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Molic Blackbird
Orion Faction Industries Orion Consortium
70
|
Posted - 2013.06.21 02:59:00 -
[451] - Quote
CCP Rise wrote:Ya I wouldn't mean to sound dismissive of hauling as a profession at all, I'm just saying that from a ship balance and fitting perspective, hauling isn't as complex as combat.
Maybe it could/should be, but again, I don't think this rebalance is the place to start, which is why we decided to hold off on anything drastic until we get a better sense for where industry in general is heading.
So, because there might possibly be some sort of change to industry in an unspecified future, there won't be any major changes to industrials? I've heard talk of a so called 'Industrial expansion' for so long it ceases to mean anything other then just 'talk'. In the mean time, we'll be left with this broken balancing pass on the industrial ship line for years.
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Alvatore DiMarco
Capricious Endeavours Ltd
463
|
Posted - 2013.06.21 03:03:00 -
[452] - Quote
Quantum Rise was the "Industry Expansion".
....Oh wait. |

Ruze
Next Stage Initiative Trans-Stellar Industries
388
|
Posted - 2013.06.21 03:22:00 -
[453] - Quote
CCP Rise wrote:Quote:Echoing the comments about flavor, CCP Rise do you have any comment on the boringness of having to shield tank all inustrials There is so much wrapped up in this comment that I don't even really know where to start. I think you're assuming that A: you have to tank industrials (you don't), B: you have to max expand industrials (you don't), and C: industrial flavor is derived from its tank(I don't think it is?). I think the real problem here is that because we're putting any time into these ships, you guys want them to pop with something new. In the past, their flavor mostly was based on their art along with some quirks like having 5 Gallente indies or battle Badgers. On the whole haulers are just not very exciting compared to a lot of other classes in EVE. I can understand you want something new to make them pop more, but please keep in mind that it was never there to begin with. These ships mostly just carry stuff around for cheap, that's what they do. The purpose of this balance is just to make sure that there is some depth of choice and that each race has access to a cheap ship to carry things around that isn't painfully worse than the Itty 5. On flavor generally... I think the word is used in so many different ways that I'm not even sure how to answer. I think Fozzie and I are really focused on mechanics that lead to interesting gameplay. I can't speak for him, but I think that "flavor" often emerges as a result of good design, or is intentionally added to lead to interesting play. We both care about it, especially in EVE. On top of that, we don't do anything alone, and there's plenty of people in the department who are extremely concerned about story, history, and aesthetic to make sure that I don't do anything too disruptive. These people played a hugely important part in decisions around the industrials. I've typed a lot of text walls today =P
I think I got caught in this response.
I want to say that I can definitely understand the issues here. As a matter of course, T1 industrials have always been very specialized. There wasn't much flavor, outside the art department. You could almost argue that they were the first T2 ships, being so limited in scope and design.
But I would hope that you guys would catch the name of the group, 'Industrials', and add some new flavor that doesn't focus on just hauling. Industry in EvE is so much more than cargo hold.
The clay you've been given to work with didn't have much to it. And I hope you guys know that I, personally, have really fought for you guys on your rebalances (outside one particular Amarr battleship, but that's history already).
Just don't stick yourself into treating T1 industrials as just haulers. We've got T2 industrials for specializing. There is so much more that can be done with this basic ships, including ore holds and ore reprocessing bays and arrays and the like. You could give the ships true flavor and variety. This is an 'outside the box', 'maybe takes longer to iron out than a few weeks' kinda suggestion.
It's not like we haven't been waiting how many years for T1 industrials to finally get updated?
Either way, thumbs up to you guys. Balance isn't easy. If you're driven to threaten others with harm or violence because of what they do in game, you can't separate fantasy from reality. That "griefer/thief" is probably more sane than you are. How screwed up is that? |

