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Thread Statistics | Show CCP posts - 29 post(s) |

Grarr Dexx
Snuff Box Urine Alliance
238
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Posted - 2013.08.07 16:32:00 -
[571] - Quote
Quote:We're planning to make active gang links provide a 60 second weapons timer to their owner, so that you can't just sit on a station or gate and boost all day long.
I would call this a nerf to gangs that have the balls to actually bring their links on grid with them (usually in the form of a damnation). If a side gets overblobbed, all the bigger side will have to do to force a gang to drop all links is point up the link ship, further disadvantaging the losing side.
Is this really what you want to do? It's just going to further promote off grid boosting, because a weapons timer doesn't really affect something hovering in a safespot. |

Anhenka
Burning Napalm Northern Coalition.
88
|
Posted - 2013.08.07 16:33:00 -
[572] - Quote
Unhappy with off grid boosting? I have a solution!
Nerf all the links people use, then nerf the ships that are used to boost off grid, then nerf the only workable on grid command ship.
Nerf the links, ok, nerf ogb's, go ahead. But the rational behind making one of the only 2 used on grid command ships less tanky is beyond me.
The solution of command ships is NOT to lower them all to the lowest common denominator, which is frankly useless.
A command ship should be commanding, a platform for tank, links, and survivability. Some quasi dps, mediocre tank, mediocre boosts role is a hell of a lot like a Swiss army knife. That is to say, flimsy and unusable, trying to do too many things at one.
You know when the last time I saw an Astarte was? 3 years ago, a corpy used one to beltrat in fountain.
I'll tell you when I see an absolution or an eos. At any time, in any place outside the AT.
Got to say, I love most of your rebalanced. HAC's, t1 everything, indies, all look excellent and well thought out. This one left me checking to make sure it was not April in August.
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Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1302
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Posted - 2013.08.07 16:39:00 -
[573] - Quote
Whee, 60 second weapons timer. I'll take the small victories where i can get them.
Still think you should nerf them more and give them a npc log off timer too but ohh well.
Making compro's rigs is a decent idea, while you are ******* with rigs can you fix the drone rigs? they are awful.
I'm also glad you changed the sensor res thing.. Its way to easy to make instalock ships as it is, don't need to make it any easier. BYDI recruitment closed-ish |

Gilbaron
Free-Space-Ranger Nulli Secunda
1039
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Posted - 2013.08.07 16:39:00 -
[574] - Quote
Quote:I want to add at least one more link to each of the combat categories, and am currently leaning towards adding one for each that reduces heat damage from overheating modules in their category.
this is going to be an extremely strong bonus, especially in 1v1+1 situations of smallscale in general
should not be brought into the game without moving bonuses on grid first We are recruiting german-speaking PVP players, contact me :)
Banner was used for this Post |

Capqu
Love Squad
193
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Posted - 2013.08.07 16:40:00 -
[575] - Quote
this 60 second timer...
any chance of doing something similar with cloaks?
like after links cycle off you still have cloak recalibration for 15 sec or something http://pizza.eve-kill.net |

PinkKnife
Future Corps Sleeper Social Club
393
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Posted - 2013.08.07 16:42:00 -
[576] - Quote
CCP Fozzie wrote:
We're switching the bonus provided by the information warfare skill and info mindlink back to lock range. People correctly pointed out that it makes much more sense for a skill and module (sensor integrity link) to provide similar bonuses than it does for two skills in the same category to provide the same bonus.
Oh GOOD, so Information warfare is uesless again! Thanks Fozzie, because consistency in idiotic useless bonuses is more important than actually fixing the bonuses. How abouts, you just fix the skill issue instead of making info links the same ridiculous laughing stock that they have been.
Or, how about both? I guess heaven forbid Information links be I dunno nearly as amazingly useful as any of the other warfare links.
Straight up HP, or agility, or great, locking range, surely that's handy...oh wait, it isn't, and hasn't been for the last 10 ******* years. |

sten mattson
1st Praetorian Guard Curatores Veritatis Alliance
45
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Posted - 2013.08.07 16:42:00 -
[577] - Quote
Great changes! Im just a little concerned about the proppsed weapons timer given to the link ship when boosting. His basically means a deagro order will have to be carried out without boosts. Thus lowering the chances of a successful disengament even further.
This particular change is great for people using ogb but not for those who intend on using the boosts in ther intended purpose. IMMA FIRING MA LAZAR!!! |

