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Author |
Thread Statistics | Show CCP posts - 7 post(s) |
Bloodpetal
Sal's Waste Management and Pod Disposal The Mockers AO
1360
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Posted - 2013.08.01 15:20:00 -
[61] - Quote
Sounds great, lets see what happens. Where I am. |
Haradgrim
Dreddit Test Alliance Please Ignore
17
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Posted - 2013.08.01 15:21:00 -
[62] - Quote
As much as I am in favour of this change, lord knows active tanking in PVP could use a helping hand. I'm a bit concerned that this is a massive buff to PVE ships and will lower the barrier to entry on things like incursions, high-end deadspace plexes, etc possibly to the point of causing inflation. |
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CCP Fozzie
C C P C C P Alliance
6921
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Posted - 2013.08.01 15:25:00 -
[63] - Quote
blarggg wrote:Caleb Ayrania wrote:Will this apply to repair drones also? (Would be nice with maybe a bit more than 15% on drones imho)
Is it going to be on all meta levels, and could some minor gradient balance be considered?
I didn't see any responses to this guys drone question so i figured i quote to make it get noticed. Will drones get +15% repair amount? (or +22.137% based on arbitrary math)
Not as part of this change no. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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Michael Harari
Genos Occidere HYDRA RELOADED
628
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Posted - 2013.08.01 15:28:00 -
[64] - Quote
With links affecting capital repair modules, will crystals work on capital shield boosters? |
Omnathious Deninard
Novis Initiis
1390
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Posted - 2013.08.01 15:30:00 -
[65] - Quote
CCP Fozzie wrote:blarggg wrote:Caleb Ayrania wrote:Will this apply to repair drones also? (Would be nice with maybe a bit more than 15% on drones imho)
Is it going to be on all meta levels, and could some minor gradient balance be considered?
I didn't see any responses to this guys drone question so i figured i quote to make it get noticed. Will drones get +15% repair amount? (or +22.137% based on arbitrary math) Not as part of this change no. I take it, it will be part of drone balance. *starts playing some where over the rainbow* Ideas for Drone ImprovementTwitter Account-á @Omnathious |
Kern Blackash
Daktaklakpak.
0
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Posted - 2013.08.01 15:34:00 -
[66] - Quote
Does "deadspace" reppers include faction reppers? |
Aeril Malkyre
Knights of the Ouroboros
257
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Posted - 2013.08.01 15:39:00 -
[67] - Quote
+1, would rep again.
Thanks Fozzie, this sounds great! |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
325
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Posted - 2013.08.01 15:42:00 -
[68] - Quote
Will ASBs ever be nerfed again? They're still broken as ****. |
EMU EVIL
No Code of Conduct Fluffeh Bunneh Murder Squad
0
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Posted - 2013.08.01 15:47:00 -
[69] - Quote
Haradgrim wrote:As much as I am in favour of this change, lord knows active tanking in PVP could use a helping hand. I'm a bit concerned that this is a massive buff to PVE ships and will lower the barrier to entry on things like incursions, high-end deadspace plexes, etc possibly to the point of causing inflation.
Any high level incursion site uses Logistics (remote repair) and thus the local repair bonus would not receive a buff. But, a nerf to OGB armor and shield boost links would nerf incursion communities. As for repair drones, I believe that would not fall under the catagory of Local repair and would not receive a buff.
