Pages: 1 2 [3] 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 30 40 .. 44 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 27 post(s) |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
3284
|
Posted - 2013.04.26 19:45:00 -
[61] - Quote
And I'll echo the sentiment expressed in these pages about POS refineries needing some love.
My type of LOVE for POS refineries would be converting all refineries (NPC station, outposts, and POS alike) into activity lines with throughput versus efficiency trade offs. Thus you can have a 30% efficient refinery that has a dozen lines each capable of processing a million cubic metres per hour (which you would find in, say, mining corporation refinery stations) or a 60% efficient refinery with a half-dozen lines capable of processing a hundred thousand cubic metres per hour which you would find in, say, Logistics Support stations. I'd remove refineries from NPC stations that are purely administrative. Then a POS manager could choose between an intensive mining refinery that can actually process more ore per hour than a single miner in a boosted Hulk can produce, which still takes vast CPU and PG resources, or a less intensive refinery that can't keep up with a single miner, but allows other stuff to be online at the same time (such as, say, a CHA).
But for the moment I'm going to have a private moment with the tail end of Andie's presentation about building and destroying stargates. I think I am in love.
Day 0 advice for new players: Day 0 Advice for New Players |

Lord Haur
Grim Determination Nulli Secunda
61
|
Posted - 2013.04.26 19:45:00 -
[62] - Quote
Tau Cabalander wrote:Lord Haur wrote:Also eagerly awaiting the Akita T thread detailing where CCP has ****** up the new T2 moon mineral requirements to move the bottleneck to (say) Mercury. I was sure you were gonna say Thulium. Thulium is still gonna be relatively cheap. There has been speculation about CCP increasing the usage of Thulium for years. It's relatively cheap to stick a small gallente tower (or a tower you need to put up anyway) on a Thulium and stockpile it. |

James Amril-Kesh
4S Corporation RAZOR Alliance
4731
|
Posted - 2013.04.26 19:47:00 -
[63] - Quote
Lord Haur wrote:Callic Veratar wrote:James Amril-Kesh wrote:Tippia wrote:Secondly, those outpost slot increases are off by about one order of magnitude. The design goal should be that if you really max out an indy station, you should have 500GÇô700 manufacturing slotsGǪ even these new numbers aren't nearly enough to get there. This. I haven't done the analysis myself but I know that Tippia understands these things a lot better than I do. I get 410 on an Amarr Factory Outpost (50 + 6*60). I get 230 max manufacturing slots. 50 (base) + 2*20 (basics) + 2*40 (standard) + 1*60 (improved). Maybe I'm reading this wrong, but don't you get one advanced, two intermediate, and three basic? So 50 + 3*20 + 2*40 + 60 = 250? Module activation timers are buggy. CCP please fix. |

Arduemont
Rotten Legion Ops
1351
|
Posted - 2013.04.26 19:47:00 -
[64] - Quote
Oh God, yes.... Just yes. "In the age of information, ignorance is a choice." |

Kethry Avenger
PIE Inc. Praetoria Imperialis Excubitoris
75
|
Posted - 2013.04.26 19:48:00 -
[65] - Quote
T2 Salvage Alchemy please.
100 T1 salvage + 100 PI or other thing = some number of T2 salvage
or with changes to scan sites it T2 salvage going to become more common? |

Lord Haur
Grim Determination Nulli Secunda
61
|
Posted - 2013.04.26 19:48:00 -
[66] - Quote
James Amril-Kesh wrote:Lord Haur wrote:Callic Veratar wrote:James Amril-Kesh wrote:Tippia wrote:Secondly, those outpost slot increases are off by about one order of magnitude. The design goal should be that if you really max out an indy station, you should have 500GÇô700 manufacturing slotsGǪ even these new numbers aren't nearly enough to get there. This. I haven't done the analysis myself but I know that Tippia understands these things a lot better than I do. I get 410 on an Amarr Factory Outpost (50 + 6*60). I get 230 max manufacturing slots. 50 (base) + 2*20 (basics) + 2*40 (standard) + 1*60 (improved). Maybe I'm reading this wrong, but don't you get one advanced, two intermediate, and three basic? So 50 + 3*20 + 2*40 + 60 = 250? You can only install one of a particular upgrade. Which means you get one each of basic/standard Plant and Machinery, then choose the Improved based upon the build time bonus. |

