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Author |
Thread Statistics | Show CCP posts - 7 post(s) |
GreenSeed
612
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Posted - 2013.08.01 19:52:00 -
[121] - Quote
nice changes, but im not too sure about the ASBs and AARs being left out. AARs were already on the weak side, they use paste AND cap. and ASBs were harshly nerfed recently.(deservedly so.)
now about deadspace, i have no complaints at all. they were insanely overpowered already, and anyone selling all their A types or X types to buy orders on a hurry is shooting themselves on the foot, Deadspace local tank will still be overpowered. |
Goldensaver
ArTech Expeditions
210
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Posted - 2013.08.01 19:52:00 -
[122] - Quote
Tobias Hareka wrote: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? I see the difference. One of those configurations takes 2 slots, one only takes 1 slot.
Please, at least include a T2 ANP rig in that comparison. And yes, T2. It costs less than the boost amp for sure. It costs half as much, in fact. |
Urkhan Law
Black Rebel Rifter Club The Devil's Tattoo
5
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Posted - 2013.08.01 19:57:00 -
[123] - Quote
Sergeant Acht Scultz wrote: 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 is not an argument of balance in an MMO daring to call it self an MMO.
That's why they didn't change the Incursus rep bonus when they introduced the SAAR right? It is a *meta* change, it will change all ships that use them, ships with armor rep bonus will benefit more than the others, some ships with a rep bonus may need this change, Incursus is not one of them.
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Minister of Death
Ministry of War Amarr Empire
60
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Posted - 2013.08.01 20:01:00 -
[124] - Quote
What is an ASB? |
Goldensaver
ArTech Expeditions
210
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Posted - 2013.08.01 20:03:00 -
[125] - Quote
Minister of Death wrote:What is an ASB?
Ancillary Shield Booster. Uses cap charges for ammo, doesn't cost cap to use while loaded. |
Jureth22
FLA5HY RED
112
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Posted - 2013.08.01 20:05:00 -
[126] - Quote
Goldensaver wrote:Minister of Death wrote:What is an ASB? Ancillary Shield Booster. Uses cap charges for ammo, doesn't cost cap to use while loaded.
hes sarcastic lol |
Pattern Clarc
Aperture Harmonics
585
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Posted - 2013.08.01 20:10:00 -
[127] - Quote
And X-Large Batteries? Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction |
Crash Lander
Imperial Academy Amarr Empire
62
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Posted - 2013.08.01 20:11:00 -
[128] - Quote
CCP Fozzie wrote:Michael Harari wrote:CCP Fozzie wrote:Judas II wrote: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%
Daft question, are faction Shield boosters buffed or not? (Dread Guristas, Pith A/B/C/X-type etc etc) 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 don't mean to be rude but this is sloppy. All you had to do to catch this was make a simple spreadsheet and look at the numbers.
If you chose to exclude those two you still have Republic fleet and Domination and the T2 better than C-Type in hp/activation cost. |
Sal Landry
School of Applied Knowledge Caldari State
77
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Posted - 2013.08.01 20:16:00 -
[129] - Quote
GreenSeed wrote:AARs being left out But AAR's aren't being left out. |
Witchking Angmar
Perkele.
42
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Posted - 2013.08.01 20:24:00 -
[130] - Quote
http://tny.cz/cb6e52c2
Some numbers on the new boosters. Using tinypaste for better formatting. |
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Lidia Caderu
Cobalt Academy Catastrophic Uprising
14
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Posted - 2013.08.01 20:44:00 -
[131] - 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.
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! Really nice, but active reps still require cap... which is killed by MWD: https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=264529 |
Sergeant Acht Scultz
School of Applied Knowledge Caldari State
1057
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Posted - 2013.08.01 20:51:00 -
[132] - Quote
Witchking Angmar wrote:http://tny.cz/cb6e52c2
Some numbers on the new boosters. Using tinypaste for better formatting.
Would it be too much to ask you to make under that page the same calculations for Armor reps, yes I'm lazy and bad with those things.
1st element that got my attention is cap efficiency difference in between T2 and dead space/officer, it's just about 140% better 2nd is faction dead space difference is still 100% better
Nothing gets closer with armor reps from memory but maybe someone will refresh my mind about this.
Edit and not even accounting T2 or faction/dead space Shield boost amplifiers who can perfectly stack with resist rigs, increasing efficiency. With armor we have a +%rep amount and cycle bonus (reps faster but consumes as much cap) but no way it gets with a single rig or module the same amount of rep bonus.
Not accounting of course on ships with rep bonus, combat boosters, links and implants, just flat numbers on simple ships. Difference is clearly abysmal. *removed inappropriate ASCII art signature* - CCP Eterne |
Sergeant Acht Scultz
School of Applied Knowledge Caldari State
1058
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Posted - 2013.08.01 21:05:00 -
[133] - Quote
Sal Landry wrote:GreenSeed wrote:AARs being left out But AAR's aren't being left out.
