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Thread Statistics | Show CCP posts - 18 post(s) |
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CCP Fozzie
C C P C C P Alliance
7588

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Posted - 2013.10.02 15:59:00 -
[1] - Quote
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.
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.
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! Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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Mina Sebiestar
Mactabilis Simplex Cursus
423
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Posted - 2013.10.02 16:00:00 -
[2] - Quote
1st
Later http://i.imgur.com/1N37t.jpg
http://i.imgur.com/KTjFEt6.jpg I dont always fly stabber but when i do...
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CCP Masterplan
C C P C C P Alliance
1220

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Posted - 2013.10.02 16:03:00 -
[3] - Quote
ENGAGE! "This one time, on patch day..." CCP Masterplan -á| -áTeam Five-0: Rewriting the law |
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DJWiggles
Eve Radio Corporation
118
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Posted - 2013.10.02 16:06:00 -
[4] - Quote
SO MUCH LOVE ....
also love the content for my show tonight :D Live on Eve Radio Wednesdays 20:00 GMT with me & friends blabbering on about Eve and stuff-áFollow me on twitter http://twitter.com/WigglesGRN, like me on facebook http://facebook.com/wigglesGRN or check out my blog http://wiggles.gamingradio.net/blog
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aoeu Itonula
School of Applied Knowledge Caldari State
8
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Posted - 2013.10.02 16:07:00 -
[5] - Quote
4 seconds for an Inty to warp 150km, this is awesome |

BadAssMcKill
Love Squad
386
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Posted - 2013.10.02 16:07:00 -
[6] - Quote
Pray 2 Sanic http://i.imgur.com/6j6cIZE.gif-á |

Capqu
Love Squad
284
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Posted - 2013.10.02 16:07:00 -
[7] - Quote
very nice, probably my favorite change ever to eve
no more landing on grid in a sanctum and decelerating for 10 seconds and watching the poor drake warp off from the window of your cold, lonely stiletto
any chance of some lock range for ceptors too fozzlord? pretty please http://pizza.eve-kill.net |

BAJRAN BALI
Rabid Ninja Space Monkey Inc. Monkeys with Guns.
20
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Posted - 2013.10.02 16:09:00 -
[8] - Quote
I can't wait to hop on to SISI next week! This gonna be awesome! |

Tubrug1
Blue Republic RvB - BLUE Republic
266
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Posted - 2013.10.02 16:09:00 -
[9] - Quote
Why are Freighters becoming faster? Writer of The Eve Onion http://eveion.blogspot.co.uk/
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Kismeteer
GoonWaffe Goonswarm Federation
436
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Posted - 2013.10.02 16:10:00 -
[10] - Quote
How painful is it going to be to fit a cyno to an inty? Because I found a new favorite cyno ship.
claw - Bubble immunity, 2 wcs, 4k mwd speed, 2.8 align, 30m sig, enough for one light with current cargohold at cyno 4. |
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CCP Fozzie
C C P C C P Alliance
7591

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Posted - 2013.10.02 16:11:00 -
[11] - Quote
Tubrug1 wrote:Why are Freighters becoming faster?
They're getting faster for long warps, slower for short warps. We didn't want to have speeds too low with the new system, as it would have been easy for the slowest ships to become prohibitive. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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Ripard Teg
Stimulus Rote Kapelle
749
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Posted - 2013.10.02 16:11:00 -
[12] - Quote
All hail my favorite things about Rubicon so far.  Jester's Trek: wherein I ramble about EVE Online, gaming, and from time to time... life. |

Swiftstrike1
Interfector INC. Fade 2 Black
253
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Posted - 2013.10.02 16:12:00 -
[13] - Quote
Moment forever ruined by Youtube adverts :'(
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CCP Fozzie
C C P C C P Alliance
7591

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Posted - 2013.10.02 16:12:00 -
[14] - Quote
Kismeteer wrote:How painful is it going to be to fit a cyno to an inty? Because I found a new favorite cyno ship.
claw - Bubble immunity, 2 wcs, 4k mwd speed, 2.8 align, 30m sig, enough for one light with current cargohold at cyno 4.
 Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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Naomi Anthar
119
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Posted - 2013.10.02 16:12:00 -
[15] - Quote
I don't feel good about Dessie having same warp speed as BC for example. Consider maybe 4.5 ? Other than that +1 . |

Tubrug1
Blue Republic RvB - BLUE Republic
266
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Posted - 2013.10.02 16:12:00 -
[16] - Quote
CCP Fozzie wrote:Tubrug1 wrote:Why are Freighters becoming faster? They're getting faster for long warps, slower for short warps. We didn't want to have speeds too low with the new system, as it would have been easy for the slowest ships to become prohibitive.
So they are. Writer of The Eve Onion http://eveion.blogspot.co.uk/
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Capqu
Love Squad
284
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Posted - 2013.10.02 16:13:00 -
[17] - Quote
Ripard Teg wrote:All hail my favorite things about Rubicon so far. 
unironically the best change eve has ever seen, and if you had a hand in it i'm glad i voted for you (i didn't vote for you) http://pizza.eve-kill.net |

DJ FunkyBacon
Eve Radio Corporation
164
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Posted - 2013.10.02 16:18:00 -
[18] - Quote
These changes are incredible. Obviously this is CCP Masterplan's doing. |

Gamer4liff
GoonWaffe Goonswarm Federation
27
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Posted - 2013.10.02 16:20:00 -
[19] - Quote
CCP Fozzie wrote:Tubrug1 wrote:Why are Freighters becoming faster? They're getting faster for long warps, slower for short warps. We didn't want to have speeds too low with the new system, as it would have been easy for the slowest ships to become prohibitive. As somebody whose alt spends a lot of time in freighters, thanks for this. |

David Magnus
239
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Posted - 2013.10.02 16:21:00 -
[20] - Quote
These changes are very welcome. They seem well thought out and very reasonable. Thanks! http://soundcloud.com/davidkmagnus/fight-us-maybe http://soundcloud.com/davidkmagnus/winterupdate http://soundcloud.com/davidkmagnus/supercaps http://soundcloud.com/davidkmagnus/pandemiclegion |
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CCP Masterplan
C C P C C P Alliance
1223

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Posted - 2013.10.02 16:21:00 -
[21] - Quote
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. "This one time, on patch day..." CCP Masterplan -á| -áTeam Five-0: Rewriting the law |
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Clith
ElitistOps Pandemic Legion
128
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Posted - 2013.10.02 16:23:00 -
[22] - Quote
This is the best change coming in Rubicon |

Titus Balls
Stay Frosty.
8
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Posted - 2013.10.02 16:24:00 -
[23] - Quote
Loving these changes - I think interceptors will become one of my new fav ships again (I haven't flown them since moving to lowsec).
I wouldn't normally in a devthread but I think it deserves a gif |

Kismeteer
GoonWaffe Goonswarm Federation
436
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Posted - 2013.10.02 16:26:00 -
[24] - Quote
What about the spin up to warp speed, is that the same?
Looks like rorquals get a nerf on warps too, as if logistics needed more pain. |

Kismeteer
GoonWaffe Goonswarm Federation
436
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Posted - 2013.10.02 16:28:00 -
[25] - Quote
Oh, and fix the recon cap usage on warps while you're at it.
4 warps for a single system in a recon is a joke. |

Capqu
Love Squad
285
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Posted - 2013.10.02 16:29:00 -
[26] - Quote
have you considered these changes with regard to bombing much? http://pizza.eve-kill.net |

Pliskkenn
Tribal Liberation Force Minmatar Republic
0
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Posted - 2013.10.02 16:29:00 -
[27] - Quote
Have you considered possibly upping the warp speeds of Attack Frigates/Cruisers/Battleships slightly compared to their counterparts in class to reflect their nature better? Or was this considered perhaps too favorable to them? |

Green Gambit
Blue Republic RvB - BLUE Republic
27
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Posted - 2013.10.02 16:30:00 -
[28] - Quote
Presumably groups will still continue to warp at the speed of the slowest ship in the group? |
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CCP Masterplan
C C P C C P Alliance
1223

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Posted - 2013.10.02 16:32:00 -
[29] - Quote
Green Gambit wrote:Presumably groups will still continue to warp at the speed of the slowest ship in the group? Yes, that will still work the same way "This one time, on patch day..." CCP Masterplan -á| -áTeam Five-0: Rewriting the law |
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Gizznitt Malikite
Agony Unleashed Agony Empire
2663
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Posted - 2013.10.02 16:37:00 -
[30] - Quote
The average time it takes me to warp from gate to your anomaly just got lowered from 30s to 11s. 
Now, if we could only get a 5-10s delay to "load grid" when entering a system before seeing & showing up in local, I'll never complain about local being used as an intel system again!
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Benny Ohu
Chaotic Tranquility Casoff
1567
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Posted - 2013.10.02 16:40:00 -
[31] - Quote
Are the charts measured in seconds? Does this mean that my MWDing Crusader will beat a warping freighter in the 150-km sprint? |

Grarr Dexx
Snuff Box
262
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Posted - 2013.10.02 16:44:00 -
[32] - Quote
CCP Masterplan wrote:Green Gambit wrote:Presumably groups will still continue to warp at the speed of the slowest ship in the group? Yes, that will still work the same way
Will it include acceleration and deceleration? |

MuraSaki Siki
Minmatar Ship Construction Services Ushra'Khan
23
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Posted - 2013.10.02 16:45:00 -
[33] - Quote
i see the indy has a warp speed modifier to 3, but i remember the base warp speed of indy is 4.5 AU/s
is that a typo? |

Two step
Aperture Harmonics K162
4210
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Posted - 2013.10.02 16:46:00 -
[34] - Quote
CCP Masterplan wrote:ENGAGE!
Give this man all the likes. Excellent change. CSM 7 Secretary CSM 6 Alternate Delegate @two_step_eve on Twitter My Blog
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Trebor Daehdoow
Dirt Nap Squad Dirt Nap Squad.
3084
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Posted - 2013.10.02 16:47:00 -
[35] - Quote
Gamer4liff wrote:CCP Fozzie wrote:Tubrug1 wrote:Why are Freighters becoming faster? They're getting faster for long warps, slower for short warps. We didn't want to have speeds too low with the new system, as it would have been easy for the slowest ships to become prohibitive. As somebody whose alt spends a lot of time in freighters, thanks for this. It all depends on what your average warp length is. I personally feel that freighters should align like pigs and warp faster than they do. These are ships that spend most of their in-space time in warp, so it only makes sense they would be engineered to be good at it. Like any honest politician, "My door is always open, and my hand is always out" |

Ager Agemo
Kiith Paktu Curatores Veritatis Alliance
382
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Posted - 2013.10.02 16:49:00 -
[36] - Quote
can we add a flash warp effect when warps start ala star trek style? XD! |

Edward Pierce
GoonWaffe Goonswarm Federation
120
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Posted - 2013.10.02 16:51:00 -
[37] - Quote
These are great changes and I love the idea, but could we please refrain from using the word Dessie in any future CCP communication? |

