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Author |
Thread Statistics | Show CCP posts - 18 post(s) |
Pirmasis Sparagas
Bullet Cluster Legacy Rising
21
|
Posted - 2013.11.05 15:31:00 -
[511] - Quote
What about Shuttles? I think they should be the fastest transport metod. |
Sugar Kyle
Calamitous-Intent
288
|
Posted - 2013.11.05 15:50:00 -
[512] - Quote
My freighter logistics soul thanks you for decreasing the crush. |
Lady Naween
Immortalis Inc. Shadow Cartel
242
|
Posted - 2013.11.05 15:53:00 -
[513] - Quote
yay for no more instantly appearing and pointing crap anymore. It was just silly on the test server, glad to see you admitting you where wrong.. for once. *grumbles about command ships and lack of brick tanks* |
Montami
Love Squad Confederation of xXPIZZAXx
18
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Posted - 2013.11.05 15:53:00 -
[514] - Quote
I am really upset and sad about this modification. |
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CCP Fozzie
C C P C C P Alliance
8143
|
Posted - 2013.11.05 16:06:00 -
[515] - Quote
BadAssMcKill wrote:Nice to see you admit you were wrong :3
My first post on this matter included:
CCP Fozzie wrote:We'll be keeping a close eye on this both before launch and after. It's not my fault if you thought I was lying. |
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l0rd carlos
Friends Of Harassment
634
|
Posted - 2013.11.05 16:21:00 -
[516] - Quote
Super!
Those are some good changes. The 2 seconds login trap was a bit too strong. |
Daneel Trevize
Give my 11percent back
432
|
Posted - 2013.11.05 16:32:00 -
[517] - Quote
Appreciate the latest update, but still feel it's all another kick in the teeth for those that try roaming gate to gate though lowsec. 50-100jumps a night are really not sounding tempting in a BS/BC now. |
Marlona Sky
D00M. Northern Coalition.
4432
|
Posted - 2013.11.05 16:44:00 -
[518] - Quote
CCP Fozzie wrote:And finally we are making a slight adjustment to the Gravitational Capacitor subsystems on the Tengu and Proteus. We are reducing their bonus to ship warp speed from 15% to 12.5%. This places a fully skilled Gravitation Capacitor T3 at 4.875au/s, or between the new warp speeds of Destroyers and Frigates. This may prove to be a bit too powerful, so we'll be watching it carefully after release and re-evaluating.
People actually use those things? |
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CCP Fozzie
C C P C C P Alliance
8151
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Posted - 2013.11.05 16:49:00 -
[519] - Quote
Marlona Sky wrote:CCP Fozzie wrote:And finally we are making a slight adjustment to the Gravitational Capacitor subsystems on the Tengu and Proteus. We are reducing their bonus to ship warp speed from 15% to 12.5%. This places a fully skilled Gravitation Capacitor T3 at 4.875au/s, or between the new warp speeds of Destroyers and Frigates. This may prove to be a bit too powerful, so we'll be watching it carefully after release and re-evaluating. People actually use those things?
Not yet. But that has the potential to change for reasons that should be obvious considering the thread we're posting in. |
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Dirk Action
Sniggerdly Pandemic Legion
197
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Posted - 2013.11.05 16:50:00 -
[520] - Quote
Marlona Sky wrote:CCP Fozzie wrote:And finally we are making a slight adjustment to the Gravitational Capacitor subsystems on the Tengu and Proteus. We are reducing their bonus to ship warp speed from 15% to 12.5%. This places a fully skilled Gravitation Capacitor T3 at 4.875au/s, or between the new warp speeds of Destroyers and Frigates. This may prove to be a bit too powerful, so we'll be watching it carefully after release and re-evaluating. People actually use those things?