Indeed
CCP Fozzie wrote:[b] Increase the rep amount for all armor repairers (including AARs) by 15%
CCP Fozzie how about tweak a bit those ARs pg/cap/cycle numbers? -I'm afraid this 15% while being an awesome addition is still a bit out of the line when we start comparing Faction AR and SBs and even greater is we compare dead space ARs vs SBs?
We also have nothing that can be compared with dead space or faction SBAs, ho yes we have a rig with a huge drawback but no navy/faction/dead space equivalent.
Implants and links should not be taken in to account, since this balance is about sub cap ships/modules therefore not relevant to the discussion at some point so my question remains valid I guess. *removed inappropriate ASCII art signature* - CCP Eterne |
Fredric Wolf
BSC LEGION Tactical Narcotics Team
16
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Posted - 2013.08.01 21:07:00 -
[134] - Quote
I might have missed this as I skimmed over most of the post but with the boosts to the Rep amount on most mods could we also see an increase in DPS from Rats to make this more even. With this change I see Risk/Reward having a sharp decline in PVE as the rep amount on most ships now will be way above the Rat damage incoming.
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xHxHxAOD
Southern Cross Incorporated Flying Dangerous
2
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Posted - 2013.08.01 21:09:00 -
[135] - Quote
unless my math is wrong which it should not be. ex. caldari navy large shield booster gives 240 hp/3.2 secs for 160 cap pith c type large shield booster gives 264 hp/3.2 secs for 160 cap gist c type large shield booster gives 215 hp/3.2 for 90 cap after these changes
caldari navy large shield booster gives 276 hp/3.2 secs for 160 cap pith c type large shield booster gives 264 hp/3.2 secs for 160 cap gist c type large shield booster gives 215 hp/3.2 for 90 cap
in short there will be no point in using c types. i find it quite ******** that meta 11 mod is more **** than a meta 9 mod and the pith booster is harder to fit |
Jerick Ludhowe
trolllolcorp
495
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Posted - 2013.08.01 21:35:00 -
[136] - Quote
xHxHxAOD wrote:unless my math is wrong which it should not be. ex. caldari navy large shield booster gives 240 hp/3.2 secs for 160 cap pith c type large shield booster gives 264 hp/3.2 secs for 160 cap gist c type large shield booster gives 215 hp/3.2 for 90 cap republic fleet large shield booster gives 192 hp/3.2 for 128 cap t2 large shield booster gives 240 hp/4 secs for 160 cap after these changes
caldari navy large shield booster gives 276 hp/3.2 secs for 160 cap pith c type large shield booster gives 264 hp/3.2 secs for 160 cap gist c type large shield booster gives 215 hp/3.2 for 90 cap republic fleet large shield booster gives hp 220/3.2 for 128 cap caldari navy large shield booster gives 276 hp/4 secs for 160 cap
in short there will be no point in using c types. i find it quite ******** that meta 11 mod is more **** than a meta 9 mod and the pith booster is harder to fit
This is exactly why blanket balancing to a foundation that is not balanced will always end in a **** pile.
Stop being lazzy fozzie and crew. Dead space modules have needed an "Actual" review since implementation... Throwing some foolish "they don't get 15%" nonsense around is only making you and crew look even more incapable. |
Nyancat Audeles
Center for Advanced Studies Gallente Federation
407
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Posted - 2013.08.01 22:01:00 -
[137] - Quote
OMG THIS IS F*CKING AMAZING!!!!!!!! |
maCH'EttE
Mafia Redux Phobia.
51
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Posted - 2013.08.01 22:17:00 -
[138] - Quote
Again, armor reps should get an extra buff. Everyone knows that shield reps are OP compared to armor reps.
I dont even have to do the math. I flied both, and shield is so much better and easier. Why give alittle advantage to armor reps, armor ships are usually slow, need to stay on field and take damage. you need to put armor rep rigs on, which shield reps dont have to worry about. aar still use cap, unlike asb you still need to use your mwd, since you need to get on your target to do any damage, means less cap, sure you can put a cap booster, but there goes your mid slot.. Either give a little more advantage to the armor rep ships, or another idea is reduce the side effects of armor rep boosters along with a nice buff.
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Sabriz Adoudel
Paragon Blitz
594
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Posted - 2013.08.01 22:29:00 -
[139] - Quote
Loving the look of this.
An enemy is just a friend that you stab in the front. |
Sergeant Acht Scultz
School of Applied Knowledge Caldari State
1060
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Posted - 2013.08.01 22:36:00 -
[140] - Quote
GreenSeed wrote:Deadspace local tank will still be overpowered.