Andrea Griffin
654
|
Posted - 2013.08.07 16:44:00 -
[578] - Quote
The one thing I did not see here that I dearly wanted to: Off grid boosting removed.
Is this not being done right now due to time / code complexity, or is this bad mechanic going to remain forever? CCP Sreegs is my favorite developer. |

Maximus Andendare
Future Corps Sleeper Social Club
410
|
Posted - 2013.08.07 16:47:00 -
[579] - Quote
Andrea Griffin wrote:The one thing I did not see here that I dearly wanted to: Off grid boosting removed.
Is this not being done right now due to time / code complexity, or is this bad mechanic going to remain forever? Did you not read any of the OP? I'm guessing--and I'm taking a long shot here--that you didn't bother.
Step onto the battlefield, and you're already dead, born again at the end of the battle to live on and fight another day. |

Deacon Abox
Justified Chaos
165
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Posted - 2013.08.07 16:47:00 -
[580] - Quote
CCP Fozzie wrote:Ok update time!
Thanks as always to everyone providing constructive feedback. There are several changes we're making to the proposal thanks to issues you brought up. I posted these changes to the CSM yesterday and got positive reception so we're ready to send them to you.
I'm going to go over the changes to the 1.1 proposal, as well as talk a bit about later changes we want to make, that won't be in 1.1 but can potentially come fairly soon. Anything mentioned there is unconnected to the technical project for removing offgrid boosting, so does not need to be connected to that project's timeline.
Changes to the plan for 1.1!
We're moving the link bonuses on the command ships back to the command ships skill and away from a role bonus. They'll be a 3% per level third bonus for that skill.
We're switching the bonus provided by the information warfare skill and info mindlink back to lock range. People correctly pointed out that it makes much more sense for a skill and module (sensor integrity link) to provide similar bonuses than it does for two skills in the same category to provide the same bonus.
We're reducing the base strength of the Interdiction maneuvers link to 8% for T2 (6.4% for T1). This gives it a maximum strength of 34.5% as opposed to 38.8% in the earlier proposal and 53% on TQ currently.
We're dropping the change that would have given all gang link bonuses to capital local reps until we have the testing bandwidth to deal with some interactions with wormhole effects that the CSM correctly pointed out would become a problem.
We're changing the LP store offers for the Navy Mindlinks, so that they require 100k LP, 100m isk, one of each of the T2 mindlinks that they combine. (This adds about 150m to their price total)
Near future stuff
We want to deal with several problems connected with command processors. They allow people to fit too many links on an alt gang booster, and they imbalance shield ships compared to armor fits. I like the idea of making them a rig, but there's still a lot of details to figure out so this won't be in 1.1.
We're planning to fix the issue where Wing Commanders don't get the fleet level bonuses. There's a few gnarly bits of code to get through before we can tie a bow on this, but the way it works now is stupid and in general we want to reduce the number of stupid systems in our game.
We're planning to make active gang links provide a 60 second weapons timer to their owner, so that you can't just sit on a station or gate and boost all day long.
Expanding the link bonuses to local capital tanks is something we still want to do, because we want the bonuses and effects to as much as possible behave in a logical and consistent manner. Special cases should only be used when absolutely necessary. This is dependant on us figuring out what we want to do with Pulsar and Wolf Rayet wormholes first.
I want to add at least one more link to each of the combat categories, and am currently leaning towards adding one for each that reduces heat damage from overheating modules in their category.
Obviously the usual disclaimers apply to future stuff, but the timeline for these kinds of things would ideally be either Winter or earlier.
I'm gonna update the OP, then go post updates into the other threads. Ok, decent changes. But how does any of this end the stupidity of off-grid Tech III safespotted and very hard to probe down before cloak or warp? You've made the Command ships easier to tackle on a gate or station, and can't boost from pos. So how is any of this moving the game away from the off-grid problem. Tech IIIs will still be in the drivers seat for boosting, won't they ??? Is this what you want? I'm beginning to think so. It's save the alt account dishonor boosters at CCP time. |
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CCP Fozzie
C C P C C P Alliance
7285

