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Author |
Thread Statistics | Show CCP posts - 18 post(s) |
PinkKnife
Future Corps Sleeper Social Club
417
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Posted - 2013.10.02 17:46:00 -
[61] - Quote
Any thoughts to a warp animation for other ships, so that people know when a ship has entered warp outside of it being non lockable? Likewise, when it comes out?
Aside from being badass, it would help provide information that otherwise is taken from simply spam clicking lock. |
WInter Borne
Cold Station 12 Surely You're Joking
88
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Posted - 2013.10.02 17:48:00 -
[62] - Quote
Mina Sebiestar wrote:1st
Later
nice now all we need is in warp battles!!!! Now if only bigger ships going into warp pulled smaller ships into their warp tunnel with them.
Adding the ability to fight in warp would do interesting things to pvp. |
Guns nButter
Rim Collection RC Sorry We're In Your Space Eh
4
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Posted - 2013.10.02 17:52:00 -
[63] - Quote
Do warp speed rigs modify acceleration? If so, just how fast would a fast inty with t2 rigs go, say, 150km / 1 au / 5 au?
Edit: and why is my phone posting ant size text? :/ |
Shane Rockwell
Southern Cross Trilogy Flying Dangerous
1
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Posted - 2013.10.02 17:56:00 -
[64] - Quote
Excellent change. |
Ju0ZaS
Shoulda Checked Local Break-A-Wish Foundation
26
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Posted - 2013.10.02 17:56:00 -
[65] - Quote
Maybe you should use the default warp speed for BCs and make things faster from that, and make BS warping a a bit faster from the current one you're suggesting. Like 2.5. BSs are a pain to travel with as it is. Imagine is every warp takes like 20 seconds longer after this.
This way the BSs will still be a bit slower but not too much, and everything else except BCs will enjoy faster warping. Are you going to fight me or do you expect to bore me to death with your forum pvp? |
Klyith
GoonWaffe Goonswarm Federation
29
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Posted - 2013.10.02 18:18:00 -
[66] - Quote
Ripard Teg wrote:All hail my favorite things about Rubicon so far. For paying up your bet / bribe, I recommend a good Armagnac. It's the single-malt to cognac's blended whisky, and because nobody writes raps about it the price is better too. |
Forlorn Wongraven
Habitual Euthanasia Pandemic Legion
78
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Posted - 2013.10.02 18:19:00 -
[67] - Quote
When you combine those with the new EAF and Interceptor changes this will lead to some ridicolous OP frigate superiority in nearly all combat situations. Shadoo > whoever was the first nyx on grid Shadoo > THANK GOD YOU ARE A SMART MAN and fitted the best tank in PL Shadoo > (ie. cyno) |
Fredric Wolf
Black Sheep Down Tactical Narcotics Team
19
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Posted - 2013.10.02 18:33:00 -
[68] - Quote
Dinsdale Pirannha wrote:Naturally, as designed, this is another huge nerf to Incursion runners. You guys keep finding creative ways to wreck Incursion income, don't you?
First you trash the Marauder, now you increase warp times on T2 BS's by 33% for a 50 AU move, and 46% for a T1 BS.
Assuming a 5 minute payout to payout time prior to this nerf, which is now going to be 5:22 , you have now hammered Incursion income by 7.3%.
Null sec won't be hit as hard because running null sec anoms takes longer, and the additional 22 seconds of warp time for a T1 BS will be a lower percentage of a longer site to site completion.
Wow just wow. You sir will not be missed when you quit this game. |
Nikuno
Atomic Heroes The G0dfathers
155
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Posted - 2013.10.02 18:39:00 -
[69] - Quote
CCP Masterplan wrote:DJ FunkyBacon wrote:These changes are incredible. Obviously this is CCP Masterplan's doing. This has been something that has bugged me for a while about the warp code. 8 pages of math later, and we have something that I think is going to be much more fun all around.
Now all we need is line-of-sight firing and Eve will become perfect
Thank you for doing this, it's been a bugbear of mine for years and really limited the tactical value of ship choices. Utterly incredible change |
Mioelnir
Cataclysm Enterprises Easily Offended
108
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Posted - 2013.10.02 18:40:00 -
[70] - Quote
Since the closing of the evegate, agility and speed at the cost of sound structural integrity has been an engineering trademark of the tribes of matar. This can be seen at the following transcript of a conversion between two Boundless Creations starship engineers.
Quote:"What goes here?" "Propulsion module." "Another one?" "Yes." "Why?" "Why not?" "True." Since Quantum Rise, other nations plundered our heritage and technological marvel of strapping oversized rockets onto anything and everything, closing the speed gap. All the while refusing to share advances in locking range and sensor strength.
