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Author |
Thread Statistics | Show CCP posts - 29 post(s) |
Nitko Koraka
Repercussus RAZOR Alliance
10
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Posted - 2013.08.02 15:52:00 -
[391] - Quote
Cannot begin to say how happy I am to see the first steps of removing OGB. |
Deornoth Drake
Black Hole Squadron
37
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Posted - 2013.08.02 16:17:00 -
[392] - Quote
CCP Fozzie wrote:Lexar Mundi wrote:Mining links should not be given special treatment...
Give them an ORE battlecruiser size ship to run links on or something but to let them run links inside shield is pretty lame. We do intend to move mining links out of forcefields someday, but we'll want to rebalance the Orca and Rorqual first to make putting them on grid more viable first.
Rorqual ... grant the link bonus without the need to deploy it.
Like command ships both Rorqual and Orca serve a 2nd role. Command ships fight, Rorqual and Orca store haul ... the hauling stops the mind link which is not good |
Gizznitt Malikite
Agony Unleashed Agony Empire
2418
|
Posted - 2013.08.02 16:24:00 -
[393] - Quote
Cearain wrote:Gizznitt Malikite wrote:Garviel Tarrant wrote:CCP Fozzie wrote: All defensive (Siege and Armored) links: T1: 4.8% T2: 6% Max bonus per link with all modifiers: 25.9% Former max bonus: 35%
Information Warfare: Electronic Superiority bonuses to ECM and Target Painters: T1: 6.4% T2: 8% Max bonus per link with all modifiers: 34.5% Former max bonus: 35%
Information Warfare: Electronic Superiority bonuses to Tracking Disruptors and Sensor Damps: T1: 4% T2: 5% Max bonus per link with all modifiers: 21.5% Former max bonus: 21%
Information Warfare: Recon Operation: T1: 6.4% T2: 8% Max bonus per link with all modifiers: 34.5% Former max bonus: 35%
Information Warfare: Sensor Integrity: T1: 9.6% T2: 12% Max bonus per link with all modifiers: 51.75% Former max bonus: 53%
Skirmish Warfare: Evasive Maneuvers: T1: 6.4% T2: 8% Max bonus per link with all modifiers: 34.5% Former max bonus: 35%
Skirmish Warfare: Interdiction Maneuvers: T1: 7.2% T2: 9% Max bonus per link with all modifiers: 38.8% Former max bonus: 53%
Skirmish Warfare: Rapid Deployment: T1: 5.6% T2: 7% Max bonus per link with all modifiers: 30.2% Former max bonus: 35%
Mining Foreman: Laser Optimization and Harvester Capacitor T1: 5% T2: 7.5% Max bonus per link with all modifiers: 42.2% Former max bonus: 42.2%
Mining Foreman: Field Enhancement T1: 13.6% T2: 17% Max bonus per link with all modifiers: 95.7% Former max bonus: 95%
These numbers are not very descriptive btw. An incursus Atm does NOT get a 35% boost to its active tanking from links right now.. It gets over 100% This nerf does virtually nothing. Links are still about three times as powerful as they should be. To put them into perspective, the current boosts increase the rep power of an incursus about 125% (or less depending on your fit, as gang links and modules and rigs can all suffer stacking penalties). With the change, the max armor boosts will increase your incursus' rep power by about 70%. (or less depending on stacking penalties). This is a significant reduction, but it is still more powerful than anything you can get by drugs or even pirate implants. IMO, that means, since they can be provided while off grid, they are still too potent! This does not even count the cap bonus which is important for active tanking. Plus ccp is boosting ogbs by giving the type of tank they bonus (local active tanks) a boost. Bottom line: OGBs still = god mode. But now you cant share them in a pos. So more people will get alt accounts so they can play in godmode. CCP made it cheaper and easier to do. CCP you have been claiming you want to get rid of ogbs for over a year now. But only ever give vague claims its technically difficult. Specific questions are never really answered in this regard. You claim someone is working on it but never say who. If you want to have credibility perhaps it's time for the team/individual to post a dev blog about this and actually answer some questions from the players.
It does take into account cap usage... The self rep bonus greatly increases the speed of reps, and the cap usage bonus decreases the cap needed by the same amount. The result generally is that you rep faster, and use the same cap / second.
Also, I agree that OGB's still are way too potent.
