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Author |
Thread Statistics | Show CCP posts - 7 post(s) |

Jerick Ludhowe
trolllolcorp
494
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Posted - 2013.08.01 17:00:00 -
[91] - Quote
CCP Fozzie wrote:(except for deadspace/officer reps and ASBs)
So instead of actually addressing the imbalance in progression of power for deadspace/officer shield boosters on a more detailed levels you've just decided to not add a blanket buff you're giving to the other shield boosters?
While I agree with the motive, the actions just seem so half assed...
I'm not trying to be rude here, it's just that there have been multiple threads over the years in which the specific imbalances of deadspace/officer shield booster have already been outlined perfectly for you and your balance minions.
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Gnoshia
Section 8. Fatal Ascension
56
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Posted - 2013.08.01 17:05:00 -
[92] - Quote
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.
Glad I trained for an Archon.  |

Raimo
Genos Occidere HYDRA RELOADED
68
|
Posted - 2013.08.01 17:15:00 -
[93] - 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.
Garviel Tarrant wrote: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.
Oh yeah, these are still good points. |

Omnathious Deninard
Novis Initiis
1391
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Posted - 2013.08.01 17:26:00 -
[94] - Quote
Please CCP Fozzie consider reducing the cap usage on medium and large reps, small reps seem to be ok. Ideas for Drone ImprovementTwitter Account-á @Omnathious |

NetheranE
Error-404 Cup Of ConKrete.
54
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Posted - 2013.08.01 17:34:00 -
[95] - Quote
If I ever come to Iceland, I'm buying you several hundred rounds at the pub.
Best thought out set of changes yet, this amount carefully balances between the nerfs to gang links, while bringing cheap "solo" pvp back into its ability to compete.
Well done Fozzie. |

Sabrina Scatterbrain
United Souls Research And Development
15
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Posted - 2013.08.01 17:35:00 -
[96] - Quote
CCP once again fixing what is not broken. How about ya'll devote all resources to recoding the entire game into something other than single threaded hell? |
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CCP Fozzie
C C P C C P Alliance
6994

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Posted - 2013.08.01 17:37:00 -
[97] - Quote
Sabrina Scatterbrain wrote:CCP once again fixing what is not broken. How about ya'll devote all resources to recoding the entire game into something other than single threaded hell?
You don't want me rewriting the server code. 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
1239
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Posted - 2013.08.01 17:40:00 -
[98] - Quote
CCP Fozzie wrote:Sabrina Scatterbrain wrote:CCP once again fixing what is not broken. How about ya'll devote all resources to recoding the entire game into something other than single threaded hell? You don't want me rewriting the server code.
You could have a permanent job standing behind Veritas and poking him with a cattleprod whenever he starts looking tired. BYDI recruitment closed-ish |

Jason Dunham
Andvaranaut Conglomerate
3
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Posted - 2013.08.01 17:46:00 -
[99] - Quote
I think this is a positive change for all areas of the game. It should help newer players in PVE if they choose that path to make money, and buffing local reps would definitely have interesting elements to pvp as well. Nice to see that perhaps buffer and logistics won't be the only way to go. I also appreciate the boost to armor reps, it always seemed weird that armor tanks were so far behind shield tanks.
I'm looking forward to having more flexible ship and fitting choices after this, keep up the good work. |

Gustav Mannfred
the bring back canflipping corp
67
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Posted - 2013.08.01 17:48:00 -
[100] - Quote
why not boosting the deadspace boosters too?
after the changes, a t2 shieldbooster gives 690 hp, and a pith c-type large booster gives 660. means, a t2 booster is ways better.
you should buff deadspace/officerboosters too. i'm REALY miss the old stuff.-á
https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=24183 |
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Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1242
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Posted - 2013.08.01 17:50:00 -
[101] - Quote
Gustav Mannfred wrote:why not boosting the deadspace boosters too?
after the changes, a t2 shieldbooster gives 690 hp, and a pith c-type large booster gives 660. means, a t2 booster is ways better.
you should buff deadspace/officerboosters too.
Psssssssst, you're being bad. BYDI recruitment closed-ish |

Marc McIntyre Crendraven
The Knights of Retribution
4
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Posted - 2013.08.01 17:54:00 -
[102] - Quote
The quote by CCP fozzie has the bit about deadspace modules not being increased under the shield boosters, does this mean that only deadspace/officer SHIELD boosters don'ts get treatment or does this apply to ARMOR reps as well?
( he said reps but said it next to shields, did he mean boosters?) |