They WOULD HAVE with the new changes because it would have been around a dictor's warp acceleration. |
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TrouserDeagle
Beyond Divinity Inc Shadow Cartel
429
|
Posted - 2013.11.05 16:51:00 -
[521] - Quote
CCP Fozzie wrote:Marlona Sky wrote:CCP Fozzie wrote:And finally we are making a slight adjustment to the Gravitational Capacitor subsystems on the Tengu and Proteus. We are reducing their bonus to ship warp speed from 15% to 12.5%. This places a fully skilled Gravitation Capacitor T3 at 4.875au/s, or between the new warp speeds of Destroyers and Frigates. This may prove to be a bit too powerful, so we'll be watching it carefully after release and re-evaluating. People actually use those things? Not yet. But that has the potential to change for reasons that should be obvious considering the thread we're posting in.
and because you're going to nerf all the other t3 subs right? |
Zilero
Love Squad Confederation of xXPIZZAXx
116
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Posted - 2013.11.05 17:33:00 -
[522] - Quote
CCP Fozzie wrote:I've got a few updates to bring to you all today.
Words.
So, by this you mean that you saw a lot of PL crybabies post on the forums about how easy it would be for them to lose their precious supers.
Eve, where tears apparently work quite well . |
Michael Harari
Genos Occidere HYDRA RELOADED
715
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Posted - 2013.11.05 17:55:00 -
[523] - Quote
Zilero wrote:CCP Fozzie wrote:I've got a few updates to bring to you all today.
Words.
So, by this you mean that you saw a lot of PL crybabies post on the forums about how easy it would be for them to lose their precious supers and how upset they would be by not getting easy kills with their smartbombing gate camps. Eve, where tears apparently work quite well .
Yes, because making supers easy to tackle works against the people with the largest (super)cap fleet.
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Veldar Reku
Wu Xi Holdings
1
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Posted - 2013.11.05 18:01:00 -
[524] - Quote
CCP Fozzie wrote: This cap is being put in place for a few reasons, mainly related to the appearance of ships as they arrive.
You could have addressed this by adding appropriate, perhaps more visible and persistent, warp trails.
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Kat Ayclism
Habitual Euthanasia Pandemic Legion
68
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Posted - 2013.11.05 18:32:00 -
[525] - Quote
CCP Fozzie wrote: ...snip...
Finally, we are also putting a cap on the deceleration speed that can be obtained for now. This cap is currently set to 2au/s (the declaration speed that a 6au/s warper hits by default, and twice the current hardcoded deceleration speed). This means that as ships start to travel faster than 6au/s they will start to hit diminishing returns.
This cap is being put in place for a few reasons, mainly related to the appearance of ships as they arrive. Having ships appear to blink into place as they exit warp is not ideal as it breaks immersion and prevents players on the destination grid from seeing where the new ship came from. It also significantly reduces the benefits of skilled play (alignment, vigilance) and severely weakens one of the planned natural counters to the new interceptors (smartbombing tactics). At the max deceleration ships will still appear very quickly on grid, but it will always be visible which direction they came from and there will always be one second between their arrival on grid and the completion of the warp.
...snip...
So all that crap you gave Maka about knowing the effects and how great they were...
That's right, bow to your PL overlords. |
James Amril-Kesh
4S Corporation Goonswarm Federation
6222
|
Posted - 2013.11.05 18:39:00 -
[526] - Quote
Veldar Reku wrote:CCP Fozzie wrote: This cap is being put in place for a few reasons, mainly related to the appearance of ships as they arrive.
