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

Askulf Joringer
Sebiestor Tribe Minmatar Republic
35
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Posted - 2013.04.12 20:48:00 -
[181] - Quote
Van Mathias wrote:So sayeth the Minmatar player, who stands to gain in every way from this, as opposed to a small time Rokh pilot, who will be drastically effected negatively by this change. I don't run in megablobs, or often have access to an OGB and/or booster.
Stop acting like a nerf from 5% to 4% per level is anything drastic. You lot are being overly emotional about this fantastic and justified change proposal. |

X Gallentius
Justified Chaos
1264
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Posted - 2013.04.12 20:50:00 -
[182] - Quote
Johnson Oramara wrote:So what is the problem to raise the bonus for them then if it is an issue? Probably nothing except CCP said they didn't want to raise the self repping bonuses. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
639
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Posted - 2013.04.12 20:53:00 -
[183] - Quote
X Gallentius wrote:Johnson Oramara wrote:So what is the problem to raise the bonus for them then if it is an issue? Probably nothing except CCP said they didn't want to raise the self repping bonuses. There was also the desire to avoid the power creep issue. Also I could see how an active rep bonus increase could adversely affect the situation with ASB's further making them more OP on certain ships. |

Rented
Hunter Heavy Industries
62
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Posted - 2013.04.12 20:53:00 -
[184] - Quote
Van Mathias wrote:So sayeth the Minmatar player, who stands to gain in every way from this, as opposed to a small time Rokh pilot, who will be drastically effected negatively by this change. I don't run in megablobs, or often have access to an OGB and/or booster. Then why are you making nonsensical suggestions like nerfing all resistance mods instead(lol why?!), and OGB has little to do with anything here... if you're suggesting this somehow makes OGB better... not only does it make no sense in context, you're wrong.
And you've consistently been really really really bad at math throughout this thread. |

Askulf Joringer
Sebiestor Tribe Minmatar Republic
35
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Posted - 2013.04.12 20:56:00 -
[185] - Quote
X Gallentius wrote:Johnson Oramara wrote:So what is the problem to raise the bonus for them then if it is an issue? Probably nothing except CCP said they didn't want to raise the self repping bonuses.
Read the explanation provided next time before commenting on it.
The reason behind not increasing the rep bonus to achieve the goal of improving active tanking is that it essentially makes it mandatory to fly a ship with the rep bonus for active tanking to be at all viable. It also would vastly break the balance of active tanking on shield ships. While some may say that you could just increase the rep bonus on armor ships, the better solution is to retain a static bonus between both shield and armor and go after the modules themselves. Furthermore increasing the rep bonus does nothing in alleviating the problem of the resistance bonus being over powered. Thus they nerf the resistance bonus.
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Petrified
At River's Edge TOG - The Older Gamers Alliance
5
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Posted - 2013.04.12 20:57:00 -
[186] - Quote
While I love resist bonuses - because they are powerful, I am glad to see the cut amounts to 1%-5% depending on level as opposed to something more drastic.
And please show more love the the Nighthawk and Vulture.  |

Askulf Joringer
Sebiestor Tribe Minmatar Republic
36
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Posted - 2013.04.12 21:02:00 -
[187] - Quote
Petrified wrote:And please show more love the the Nighthawk and Vulture. 
I really really REALLY! hope that the Command ship lineup makes it into the summer xpack. A full lineup of well balanced t2 BCs would be so fun to play with and a fantastic "end game" for many of those seeking sub cap pvp.
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Beaver Retriever
Science and Trade Institute Caldari State
44
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Posted - 2013.04.12 21:12:00 -
[188] - Quote
Ereilian wrote:
While Foz has a decent record of being on the level, there is serious discontent brewing that these changes are specifically PVP and take no account of PVE usage of the ships involved.
You cannot balance based on PVE in a PVP game.
Sorry, you're playing the part of Eve that was added as an afterthought so CCP could say 'we have PVE' on the box in 2003. It's not the game. |

