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Author |
Thread Statistics | Show CCP posts - 7 post(s) |

Jezza McWaffle
EVOL Command
14
|
Posted - 2013.04.14 22:01:00 -
[481] - Quote
Anyone up for Burn Jita 2.0? |

F1nNsCh3r
Method of Destruction German Freakshow
1
|
Posted - 2013.04.14 22:09:00 -
[482] - Quote
x up for the old torp effect!!! that new1 is **y as hell |

Gevlin
Sebiestor Tribe Minmatar Republic
211
|
Posted - 2013.04.14 22:15:00 -
[483] - Quote
I would like to keep the status quo but give options to counter or move the role of the ships to more of a defensive ship
ie - The Gellentee and Minmitar 7.5% repair amount move to also include remote ships. so as to compete with their enimies
allow these ships to syphon the damage taken from near by ships to them selves, making them act more cover for the weaker ships.
so maybe reduce their offensive skill by a bit but allow them to also syphon neighbor damaged ships or allow ships to block line of site attacks
may be impossible with the current programming by the Meat shield roll in most MMO's is missing in PVP.
Either case I am mainly a miner so I don't know much about Resists. Some day I will have the internet and be able to play again. |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
3242
|
Posted - 2013.04.14 22:39:00 -
[484] - Quote
Two things, CCP Fozzie:
- Don't confuse "balanced" with "homogenous"
- When are exhumers getting the PG and CPU needed to fit proper tanks?
Back in the Dungeons and Dragons days, one would often be granted items which had very nice positives (such as a magical dagger +3 to hit) with an associated negative (such as a drawback for -2 stam). Thus one could make the decision to use the items which provided a better bonus while accepting the drawbacks.
So one might, for example, adjust resist bonuses so that they provide greater EHP while penalising local or remote reps: thus securely fixing resist bonuses as "gank buffer" while people looking for sustained tanks would be drawn to the ships with active repair bonuses (for either local or remote reps).
Thus a Rokh could keep its 5% per level bonus to shield resistances while suffering a -5% bonus to local or remote repair amount per level.
Day 0 advice for new players: Day 0 Advice for New Players |

Little Dragon Khamez
Guardians of the Underworld White Mountain Coalition
114
|
Posted - 2013.04.14 22:40:00 -
[485] - Quote
Gevlin wrote:I would like to keep the status quo but give options to counter or move the role of the ships to more of a defensive ship
ie - The Gellentee and Minmitar 7.5% repair amount move to also include remote ships. so as to compete with their enimies
allow these ships to syphon the damage taken from near by ships to them selves, making them act more cover for the weaker ships.
so maybe reduce their offensive skill by a bit but allow them to also syphon neighbor damaged ships or allow ships to block line of site attacks
may be impossible with the current programming by the Meat shield roll in most MMO's is missing in PVP.
Either case I am mainly a miner so I don't know much about Resists.
The fact that you are a miner is the reason why you should know everything about resists. The smart miner fits for tank these days, not yield.  |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
3242
|
Posted - 2013.04.14 22:41:00 -
[486] - Quote
Gevlin wrote:allow these ships to syphon the damage taken from near by ships to them selves, making them act more cover for the weaker ships.
A similar type of ship to what you are looking for is already in game as Logistics cruisers: Guardian, Basilisk, Oneiros, Scimitar.
Gevlin wrote:GǪ or allow ships to block line of site attacks.
This would be nice, and it would change the face of space combat all over EVE. CCP has avoided it due to the fear of melting down their servers. Day 0 advice for new players: Day 0 Advice for New Players |

Xe'Cara'eos
A Big Enough Lever
19
|
Posted - 2013.04.14 23:53:00 -
[487] - Quote
I have a comment not on the change, but the timing it's a bit late notice for CSM candidates to start campaigning off of these changes, I get the feel that's deliberate; so you can just roll them through as the new CSM's finding it's own metagame.... |

Ruze
Next Stage Initiative Trans-Stellar Industries
28
|
Posted - 2013.04.15 00:09:00 -
[488] - Quote
Xe'Cara'eos wrote:I have a comment not on the change, but the timing it's a bit late notice for CSM candidates to start campaigning off of these changes, I get the feel that's deliberate; so you can just roll them through as the new CSM's finding it's own metagame....
I voted specifically for the few individuals who I feel will represent me. I feel confident that they'll hold my interests, as they are there own interests, when they get to CSM.
That's how I personally think a republic works, anyhow. Representation and all. |

