and perhaps changing the Algid rigs to some 10% per level to heat reduction so "overheat gank" can actually last a while longer.
Right now fights are lasting longer and longer and fitting more tank almost always wins out versus fitting more gank in small or solo fights.
'Tier 3' BC were a refreshing additional option to gank, but they appear next on your *presumably* nerf DPS increase tank list, hopefully you won't ruin their unique profile by reducing their gank.
Ta. |

Yankunytjatjara
Blue Republic RvB - BLUE Republic
46
|
Posted - 2013.02.17 10:51:00 -
[185] - Quote
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/185397710394900480
Still... 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? tactical overview option for solo/small gangs: Ship Velocity Vectors - https://forums.eveonline.com/default.aspx?g=posts&m=599319 |

Nevyn Auscent
Broke Sauce
152
|
Posted - 2013.02.17 11:17:00 -
[186] - Quote
Question for CCP. What is happening with the Gnosis. Is this scheduled for any time soon, or simply a test server ship? |

Callduron
185
|
Posted - 2013.02.17 13:30:00 -
[187] - Quote
Grideris wrote:Question (and forgive me if this has already been asked): Does the Repair Systems skill reduce the cycle time of the AAR like it does for normal armour repair modules?
AAR is exactly like a regular repper in every way except it boosts the reps when loaded and it's a little under regular reps when dry. |

Callduron
185
|
Posted - 2013.02.17 13:35:00 -
[188] - Quote
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. |

Nikuno
Atomic Heroes The G0dfathers
110
|
Posted - 2013.02.17 14:51:00 -
[189] - Quote
Nomistrav wrote:Suffice to say, my Dominix will probably still be using the ASB simply because I can dish out more Drone Damage Amplifiers with less risk involved in my Active Tanking.
This is the expected outcome for a lot of armour repairing ships that have 4+ mids - they'll continue to shield tank for pve or pvp simply because it's better.
|

Merouk Baas
561
|
Posted - 2013.02.17 15:46:00 -
[190] - Quote
Vyktor Abyss wrote:The '"gank" ability of ships hasn't had any real help for years (with the exception of drone damage mods) and really could do with some looking at by the balancing chaps.
Personally, I disagree; a lot of the frigates, destroyers, and cruisers they've rebalanced thus far completely sucked for DPS before and now they do not. They have made a lot of ships usable (with damage, not just tanking). They were in a sorry state before.
What they have NOT done is improve the gank capabilities of the top / most popular ships.
And as far as "tank" improvements, they seem to be limiting the improvements to just the capability to burst-tank for a few cycles and then you're done / dead. Sort of like an oh-**** button. People keep it pressed all the time, which is why they're forcing 1 minute cooldowns, but all in all it does give the ability to react in a fight, a little bit. |

Nomistrav
Maverick Conflict Solutions
151
|
Posted - 2013.02.17 17:42:00 -
[191] - Quote
Nikuno wrote:Nomistrav wrote:Suffice to say, my Dominix will probably still be using the ASB simply because I can dish out more Drone Damage Amplifiers with less risk involved in my Active Tanking. This is the expected outcome for a lot of armour repairing ships that have 4+ mids - they'll continue to shield tank for pve or pvp simply because it's better.
Just think it's very bizarre how Shield Tanking and Armor Tanking are basically switching roles with Shield Active starting to look more practical than Armor Active tanking. |

GeeShizzle MacCloud
290
|
Posted - 2013.02.17 18:12:00 -
[192] - Quote
Fozzie, somewhere in the retribution 1.1 ship rebalancing thread u said there will be a change to some of the battlecruisers ship type ID's (as seen in the overview contact type ID) stating that there will be some new ones. was wondering if you have info on what their type ID's will actually be in order to amend the xml files for all the custom profiles we use in advance.
tyvm m8! |

ElDiabloRojo
Colossus Technologies Project Wildfire
0
|
Posted - 2013.02.17 21:10:00 -
[193] - Quote
Maybe instead of Combat Battle Cruiser and Attack Battle Cruiser you should rename them to Combat Heavy Cruiser and Attack Heavy Cruiser (or Heavy Attack/Combat Cruiser) |

Aroye
Republic Military School Minmatar Republic
5
|
Posted - 2013.02.17 22:18:00 -
[194] - Quote
The question is:
"In 1.1 the Drake is trading one launcher for a doubled damage bonus, gaining slightly increased potential damage and lower ammo use at the expense of less damage flexibility."
Doen't that mean the drake will in effect, have the fire power of 12 missle lauchers? The math is (7-1) x 2 = 12 . I don't get how double damage bonus of 6 luanchers would slightly increase the potential damage. Someone please explain this to me. |

Mund Richard
329
|
Posted - 2013.02.17 22:43:00 -
[195] - Quote
Aroye wrote:The question is:
"In 1.1 the Drake is trading one launcher for a doubled damage bonus, gaining slightly increased potential damage and lower ammo use at the expense of less damage flexibility."
Doen't that mean the drake will in effect, have the fire power of 12 missle lauchers? The math is (7-1) x 2 = 12 . I don't get how double damage bonus of 6 luanchers would slightly increase the potential damage. Someone please explain this to me. In this context: 5% per level = single 2*5% per level = double
In other context, just as you showed, it can mean vastly different things. >> "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. |