Taleden
North Wind Local no. 612
9
|
Posted - 2013.06.21 03:39:00 -
[454] - Quote
CCP Rise wrote:I think you're assuming that A: you have to tank industrials (you don't),
If we're not supposed to tank industrials, why are you creating an entire collection of "Industrials focused on speed and tank"? What else do you expect people to put in the 4-6 mid slots that you have on every industrial?
CCP Rise wrote:B: you have to max expand industrials (you don't)
No, but lots of folks are going to, which forces you to balance the ships against that assumption in order to avoid one of them being overpowered capacity-wise when fitted that way -- you even admitted as much in your original post:
"Cargo (capacity / capacity with max expanders, t1 expander rigs and all 5 skills)"
Forcing yourself to account for cargo expanders closes a lot of doors and leads to less interesting and varied ships. But it's an easy thing to fix, so why not fix it and give yourselves more freedom to vary the ships?
CCP Rise wrote:and C: industrial flavor is derived from its tank(I don't think it is?).
No more than combat ship flavor is "derived from its tank," but it's certainly an ingredient, don't you think? Gallente and Caldari gunboats have some similarities, except that Gallente ships are usually armor tanked, which makes them a little more different than they would be otherwise. The same could be -- and new players would expect it to be -- true of the industrial ships, except it's not.
As a concrete example, I don't see how a Sigil is any competition for a Badger in this proposal. The Badger is naturally shield tanked so it gets either a capacity or a speed boost from its low slots while still fit for nearly maximum tank. The Sigil meanwhile can either have a gimpy shield tank in order to match the speed and/or capacity of the Badger, or it can have a comparable armor tank but much worse speed and capacity. The Badger looks hands-down better than the Sigil, simply because the Sigil cannot be tanked as intended without sacrificing other aspects of its primary role, while the Badger requires no such compromise.
CCP Rise wrote:I think the real problem here is that because we're putting any time into these ships, you guys want them to pop with something new. ... On the whole haulers are just not very exciting compared to a lot of other classes in EVE.
Yes, we are hoping they'll pop a little, because as you say they've been pretty uninteresting for most of EVE's history. But that's no excuse to not fix it; this is exactly the time to make them pop a little in order to improve the game for all those players who spend most of their time in EVE flying these "not very exciting" ships. If you gloss over them in order to get to your personal favorite combat ships, you're doing your playerbase a disservice. That's what we're concerned about here.
CCP Rise wrote:I've typed a lot of text walls today =P
You and us both, and we appreciate your dialogue. We all just want to see this iteration done well so that we don't have to try to get your attention to do it again a year from now. :) |

Halycon Gamma
Judian Peoples Front
33
|
Posted - 2013.06.21 04:19:00 -
[455] - Quote
Currently, when I want to move low m3 high value goods, it's in either a blockade runner or a frigate. Gate camps pretty much dictate that anything slower than that, no matter how much I tank it, is going to die. Align time and sig radius is a hauler's tank. If I need to move something larger, it's either an Orca or an Iteron 5.
I don't think our lack of enthusiasm for these changes has anything to do with this rebalance not "popping", but because it changes nothing at all for those of us who spend time ferrying goods around New Eden. The only thing this rebalance really does is give 3 racial choices to replace the Iteron 5 and make them a tad less survivable in the process. The more survivable ships you've supplied are less survivable than other options already in the game which can be reached in under a month's training time.
I'm glad you're looking at industrials, I really am. But given the choice between this, and not rebalancing them. I'd rather you didn't touch them at all and place them in the back of your mind for a future real rework once we're closer to the "industrial changes" as a whole you're talking about. Or if you do touch them, only add in the three racial variants of max capacity to give the Iteron some competition. Because that is the only real take away from this for us.
Industrial ships do need some love, but a half hearted attempt because of time constraints from more pressing ships to rebalance is worse than no attempt at all. |

Ruze
Next Stage Initiative Trans-Stellar Industries
388
|
Posted - 2013.06.21 04:38:00 -
[456] - Quote
Halycon Gamma wrote:Currently, when I want to move low m3 high value goods, it's in either a blockade runner or a frigate. Gate camps pretty much dictate that anything slower than that, no matter how much I tank it, is going to die. Align time and sig radius is a hauler's tank. If I need to move something larger, it's either an Orca or an Iteron 5.
I don't think our lack of enthusiasm for these changes has anything to do with this rebalance not "popping", but because it changes nothing at all for those of us who spend time ferrying goods around New Eden. The only thing this rebalance really does is give 3 racial choices to replace the Iteron 5 and make them a tad less survivable in the process. The more survivable ships you've supplied are less survivable than other options already in the game which can be reached in under a month's training time.
I'm glad you're looking at industrials, I really am. But given the choice between this, and not rebalancing them. I'd rather you didn't touch them at all and place them in the back of your mind for a future real rework once we're closer to the "industrial changes" as a whole you're talking about. Or if you do touch them, only add in the three racial variants of max capacity to give the Iteron some competition. Because that is the only real take away from this for us.
Industrial ships do need some love, but a half hearted attempt because of time constraints from more pressing ships to rebalance is worse than no attempt at all.
I'd hate for this rebalance to be considered a pin in a completed assignment and the haulers not get looked at again for another 10 years. Better to have the expectation of change 'soon' than know this is all there is.
I'm also proposing that if this IS what we're getting, please rename them to 'Industrial Haulers' or something more clearly labeling what they are. Industrial is a bit too broad. If you're driven to threaten others with harm or violence because of what they do in game, you can't separate fantasy from reality. That "griefer/thief" is probably more sane than you are. How screwed up is that? |