Furious Purpose
Dirt 'n' Glitter Filthy Bastards
0
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Posted - 2013.10.02 16:52:00 -
[38] - Quote
How will this affect faction warfare complexes? If you are inside a complex you get a certain amount of warning (due to warp deceleration) before a ship arrives in a complex. In order to get the same amount of warning we will have to click on the d-scan button every 4 seconds if interceptors might be around. Is this an intended effect? And if so, can we have a key-bind for d-scan because my RSI fingers can't handle that amount of mouse clicking!
It seems that the biggest effect of this change will be to make it easier for players to sneak up on others unexpectedly. I could see how this could improve gameplay (for the aggressors at least). But I am a bit concerned at the increasing requirement for d-scanning to stay safe. Clicking d-scan repeatedly I find to be one of the less enjoyable mechanics in EVE.
Are there any changes planned to d-scan in the Rubicon expansion? |

Cypherous
Liberty Rogues Aprilon Dynasty
21
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Posted - 2013.10.02 16:55:00 -
[39] - Quote
Swiftstrike1 wrote:Moment forever ruined by Youtube adverts :'(
AdBlockPlus, nuff said ;) |

Morwen Lagann
Tyrathlion Interstellar
994
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Posted - 2013.10.02 16:57:00 -
[40] - Quote
And suddenly, Minmatar highsec loses its title as the best place to take your mid-warp bathroom breaks. Morwen Lagann Director, Tyrathlion Interstellar |
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Bienator II
madmen of the skies
2058
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Posted - 2013.10.02 17:01:00 -
[41] - Quote
CCP Masterplan wrote:ENGAGE! make it so eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |

Franky Saken
Mafia Redux
2
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Posted - 2013.10.02 17:01:00 -
[42] - Quote
Thanks for this great change. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1446
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Posted - 2013.10.02 17:01:00 -
[43] - Quote
Best change you've made in ages.
No complaints what so ever. BYDI recruitment closed-ish |

Arec Bardwin
1125
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Posted - 2013.10.02 17:08:00 -
[44] - Quote
Will there be any changes to the warp speed rigs? |
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CCP Fozzie
C C P C C P Alliance
7611

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Posted - 2013.10.02 17:09:00 -
[45] - Quote
Arec Bardwin wrote:Will there be any changes to the warp speed rigs?
Plan is to keep them the same, as the bonuses they provide are pretty awesome under the new system. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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Arec Bardwin
1125
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Posted - 2013.10.02 17:12:00 -
[46] - Quote
CCP Fozzie wrote:Arec Bardwin wrote:Will there be any changes to the warp speed rigs? Plan is to keep them the same, as the bonuses they provide are pretty awesome under the new system. My thoughts precisely 
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Arthur Aihaken
The.VOID
252
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Posted - 2013.10.02 17:13:00 -
[47] - Quote
CCP Fozzie wrote: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). T3 strategic cruisers should really be on par with T2 cruisers, no exceptions. Where the T3 comes into play is the Gravitation Capacitor subsystem, which should rightly result in faster speeds - because it's a T3. Most players run the Fuel Catalyst subsystem so it's really going to be moot for the most part (though not entirely).
Overall, +1 to the changes - and I'd even give it a thumbs up with T3s remaining at "3". But I'd be ecstatic if they were on par with T2 cruisers (3.375). Thanks for your consideration. I am currently away, traveling through time and will be returning last week. |

Terje Teinturier
Macabre Votum Northern Coalition.
5
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Posted - 2013.10.02 17:14:00 -
[48] - Quote
Is it possible that the session timer becomes a problem for faster ships traversing relatively small systems? |

GeeShizzle MacCloud
364
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Posted - 2013.10.02 17:14:00 -
[49] - Quote
Easily the best feature of Rubicon, and i cant see anything that will eclipse it, or even come near to eclipsing it!
Team Five-0.... HAII FIVE! |

Ager Agemo
Kiith Paktu Curatores Veritatis Alliance
382
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Posted - 2013.10.02 17:21:00 -
[50] - Quote
feels awesome! tho just maybe add a lil more distance between classes? I still don't see ceptors doing circles around cruisers... |
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Scatim Helicon
GoonWaffe Goonswarm Federation
2386
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Posted - 2013.10.02 17:23:00 -
[51] - Quote
Was there any consideration of using ship mass or the hull agility modifier rather than max warp speed to determine the accel/decel rate?
Overall this is going to be awesome. Titans were never meant to be "cost effective", its a huge ****.-á- CCP Oveur, 2006
~If you want a picture of the future of WiS, imagine a spaceship, stamping on an avatar's face. Forever. |

Entity
X-Factor Industries Synthetic Existence
570
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Posted - 2013.10.02 17:24:00 -
[52] - Quote
CCP Fozzie wrote:Arec Bardwin wrote:Will there be any changes to the warp speed rigs? Plan is to keep them the same, as the bonuses they provide are pretty awesome under the new system.
I knew buying out jita when it was announced on the stream was a good idea.  GòªGûæGûæGûæGûæGûæGûæGòæGûæGûæGûæGòöGòùGûæGòæGûæGòæGûæGòöGòùGûæGòªGòæGûæGòöGòùGòöGòªGòùGòöGòù GòæGûæGòöGòùGòöGòùGòöGòúGûæGòöGòùGòáGûæGûæGòáGûæGòáGòùGòáGò¥GûæGòæGòáGûæGòáGò¥GòæGòæGòæGòÜGòù Gò¬GòÉGòÜGò¥GòæGûæGòÜGò¥GûæGòÜGò¥GòæGûæGûæGòÜGò¥GòæGòæGòÜGò¥GûæGò¬GòÜGò¥GòÜGò¥GòæGûæGòæGòÜGò¥ Got Item? |

Captain Organs
Veldspar Industries Brave Collective
3
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Posted - 2013.10.02 17:24:00 -
[53] - Quote
Now Battlecruisers will truly be taking it slow. :d
Yes commander? Take it slow. |

Arec Bardwin
1125
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Posted - 2013.10.02 17:26:00 -
[54] - Quote
CCP Fozzie wrote: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. How about a new skill: Warp Navigation (5), requires Warp Drive Operation V and Navigation V, x % to warp speed/level (the T1(T2) rig is 20%(25%), implant is 5/8/10/13/15/18%)
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Dinsdale Pirannha
Pirannha Corp
1278
|
Posted - 2013.10.02 17:28:00 -
[55] - Quote
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. Most people viewed Orwell's writings as a warning. The harper regime and the goons treat them as a guidebook. |

Junko Sideswipe
Love Squad Confederation of xXPIZZAXx
185
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Posted - 2013.10.02 17:28:00 -
[56] - Quote
Probably the single best thing changed in the game in the last 4 years.  Confederation of xXPIZZAXx CEO Watch PIZZA Videos NYC Bi-Monthly Meetup |

The Spod
Center for Advanced Studies Gallente Federation
88
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Posted - 2013.10.02 17:28:00 -
[57] - Quote
GIVE BLACK OPS BATTLESHIPS SPECIAL WARP SPEED BONUS TO MAKE THEM GUERRILLA BLOPS. MAKE THEM WARP LIKE FRIGATES. THEY WILL BEND BOTH SPACE AND OPPONENTS WITH THEIR NINJA APPEARANCE |

FlinchingNinja Kishunuba
Crunchy Crunchy Zero Hour Alliance
147
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Posted - 2013.10.02 17:34:00 -
[58] - Quote
How do accelerator gates work with this? Will the speeds still be from ship attributes? So a frig can beat a cruiser if activating at the same time? |

Bagehi
Sniggerdly Pandemic Legion
219
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Posted - 2013.10.02 17:34:00 -
[59] - Quote
Kismeteer wrote:How painful is it going to be to fit a cyno to an inty? Because I found a new favorite cyno ship.
claw - Bubble immunity, 2 wcs, 4k mwd speed, 2.8 align, 30m sig, enough for one light with current cargohold at cyno 4.
Tackle, cyno. Interceptors are going to see a lot more use.
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Mioelnir
Cataclysm Enterprises Easily Offended
106
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Posted - 2013.10.02 17:41:00 -
[60] - Quote
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. |
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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
|
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
|
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
|
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
|
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. |
|

Liam Inkuras
Chaotic Tranquility Casoff
461
|
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
|
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
|
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
|
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.
|
|

CCP Masterplan
C C P C C P Alliance
1239

|
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 |
|

Helicity Boson
Immortalis Inc. Shadow Cartel
572
|
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
|
Posted - 2013.10.02 19:24:00 -
[77] - Quote
Will agility affect warp acceleration? Will my low grade nomad implants have a higher demand?
|

Iris Bravemount
Fweddit I Whip My Slaves Back and Forth
249
|
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
|
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. |
|

CCP Masterplan
C C P C C P Alliance
1241

|
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 |
|
|

Olaf4862
KnownUnknown
33
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|

M1k3y Koontz
Thorn Project Surely You're Joking
331
|
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
|
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
|
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, |
|

Marlona Sky
D00M. Northern Coalition.
4250
|
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
|
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
|
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
|
Posted - 2013.10.02 23:37:00 -
[94] - Quote
Very nice job I have to say, gentlemens !
 |

Cage Man
267
|
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
|
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
|
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
|
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
|
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 |
|

SkyMeetFire
The Rising Stars The Initiative.
25
|
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. |
|

CCP Fozzie
C C P C C P Alliance
7684

|
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/ |
|

Galphii
Oberon Incorporated RAZOR Alliance
184
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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. |
|

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
|
Posted - 2013.10.03 04:37:00 -
[112] - Quote
These changes please me. |

Wapu Kashuken
Serenity Rising LLC Ishuk-Raata Enforcement Directive
20
|
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
|
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
|
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
|
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
|
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
|
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?
 |
|

Alkyria Decile
Delstar Corp
7
|
Posted - 2013.10.03 07:57:00 -
[121] - Quote
Altrue wrote: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)
A 10 au/sec ship in rubicon will smoke a 20 Au/sec ship currently in any warp under 50 Au if my estimates based on the charts are correct. In fact i bet rigged out it would probably beat any ship under the current system at almost any feasible warp distance. Look at the big picture 
Edit- And 50% longer warp times for battleships? Its already pretty boring to move them around more than a system or 2, please consider a smaller reduction in warp speeds for large ships. It already takes substantially longer just to get into warp for the larger ships, they don't need to warp for ages as well 8/ |

Scatim Helicon
GoonWaffe Goonswarm Federation
2392
|
Posted - 2013.10.03 08:38:00 -
[122] - Quote
You know, if you implemented the previously suggested Don't show in local until you break your gatecloak amendment alongside this, you'll have gone a long way towards fixing the 'Local as intel tool' argument since the window of opportunity for potential targets to spot a hostile scout in local and get to safety before they land on grid will be greatly diminished.
Just thought I'd drop that thought in here. Titans were never meant to be "cost effective", its a huge ****.-á- CCP Oveur, 2006
~If you want a picture of the future of WiS, imagine a spaceship, stamping on an avatar's face. Forever. |