Confirming this. For a simple example lets pick the hated Hamgu with rep sub, a T2 SBA and an A type pith med SB.
It's 612 Hp rep per cycle and 800 OH
Add Crystals
Add Standard Blue Pill
Add boosting links like shield harmonizing and usual crap
You're getting over 1K physical reps per cycle on a medium shield repairer, it takes you no rig slot for it, and 1 med slot to increase your rep power to the point after the 2nd rep you've already gained more than fitting a faction shield extender, this is completely insane. *removed inappropriate ASCII art signature* - CCP Eterne |
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Witchking Angmar
Perkele.
43
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Posted - 2013.08.01 22:45:00 -
[141] - Quote
Numbers for armor repairers as requested by Sergeant Acht Scultz.
Repairers (http://tny.cz/ab131103)
Boosters (http://tny.cz/c1fe6783) |
Cearain
Black Rebel Rifter Club The Devil's Tattoo
1036
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Posted - 2013.08.01 22:45:00 -
[142] - Quote
Please stop buffing active tanks until ogbs are removed. Any buff to active tanks just dramatically increases the benefits from ogbs. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Marc McIntyre Crendraven
The Knights of Retribution
4
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Posted - 2013.08.01 22:47:00 -
[143] - Quote
nice, one thing though, the links are backwards, boosters takes you to reppers and vice versa |
Witchking Angmar
Perkele.
43
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Posted - 2013.08.01 22:49:00 -
[144] - Quote
Marc McIntyre Crendraven wrote:nice, one thing though, the links are backwards, boosters takes you to reppers and vice versa
Fixed. |
Arkanon Nerevar
The Riot Formation
23
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Posted - 2013.08.01 22:51:00 -
[145] - Quote
interesting changes, should add new elements in selecting ships for even small gangs, i think its biggest impact will be on armor rep bonus ships, even with these changes i see active shield tankers sticking with ASBs, but with armor.., new hyperion could now be very interesting gang warfare wise
considering the vast price differences i do agree with other comments that deadspace/officer boosters also need a smaller (7.5%) buff Trust Not in God, but Have Faith in Hail L |
Sergeant Acht Scultz
School of Applied Knowledge Caldari State
1060
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Posted - 2013.08.01 22:56:00 -
[146] - Quote
Thank you for the work.
Huge difference indeed. *removed inappropriate ASCII art signature* - CCP Eterne |
maCH'EttE
Mafia Redux Phobia.
52
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Posted - 2013.08.01 23:19:00 -
[147] - Quote
i did not understand one crap.. so which one is better, armor reps or shield reps.
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Omnathious Deninard
Novis Initiis
1402
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Posted - 2013.08.01 23:27:00 -
[148] - Quote
Under these numbers one point stands out above the rest and that is the HP/Cap/s A T2 X-Large Shield Booster II has an meta-efficiency of .34 A Large Armor Repairer II has a meta-efficiency of .15 Less than half as efficient as a shield booster and this is the big problem between the two. To make armor have a meta-efficiency of .34 without becoming OP the cap needs need to be reduced.
New HP 920 Cycle 15 Target Efficiency .34 920/15/.34 = 180 cap / cycle Ideas for Drone ImprovementTwitter Account-á @Omnathious |
Messoroz
AQUILA INC Verge of Collapse
421
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Posted - 2013.08.01 23:43:00 -
[149] - Quote
Sweet, my archon can now tank 10 supers with links, drugs, rep rigs and implants. (We already have 2 pimp fit archons that can tank 3 nyxes for ~10 minutes).
Perhaps you should stop overlooking the carriers when you buff the reps because all the changes are overdoing it just a little. |
Travasty Space
Pilots of Epic Tribal Band
25
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Posted - 2013.08.01 23:44:00 -
[150] - Quote
Omnathious Deninard wrote:Under these numbers one point stands out above the rest and that is the HP/Cap/s A T2 X-Large Shield Booster II has an meta-efficiency of .34. With skills at level 5 it is .38 A Large Armor Repairer II has a meta-efficiency of .15. With skills at level 5 it is .20 Less than half as efficient as a shield booster and this is the big problem between the two. To make armor have a meta-efficiency of .34 without becoming OP the cap needs need to be reduced. New HP 920 Cycle 15 Target Efficiency .38 920/15/.38 = 215 cap / cycle Edit: Reworked efficiency with skills at level 5.
Your missing the point of armor vs shield on local tanks. Shield gets the stronger Burst tank but harder to keep running(400 cap every 5 seconds on T2 X-large) vs stronger sustained tank for Armor(400 cap every 15 secondsfor T2 large). Now obv people having been working on ways around this(medium boosters) but that is the two themes of tank. It is why you see more videos of Armor tanking kronos' etc. then of shield boosting ships. |
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