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Author |
Thread Statistics | Show CCP posts - 18 post(s) |
Garia666
CyberShield Inc C0VEN
33
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Posted - 2013.11.06 07:56:00 -
[541] - Quote
At first it works as intended and now all of a sudden its not right.. ahwell better late then sorry. i guess
hopefully anpersonal disaster can now be avoided. it would help to listen to players before hand instead of saying it all works as intended.
it also might help if you would play the game.
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Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
638
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Posted - 2013.11.06 09:48:00 -
[542] - 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!
So basically you are undoing the greatest bennefit the whoel change woudl have. The end of near permanent low seg smartbomb camps, yeah those that make 9 in 10 noob never ever enter again low sec after their first attempt (that usually reault sin them travelign trough rancer or amamake exaclty because they went to low sec to take a shortcut)...
Bad move.. the end of smatbombing camps had a HUGE potential to increase retention of new players and increase the ammount of real pvp players in the game. |
Alghara
Les chevaliers de l'ordre Goonswarm Federation
9
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Posted - 2013.11.06 11:58:00 -
[543] - Quote
stupid question and about pod ... |
Michael Harari
Genos Occidere HYDRA RELOADED
717
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Posted - 2013.11.06 13:05:00 -
[544] - Quote
Kagura Nikon wrote:
So basically you are undoing the greatest bennefit the whoel change woudl have. The end of near permanent low seg smartbomb camps, yeah those that make 9 in 10 noob never ever enter again low sec after their first attempt (that usually reault sin them travelign trough rancer or amamake exaclty because they went to low sec to take a shortcut)...
Bad move.. the end of smatbombing camps had a HUGE potential to increase retention of new players and increase the ammount of real pvp players in the game.
Noobs arent exactly known for flying warp speed rigged ships, dictors or interceptors |
Mr Floydy
Questionable Ethics. Ministry of Inappropriate Footwork
161
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Posted - 2013.11.06 13:35:00 -
[545] - Quote
Veldar Reku wrote:You could have addressed this by adding appropriate, perhaps more visible and persistent, warp trails.
That'd be awesome to have on warp in/outs regardless of this current change around warp speed! |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
645
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Posted - 2013.11.06 14:36:00 -
[546] - Quote
Michael Harari wrote:Kagura Nikon wrote:
So basically you are undoing the greatest bennefit the whoel change woudl have. The end of near permanent low seg smartbomb camps, yeah those that make 9 in 10 noob never ever enter again low sec after their first attempt (that usually reault sin them travelign trough rancer or amamake exaclty because they went to low sec to take a shortcut)...
Bad move.. the end of smatbombing camps had a HUGE potential to increase retention of new players and increase the ammount of real pvp players in the game.
Noobs arent exactly known for flying warp speed rigged ships, dictors or interceptors
You have a point, but their frigates would have some chance to pass trough this way.
Well I hope for the good of the game someday they fidna way to inhibit exageration on this type of camp where the noobs cannto even learn anythign, because they cannot even see what haappened. |
Gustav Mannfred
the bring back canflipping corp
77
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Posted - 2013.11.06 16:20:00 -
[547] - Quote
question: if i fit 3x t1 warp rigs on a cruiser, and fitting a +15% implant, the cruiser reaches almost 6aus, will it also accelerate as fast as a frigate do? or will it just accelerate like frigs does it actually on tq?
or overall:
is the warpspeed acceleration depending on the max warpspeed or of the ship size? |
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CCP Fozzie
C C P C C P Alliance
8176
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Posted - 2013.11.06 16:59:00 -
[548] - Quote
Gustav Mannfred wrote:question: if i fit 3x t1 warp rigs on a cruiser, and fitting a +15% implant, the cruiser reaches almost 6aus, will it also accelerate as fast as a frigate do? or will it just accelerate like frigs does it actually on tq?
or overall:
is the warpspeed acceleration depending on the max warpspeed or of the ship size?
It's dependant on max warp speed. So in your example you'd accelerate and decelerate as fast as any other 6au/s ship. |
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TheButcherPete
The Big E SpaceMonkey's Alliance
345
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Posted - 2013.11.06 17:41:00 -
[549] - Quote
CCP Fozzie wrote:Gustav Mannfred wrote:question: if i fit 3x t1 warp rigs on a cruiser, and fitting a +15% implant, the cruiser reaches almost 6aus, will it also accelerate as fast as a frigate do? or will it just accelerate like frigs does it actually on tq?
or overall:
is the warpspeed acceleration depending on the max warpspeed or of the ship size? It's dependant on max warp speed. So in your example you'd accelerate and decelerate as fast as any other 6au/s ship.
