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Author |
Thread Statistics | Show CCP posts - 30 post(s) |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
359
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Posted - 2013.08.29 20:26:00 -
[1] - Quote
CCP Ytterbium wrote:55-60km falloff on a Null Neutron Blaster Kronos
And you guys wonder why small ships are irrelevant in actual fights. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
363
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Posted - 2013.08.30 08:22:00 -
[2] - Quote
Falloff bonus doesn't do a whole lot for railguns. The other three ships have proper fully effective range bonuses. I think for hybrids you should just give them range bonuses on both optimal and falloff when it's a general turret ship and not made for either blasters or rails specifically, or you could go make blasters optimal-focused and drop all the falloff bonuses for optimal. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
364
|
Posted - 2013.08.30 19:23:00 -
[3] - Quote
CCP Ytterbium wrote:Just another quick update.
- We are removing the BASTION TRANSFORMERTHINGIEGäó SKILL, as the name was just too awesome to be released to the public (ok ok, more seriously we got the point: having to train a new rank 8 skill just for this module wasn't appealing). Instead, the bastion mode will use high energy physics 4 and energy grid upgrades 5. The former is rank 5, the later you already need to fly the class. The bastion mode cycle time will be reduced to 60s by default to compensate.
- We hear you regarding having to drop the safeties to use the bastion mode in high-sec - we're going to fix it so you don't have to drop them to use the module. However you'll still receive a weapon timer when activating it.
Adjusting OP to reflect this. EDIT: remember all of this is subject to change - training high energy physics is at your own risk if the bastion mode skill requirements change.
I'd prefer a new skill over a carebear industry skill tbh. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
366
|
Posted - 2013.09.04 21:47:00 -
[4] - Quote
CCP Ytterbium wrote:Time for another update.We discussed the Marauder situation further and came with the following changes:
- Shield, armor and hull 30% resistance boosts have been removed on the Bastion Module - instead, all Marauders will now get proper tech2 resists. This will allow Marauders to have better RR use outside Bastion and reduce overall tanking effectiveness inside the mode.
- We have removed all tanking bonuses on the Marauders hulls (Armor Repairer amount on the Paladin and Kronos, Shield Boost amount on the Golem and Vargur). Instead, we are giving them 7.5% bonus to the velocity factor of stasis webifiers per level. This will not only help reducing their tanking effectiveness, be more in theme with the ship role itself and help anyone using them with short range weapons. We are not giving them a full 10% per level back as this would be extremely powerful in conjunction with the other bonuses / Bastion. We are going to leave the full 10% web strength amount on the Serpentis ships for now and see how things evolve with time.
- Also, we are removing the mass penalty on the Bastion mode. Tests have shown you can't really turn when it's active anyway, and we don't want to have players abuse that to collapse wormholes.
I will change the OP to match the changes.
0/10 |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
369
|
Posted - 2013.09.30 15:32:00 -
[5] - Quote
CCP Ytterbium wrote:Hey people, We've been away from this thread for a while to let things cool down a bit. With Rubicon coming to Singularity soon, we've decided to revert Marauders to the original design for now, as we want to see how they actually fare in practice within player hands before committing to the version 2 change. We will let you know if and when we move to version 2 again. WeGÇÖll most likely open a new thread when they appear on Singularity as this one has become quite convoluted. That means:
- Shield, armor and hull resists in Bastion Mode only
- Keep the 37.5% tank bonus on the Marauders, no web bonus
We are also aware this won't please everyone here - regarding their comparison with Pirate Battleships, especially the Machariel, please remember we have stated many times Pirate hulls were due for a rebalance, with Angel Cartel being on the front line for tuning changes. Thanks for your time.
Don't care, just cancel the marauder changes and post the interceptors thread. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
369
|
Posted - 2013.09.30 15:50:00 -
[6] - Quote
MeBiatch wrote:Harvey James wrote:MeBiatch wrote:marVLs wrote:But one question.
CCP are You planning to replace tractor bonus with something that's not totally useless? (rubicon tractor structure makes it useless) here here. how about a web range bonus? to make those "other" guys happy. nah leave the web bonuses to the pirate battleships AFAIK pirate bs get a strength bonus not a range bonus.
bhaalgorn gets range
seriously though web strength and range bonuses are immensely OP, pls remove. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
419
|
Posted - 2013.10.16 14:31:00 -
[7] - Quote
PvE is ridiculously easy already, why are CCP making it easier? |
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