Veronica Rios
Interference Inc Beyond Event Horizon.
0
|
Posted - 2013.06.21 05:03:00 -
[457] - Quote
I have a question about "extra" haulers from the invention/t2 production perspective..
All races are pretty much aligned with new type of haulers except Gallente. Occator requires Iteron Mark III blueprint copy for invention and t1 ship for production. Is it going to remains this way? do you have plans to change it to Iteron Mark V? |

Mara Pahrdi
The Order of Anoyia
365
|
Posted - 2013.06.21 05:46:00 -
[458] - Quote
CCP Rise wrote:but on the other side, giving them a job that was interesting and valuable but only available for Gallente and Minmatar felt unfair. I don't get this. It takes literally no time to train into these things now.
You could have given one of them a role as a dedicated ore hauler, or an industrial battlecruiser or whatever comes to mind. Anything would have been better than this really. Apart from pure role playing, there's no sense in racial symmetry when it takes almost no time to train into.
Remove insurance. |

Caitlyn Tufy
Bene Gesserit ChapterHouse Sanctuary Pact
343
|
Posted - 2013.06.21 05:47:00 -
[459] - Quote
CCP Rise wrote:On the whole haulers are just not very exciting compared to a lot of other classes in EVE. I can understand you want something new to make them pop more, but please keep in mind that it was never there to begin with. These ships mostly just carry stuff around for cheap, that's what they do.
Respectfully, I disagree. Haulers aren't very exciting because there's nothing exciting about them, not because it couldn't be. As I pointed out in post #300, the huge majority of people use one T1 hauler and one T1 hauler only - the one with the largest cargo bay. That's not because that's there is, but because the others are simply underwhelming considering the alternatives.
You can't take a T1 hauler into low sec really, because it's far too vulnerable. Think about it - catching them is easy and given enough time, a single frigate will wear down an industrial. You can't use it as a high speed, small cargo hauler, because they're too slow. And obviously, if combat badgers exist, there's a niche here that could be cool.
Here's what's going to happen with your rebalance: the tanking haulers will be ignored, because they remain too slow for serious hauling. Warp speed of 4.5 AU/s can't compete with large cargo frigates (6 AU/s), which have more than enough cargo space to do any L1/L2 mission and small cargo ferries. They won't be taken into low, because they're still far too easy to catch at their alignment time. So the only thing they have going for them is a slightly better tank.
As for the large cargo haulers, it used to come down to "how long do you want to train / which T2 haulers do you want"? Now it's down to "which one can carry most?" And Bestower is the only one that can load 13 Giant Secure Containers. |

Mara Pahrdi
The Order of Anoyia
365
|
Posted - 2013.06.21 05:54:00 -
[460] - Quote
Steve Ronuken wrote:Makes sense, I guess.
It'd be nice to have something like a ore hold, or a fitting service on the others, but it would be limiting for anyone but the gallente.
I mentioned this in a previous post (somewhere) but I can see the following Industrial roles:
1: tanky 2: fast - This is a lot less useful. As fast can be covered by a different class. A frigate sized courier 3: big 4: Specialist cargo (ore/gas/ice) 5: Fitting service 6: Fleet hangar
And we already have: 7: Salvager 8: PI specialist cargo.
Liked your post, though I do not agree. I only fly cheap and fast T1 hauler setups with medium sized cargo. Anything else either travels in a freighter, a heavily tanked and boosted Orca or a cloaky BR. Remove insurance. |
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Dave Stark
3195
|
Posted - 2013.06.21 06:22:00 -
[461] - Quote
CCP Rise wrote:These ships mostly just carry stuff around for cheap, that's what they do.
so is this, essentially, the answer to my t1 indy ship vs orca question?
they all suck have no attractive qualities in comparison to the orca because they're cheap? |