So now, Covops frigates with 13.5au/s with rigs go like 21au/sec
Add in the implants and it'll take you longer to load grid than to get to the next gate.
This..... this is going to be great.
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Iris Bravemount
Fweddit I Whip My Slaves Back and Forth
259
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Posted - 2013.11.06 18:57:00 -
[550] - Quote
TheButcherPete wrote:CCP Fozzie wrote:Gustav Mannfred wrote:question: if i fit 3x t1 warp rigs on a cruiser, and fitting a +15% implant, the cruiser reaches almost 6aus, will it also accelerate as fast as a frigate do? or will it just accelerate like frigs does it actually on tq?
or overall:
is the warpspeed acceleration depending on the max warpspeed or of the ship size? It's dependant on max warp speed. So in your example you'd accelerate and decelerate as fast as any other 6au/s ship. So now, Covops frigates with 13.5au/s with rigs go like 21au/sec Add in the implants and it'll take you longer to load grid than to get to the next gate. This..... this is going to be great.
PETE!
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TheButcherPete
The Big E SpaceMonkey's Alliance
346
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Posted - 2013.11.06 19:12:00 -
[551] - Quote
Iris Bravemount wrote:TheButcherPete wrote:CCP Fozzie wrote:Gustav Mannfred wrote:question: if i fit 3x t1 warp rigs on a cruiser, and fitting a +15% implant, the cruiser reaches almost 6aus, will it also accelerate as fast as a frigate do? or will it just accelerate like frigs does it actually on tq?
or overall:
is the warpspeed acceleration depending on the max warpspeed or of the ship size? It's dependant on max warp speed. So in your example you'd accelerate and decelerate as fast as any other 6au/s ship. So now, Covops frigates with 13.5au/s with rigs go like 21au/sec Add in the implants and it'll take you longer to load grid than to get to the next gate. This..... this is going to be great. PETE!
IRIS :DDDDD |
Max Kolonko
High Voltage Industries Ash Alliance
356
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Posted - 2013.11.06 19:32:00 -
[552] - Quote
TheButcherPete wrote:CCP Fozzie wrote:Gustav Mannfred wrote:question: if i fit 3x t1 warp rigs on a cruiser, and fitting a +15% implant, the cruiser reaches almost 6aus, will it also accelerate as fast as a frigate do? or will it just accelerate like frigs does it actually on tq?
or overall:
is the warpspeed acceleration depending on the max warpspeed or of the ship size? It's dependant on max warp speed. So in your example you'd accelerate and decelerate as fast as any other 6au/s ship. So now, Covops frigates with 13.5au/s with rigs go like 21au/sec Add in the implants and it'll take you longer to load grid than to get to the next gate. This..... this is going to be great.
looking at the last update post cov ops no longer have 13 au/s |
Brib Vogt
DC-centre Destiny's Call
38
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Posted - 2013.11.06 21:08:00 -
[553] - Quote
Short question:
So acceleration is now much faster then deceleration with a ceptor. Is there a scenario where a ceptor increases deceleration speed? Like a grid to grid warp? 50 to 400 km for example? It would be good if it is 8 for both ways there.
Sorry, i am not a native English speaker and your mechanical chitchat is a bit too much. |
Kadesh Priestess
Scalding Chill
353
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Posted - 2013.11.07 07:18:00 -
[554] - Quote
What do numbers in accel/decel row mean? Are these numbers simply au/s^2, or some special coefficients? Would be glad to get some explanation. |
Dav Varan
Spiritus Draconis Sicarius Draconis
78
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Posted - 2013.11.07 09:52:00 -
[555] - Quote
CCP Fozzie wrote: 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.
Shield tanks are more reliant on CPU than Armor You havn't leveled the playing field you have favoured armor over shield instead of shield over armor. Given there are lots of useful rigs that penalise shield already I'm not sure why you shy away from armor penalty rigs.
Maybe don't bother with a penaly or maybe penalise scan res a bit.
Better catching power overall ( warp speed + lock time ). But worse at camping gates pure lock time.
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Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
649
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Posted - 2013.11.07 09:57:00 -
[556] - Quote
Dav Varan wrote:CCP Fozzie wrote: 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.