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Posted - 2013.08.07 16:49:00 -
[581] - Quote
Grarr Dexx wrote:Quote:We're planning to make active gang links provide a 60 second weapons timer to their owner, so that you can't just sit on a station or gate and boost all day long. I would call this a nerf to gangs that have the balls to actually bring their links on grid with them (usually in the form of a damnation). If a side gets overblobbed, all the bigger side will have to do to force a gang to drop all links in order to de-aggro is point up the link ship, further disadvantaging the losing side. Is this really what you want to do? It's just going to further promote off grid boosting, because a weapons timer doesn't really affect something hovering in a safespot. EDIT: Is it not possible to give it the same treatment as remote repair/transfer/shield? Inherit the timers from agressed people, not make new ones.
The inherited timer thing would indeed be ideal, but is also not feasible for performance reasons. There are definitely areas of collateral damage caused by a change like that one, but I think the benefits would outweigh the problems. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1302
|
Posted - 2013.08.07 16:53:00 -
[582] - Quote
Could you somehow make it harder to make virtually unprobable t3's?
Like just.. Not letting any modules affect how hard it is to probe you down? Make those modules incompatable with links running?
Because it isn't really possible to get a 100% lock on someone even remotely paying attention to his link alt before he can see them. BYDI recruitment closed-ish |

The Great Leader
19
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Posted - 2013.08.07 16:56:00 -
[583] - Quote
Well since you seem bent on keeping command ships off grid in fleetfights...
Any chance to move the t3 boost subsystems to another category (offensive preferably to remove the silly cloaky nullified t3 scoutboosters) so we can at least have a less bonused but brick tanked boosting ship on grid without having to fear it getting alphad? The voice of truth. |

Heribeck Weathers
Caldari Provisions Caldari State
72
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Posted - 2013.08.07 17:04:00 -
[584] - Quote
CCP Fozzie wrote:Grarr Dexx wrote:Quote:We're planning to make active gang links provide a 60 second weapons timer to their owner, so that you can't just sit on a station or gate and boost all day long. I would call this a nerf to gangs that have the balls to actually bring their links on grid with them (usually in the form of a damnation). If a side gets overblobbed, all the bigger side will have to do to force a gang to drop all links in order to de-aggro is point up the link ship, further disadvantaging the losing side. Is this really what you want to do? It's just going to further promote off grid boosting, because a weapons timer doesn't really affect something hovering in a safespot. EDIT: Is it not possible to give it the same treatment as remote repair/transfer/shield? Inherit the timers from agressed people, not make new ones. The inherited timer thing would indeed be ideal, but is also not feasible for performance reasons. There are definitely areas of collateral damage caused by a change like that one, but I think the benefits would outweigh the problems.
Its a shame it isent posible because of preformance, because it would be nice to have a fleet boster be flaged as a legitimate target in high sec wars if their not in the war.
Oh and anyway we could have some sort of icon, or ship effect to show they are reciving bosts? I hate when I see a lone frig and try to engadge only to find they are linked AFTER they point me at 30kms. THat way we can make more informed decisions if we want to fight the linked solo pown mobile. it also might discorage so many off grid bosting alts if their "lol solo" main isent getting any fights because people say F-your-links.
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Mingja
Perkone Caldari State
3
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Posted - 2013.08.07 17:06:00 -
[585] - Quote
CCP Fozzie wrote:Mingja wrote:Any changes for the rorqual yet?
Can't be used inside a PoS-field and having to deploay it for boostings makes the boost-bonus rather.. dumb? It can be used inside a pos field.
Thanks!
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Mara Maken
Science and Trade Institute Caldari State
2
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Posted - 2013.08.07 17:09:00 -
[586] - Quote
Weapons timer looks like a good idea, removes some of the safety from gates and stations. I think something still needs to be done to add some risk to safe spot boosting. I don't think to viable to remove it completely but we need a little more risk. |

Sentient Blade
Walk It Off
999
|
Posted - 2013.08.07 17:21:00 -
[587] - Quote
A 60 seconds weapon timer seems like an awful solution to me.
If you're in a fight you don't turn off your hardeners 60 seconds before you jump a gate. |