Darling Hassasin
Imperial Academy Amarr Empire
21
|
Posted - 2013.10.03 08:45:00 -
[123] - Quote
This change will bring a lot of nailbiting...
I mean you are an inty pilot and as you land at the gate you see a BS warping of towards two gates near each other (or celectials or wahtever).
Assuming a 50au warp, once you land you will have to wait lol almost a minute to know if you guessed right... fun times :D |

Jada Maroo
Native Freshfood Minmatar Republic
1234
|
Posted - 2013.10.03 09:02:00 -
[124] - Quote
Any chance we could get freighter rigs to help compensate for the slowdown since most star systems aren't beneficially huge?
Or a couple low power slots would be nice. Let freighter pilots decide between bulkheads/DCUs, cargo space, or agility. Maybe lower base capacity to balance it out. |

Goran Konjich
Imperial Collective
67
|
Posted - 2013.10.03 09:03:00 -
[125] - Quote
Ok thats sorted, now please drones and stuff. I'm a diplomat. Sometimes i throw 425mm wide briefcases at enemy. Such is EVE. |

Marian Devers
Rage and Terror Against ALL Authorities
20
|
Posted - 2013.10.03 09:07:00 -
[126] - Quote
Question:
In Rubicon, the "WarpSpeedMultiplier" will now affect warp speed acceleration. Why was this parameter chosen, instead of making SHIP MASS affect acceleration? |

Jada Maroo
Native Freshfood Minmatar Republic
1234
|
Posted - 2013.10.03 09:11:00 -
[127] - Quote
Marian Devers wrote:Question:
In Rubicon, the "WarpSpeedMultiplier" will now affect warp speed acceleration. Why was this parameter chosen, instead of making SHIP MASS affect acceleration?
I would like to see this too since it makes sense, but I'm guessing it is because they use mass as a balancing factor rather often and they probably feel like tying something else onto it will make it hard to adjust the stat without unintended side effects. |

El 1974
Freedom For Fantasy The Unthinkables
96
|
Posted - 2013.10.03 09:43:00 -
[128] - Quote
I like the change in the warp mechanic, but I am less convinced about the warp speeds assigned to each ship type. I have a feeling that the change is somewhat over the top. Flying from one end of the universe to the other in a travel fit interceptor will now be almost as fast as when you use a cyno chain with a capital. Travel will be more about loading grid than it will be about flying your spaceship in space. An interceptor doesn't require this much speed to overtake its target. On the other end of the spectrum the proposal is causing problems as well. Freighter speeds must be adjusted to avoid people not being able to make a warp between downtimes. But people complain about battleships as well. Just wait for the threadnoughts when this goes live. People will have plenty of time to post on the forums during warps. I also noticed that in the new design the steps between each ship type are not all the same. Especially the gap between tech II cruisers and destroyers is large while the roles were reversed before. I played around with it in a spreadsheet and came up with an alternative list which keeps Freighters at roughly the same average warp times as now, softens the nerf to the larger subcaps and made the faster ships less amazing, but still kept the interceptor twice as fast as a battleship on short warps and 3x as fast on long warps. This is more than enough to fullfil its role. I used a base value of 2 for Freighters and increased this with 10% in each step. The warp speeds I calculated this way are shown below with between () the current and guestimated alternative warp times for a 50 AU warp: Freighter/Titan 2 (95/62 GåÆ 69) JF/Other Caps 2,2 (95/62 GåÆ 63) Bs 2,4 (47 GåÆ 58) Bs II 2,7 (47 GåÆ 52) BC 2,9 (47 GåÆ 48) BC II 3,2 (47 GåÆ 44) Cr 3,5 (47 GåÆ 40) Cr II/DST 3,9 (44/47 GåÆ 37) De 4,3 (47 GåÆ 34) Fr 4,7 (39 GåÆ 31) Fr II 5,2 (39 GåÆ 28) De II/BR 5,7 (47/37 GåÆ 25) Int 6,3 (37/36 GåÆ 23) |

Vdr
Grim Determination Nulli Secunda
5
|
Posted - 2013.10.03 09:52:00 -
[129] - Quote
While i like the new changes unless CCP`s intent is to almost kill off nullsec mining Grav sites will have to go back into scanned sigs. There is no way that a hulk can warp out before a interceptor lands on grid even in an ideal situation.
how will this be countered?
|

Natasha Love
Republic University Minmatar Republic
0
|
Posted - 2013.10.03 09:56:00 -
[130] - Quote
For the love of god, don't make the freighters even slower than they already are...
It's already a huge pain in the ass to do logistics and I don't see why you should hurt the people who do so much for all the other players even more...
I also don't see why a freighter should be the slowest ship to warp as there are other ships which are significantly bigger and have more mass (titans, supercaps, dreads and carriers)
Maybe you should introduce another skill bonus on freighters which makes their acceleration faster.
In total I think overall the changes make sense as the less mass you have the faster you should accelerate but I really hoped that freighters weren't going to be so much slower... |
|

Kagura Nikon
Mentally Assured Destruction
535
|
Posted - 2013.10.03 10:00:00 -
[131] - Quote
Vdr wrote:While i like the new changes unless CCP`s intent is to almost kill off nullsec mining Grav sites will have to go back into scanned sigs. There is no way that a hulk can warp out before a interceptor lands on grid even in an ideal situation.
how will this be countered?
By payign attention in intel channels and having people patrolling to detect hostiles? You know its BAD mechanics that alliances can keep huge empires while having people awake only in 3-4 systems.
This is one of the best things of this expansion. Want to have 0.0 economical activities safe from interceptors and pos siphon? THen SPREAD YOUR POPULATION .. and have a daily basis organiation effort, not only answer to the blob call every 6 months. |

Kagura Nikon
Mentally Assured Destruction
535
|
Posted - 2013.10.03 10:01:00 -
[132] - Quote
Natasha Love wrote:For the love of god, don't make the freighters even slower than they already are...
It's already a huge pain in the ass to do logistics and I don't see why you should hurt the people who do so much for all the other players even more...
I also don't see why a freighter should be the slowest ship to warp as there are other ships which are significantly bigger and have more mass (titans, supercaps, dreads and carriers)
Maybe you should introduce another skill bonus on freighters which makes their acceleration faster.
In total I think overall the changes make sense as the less mass you have the faster you should accelerate but I really hoped that freighters weren't going to be so much slower...
Because those are COMBAT ships. Same way that a Nimitz carrier can move WAY faster than a cargo ship.. .even being heavier. |

Dav Varan
Spiritus Draconis Sicarius Draconis
60
|
Posted - 2013.10.03 10:03:00 -
[133] - Quote
Awesome changes. My uber travel fit inti will be greased lightning.
Gotta say though the freighter stats need looking at.
Given that warp distances across systems tend very largelly to be in the 10 - 30 au range you have effectivelly double the warp transit times for these vessels.
It would be nicer I think to see a warp speed modifier the same as bs on these ships.
How about a table showing estimated travel times before and after for ships on a standard run lets say between Jita and Oursulaert assuming no modification to align time or warp speed.
|

Retmas
Grim Determination Nulli Secunda
21
|
Posted - 2013.10.03 10:08:00 -
[134] - Quote
Vdr wrote:While i like the new changes unless CCP`s intent is to almost kill off nullsec mining Grav sites will have to go back into scanned sigs. There is no way that a hulk can warp out before a interceptor lands on grid even in an ideal situation.
how will this be countered?
a thousand times this.
Vdr and i joinly run indy for our corp, and, besides our miners themselves flat out refusing to mine in nullsec anymore due to the sheer dangers, i'm not comfortable sending them out anymore in the first place.
CCP, i seriously question if you're paying attention to the changes made even in oddessy. i cannot stress this enough - no miner with a scrap of sense will be found in nullsec after these changes. period.
it takes sixteen seconds for a hulk to align. a ceptor gang can be on top of you, in a 40 AU system, in about 14. ASSUMING perfect reactions by the miners. keeping a scout in another system is possible - if the scout is able to stare at the screen for hours on end.
i love the idea of nullified ceptors. but you've stripped the last defense from any sort of exhumer in null, and frankly they have ltitle enough going for them as stands.
and for those pvpers who want to claim "just put a scout next door" - you're telling me that a pvper can get in a single ship, by himself, and go, by himself, about his business and actually have fun, but a miner needs to run six accounts to even be bothered undocking? (one boost, one hauler, at least one scout, three exhumers.) this is unacceptable, especially when we're talking about something that you need to do for many hours on end to be profitable, and that is extraordinarily boring.
i once read a quote from miss seagull - "Enablers are the people who make the logistics for these large-scale things actually work. ... And we kind of have a history of treating these people likeGǪ****. We put these people through a lot of painful, unnecessary work."
it's the goddamn truth, and i have yet to see any sort of design decision changing that fact.
ahh, but inb4 mods claiming "this isnt the right thread for this."
i'll put a more constructive post up when it's not 6AM and i've slept, but the tl:dr of it will be - put grav sites back in sigs, or dont be surprised when nullsec mining (i.e. your source for all highend minerals - zydrine, megacyte, morphite) comes to a screeching halt. |

Lifelongnoob
The Motley Crew Reborn End of Life
13
|
Posted - 2013.10.03 10:19:00 -
[135] - Quote
hi Fozzie
while you are tweaking warp speeds can u please increase the warp speed of freighters/jump freighters.
0.75au/s is just too slow.. even a warp speed of 1.5au/s would make life a bit easier for freighter pilots. then we freighter pilots can offer next day delivery services :P
if supers can warp at higher speeds then there should be no reason why freighters / jump freighters cant |

Roime
Quantum Cats Syndicate Samurai Pizza Cats
3541
|
Posted - 2013.10.03 10:27:00 -
[136] - Quote
Retmas wrote:Vdr wrote:While i like the new changes unless CCP`s intent is to almost kill off nullsec mining Grav sites will have to go back into scanned sigs. There is no way that a hulk can warp out before a interceptor lands on grid even in an ideal situation.
how will this be countered?
a thousand times this. Vdr and i joinly run indy for our corp, and, besides our miners themselves flat out refusing to mine in nullsec anymore due to the sheer dangers, i'm not comfortable sending them out anymore in the first place. CCP, i seriously question if you're paying attention to the changes made even in oddessy. i cannot stress this enough - no miner with a scrap of sense will be found in nullsec after these changes. period. it takes sixteen seconds for a hulk to align. a ceptor gang can be on top of you, in a 40 AU system, in about 14. ASSUMING perfect reactions by the miners. keeping a scout in another system is possible - if the scout is able to stare at the screen for hours on end. i love the idea of nullified ceptors. but you've stripped the last defense from any sort of exhumer in null, and frankly they have ltitle enough going for them as stands. and for those pvpers who want to claim "just put a scout next door" - you're telling me that a pvper can get in a single ship, by himself, and go, by himself, about his business and actually have fun, but a miner needs to run six accounts to even be bothered undocking? (one boost, one hauler, at least one scout, three exhumers.) this is unacceptable, especially when we're talking about something that you need to do for many hours on end to be profitable, and that is extraordinarily boring. i once read a quote from miss seagull - "Enablers are the people who make the logistics for these large-scale things actually work. ... And we kind of have a history of treating these people likeGǪ****. We put these people through a lot of painful, unnecessary work." it's the goddamn truth, and i have yet to see any sort of design decision changing that fact. ahh, but inb4 mods claiming "this isnt the right thread for this." i'll put a more constructive post up when it's not 6AM and i've slept, but the tl:dr of it will be - put grav sites back in sigs, or dont be surprised when nullsec mining (i.e. your source for all highend minerals - zydrine, megacyte, morphite) comes to a screeching halt.
A miner who is ATK is aligned. You can let the inty get on grid before warping to safety.
This does hurt botting adn isBotter operations, you are correct. More profits for the rest.
Notify-á-á You cannot do that while warping. |