Shield tanks are more reliant on CPU than Armor You havn't leveled the playing field you have favoured armor over shield instead of shield over armor. Given there are lots of useful rigs that penalise shield already I'm not sure why you shy away from armor penalty rigs. Maybe don't bother with a penaly or maybe penalise scan res a bit. Better catching power overall ( warp speed + lock time ). But worse at camping gates pure lock time.
Scan res penalty woudl be interesting! Because makes interceptors choose between 2 important capabilities!
Think on that CCP!! Its a great Idea this man had. |
epicurus ataraxia
Broken Wheel Mercantile and Trading Company Illusion of Solitude
90
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Posted - 2013.11.07 10:18:00 -
[557] - Quote
Fozzie,,don't know whether you are still reading this thread, I hope so.
Not off topic, but the new stratios and astero are not benefiting from these changes because of the fact that as there is no covert ops recloak delay bonus, and with the faster warp speed means that there is no time to turn off the cloak to be ready for the timer to be reset before the next gate.
This means waiting for 30 seconds or possibly 25 26 who knows? Before being able to break gate cloak and warp/cloak away.
With the old warp mechanics you could eat this recloaking delay time on the ships without bonus by turning off cloak after safely leaving gate, and be ready when on next gate to go again.
Now it just Massively slows down travel. Lost the whole point of faster warp. for these ships it is actually now a nerf? Sure you did not intend that.
Only safe way now is to sit on gate for 30 seconds plus session timer with a stopwatch. (Theres a timing bug as well but thats reported seperately)
Could the recloak timer be reduced to something reasonable, as curently you spend all your time waiting at gate when travelling, then whizz... wait..... totally breaks the flow.
Not so much easy travel.
Can you think on it?
Thanks |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
649
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Posted - 2013.11.07 10:24:00 -
[558] - Quote
epicurus ataraxia wrote:Fozzie,,don't know whether you are still reading this thread, I hope so.
Not off topic, but the new stratios and astero are not benefiting from these changes because of the fact that as there is no covert ops recloak delay bonus, and with the faster warp speed means that there is no time to turn off the cloak to be ready for the timer to be reset before the next gate.
This means waiting for 30 seconds or possibly 25 26 who knows? Before being able to break gate cloak and warp/cloak away.
With the old warp mechanics you could eat this recloaking delay time on the ships without bonus by turning off cloak after safely leaving gate, and be ready when on next gate to go again.
Now it just Massively slows down travel. Lost the whole point of faster warp. for these ships it is actually now a nerf? Sure you did not intend that.
Only safe way now is to sit on gate for 30 seconds plus session timer with a stopwatch. (Theres a timing bug as well but thats reported seperately)
Could the recloak timer be reduced to something reasonable, as curently you spend all your time waiting at gate when travelling, then whizz... wait..... totally breaks the flow.
Not so much easy travel.
Can you think on it?
Thanks
you know.. its not like you gonna have hostiles in EVERY gate in low sec and null sec. and in high sec also not many gate swill ahve dangers.
You might have to wait.. .once every what? 10 jumps?
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epicurus ataraxia
Broken Wheel Mercantile and Trading Company Illusion of Solitude
91
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Posted - 2013.11.07 13:07:00 -
[559] - Quote
Kagura Nikon wrote:epicurus ataraxia wrote:Fozzie,,don't know whether you are still reading this thread, I hope so.
Not off topic, but the new stratios and astero are not benefiting from these changes because of the fact that as there is no covert ops recloak delay bonus, and with the faster warp speed means that there is no time to turn off the cloak to be ready for the timer to be reset before the next gate.
This means waiting for 30 seconds or possibly 25 26 who knows? Before being able to break gate cloak and warp/cloak away.
With the old warp mechanics you could eat this recloaking delay time on the ships without bonus by turning off cloak after safely leaving gate, and be ready when on next gate to go again.
Now it just Massively slows down travel. Lost the whole point of faster warp. for these ships it is actually now a nerf? Sure you did not intend that.
Only safe way now is to sit on gate for 30 seconds plus session timer with a stopwatch. (Theres a timing bug as well but thats reported seperately)
Could the recloak timer be reduced to something reasonable, as curently you spend all your time waiting at gate when travelling, then whizz... wait..... totally breaks the flow.
Not so much easy travel.
Can you think on it?
Thanks you know.. its not like you gonna have hostiles in EVERY gate in low sec and null sec. and in high sec also not many gate swill ahve dangers. You might have to wait.. .once every what? 10 jumps?
so on the ones without an obvious camp you suggest we jump without cloaking and hope there's no cloaky proteus waiting????
>>> Dead
Not much of a covert ops cloak then. Advanced cloak II with MWD trick is safer. or wait 30-35 seconds at EVERY gate.