Deacon Abox
Justified Chaos
165
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Posted - 2013.08.07 17:22:00 -
[588] - Quote
Mara Maken wrote:Weapons timer looks like a good idea, removes some of the safety from gates and stations. I think something still needs to be done to add some risk to safe spot boosting. I don't think to viable to remove it completely but we need a little more risk. What's wrong with removing it completely. If you want a ship to have a huge effect on a fight it should be right there in the middle of it. And all this talk about how hard it is to change the code to remove off-grid boosting is sounding tired at this point.
Easy fix would be to change the formulas for near unprobability to make it less so, or to have the links when active screw it up. I mean if a ship is going to be sending out what would have to be a huge electronic burst, in the boosts, across a whole friggin solar system, it should be painting itself with a big "i'm here" signal.
All that would be required is to give the active links the same signature effect as an active mwd. Go ss your booster and have it probed quite easily. Or tank it the **** up and put it on grid with the logi it is boosting.
Problem ******* solved.
And to counterbalance rework the stats on tech IIIs so they do not have gimped tanks for running the command subsystems. Again problem solved. No need to rework code on how boosts work. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
830
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Posted - 2013.08.07 17:29:00 -
[589] - Quote
CCP Fozzie wrote:Gizznitt Malikite wrote:CCP Fozzie wrote:Ok update time!
Most of your updates are decent. Could you please take a moment to address why off grid gang links are way more potent than pirate implant sets and drugs? Both of these later items are at real risk of not only being destroyed, but also providing drawbacks to your ship. Meanwhile, links are boosting every ship, with far more potency, from historically, a "safe" place. P.S. EXCELLENT change with by giving boosters a weapons timer!!!!! I'm ok with another character being a bigger deal than an implant or a pill.
Why?
I acknowledge that bringing another character in a link ship has elements of opportunity cost, but your moves to make links easier to fit on on-grid combat ships (BC utility highslots and fittings, link PG requirements) means that this opportunity cost is now greatly reduced, if existent at all.
For example, in my alliance's spacewang match in the tournament, we were initially faced with the choice of bringing a dedicated multi-link Prophecy or Myrmidon, or not bringing links at all. The opportunity cost a having a character in a dedicated multi-link ship was painful for a 12-man composition entirely focused on DPS, but passing up the 28% speed bonus from a mindlinked pilot was intolerable for a close-range blaster fleet, particularly when an ODI II gives only 12.5% speed.
Then we noticed that we could shove links on two Brutixes, while retaining 900 DPS from a rack of neutrons. We were able to have our cake and eat it, the opportunity cost was now minimal! So, given that viable combat ships can now fit links without significant sacrifice, I don't see what's so special about requiring the extra pilot, particularly when the magnitude of the bonuses makes links as close to mandatory as any module. |

Cpt Boomstick
Caldari Provisions Caldari State
28
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Posted - 2013.08.07 17:29:00 -
[590] - Quote
Heribeck Weathers wrote:[quote=CCP Fozzie][quote=Grarr Dexx] Quote:We're planning to make active gang links provide a 60 second weapons timer to their owner, so that you can't just sit on a station or gate and boost all day long. snip Oh and anyway we could have some sort of icon, or ship effect to show they are reciving bosts? I hate when I see a lone frig and try to engadge only to find they are linked AFTER they point me at 30kms. THat way we can make more informed decisions if we want to fight the linked solo pown mobile. it also might discorage so many off grid bosting alts if their "lol solo" main isent getting any fights because people say F-your-links.
This wouldnt matter. Most people with alts boosting a main dont turn on the link(s) until its party time anyway. So you wouldnt have visual notification until you were already engaged anyway. Also it seems that ganglinks were always meant to be an ace up your sleeve anyway. It's a tactical luxury, the tactical advantage/ element of surprise is gone if everyone has a giant neon sign pointing on everyone that's receiving a particular booster. And besides, if they kept on balancing the game around making it easier for the weakest players, then there would be no strategy left other then piling in as many numbers as possible, which would be a terrible game. |
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Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1304
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Posted - 2013.08.07 17:36:00 -
[591] - Quote
Sentient Blade wrote:A 60 seconds weapon timer seems like an awful solution to me.
If you're in a fight you don't turn off your hardeners 60 seconds before you jump a gate.
But you do with reppers.
Which you know.. Way more like links than hardeners. BYDI recruitment closed-ish |