Ereilian
Over The Horizon
13
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Posted - 2013.04.12 21:16:00 -
[189] - Quote
Beaver Retriever wrote:Ereilian wrote:
While Foz has a decent record of being on the level, there is serious discontent brewing that these changes are specifically PVP and take no account of PVE usage of the ships involved.
You cannot balance based on PVE in a PVP game. Sorry, you're playing the part of Eve that was added as an afterthought so CCP could say 'we have PVE' on the box in 2003. It's not the game.
Not quite but I appreciate your thoughts. Without PVE there would be no game, please enlighten me as to where your ships come from, your modules (oh my T2 is PVE produced), hell even your ISK is rooted in PVE. Dismissing PVE in the fashion you have, and on a no name alt to boot, just reinforces the lack of depth your thinking has. PVP = PVE, there should be no imbalance in thinking between them. |

Sentamon
812
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Posted - 2013.04.12 21:18:00 -
[190] - Quote
CCP Fozzie wrote: forcing the rise of alpha-only strategies
Don't lower resists make alpha-only strategies even more powerful?
If the goal is to weaken alpha-strikes, how about adding modules or game mechanics that reduce possibility of, or the impact of, a massive amount of damage incoming at the same time? ~ Professional Forum Alt -á~ |
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Askulf Joringer
Sebiestor Tribe Minmatar Republic
38
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Posted - 2013.04.12 21:19:00 -
[191] - Quote
Sentamon wrote:CCP Fozzie wrote: forcing the rise of alpha-only strategies Don't lower resists make alpha-only strategies even more powerful? If the goal is to weaken alpha-strikes, how about adding modules or game mechanics that reduce possibility of, or the impact of, a massive amount of damage incoming at the same time?
Then you make logi even more OP. If you're going to apply this kind of sweeping change to damage, you better do it to logi as well.
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Enya Sparhawk
State Protectorate Caldari State
2
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Posted - 2013.04.12 21:20:00 -
[192] - Quote
I don't think a 1-5% resist drop is all that bad...
(though as a possible balance, you could appy that 1-5% drop into cap recharge.) F+¡orghr+í: Gr+í na f+¡rinne D+¬an g+íire...Tiocfaidh +ír l+í |

Naomi Knight
Imperial Academy Amarr Empire
261
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Posted - 2013.04.12 21:23:00 -
[193] - Quote
Askulf Joringer wrote:Naomi Knight wrote:Why not make a new ewar type that lowers remote reps on the target? Even that would be better than this change. ? I fail to see how this change is bad in any form. The modest decrease in ehp/self rep/ remote rep that will be experienced by ships with this resistance bonus is hardly game breaking at any level. The undeniable reality is that this nerf is needed and HAS been needed for years. It's something that has been talked about by veteran pvpers since like forever. I again ask that the community try and separate themselves from their personal bias and do their best to look at the health of the game as a whole. Now to comment on your actual suggestion rather than the "even that would be better" remark. Some form of Ewar that would have a modest effect on the amount of RR received could very well be a great solution. Currently there comes a point when fielding many logi that the fights are just far too uneventful. Long fights are fun and all but when it comes down to a fleet of 100 having the proper fleet comp not even loosing a single ship to a fleet of 70 that may not have as many logi in a brawl, something is inherently broken in the overall mechanics of RR Fleet warfare.
why is this nerf needed? it is a tanking bonus , gives you better tank in all area ,just like dmg bonus gives you better offensive then again what is so op about these resist bonused ships? the rokh or abaddon? of course they are used primarly for fleet fights , they are designed for those ,sure they are better there than other ships which are better at roaming or small scale pvp just look at the rokh it is pretty crap everywhere else, even here it isnt that great , low dps, no ewar, cap problems, slow as hell ,limited dmg types, still people will use it until it is nerfed to where there will be no reason to use this ship anymore , will this 5-4% resist change do anything, i dont think that is that significant to change fleet composition at all, but it nerfs these ships in every other area they are already isnt the prefered choice,also it hits many ships that instead of need nerfs should be boosted, this resist change it totally unreasonable
you say "fieldingmany logi that the fights are just far too uneventful" so which is broken the resist bonus or the logis? it is a game design fault that increasing fleet +1% increases its power more than 1% ,no wonder blobbing is the standard and there is so few things you can do to counter blobbing other than dont fight
if you start balancing out bonuses to eachother, why not start balancing out ship hulls stats to eachother? forgot the bonuses forgot the slots layout ,just balance ship hull stats to eachother for example: why not nerf minmatar ships signature why are minmatar ships smaller than the other races? that is clearly OP lets nerf it why we at it why some ships have larger drone bay/control than other similar ships? clearly op ,lets bring the nerfhammer see where is it going?
"I again ask that the community try and separate themselves from their personal bias and do their best to look at the health of the game as a whole." oh yeah like you or ccp or any other person isnt biased at all so tell us what kind of ship you use with your main |