Frozzie: Why aren't you balancing OGB's around Drugs and Pirate Implants? Seriously, both Drugs and Pirate Implants should give as good or better bonuses to self reps than the corresponding triple linked fleet booster!!!!
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Quesa
D00M. Northern Coalition.
26
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Posted - 2013.08.02 16:31:00 -
[394] - Quote
I think it's time that we either: a) remove mind-links all together or b) remove the racial qualities of the mind-link and reduce it down to a single mind-link that gives bonuses to all types.
I can't find any other 'profession' in the game that requires the destruction/implantation of an implant every time you want to swap fleet comps and with the halving of effectiveness of the mind-links, I see no reason not to go further with the mind-link changes. |
Cearain
Black Rebel Rifter Club The Devil's Tattoo
1041
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Posted - 2013.08.02 16:35:00 -
[395] - Quote
Gizznitt Malikite wrote:Cearain wrote:Gizznitt Malikite wrote:Garviel Tarrant wrote:CCP Fozzie wrote: All defensive (Siege and Armored) links: T1: 4.8% T2: 6% Max bonus per link with all modifiers: 25.9% Former max bonus: 35%
Information Warfare: Electronic Superiority bonuses to ECM and Target Painters: T1: 6.4% T2: 8% Max bonus per link with all modifiers: 34.5% Former max bonus: 35%
Information Warfare: Electronic Superiority bonuses to Tracking Disruptors and Sensor Damps: T1: 4% T2: 5% Max bonus per link with all modifiers: 21.5% Former max bonus: 21%
Information Warfare: Recon Operation: T1: 6.4% T2: 8% Max bonus per link with all modifiers: 34.5% Former max bonus: 35%
Information Warfare: Sensor Integrity: T1: 9.6% T2: 12% Max bonus per link with all modifiers: 51.75% Former max bonus: 53%
Skirmish Warfare: Evasive Maneuvers: T1: 6.4% T2: 8% Max bonus per link with all modifiers: 34.5% Former max bonus: 35%
Skirmish Warfare: Interdiction Maneuvers: T1: 7.2% T2: 9% Max bonus per link with all modifiers: 38.8% Former max bonus: 53%
Skirmish Warfare: Rapid Deployment: T1: 5.6% T2: 7% Max bonus per link with all modifiers: 30.2% Former max bonus: 35%
Mining Foreman: Laser Optimization and Harvester Capacitor T1: 5% T2: 7.5% Max bonus per link with all modifiers: 42.2% Former max bonus: 42.2%
Mining Foreman: Field Enhancement T1: 13.6% T2: 17% Max bonus per link with all modifiers: 95.7% Former max bonus: 95%
These numbers are not very descriptive btw. An incursus Atm does NOT get a 35% boost to its active tanking from links right now.. It gets over 100% This nerf does virtually nothing. Links are still about three times as powerful as they should be. To put them into perspective, the current boosts increase the rep power of an incursus about 125% (or less depending on your fit, as gang links and modules and rigs can all suffer stacking penalties). With the change, the max armor boosts will increase your incursus' rep power by about 70%. (or less depending on stacking penalties). This is a significant reduction, but it is still more powerful than anything you can get by drugs or even pirate implants. IMO, that means, since they can be provided while off grid, they are still too potent! This does not even count the cap bonus which is important for active tanking. Plus ccp is boosting ogbs by giving the type of tank they bonus (local active tanks) a boost. Bottom line: OGBs still = god mode. But now you cant share them in a pos. So more people will get alt accounts so they can play in godmode. CCP made it cheaper and easier to do. CCP you have been claiming you want to get rid of ogbs for over a year now. But only ever give vague claims its technically difficult. Specific questions are never really answered in this regard. You claim someone is working on it but never say who. If you want to have credibility perhaps it's time for the team/individual to post a dev blog about this and actually answer some questions from the players. It does take into account cap usage... The self rep bonus greatly increases the speed of reps, and the cap usage bonus decreases the cap needed by the same amount. The result generally is that you rep faster, and use the same cap / second. Also, I agree that OGB's still are way too potent. Frozzie: Why aren't you balancing OGB's around Drugs and Pirate Implants? Seriously, both Drugs and Pirate Implants should give as good or better bonuses to self reps than the corresponding triple linked fleet booster!!!!
Thanks
Help me with the math here with respect to the local tank bonus ccp is also giving.