Jasmine Assasin
State War Academy Caldari State
33
|
Posted - 2013.10.03 10:34:00 -
[137] - Quote
Retmas wrote:
a thousand times this.
Vdr and i joinly run indy for our corp, and, besides our miners themselves flat out refusing to mine in nullsec anymore due to the sheer dangers, i'm not comfortable sending them out anymore in the first place.
snipped for brevity
Get a skiff, put a cyno on it. When someone "intercepts" you in the site/belt/etc, pop the cyno...watch said interceptor bug out faster than you can type "LOL" in local.
|

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
878
|
Posted - 2013.10.03 10:35:00 -
[138] - Quote
Retmas wrote:it takes sixteen seconds for a hulk to align. a ceptor gang can be on top of you, in a 40 AU system, in about 14. ASSUMING perfect reactions by the miners. keeping a scout in another system is possible - if the scout is able to stare at the screen for hours on end.
Oh come on. Fit nanos, use a more agile miner or put a scout next door. You don't need to stare at a screen, all you need is to be able to hear a gateflash, and then have your miners warp to a few hundred km tactical so they don't waste time panic-warping 20 AU to POS/station every time a friendly jumps in but forgets to announce it in intel.
Anyway, if you're right and null mining and supply of high-ends do crash, what do you think will happen to the prices of those high-ends? You should be looking at this as an opportunity to outcompete inferior alliances' miners. |

Natasha Love
Republic University Minmatar Republic
0
|
Posted - 2013.10.03 10:41:00 -
[139] - Quote
Lifelongnoob wrote:hi Fozzie
while you are tweaking warp speeds can u please increase the warp speed of freighters/jump freighters.
0.75au/s is just too slow.. even a warp speed of 1.5au/s would make life a bit easier for freighter pilots. then we freighter pilots can offer next day delivery services :P
if supers can warp at higher speeds then there should be no reason why freighters / jump freighters cant
according to the new table Freighters are going to warp 1.33 AU/s and Jump Freighters 1.5AU/s - so there is a 75-100% increase in warp speed ;) |

Dav Varan
Spiritus Draconis Sicarius Draconis
60
|
Posted - 2013.10.03 10:42:00 -
[140] - Quote
I think the covert ops is too fast both current and intended.
Interceptor should be fastest.
covert ops and combat inti to 9au, keep the tackle inti at 10au for differentiation.
|
|

El 1974
Freedom For Fantasy The Unthinkables
96
|
Posted - 2013.10.03 10:49:00 -
[141] - Quote
Natasha Love wrote:For the love of god, don't make the freighters even slower than they already are...
It's already a huge pain in the ass to do logistics and I don't see why you should hurt the people who do so much for all the other players even more...
I also don't see why a freighter should be the slowest ship to warp as there are other ships which are significantly bigger and have more mass (titans, supercaps, dreads and carriers) I'm somewhat surprised people haven't complained yet about Orca's which seems to go from 2.7 AU to 1.5. "Ok, guys bonusses will be down for a few minutes while I warp to that next belt."
|

Vulfen
Snuff Box
62
|
Posted - 2013.10.03 10:52:00 -
[142] - Quote
None ofthe Above wrote: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.
For low sec think more along the lines of Cov ops setup to warp quickly, you spot a gang, warping off gate ur guys are sitting on a titan or in their blops BS, you see where they are going and go after them, you land first, jump before they land, light cyno, catch everything possible as it jumps in unsuspectingly because the scout has moved to next system |

Lifelongnoob
The Motley Crew Reborn End of Life
13
|
Posted - 2013.10.03 10:58:00 -
[143] - Quote
Natasha Love wrote:Lifelongnoob wrote:hi Fozzie
while you are tweaking warp speeds can u please increase the warp speed of freighters/jump freighters.
0.75au/s is just too slow.. even a warp speed of 1.5au/s would make life a bit easier for freighter pilots. then we freighter pilots can offer next day delivery services :P
if supers can warp at higher speeds then there should be no reason why freighters / jump freighters cant according to the new table Freighters are going to warp 1.33 AU/s and Jump Freighters 1.5AU/s - so there is a 75-100% increase in warp speed ;)
sweet :) |

Zappity
Kurved Space
486
|
Posted - 2013.10.03 11:03:00 -
[144] - Quote
Gizznitt Malikite wrote: The average time it takes me to warp from gate to your anomaly just got lowered from 30s to 11s.  Now, if we could only get a 5-10s delay to "load grid" when entering a system before seeing & showing up in local, I'll never complain about local being used as an intel system again!
Oh yes please! Just a 10 second delay would be great. Zappity's Adventures for a taste of lowsec. |

El 1974
Freedom For Fantasy The Unthinkables
96
|
Posted - 2013.10.03 11:08:00 -
[145] - Quote
Lifelongnoob wrote:Natasha Love wrote:according to the new table Freighters are going to warp 1.33 AU/s and Jump Freighters 1.5AU/s - so there is a 75-100% increase in warp speed ;) sweet :) But due to the change in mechanics it will actually take longer to travel the average warp even with double the warp speed. |

Mioelnir
Cataclysm Enterprises Easily Offended
111
|
Posted - 2013.10.03 11:52:00 -
[146] - Quote
Lifelongnoob wrote:Natasha Love wrote:Lifelongnoob wrote:hi Fozzie
while you are tweaking warp speeds can u please increase the warp speed of freighters/jump freighters.
0.75au/s is just too slow.. even a warp speed of 1.5au/s would make life a bit easier for freighter pilots. then we freighter pilots can offer next day delivery services :P
if supers can warp at higher speeds then there should be no reason why freighters / jump freighters cant according to the new table Freighters are going to warp 1.33 AU/s and Jump Freighters 1.5AU/s - so there is a 75-100% increase in warp speed ;) sweet :) Which helps very little. The break even for a warp to take the same time before and after the changes is around 80au. Everything below that will have a longer time in warp.
I've posted some numbers for my usual freighter route a few pages earlier, and I'll see around 18% more time in warp - but that is because the route has two >100au warps in it. If I take those two out, the majority of what I'm left with is basically the Rens-Jita route. And without those two accelerated warps, it is an additional 8 minutes or roughly a 28% increase in time spent in warp.
The >80au warps have been accelerated to not make them prohibitive, when the <80au warps will actually be what makes them prohibitive, as those are 97% of the usecase. A friend who had a data dump ready found 22 empire systems with a diameter of more than 100au yesterday. Having seen neither his math nor his queries, that number can be true or false and should be taken with a few grains of salt. But the number feels like it is in the correct ballpark.
Sadly, there are no alternatives to freighters for bulk hauling, freighter Pilots can not switch to a new meta. So the numbers won't reflect a bad change since usage won't change and the change will be considered a success for freighters as well. When in reality it's a case of Quote:the opposite of "good" is "meant well". I've seen a lot of complaints about freighters over the years on these forums; I can't remember them being to fast being one of them.
Also to the people talking about the grav sites, this does not change how fast your Hulk enters warp. You will just be in warp longer. |

El 1974
Freedom For Fantasy The Unthinkables
96
|
Posted - 2013.10.03 11:55:00 -
[147] - Quote
Ow and mining barges and exhumers... Currently 6 AU/s, I wonder if that will remain the same? If so, can we please get tackle bonus on the Skiff and Procurer instead of mining bonusses as it'll be a great heavy interceptor. |

BloodMia
Pulsar Inc. Goonswarm Federation
5
|
Posted - 2013.10.03 12:31:00 -
[148] - 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.
The way bigger align time on his own make a difference on start to stop travel from a point A to a point B. All this tables are purely showing the effective warp time, but we need to keep in mind the total travel time, including align time. Big ship are already heavily penalized with their mass/align time link.
Based on that observation, I think the changes are too pronounced. The extreme become too affected because of the already big align time difference.
Align Time (all V / no implant) Inty: = ~3s Freighter: ~36s => 12x slower
Travel Time Before: Inty: 33+3 = 36s Freighter: 55+36 = 91s => 2.75x slower (1.8x slower w/o align time)
After: Inty: 12+3 = 15s Freighter: 80+36 = 116s => 7.7x slower (6.6x slower w/o align time)
They are already 12x slower to align, and already ~3x slower in warp After, freighter will become 6.6x slower in warp than inty!
The bigger the ship is the greater the align time will affect the difference. That's why I think it would be wise to adjust the re-balance curve more toward the already fast ship and let heaviers practically untouched! By including align time in the process, you can still keep a big enough delta between, let's say, inty and bs, while not letting already slowspacetruck become more boring!
Ultimately, why is there any "warp acceleration/deceleration", align times on their own must be enough to make the difference. Why not just having an mechanism which allows to instant top the warp speed (pretty much like when you jump with a cap through the jump tunnel - strartrek like "blink" away).
I've the feeling that you want to add a behavior (fast ship travel faster) that is already implemented (align time / warp speed) but miss-compensated by the weird "warp acceleration issue"!
Total travel time: Now: align time (well balanced) + warp accel. (issue) + warp time (ballanced) + deceleration (issue) After: align time (ignored in the calculation) + warp accel. / warp time / decel. (some sort of jiggering) Ideal: align time (the "acceleration phase" - 80% speed needed to enter warp) + warp speed (balanced)
No need to add a second acceleration phase in an already "too long" process in a capsuleer life, namely "the travel time" |

Warde Guildencrantz
TunDraGon
907
|
Posted - 2013.10.03 12:48:00 -
[149] - Quote
can we get a low slot module that increases warp speed? like a nano. Maybe add this as an effect to the overdrive module. It makes sense that a module that increases warp speed will reduce your cargohold. Also, almost 100% of the time a nano is better than the overdrive injector. Making it affect warp speed as well would give an interesting choice between align time and slower max speed with very fast max speed, longer align time, but faster warps.
The reason I ask this is because it basically prohibits armor ships from increasing their warp speed through the hyperspatial velocity optimizer rigs, since those reduce your max armor.
(Can we take off the penalties on electronics rigs for shield or and navigation rigs for armor? It makes it so those rigs are impossible to use for certain ships, which is bad design. By using navigation rigs on an armor ship you are already not getting the armor bonus of trimarks, that's enough of a negative effect. By using electronics rigs on a shield ship you are already not getting shield extender or resistance bonuses. Once again, enough negative effects, doesn't need to reduce tank even more.) |