Alxea
Unstable Pirate Sharks Of The Damed Sea
119
|
Posted - 2013.04.15 00:23:00 -
[489] - Quote
CCP Fozzie wrote:I'm going to throw this here since I have a feeling a lot of questions coming up will be along this line: Why nerf things when you could buff things instead?This is a question that comes up often in any thread where we are discussing decreasing the power of an item or ship. I can completely understand where it's coming from. Buffing things makes people happy in much larger numbers, it simply feels good to see the effectiveness of your equipment increase. Many other games rely on constantly improving gear to drive engagement in their content and that method of development can work very well for those games. I'm going to start by quoting my answer to this question from the Heavy Missile thread before Retribution, because what I said there still applies. CCP Fozzie wrote:When we are balancing in a game like Eve we always need to be conscious of the danger presented by power creep. In some games where the progression is tied to ever advancing gear stats power creep isn't a big issue as it is built into the whole premise of the game. In a sandbox like Eve player advancement is tied to individual freeform goals and we need to make sure that the tools available are both interesting and balanced. Any time we buff something in Eve, we are nerfing every other item in the game slightly by extension. In a case like this we believe that the best course of action is to adjust the Heavy Missiles downwards to achieve balance. I would be lying if I said that we never allow power creep in EVE. It's quite simply much much easier to balance upwards and considering how powerful of a tool it is for creating short term customer satisfaction, some power creep is very hard to avoid. However we do need to be very mindful of how much we let ourselves indulge. There are cases where for the long term health of the game ecosystem we simply have to reduce the power of certain items and ships. We believe this is one of those times. I can promise you that we're committed to eating our vegetables and making adjustments either up or down based on our best estimation of what the game needs. We won't decrease the power of items and ships unless we deem it necessary but we also won't forget that our job is to manage the health of the game over the long term. Seriously you want to nerf every bonused ship in the game? Nerfing T1 ships is fine but when you start messing with T2 and T3 ships then there is a problem. Do you realize those ships are x2 or x3 times more expensive then what they were several years ago. Sure you do. Nerfing the tanking ability of ships is going to destroy eve fleets and solo alike. Heavy Interdictors need that resist bonus to stay alive so do HAC's and other T2 and T3 ships. People will fly them a lot less when you start messing with them. So what is up with the major power trips over the years its gotten worse with developers over balancing ships and breaking the game. All these changes keep on making radical game changes and play styles.
Its always been adapt or die but now its just getting out of hand. Honestly Heavy Interdictors need 2x more tank then they have right now because they are always primary. I could live with the little changes that have happened over the years but when you start messing with T2 and T3 ships that much then its just madness. That is more then just affecting the ships themselves but also the worth of the training time involved in training for those ships to begin with. Your killing years worth of training time for some of us vets! Reducing the effectiveness of all ships in the game is just crazy. Eve is starting to become nothing like it was and that's a bad thing. On the sci-fi side it makes no sense in Eve's lore that ships would deadvance instead of become more advance as time passed. The lore in eve for technological advancement is not happening. It makes no sense for T3 or T2 ships to lose their technological advantage when over time they should become stronger and not weaker! Of all things T2 ships need a serious buff and not a nerf!
I have never opposed nerfs before really all that much but I feel like this is going too far in breaking and changing the game. Now is the time to stand up to the madness before eve changes so much that it will nolonger be the game I fell in love with all these years ago. if something isn't broke don't fix it. And I know your going to say its broken... tell me then how a ship bonus that has been in eve for 10 years or so just now get fixed? It never was broken until a developer says its broken.
|