War Kitten
Panda McLegion
2474
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Posted - 2013.08.01 18:02:00 -
[103] - Quote
Sabrina Scatterbrain wrote:CCP once again fixing what is not broken. How about ya'll devote all resources to recoding the entire game into something other than single threaded hell?
Yeah, because game design and balancing is nearly the same thing as writing software.
Maroon.
I find that without a good mob to provide one for them, most people would have no mentality at all. |

marVLs
348
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Posted - 2013.08.01 18:10:00 -
[104] - Quote
Nice change  |

Anthar Thebess
REPUBLIKA ORLA C0VEN
135
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Posted - 2013.08.01 18:20:00 -
[105] - Quote
CCP Fozzie wrote:
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!
Why are you doing this? This will be next hit in the nullsec.
With the changes to the exploration (magneto sites) now t2 probers rule in null - last time people where doing this in t3/bs/BC. Less juicy targets, and in case of income from this sites now is 1/4 less. What you are proposing will hit next type of nullsec income.
Phantasm - 150% speed bonus in cloak - 2LY jump range
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Luc Chastot
Daktaklakpak.
433
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Posted - 2013.08.01 18:24:00 -
[106] - Quote
This is an improvement for local reping, but in no way closes the gap between armor and shield, meaning the latter will still be better than the former. Make it idiot-proof and someone will make a better idiot. |

Omnathious Deninard
Novis Initiis
1394
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Posted - 2013.08.01 18:33:00 -
[107] - Quote
As an example of the cap problem with armor repping; the Hyperion, a ship designed to armor rep, recharges 8Gj/s with perfect skills. A large armor repairer II consumes 35Gj/s with level 5 skills. That is a -28Gj/s cap usage, hardly sustained. It would be nice for a single armor repairer to 0 out the recharge rate ad not go massive negative. Ideas for Drone ImprovementTwitter Account-á @Omnathious |

Sol Trader
Science and Trade Institute Caldari State
1
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Posted - 2013.08.01 18:34:00 -
[108] - Quote
and here i was under the impression ccp was capable of more complex balancing attempts. Like only 5% bonus to deadspace and 15% to everything else. Apparantly they are locked in to the number 15% though. |

Marc McIntyre Crendraven
The Knights of Retribution
4
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Posted - 2013.08.01 18:36:00 -
[109] - Quote
CCP Fozzie wrote:"A journey of a thousand miles begins with a single step." - Laozi
For Odyssey 1.1. we're going to be taking a swing at aspects of our warfare link features, as well as rebalancing command ships. We believe that the package of changes we've put together will be a significant step forward for the game, but it's definitely not the end of iteration on these features.
For years one of the most hotly discussed issues surrounding warfare links is their ability to apply bonuses to fleet members anywhere in the same solar system. We will not be changing this aspect of the feature in Odyssey 1.1. There are some serious technical hurdles to adjusting this aspect of the features, which are being worked on as we speak but for which we are not currently ready to announce an ETA.
What we will be changing for 1.1 is:
The strength of the bonuses provided by Warfare links
The way that skills, ship bonuses and implants affect the strength of warfare bonuses
The specific types of bonuses provided by the Information Warfare mindlink and Information Wafare: Sensor Integrity warfare link
The method by which mindlink implants can be obtained
The fitting requirements of warfare link modules, and their use within starbase forcefields
Many aspects of Command Ship balance, including what bonuses they receive to warfare link strength
The base rep amount of ALL ARMOR REPAIRERS and MOST shield boosters.
looks like deadspace/officer ARMOR REPS will get boosted 15%, only deadspace/officers SHIELD BOOSTERS don't seem to be getting the treatment, which is good. They are already mega powerful as it is, maybe 5% boost for them would be ok though |

Klingon Admiral
Black Hole Cluster
63
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Posted - 2013.08.01 18:40:00 -
[110] - Quote
CCP Fozzie wrote:
Increase the shield bonus of all shield boosters (except for deadspace/officer reps and ASBs) by 15%[/b]
Let us know what you think!
Won't that make T2 shield boosters BETTER than the lowquality deadspace variants?
T2 XLSB now: 600 HP/cycle Pith C-Type XLSB: 660 HP/cycle T2 XLSB Ody1.1: 690 HP/cycle
All that while using the same amount of cap, and I honestly don't see cycle time as that important for XLSB. |
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Vincent Athena
V.I.C.E. Aegis Solaris
2060
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Posted - 2013.08.01 18:43:00 -
[111] - Quote
CCP Fozzie wrote:Sabrina Scatterbrain wrote:CCP once again fixing what is not broken. How about ya'll devote all resources to recoding the entire game into something other than single threaded hell? You don't want me rewriting the server code. In before Ms. Scatterbrain says "CCP should take the money spent on you and use it to pay someone who can rewrite server code". http://vincentoneve.wordpress.com/ |