Bizzaro Stormy MurphDog
Homowners
73
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Posted - 2013.04.12 21:28:00 -
[194] - Quote
Van Mathias wrote:Like I said before, if resists in general are the problem, then nerf the resists for all ships by nerfing the resist mods. Don't single out hulls that have an entirely resonable bonus.
Who said "resists in general are the problem?" Besides you, I mean.
All in all, I'm okay with the change - but if you're going to go any lower, you're going to have to get a lot more ship specific, and maybe remove the bonus entirely on some ships and just replace it with a better bonus.
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Perihelion Olenard
150
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Posted - 2013.04.12 21:29:00 -
[195] - Quote
I strongly agree with this change. Well done. I wear my sunglasses at night. |

Van Mathias
Dead Space Collective
21
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Posted - 2013.04.12 21:29:00 -
[196] - Quote
Rented wrote: And you've consistently been really really really bad at math throughout this thread.
I've made corrections as I have spotted my own errors. My math is fine. I run these numbers at least once a week, so I have plenty of experience in dealing with them. I also have checked them against the output of the EvE ship fitting window, so I know they are good. Note that I am aware I didn't include the stacking penalty for the second invuln in my previous example. Telling me my math is bad without citing my errors means nothing, and is an assertion without merit.
As for nerfing the resistance mods, either ALL resists at current levels are overpowered, or they are not. Case in point, they have expanded the resist nerf to every ship that has a hull resist. If the resists are OP, then nerfing the active buff mods by increasing their cap expense and decreasing their buff amount is really a better option than nerfing hull resists, because it also takes care of people stacking 3 invulns on a resist ship (Which will still be absurdly OP even after the proposed changes.) It also avoids screwing people over who have trained to BS 5 For the Rokh and Abaddon.
Remember, this whole discussion got started when CCP got it into their heads that resists where too good compared to other bonuses, particularly the shield boost bonus. Post your advanced battleship ideas here! |

Bizzaro Stormy MurphDog
Homowners
73
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Posted - 2013.04.12 21:32:00 -
[197] - Quote
Naomi Knight wrote:no wonder blobbing is the standard and there is so few things you can do to counter blobbing other than dont fight
If you think there is anything - anything - that CCP can do to prevent someone bringing superior numbers to a fight . . . . you've got bigger concerns than a 1% nerf to the resist profile of certain ships.
I fly a Rokh all the time and I understand the logic behind this change. Now, if they were to soften the blow by adding a midslot and a tiny bit more CPU/PG . . . 
|