Alxea
Unstable Pirate Sharks Of The Damed Sea
119
|
Posted - 2013.04.15 00:42:00 -
[490] - Quote
Mara Rinn wrote:Two things, CCP Fozzie:
- Don't confuse "balanced" with "homogenous"
- When are exhumers getting the PG and CPU needed to fit proper tanks?
Back in the Dungeons and Dragons days, one would often be granted items which had very nice positives (such as a magical dagger +3 to hit) with an associated negative (such as a drawback for -2 stam). Thus one could make the decision to use the items which provided a better bonus while accepting the drawbacks. So one might, for example, adjust resist bonuses so that they provide greater EHP while penalising local or remote reps: thus securely fixing resist bonuses as "gank buffer" while people looking for sustained tanks would be drawn to the ships with active repair bonuses (for either local or remote reps). Thus a Rokh could keep its 5% per level bonus to shield resistances while suffering a -5% bonus to local or remote repair amount per level. This post was clearly made by a carebear who doesn't like being ganked by a few destroyers in highsec. Exhumers have more then enough tank for most gankers. You can fit like 40k ehp on a mack and the only solo ship that can kill that is a Talos in a 0.5. Highsec doesn't mean safe space. If you want to tank use a skiff! But if a group of people really want to pop you in highsec they will bring enough friends and firepower to do it. Skiffs can fit more then 100k ehp. Fly that if you don't want to be ganked so much! Btw Exhumers are not meant to be ungankable safeboats in highsec for you to mine care free. Once you undock no matter what ship your in your in pvp mode no place is safe or should ever be safe! Jump freighters have more then 300k ehp and they get ganked in highsec by suicide gankers. The EHP didn't stop them. Doesn't mean you should be able to tank like a capital ship in a exhumer or even a battleship for that matter. If Exhumers had the same tank as a battleship then there would be something horribly wrong. haha |
|

The Sinister
SKUNKWORKZ STRATEGIC SERVICES Fuzzy Nut Attack Squirrels
2
|
Posted - 2013.04.15 01:04:00 -
[491] - Quote
Dude I really think you should NOT take that 1% away from Mackinaw and Hulks for 2 huge reasons:
1. Mining Barges are not used for PVP
2. Destroyers already suicide gank Mining Barges as it is.
DONT NERF THE TANK ON THE BARGES ITS POINTLESS. |

Quindaster
Infernal laboratory Infernal Octopus
37
|
Posted - 2013.04.15 01:23:00 -
[492] - Quote
Remove this, nerf that...you killing this game and people do not have reason to play it more because they always apset and feel, theys skills and time now worth nothing. If you want to create some balance - create new ships with new abbilities and bonuses, and leave Amarr ships like they are, and simply create new ships, or new guns. But no, you from BMW try to do AUDI and from AUDI try to do some chinies cheap copy, and in the end after few changes we will all get some metal scrabs.
Try to create new ships, and not modify 10 times 8 years old ships. If we will have ships with new abbility - we will have ballance in game by this new combinations of fleets and not reusing 100 times same tactics and after your "ballance" we need to find how the f**k we can do the same now... |

Askulf Joringer
Sebiestor Tribe Minmatar Republic
49
|
Posted - 2013.04.15 03:17:00 -
[493] - Quote
Quindaster wrote:Remove this, nerf that...you killing this game and people do not have reason to play it more because they always apset and feel, theys skills and time now worth nothing. If you want to create some balance - create new ships with new abbilities and bonuses, and leave Amarr ships like they are, and simply create new ships, or new guns. But no, you from BMW try to do AUDI and from AUDI try to do some chinies cheap copy, and in the end after few changes we will all get some metal scrabs.
Try to create new ships, and not modify 10 times 8 years old ships. If we will have ships with new abbility - we will have ballance in game by this new combinations of fleets and not reusing 100 times same tactics and after your "ballance" we need to find how the f**k we can do the same now...
/facepalm
|

raging star
BLOOM. BLOOMSWARM
6
|
Posted - 2013.04.15 04:28:00 -
[494] - Quote
Crazy KSK wrote:I think changing all of those ships at once will be far too much damage for anyone to handle if it goes wrong as you can see yourself some already bad ships will become worse with this change and I bet some alright ships will become bad and will have to bee looked at quickly there are quite a few ships that have been build around this bonus and not all of them are op the ferox is just barely competitive the gila is living of the resist bonus too those and probably others would have to receive a buff in their base hp to make up for this change
I can see this going so wrong so fast! Why is ccp so against not just pvp in general but solo pvp, the tier 3 are getting nerf now the resist to the other ships that make it even viable. personally I think this sucks! |