Halycon Gamma
Judian Peoples Front
35
|
Posted - 2013.06.21 06:55:00 -
[462] - Quote
Dave Stark wrote:CCP Rise wrote:These ships mostly just carry stuff around for cheap, that's what they do. so is this, essentially, the answer to my t1 indy ship vs orca question? they all suck have no attractive qualities in comparison to the orca because they're cheap?
No, the real answer is CCP doesn't have time to actually fix industrials. So we're getting a quick fix which fixes nothing and makes some things measurably worse. Rise himself has mentioned things throughout this thread that could make things actually better for the class, but it hits art bottlenecks, lore problems, or time constraints from added complexity in design.
There is an answer to the Orca question, but chances of us ever seeing it is pretty much nihil. Industrial rebalance wasn't even on the road map from what I saw from fanfest presentations, so it's a nice surprise they're looking at it at all. But this feels slap dash all the way around. "Oh, we accidentally Industrial 1'd the whole class. Should probably do something with that.". |

Dinsdale Pirannha
Pirannha Corp
1054
|
Posted - 2013.06.21 07:03:00 -
[463] - Quote
CCP Rise wrote:Ya I wouldn't mean to sound dismissive of hauling as a profession at all, I'm just saying that from a ship balance and fitting perspective, hauling isn't as complex as combat.
Maybe it could/should be, but again, I don't think this rebalance is the place to start, which is why we decided to hold off on anything drastic until we get a better sense for where industry in general is heading.
That's right, hauling is not as complex nor as exciting as PvP, nor should it be. You have that right. But that is the only thing you have got right about the whole concept of messing with T1 haulers.
You were a null sec PvP pilot, who made videos of killing stuff. You were really good at killing said stuff. Don't think you had many opportunities, or made many video's, of you ganking T1 haulers in null sec. And probably even fewer videos of you hauling stuff in high sec with one of these ships.
So, outside of the obvious reason that CCP hired you, and someone said "go mess with T1 haulers", what experience and credibility do you have to completely overhaul the T1 hauler which is the lifeblood of many a high sec casual player and many a hardcore high sec industrialist?
I am also flat out terrified at your comment "which is why we decided to hold off on anything drastic until we get a better sense for where industry in general is heading.".
You don't think these changes are "drastic", and what do you mean about "where industry is headed in general? " So does that mean we have a bunch of null sec players like you (a null sec pvp'er), fozzie (another null sec pvp'er), and soundwave (a null sec cartel intelligence director) dictating how high sec industry will operate in the future?
Does CCP even have ONE game designer who has a high sec industrial background involved with any game design? |

Efraya
DEEP-SPACE CO-OP LTD Polarized.
221
|
Posted - 2013.06.21 07:11:00 -
[464] - Quote
Not being funny or anything CCP Rise when I was a nooblet being born in Haudaugo all those years ago and dreaming of building a trade empire, I saw a mammoth undock and I was in complete awe. It's what got me to train Minmatar Industrial 5 as on of the first ship skills to 5.
Also, that ship!
WSpace; Best space. |

Circumstantial Evidence
75
|
Posted - 2013.06.21 08:00:00 -
[465] - Quote
The Mammoth has been saved, as a "mammoth" capacity hauler! This does not diminish the Hoarder, it can be the "battle badger" for Minmatar.
I look forward to the new, tougher, intermediate capacity haulers. When you don't put all your eggs in one basket, you don't cry as much if the smaller basket runs into trouble.
|