A non-ogb boosted incursus is effectively getting a 15% bonus to rep. A ogb bonused incruses is effectively getting .7x15% + 15% or 25.5% bonus?
Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Nergart
Nocturnal Romance
7
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Posted - 2013.08.02 17:14:00 -
[396] - Quote
TinkerHell wrote:Dear CCP,
I cant say i like these changes as i believe this always will benefit the larger gangs. The problem with links is the fact they exist.
Please reconsider.
I suggest just deleting links from game completely and reimbursing the SP. That way no one needs whine the other fleet has links, the smaller fleet wont get raped by the gang fielding a mass of logi to protect their command ship.
Everyone is happy.
Thanks.
+1
the usual nerf it 6 times over and should we nerf it once more just because we can , yeh why not Eve does not have a learning curve, its a learning cliff. Either learn to fly on the way down or its going to be a hard landing |
Gizznitt Malikite
Agony Unleashed Agony Empire
2421
|
Posted - 2013.08.02 17:32:00 -
[397] - Quote
Cearain wrote:Gizznitt Malikite wrote:Cearain wrote:Gizznitt Malikite wrote:Garviel Tarrant wrote: All defensive (Siege and Armored) links: T1: 4.8% T2: 6% Max bonus per link with all modifiers: 25.9% Former max bonus: 35%
These numbers are not very descriptive btw.
An incursus Atm does NOT get a 35% boost to its active tanking from links right now.. It gets over 100%
This nerf does virtually nothing. Links are still about three times as powerful as they should be.
To put them into perspective, the current boosts increase the rep power of an incursus about 125% (or less depending on your fit, as gang links and modules and rigs can all suffer stacking penalties). With the change, the max armor boosts will increase your incursus' rep power by about 70%. (or less depending on stacking penalties). This is a significant reduction, but it is still more powerful than anything you can get by drugs or even pirate implants. IMO, that means, since they can be provided while off grid, they are still too potent! This does not even count the cap bonus which is important for active tanking. Plus ccp is boosting ogbs by giving the type of tank they bonus (local active tanks) a boost. Bottom line: OGBs still = god mode. But now you cant share them in a pos. So more people will get alt accounts so they can play in godmode. CCP made it cheaper and easier to do. CCP you have been claiming you want to get rid of ogbs for over a year now. But only ever give vague claims its technically difficult. Specific questions are never really answered in this regard. You claim someone is working on it but never say who. If you want to have credibility perhaps it's time for the team/individual to post a dev blog about this and actually answer some questions from the players. It does take into account cap usage... The self rep bonus greatly increases the speed of reps, and the cap usage bonus decreases the cap needed by the same amount. The result generally is that you rep faster, and use the same cap / second. Also, I agree that OGB's still are way too potent. Frozzie: Why aren't you balancing OGB's around Drugs and Pirate Implants? Seriously, both Drugs and Pirate Implants should give as good or better bonuses to self reps than the corresponding triple linked fleet booster!!!! Thanks Help me with the math here with respect to the local tank bonus ccp is also giving. A non-ogb boosted incursus is effectively getting a 15% bonus to rep. A ogb bonused incruses is effectively getting .7x15% + 15% or 25.5% bonus?
Base Stat: Current Small Armor Repper II = 80 HP / 6 Seconds = 13.333 HP/s Repair Systems 5: 5%/Level Faster Repair. At V this increases HP/s by a factor of 1/.75 = 1.3333 Incursus Hull bonus: 7.5% / Level More Repair. At V this increases HP/s by 1.375
So, LvL 5 Incursus Now = 24.444 HP / s
Legion Currently provides: -35.16 Cycle Time (and cap use); This is effectively a 1 / (1-.3516) = 1.5422 HP/s Modifier (but will stack with Nanobot Accerators) +35.16 Resists (damage reduction); This is effectively a 1 / ( 1 - 35.16 ) = 1.5422 EHP / s Modifier (but will stack with resist modifiers except Hull bonuses, DCU, & RAH)
So, Currently a LvL 5 Mindlinked Legion boosts any-armor-ships reps by 1.5422 * 1.5422 = 2.3783 as much as the base incursus.