Tau Cabalander
Retirement Retreat Working Stiffs
1753
|
Posted - 2013.04.26 19:48:00 -
[67] - Quote
Lord Haur wrote:Callic Veratar wrote:James Amril-Kesh wrote:Tippia wrote:Secondly, those outpost slot increases are off by about one order of magnitude. The design goal should be that if you really max out an indy station, you should have 500GÇô700 manufacturing slotsGǪ even these new numbers aren't nearly enough to get there. This. I haven't done the analysis myself but I know that Tippia understands these things a lot better than I do. I get 410 on an Amarr Factory Outpost (50 + 6*60). I get 230 max manufacturing slots. 50 (base) + 2*20 (basics) + 2*40 (standard) + 1*60 (improved). Yes but will a monument upgrade platform still cost as nearly as much as an outpost?
|

Vigilanta
S0utherN Comfort Raiden.
28
|
Posted - 2013.04.26 19:49:00 -
[68] - Quote
who else sat on a coupel mil units of thulium jsut in case? i knwo i did lol |

Jenn aSide
STK Scientific Initiative Mercenaries
1657
|
Posted - 2013.04.26 19:50:00 -
[69] - Quote
James Amril-Kesh wrote:Jenn aSide wrote:if you put frigs (scrambling or otherwise) in forsaken hubs, you will have nerfed the last little bit of good isk making in null sec anoms. The close range battlecruisers that a lot of people use to do them will become un-usable (unless you add drones bays to all the former tier 3s that do't have them, namely the naga).
The frigless forsaken hub is the only anomaly that sub caps can use to match some empire isk making pve techniques (liek incursions and empire DED farming). This seems a big huge mistake as it will only nerf individual pilot isk making. Not fatal, but defineately a serious wound.
A better idea would be scramming cruisers for hubs with like a 35 km scram range. The problem with forsaken hubs is lack of scramming things, not lack of frigs. Sanctums are apparently being rebalanced though for higher isk/hr. We'll just have to wait and see what that means. Hopefully it's a good rebalance and you can make more decent isk than you can now.
Sanctum isk/hr is fine, frigs have a serious unexpected effect on isk hour, it's why forsaken hubs are by far the most popular anomalies (most people use battleships, and even BS with webs and tracking bonuses and light drones can have a hard time)
Decreasing the number of frigs and adding more battlecrusiers to sanctums is nice, but any frigs in forskaen hubs will just kill Teir3 anom farming (nagas already have only just enough slots for tank, how do you add a web to that?).
The devblog doesn't actually say frigs it says pirates, so if it's not frigs being added to forsaken hubs, no harm no foul. But if it is frigs , that's a huge nerf to grunt player income which could have bad effects on null sec pvp. It's goingt o be iteresting to see what happens to null pvp with these changes in general.
|

Lord Haur
Grim Determination Nulli Secunda
61
|
Posted - 2013.04.26 19:50:00 -
[70] - Quote
Tau Cabalander wrote:Lord Haur wrote:Callic Veratar wrote:James Amril-Kesh wrote:Tippia wrote:Secondly, those outpost slot increases are off by about one order of magnitude. The design goal should be that if you really max out an indy station, you should have 500GÇô700 manufacturing slotsGǪ even these new numbers aren't nearly enough to get there. This. I haven't done the analysis myself but I know that Tippia understands these things a lot better than I do. I get 410 on an Amarr Factory Outpost (50 + 6*60). I get 230 max manufacturing slots. 50 (base) + 2*20 (basics) + 2*40 (standard) + 1*60 (improved). Yes but will a monument upgrade platform still cost as nearly as much as an outpost? Something to ask in tomorrow's roundtable-come-panel I guess. I'm pretty sure they won't change it though. |
|

James Amril-Kesh
4S Corporation RAZOR Alliance
4731
|
Posted - 2013.04.26 19:51:00 -
[71] - Quote
Jenn aSide wrote:Sanctum isk/hr is fine, frigs have a serious unexpected effect on isk hour, it's why forsaken hubs are by far the most popular anomalies (most people use battleships, and even BS with webs and tracking bonuses and light drones can have a hard time)
Decreasing the number of frigs and adding more battlecrusiers to sanctums is nice, but any frigs in forskaen hubs will just kill Teir3 anom farming (nagas already have only just enough slots for tank, how do you add a web to that?).
The devblog doesn't actually say frigs it says pirates, so if it's not frigs being added to forsaken hubs, no harm no foul. But if it is frigs , that's a huge nerf to grunt player income which could have bad effects on null sec pvp. It's goingt o be iteresting to see what happens to null pvp with these changes in general.
devblog wrote:We are also making some small tweaks to the NPC composition of Hubs and Sanctums. Switching a few of the NPCs in Hubs to the tougher Elite Frigates and Cruisers, and switching a few of the Elites in Sanctums out for battlecruisers. The changes are still being tweaked and tuned, but the intended result is a better balance between the different anomalies, giving Sanctums the advantage in isk per hour over the easier to find Hubs.
So hubs will add some elite frigates and cruisers, sanctums will take some out and switch them for battlecruisers. IMO that's a good change. Module activation timers are buggy. CCP please fix. |