Upon seeing these new advances in warp flight physics, many Matari engineers exclaimed "Oh, that's how we did it all along. Guess now we know why it worked in the first place." realizing their ships were 2.5% better than anyone elses in the same class. |
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Liam Inkuras
Chaotic Tranquility Casoff
461
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Posted - 2013.10.02 19:13:00 -
[71] - Quote
So are you saying, that I can actually intercept in my interceptor now? I wear my goggles at night.
Any spelling/grammatical errors come complimentary with my typing on a phone |
PVDNS77
Red Federation RvB - RED Federation
27
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Posted - 2013.10.02 19:14:00 -
[72] - Quote
why do you hate freighters so much? it's a pain in the ass to travel with them atm if you are not afk... but making them even slower... thats just cruel. :(
anyway. i like the concept. |
Twisted Chick
11
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Posted - 2013.10.02 19:14:00 -
[73] - Quote
Great changes (\(^3^)/) Title: She who hunts Pandas
I Heard there was Pandas around here? You have Pandas? Give me your Pandas. |
Jenn aSide
STK Scientific Initiative Mercenaries
2961
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Posted - 2013.10.02 19:15:00 -
[74] - Quote
Dinsdale Pirannha wrote:Naturally, as designed, this is another huge nerf to Incursion runners. You guys keep finding creative ways to wreck Incursion income, don't you?
First you trash the Marauder, now you increase warp times on T2 BS's by 33% for a 50 AU move, and 46% for a T1 BS.
Assuming a 5 minute payout to payout time prior to this nerf, which is now going to be 5:22 , you have now hammered Incursion income by 7.3%.
Null sec won't be hit as hard because running null sec anoms takes longer, and the additional 22 seconds of warp time for a T1 BS will be a lower percentage of a longer site to site completion.
Someone's record player keeps playing the same record it seems. Everyhting must be compared to null.
To bad you don't understand how the regular bounty system works compared to the incursion bounty system. The regular system isn't base don site completion it's based on individual ship bounties. Trhe longer it take syou to get to a new site, the longer it takes to start killing.
Also, the longer warps are going to impact null anoms more, because a null anomaly is in an upgrade system most likely used by multiple people. As it is now you sometimes have to warp around to find an empty anom, this process will take longer now. in addition, the warp ins on many anomalies arne't set in stone like the (gate based) incursions, meaning sometimes you have to warp out and come back because you are to far (for a close range ship with no prop mod) or to to close (for a sniper ship or a long range ship in Blood Raider space that wants to avoid neuting).
And this (along with the interceptor buff) will REALLY affect carrier ratting, meaning more sentry carrier losses and then fewer carriers being risked in anoms. Carriers are among the few ships that can match or exceed the individual isk/hr incursion runners make in an active fleet.
The bottom line is that these changes hit null sec (that magical place NOT protected by magical space police, unlike high sec) much harder than it does incursions. Don't let this affect your paranoia and unreasonableness though.
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CCP Masterplan
C C P C C P Alliance
1239
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Posted - 2013.10.02 19:18:00 -
[75] - Quote
Liam Inkuras wrote:So are you saying, that I can actually intercept in my interceptor now? I know, crazy isn't it? :) "This one time, on patch day..." CCP Masterplan -á| -áTeam Five-0: Rewriting the law |
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Helicity Boson
Immortalis Inc. Shadow Cartel
572
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Posted - 2013.10.02 19:20:00 -
[76] - Quote
CCP Masterplan wrote:Liam Inkuras wrote:So are you saying, that I can actually intercept in my interceptor now? I know, crazy isn't it? :)
To rephrase:
"So are you saying, that I can actually intercept in my interceptor now?* "
*unless you're a lowsec pirate |
Berluth Luthian
Meltdown.
114
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Posted - 2013.10.02 19:24:00 -
[77] - Quote
Will agility affect warp acceleration? Will my low grade nomad implants have a higher demand?
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Iris Bravemount
Fweddit I Whip My Slaves Back and Forth
249
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Posted - 2013.10.02 19:26:00 -
[78] - Quote
Best change ever!
It would be perfect if you could shift a bigger proportion of the accel/decel part into the acceleration, so that we can get the same kind of impressive drop out of warp as in the incursion trailer (when the Revenant drops almost instantly into the picture).
But even without that, it's awesome! Thank you guys! Why active tank bonuses are bad for you |
Johan March
GoonWaffe Goonswarm Federation
57
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Posted - 2013.10.02 19:27:00 -
[79] - Quote
Very nice changes. Knocking about 2/3rds the time off ~30 AU warp distances for Interceptors and CovOps frigates will make a huge difference. |
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CCP Masterplan
C C P C C P Alliance
1241
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Posted - 2013.10.02 19:37:00 -
[80] - Quote
Berluth Luthian wrote:Will agility affect warp acceleration? Will my low grade nomad implants have a higher demand?