Kitty Bear
Disturbed Friends Of Diazepam A Point In Space
578
|
Posted - 2013.02.18 00:00:00 -
[196] - Quote
The proposed changes to Armour Plates looks good.
It enables player choice and fitting options ... which a huge 'sheenerism'
|

Karl Hobb
Stellar Ore Refinery and Crematorium
1170
|
Posted - 2013.02.18 01:27:00 -
[197] - Quote
Thought I'd stop by and thank you guys for changing the Ferox into awesome. Full rack of Neutrons with no fitting mods makes me happy. I am also looking forward to the revamped Brutix. Keep up the great work, there's so many useful ships now that I never know what to fly on any given night. If you're not already part of a bloc, this is the best guy for CSM8. |

Captain Africa
GRIM MARCH SpaceMonkey's Alliance
23
|
Posted - 2013.02.18 09:21:00 -
[198] - Quote
Howdy !
Firstly CCP Fozzy I want to thank you for all the hard work you guys are doing , it must be a hella of a job trying to satisfy everyone at the same time , this tug of war between Eve Ships and races has been going on for years now.
However ......
Doode , you realize that to fit a ship and get the max out of it takes dedication , time and money....I just get the feeling you are penalizing Vets that can fit ships to the max by removing ship slots...I mean take the cane for example, to have a descent tank , gank and those two neuts , you really have to have a F***k load of sp in the right places.
If a newb gets ganged by a more superior player ...the first thing HE WILLL SHOUT IS , ....its OP! I donGÇÖt want to create the impression IGÇÖm crying bucket loads of tears, cause I am ... but really keep the slots on the ships and just reward players thatGÇÖs willing to put the miles into ships ...to have a **** hot drake or caine.
I mean implement a skill that opens up a slot when trained to lev 5 or something ....or a combination of skills like the race cruiser skill to 5 land maybe elite certificates in core skills.
I think everyone would love to be able to choose a ship they like and say IGÇÖm going to train 6 more months or a year to make this my preferred tool of destruction....and customize the ship according to players abilities...that my friend is something called law of the jungle...you cant go against that lol
It really feels like the ships are losing their individuality and overall appeal and btw so does the races they are all becoming the same. I mean take the shield tanking vs armor tanking...Since I started playing Eve my elders told me :
- never mix your tank ... - shield tanking is good for guerrilla war fare and - armor was better for fleet PVP and PVE...in general.
I like where your taking rebalancing donGÇÖt get me wrong ....but reward players that has been supporting Eve for years now ,that shows dedication toward their trade...cause you know what , NEWBS COME AND GO....VETS are they guys with 4-5 accounts and makes Eve their preferred life style....
|

Inquisitor Kitchner
Galaxy Punks Executive Outcomes
844
|
Posted - 2013.02.18 10:22:00 -
[199] - Quote
Another great SMA post.
(Not) "If an injury has to be done to a man it should be so severe that his vengeance need not be feared." - Niccolo Machiavelli |

Captain Africa
GRIM MARCH SpaceMonkey's Alliance
23
|
Posted - 2013.02.18 10:36:00 -
[200] - Quote
Inquisitor Kitchner wrote: Another great SMA post.
(Not)
This is my view , not my alliances point of view ....This pattern of SMA hate from you seems to becoming more frequent in the forums ...... Im starting to get the feeling at some point in time SMA smacked your punk ass bum and your still hurting. He he bro ... look when you were still figuring out how to install Eve I already had my OWN alliance in 0.0., so next time you have a problem with my ideas or posts take it up with me and leave SMA out of the mix. I am asking nicely now, ok  |

Mike Whiite
Cupid Stunts. Casoff
124
|
Posted - 2013.02.18 11:16:00 -
[201] - Quote
Thanks or the Post Fozzie.
As I mentioned in Battlecruiser Reballence thread, I'm a little worried the Drake will loose it's appeal aside for Blob warfare.
but'we'll see what the future brings.I hope there is a tool, that also shows the how a ship is used.
Anyway, although not always agreeing, thanks for the work you guys doing.
|

Pinky Denmark
The Cursed Navy
345
|
Posted - 2013.02.18 11:47:00 -
[202] - Quote
Great post - It's weird to se you keep pulling the skill change always to "the next patch" though... A shame tier 3 battleruisers will still be around until summer in their existing form but I guess I knew that hehe
Good writing and happy patching when time comes
Pinky |