Makes travel really annoying. |
Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
339
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Posted - 2013.11.07 21:57:00 -
[560] - Quote
Will these changes to warp speed affect CONCORD arrival times in cases when they are already spawned in system? |
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CW Itovuo
The Executioners Capital Punishment.
9
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Posted - 2013.11.08 03:52:00 -
[561] - Quote
Keep moving the dial of awesomeness back to reality CCP. Warp times for larger ships (BS/BC) don't need to take a hit in order to provide positive change to the game.
A minute plus to warp a BS 25au is redonkulous. |
Dav Varan
Spiritus Draconis Sicarius Draconis
78
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Posted - 2013.11.08 10:23:00 -
[562] - Quote
CCP Fozzie wrote: 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.
Leaving aside Tech and Size variations there are
8 electronic superiority rigs that affect shield amount
There were
8 astonautic rigs that affect armor amount.
The playing field for different types of tanking was balanced. It won't be anymore.
In PvP warp speed and lock time are both going to help get ships tackled.
Shield had an advantage when rigging for warp speed Armor had an advantage when rigging for lock time
You have moved the tackling balance in favour of armor. Please revoke this change. |
Frozen Chief
Hedion University Amarr Empire
8
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Posted - 2013.11.08 14:37:00 -
[563] - Quote
Mioelnir wrote:I'd like to vote for agility and warp speed improvements on the Fenrir for the freighter rebalancing, so my Minmatar rocket shopping cart can properly outrun those Charons. Yes. |
Harvey James
The Sengoku Legacy
589
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Posted - 2013.11.08 14:46:00 -
[564] - Quote
i would suggest all rigs need looking at bonuses on some are pretty poor and penalties make no sense on some types of rigs |
Rammix
TheMurk
108
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Posted - 2013.11.09 02:46:00 -
[565] - Quote
Couple of days ago tested an inty on SiSi. Very much liked the travel speed with rigs and full set of implants. If you over-nerf that, I won't like your posts anymore. |
Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
4281
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Posted - 2013.11.10 00:44:00 -
[566] - Quote
Dav Varan wrote:CCP Fozzie wrote: 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.
Shield tanks are more reliant on CPU than Armor You havn't leveled the playing field you have favoured armor over shield instead of shield over armour. GǪ Maybe don't bother with a penaly or maybe penalise scan res a bit. Better catching power overall ( warp speed + lock time ). But worse at camping gates pure lock time.
That's what I'd do, move the penalty to something that compromises all ships equally, rather than PG or CPU which compromise armour/shield unequally. |
Dinsdale Pirannha
Pirannha Corp
1450
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Posted - 2013.11.10 01:35:00 -
[567] - Quote
TrouserDeagle wrote: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?
Nerf?? Try totally ruin the entire ship class.
We can't have an income stream (T3 ship building) that the null sec cartels cannot control. That would not be good for the game. |
Barrogh Habalu
Imperial Shipment Amarr Empire
558
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Posted - 2013.11.11 06:49:00 -
[568] - Quote
Dinsdale Pirannha wrote:Nerf?? Try totally ruin the entire ship class.
We can't have an income stream (T3 ship building) that the null sec cartels cannot control. That would not be good for the game. Implying "null sec cartels" don't have WH presence. |
Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1008
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Posted - 2013.11.11 06:56:00 -
[569] - Quote
Mara Rinn wrote:Dav Varan wrote:CCP Fozzie wrote: 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.
Shield tanks are more reliant on CPU than Armor You havn't leveled the playing field you have favoured armor over shield instead of shield over armour. GǪ Maybe don't bother with a penaly or maybe penalise scan res a bit. Better catching power overall ( warp speed + lock time ). But worse at camping gates pure lock time. That's what I'd do, move the penalty to something that compromises all ships equally, rather than PG or CPU which compromise armour/shield unequally.
It's fine as-is. Consider it another potential reason to fit an armor tank instead of shoehorning a max-gank shield fit onto every ship ever. |
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CCP Fozzie
C C P C C P Alliance
8239
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Posted - 2013.11.11 10:50:00 -
[570] - Quote
Kadesh Priestess wrote:What do numbers in accel/decel row mean? Are these numbers simply au/s^2, or some special coefficients? Would be glad to get some explanation.
It's not in au/s^2, it's a dimensionless variable that plugs into the warp formula. I just chatted with CCP Masterplan about the question and he's going to write up some more details to go into an upcoming dev blog. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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