You could have addressed this by adding appropriate, perhaps more visible and persistent, warp trails. Wrong. |
ribo
OMG-Ponies Caffeine Nicotine and Hate
1
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Posted - 2013.11.05 18:54:00 -
[527] - Quote
Skimmed the post and thought I was clicking on a video of the deceleration animation. Was relieved when it was a spreadsheet. |
PinkKnife
Future Corps Sleeper Social Club
421
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Posted - 2013.11.05 19:02:00 -
[528] - Quote
CCP Fozzie wrote:I've got a few updates to bring to you all today. We've been making some tweaks to the numbers, moderating the changes to the far ends of the spectrum and adjusting the stats of the warp speed rigs and the warp speed T3 subsystems. Firstly, we have done another pass on the warp speeds by class. The default advantage for T2 ships is being reduced slightly from 12.5% to 10%. We're also increasing the speeds of a few of the slower classes (freighters, titans, battlecruisers and command ships) a tad and reducing the speed advantage of the faster ships a bit as well (bringing the top end to 8au/s instead of the previous 10au/s). It's important to note that even with this extra reduction, all interceptors will see gigantic improvements to their warp speeds for virtually all warp distances after Rubicon. Finally, we are also putting a cap on the deceleration speed that can be obtained for now. This cap is currently set to 2au/s (the declaration speed that a 6au/s warper hits by default, and twice the current hardcoded deceleration speed). This means that as ships start to travel faster than 6au/s they will start to hit diminishing returns. This cap is being put in place for a few reasons, mainly related to the appearance of ships as they arrive. Having ships appear to blink into place as they exit warp is not ideal as it breaks immersion and prevents players on the destination grid from seeing where the new ship came from. It also significantly reduces the benefits of skilled play (alignment, vigilance) and severely weakens one of the planned natural counters to the new interceptors (smartbombing tactics). At the max deceleration ships will still appear very quickly on grid, but it will always be visible which direction they came from and there will always be one second between their arrival on grid and the completion of the warp. The new post-Rubicon warp chart can be seen here, including the base warp speed changes and the deceleration cap.We are also tweaking the warp speed rigs (Hyperspatial Velocity Optimizers) to give them a penalty to ship CPU output (same penalty as drone rigs) instead of their current penalty to armor amount, to even the playing field for different types of tanking. And finally we are making a slight adjustment to the Gravitational Capacitor subsystems on the Tengu and Proteus. We are reducing their bonus to ship warp speed from 15% to 12.5%. This places a fully skilled Gravitation Capacitor T3 at 4.875au/s, or between the new warp speeds of Destroyers and Frigates. This may prove to be a bit too powerful, so we'll be watching it carefully after release and re-evaluating. Thanks for the feedback and testing so far everyone!
Fozzie,
On this same line, is it possible to get an animation/flash/indication of when a ship has exited warp to third parties so we know when it is targetable? As is, we have to spam click target over and over which is both sloppy/messy and unclear. With the new changes a Large ship (super cap/freighter) will be on grid but not targettable for-*******-ever. A nice little flash or wave thing (I dunno, you people are the artist) to indicate when warp is finished to everyone else, would be fabulous. |
Makalu Zarya
Habitual Euthanasia Pandemic Legion
141
|
Posted - 2013.11.05 19:24:00 -
[529] - Quote
CCP Fozzie wrote:I've got a few updates to bring to you all today. We've been making some tweaks to the numbers, moderating the changes to the far ends of the spectrum and adjusting the stats of the warp speed rigs and the warp speed T3 subsystems. Firstly, we have done another pass on the warp speeds by class. The default advantage for T2 ships is being reduced slightly from 12.5% to 10%. We're also increasing the speeds of a few of the slower classes (freighters, titans, battlecruisers and command ships) a tad and reducing the speed advantage of the faster ships a bit as well (bringing the top end to 8au/s instead of the previous 10au/s). It's important to note that even with this extra reduction, all interceptors will see gigantic improvements to their warp speeds for virtually all warp distances after Rubicon. Finally, we are also putting a cap on the deceleration speed that can be obtained for now. This cap is currently set to 2au/s (the declaration speed that a 6au/s warper hits by default, and twice the current hardcoded deceleration speed). This means that as ships start to travel faster than 6au/s they will start to hit diminishing returns. This cap is being put in place for a few reasons, mainly related to the appearance of ships as they arrive. Having ships appear to blink into place as they exit warp is not ideal as it breaks immersion and prevents players on the destination grid from seeing where the new ship came from. It also significantly reduces the benefits of skilled play (alignment, vigilance) and severely weakens one of the planned natural counters to the new interceptors (smartbombing tactics). At the max deceleration ships will still appear very quickly on grid, but it will always be visible which direction they came from and there will always be one second between their arrival on grid and the completion of the warp. The new post-Rubicon warp chart can be seen here, including the base warp speed changes and the deceleration cap.We are also tweaking the warp speed rigs (Hyperspatial Velocity Optimizers) to give them a penalty to ship CPU output (same penalty as drone rigs) instead of their current penalty to armor amount, to even the playing field for different types of tanking. And finally we are making a slight adjustment to the Gravitational Capacitor subsystems on the Tengu and Proteus. We are reducing their bonus to ship warp speed from 15% to 12.5%. This places a fully skilled Gravitation Capacitor T3 at 4.875au/s, or between the new warp speeds of Destroyers and Frigates. This may prove to be a bit too powerful, so we'll be watching it carefully after release and re-evaluating. Thanks for the feedback and testing so far everyone!
