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Author |
Thread Statistics | Show CCP posts - 18 post(s) |

Marlona Sky
D00M. Northern Coalition.
4250
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Posted - 2013.10.02 22:32:00 -
[91] - Quote
Since we are on the warp thing. Has there been any thought about any game play during warp? Strange question I know, but when I'm in the same warp tunnel as someone I don't like... . |

FistyMcBumBasher
Calamitous-Intent
57
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Posted - 2013.10.02 22:34:00 -
[92] - Quote
I really like these changes, they are definitely going to shake up the meta even more. |

Kadassh
Paxton Industries Gentlemen's Agreement
4
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Posted - 2013.10.02 22:42:00 -
[93] - Quote
Can you guys provide some data about the time it takes to warp these distances with all the available modules/implants installed that would influence its warp speed on an interceptor? |

SMT008
SnaiLs aNd FroGs Verge of Collapse
685
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Posted - 2013.10.02 23:37:00 -
[94] - Quote
Very nice job I have to say, gentlemens !
 |

Cage Man
267
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Posted - 2013.10.02 23:54:00 -
[95] - Quote
Is this going to impact fleet warp mechanics, ie if a fleet warps at the same time, fleet warp and everyone is full speed aligned, will the whole fleet still come out of warp together or will the smaller ships land first ? The thick plottens... CCP, When can my crane get its black paint job back?? |

Mike Azariah
DemSal Corporation DemSal Unlimited
654
|
Posted - 2013.10.03 00:02:00 -
[96] - Quote
Cage Man wrote:Is this going to impact fleet warp mechanics, ie if a fleet warps at the same time, fleet warp and everyone is full speed aligned, will the whole fleet still come out of warp together or will the smaller ships land first ?
Fair assumption will be that they will conform to the slowest in the fleet.
but that is just an assumption
m Mike Azariah-á CSM8 |

Marsan
Caldari Provisions
126
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Posted - 2013.10.03 00:25:00 -
[97] - Quote
Really what would help is if there were some way to follow ship in warp. Now I think simply hitting a key or activating a module and landing in their safe spot is unbalanced, but maybe if there were a way to align on their course at warp. That would help you narrow down things to a handful of gates, planets or belts without making safe spot useless. Similar to how you can do it now if you zoom in on your target. Former forum cheerleader CCP, now just a hopeful small portion of the community. |

Tore Vest
349
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Posted - 2013.10.03 00:43:00 -
[98] - Quote
This is cool  I beleve a lot of things going to change in low/nullsec now 
R.I.P BS and BC
Long live superfast frigs/destroyers and cruisers  No troll. |

Align Planet1
Ecstasy Empire
24
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Posted - 2013.10.03 01:31:00 -
[99] - Quote
That Sammy Hagar video brought me back to a time before I had banished Sammy Hagar from memory.
Thanks, Fozzie.  |