Edward Pierce
GoonWaffe Goonswarm Federation
41
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Posted - 2013.04.12 21:35:00 -
[198] - Quote
Quote from the Armor Tanking 1.5 thread:
CCP Fozzie wrote:fukier wrote: how come you avoid talking about scaleability of active armor rep bonus and how its useless in fleet warfare?
its an easy fix just make the skill affect external incomming armor RR!
presto now the bonus is usefull for anything larger then 5 ships!
And also super overpowered.
Quote from OP:
CCP Fozzie wrote:
Extending armor and shield repair bonuses to apply to remote reps would bring them much closer to balance with resist bonuses, but would also further empower the current remote rep tactics that are as strong as we feel we can allow them to be.
I'm glad to see you've backed off your "super overpowered" stance and come to the more numerically accurate "closer to balance" point of view.
I still disagree with your statement that implementing this change would "further empower the current remote rep tactics", and here's why.
Changing the local rep bonus to an incoming rep bonus would mean that the ships not listed in your OP would fare just as well under remote reps as the ones you just listed; this would not make the mechanic any more or less powerful than it currently is, it would only make the mechanic available to more ships.
You seem to be ignoring the painfully obvious fact that only two races are being affected by this imbalance, and that the Gallente are currently stuck with both their BCs suffering from it. I've noticed a very bad trend with these glaring imbalance issues where you keep looking at the ship how it should work and leaving the problem for later. This has been the case with Hybrid Railguns, Drone mechanics, Local reps and Gang assist modules to name a few.
Let's break this chain of "fix it later" by implementing a change that will bring the affected ships "closer to balance" and deal with the overpowered mechanic later. Balance the receiving end of the RR mechanic, that way when you finally address it, you can focus on the giving end of RR in one go. |

Van Mathias
Dead Space Collective
21
|
Posted - 2013.04.12 21:36:00 -
[199] - Quote
Bizzaro Stormy MurphDog wrote:Van Mathias wrote:Like I said before, if resists in general are the problem, then nerf the resists for all ships by nerfing the resist mods. Don't single out hulls that have an entirely resonable bonus. Who said "resists in general are the problem?" Besides you, I mean. All in all, I'm okay with the change - but if you're going to go any lower, you're going to have to get a lot more ship specific, and maybe remove the bonus entirely on some ships and just replace it with a better bonus.
You mean with a worse bonus. It wouldn't be a Rokh if they did that, the resist and range bonus are the heart and soul of that ship. And if resists in general arent the problem, then why are 40+ ships up on the chopping block? That sounds like a pretty generalized problem to me. Post your advanced battleship ideas here! |

Tyberius Franklin
Federal Navy Academy Gallente Federation
639
|
Posted - 2013.04.12 21:40:00 -
[200] - Quote
Van Mathias wrote:Rented wrote: And you've consistently been really really really bad at math throughout this thread.
I've made corrections as I have spotted my own errors. My math is fine. I run these numbers at least once a week, so I have plenty of experience in dealing with them. I also have checked them against the output of the EvE ship fitting window, so I know they are good. Note that I am aware I didn't include the stacking penalty for the second invuln in my previous example. Telling me my math is bad without citing my errors means nothing, and is an assertion without merit. As for nerfing the resistance mods, either ALL resists at current levels are overpowered, or they are not. Case in point, they have expanded the resist nerf to every ship that has a hull resist. If the resists are OP, then nerfing the active buff mods by increasing their cap expense and decreasing their buff amount is really a better option than nerfing hull resists, because it also takes care of people stacking 3 invulns on a resist ship (Which will still be absurdly OP even after the proposed changes.) It also avoids screwing people over who have trained to BS 5 For the Rokh and Abaddon. Remember, this whole discussion got started when CCP got it into their heads that resists where too good compared to other bonuses, particularly the shield boost bonus. Resist bonuses being problematic was in no way the same as saying resist mods are an issue. Nefring resist mods only further exasperates the issue as it creates a greater desparity than currently exists between the resist profiles of resist bonused ships and other ships after fitting.
All this means is that buffer remote and local reps will be even better comparatively than current for bonused hulls. You are effectively asking them to raise the bonus for those ships when asking them to lower the effect of resist mods. |
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Alphea Abbra
Grim Determination Nulli Secunda
182
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Posted - 2013.04.12 21:40:00 -
[201] - Quote
Sentamon wrote:CCP Fozzie wrote: forcing the rise of alpha-only strategies Don't lower resists make alpha-only strategies even more powerful? If the goal is to weaken alpha-strikes, how about adding modules or game mechanics that reduce possibility of, or the impact of, a massive amount of damage incoming at the same time? You could say that it will do that, yes, but the alpha-strategy arose mainly for two reasons, one being the lag (Solved) and the other being that you can power through reps or even before reps landed. If you check most nullsec fleet concepts thesedays, alphamaels are not very popular for a reason.
In fact, you see that among the yet-to-be-balanced battleships, ship-of-the-line tend to be Abaddons or Rokhs (Or navy-issue). Alpha is not very versatile, and with one ship down every 8 or 15 seconds and no e-war, you can't really expect it to perform well in other situations than those it was specifically designed for.
The alphamaels were designed with a specific purpose in mind, and since they're bad outside of that purpose, drop out of use when the situation that necessitated it does no longer arise. Other, better/cheaper/more versatile concepts will arise. |