Andy Koraka
PonyWaffe Insidious Empire
14
|
Posted - 2013.10.03 12:52:00 -
[150] - Quote
The main issue I have with the changes is the huge quality of life Nerf battleships arr receiving. When you add in 10% TiDi (read: any relevant nullsec warfare) the 20au warp time on a battleship jumps from an excruciating 6 minutes all the way up to 9 minutes. When I can enter warp, walk to the store and buy a 6 pack, and still be in warp when I return it's too long.
Combined with the mobile cyno jammers this kills off capital escalations. Fleet 1 drops their caps, onlines jammers, then the enemy has to jump in off grid and waste up to 15 minutes aligning and warping to the engagement grid. By that time fleet 1 has killed the dictor bubbles and extracted, fight over. |
|

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
878
|
Posted - 2013.10.03 13:06:00 -
[151] - Quote
Andy Koraka wrote:The main issue I have with the changes is the huge quality of life Nerf battleships arr receiving. When you add in 10% TiDi (read: any relevant nullsec warfare) the 20au warp time on a battleship jumps from an excruciating 6 minutes all the way up to 9 minutes.
Er, you might want to check that figure of 6 minutes for a 20 AU warp in a BS. OP says 54 s (was 37 s).
|

Psihius
Anarchist Dawn U N K N O W N
42
|
Posted - 2013.10.03 13:34:00 -
[152] - Quote
I really appreciate this being done, please thank CCP Masterplan for doing an effort for this, I know from personal experience how tough and ugly it can get with outdated non-documented systems :)
On the sidenote - warp-entering effect? I really wana see a suddle, but cool effect when a ship enters warp and kind'a blinks off the grid :) Just like with the "I was there" trailer (obviously that probably was the Micro Jump Drives used there), but something similar in it's nature.
It just kind'a makes sense from every angle you try to look at it :) Yes, yes, I know - 500 ships jumping off the grid - that's why I say'd suddle. 500 sensor boosters running on the grid make a lot more mess :) |

Rockstara
Blackwater USA Inc. Pandemic Legion
32
|
Posted - 2013.10.03 13:54:00 -
[153] - Quote
how do gang warps work with this change?
As ti stands now, if you gang warp, you warp at the slowest speed and so all come out of warp at the same time. |

Sofia Wolf
Ubuntu Inc. The Fourth District
262
|
Posted - 2013.10.03 13:54:00 -
[154] - Quote
I'm sure one day this change will cost me my rating battleship.
Thinks fozz/masterplan.  Jessica Danikov > EVE is your real life. the rest is fantasy. caught in a corporation. no escape from banality. open up yours eyes, peer through pod good and seeeeeee. I'm just a poor pilot, I need no sympathy. because I'm easy scam, easy go, little isk, little know. anyway the solar wind blows... |

BloodMia
Pulsar Inc. Goonswarm Federation
5
|
Posted - 2013.10.03 13:55:00 -
[155] - Quote
Psihius wrote: On the sidenote - warp-entering effect? I really wana see a suddle, but cool effect when a ship enters warp and kind'a blinks off the grid :) Just like with the "I was there" trailer (obviously that probably was the Micro Jump Drives used there), but something similar in it's nature.
I want to emphasize on that, why the mjd make an insta "blink" warp where the warp drive make need to accelerate ? Just suppress it for standard warp too and... .ziooouf no more there (and actually not as easy to read where the target goes!) |

BloodMia
Pulsar Inc. Goonswarm Federation
5
|
Posted - 2013.10.03 13:57:00 -
[156] - Quote
Rockstara wrote:how do gang warps work with this change?
As ti stands now, if you gang warp, you warp at the slowest speed and so all come out of warp at the same time.
https://forums.eveonline.com/default.aspx?g=posts&m=3685554#post3685554
|

Vulfen
Snuff Box
62
|
Posted - 2013.10.03 13:58:00 -
[157] - Quote
Get real foozie the music for all of these threads should be;
Rubicon |

NinjaStyle
hirr RAZOR Alliance
31
|
Posted - 2013.10.03 14:02:00 -
[158] - Quote
CCP Masterplan wrote: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)
Then give Freighters rigs because making them even slower is just nuts! people are allready stabbing themselves from spending most their time in Freighters! |

Wrayeth
Inexorable Retribution
106
|
Posted - 2013.10.03 14:35:00 -
[159] - Quote
I'm generally in favor of the smaller ships getting a bonus to their warp speed. However, I don't believe it's necessary to slow down the larger ships to do it.
As it stands now, it already takes forever and a day to travel anywhere in a BS, and I see this change making them even less frequently seen on the battlefield than they are already. In fact, the only place I expect them to be common will be in missions and incursions.
In short, if my real life time investment goes up due to travel time, which often has no enjoyable gameplay associated with it, it's going to discourage me from using heavier ships at all. I don't know if that's the intention, but that will be the net effect in my case. |

El 1974
Freedom For Fantasy The Unthinkables
96
|
Posted - 2013.10.03 15:01:00 -
[160] - Quote
BloodMia wrote:... The bigger the ship is the greater the align time will affect the difference. That's why I think it would be wise to adjust the re-balance curve more toward the already fast ship and let heaviers practically untouched! By including align time in the process, you can still keep a big enough delta between, let's say, inty and bs, while not letting already slowspacetruck become more boring!
Ultimately, why is there any "warp acceleration/deceleration", align times on their own must be enough to make the difference. Why not just having an mechanism which allows to instant top the warp speed as soon you enter in warp(pretty much like when you jump with a cap through the jump tunnel - strartrek like "blink" away).
I've the feeling that you want to accentuate a behavior (fast ship travel faster) that is already implemented (align time / warp speed) but miss-compensated by the weird "warp acceleration issue"!
The key is the total travel time: Now: align time (well balanced) + warp accel. (issue) + warp time (ballanced) + deceleration (issue) After: align time (ignored in the calculation) + warp accel. / warp time / decel. (some sort of jiggering) Ideal: align time (the "acceleration phase" - 75-80% speed needed to enter warp) + warp speed (balanced)
No need to add a second acceleration phase in an already "too long" process in a capsuleer life, namely "the travel time" I've been looking at that part as well. When a ship alligns, he alligns to at least 75% of his maximum velocity. The moment he enters warp his speed is reset to 0 and the warp calculation starts with an accelleration from 0. It would already make a significant difference if ships started their warp accelleration from their pre-warp speed. That way fast ships accellerate from a higher starting point than slower ships (capitals) and the 'some sort of jiggering' doesn't need to be this extreme. Ofcourse we could have a much better discussion about the 'jiggering' if CCP told us how it worked. |
|

Michael Harari
Genos Occidere HYDRA RELOADED
674
|
Posted - 2013.10.03 15:07:00 -
[161] - Quote
CCP Masterplan wrote: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)
Are there any plans for a pirate implant set that increases warp speed?     |

Zeus Maximo
Brutor Tribe Minmatar Republic
475
|
Posted - 2013.10.03 15:27:00 -
[162] - Quote
I noticed on this graph it says t2 battleships. Which Battleships have t2 resists again? |

Hemmo Paskiainen
425
|
Posted - 2013.10.03 15:35:00 -
[163] - Quote
As i made like 6 FI&D post of this suggestion: ******* AWESOME CCP FIX BLACK OPS FFS
[url]http://img232.imageshack.us/img232/9679/whatihavedoneineve.jpg[/url] |

Michael Harari
Genos Occidere HYDRA RELOADED
675
|
Posted - 2013.10.03 16:44:00 -
[164] - Quote
Zeus Maximo wrote:I noticed on this graph it says t2 battleships. Which Battleships have t2 resists again?
Black ops and marauders |

Urkhan Law
Black Rebel Rifter Club The Devil's Tattoo
16
|
Posted - 2013.10.03 16:53:00 -
[165] - Quote
Question: What about pod warp speed/acceleration ? Yep, I die that much, could you add it to your excel?
|

Gorgoth24
Sickology Dead Terrorists
47
|
Posted - 2013.10.03 17:14:00 -
[166] - Quote
Fantastic changes are fantastic.
But, reading some of the responses, I do think I should highlight what an already post said about session change timers possible becoming and issue for interceptors and the like under the new system. I don't know if this will be true, but I just wanted to highlight the concern.
+10000000000000000000000000000 |

pmchem
GoonWaffe Goonswarm Federation
623
|
Posted - 2013.10.03 17:41:00 -
[167] - Quote
CCP Masterplan wrote: 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.
Yo Masterplan/Fozzie,
Can you provide the exact warp formula, using ship variables which will be available in the Rubicon SDE? Guys like myself or Wollari may be interested in updating our navigation utilities to provide optimized routes based on actual gate route time. We could effort out a fitting or reverse-engineer of the formula, but, from you guys would be 10x easier.
Thanks! @pmchem on twitter || GARPA || Goonswarm Economic Warfare Cabal |

Hairpins Blueprint
Paragraph 22 Aureus Alae
13
|
Posted - 2013.10.03 18:22:00 -
[168] - Quote
Awsome :> bring it in \o/ |

Zappity
Kurved Space
486
|
Posted - 2013.10.03 19:27:00 -
[169] - Quote
Yeah, throw the freighter pilots a bone. They move all my stuff for me. Zappity's Adventures for a taste of lowsec. |

Stridsflygplan
Tigers in the Snow Nyratic
71
|
Posted - 2013.10.03 19:48:00 -
[170] - Quote
http://gobarbra.com/hit/new-f2cd9a604a86fc4d6eaea90a7d2dd55c
Should be the main theme for Rubicon  |
|

Soldarius
Deadman W0nderland Forsak3n.
344
|
Posted - 2013.10.03 20:29:00 -
[171] - Quote
Gizznitt Malikite wrote: The average time it takes me to warp from gate to your anomaly just got lowered from 30s to 11s.  Now, if we could only get a 5-10s delay to "load grid" when entering a system before seeing & showing up in local, I'll never complain about local being used as an intel system again!
Literally Monkeysphere.
Free Ripley Weaver! |

Soldarius
Deadman W0nderland Forsak3n.
344
|
Posted - 2013.10.03 20:47:00 -
[172] - Quote
Vdr wrote:While i like the new changes unless CCP`s intent is to almost kill off nullsec mining Grav sites will have to go back into scanned sigs. There is no way that a hulk can warp out before a interceptor lands on grid even in an ideal situation.
how will this be countered?
3 words: Warp Core Stabs Free Ripley Weaver! |