I'm going to use an EFT verifiable example now:
To put this into effect: Base Armor Resists on an Incursus with a DCU is 23.5%, which is a modifier of 1 / (1 - .235) = 1.307 Taking only Exp Damage, the incursus will rep 24.444 * 1.307 EHP/s = 31.95 EHP/s With Legion Bonuses, it will rep 31.95 * 2.3783 = 75.98 EHP/s
Now for the changes: Armor Reppers are 15% stronger = 1.15 Modifier. We could go through all the details, but the result is still a 1.15 Modifier
Changing Legion to Damnation, and using max skills -25.90% Cycle time (and cap use) = 1 / .741 = 1.3495 HP/s Modifier +25.90% Resists = 1 / 0.741 = 1.3495 EHP / s Modifier
So, the new Level 5 Mindlinked Damnation Boosts any-armor-ships reps by 1.3495 * 1.3495 = 1.8212
The results: All 5 Incursus taking only Exp Damage will rep 31.95 * 1.15 = 36.74 EHP / s With New Damnation Bonuses, it will rep 36.74 * 1.8212 = 66.91 EHP / s
the TL;DR; Old Incursus against Exp Damage: 31.95 EHP/s New Incursus against Exp Damage: 36.74 EHP/s Old Boosted Incursus against Exp Damage: 75.98 EHP / s New Boosted Incrusus against Exp Damage: 66.91 EHP / s
Notes: 1 SAR2 (No Heat), only Resist mod is DCU2 (adding additional Resist mods will stack with Boosts), No Rigs (adding additional rep or resist mods will stack with Boosts).
Disparity: A strong Exile/Blue Pill will boost Amror/Shield reps by 30% (and has major chances of drawbacks) for a SINGLE SHIP. A Full Crystal Implant set will boost Shield reps by 54% for a SINGLE SHIP. An off-grid booster hugging the POS will boost armor/Shield reps by 77.8% for EVERY SHIP IN THE FLEET!!
That is completely backwards in terms of Risk & Effort vs Reward, and I don't think the booster or implants are very far from where it should be!!!!!! Frozzie's changes are in the right direction, and even appropriate when the booster is ON GRID. But until then, Boosting needs a bigger nerf!!!! |
Palamon
Immortalis Inc. Shadow Cartel
16
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Posted - 2013.08.02 17:51:00 -
[398] - Quote
CCP Fozzie wrote:"
Powergrid need of all warfare links modules decreased by 100. This goes alongside the balance changes to command ships, battlecruisers and strategic cruisers. We want to be able to balance a ship's fittings such that fitting choices allow people different tradeoffs for the choice of what to do with their unbonused "utility" highslots. Some may want to leave it empty or go with a small neut, some may want to fit a gang link fore 100 or 110 pwg, some may want to go with a medium neut at 175 pwg. All of those choices provide different benefits and will require different sacrifices.
Quick mention of the changes to Strategic Cruiser Warfare Processor subsystems:
The Warfare Processors will now provide a 2% increase in the strength of warfare links per level of their racial defensive subsystem skill. They will also now provide bonuses to three different types of gang links:
Loki: Siege, Armored, Skirmish Proteus: Armored, Skirmish, Information Tengu: Siege, Skirmish, Information Legion: Armored, Skirmish, Information
Is this what happens when the 'Nerf' button is situated next to the 'Buff' button on the DEV console? ;)
Already seen proposed fits for 6 link loki's and legion's and they will still be off grid.
I totally understand there might be some serious technical challenges to 'fixing' the off-grid boosting issue, but this seems like a 'one set back, two steps forward' approach with the issue being the enormous gap between the backward step and the step that makes things better. For the command ship changes to be pertinent, there needs to be a reason to field them over the off-grid T3 option, with the current proposal I do not see that happening.
However, recognising the impact on solo/small gang active tanking and tweaking the rep modules is a definite step in the right direction.
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Sigras
Conglomo
479
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Posted - 2013.08.02 19:01:00 -
[399] - Quote
VioletRay wrote:Sigras wrote:maCH'EttE wrote:This is one of the conspiracies forwarded by CCP to kill small gang pvp. Thank you CCP. Blob warfare = more cash for CCP small gang = who da f gives a damn. so by nerfing something that large fleets use, they have buffed large fleets? please tell me more about how you would balance ships . . . You don't get it do you? Nerfing T3 links and buffing commandship links mean that the more number you have it's easier to pull one people to be in the commandship. When you have 3 people, putting one of them in commandship loses 1/3 of your entire dps. When you have 20? You lose 1/20. So making commandship links superier to T3 links ends up to buff larger fleet and somewhat kill small fleet by giving even better links to the larger fleet and worse one to the small fleet. You get this? You are taking the chances away from small fleet by doing this balancing. Who would want to fight larger numbers when you know they have even better links than yours? Just make the all links the same or delete the whole links stuff tbh. It's the better way to go. Awwww how cute, someone who still thinks people only play with one account . . .