Bizzaro Stormy MurphDog
Homowners
74
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Posted - 2013.04.12 21:41:00 -
[202] - Quote
Van Mathias wrote:I've made corrections as I have spotted my own errors. My math is fine . . . Telling me my math is bad without citing my errors means nothing, and is an assertion without merit.
You admit your math was bad - then you say it's fine - then you say people who called you on your bad math were "without merit?" Impressive that you managed all that in the same paragraph.
Van Mathias wrote:As for nerfing the resistance mods, either ALL resists at current levels are overpowered, or they are not. Could you please explain this - I honestly don't understand how you're reaching that conclusion (your "case in point" below didn't help, but I wanna give you the benefit of the doubt)[/quote]
Van Mathias wrote:Case in point, they have expanded the resist nerf to every ship that has a hull resist. If the resists are OP, then nerfing the active buff mods by increasing their cap expense and decreasing their buff amount is really a better option than nerfing hull resists, because it also takes care of people stacking 3 invulns on a resist ship (Which will still be absurdly OP even after the proposed changes.) It also avoids screwing people over who have trained to BS 5 For the Rokh and Abaddon
You do know that stacking three adaptive invuls comes with a trade-off of losing one or more midslots, right? And that two of those mods incur stacking penalties, right? And that those stacking penalties are entirely unrelated to the hull bonus on ships like Rokhs, right? And that even those hull bonused ships can stack three adaptive invuls, making them much better than ships without the bonuses . . . right? And that Training BS V still gives that Rokh more native, unpenalized resists than it had at BS IV, right?
Do you really not see the difference between resist modules and native hull resist bonuses? You seem like you should understand, but then you type like you don't.
Van Mathias wrote:Remember, this whole discussion got started when CCP got it into their heads that resists where too good compared to other bonuses, particularly the shield boost bonus.
Do you disagree with his logic? Maybe point out why the resists aren't too good after all (in light of the math presented in the OP, but double check your work please!) or propose other options (that make sense . . . please. Right now, your module idea doesn't).
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Bizzaro Stormy MurphDog
Homowners
74
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Posted - 2013.04.12 21:44:00 -
[203] - Quote
Van Mathias wrote:Bizzaro Stormy MurphDog wrote:Van Mathias wrote:Like I said before, if resists in general are the problem, then nerf the resists for all ships by nerfing the resist mods. Don't single out hulls that have an entirely resonable bonus. Who said "resists in general are the problem?" Besides you, I mean. All in all, I'm okay with the change - but if you're going to go any lower, you're going to have to get a lot more ship specific, and maybe remove the bonus entirely on some ships and just replace it with a better bonus. You mean with a worse bonus. It wouldn't be a Rokh if they did that, the resist and range bonus are the heart and soul of that ship. And if resists in general aren't the problem, then why are 40+ ships up on the chopping block? That sounds like a pretty generalized problem to me.
Don't dodge - who said "resists in general are the problem?"
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Rukhsana Uxor
Legio Astorum
2
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Posted - 2013.04.12 21:49:00 -
[204] - Quote
CCP Fozzie, it still not clear for me.
If you give "comat" ships "tank" bonus ("give" - becuase they always had it even they wont be "combat" by your design) why some of them have resist bonus that works always with any fit while rep\shield active bonus works only in situatuion where you fit necessary module. Only. Its like you forcing us to fit AR\SB to get full benefit from ship. It is just not fair and balance at all. Even with this "nerf" resist bonus works always. Even if i want to fit abaddon in shield tank (it insane, but just for example) i will still have benefit from his bonus. It still makes me tough. And if i want use Hyper w\o armor reps? I just lose bonus at all.
I want to talk about Mael vs Rokh (as your example). Mael more popular because of weapon system not because of his "shield" bonus. You just cant balance ship ignoring the fact of what weapons they use. Its not right.
Yes, additional bonus for armor reps bonus ships that benefits from RR not perfect. But it will help. I underdtand that logist are everywhere and bla bla bla, but when you will redesign logist concept? Year? Two? We need solution now.
This bonus can affect RR with half of stange or something else penalty. |