Thorn Galen
Bene Gesserit ChapterHouse Sanctuary Pact
1204
|
Posted - 2013.06.21 08:43:00 -
[466] - Quote
CCP Rise wrote:Before the posting begins,(...and the rest) (Just trying to keep this post short).
There is simply no way you are going to make everyone happy, that's not going to happen - ever.
Having read through the changes and the reasons why you're making them, I can only say 'Congratulations', a lot of thought, time and effort has gone into this. Changes look very decent, although some people will no doubt be hacked-off or start asking "why this and not that". That's so easy to do when you're not the one actually trying to make sense of a plethora of variables, some variables which have less to do with the physical attributes of the ships than the actual effect the modified ships will have in game.
No doubt some additional tweaking will still happen, but bearing in mind the larger picture, all the ships, all the differing playstyles and how they affect each other and interact with each other, your work here is nothing short of brilliant. At the risk of scorching my nose with a brown stain, extremely well done, Sir o7 Personnel Division Director - Bene Gesserit Chapterhouse CEO Sanctuary Pact Alliance --áSanctuary Pact |

neuro transistor
Dodgy at Best
0
|
Posted - 2013.06.21 09:00:00 -
[467] - Quote
i expect there maybe people like myself that have invested in the itty 5 financially by buying blueprints etc based on the previous news that the skill requirements where changing for industrials. i think it would have been more transparent to have alluded to these new changes at the same time. and while i except that the isk cost of purchase and research time of the blueprints is not entirely wasted it does leave a bad taste in the mouth of those of us that rightly or wrongly tried to get ahead of the curve (or in this case wavy line). This maybe a contributing factor to some of the resistance you are seeing in this thread. |

Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
163
|
Posted - 2013.06.21 09:11:00 -
[468] - Quote
Why promote autopiloting (AFK activity) with +5% to velocity bonus instead of rewarding active industrial pilots with +% to warp-speed bonus? Fix warp-speed acceleration/deceleration while you're at it. |

Ekaterina 'Ghetto' Thurn
Department 10
25
|
Posted - 2013.06.21 09:32:00 -
[469] - Quote
Minmatar & Gallente having more industrial T1 ships:
I don't see a big deal on this issue or anything really needing resolving. Minmatar only have one more ship than the Amarr & the Caldari. In a roleplay sense the Gallente are the haulers of New Eden so I see no problem with them having a larger range of industrial ships across the board.
T1 Industrial ships usage:
I have made a comment here or elsewhere on this one but I will reiterate it again. T1 Industrial ships have fairly limited usage and any non-game-breaking changes will not alter this fact. Probably the only uses for T1 industrials are to empty PI goods from customs offices (In high-sec only!) and to do level four distribution missions. They will still be relatively paper thin (I'm not saying they shouldn't be paper thin.) and no one should be using them to be transporting valuable further than a very minimal distance. If at all as your clone and cargo would be for the chop. Dependant on m3 the Prowler, Orca, & Fenrir (Or racial equivalents.) are the only viable ships to be transporting cargo with some sense of security.
Hoarder vs Mammoth:
An excellent job has been made on the ship model for the Mammoth and to my mind it is the 'prettiest' of all the T1 Industrial hulls. All the others across the board with the exception of the Wreathe are fairly ugly and I wouldn't be seen dead flying them.  If you make the proposed changes Minmatar pilots are obviously going to switch to the Hoarder as it will have considerably more tank and slightly less cargo space than now. I may still fly my beloved Mammoth but I will probably end up switching to the Hoarder as most will. I feel it would make more sense to switch your new proposed stats for the Hoarder to the Mammoth as it makes more sense physically for the Mammoth to have a stronger tank. Hopefully you realise this would be the better option? |

Oraac Ensor
School of Applied Knowledge Caldari State
245
|
Posted - 2013.06.21 10:01:00 -
[470] - Quote
The discussion seems to be over, but I'm baffled by many of the posts in the Hoarder/Mammoth debate which claim that the art department has said they think the Mammoth is ugly. When/where did they say that? CCP Rise says only that they don't like the way it looks, which is a very different matter. A film's casting director might say he doesn't like the look of a particular actress but that doesn't mean he thinks that she's ugly, just that her looks don't suit his purpose.
Likewise with the Mammoth. The other races each have a generic racial 'look' to their industrial ships. The Amarr ships have the typical Amarr carapace shape; the Caldari are all variations of the same hull with enlarged mid-section portions added as necessary; the Gallente all have the same front section, with four also having a similar propulsion block at the rear and the rest of the hull being various combinations of standard modular units. On the other hand only two Minmatar indies share a common racial look - the Wreathe and the Hoarder. Both have a brick-like appearance and have small engines mounted on outrigger sponsons at the front end, plus the Hoarder looks rather like two beefed-up Wreathes mounted one above the other.
On the above basis I would rather see the Mammoth hull sidelined for the sake of continuity of the racial similarity of the other two even though I like the look of the Mammoth and have two of them and only one Hoarder (all rigged). The main problem I see is that most existing Mammoth pilots will have selected the ship because of its high capacity - the obvious solution to that would be to switch the hulls around.
Some posters also saw a problem with the Mastadon being the Minmatar DST if the Mammoth was sidelined and yet make no comment on the fact that both Gallente advanced indies are based on hulls which are now to be sidelined.
If the Hoarder is now to be the surplus item I strongly disagree with the proposed reduction in its base capacity, which results in a maximum capacity with expanders and T1 rigs which is very little more than the Wreathe - that can't be right. If it kept its present base value it would make more sense as maxed out it would have a similar capacity to the Iteron III.
I think the Iteron IV should also keep its existing base capacity to give it a bigger lead over the basic Iteron. |
|