Soldarius
Deadman W0nderland Forsak3n.
344
|
Posted - 2013.10.03 20:59:00 -
[173] - Quote
Triple post ftw
Awesome changes coming up. Frigate swarms just got 50x better. Free Ripley Weaver! |

Swidgen
Republic University Minmatar Republic
115
|
Posted - 2013.10.03 21:02:00 -
[174] - Quote
You made us wait 10 years for this? These changes are so way past due I'm kind of speechlesss that the current situation has persisted for as long as it did. When a welcome change takes 10 freaking years to implement, does it really deserve boatloads of love and kisses? Not where I come from it doesn't. |

Mara Pahrdi
The Order of Anoyia
404
|
Posted - 2013.10.03 21:15:00 -
[175] - Quote
Awesome stuff.  Remove insurance. |

Sturmwolke
457
|
Posted - 2013.10.04 02:06:00 -
[176] - Quote
Now's the perfect opportunity to BUFF shuttles. 9AUwarp please. |

Warde Guildencrantz
TunDraGon
914
|
Posted - 2013.10.04 03:55:00 -
[177] - Quote
Gypsio III wrote:Retmas wrote:it takes sixteen seconds for a hulk to align. a ceptor gang can be on top of you, in a 40 AU system, in about 14. ASSUMING perfect reactions by the miners. keeping a scout in another system is possible - if the scout is able to stare at the screen for hours on end. Oh come on. Fit nanos, use a more agile miner or put a scout next door. You don't need to stare at a screen, all you need is to be able to hear a gateflash, and then have your miners warp to a few hundred km tactical so they don't waste time panic-warping 20 AU to POS/station every time a friendly jumps in but forgets to announce it in intel. Anyway, if you're right and null mining and supply of high-ends do crash, what do you think will happen to the prices of those high-ends? You should be looking at this as an opportunity to outcompete inferior alliances' miners. Mine intelligently and reap the rewards, or just carry on acting like a generic nullbear.
Fit a cloak and 2 strip miners if ur that uber lazy.
|

Barrogh Habalu
Imperial Shipment Amarr Empire
527
|
Posted - 2013.10.04 05:07:00 -
[178] - Quote
Gypsio III wrote:Retmas wrote:it takes sixteen seconds for a hulk to align. a ceptor gang can be on top of you, in a 40 AU system, in about 14. ASSUMING perfect reactions by the miners. keeping a scout in another system is possible - if the scout is able to stare at the screen for hours on end. Oh come on. Fit nanos, use a more agile miner or put a scout next door. You don't need to stare at a screen, all you need is to be able to hear a gateflash, and then have your miners warp to a few hundred km tactical so they don't waste time panic-warping 20 AU to POS/station every time a friendly jumps in but forgets to announce it in intel. Anyway, if you're right and null mining and supply of high-ends do crash, what do you think will happen to the prices of those high-ends? You should be looking at this as an opportunity to outcompete inferior alliances' miners. Mine intelligently and reap the rewards, or just carry on acting like a generic nullbear. I see miner safety is an issue again. Well... When I was new and was trying to mine, we did something like this with EVE-Uni guys: You take some fast frig, and go make loads of off-grid bookmarks around belts in your system, positioning them so that you can be nearly-aligned to any of them most of the time while slowly flying along asteroid fields mining. You'll probably need about 5-6 bookmarks to be able to circle around belts. If something enters your system, you should be able to almost insta-warp with the exception of unlucky cases when you will be caught with your pants down while re-aligning to another bookmark. Anything else is pretty normal, jettison ore in the process of mining then tractor all cans to one spot where it can be picked up by whatever indy you are using. It can be more of a hassle for grav sites as you will need a new sets of bookmarks every time, but for belts you won't spend too much time. |

Flyinghotpocket
Nasranite Watch OLD MAN GANG
178
|
Posted - 2013.10.04 05:42:00 -
[179] - Quote
yus t1 frigate logi alts only 5 seconds away.
finnaly interceptors are going to INTERCEPT some ****. love the changes |

Mashie Saldana
BFG Tech
750
|
Posted - 2013.10.04 09:55:00 -
[180] - Quote
I can't see the Orca in that chart, how will the warp speed change for that one? Mashie Saldana Dominique Vasilkovsky
|
|

Galmas
United System's Commonwealth
114
|
Posted - 2013.10.04 11:06:00 -
[181] - Quote
From looking at the numbers freighter runs are going to be an even greater pain... especially at the short and medium warp distances. dont like that. while the speeding up of the small stuff is pretty cool. |

Tursarius
Capital Industries Research And Development Fidelas Constans
4
|
Posted - 2013.10.04 12:35:00 -
[182] - Quote
Hi Fozzie,
Please don't make warping in a battleship any slower. Any long trip is already painful. I think this will just promote the use of capitals and titans as means to move individuals and fleets around. I will likely not fly my battleship anywhere after this, I will load it in my carrier and jump it. I feel that this could have the effect of eliminating the opportunity of catching individual and fleet bs's as we won't want to fly them anywhere. (nullsec) |

Lfod Shi
Lfod's Ratting and Salvage
126
|
Posted - 2013.10.04 12:51:00 -
[183] - Quote
Heh, and they thought I was fast before.... mwwwahahahahahahahaha! GÖ¬ They'll always be bloodclaws to me GÖ½ ...end transmission... |

Wes Vyvorant
The Scope Gallente Federation
0
|
Posted - 2013.10.04 14:54:00 -
[184] - Quote
I agree with the aligning but i don't get warp speed. Why would a BS have to warp slower? A bigger ship should have more room for a better warp engine thus compensating or even outspeeding a frigate... |

Elena Thiesant
Sun Micro Systems
639
|
Posted - 2013.10.04 15:11:00 -
[185] - Quote
My poor slow-ass freighter 
The thing's slow enough as it is, is it really necessary to add about another 1/3 to average gate-gate warps? Watching a freighter fly is already less entertaining than watching grass grow (the grass is faster), making it even slower to move ore/minerals/manufactured goods to a trade hub is not going to do anything to make the game more engaging or fun. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1462
|
Posted - 2013.10.04 15:35:00 -
[186] - Quote
http://www.youtube.com/watch?v=ez-znJzqLsc BYDI recruitment closed-ish |

Pant MercenaryS
Grim Determination Nulli Secunda
1
|
Posted - 2013.10.04 15:41:00 -
[187] - Quote
Barrogh Habalu wrote:Gypsio III wrote:Retmas wrote:it takes sixteen seconds for a hulk to align. a ceptor gang can be on top of you, in a 40 AU system, in about 14. ASSUMING perfect reactions by the miners. keeping a scout in another system is possible - if the scout is able to stare at the screen for hours on end. Oh come on. Fit nanos, use a more agile miner or put a scout next door. You don't need to stare at a screen, all you need is to be able to hear a gateflash, and then have your miners warp to a few hundred km tactical so they don't waste time panic-warping 20 AU to POS/station every time a friendly jumps in but forgets to announce it in intel. Anyway, if you're right and null mining and supply of high-ends do crash, what do you think will happen to the prices of those high-ends? You should be looking at this as an opportunity to outcompete inferior alliances' miners. Mine intelligently and reap the rewards, or just carry on acting like a generic nullbear. I see miner safety is an issue again. Well... When I was new and was trying to mine, we did something like this with EVE-Uni guys: You take some fast frig, and go make loads of off-grid bookmarks around belts in your system, positioning them so that you can be nearly-aligned to any of them most of the time while slowly flying along asteroid fields mining. You'll probably need about 5-6 bookmarks to be able to circle around belts. If something enters your system, you should be able to almost insta-warp with the exception of unlucky cases when you will be caught with your pants down while re-aligning to another bookmark. Anything else is pretty normal, jettison ore in the process of mining then tractor all cans to one spot where it can be picked up by whatever indy you are using. It can be more of a hassle for grav sites as you will need a new sets of bookmarks every time, but for belts you won't spend too much time.
The miners isn't as much of an issue as the hauler, any mid sized to large scale mining operation use freighters and rorq/orcas for hauling ore. Which incidently became alot more dangerous in the patch when grav sites can be scanned down with the normal system scanner.
Now you get a ceptor that can blitz through systems in seconds, open up system scanner and warp to the grave site, and ontop of that, the freighters and rorqs/orcas are even slower. It already takes a freighter some where between 2-3 mins from it enters warp from the station / Pos until it lands on the grav site and have aligned out. Even if you have a scout next door you have no chance of saving the freighter when a ceptor can fly trough how many systems in 3 mins? And you can't even bubble the gates to slow it down..
I am not saying the warp speed changes are a bad idea, but if this is to be implemented without completely rendering null sec mining useless you have to do some adjustments to mining.
I would suggest making it so you have to scan down grav sites again and possibly increasing the ore bay on the orca / rorqual to lessen their exposure and maybe giving them a sensor strenght bonus so they can't be scanned down that easily when they are in the grav. |

Gargep Farrow
Center for Advanced Studies Gallente Federation
15
|
Posted - 2013.10.04 15:50:00 -
[188] - Quote
Mashie Saldana wrote:I can't see the Orca in that chart, how will the warp speed change for that one? I suspect it will be the same or similar to freighters.
CCP, I have to agree with the majority of the comments here, The concept is great and much needed, but there needs to be a second look at how it is slowing some of the bigger ships ie. freighter and BS. This general concept has so much potential and with a little more work you could actually please almost everybody. |

Wolf Kyosuke
Federal Defense Union Gallente Federation
4
|
Posted - 2013.10.04 16:12:00 -
[189] - Quote
Not sure if it's already been asked or if it even matters, but will these changes also affect warping for probes as well? |

Starrakatt
Hunter Killers. Forsaken Asylum
35
|
Posted - 2013.10.04 17:34:00 -
[190] - Quote
Pant MercenaryS wrote: I am not saying the warp speed changes are a bad idea, but if this is to be implemented without completely rendering null sec mining useless you have to do some adjustments to mining.
Or use tactics to prevent such a demise, and create an offgrid BM to warp to, then bounce to the very close by mining op. |
|

Markku Laaksonen
EVE University Ivy League
189
|
Posted - 2013.10.04 17:50:00 -
[191] - 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
Aw man, that sucks. Are these changes not coming to low sec? |

Trinity Faetal
Hard Knocks Inc. Kill It With Fire
7
|
Posted - 2013.10.04 17:58:00 -
[192] - Quote
Captain! I am getting a reading I don't understand. |

Sizeof Void
Center for Advanced Studies Gallente Federation
368
|
Posted - 2013.10.04 18:28:00 -
[193] - Quote
Trebor Daehdoow wrote:I personally feel that freighters should align like pigs and warp faster than they do. These are ships that spend most of their in-space time in warp, so it only makes sense they would be engineered to be good at it. Not really. A RL freighter is designed for cargo capacity and fuel efficiency, not speed. This applies to transport by sea, air and ground. If you need to move something faster, you don't use a freighter.
Warp speed changes, thumbs up!
|