raging star
BLOOM. BLOOMSWARM
6
|
Posted - 2013.04.15 04:32:00 -
[495] - Quote
Alxea wrote:CCP Fozzie wrote:I'm going to throw this here since I have a feeling a lot of questions coming up will be along this line: Why nerf things when you could buff things instead?This is a question that comes up often in any thread where we are discussing decreasing the power of an item or ship. I can completely understand where it's coming from. Buffing things makes people happy in much larger numbers, it simply feels good to see the effectiveness of your equipment increase. Many other games rely on constantly improving gear to drive engagement in their content and that method of development can work very well for those games. I'm going to start by quoting my answer to this question from the Heavy Missile thread before Retribution, because what I said there still applies. CCP Fozzie wrote:When we are balancing in a game like Eve we always need to be conscious of the danger presented by power creep. In some games where the progression is tied to ever advancing gear stats power creep isn't a big issue as it is built into the whole premise of the game. In a sandbox like Eve player advancement is tied to individual freeform goals and we need to make sure that the tools available are both interesting and balanced. Any time we buff something in Eve, we are nerfing every other item in the game slightly by extension. In a case like this we believe that the best course of action is to adjust the Heavy Missiles downwards to achieve balance. I would be lying if I said that we never allow power creep in EVE. It's quite simply much much easier to balance upwards and considering how powerful of a tool it is for creating short term customer satisfaction, some power creep is very hard to avoid. However we do need to be very mindful of how much we let ourselves indulge. There are cases where for the long term health of the game ecosystem we simply have to reduce the power of certain items and ships. We believe this is one of those times. I can promise you that we're committed to eating our vegetables and making adjustments either up or down based on our best estimation of what the game needs. We won't decrease the power of items and ships unless we deem it necessary but we also won't forget that our job is to manage the health of the game over the long term. Seriously you want to nerf every bonused ship in the game? Nerfing T1 ships is fine but when you start messing with T2 and T3 ships then there is a problem. Do you realize those ships are x2 or x3 times more expensive then what they were several years ago. Sure you do. Nerfing the tanking ability of ships is going to destroy eve fleets and solo alike. Heavy Interdictors need that resist bonus to stay alive so do HAC's and other T2 and T3 ships. People will fly them a lot less when you start messing with them. So what is up with the major power trips over the years its gotten worse with developers over balancing ships and breaking the game. All these changes keep on making radical game changes and play styles. Its always been adapt or die but now its just getting out of hand. Honestly Heavy Interdictors need 2x more tank then they have right now because they are always primary. I could live with the little changes that have happened over the years but when you start messing with T2 and T3 ships that much then its just madness. That is more then just affecting the ships themselves but also the worth of the training time involved in training for those ships to begin with. Your killing years worth of training time for some of us vets! Reducing the effectiveness of all ships in the game is just crazy. Eve is starting to become nothing like it was and that's a bad thing. On the sci-fi side it makes no sense in Eve's lore that ships would deadvance instead of become more advance as time passed. The lore in eve for technological advancement is not happening. It makes no sense for T3 or T2 ships to lose their technological advantage when over time they should become stronger and not weaker! Of all things T2 ships need a serious buff and not a nerf! I have never opposed nerfs before really all that much but I feel like this is going too far in breaking and changing the game. Now is the time to stand up to the madness before eve changes so much that it will nolonger be the game I fell in love with all these years ago. if something isn't broke don't fix it. And I know your going to say its broken... tell me then how a ship bonus that has been in eve for 10 years or so just now get fixed? It never was broken until a developer says its broken. Perfectly said!!!! |

Officer Nyota Uhura
324
|
Posted - 2013.04.15 05:07:00 -
[496] - Quote
So now when we've ordered about 30-40 of our guys to train for Amarr carriers you'll tell us that you change those carriers.
Can we get those soon-to-be-useless skillpoints back so that we can reassign them to something useful?
How about some consistency and long-term planning, CCP? Slowcats have only been a major doctrine for a year, which means that those who started to train for them some time after they were made a major doctrine will have their training finished around now. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
639
|
Posted - 2013.04.15 05:16:00 -
[497] - Quote
Officer Nyota Uhura wrote:So now when we've ordered about 30-40 of our guys to train for Amarr carriers you'll tell us that you change those carriers.
Can we get those soon-to-be-useless skillpoints back so that we can reassign them to something useful?
How about some consistency and long-term planning, CCP? Slowcats have only been a major doctrine for a year, which means that those who started to train for them some time after they were made a major doctrine will have their training finished around now. Is a 5% difference in resists assuming carrier V going to break the doctrine? |