I feel that capacitor rate needs to be kept the same on current boosters because people purchase boosters for PVE based on stable ship fits. I think that changing repair amount is the correct choice, but a flat change is not the way to do it, instead look at each individual booster or repper and individually scale them how they should be so we don't see huge changes in price. If we apply 15% bonus to certain reps but not others, then we'll see huge market shifts. Why not keep the order of efficiency of boosters the same as they compare to each other, but just tweak the repair amount numbers however necessary? |
Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
254
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Posted - 2013.08.01 16:04:00 -
[70] - Quote
CCP Fozzie wrote:You are correct, that's a detail that I had missed and since the rep bonus increase from T2 to DG boosters is twice as much as the rep bonus increase from T2 to DB armor reps it probably means the DG/CN boosters need to get excluded from this change. Gonna do some more thinking and get back to you. Only Large and XL DG boosters have this problem, medium and small are fine, so there is no need to exclude whole group. Opinions are like assholes. Everybody's got one and everyone thinks everyone else's stinks. |
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Jerick Ludhowe
trolllolcorp
494
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Posted - 2013.08.01 16:12:00 -
[71] - Quote
Very good job here guys. I can tell the obvious idea is to keep Total tankability with ganglinks similar post change as it is on live however more of that tank will be made up in the form of the local reps/boosters rather than the links.
Combined with the new command ship changes this will do well for sure. |
JetCord
People of Random Nature
8
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Posted - 2013.08.01 16:13:00 -
[72] - Quote
CCP Fozzie wrote:
We will be boosting the rep amount of most local repair modules, such that someone with gang links after the patch will still rep less, but someone without gang links will rep more than they do now.
did i read that right? with gang link - the rep will be less - we are talking about capacitor usage right - not rep amount? if yes then that sentence will make sense.
why penalizing mission boat that are not fleeted or using ganglink ? unless that 2nd part of the sentence refer to to rep amount?
care to clarify
thanks |
maCH'EttE
Mafia Redux Phobia.
51
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Posted - 2013.08.01 16:17:00 -
[73] - Quote
CCP Fozzie wrote:This is one of a few threads discussing issues surrounding our changes to Command Ships, warfare links, and local repair modules for Odyssey 1.1 and beyond. The other threads are : Warfare Links, Mindlinks, Gang BonusesCommand Ship BalancingCommand Ship model changes Since we are reducing the power level of defensive gang links in Odyssey 1.1, we are planning to take the opportunity to also tweak local repairing some more. We will be boosting the rep amount of most local repair modules, such that someone with gang links after the patch will still rep less, but someone without gang links will rep more than they do now. This will be a fairly short OP but I wanted to keep the feedback thread separate. Increase the rep amount for all armor repairers (including AARs) by 15% Increase the shield bonus of all shield boosters (except for deadspace/officer reps and ASBs) by 15% Let us know what you think! armor reps should be 20 percent not 15, shield reps are so much OP compared to armor reps.. Take a look at how many people fly with armor reps vs shield reps. A ship that is shield rep usually has the speed and agility to gtfo, while the armor rep ship needs to stay in and brawl. |
chatgris
Quantum Cats Syndicate Samurai Pizza Cats
571
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Posted - 2013.08.01 16:21:00 -
[74] - Quote
Baren wrote:CCP FOZZIE, If you dont incease ASB`s aswell wont that be considered another nerf to asb`s? it will the second nerf of ASB`s. you couldnt atleast give ASB`s a 5% increase... not everyship has bonuses like the new vaga and vargur
ASB's are already OP. Give them some way to be vulnerable to cap warfare (say every 5th cycle injects a booster or something) and then I'll agree with you to give them some more repping power. |
Kagura Nikon
Mentally Assured Destruction
476
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Posted - 2013.08.01 16:21:00 -
[75] - Quote
Fozzie. you shoudl consider some modest reduction of capacitor usage on most of the local armor repairers. The main reason ASB are so much used, but not the armor ones, is the capacitor, not the final repair ammount.
Currently is nearly impossible to fit a decent local tank on a cruiser sized ship, exaclty because you will nto have enough capacitor!
To avoid issues, you could reduce the cap cost of all but the X Large modules, somethign like 15-20% would make wonders , specially for ships with less midslots that cannto affford a cap injector. |
PinkKnife
Future Corps Sleeper Social Club
384
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Posted - 2013.08.01 16:28:00 -
[76] - Quote
I'm a bit confused by this statement:
Quote: We will be boosting the rep amount of most local repair modules, such that someone with gang links after the patch will still rep less, but someone without gang links will rep more than they do now.