Myri Tufy
Bene Gesserit ChapterHouse Sanctuary Pact
0
|
Posted - 2013.06.21 10:04:00 -
[471] - Quote
neuro transistor wrote:i expect there maybe people like myself that have invested in the itty 5 financially by buying blueprints etc based on the previous news that the skill requirements where changing for industrials. i think it would have been more transparent to have alluded to these new changes at the same time. and while i except that the isk cost of purchase and research time of the blueprints is not entirely wasted it does leave a bad taste in the mouth of those of us that rightly or wrongly tried to get ahead of the curve (or in this case wavy line). This maybe a contributing factor to some of the resistance you are seeing in this thread.
We've all known the changes to industrials will be coming sooner rather than later, as Iteron V's domination is currently absolute. If someone decided to invest into the potential profits during the intermediate period, that's their risk to take and they can't possibly blame CCP for taking a financial hit.
That said, most of the outcry imo isn't economic. It's quite simply a question of "Why?" Why do the changes like this? What is the purpose of tanky industrials? Who is going to fly a Sigil over a Bestower? |

Michael Harari
Genos Occidere HYDRA RELOADED
600
|
Posted - 2013.06.21 10:14:00 -
[472] - Quote
neuro transistor wrote:i expect there maybe people like myself that have invested in the itty 5 financially by buying blueprints etc based on the previous news that the skill requirements where changing for industrials. i think it would have been more transparent to have alluded to these new changes at the same time. and while i except that the isk cost of purchase and research time of the blueprints is not entirely wasted it does leave a bad taste in the mouth of those of us that rightly or wrongly tried to get ahead of the curve (or in this case wavy line). This maybe a contributing factor to some of the resistance you are seeing in this thread.
Speculator is speculative |

Oraac Ensor
School of Applied Knowledge Caldari State
245
|
Posted - 2013.06.21 10:28:00 -
[473] - Quote
Callic Veratar wrote:I will continue to use a mammoth, even if the hoarder is "better". I hated the hoarder when I was given it in the tutorial and stuck with my wreathe for a long time. Which tutorial was that, then? None of them gave me a Hoarder (I've done the tutorials of all races, don't let this Caldari character fool you).
Ryelek d'Entari wrote:(5) Nobody puts guns on haulers. There's no situation in which it's even remotely the right thing to do. Never heard of a Battle Badger?
Melek D'Ivri wrote:- Iteron mark IV is the Occator hull isn't it? No - Viator.
Gizan wrote:Why does the bestower now hold MORE than the Impel, its t2 variant? Ah, now let me guess . . . oh, could it be because the T2 variants have not yet been rebalanced?
darmwand wrote: Don't just listen to the art dept, have you seen what they did to the Navy Comet? As far as I recall they improved its looks by about 1000% by getting rid of that ludicrous police car look.
|

Dave Stark
3196
|
Posted - 2013.06.21 10:33:00 -
[474] - Quote
Oraac Ensor wrote:As far as I recall they improved its looks by about 1000% by getting rid of that ludicrous police car look.
you mean, the very thing people loved about it? |

Oraac Ensor
School of Applied Knowledge Caldari State
245
|
Posted - 2013.06.21 10:36:00 -
[475] - Quote
Dave Stark wrote:Oraac Ensor wrote:As far as I recall they improved its looks by about 1000% by getting rid of that ludicrous police car look.
you mean, the very thing people loved about it? And others absolutely hated. |