Naomi Knight
Imperial Academy Amarr Empire
283
|
Posted - 2013.04.15 05:26:00 -
[498] - Quote
Mara Rinn wrote:Two things, CCP Fozzie:
- Don't confuse "balanced" with "homogenous"
- When are exhumers getting the PG and CPU needed to fit proper tanks?
Back in the Dungeons and Dragons days, one would often be granted items which had very nice positives (such as a magical dagger +3 to hit) with an associated negative (such as a drawback for -2 stam). Thus one could make the decision to use the items which provided a better bonus while accepting the drawbacks. So one might, for example, adjust resist bonuses so that they provide greater EHP while penalising local or remote reps: thus securely fixing resist bonuses as "gank buffer" while people looking for sustained tanks would be drawn to the ships with active repair bonuses (for either local or remote reps). Thus a Rokh could keep its 5% per level bonus to shield resistances while suffering a -5% bonus to local or remote repair amount per level. I always wonder how some people can be so "special". If you completly negate all repair effectivenes ,then why not have a hp bonus only in the first place? |

Naomi Knight
Imperial Academy Amarr Empire
283
|
Posted - 2013.04.15 05:26:00 -
[499] - Quote
Tyberius Franklin wrote:Officer Nyota Uhura wrote:So now when we've ordered about 30-40 of our guys to train for Amarr carriers you'll tell us that you change those carriers.
Can we get those soon-to-be-useless skillpoints back so that we can reassign them to something useful?
How about some consistency and long-term planning, CCP? Slowcats have only been a major doctrine for a year, which means that those who started to train for them some time after they were made a major doctrine will have their training finished around now. Is a 5% difference in resists assuming carrier V going to break the doctrine? Yes |

FT Diomedes
The Graduates RAZOR Alliance
142
|
Posted - 2013.04.15 05:30:00 -
[500] - Quote
I do not think this change is necessary or a good idea. Sure, a resistance bonus is powerful. So is a rate of fire bonus. That's not a reason to remove it or nerf it. And it is immensely stupid to apply the nerf across the board without regard to whether it is OP.
If it is too powerful when used in conjunction with a buffer tank, slightly lower the armor/shield HP amount on a ship-by-ship basis.
Seriously think long and hard about this before you go nerfing expensive ships like Supercarriers, Dreads, Carriers, T3s, etc.
The only thing keeping many T2 or even T3 ships viable in PvP or PvE are the high resistances.
Additionally, remember that it almost NEVER matters that a resistance bonus makes a ship better at both buffer tank and local tank because the ship is going to rely on one or the other. It just means the ship has some versatility and can be fit more than one way. |
|

Tyberius Franklin
Federal Navy Academy Gallente Federation
639
|
Posted - 2013.04.15 05:37:00 -
[501] - Quote
Naomi Knight wrote:Tyberius Franklin wrote:Officer Nyota Uhura wrote:So now when we've ordered about 30-40 of our guys to train for Amarr carriers you'll tell us that you change those carriers.
Can we get those soon-to-be-useless skillpoints back so that we can reassign them to something useful?
How about some consistency and long-term planning, CCP? Slowcats have only been a major doctrine for a year, which means that those who started to train for them some time after they were made a major doctrine will have their training finished around now. Is a 5% difference in resists assuming carrier V going to break the doctrine? Yes Please elaborate. What becomes unworkable with the resist reduction? Do all carrier pilots in the doctrine require carrier V? |

Tyberius Franklin
Federal Navy Academy Gallente Federation
639
|
Posted - 2013.04.15 05:44:00 -
[502] - Quote
FT Diomedes wrote:I do not think this change is necessary or a good idea. Sure, a resistance bonus is powerful. So is a rate of fire bonus. That's not a reason to remove it or nerf it. And it is immensely stupid to apply the nerf across the board without regard to whether it is OP.
If it is too powerful when used in conjunction with a buffer tank, slightly lower the armor/shield HP amount on a ship-by-ship basis.
Seriously think long and hard about this before you go nerfing expensive ships like Supercarriers, Dreads, Carriers, T3s, etc.
The only thing keeping many T2 or even T3 ships viable in PvP or PvE are the high resistances.
Additionally, remember that it almost NEVER matters that a resistance bonus makes a ship better at both buffer tank and local tank because the ship is going to rely on one or the other. It just means the ship has some versatility and can be fit more than one way. It was stated that this is a powerful bonus to all types of tanks, a fact which no proposed alternative has fully addressed as of yet. Reducing base HP still gives an RR effectiveness advantage and local rep effectiveness close to that of ships with active tanking bonuses. |