No. Agility only factors in to sub-warp mobilty. (They will help you hit the 75% alignment slightly quicker, but once the warp kicks in, you need something else like a rig) "This one time, on patch day..." CCP Masterplan -á| -áTeam Five-0: Rewriting the law |
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Olaf4862
KnownUnknown
33
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Posted - 2013.10.02 20:03:00 -
[81] - Quote
I see Eve has finally broke the Warp 2 Barrier. Congratulations |
Mioelnir
Cataclysm Enterprises Easily Offended
108
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Posted - 2013.10.02 20:25:00 -
[82] - Quote
So, I've just flown my usual freighter route in a frig, writing down all the warp distances along the way, rounded to the next full au. From station to station it is 26 warps, average warp length 39.76au, minimum 15au, maximum 164au, standard deviation 38.44.
Rough ballpark for freighter warp time based on the old table: 33 minutes 26 seconds Rough ballpark for freighter warp time based on the new table: 39 minutes 43 seconds For an overall increase in travel time of 18.8%.
Long warps are so rare in empire space where freighters are flown and not bridged, that the majority of freighter pilots will never experience a faster warp at all. So, a 18.8% buff to afk gameplay I suppose. |
None ofthe Above
729
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Posted - 2013.10.02 20:52:00 -
[83] - Quote
Helicity Boson wrote:CCP Masterplan wrote:Liam Inkuras wrote:So are you saying, that I can actually intercept in my interceptor now? I know, crazy isn't it? :) To rephrase: "So are you saying, that I can actually intercept in my interceptor now?* " *unless you're a lowsec pirate
What would be the problem here? Gate guns?
If that's the case this won't make things any worse and I think it opens up opportunities, for catching people on celestials and such. The only end-game content in EVE Online is the crap that makes you rage quit. |
Wolf Kyosuke
Federal Defense Union Gallente Federation
4
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Posted - 2013.10.02 21:06:00 -
[84] - Quote
Is it correct for me to presume that, despite these changes, it is still considered an exploit to avoid concord by warping either on or off grid after ganking a miner in a destroyer even though it would be easier to do now? |
Tarn Kugisa
Imperial Guardians Spaceship Samurai
502
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Posted - 2013.10.02 21:36:00 -
[85] - Quote
Celebratory video Be polite. Be efficient. Have a plan to troll everyone you meet --áKuroVolt |
Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
878
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Posted - 2013.10.02 21:53:00 -
[86] - Quote
Wolf Kyosuke wrote:Is it correct for me to presume that, despite these changes, it is still considered an exploit to avoid concord by warping either on or off grid after ganking a miner in a destroyer even though it would be easier to do now?
Since align times aren't changing, it's not easier to avoid CONCORD in this fashion. But either way, avoiding CONCORD is still an exploit. |
Freelancer117
So you want to be a Hero
82
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Posted - 2013.10.02 22:06:00 -
[87] - Quote
Fozzie plz add to the Warp Core Stabilizers extra warp speed bonus to make them sexy again Eve rule no.1: The players will make a better version of the game, then CCP initially plans.
http://eve-radio.com//images/photos/3419/223/34afa0d7998f0a9a86f737d6.jpg
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M1k3y Koontz
Thorn Project Surely You're Joking
331
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Posted - 2013.10.02 22:10:00 -
[88] - Quote
Ripard Teg wrote:All hail my favorite things about Rubicon so far.
^ This. I heard this idea somewhere, it may have been Jester's Trek, and thought, "That's brilliant, wish CCP would do that"
And now it has happened. Love you long time Fozzie GÖÑ
Only downside, no more bios in warp worth it though
Probably my favorite feature other than the super-sexy ship models (I'm looking at you SOE). How much herp could a herp derp derp if a herp derp could herp derp. |
Sergeant Acht Scultz
School of Applied Knowledge Caldari State
1248
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Posted - 2013.10.02 22:14:00 -
[89] - Quote
Loved your post, welp at least this part
Everything else I actually haven't read it completely but yep, it's cool and makes sense. *removed inappropriate ASCII art signature* - CCP Eterne |
Zanquis
Fweddit I Whip My Slaves Back and Forth
1
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Posted - 2013.10.02 22:17:00 -
[90] - Quote
A few questions if I may,
What arrribute will govern how fast a ship will accelerate to their max warp speed?
Items that have a high top speed do not necessarly accelerate quickly, and the reverse is also true. however this solution seems to present faster warp speeds as faster acceleration. seperating thr two creats some interesting ship options for warp.
Will a ships max warp speed, and it's ability to reach max warp be two seperate attributes in thr new design?
Also I saw no mention of the capacitor cost to warp a given distance involved in the change. Perhaps this ahould be take. Into consideration if an interceptor is to warp a long distance in order to catch a prey.
Thanks, |
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