Tobias Hareka
Republic Military School Minmatar Republic
59
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Posted - 2013.08.01 18:47:00 -
[112] - Quote
Sol Trader wrote:and here i was under the impression ccp was capable of more complex balancing attempts. Like only 5% bonus to deadspace and 15% to everything else. Apparantly they are locked in to the number 15% though.
Compare Gist X-Type X-Large Booster with Gist X-Type Shield Boost Amplifier to Centus X-type Large Armor Repairer. Do you see the difference? |

EMU EVIL
No Code of Conduct Fluffeh Bunneh Murder Squad
0
|
Posted - 2013.08.01 18:59:00 -
[113] - Quote
Phoenix Jones wrote: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.
I agree, For a shield tanking ship you can use low slots for shield recharger relays or power diagnostic systems; although rarely used and quite niche, i believe that these modules warrant some minor ability for an armor tanking ship to improve it's tank with mid-slots. a refrigeration unit sounds like a good idea. Why not a generic refrigeration unit midslot that reduces all heat damage similiar to the Strategic cruiser heat damage per level reduction bonuses? It would be another very niche module like the shield relay seen mostly in active tanking armor frigates if they can spare a midslot. |

Urkhan Law
Black Rebel Rifter Club The Devil's Tattoo
5
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Posted - 2013.08.01 18:59:00 -
[114] - Quote
At the frigate level I'll gladly take that buff for my Rifter but ... Incursus, LOL?
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Phoenix Jones
Shockwave Innovations Surely You're Joking
133
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Posted - 2013.08.01 19:15:00 -
[115] - Quote
Urkhan Law wrote:At the frigate level I'll gladly take that buff for my Rifter but ... Incursus, LOL?
That little frig may never be killable again...
I agree with not buffing the deadspace/officer stuff. it is kind of.. well. op anyway.
This is mostly complaints from people who try to sell these things for some odd 500 million a module. |

Jureth22
FLA5HY RED
112
|
Posted - 2013.08.01 19:21:00 -
[116] - Quote
one thing i dont understand,why not increase the shield boost bonus of deadspace/officer? |

Aimee Maken
State War Academy Caldari State
11
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Posted - 2013.08.01 19:24:00 -
[117] - Quote
CCP Fozzie wrote:
Increase the shield bonus of all shield boosters (except for deadspace/officer reps and ASBs) by 15%[/b]
Does that mean that a T2 XLSB will get 690 boost, meaning that many of the lower end pith boosters becomes there only for the easier fitting, while the gist line becomes more or less about cap and efficiency?
I can understand the non inclusion of the ASB given their power levels, but why is deadspace getting hit as well? |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
1057
|
Posted - 2013.08.01 19:25:00 -
[118] - Quote
Phoenix Jones wrote:Urkhan Law wrote:At the frigate level I'll gladly take that buff for my Rifter but ... Incursus, LOL?
That little frig may never be killable again... I agree with not buffing the deadspace/officer stuff. it is kind of.. well. op anyway. This is mostly complaints from people who try to sell these things for some odd 500 million a module.
Faction shield boosters deserve a bit of buff, Tech II a huge buff, but Deadspace ones are already way OP.
Then as someone just says above, fit an X-type SB best quality with x-type shield boost amp and take a look at the numbers. Try doing same thing with armor reps no matter which one then tell us what happens?
ANd actually don't think incursus will be op in any form or shape, eve is not about 1v1 but players vs other players, solo pvp is not and should never be an argument of balance in an MMO daring to call it self an MMO. *removed inappropriate ASCII art signature* - CCP Eterne |

Sal Landry
School of Applied Knowledge Caldari State
77
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Posted - 2013.08.01 19:29:00 -
[119] - Quote
Kagura Nikon wrote: THe main reason why ASB are superior is not the raw repair they ahve. Its that the normal shield boosters almost mandate you to bring a Cap injector, therefore another mid slot.
Although that's true, the fact that ASB's boost more than officer modules certainly doesn't hurt. |

Goldensaver
ArTech Expeditions
210
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Posted - 2013.08.01 19:44:00 -
[120] - Quote
CCP Fozzie wrote:Michael Harari wrote:CCP Fozzie wrote: Faction boosters like Dread Guristas are buffed, Deadspace boosters like Pith are not.
This makes the pith c-type strictly worse than DG 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. I would like to note that while this is true at the large and XL levels, it does not apply at the small and medium levels. They do come close, but not quite better in rep/second amount.
So I might suggest not completely skipping over DG modules, but taking it on a case by case basis. |
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