Tippia
Sunshine and Lollipops
13838
|
Posted - 2013.04.26 19:52:00 -
[72] - Quote
Lord Haur wrote:Callic Veratar wrote:James Amril-Kesh wrote:Tippia wrote:Secondly, those outpost slot increases are off by about one order of magnitude. The design goal should be that if you really max out an indy station, you should have 500GÇô700 manufacturing slotsGǪ even these new numbers aren't nearly enough to get there. This. I haven't done the analysis myself but I know that Tippia understands these things a lot better than I do. I get 410 on an Amarr Factory Outpost (50 + 6*60). I get 230 max manufacturing slots. 50 (base) + 2*20 (basics) + 2*40 (standard) + 1*60 (improved). Some suchGǪ and then you have to sacrifice one of those slots for an improved refinery, and another one to get a few more corp offices in there so all slots can be put to full use. So realistically, it's 150ish, when it should be three or four times that.
GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan.-á |

Jenn aSide
STK Scientific Initiative Mercenaries
1657
|
Posted - 2013.04.26 19:53:00 -
[73] - Quote
Lord Haur wrote:Jenn aSide wrote:if you put frigs (scrambling or otherwise) in forsaken hubs, you will have nerfed the last little bit of good isk making in null sec anoms. The close range battlecruisers that a lot of people use to do them will become un-usable (unless you add drones bays to all the former tier 3s that do't have them, namely the naga).
The frigless forsaken hub is the only anomaly that sub caps can use to match some empire isk making pve techniques (liek incursions and empire DED farming). This seems a big huge mistake as it will only nerf individual pilot isk making. Not fatal, but defineately a serious wound.
A better idea would be scramming cruisers for hubs with like a 35 km scram range. The problem with forsaken hubs is lack of scramming things, not lack of frigs. Please quote where it was said that frigates (specifically) were going to be added. All that was mentioned was that warp disruption will be added to anoms that lack it.
They also didn't say they were going to make new npc non-frig (and non-sleeper/incursion) ships that scram.
I'm really really hoping they don't take the lazy way and add frigs to forsaken hubs, forsaken hubs have been unique in having n frigs since they added them.
|

Junko Sideswipe
Love Squad Confederation of xXPIZZAXx
151
|
Posted - 2013.04.26 19:55:00 -
[74] - Quote
But are you making caldari outposts not the worst kickouts in the game? Confederation of xXPIZZAXx CEO Watch PIZZA Videos http://www.youtube.com/user/LunchSquad |

Dilbert HighSeed
Pirannha Corp
1
|
Posted - 2013.04.26 19:55:00 -
[75] - Quote
Jenn aSide wrote:James Amril-Kesh wrote:Jenn aSide wrote:if you put frigs (scrambling or otherwise) in forsaken hubs, you will have nerfed the last little bit of good isk making in null sec anoms. The close range battlecruisers that a lot of people use to do them will become un-usable (unless you add drones bays to all the former tier 3s that do't have them, namely the naga).
The frigless forsaken hub is the only anomaly that sub caps can use to match some empire isk making pve techniques (liek incursions and empire DED farming). This seems a big huge mistake as it will only nerf individual pilot isk making. Not fatal, but defineately a serious wound.
A better idea would be scramming cruisers for hubs with like a 35 km scram range. The problem with forsaken hubs is lack of scramming things, not lack of frigs. Sanctums are apparently being rebalanced though for higher isk/hr. We'll just have to wait and see what that means. Hopefully it's a good rebalance and you can make more decent isk than you can now. Sanctum isk/hr is fine, frigs have a serious unexpected effect on isk hour, it's why forsaken hubs are by far the most popular anomalies (most people use battleships, and even BS with webs and tracking bonuses and light drones can have a hard time) Decreasing the number of frigs and adding more battlecrusiers to sanctums is nice, but any frigs in forskaen hubs will just kill Teir3 anom farming (nagas already have only just enough slots for tank, how do you add a web to that?). The devblog doesn't actually say frigs it says pirates, so if it's not frigs being added to forsaken hubs, no harm no foul. But if it is frigs , that's a huge nerf to grunt player income which could have bad effects on null sec pvp. It's goingt o be iteresting to see what happens to null pvp with these changes in general.
LOL..just love reading the null bears "wah, wah...my null sec income might be affected". High sec just took another body slam, and you clowns laugh when high sec gets crushed. Now we have one ship class potentially affected by an NPC change, and people lose their minds.
Hypocrites all of you. |