Or, are you saying that the nerf to gang links > the boost to local reps? Thus a net decrease in tanking if you were using both? |
Phoenix Jones
Shockwave Innovations Surely You're Joking
129
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Posted - 2013.08.01 16:29:00 -
[77] - Quote
Maximus Andendare wrote:CCP Fozzie wrote:XXSketchxx wrote:Will these changes affect capital reps? I know you don't say they won't, just want to make sure we're on the same page.
Cause this could have an interesting effect on combat triage. They will affect local capital reps, yes. Listen, Fozzie, I'm all for active tanking getting buffs, but don't you fear that Archons will just be *that* much more overpowered and overutilized than they are now? I mean, you're going to have both gang links AND this change buff local capital reps--I can't see any other reason to use anything other than an Archon (or Chimera) at this point. Unless you guys are planning on adding a local repair amount bonus or shield rep bonus to the Thanatos or Niddy, then, you've effectively just killed those two ships for any uses outside some poor-decision-making ratting or POS repair.
The man makes a point, |
Tuxedo Catfish
GoonWaffe Goonswarm Federation
54
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Posted - 2013.08.01 16:31:00 -
[78] - Quote
It's a good start, and I'd definitely give it a month or two to see how it shakes out, but I think the real issue isn't the raw rep amount, but rather the inability for armor to fit upscaled modules the way shields can.
Also, that the AAR is crippled in every conceivable way that the ASB isn't. Why does it use cap even when loaded? Why is it limited to one per ship? |
Soldarius
Deadman W0nderland Tribal Band
327
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Posted - 2013.08.01 16:31:00 -
[79] - Quote
My XL active shield tanked Raven thanks you! Free Ripley Weaver! |
Bubanni
ElitistOps Pandemic Legion
752
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Posted - 2013.08.01 16:33:00 -
[80] - Quote
what about a complete rework of the faction/complex/officere repairs and boosters? by having each "line" be different in other ways than cap use and rep amount? like cycle time, overheating bonus? like with the complex armor repairs theres like 3 different kinds 1 kind could be faster cycles (still good rep amount and adjusted cap usage to match) 1 would be most rep amount but longer cycles, and 1 would be very low cap usages, slightly less repaired and unchanged cycle time Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |
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Cpt Boomstick
Caldari Provisions Caldari State
14
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Posted - 2013.08.01 16:34:00 -
[81] - Quote
Given that armor doesn't have an "extra large" repairer, and shield users not only have them but have ways to fit them on medium size ships, this creates a gap in performance of local tank. A single extra large ancillary shield booster out reps a triple rep myrmidon. The fact that players have to put 3x repairers on a ship bonused for repairing should tell you something, there needs to be a 4th tier of armor repairer that isn't capital size, and the grid requirements of the current large armor repairer needs reduced. If both shield and armor repairing ability is increaed at the exact same amount, this doesnt fix the current gap. It maintains the gap exactly. |
Onictus
Silver Snake Enterprise Fatal Ascension
383
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Posted - 2013.08.01 16:40:00 -
[82] - Quote
Good point |
Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1236
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Posted - 2013.08.01 16:41:00 -
[83] - Quote
I think the links are still a bit too strong.
Its really hard to balance something like this when there is a ship out there giving such massive bonuses (yes 25% is still a pretty ******* massive bonus)
Basically if you make reps good enough to work without links they are godlike with links. If you make them good with links they suck without. This is a balance nightmare. BYDI recruitment closed-ish |
Maximus Andendare
Future Corps Sleeper Social Club
388
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Posted - 2013.08.01 16:42:00 -
[84] - Quote
Cpt Boomstick wrote:Given that armor doesn't have an "extra large" repairer, and shield users not only have them but have ways to fit them on medium size ships, this creates a gap in performance of local tank. A single extra large ancillary shield booster out reps a triple rep myrmidon. The fact that players have to put 3x repairers on a ship bonused for repairing should tell you something, there needs to be a 4th tier of armor repairer that isn't capital size, and the grid requirements of the current large armor repairer needs reduced. If both shield and armor repairing ability is increaed at the exact same amount, this doesnt fix the current gap. It maintains the gap exactly. Well, you're correct that shield > armor tanking active, but this is due to the XLASBs being fittable on Medium ships as well as the free cap use, combined with the fact that AARs can only be fit in a single slot. Also, don't forget that in addition to the XLASB, shields also have an option for a shield boost amplifier that makes the booster that much more effective.