Seriously large fleet or small gang, everyone only ever used cloaky - interdiction nullified - hard to probe out - 100MN AB - command processor fitting - AFK alts sitting in T3s in a safe spot to provide boost, and will continue to do so until CCP forces them on grid.
After that happens, you may have a legitimate complaint, but until then, everyone ( and I do mean everyone) will just continue to use alts. |
Jooksupoiss Ise
Welcome to Estonia
0
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Posted - 2013.08.02 19:26:00 -
[400] - Quote
Dear CCP Fozzie! By me nerf it to null but please reimburse my booster alt IP.
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Cearain
Black Rebel Rifter Club The Devil's Tattoo
1044
|
Posted - 2013.08.02 19:32:00 -
[401] - Quote
Gizznitt Malikite wrote: Disparity: A strong Exile/Blue Pill will boost Amror/Shield reps by 30% (and has major chances of drawbacks) for a SINGLE SHIP. A Full Crystal Implant set will boost Shield reps by 54% for a SINGLE SHIP. An off-grid booster hugging the POS will boost armor/Shield reps by 77.8% for EVERY SHIP IN THE FLEET!!
That is completely backwards in terms of Risk & Effort vs Reward, and I don't think the booster or implants are very far from where it should be!!!!!! Frozzie's changes are in the right direction, and even appropriate when the booster is ON GRID. But until then, Boosting needs a bigger nerf!!!!
I used to argue against people who said ccp is keeping ogbs overpowered because they are after the short term gain of the alt accounts. I used to think ccp would care about the long term health of the game and not be so short sighted.
But after a year of hearing the vague "technical difficulties" that some as yet unknown person is supposedly working out, the only answer to your question is this:
You pay an extra $15/ month to ccp to have a ogb alt in a safe spot. That is why ogb bonuses are that much better.
CCP, if you insist on keeping ogbs as god mode, at least put the boosters on killmails so normal players can see who they are just wasting ships against. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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NinjaTurtle
CAPS LOCK IS CRUISE CONTROL FOR COOL
39
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Posted - 2013.08.02 19:46:00 -
[402] - Quote
not so sure bout that interdiction maneuvers nerf bro at least not that heavy of one Co-host and editor of Declarations of War Podcast http://declarationsofwar.com Twitter- @schertt |
Gizznitt Malikite
Agony Unleashed Agony Empire
2423
|
Posted - 2013.08.02 20:02:00 -
[403] - Quote
NinjaTurtle wrote:not so sure bout that interdiction maneuvers nerf bro at least not that heavy of one
Are you serious?
Currently: T2 Point Range: 24 (28.8) km's. T2 Scram: 9 (10.8) km's. T2 Web: 10 (13.0) km's
Current Boosts T2 Point: 36.7 (43.0) km's. T2 Scram: 13.7 (16.1) km's. T2 Web: 15.3 (19.3) km's
Proposed Changes: T2 Point: 33.3 (40.0) km's. T2 Scram: 12.5 (15.0) km's. T2 Web: 13.9 (18.0) km's
Best Faction Mod: Domination Point: 30.0 (36.0) km's Domination Scram: 11.3 (13.5) km's Fed Navy Web: 14.0 (18.2) km's
So, the boosts still make every t2 module more powerful than the best faction version... They need to be nerfed more!!!!
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Sian Ka'an
Genos Occidere HYDRA RELOADED
5
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Posted - 2013.08.02 20:12:00 -
[404] - Quote
<3 those changes. definitely a step or two in the right in the right direction. |
Soul-on-Ice
Task Force 20
35
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Posted - 2013.08.02 20:20:00 -
[405] - Quote
When missiles were OP i trained for missiles and they were nerfed. WHen the Sader was OP I flew Crows, so I trained for sader. Then the dramiel came out and my sader was instantly obsolete. Took me a long time to hop on the dram bandwagon. Then i found out people used T3 boosters. Took me a while to hop on that bandwagon too. WHen I decided I needed a carrier pilot, I trained bs5 only to see the prereqs dropped. OUch.