Kadean
GoonWaffe Goonswarm Federation
1
|
Posted - 2013.04.26 19:55:00 -
[76] - Quote
CCP Fozzie wrote:Hey guys, just checking in to say I'm gonna go party hard at the pub crawl tonight, so I'll be doing most of my responding to feedback early next week instead of right away. Don't worry, I will read every single post in this thread while nursing my hangover.
I hope you guys enjoy the spoils of the huge amount of work Team Five O has put into these changes, and have fun on the markets.
Hey, thanks for reading my post, i hope there wasn't too many to read before you got to mine.......so....sup? |

Captain Tardbar
NEWB ALERT
325
|
Posted - 2013.04.26 19:56:00 -
[77] - Quote
Exscuse my ignorance of the POS sytems, but why does the Amarr have quite a bit more manufacturing capabilities than the other races? "Entitlement" is a euphemism for "I hate the way you play and it makes me cry like a baby". If you fantasize about being immoral it means you enjoy being immoral deep down. |

James Amril-Kesh
4S Corporation RAZOR Alliance
4731
|
Posted - 2013.04.26 19:58:00 -
[78] - Quote
Dilbert HighSeed wrote:LOL..just love reading the null bears "wah, wah...my null sec income might be affected". High sec just took another body slam, and you clowns laugh when high sec gets crushed. Now we have one ship class potentially affected by an NPC change, and people lose their minds.
Hypocrites all of you. Ice mining getting moved to anomalies is a "body slam"? Seriously? Check your privilege. Module activation timers are buggy. CCP please fix. |

Jenn aSide
STK Scientific Initiative Mercenaries
1657
|
Posted - 2013.04.26 19:59:00 -
[79] - Quote
James Amril-Kesh wrote:Jenn aSide wrote:Sanctum isk/hr is fine, frigs have a serious unexpected effect on isk hour, it's why forsaken hubs are by far the most popular anomalies (most people use battleships, and even BS with webs and tracking bonuses and light drones can have a hard time)
Decreasing the number of frigs and adding more battlecrusiers to sanctums is nice, but any frigs in forskaen hubs will just kill Teir3 anom farming (nagas already have only just enough slots for tank, how do you add a web to that?).
The devblog doesn't actually say frigs it says pirates, so if it's not frigs being added to forsaken hubs, no harm no foul. But if it is frigs , that's a huge nerf to grunt player income which could have bad effects on null sec pvp. It's goingt o be iteresting to see what happens to null pvp with these changes in general.
devblog wrote:We are also making some small tweaks to the NPC composition of Hubs and Sanctums. Switching a few of the NPCs in Hubs to the tougher Elite Frigates and Cruisers, and switching a few of the Elites in Sanctums out for battlecruisers. The changes are still being tweaked and tuned, but the intended result is a better balance between the different anomalies, giving Sanctums the advantage in isk per hour over the easier to find Hubs. So hubs will add some elite frigates and cruisers, sanctums will take some out and switch them for battlecruisers. IMO that's a good change.
You must not rat for your isk.
Forsaken hubs are the only reasons right now to not completely abbandon null sec for empire incursions and high sec 4/10 farming. The things you have to do to kill ANY frigs in a battleship in an anom means you can do other things , and you can do them at all in an Attack BC except for the Talos which sucks outside of Serp/Angel space.
This is a bad idea man, PVE is my main thing and I've been an Anom and exploration guy for years. The adaptations people are going to have to make (using long range ships like the Oracle as it is in Blood Raider space or adding webs that will be useless against anything BUT frigs etc etc) is totally going to cut isk per hour for grunt players beyond any amount of tweaking ccp is going to do to sanctums.
|

Tippia
Sunshine and Lollipops
13838
|
Posted - 2013.04.26 20:00:00 -
[80] - Quote
Captain Tardbar wrote:Exscuse my ignorance of the POS sytems, but why does the Ammar have quite a bit more manufacturing capabilities than the other races? Because theirs is the Gǣfactory outpostGǥ. The Gallente get an administrative outpost (mainly tons of offices), the Caldari get research outosts (science slots), and Minmatar can refine oreGǪ 
They all need to be removed and redone. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan.-á |
|