Mund Richard
330
|
Posted - 2013.02.18 11:47:00 -
[203] - Quote
Mike Whiite wrote:As I mentioned in Battlecruiser Reballence thread, I'm a little worried the Drake will loose it's appeal aside for Blob warfare. HAM Drake doesn't look bad even for smallscale imho: 1) it has 6 mids, unlike any other BC for a sturdier tank with full tackle, and your choice if buffer/active, not bonus-forced. 2) on a scram+webbed BC, it will consistently do full damage with the most destructive ammo it has available (Brutix manages more dps gank fit, but only at sub-scram ranges, and with a weaker tank).
I suppose it needs help to catch something first, but then... Dunno, will have to wait and see how it turns out. >> "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. |

GeeShizzle MacCloud
290
|
Posted - 2013.02.18 12:38:00 -
[204] - Quote
love how some of the changes to modules in the latest release of the Patch Notes have been filed under UNCATEGORISED half way down the page when theyre clearly without a shadow of a doubt changes to modules and therefore should be in the Modules section!
is there something ur changing that we all use that you'd rather we glossed over, thinking that stuff in the uncategorised section is not of interest to most players?
how do you justify lumping the changes to passive resists of ALL active shield and armor hardeners in with typo's and localisation issues?
its reminiscent of the old work ethic CCP used to have that got u guys into soooo much hot water not too long ago! as a customer of yours this feel underhanded and worries me. |

darius mclever
50
|
Posted - 2013.02.18 12:47:00 -
[205] - Quote
so the patch notes now mention ... blockade runners will also be able to fit covert cynos gen ... could we get a 2nd high slow for all blockade runners in this case? right now only minmatar could really use the covert cyno gen without giving up the cloak. |

Nevyn Auscent
Broke Sauce
152
|
Posted - 2013.02.18 12:55:00 -
[206] - Quote
GeeShizzle MacCloud wrote:love how some of the changes to modules in the latest release of the Patch Notes have been filed under UNCATEGORISED half way down the page when theyre clearly without a shadow of a doubt changes to modules and therefore should be in the Modules section! is there something ur changing that we all use that you'd rather we glossed over, thinking that stuff in the uncategorised section is not of interest to most players? how do you justify lumping the changes to passive resists of ALL active shield and armor hardeners in with typo's and localisation issues? its reminiscent of the old work ethic CCP used to have that got u guys into soooo much hot water not too long ago! as a customer of yours this feel underhanded and worries me.
Because they are the result of an uncategorised bug I imagine. As the bug was the cause of the change. Rather than part of module balancing efforts. |

Mund Richard
331
|
Posted - 2013.02.18 13:06:00 -
[207] - Quote
Nevyn Auscent wrote:Because they are the result of an uncategorised bug I imagine. As the bug was the cause of the change. Rather than part of module balancing efforts. "Bad" design decisions ages ago leading to another decision undervaluing four skills trained up to a month (or longer) now counts as bug? Or I missed something. Anyone who trained them to V just because he has invulns on his PvP fits, sees use from those SP no longer. >> "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. |
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CCP Fozzie
C C P C C P Alliance
4126

|
Posted - 2013.02.18 13:10:00 -
[208] - Quote
Those notes ending up in the Uncategorized section is indeed an automatic response to a flag set on the bug report that got us talking about the issue internally.
It really should go in the Modules section, like you said. So I'll poke the community guys and see if it can get it moved. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
|

GeeShizzle MacCloud
291
|
Posted - 2013.02.18 13:26:00 -
[209] - Quote
thanks Fozzie for poking the right people and Eterne for getting his hands dirty and fixing the patch notes =)
<3 |

Warde Guildencrantz
TunDraGon
648
|
Posted - 2013.02.18 13:30:00 -
[210] - Quote
Captain Africa wrote:
Doode , you realize that to fit a ship and get the max out of it takes dedication , time and money....I just get the feeling you are penalizing Vets that can fit ships to the max by removing ship slots...I mean take the cane for example, to have a descent tank , gank and those two neuts , you really have to have a F***k load of sp in the right places.
If a newb gets ganged by a more superior player ...the first thing HE WILLL SHOUT IS , ....its OP! I donGÇÖt want to create the impression IGÇÖm crying bucket loads of tears, cause I am ... but really keep the slots on the ships and just reward players thatGÇÖs willing to put the miles into ships ...to have a **** hot drake or caine.
I mean implement a skill that opens up a slot when trained to lev 5 or something ....or a combination of skills like the race cruiser skill to 5 land maybe elite certificates in core skills.
I think everyone would love to be able to choose a ship they like and say IGÇÖm going to train 6 more months or a year to make this my preferred tool of destruction....and customize the ship according to players abilities...that my friend is something called law of the jungle...you cant go against that lol
It really feels like the ships are losing their individuality and overall appeal and btw so does the races they are all becoming the same. I mean take the shield tanking vs armor tanking scenario...Since I started playing Eve my "elders" told me :
Remember effort = reward
dual neut cane was too versatile, as was the drake. Those ships were the most nerfed BCs while the others stayed relatively similar or were buffed. It's not about SP, it's about each ship's PvP value. Also, veteran players have an advantage of skills, while new players can compete by specializing. This is how it should stay, 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.
|

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
|
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
|
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.
|

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 ? |
|

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.
|

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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