Spc One
The Chodak Void Alliance
192
|
Posted - 2013.04.15 06:04:00 -
[503] - Quote
Why are you constantly changing stuff that is not broken ? 5% per level is fine, it was fine 9 years so why change it ?
You're breaking this game up by doing this.
And 1% is so super low that it just doesn't make any sense. It seems like you want to change that 1% just because you can and to annoy players who are playing for 10 years.
 |

Naomi Knight
Imperial Academy Amarr Empire
283
|
Posted - 2013.04.15 06:09:00 -
[504] - Quote
Tyberius Franklin wrote:FT Diomedes wrote:I do not think this change is necessary or a good idea. Sure, a resistance bonus is powerful. So is a rate of fire bonus. That's not a reason to remove it or nerf it. And it is immensely stupid to apply the nerf across the board without regard to whether it is OP.
If it is too powerful when used in conjunction with a buffer tank, slightly lower the armor/shield HP amount on a ship-by-ship basis.
Seriously think long and hard about this before you go nerfing expensive ships like Supercarriers, Dreads, Carriers, T3s, etc.
The only thing keeping many T2 or even T3 ships viable in PvP or PvE are the high resistances.
Additionally, remember that it almost NEVER matters that a resistance bonus makes a ship better at both buffer tank and local tank because the ship is going to rely on one or the other. It just means the ship has some versatility and can be fit more than one way. It was stated that this is a powerful bonus to all types of tanks, a fact which no proposed alternative has fully addressed as of yet. Reducing base HP still gives an RR effectiveness advantage and local rep effectiveness close to that of ships with active tanking bonuses. So? What is so bad about having a bonus to all types of tanks?
Resist bonus = tank bonus ----> makes your ship tank better in every situation Dmg bonus = damage bonus :P ----> makes your ship do more dmg in every situation
Still nobody said what is so op about these resist bonused ships ,yes the bonus gives good tank bonuses ,still you have to look it at the ship as a whole ,as they are balanced with all the effect the 5%resist bonus gave them in mind. But the only argument they came up with is that rokh,abaddon , archon ,chimera(?) , are used mainly in huge remote rep fleet fights. Oh no the 2 races' ,with fleet doctrine in mind, battleships and carriers used more in fleets, what and absurd situation,nerf nerf.
Strangely they dont point out that the other two races focused on smaller scale warfare , and their smaller ships(which are more suitable for the job) dominantes roaming/camping,gank gangs. Rapier , huginn, cyna, vaga , scimitar, talos are the majority of the ships used there. |

Naomi Knight
Imperial Academy Amarr Empire
283
|
Posted - 2013.04.15 06:12:00 -
[505] - Quote
Spc One wrote:Why are you constantly changing stuff that is not broken ? 5% per level is fine, it was fine 9 years so why change it ? You're breaking this game up by doing this. And 1% is so super low that it just doesn't make any sense. It seems like you want to change that 1% just because you can and to annoy players who are playing for 10 years.  Not only that , but I've never heared anybody complain about resist bonus at all. The only complaint slightly close to it is that repair bonuses aren't good, cause you need repairs to use it out ,and self repair looses its place as the fleet gets larger. So is that the repair bonus too good , or the self repair bonus too bad? You decide. |

Tatjana Braun
eXistenZ Inc. S2N Citizens
125
|
Posted - 2013.04.15 06:54:00 -
[506] - Quote
Sorry, you dont balanc reaistanz to rep.- bonus... you only nerf some ships, but it maks the rep bonus not more unseful... |

Rampage Nardieu
The Skulls
0
|
Posted - 2013.04.15 06:55:00 -
[507] - Quote
I'm fine with lowering the resist bonuses on T1 ships, but on T2? Really? Shouldn't it be a big step up when you decide to invest in a T2 ship? T1 ships is getting closer and closer to T2. Will there be a reason to fly a T2 in the future? (hopefully after all ships been rebalanced)
Right now I'm not even playing EvE, just having my sub. active, and changing skillque. I'm mostly flying HAC's and probably will keep my sub going until I'll see the changes to them. |

Mike Whiite
Cupid Stunts. Casoff
172
|
Posted - 2013.04.15 07:01:00 -
[508] - Quote
Wouldn't it be better to look at these ships one by one?
Why should a res bonus always be 4 or 5% a level?
anyway I think we need to see how this will work out, bit worried on the mid class ships, it's not like the ABC had a lot o trouble with the other BC's and Cruisers anyway. |