Cuervo Harr
DEEP-SPACE CO-OP LTD Polarized.
2
|
Posted - 2013.06.21 10:39:00 -
[476] - Quote
Woah this thread has gone ways, now the mammoth seems to be on the high seat again. I guess no more planning for a set of new cargo rigs to build.
I was thinking we've discussed all axis of rebalancing, tank vs cargo vs looks vs utility vs flexibility vs ...
But we've forgotten an important one. VERTICALITY.
Naglmoth |

Max Goldwing
Homeworld Republic The East India Co.
10
|
Posted - 2013.06.21 11:14:00 -
[477] - Quote
Oraac Ensor wrote:Gizan wrote:Why does the bestower now hold MORE than the Impel, its t2 variant? Ah, now let me guess . . . oh, could it be because the T2 variants have not yet been rebalanced? The T2 gallente already holds less than the Iteron V, if they are both t1 rigged and max expanded, but the t2 has +2stabs. They dont nessarily have to be larger than the T1, just different. |

Zaknussem
Everybody Loves Donuts
38
|
Posted - 2013.06.21 11:46:00 -
[478] - Quote
While I welcome discussions and proposed changes to the T1 Industrials, I can't help but think that these changes are premature. The reason being that they're being done without a simultaneous look at the T2 Industrials. In this case it is better to see the whole picture first.
Since Industrials are not so hard to balance as combat ships, might I make a suggestion to CCP Rise? Delay the T1 Industrial rebalance. Put it on the backburner until you've rebalanced all the T2 ships, then take a look at T1 and T2 Industrial together.
Use the time to better consider the options for the roles of Industrials as a whole, regardless of tech level. Read the suggestions given here, weigh them in, give it all more time. I'm one of those that think it's weird that only two roles are possible for haulers, fast low-yielders and slow high-yielders. Surely there must be more options possible, but I cannot say for sure until I see the suggestions and possibilities for the T2 Industrials as well.
(On a personal note and to eliminate any possible bias, I'm not bothered if the changes go live. I'm one of those weird sods who has all four Industrial skills trained to 5.) |

Kastar Alland
Dustdogs
5
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Posted - 2013.06.21 12:06:00 -
[479] - Quote
I'm agreeing with the general sentiment that the changes are premature. If you want to wait until the Industry rebalance, do so; none of the things everyone was wanting from a hauler rebalance have appeared here at all.
As for their roles, it's rather important to see what these ships are competing against: for much of the hauling, it will be high volume low value, which makes anything but the Bestower a lesser choice. On the flipside, high value low volume goods should be moved in something that doesn't have a 12+/10s align time - namely, frigs and covops frigates.
High value high volume is something that should be either redfrogged or moved in an Orca; even the tanky haulers are simply not tanky enough. I appreciate that's the role of the T2's though to an extent.
By removing the skill requirements and homogenising the ships, you will actually generate even more of "this is the ship to fly" than we had before. Why would you fly a badger 2 when the Bestower is better and only 30 minutes of training away?
Furthermore, as Gevlon has said, these industrials are useless once you train to something better - the only paper advantage any of them have is lower align time than an Orca, which becomes moot when you are using the cloak/MWD. The efforts of your tierecide program have made virtually all T1 ships across the galaxy worth flying; why break the mold here?
If you don't know what to do with the haulers, don't just mess with them because you feel you should. We can wait, there are more broken things in the game that need fixing. As long as the rebalance will be worth it when you get to it.
I suppose I should put in a note that with the removal of the skill requirements above 1 for any of the ships, I don't buy "barrier to entry" as a reason to not use the iteron/hoarder hulls. I'm on the fence about how exactly to use them, but really, 30 minutes of training is peanuts. |
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CCP Rise
C C P C C P Alliance
1143

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Posted - 2013.06.21 12:14:00 -
[480] - Quote
Not wanting to use the leftover 4 haulers is quite a bit different from not knowing what to do with the primary ones.
We know that we were very unhappy with their balance, especially in light of the skill requirement changes, so there isn't anything premature about the balance we're giving the 8 base ships. Also there's no reason that dealing with the main group restricts our ability to come back to the others. |
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