Joe Risalo
State War Academy Caldari State
529
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Posted - 2013.10.03 01:31:00 -
[100] - Quote
CCP Fozzie wrote:Before we start, here's the correct music to accompany this thread.Hello everyone! We're ready now to start posting feedback threads about some Rubicon balance changes, in preparation for the first public version of Rubicon hitting SISI next week! This thread is going to cover our changes to warp speeds and warp acceleration, which have been rightfully getting a lot of buzz since we unveiled them in the Rubicon announcement live stream. Previously, in EVE Online:For anyone that's not aware, at the moment each ship has an attribute called warpSpeedMultiplier that affects its max speed in warp. It is affected by a set of rigs and some Strategic Cruiser subsystems. In practice this attribute is almost entirely useless because the amount of time you spend accelerating to and decelerating from your max warp speed is currently fixed. At most normal warp distances, ships spend very little (often no) time at max warp speed. This sucks in a lot of ways. It makes those aforementioned rigs and subsystems useless, it prevents meaningful differentiation between sizes of ships, and it puts hard minimums on how fast we can make any ship warp. We've wanted to redo this system for a long time, and a failed attempt was actually made back in the leadup to Retribution. For Rubicon, CCP Masterplan has finally freed us from the shackles of a crappy warp acceleration backend, and together we're going to be revamping the balance around warp speeds. Details!After the Winter expansion, the same attribute that sets max warp speed will also modify the acceleration and deceleration of the ship at warp, so that a ship that warps fast will actually warp fast. The current design has the fulcrum set on T1 Cruisers. If you're flying a T1 Cruiser with no modifications to your warp speed you will not notice any difference warping after the patch. Every ship that warps faster than a cruiser will see their acceleration speed up (and therefore see significant reductions in overall time warping) and every ship larger than a cruiser will see their acceleration slow down (and therefore spend more time in warp). The small ships are being sped up by a larger degree than the big ships are being slowed down, so the average warp speed of an EVE ship is going to be getting faster. It's important to note that this change does not affect align time. This only changes the amount of time a ship spends from when they enter warp (when they become unlockable) until they exit.We're also creating more distinct levels of warp speed between ship groups (at the moment destroyers, cruiser, BCs and BS all warp the same speed). Most T2 ships will be slightly faster than their T1 versions (more if their role demands it) to reflect their more advanced construction. The result of these changes will be that gangs of small ships will be able to travel across large areas of space much more quickly to find fights, people will have better decisions available to them when picking the ship to bring to a fight, and clever wings of interceptors or interdictors will be able to loop around ahead of hostile battleship fleets to cut them off. One other note, ships fleet warping together will continue to warp at the slowest speed of any ship that is involved in the fleet warp. This includes acceleration and deceleration so if you fleet warp you'll continue to land at the same time. We're strongly considering adding more ways to affect your warp speed at some point in the future, but nothing has been decided on that yet. Numbers!Here's a chart of how long it takes for different ships to make warps of different lengths now.And here's the same chart showing the current design for Rubicon.One clarification, Tech 3 cruisers will continue to be on parity with T1 cruisers by default, which means they start at 3au/s and with the Gravitation Capacitor subsystem can get as fast as 5.25 (destroyer speed). You'll notice that we've actually compressed the far sides, so freighters will have a much higher max warp speed and some interceptors are actually losing some max warp speed. In practice though every interceptor will be going much much faster for every normal length warp and we wanted to keep the travel time for freighters in a reasonable range so we're quite confident that both those changes are the right call. Small ships will be making warps much much faster than before, and larger ships will move with speeds more befitting their massive bulk and power. The best way to get your heads around these changes is to try them out, so thankfully these changes will be on Singularity with the first public version scheduled for next week. We're always interested in your feedback, but we'll be especially interested in hearing what people think once they've had a chance to try the new warp system for themselves on Sisi. We're really excited to be able to make these changes and we think they are going to be a very significant positive step for EVE. Let us know what you think in this thread, and look to Sisi next week for your first chance to try them out for yourselves!
Sooo... This means that Marauders will take foreven to align AND to warp.....
Cool and all, but seriously... Don't terribad nerf Marauder mass....please |
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SkyMeetFire
The Rising Stars The Initiative.
25
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Posted - 2013.10.03 01:36:00 -
[101] - Quote
Marlona Sky wrote:Since we are on the warp thing. Has there been any thought about any game play during warp? Strange question I know, but when I'm in the same warp tunnel as someone I don't like...
I might be alone in this, but personally I hope they don't ever add some sort of in-warp combat. I kinda like how now warps can be a sort of a reprieve from a fight, and gives me a moment to catch my bearings or plan the next move. EVE really needs that. |
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CCP Fozzie
C C P C C P Alliance
7684

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Posted - 2013.10.03 01:59:00 -
[102] - Quote
Hey guys, I'm not going to be posting a lot in these threads between now and Monday, when these changes hit sisi. Just want to reassure you all that I'm still going to be reading every post in this thread and that I appreciate the feedback. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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Galphii
Oberon Incorporated RAZOR Alliance
184
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Posted - 2013.10.03 02:17:00 -
[103] - Quote
Been waiting for this change for years and years. Hooray for backend work! X |

Aglais
Deep Core Mining Inc. Caldari State
398
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Posted - 2013.10.03 02:19:00 -
[104] - Quote
Joe Risalo wrote:
Sooo... This means that Marauders will take foreven to align AND to warp.....
Cool and all, but seriously... Don't terribad nerf Marauder mass....please
Too late for that. Marauders are dead in the water. Slow in literally every field, and their gimmick forces them to not move at all. So now they're stuck with MJDs for subwarp travel because they're too slow and heavy for ABs, and 100MN MWDs are so broken in terms of cap use that you can just automatically rule those out by default.
And now there's this.
At least my Caracals aren't going to feel any different. |

Chigurh Friendo
Stay Frosty.
6
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Posted - 2013.10.03 02:44:00 -
[105] - Quote
First off, I'm a huge fan of these changes.
Secondly, I share the same concern that a few other pilots have highlighted regarding the Dscan interval.
Will the Dscan interval be receiving any attention in concert with these warp speed changes?
In particular the punitive "you can't scan for a few seconds because you pressed the button too fast" 'feature' might need to be addressed with these coming changes. |

Caldari 5
D.I.L.L.I.G.A.F. S.A.S Northern Associates.
103
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Posted - 2013.10.03 03:22:00 -
[106] - Quote
Am I reading this correctly a Freighter will take 22seconds to warp 150Km? My Interceptor does about 5.3Km/s, which means that it can do 150Km in 28.3seconds, I'm sure that there are some Interceptors that can do better, but this Freighter speed is only just faster than an Interceptors SubWarp Speed :P |

Xurr
Angelic Insurrection Corp
29
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Posted - 2013.10.03 03:54:00 -
[107] - Quote
How about some explanation of why you think freighters are moving too fast now. Except of course on trips over 100au.
I really don't understand how you came to the conclusion that most freighters are warping too fast.
The rest seems nice, but holy cow these freighter changes blow. |