Grarr Dexx
Snuff Box Urine Alliance
238
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Posted - 2013.08.07 17:39:00 -
[592] - Quote
CCP Fozzie wrote:Grarr Dexx wrote:Quote:We're planning to make active gang links provide a 60 second weapons timer to their owner, so that you can't just sit on a station or gate and boost all day long. I would call this a nerf to gangs that have the balls to actually bring their links on grid with them (usually in the form of a damnation). If a side gets overblobbed, all the bigger side will have to do to force a gang to drop all links in order to de-aggro is point up the link ship, further disadvantaging the losing side. Is this really what you want to do? It's just going to further promote off grid boosting, because a weapons timer doesn't really affect something hovering in a safespot. EDIT: Is it not possible to give it the same treatment as remote repair/transfer/shield? Inherit the timers from agressed people, not make new ones. The inherited timer thing would indeed be ideal, but is also not feasible for performance reasons. There are definitely areas of collateral damage caused by a change like that one, but I think the benefits would outweigh the problems.
Do you think it could be a plausible solution to add a lesser aggression timer (say, thirty seconds) to links, or at least omit the idea until performance-related issues are out of the way? I'm of the opinion that you're underestimating the collateral damage done here. I thought you wished to entice bringing your links with you. |

Andrea Griffin
655
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Posted - 2013.08.07 17:49:00 -
[593] - Quote
I guess you'll just have to bring multiple link boats, and if one dies, move a new guy into the appropriate position in fleet. I'm okay with that. CCP Sreegs is my favorite developer. |

Domanique Altares
Rifterlings Point Blank Alliance
1011
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Posted - 2013.08.07 17:54:00 -
[594] - Quote
Grarr Dexx wrote: Do you think it could be a plausible solution to add a lesser aggression timer (say, thirty seconds) to links, or at least omit the idea until performance-related issues are out of the way? I'm of the opinion that you're underestimating the collateral damage done here. I thought you wished to entice bringing your links with you.
I don't think he's understimating it at all. I think he knows exactly what kind of threat it represents to boosters and boosted fleets in all cases. Rifterlings Corporation is now recruiting pilots for lowsec solo & small gang PvP. Visit our website at www.rifterlings.com or join our in game channel weflyrifters to speak to a recruiter. |

Daneel Trevize
Give my 11percent back
393
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Posted - 2013.08.07 18:08:00 -
[595] - Quote
Who would be stupid enough to bring on-grid links if they get 60second weapon timers every cycle they're active? Answer: small gangs of younger players looking to execute cunning tactics of brawling what they can then timing their deaggro escape, via RR.
Everyone else will bring off-grid link alts, or just blob with enough dps & logi to not need to deaggro.
The logi-style inherit-fleet/FC's/chain-of-command's timers is the only sane way to bring in such a mechanism until links are on-grid. Until then, off-grid they remain. |

Mourning Souls
RvB - BLUE Republic
60
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Posted - 2013.08.07 18:14:00 -
[596] - Quote
I say remove the warfare link subsystem from tech 3's. Add the weapons timer.
Everyone wants a big nerf to offgrid boosting, boom, big nerf. Can't insta dock. Can easily be probed.
As for the complaints about the weapons timer: Go play WoW if you want your stuff to survive you being terrible and losing. |

sten mattson
1st Praetorian Guard Curatores Veritatis Alliance
45
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Posted - 2013.08.07 18:17:00 -
[597] - Quote
How aboutyou only get a pvp timer when you activate boosts. That way you can still run the links while deaggroing but if you try to log your ogb it will remain in space for the duration of the timer.
But that doesnt solve the neutral boosts on gates/stations..... IMMA FIRING MA LAZAR!!! |

ShadowandLight
Black Aces Against ALL Authorities
115
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Posted - 2013.08.07 18:32:00 -
[598] - Quote
Only in EVE do "buffs" from other players get nerfed while local reps get better......
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GetSirrus
Imperial Academy Amarr Empire
47
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Posted - 2013.08.07 18:33:00 -
[599] - Quote
wouldnt it be more... interesting if the Mining Mindlink was only available from Outer Ring Exavations? They are THE mining npc after all. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
343
|
Posted - 2013.08.07 19:00:00 -
[600] - Quote
Still no proper command bonus nerf? 35% is still way too much. Try 10%. |
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