:winning: |
Capqu
Love Squad
363
|
Posted - 2013.11.05 19:48:00 -
[530] - Quote
Zilero wrote:CCP Fozzie wrote:I've got a few updates to bring to you all today.
Words.
So, by this you mean that you saw a lot of PL crybabies post on the forums about how easy it would be for them to lose their precious supers and how upset they would be by not getting easy kills with their smartbombing gate camps. Eve, where tears apparently work quite well .
plz stop posting forever zilero |
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sabastyian
Death By Design
8
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Posted - 2013.11.05 20:50:00 -
[531] - Quote
Any particular reason the average freighter warp still takes 2x as long + a few seconds? The warp speeds don't become even, and then get faster, until just after 100 AU. Increasing the average warp in for sub-cruiser ships in eve by 33%-105% kind of makes people not want to fly/train for them. Would not moving the changes so a battlecruiser is the standard make more sense? Figure most of your game is designed around larger scale combat with ship types above cruiser, do you really think its a great idea to make everything take longer? Also, "smartbombs are the expected counter to interceptors," that is kind of hard to do when they warp through bubbles and would require a perfect hair-pin trigger finger on an entire fleets part. I also agree that ore sites need to be moved back to anomalies for the simple fact that if something isn't reported mining barges, haulers, and other sorts of industrial assistance takes a while to move. With the new changes an interceptor can still land on field ( implants and maybe a rig ) before most ships are even in a position to warp out. The warp difference is also very extreme. An un-implanted, un-rigged interceptor can cross 200 au before a battlecruiser can cross 10 AU and before a battleship can cross 1 AU. |
Michael Harari
Genos Occidere HYDRA RELOADED
716
|
Posted - 2013.11.05 21:17:00 -
[532] - Quote
sabastyian wrote:Any particular reason the average freighter warp still takes 2x as long + a few seconds? The warp speeds don't become even, and then get faster, until just after 100 AU. Increasing the average warp in for sub-cruiser ships in eve by 33%-105% kind of makes people not want to fly/train for them. Would not moving the changes so a battlecruiser is the standard make more sense? Figure most of your game is designed around larger scale combat with ship types above cruiser, do you really think its a great idea to make everything take longer? Also, "smartbombs are the expected counter to interceptors," that is kind of hard to do when they warp through bubbles and would require a perfect hair-pin trigger finger on an entire fleets part. I also agree that ore sites need to be moved back to anomalies for the simple fact that if something isn't reported mining barges, haulers, and other sorts of industrial assistance takes a while to move. With the new changes an interceptor can still land on field ( implants and maybe a rig ) before most ships are even in a position to warp out. The warp difference is also very extreme. An un-implanted, un-rigged interceptor can cross 200 au before a battlecruiser can cross 10 AU and before a battleship can cross 1 AU.
If only fozzie had explained his reasoning for this in the very first post in this thread |
Michael Harari
Genos Occidere HYDRA RELOADED
716
|
Posted - 2013.11.05 21:20:00 -
[533] - Quote
I think that this most recent change is very wise, and fixes a lot of the engine-breaking problems with the warp speed increase. Gj to fozzie and rise.