jackk O'neil
League of Non-Aligned Worlds Nulli Secunda
6
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Posted - 2013.04.12 21:49:00 -
[205] - Quote
no thanks |

Edward Pierce
GoonWaffe Goonswarm Federation
41
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Posted - 2013.04.12 21:51:00 -
[206] - Quote
I'll give you an even easier solution to balancing out the two hull bonuses and lowering the effectiveness of RR fleets at the same time.
Change all resist bonuses to a max shield/armor bonus.
So now your buffer bonus is good on buffer tanks and the local rep bonus is good for active tanks.
The buffer bonus is still better for fleets because it makes you more resilient to alpha doctrines, but the imbalance is much less obvious and when it comes to the effectiveness of RR and logistics the active tank ships won't look nearly as bad.
You can work out the numbers to balance both bonuses out.
You're welcome. |

Omnathious Deninard
Extrinsic Operations
862
|
Posted - 2013.04.12 21:51:00 -
[207] - Quote
I am at work right not so I cannot judge how this would affect things but here goes. Consider the possibility of making resistance bonuses from a hull increase the strength of a resistance module, for example the Abaddon would increase the strength of a armor explosive hardener by 20% making it go from a 55% resistance to a 66% resistance, or an ENAM would go from 20% to 24% and with armor compensation skills up to 30%. Ideas For Drone Improvement Updated 11/30/12Catastrophic Uprising is Recruiting |

Makari Aeron
The Shadow's Of Eve TSOE Consortium
47
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Posted - 2013.04.12 21:56:00 -
[208] - Quote
............great. Let's just blanket nerf everything. That'll fix something right? :| CCP RedDawn: Ugly people are just playing life on HARD mode. Personally, I'm playing on an INFERNO difficulty...
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TinkerHell
Nocturnal Romance
15
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Posted - 2013.04.12 21:57:00 -
[209] - Quote
Does this nerf apply to the Vangel, Mimir and Cambion as well?
Are you seriously nerfing these? The Mimir is bad enough already it does not need a nerf...at all. Can we please not nerf the AT ships? They do not deserve it. The Blaster kiting Adrestia is already going to suffer enough from the TE nerf.
I know this does not apply to most people..but i dont see the point in nerfing ships that are barely used already, why remove what little incentive people have to actually use these ships. |

Buhhdust Princess
Mind Games. Suddenly Spaceships.
2840
|
Posted - 2013.04.12 22:00:00 -
[210] - Quote
This whole nerf is silly ccp, really, don't do it! 5% bonus is absolutely fine, always has been, you're getting in to your "not broken, yet we'll fix it anyway" moments again. PLEASE DONT DO THIS IT MAKES BAD THINGS HAPPEN! -Buhhd |
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