I wish, given the fact that in order to repair armor more, you just need to add armor repairers, there'd be another option, especially since AARs are limited. I'd love to see something like a "refrigeration unit" (lowslot module) that would allow a much longer time on overheating on armor repairers. It wouldn't compete in the rig slots with nano pumps or nanobot accelerators and it'd allow a cap-free way of getting more armor repaired, albeit under heat.
Step onto the battlefield, and you're already dead, born again at the end of the battle to live on and fight another day. |
Reatu Krentor
Void Spiders Fate Weavers
0
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Posted - 2013.08.01 16:42:00 -
[85] - Quote
Fozzie, While you are tweaking local reps and the ancillary modules, could you also consider changing reload times based on size of the module.? Currently all require 60s no matter what size of module and 60s is a lifetime for a frigate battle. If going by time to empty the module for AAR's it would be 24s reload time for a small AAR and 48s for a medium AAR to have the same proportion of reload time over runtime with paste. |
Phoenix Jones
Shockwave Innovations Surely You're Joking
129
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Posted - 2013.08.01 16:42:00 -
[86] - Quote
No oversize armor repairers on ship.
Lets just avoid that nightmare. |
Phoenix Jones
Shockwave Innovations Surely You're Joking
129
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Posted - 2013.08.01 16:44:00 -
[87] - Quote
Maximus Andendare wrote:Cpt Boomstick wrote:Given that armor doesn't have an "extra large" repairer, and shield users not only have them but have ways to fit them on medium size ships, this creates a gap in performance of local tank. A single extra large ancillary shield booster out reps a triple rep myrmidon. The fact that players have to put 3x repairers on a ship bonused for repairing should tell you something, there needs to be a 4th tier of armor repairer that isn't capital size, and the grid requirements of the current large armor repairer needs reduced. If both shield and armor repairing ability is increaed at the exact same amount, this doesnt fix the current gap. It maintains the gap exactly. Well, you're correct that shield > armor tanking active, but this is due to the XLASBs being fittable on Medium ships as well as the free cap use, combined with the fact that AARs can only be fit in a single slot. Also, don't forget that in addition to the XLASB, shields also have an option for a shield boost amplifier that makes the booster that much more effective. I wish, given the fact that in order to repair armor more, you just need to add armor repairers, there'd be another option, especially since AARs are limited. I'd love to see something like a "refrigeration unit" (lowslot module) that would allow a much longer time on overheating on armor repairers. It wouldn't compete in the rig slots with nano pumps or nanobot accelerators and it'd allow a cap-free way of getting more armor repaired, albeit under heat.
Ships are generally strapped for lowslots as it is.
It would have to be a medium, even then dunno if people would sacrifice a slot just for that. |
Sergeant Acht Scultz
School of Applied Knowledge Caldari State
1056
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Posted - 2013.08.01 16:50:00 -
[88] - Quote
One can hope from now on Armor reps are as good as shield ones? -if so then the 15% on armor looks a bit under the weather. *removed inappropriate ASCII art signature* - CCP Eterne |
Sentient Blade
Walk It Off
993
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Posted - 2013.08.01 16:52:00 -
[89] - Quote
Time to fit my DG X-Large SB back on my Sleipnir. |
aetherguy881
Malformed Entity C.L.O.N.E.
19
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Posted - 2013.08.01 16:53:00 -
[90] - Quote
Thank you for planning on stepping everything up and not just making a nerf for a rebalance! |
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