Um can we go back to missiles now? jk.
My point though: People are averse to change it true. And I dont have a preference nerf boosters or not.
I think its weird that the command ship gives less bonuses than the t3 booster. BUt if you want to make it so that Command ships give bonus only on grid Im really cool with that. Or nerf boosters all together.
WHat I would like to avoid is radical change in the game play/system so as to avoid an omgwtf happend to the mechanic kind of thing.
People that train t3 boosters have to dedicate quite a bit of time and remaps to get a character who is nominally effective and able to do but one thing, boost.
Alot of these changes you are making with skill reqs and ****....obliterate the 1yr training plans players have. its something to consider. In the past when you ditched the learnign skills (a wise move) you reimbursed characters with a remap. That was cool. SInce you dont sell remaps its something to consider. change is cool, radical change, not so cool.
Formerly Kohursr Mitthrassafis of Heretic Army - ATX Alliance Tournament-á (sold 2012) Formerly RueTiron of Caldari Militia-á (sold 2011) |
Shahai Shintaro
Caldari Colonial Defense Ministry Templis Dragonaors
39
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Posted - 2013.08.02 20:55:00 -
[406] - Quote
Dairokuten Maoh wrote:Verity Sovereign wrote:Dairokuten Maoh wrote:2. It takes a lot of time and dedication to train for those warfare specializations. Those who made the effort and dedication should be rewarded with the advantages that it comes. It is unfair for pilots that have spent more than half year dedicated to nothing but training specialization skills to perform almost just as good as pilot who can spent less than a month to train the specialization to 4 with only 2% differences. It's a 37 day train time differences per skill, and there are 4 of them Huh? the lvl 5 spec skill only takes about 16-17 days to train, not 37.... I'm a bit sad, because this will indirectly nerf incurios even more, and I think they've already been nerfed enough... oh well. Is it? It's been a while since I completed all leadership skills, but I remember it was a level 5 skill and it took a lot of time to train. 16-17 days is still a lot tho, with original skill it is 100% bonus after level 2, so at level 5 it's 300% bonus. After the nerf it is only 60% bonus at level 5. I would much rather have it at level 4 instead of 5 if the differences are this close.
I just want to point out that level 5 gives you access to the mindlink and the t2 links. |
Klown Walk
Caldari Provisions Caldari State
214
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Posted - 2013.08.02 21:18:00 -
[407] - Quote
So, does anyone actually think links is a fun game mechanic? |
Lephia DeGrande
Luxembourg Space Union
14
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Posted - 2013.08.02 21:22:00 -
[408] - Quote
Gizznitt Malikite wrote:NinjaTurtle wrote:not so sure bout that interdiction maneuvers nerf bro at least not that heavy of one Are you serious? Currently: T2 Point Range: 24 (28.8) km's. T2 Scram: 9 (10.8) km's. T2 Web: 10 (13.0) km's Current Boosts T2 Point: 36.7 (43.0) km's. T2 Scram: 13.7 (16.1) km's. T2 Web: 15.3 (19.3) km's Proposed Changes: T2 Point: 33.3 (40.0) km's. T2 Scram: 12.5 (15.0) km's. T2 Web: 13.9 (18.0) km's Best Faction Mod: Domination Point: 30.0 (36.0) km's Domination Scram: 11.3 (13.5) km's Fed Navy Web: 14.0 (18.2) km's So, the boosts still make every t2 module more powerful than the best faction version... They need to be nerfed more!!!!
Why should a Single Module better then Teamwork in a MMO?!
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Omnathious Deninard
Novis Initiis
1417
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Posted - 2013.08.02 21:31:00 -
[409] - Quote
Our current mind links; Information Warfare Mindlink +50% to the strength of information warfare links. Replaces the bonus from information warfare with a fixed 15% bonus to targeting range.
I know that this is being reduced to +25% but will the 15% fixed rate to the warfare skill stay? Will the navy versions give to both warfare skills and links? Ideas for Drone ImprovementTwitter Account-á @Omnathious |
SyntheticSins
An Eye For An Eye AN EYE F0R AN EYE
15
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Posted - 2013.08.02 21:33:00 -
[410] - Quote
I am SyntheticSins and I disapprove of this message.