Shanlara
Ordo Drakonis Nulli Secunda
28
|
Posted - 2013.04.15 07:57:00 -
[509] - Quote
CCP Fozzie wrote:Spidertanking strategies like Slowcat carriers are some of the post powerful tactics in the game, and it's no accident that those strategies rely entirely on resist bonused ships.
I was lucky enough to ask you a couple of questions the other night in a stream chat about this subject, but figured I would write a little something here about this specific subject about the nerfing, and another one that bugs me.
On the subject of slowcat carriers, you didn't say it but hinted to it, yes the primary slowcat carrier is the Archon with the resist bonus, but you seems to think this will be solved by nerfing the resist bonus, which won't change a thing, it'll just make the Archon slightly less tanky, it'll still be the best slowcat carrier by miles, and you have to realize there are more to this than just resist, for one the second most used carrier for slowcat, and only real other choice for usage is the Thanatos, and when you compare the two ships for slowcat setup, the Archon for one got a higher base armor hp, already making it better there, then ontop it got the resist bonus, while the Thanatos's second bonus is a fighter damage bonus which is completely useless on the slowcat setup, so even if you nerfed resist bonus to 1% the Archon would still dominate for the slowcat spot, it's a simple matter of having two bonus which supports the setup, not about how strong the bonus is, also it has a 7th low slot, where the thanatos only got 6, which just makes it even better, it can either use that 7th for a heavier tank or add damage without losing anything compared to the thanatos, in this case nerfing the resist seems like a uneducated nerf that won't actually change anything as the higher base hp and 7th low slot of the archon makes up for the loss regardless compared to the thanatos.
On the other subject would be the rokh, as I can only really talk from what experience I have from null, nerfing the resist on the rokh seems to be quite strange as the rokh in itself isn't exactly... well it seems strange, as the fact that the rokh is used so much isn't because it got like a huge buffer tank, it's the fact that it's a long range platform with a high RoF and a decent damage output, you said youself that remote repair is on the verge to being overpowered as it right now, the Rokh is good cause the range and RoF allows to easier break remote repair and work around it with a fast targeting switching alpha, nerfing that ship will only put it in a worse state to deal with alpha fleets, a nerf to the rokh like that is only gonna buff the alpha fleet further, and might end up leaving the maelstrom fleet as the only choice to deal with remote repair because of the silly alpha, and the resist on the rokh was what allowed it to also be able to enter a brawl without getting destroyed completely, it's what allowed it to be more than just a long range sniper, it was never good at brawling, and it would never out alpha a maelstrom fleet, but it could deal with remote rep and it had the ability to brawl, there is no clear alternative for that, unless you wanna use the apoc, which have been tried but possible because of high cap use or slot layout never really got far.
I would really love it if ccp took a deeper look for the ships in question for this apparently targeted blanket nerf and saw why those ships are so used, in most cases it's not because of the resist bonus being strong, but simply because there's not optimal alternative to the specific role of the ship, and just doing what a forum user would do be and nerfing the stat that seems on papir to be strong, might actually not have the affect you're searching, most ships can be put in line by changing more subtle things, hp, speed, targeting time, swap a slot from here to there, or even remove one, just going blindly towards the resist bonus and thinking all is good seems really uneducated to me.
Anyways that's my thoughts on this whole thing, of cause I can't really speak for all ships with resist, some like the abaddon seems a bit on the strong side at times, but I believe working with other stats could solve it. |

Draydin Warsong
State Protectorate Caldari State
5
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Posted - 2013.04.15 07:59:00 -
[510] - Quote
"IMPORTANT NOTICE: If you feel strongly about this change, either liking or disliking it, you should vote for CSM 8 and tell your representatives how you feel. CSM 8 will be taking office before the launch of Odyssey."
Funny, the sentence that gets the biggest rise out of me isnt the nerf but the very last sentence LOL.
While I did vote the only thing "telling your representatives how you feel" is going to do is get you laughed at or trolled. I havent read anything that would suggest any of the CSMs running has anyone elses but their own or their corp/alliance interests in mind and in their mind, anybody elses views are irrelevant. They are simply going to push for the most beneficial to them (No nerf if they use shield doctrine, more nerf if they use Armor doctrine/active reps). |
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