Malcanis
Vanishing Point. The Initiative.
8850
|
Posted - 2013.04.26 20:02:00 -
[81] - Quote
Herzog Wolfhammer wrote:
Overall, I think the solution is to do what high sec players are told to do: team up with people, learn to adapt, etc.
quotin' this Malcanis' Law:-á "Whenever a mechanics change is proposed on behalf of 'new players', that change is always to the overwhelming advantage of richer, older players."
|

Jenn aSide
STK Scientific Initiative Mercenaries
1657
|
Posted - 2013.04.26 20:02:00 -
[82] - Quote
Dilbert HighSeed wrote:
LOL..just love reading the null bears "wah, wah...my null sec income might be affected". High sec just took another body slam, and you clowns laugh when high sec gets crushed. Now we have one ship class potentially affected by an NPC change, and people lose their minds.
Hypocrites all of you.
And here comes the high sec ignorance. Who said anything about it affecting one ship class, LOTS of different ships do anoms.
As it is, the game is already grossly unblanced for grunt null sec pilots (null mining sucks compared to high, incursions and DED farming offers the same or more isk per hour, high sec missions offer less isk but are harder to interupt etc etc).
Its not jsut about individual pilots, the changes can be adapted to, but it's going in the wrong direction. Grunt pilots in null are the ones losing ships, thats a bad bad bad group to nerf income on if you want you high sec LP and isk to mean anyhting. We're your market. |

Lord Haur
Grim Determination Nulli Secunda
61
|
Posted - 2013.04.26 20:03:00 -
[83] - Quote
Tippia wrote:Lord Haur wrote:Callic Veratar wrote:James Amril-Kesh wrote:Tippia wrote:Secondly, those outpost slot increases are off by about one order of magnitude. The design goal should be that if you really max out an indy station, you should have 500GÇô700 manufacturing slotsGǪ even these new numbers aren't nearly enough to get there. This. I haven't done the analysis myself but I know that Tippia understands these things a lot better than I do. I get 410 on an Amarr Factory Outpost (50 + 6*60). I get 230 max manufacturing slots. 50 (base) + 2*20 (basics) + 2*40 (standard) + 1*60 (improved). Some suchGǪ and then you have to sacrifice one of those slots for an improved refinery, and another one to get a few more corp offices in there so all slots can be put to full use. So realistically, it's 150ish, when it should be three or four times that. Of course you're right, but this is still a significant improvement from the current situation. Also, increasing the base office slots from 4 to 12 will help significantly.
However, putting a refinery upgrade in will remain somewhat pointless while it remains impossible to get a perfect refine rate (pre-tax) with the tier 3 upgrade. IMO they need to buff the refine rates on the non-minmatar upgrades to where it's possible to get perfect refine with the top-tier upgrades. 40% base requires perfect skills plus the 1% implant IIRC, so that would be my personal ideal rate, or slightly lower to require a more expensive implant. |

Malcanis
Vanishing Point. The Initiative.
8850
|
Posted - 2013.04.26 20:05:00 -
[84] - Quote
Tippia wrote:Lord Haur wrote:Callic Veratar wrote:James Amril-Kesh wrote:Tippia wrote:Secondly, those outpost slot increases are off by about one order of magnitude. The design goal should be that if you really max out an indy station, you should have 500GÇô700 manufacturing slotsGǪ even these new numbers aren't nearly enough to get there. This. I haven't done the analysis myself but I know that Tippia understands these things a lot better than I do. I get 410 on an Amarr Factory Outpost (50 + 6*60). I get 230 max manufacturing slots. 50 (base) + 2*20 (basics) + 2*40 (standard) + 1*60 (improved). Some suchGǪ and then you have to sacrifice one of those slots for an improved refinery, and another one to get a few more corp offices in there so all slots can be put to full use. So realistically, it's 150ish, when it should be three or four times that. GǪoh, and the refinery and office upgrades need similar buffs to make them actually make sense.
It's a good start, though.
Of course it's moot until hi-sec stations start charging vaguely realistic slot fees. About a 50,000% increase should do it... Malcanis' Law:-á "Whenever a mechanics change is proposed on behalf of 'new players', that change is always to the overwhelming advantage of richer, older players."
|