You know, in my opinion links is what gave the advantage to the small man. Sure - I know it's gut-wrenching to think my regular little Vexor can wipe out a 5 man fleet, then again you're the ____bag that brought a five man fleet to kill a little old vexor.
I expect my alt to be reimbursed skillpoints. Mindlinks and implants, when this change comes out he's going in highsec in a mining barge and that's it. |
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Liang Nuren
Heretic Army Heretic Initiative
3757
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Posted - 2013.08.02 21:48:00 -
[411] - Quote
The nerf to strength isn't hard enough, but it's encouraging nonetheless. Honestly you could delete leadership entirely and I'd be totally ok with this. Please remember I say this as the primary triple link booster for Heretic Army. :)
-Liang
Ed: BTW, the Interdiction Nullifier nerf. Soooooo overdue. :hi5: Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
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Harvey James
Deep Core Mining Inc. Caldari State
408
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Posted - 2013.08.02 21:58:00 -
[412] - Quote
Liang Nuren wrote:The nerf to strength isn't hard enough, but it's encouraging nonetheless. Honestly you could delete leadership entirely and I'd be totally ok with this. Please remember I say this as the primary triple link booster for Heretic Army. :)
-Liang
Ed: BTW, the Interdiction Nullifier nerf. Soooooo overdue. :hi5:
Interdiction maneuvers im guessing you mean... i agree webs and points range especially on recons are absurd Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name AB's need a buff-á like a big mass reduction ... module tiercide FTW role based instead of tiers please. |
Liang Nuren
Heretic Army Heretic Initiative
3758
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Posted - 2013.08.02 22:00:00 -
[413] - Quote
Harvey James wrote:Liang Nuren wrote:The nerf to strength isn't hard enough, but it's encouraging nonetheless. Honestly you could delete leadership entirely and I'd be totally ok with this. Please remember I say this as the primary triple link booster for Heretic Army. :)
-Liang
Ed: BTW, the Interdiction Nullifier nerf. Soooooo overdue. :hi5: Interdiction maneuvers im guessing you mean... i agree webs and points range especially on recons are absurd
Jeah, sorry about the confusion. My mind is on other things while I gang boost from a POS.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
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Gizznitt Malikite
Agony Unleashed Agony Empire
2424
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Posted - 2013.08.02 22:02:00 -
[414] - Quote
Lephia DeGrande wrote:Gizznitt Malikite wrote:NinjaTurtle wrote:not so sure bout that interdiction maneuvers nerf bro at least not that heavy of one Are you serious? Currently: T2 Point Range: 24 (28.8) km's. T2 Scram: 9 (10.8) km's. T2 Web: 10 (13.0) km's Current Boosts T2 Point: 36.7 (43.0) km's. T2 Scram: 13.7 (16.1) km's. T2 Web: 15.3 (19.3) km's Proposed Changes: T2 Point: 33.3 (40.0) km's. T2 Scram: 12.5 (15.0) km's. T2 Web: 13.9 (18.0) km's Best Faction Mod: Domination Point: 30.0 (36.0) km's Domination Scram: 11.3 (13.5) km's Fed Navy Web: 14.0 (18.2) km's So, the boosts still make every t2 module more powerful than the best faction version... They need to be nerfed more!!!! Why should a Single Module better then Teamwork in a MMO?!
Teamwork is having a friend give recon on the target so you can get ahead of it. Teamwork is having a friend adding extra dps on the target. Teamwork is having a friend provide backup tackle. Teamwork is having a friend rep your ship so you don't die. Teamwork is having a neutralize your opponent so you don't die.
Currently, OGB's are NOT a form of teamwork. The typical off-grid-booster is a glorified second client, typically minimized or moved to a second screen once they're safely deployed!!
And frankly, OGB's are NOT effecting ONE module, or even ONE ship, they are effecting every ship in fleet!
Bring the booster on field, and I'll support the current boost levels, but until then, nerf them to the level that's proportionate to the risks and efforts needed to wield them... and that is way, way below these tame tweaks that are being proposed!!!!