Debir Achen
The Red Circle Inc.
65
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Posted - 2013.10.03 04:16:00 -
[108] - Quote
I note shuttles, pods, and noobships aren't listed. Currently, shuttles are 2/6 (same as frig), noobships 1/3 (same as cruiser, etc) and I believe pods are 1/3 also. What happens to these post-retribution? Aren't Caldari supposed to have a large signature? |

Tragedy
The Creepshow
80
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Posted - 2013.10.03 04:27:00 -
[109] - Quote
This is one of the best changes made in years imo. This is gonna be ridiculous amounts of fun. |

Tragedy
The Creepshow
80
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Posted - 2013.10.03 04:30:00 -
[110] - Quote
Caldari 5 wrote:Am I reading this correctly a Freighter will take 22seconds to warp 150Km? My Interceptor does about 5.3Km/s, which means that it can do 150Km in 28.3seconds, I'm sure that there are some Interceptors that can do better, but this Freighter speed is only just faster than an Interceptors SubWarp Speed :P Because of the accel and deceleration times. Just think of a loaded semi truck vs a formula 1 car. That example is basically pure accel and decel, yeah the inty/formula 1 car is gonna smoke it, it wont be so bad for a freighter travelling several AU. |
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Joe Risalo
State War Academy Caldari State
529
|
Posted - 2013.10.03 04:35:00 -
[111] - Quote
Tragedy wrote:Caldari 5 wrote:Am I reading this correctly a Freighter will take 22seconds to warp 150Km? My Interceptor does about 5.3Km/s, which means that it can do 150Km in 28.3seconds, I'm sure that there are some Interceptors that can do better, but this Freighter speed is only just faster than an Interceptors SubWarp Speed :P Because of the accel and deceleration times. Just think of a loaded semi truck vs a formula 1 car. That example is basically pure accel and decel, yeah the inty/formula 1 car is gonna smoke it, it wont be so bad for a freighter travelling several AU.
if only they hadn't nerfed the crap out of Marauder mass.... |

Rendiff
Funk Soul Brothers High Rollers
30
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Posted - 2013.10.03 04:37:00 -
[112] - Quote
These changes please me. |

Wapu Kashuken
Serenity Rising LLC Ishuk-Raata Enforcement Directive
20
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Posted - 2013.10.03 05:14:00 -
[113] - Quote
Awesome. Thanks for [finally] getting around to fixing this archaic remnant of old game mechanics. Fixed acceleration never made sense and some of the threads on this became infuriating. |

Roime
Quantum Cats Syndicate Samurai Pizza Cats
3541
|
Posted - 2013.10.03 05:42:00 -
[114] - Quote
Great stuff, long overdue fix. Major buff to fast industrials, and it's great that T2 is faster than vanilla!
However, this buries the battleship class even deeper into the station spinning role. First their unsuccessful rebalancing didn't make them viable for normal pvp, now this slow even less.
Notify-á-á You cannot do that while warping. |

ZoraTestra
Caldari Provisions Caldari State
32
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Posted - 2013.10.03 06:21:00 -
[115] - Quote
Are you taking into account the Eifyr and Co. 'Rogue' Warp Drive Speed series implants? |

Irnal Zek
Ministry of War Amarr Empire
0
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Posted - 2013.10.03 06:40:00 -
[116] - Quote
Freighters getting even slower 
So without webs Jita-rens and back will take you about 2hours of "select next gate press jump" Brilliant gameplay. |

Chessur
Strontless Mistakes Fatal Ascension
156
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Posted - 2013.10.03 07:05:00 -
[117] - Quote
I am so glad this is finally happening! Such a long overdue change, and very welcome.
Now if only we can get rid of that **** interceptor role bonus.... Its going to be fast enough for catching up to other fleets. |

Koban Agalder
Future Corps Sleeper Social Club
6
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Posted - 2013.10.03 07:08:00 -
[118] - 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. Is there any chance that at one point of time you will shows us (parts) of the especially weird and spaghetti code (old now unused code)? James Arget for CSM 8!-áhttp://csm.fcftw.org-á |

Altrue
Exploration Frontier inc
583
|
Posted - 2013.10.03 07:17:00 -
[119] - Quote
First, thanks for finally changing this mechanic ! You rock !
Now about the changes themselves, they are pretty good... EXCEPT !
1- Attack BC should warp faster than other BCs imo.
2- Where is the orca on your chart ? Capital ship ? (If yes, this is a very bad idea imo :D)
3- You killed my rigged 20Au/sec travel rapooooor :-( (because his base warp speed will now be 10 au /sec if I read the chart correctly) G££ <= Me |

Afandi
Otbor Chereshka GaNg BaNg TeAm
12
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Posted - 2013.10.03 07:27:00 -
[120] - Quote
Long freighter routes will be hell...
Please, explain, why did you assume that there are many inter-system jumps over 50 AU and thus made the freighters faster in this warp range?
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