That said, I think the very slow warp speed of the attack bs might hamper them a lot in their theoretical role of skirmish battleships, and they could perhaps use a role bonus to warp (or at least decelerate) at t2 bs or even bc speeds. |
Gogela
Freeport Exploration Loosely Affiliated Pirates Alliance
2785
|
Posted - 2013.11.05 22:47:00 -
[534] - Quote
Jack bubu wrote:why do you hate fun fozzie
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Gothie Maulerant
Solar Havoc Technologies Monkeys with Guns.
2
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Posted - 2013.11.05 22:48:00 -
[535] - Quote
Feels much slower for the fast ships though... yes it's the first iteration was a big change from the past, but giving the players a way to move about much faster, rather than spending hours watching the warp animation, would have been a welcome evolution of Eve.... |
BayneNothos
United Electro-Magnetic Federation The Nightingales of Hades
16
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Posted - 2013.11.05 23:17:00 -
[536] - Quote
Marlona Sky wrote:CCP Fozzie wrote:And finally we are making a slight adjustment to the Gravitational Capacitor subsystems on the Tengu and Proteus. We are reducing their bonus to ship warp speed from 15% to 12.5%. This places a fully skilled Gravitation Capacitor T3 at 4.875au/s, or between the new warp speeds of Destroyers and Frigates. This may prove to be a bit too powerful, so we'll be watching it carefully after release and re-evaluating. People actually use those things?
Yup, allows a 4th mid on a Proteus. Tends to be a useful extra slot and you don't loose too much.
It's also one of the more prettier subs, which is the most important thing... |
Kellath Eladrel
Future Corps Sleeper Social Club
28
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Posted - 2013.11.05 23:46:00 -
[537] - Quote
2 AU/s is not a deceleration speed... any chance of getting the numbers for what the actual accel and decel rates are? (x AU/s^2) |
Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
4259
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Posted - 2013.11.05 23:54:00 -
[538] - Quote
Marlona Sky wrote:People actually use those things?
Even before the warp speed changes, having a high maximum warp speed would still allow you to get places ahead of the other guy. Having your T3s warp out after battleships but arrive before them was one feature of this subsystem.
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Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
4259
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Posted - 2013.11.05 23:58:00 -
[539] - Quote
Veldar Reku wrote:CCP Fozzie wrote: This cap is being put in place for a few reasons, mainly related to the appearance of ships as they arrive.
You could have addressed this by adding appropriate, perhaps more visible and persistent, warp trails.
But the warp trails would only show up when the new ship shows up. Which for people who are not that ship, is after the incoming interceptor had locked and scrammed you. At this point in time, seeing warp trails for the incoming ship would be pointless.
Of course if CCP were to introduce Babylon-5 style indicators of an incoming ship (i.e.: foreshadowing via graphical effects), I'm sure we'd all be a lot happier :)
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Bibosikus
Aliastra
162
|
Posted - 2013.11.06 00:17:00 -
[540] - Quote
Fozzie,
I did some fairly in-depth testing on SISI today in a Claw, believing that the Ascendancy implants will most likely be used by inty pilots.
I don't think SISI has yet got the latest warp-speed tweaks announced earlier (The Claw still shows as having a base AU/s of 10?) but from what I can see, those tweaks wont counter a few odd observations I made running over what I'd say is a realistic average warp of 34AU.
Firstly is that once you've got hold of Low-Grade Ascendancy implants Alpha-Epsilon and stuck a T2 Hyperspatial rig and 3 IStabs on a Claw, anything else is nitpicking and probably not going to improve enough to bring you one server tick down. That's barring a full-on, 6-piece High-Grade set with dual T2 rigs and IStabs which is a silly concept anyway.
An full LG Ascendancy set is actually slower than a 5-piece with a 24m WS-610 (10%) implant. The Omega is redundant in this case.
I'll try the test again after your tweaks hit SISI..
BTW What will happen to the six existing Warp Speed implants? |
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