James Amril-Kesh
4S Corporation RAZOR Alliance
4731
|
Posted - 2013.04.26 20:06:00 -
[85] - Quote
Jenn aSide wrote:You must not rat for your isk. I do, and I hate every minute of it.
Jenn aSide wrote:Forsaken hubs are the only reasons right now to not completely abbandon null sec for empire incursions and high sec 4/10 farming. The things you have to do to kill ANY frigs in a battleship in an anom means you can do other things , and you can do them at all in an Attack BC except for the Talos which sucks outside of Serp/Angel space. But you missed the point. Sanctums will have LESS frigates and elite cruisers and MORE battlecruisers, so LESS of the stuff that's disproportionally tough to kill compared to their bounties. Not only that but sanctums will still lead to The Maze (or whatever the equivalent is for non-Guristas stuff) which is much better than FSP. Module activation timers are buggy. CCP please fix. |

Lord Haur
Grim Determination Nulli Secunda
61
|
Posted - 2013.04.26 20:07:00 -
[86] - Quote
Anyways, enough forum whoring from me, I need to dump my laptop before the pub crawl. |

Dalilus
Federal Navy Academy Gallente Federation
24
|
Posted - 2013.04.26 20:10:00 -
[87] - Quote
another dev blog explaining how the "idependent" csm and ccp are taking care of their favorite pets; the lowsec, null and w bears while continuing to nerf highsec. |

Milton Middleson
Rifterlings Point Blank Alliance
266
|
Posted - 2013.04.26 20:10:00 -
[88] - Quote
Tippia wrote: Secondly, those outpost slot increases are off by about one order of magnitude. The design goal should be that if you really max out an indy station, you should have 500GÇô700 manufacturing slotsGǪ even these new numbers aren't nearly enough to get there.
I would presume that if they have an eventual goal of making nullsec industry a conflict driver for midscale engagements, they don't want the residents overly attached to station-based production. Might be too late for that, though. -- I'm not entirely clear on how the proposed changes are going to make mining in lowsec more desirable. It's still going to be less secure than high sec for a minor increase in profit and less profitable and less secure than mining in 0.0. Grav sites will be easier to find, I suppose, but I don't think that's going to be enough to sustain lowsec mining.
Also: how will the new mining anomalies interact with Faction Warfare space? At present, non-FW anoms do not spawn in FW systems. Will the new mining anoms be suppressed as well, or will they spawn as normal?
Finally, as a frigate enthusiast, I have to ask: are there any additional plans for the Venture (such as making cherry-picking/ninja mining a more profitable endeavor?) |

Jenn aSide
STK Scientific Initiative Mercenaries
1657
|
Posted - 2013.04.26 20:15:00 -
[89] - Quote
James Amril-Kesh wrote:Jenn aSide wrote:You must not rat for your isk. I do, and I hate every minute of it. Jenn aSide wrote:Forsaken hubs are the only reasons right now to not completely abbandon null sec for empire incursions and high sec 4/10 farming. The things you have to do to kill ANY frigs in a battleship in an anom means you can do other things , and you can do them at all in an Attack BC except for the Talos which sucks outside of Serp/Angel space. But you missed the point. Sanctums will have LESS frigates and elite cruisers and MORE battlecruisers, so LESS of the stuff that's disproportionally tough to kill compared to their bounties. Not only that but sanctums will still lead to The Maze (or whatever the equivalent is for non-Guristas stuff) which is much better than FSP.
no I dind't "miss" it, I mentioned it, it doesn't matter. A SINGLE frig in an anom makes a large gun only ship obsolete unless you are at range and can pop it as it approaches.
You dislike doing anoms and so probably don't understand what's happening. I like anoms (because I hated belt ratting) and have created litterly dozens of 1 and 2 ship doctrines to tackle them. This will end up a very serious nerf across multple ships, in case like the Naga it might prove fatal, and the naga is a great ship for poor player to jump in and make some isk.
Not the end of the world, but it is going the wrong way (ccp should be helping grunt players and making null income bottom up rather than top down). And yea, even if they remove all but one frig from sanctums. .
|

Xessej
Darqsyde Exploration Limited Mass - Effect
7
|
Posted - 2013.04.26 20:17:00 -
[90] - Quote
Why leave the ice anoms in the systems that have ice now? Miners have chased the better grav sites around so why not ice? Also it would really put the hurt on the botters. |
|
|
|
|
Pages: 1 2 [3] 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 30 40 .. 44 :: one page |
First page | Previous page | Next page | Last page |