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Gizznitt Malikite
Agony Unleashed Agony Empire
2425
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Posted - 2013.08.02 22:08:00 -
[415] - Quote
Liang Nuren wrote:Harvey James wrote:Liang Nuren wrote:The nerf to strength isn't hard enough, but it's encouraging nonetheless. Honestly you could delete leadership entirely and I'd be totally ok with this. Please remember I say this as the primary triple link booster for Heretic Army. :)
-Liang
Ed: BTW, the Interdiction Nullifier nerf. Soooooo overdue. :hi5: Interdiction maneuvers im guessing you mean... i agree webs and points range especially on recons are absurd Jeah, sorry about the confusion. My mind is on other things while I gang boost from a POS. -Liang
The change to Interdiction Manuevers qualifies as nothing more than a minor tweak, not a Nerf... Oh no.. my web only reaches to 18 km's instead of 19 km's. Oh no.. my point only reaches to 33 km's instead of 36 km's.
And Damnit... an Interdiction Nullifier nerf is also overdue!!!
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Liang Nuren
Heretic Army Heretic Initiative
3758
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Posted - 2013.08.02 22:14:00 -
[416] - Quote
Gizznitt Malikite wrote:Liang Nuren wrote:Harvey James wrote:Liang Nuren wrote:The nerf to strength isn't hard enough, but it's encouraging nonetheless. Honestly you could delete leadership entirely and I'd be totally ok with this. Please remember I say this as the primary triple link booster for Heretic Army. :)
-Liang
Ed: BTW, the Interdiction Nullifier nerf. Soooooo overdue. :hi5: Interdiction maneuvers im guessing you mean... i agree webs and points range especially on recons are absurd Jeah, sorry about the confusion. My mind is on other things while I gang boost from a POS. -Liang The change to Interdiction Manuevers qualifies as nothing more than a minor tweak, not a Nerf... Oh no.. my web only reaches to 18 km's instead of 19 km's. Oh no.. my point only reaches to 33 km's instead of 36 km's. And Damnit... an Interdiction Nullifier nerf is also overdue!!!
I'd be totally ok with a 90% nerf to gang mod strength.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
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Smoking Blunts
ZC Industries Dark Stripes
659
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Posted - 2013.08.02 22:14:00 -
[417] - Quote
Liang Nuren wrote:Harvey James wrote:Liang Nuren wrote:The nerf to strength isn't hard enough, but it's encouraging nonetheless. Honestly you could delete leadership entirely and I'd be totally ok with this. Please remember I say this as the primary triple link booster for Heretic Army. :)
-Liang
Ed: BTW, the Interdiction Nullifier nerf. Soooooo overdue. :hi5: Interdiction maneuvers im guessing you mean... i agree webs and points range especially on recons are absurd Jeah, sorry about the confusion. My mind is on other things while I gang boost from a POS. -Liang
you mean orbiting a pos force field 1km from it right? OMG when can i get a pic here
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Apocryphal Noise
Science and Trade Institute Caldari State
74
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Posted - 2013.08.02 22:22:00 -
[418] - Quote
You just gutted the loki as a web platform |
Gizznitt Malikite
Agony Unleashed Agony Empire
2427
|
Posted - 2013.08.02 22:38:00 -
[419] - Quote
Apocryphal Noise wrote:You just gutted the loki as a web platform
Why?
Current Max Boosted Loki Webs T2 Web: 38.2 (48.1) km's Fed Navy: 53.5 (67.4) km's.
With the new Max Booster levels from a Command ship (+38.8% max) T2 Web: 34.7 (45.1) km's Fed Navy: 48.6 (63.2) km's
With the new Max Booster levels from the loki itself (+37.1% max) T2 Web: 34.3 (44.5) km's Fed Navy: 48.0 (62.4) km's
Dear Lord, how will you ever manage... |
Omnathious Deninard
Novis Initiis
1417
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Posted - 2013.08.02 22:42:00 -
[420] - Quote
Gizznitt Malikite wrote:Apocryphal Noise wrote:You just gutted the loki as a web platform Why? Current Max Boosted Loki Webs T2 Web: 38.2 (48.1) km's Fed Navy: 53.5 (67.4) km's. With the new Max Booster levels from a Command ship (+38.8% max) T2 Web: 34.7 (45.1) km's Fed Navy: 48.6 (63.2) km's With the new Max Booster levels from the loki itself (+37.1% max) T2 Web: 34.3 (44.5) km's Fed Navy: 48.0 (62.4) km's Dear Lord, how will you ever manage... Yeah, looking at those numbers side by side makes me think T3 boosters did not get hit hard enough, you can still make a strong OGB with covert cloak and interdiction nullifier. Ideas for Drone ImprovementTwitter Account-á @Omnathious |
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