Tikitina
Imperial Academy Amarr Empire
31
|
Posted - 2013.10.04 21:10:00 -
[194] - Quote
Wrayeth wrote:I'm generally in favor of the smaller ships getting a bonus to their warp speed. However, I don't believe it's necessary to slow down the larger ships to do it.
As it stands now, it already takes forever and a day to travel anywhere in a BS, and I see this change making them even less frequently seen on the battlefield than they are already. In fact, the only place I expect them to be common will be in missions and incursions.
In short, if my real life time investment goes up due to travel time, which often has no enjoyable gameplay associated with it, it's going to discourage me from using heavier ships at all. I don't know if that's the intention, but that will be the net effect in my case.
So, it will take even more effort to use bigger ships farther from home?
Good changes in my book.
Now only if they can make the same concept work for Capitals+.
|

Krops Vont
Imperial Shipment Amarr Empire
9
|
Posted - 2013.10.04 21:58:00 -
[195] - Quote
Will... dropping out of warp be instant? Will rancer cease to smartbomb? Wat...
Also some ideas for rigs... Increase MJD range. Decrease minimum warp distance. Rig that... increases gate acceleration speed? Can't think of much more than that other than the already completed rigs to increase warp speed... |

Zarlis
Signals Directorate
1
|
Posted - 2013.10.04 22:07:00 -
[196] - Quote
That's quite a proxy nerf you did to blockade runners . They used to be able run gate to gate at the fastest speed in the game but now all frig size ships are twice as fast. Is this deliberate that blockade runners can no longer run blockades? |

Milton Middleson
Rifterlings Point Blank Alliance
355
|
Posted - 2013.10.04 22:17:00 -
[197] - Quote
Quote:That's quite a proxy nerf you did to blockade runners . They used to be able run gate to gate at the fastest speed in the game but now all frig size ships are twice as fast. Is this deliberate that blockade runners can no longer run blockades?
Blockade runnners will be faster than everything except an interceptor/cov ops.
Just like they were before. |

Aglais
Deep Core Mining Inc. Caldari State
404
|
Posted - 2013.10.05 05:09:00 -
[198] - Quote
Tursarius wrote:Hi Fozzie,
Please don't make warping in a battleship any slower. Any long trip is already painful. I think this will just promote the use of capitals and titans as means to move individuals and fleets around. I will likely not fly my battleship anywhere after this, I will load it in my carrier and jump it. I feel that this could have the effect of eliminating the opportunity of catching individual and fleet bs's as we won't want to fly them anywhere. (nullsec)
Just think of what's going to happen with Marauders.
Subwarp velocity and agility nerfs, to the extent that they can't really use any non-MJD prop mod, more time spent accelerating and decelerating in warp, slower warp...
Broken. |

SOL Ranger
SOL.
32
|
Posted - 2013.10.05 06:26:00 -
[199] - Quote
A couple related thoughts:
Reduce warp speed by 50%+ on all ships in addition to this change you have proposed because travel is too easy and quick overall and trivializes locality a great deal.
I do not see a reason why craft other than Interceptors need to be very fast at warping, subtle differences in the rest of the ships is adequate, interceptors being the one class which can have quite good burst warp properties because it is essentially their role.
Increase the initial capacitor cost for warping significantly, we want ships to take a breather sometimes and not be able to zip around like the roadrunner indefinitely by default.
- Not only does this increase the chance for interaction and conflict anywhere in space but it also increases the use for stations and provides a way to increase interaction there as well, promoting PvP. - This change also reduces the possibility of just warping off mid combat and increases the need to competently manage your capacitor for any ship and your location in space, you can't just trust on warping out to safety when you recklessly zip through gates and ignore your capacitor.
Add a capacitor cost to propulsion of any kind 0 GJ/s(stationary) -10 GJ/s(max standard propulsion) BS propulsion cost, 0 GJ/s(no warp) -100GJ/s(max warp) BS warp cost. Not kidding.
- This would increase the value in capacitor management and the value of capacitor enhanced/durable fits as well as balance mobility with endurance.
This is all about consequences of locality of which there is little at the moment and prolonged mobility of which there is too much of, travel is quite trivial and just jumping/flying around like a headless chicken will avoid most combat with ease, you should be able to avoid combat initially through mobility but not permanently unless specifically fitting for endurance.
Yes, making the game a bit more difficult will most certainly make the game feel more significant(read: better), at least that is how I feel.
I won't go into the warp trail/warp combat part because we all know that's not going to happen... in a while... but I feel in warp battles/warp trail capacitor economy and warp trail breaking would prove invaluable as an addition to interaction in EVE.
|

Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
307
|
Posted - 2013.10.05 07:04:00 -
[200] - Quote
A very welcome change, my T2 shuttle became so much better with added bubble immunity(!) and better warp speeds.
SOL Ranger wrote:A couple related thoughts:
Reduce warp speed by 50%+ on all ships in addition to this change you have proposed because travel is too easy and quick overall and trivializes locality a great deal.
You are not a freighter pilot , are you? Opinions are like assholes. Everybody's got one and everyone thinks everyone else's stinks. |
|

Pant MercenaryS
Grim Determination Nulli Secunda
3
|
Posted - 2013.10.05 08:54:00 -
[201] - Quote
Starrakatt wrote:Pant MercenaryS wrote: I am not saying the warp speed changes are a bad idea, but if this is to be implemented without completely rendering null sec mining useless you have to do some adjustments to mining.
Or use tactics to prevent such a demise, and create an offgrid BM to warp to, then bounce to the very close by mining op.
22+ second warp at 150km plus align time so you're still looking at well over a minute, plenty of time for a ceptor to fly through the scouted system next door and land in your grav.
A ceptor could fly through several gravs in the minute+ time he have. The risk will have increased many times of that it was before this patch, only T3s could blitz through the scouted and bubbled system next door before, but they warp a lot slower then the proposed new ceptor will and also they cost much more.
At the end of the day it is a risk reward thing. I don't see the reward increasing that much, since this hardly affect the mackinaw bots that don't use haulers, they simply warp to a mining site, align out, mine until they fill their 35k m3 cargo hold, warp to station to unload and rinse and repeat.
Also Orcas / Rorquals now have a dimminshed role as haulers, since they have to spend a lot more time in warp, they can't haul ore as fast as they could, the m3 moved per hour is alot less.
Can't really say this isn't a massive nerf to null sec miners that can be remedied by placing a BM 300km of the mining site. |

Falkor1984
The Love Dragons
4
|
Posted - 2013.10.05 15:30:00 -
[202] - Quote
So unless the warp is longer than 50+ AU freighters will warp even slower, more than doubeling the time in some cases? Which percentage of Eve's systems has warps over 50+ AU? In my experience there aren't a whole lot of those systems. So in general it seems you are pestering freighters with this. Dont you think freighterering is horrible enough already? What have you been smoking? |

Niko Lorenzio
United Eve Directorate
269
|
Posted - 2013.10.05 15:45:00 -
[203] - Quote
YES! YES! AND YES!
I think keeping the T1 Cruiser standard might be a bit low and maybe the standard should be set at T1 BC, but either way, thank you for this awesomeness. |

Nevyn Auscent
Broke Sauce
404
|
Posted - 2013.10.05 16:01:00 -
[204] - Quote
Falkor1984 wrote:So unless the warp is longer than 50+ AU freighters will warp even slower, more than doubeling the time in some cases? Which percentage of Eve's systems has warps over 50+ AU? In my experience there aren't a whole lot of those systems. So in general it seems you are pestering freighters with this. Dont you think freighterering is horrible enough already? What have you been smoking? Of course, you might also see Freighters allowed fittings when they get to the Cap ships in Tiericide, and can then choose to fit warp speed & agility rigs to your freighter making it much faster. |

Udonor
Native Freshfood Minmatar Republic
38
|
Posted - 2013.10.05 16:34:00 -
[205] - Quote
Gankspeed boys!
no target escapes by warping when they see you pop up in local when you jump gate and start warp to where scout marked target.
Now can we get around to simply removing local as a source of intellignence through out EVE?
WH local should be the standard model for local everywhere. |

Falkor1984
The Love Dragons
4
|
Posted - 2013.10.05 16:40:00 -
[206] - Quote
Nevyn Auscent wrote:Falkor1984 wrote:So unless the warp is longer than 50+ AU freighters will warp even slower, more than doubeling the time in some cases? Which percentage of Eve's systems has warps over 50+ AU? In my experience there aren't a whole lot of those systems. So in general it seems you are pestering freighters with this. Dont you think freighterering is horrible enough already? What have you been smoking? Of course, you might also see Freighters allowed fittings when they get to the Cap ships in Tiericide, and can then choose to fit warp speed & agility rigs to your freighter making it much faster. Yeah that would be nice indeed, but lets do that first before making the bricks fly even slower |

Udonor
Native Freshfood Minmatar Republic
38
|
Posted - 2013.10.05 16:49:00 -
[207] - Quote
Falkor1984 wrote:Nevyn Auscent wrote:Falkor1984 wrote:So unless the warp is longer than 50+ AU freighters will warp even slower, more than doubeling the time in some cases? Which percentage of Eve's systems has warps over 50+ AU? In my experience there aren't a whole lot of those systems. So in general it seems you are pestering freighters with this. Dont you think freighterering is horrible enough already? What have you been smoking? Of course, you might also see Freighters allowed fittings when they get to the Cap ships in Tiericide, and can then choose to fit warp speed & agility rigs to your freighter making it much faster. Yeah that would be nice indeed, but lets do that first before making the bricks fly even slower 
LOL - CCP will be killing web slingshoting to warp speed EXPLOIT first.
The idea will be to motivate you to buy a dozen PLEX for those super expensive freighter modules and to help give back profits to the player pirates that make EVE rock.
What? You didn't think CP was in this as a charity did you?
If they make the game better they deserve to be paid better. Especially by bots who chicken out of PVP.
Long live CODE...soon expanding into mission protection services (what someone shooting all the triggers and stealing mission object loots?) Helping CCP move people into low sec and null PVP for over 2 years. |

Udonor
Native Freshfood Minmatar Republic
38
|
Posted - 2013.10.05 16:58:00 -
[208] - Quote
Falkor1984 wrote:Nevyn Auscent wrote:Falkor1984 wrote:So unless the warp is longer than 50+ AU freighters will warp even slower, more than doubeling the time in some cases? Which percentage of Eve's systems has warps over 50+ AU? In my experience there aren't a whole lot of those systems. So in general it seems you are pestering freighters with this. Dont you think freighterering is horrible enough already? What have you been smoking? Of course, you might also see Freighters allowed fittings when they get to the Cap ships in Tiericide, and can then choose to fit warp speed & agility rigs to your freighter making it much faster. Yeah that would be nice indeed, but lets do that first before making the bricks fly even slower 
There is an rumored alternative that CCP was considering & which you can vote for.
Fast freighters. Only twice as slow as industrial. Otherwise basically the same cost etc. as current freighters except a lot less EHP to be more agile and quick. 3 Volleys from BS or Tornado type Attack Battlecruiser ship can take one out. Personally this one has a lot of appeal to me. |

Sizeof Void
Center for Advanced Studies Gallente Federation
370
|
Posted - 2013.10.05 18:43:00 -
[209] - Quote
Falkor1984 wrote:So unless the warp is longer than 50+ AU freighters will warp even slower, more than doubeling the time in some cases? Which percentage of Eve's systems has warps over 50+ AU? In my experience there aren't a whole lot of those systems. So in general it seems you are pestering freighters with this. Dont you think freighterering is horrible enough already? What have you been smoking? Actually, making freighters slower should also make freight hauling more profitable. Fewer pilots are going to want to do their own long-distance hauling, and will be much more likely to just contract it out.
Which is what I do now. I can fly a freighter, yet I prefer to pay to contract it out, simply because I'm not into doing those long, slow runs. Even if freight rates triple after this warp speed change, I'll still consider it a bargain. |

CW Itovuo
The Executioners
7
|
Posted - 2013.10.05 19:43:00 -
[210] - Quote
Kismeteer wrote:Oh, and fix the recon cap usage on warps while you're at it.
4 warps for a single system in a recon is a joke.
Big +1
Definitely support changing warp speeds. This is a positive change to the game, and is long overdue. Interceptors can now reach their full potential.
I think CCP needs to move the speed slider a bit closer to the BC & BS side of things. Interceptors and small tackle should gain speed, but BS/BC shouldn't suffer for it. |
|

Omnathious Deninard
Novis Initiis
1645
|
Posted - 2013.10.05 20:58:00 -
[211] - Quote
Deleted Novis Initiis is Recruting-á --á Ideas for Drone Improvement |

Atreides 47
Atreides of Arrakis
13
|
Posted - 2013.10.05 23:27:00 -
[212] - Quote
~1 minute to warp 20 AU for BS, up from ~30 seconds ? Stop ruining this game, thats ridiculous BS. BS must have 3 AU warp speed as now and there is no point to cut it. Long Live the Fighters !
CCP and nerfs - http://i.imgur.com/MejTGfL.jpg |

Cselle
Brave Newbies Inc. Brave Collective
4
|
Posted - 2013.10.06 01:05:00 -
[213] - Quote
are blockade runners still going to be crazy fast? |

Aglais
Deep Core Mining Inc. Caldari State
408
|
Posted - 2013.10.06 01:49:00 -
[214] - Quote
Atreides 47 wrote:~1 minute to warp 20 AU for BS, up from ~30 seconds ? Stop ruining this game, thats ridiculous BS. BS must have 3 AU warp speed as now and there is no point to cut it.
Just remember, the Marauders too are affected by this and are only marginally faster than T1 battleships. And their subwarp velocity got completely thrashed in the "rebalance" they suffered recently.
This is more or less a T3 stealth buff in terms of PvE, too. |

Joe Risalo
State War Academy Caldari State
539
|
Posted - 2013.10.06 01:56:00 -
[215] - Quote
I think the balance point should start at BCs.
I say this because all this effort that CCP made to balance BSs is going to be worthless once you factor slower warp and higher costs together. Not to mention that so far, Marauders aren't suited for pvp at all in their planned design. Hell, this is even going to hurt BS pve viability, expecially for marauders who just got a massive mass hit, and lowered mobility. |

Noritama Furikake
Nejitu Company Caladrius Alliance
0
|
Posted - 2013.10.06 04:24:00 -
[216] - Quote
Please add "Align" to anything which we can warp to. (Especially, anormaly, fleet member in same system, etc.) We cannot take fleet warp without "Align" , so after Rubicon, this warp speed modification affects too much for these location at fleet activity. |

Vicar2008
Mindstar Technology Fatal Ascension
70
|
Posted - 2013.10.06 06:10:00 -
[217] - Quote
Tidi is going to be a blast now in Battleship fleets :D
Does this change the way Pods warp now also? |

sabastyian
United Nations Space Coalition
6
|
Posted - 2013.10.06 06:19:00 -
[218] - Quote
For the love of god, dont make battleships and battlecruisers even slower..... My bs collection already collects dust because they are slower then most ships, and normally in low-sec pvp you do "fleet, warp to this gate" and since we all have similar times, it isnt bad when running from a hostile gang, but now if our slow abaddon ( which takes like 11 seconds just to get into warp ) just had his warp speed doubled we will leave his ass to die. This is effectively killing any sub-cruiser pvp and pve. As a freighter pilot, i did around 150 jumps in 1 day and it took me like 9 hours ( i finished LOTR before i was done moving everything ) but now...you just doubled my time....so 18 hours....no..... Consider keeping warp speeds the same, but making the amount of time needed to hit max warp less for Interceptors and Interdictors. That would keep those ships in their role as "That freaking thing i better run from or ima die cause hes faster then me" but would also leave combat in a standard niche. Consider your average 0.0 10% tidi fight with bs, well your 30 second warp takes like 5 minutes, well now double that to 10 minutes while the hostile fleet only has a 7.5 minute warp time. Also Bs fleets are already a rarity in eve ( due to the maneuverability of Tier 3 bc gangs, and nano gangs ) they are about to become extint. |

Falkor1984
The Love Dragons
4
|
Posted - 2013.10.06 08:05:00 -
[219] - Quote
Udonor wrote:LOL - CCP will be killing web slingshoting to warp speed EXPLOIT first. This is a stealth nerf to webbing: it is a lot less effective for shortening travel time with these crazy ideas. Webbing will still give extra security though. And why are you calling it an exploit? Its game mechanics 101.
Also BS fleets are crazy slow indeed already, longer warp times multiplied by tidi will quickly see them disappear unless used in combo with Titans.
Want more danger from ceptors? Make them quicker, dont slow the rest of the ships down, some are already crazy slow. One can also wonder though whether to go to a third of the time it took before (11 vs 4 seconds, 23 vs 8 etc.) for small stuff. In a game where change is often in the 2-5% range when you skill up or fit a better module, taking 60-65% of warp times seems like A LOT.
So all in all, badly thought through plan. |

Scatim Helicon
GoonWaffe Goonswarm Federation
2451
|
Posted - 2013.10.06 08:41:00 -
[220] - Quote
Pant MercenaryS wrote:Starrakatt wrote:Pant MercenaryS wrote: I am not saying the warp speed changes are a bad idea, but if this is to be implemented without completely rendering null sec mining useless you have to do some adjustments to mining.
Or use tactics to prevent such a demise, and create an offgrid BM to warp to, then bounce to the very close by mining op. 22+ second warp at 150km plus align time so you're still looking at well over a minute, plenty of time for a ceptor to fly through the scouted system next door and land in your grav. A ceptor could fly through several gravs in the minute+ time he have. The risk will have increased many times of that it was before this patch, only T3s could blitz through the scouted and bubbled system next door before, but they warp a lot slower then the proposed new ceptor will and also they cost much more. At the end of the day it is a risk reward thing. I don't see the reward increasing that much, since this hardly affect the mackinaw bots that don't use haulers, they simply warp to a mining site, align out, mine until they fill their 35k m3 cargo hold, warp to station to unload and rinse and repeat. Also Orcas / Rorquals now have a dimminshed role as haulers, since they have to spend a lot more time in warp, they can't haul ore as fast as they could, the m3 moved per hour is alot less. Can't really say this isn't a massive nerf to null sec miners that can be remedied by placing a BM 300km of the mining site. Maybe you could try defending your miners rather than leaving them to die when hostiles roll through? CCP: Not out to ruin your game, out to ruin their game. |
|

Falkor1984
The Love Dragons
4
|
Posted - 2013.10.06 08:49:00 -
[221] - Quote
Sizeof Void wrote:Falkor1984 wrote:So unless the warp is longer than 50+ AU freighters will warp even slower, more than doubeling the time in some cases? Which percentage of Eve's systems has warps over 50+ AU? In my experience there aren't a whole lot of those systems. So in general it seems you are pestering freighters with this. Dont you think freighterering is horrible enough already? What have you been smoking? Actually, making freighters slower should also make freight hauling more profitable. Fewer pilots are going to want to do their own long-distance hauling, and will be much more likely to just contract it out. Which is what I do now. I can fly a freighter, yet I prefer to pay to contract it out, simply because I'm not into doing those long, slow runs. Even if freight rates triple after this warp speed change, I'll still consider it a bargain.
With the same reasoning I could say ceptors need to move slower, since being a mercenary then pays more, because less people want to do it....flawed reasoning. It is about the fact that it is just crappy gameplay to have someone sit in a freighter hauling stuff at even slower speeds. Where is the fun in that?
I mean I surely dont want to be ganked in my freighter, but the fact it exists does give me that stressed out feeling when I need to jump into a known gankers system. In that sense that is gameplay, because it stresses me out before I jump in and gives me that "hooraaayyy I made it" feeling when I pass that system.
Being in warp longer doesnt do anything for that: it just adds more boredom, because in warp noone can attack you nor can you defend yourself. There is no gameplay in warp. |

Atreides 47
Atreides of Arrakis
15
|
Posted - 2013.10.06 09:33:00 -
[222] - Quote
Aglais wrote:Just remember, the Marauders too are affected by this and are only marginally faster than T1 battleships. And their subwarp velocity got completely thrashed in the "rebalance" they suffered recently.
This is more or less a T3 stealth buff in terms of PvE, too. Who cares ? To waste double more time for already slowboat warping is just a ridiculous stupidity. Add to that ceptors that warping everywhere inside bubbles like - "I don't give a fak , Iam warping everywhere to 0km". Long Live the Fighters !
CCP and nerfs - http://i.imgur.com/MejTGfL.jpg |

Tampopo Field
Blue Republic RvB - BLUE Republic
33
|
Posted - 2013.10.06 09:44:00 -
[223] - Quote
I think this might be my favourite feature in Rubicon. At least among the ones that have a thread going at the moment. Even though I really like proposed the Interceptor and the EAF rebalances as well as the new SOE ships. It's pretty mutch perfect. Notification: Because I'm lazy, I have a tendency to post without proof reading. This may result in various errors including but not limited to typos, weird typos, grammatical errors, bizarre sentence structure, words written repeatedly, mislocated paragraphs, pointlessly complicated explanations, general incoherency, and abrupt endings. |

Sizeof Void
Center for Advanced Studies Gallente Federation
370
|
Posted - 2013.10.06 10:00:00 -
[224] - Quote
Falkor1984 wrote:Sizeof Void wrote:Falkor1984 wrote:So unless the warp is longer than 50+ AU freighters will warp even slower, more than doubeling the time in some cases? Which percentage of Eve's systems has warps over 50+ AU? In my experience there aren't a whole lot of those systems. So in general it seems you are pestering freighters with this. Dont you think freighterering is horrible enough already? What have you been smoking? Actually, making freighters slower should also make freight hauling more profitable. Fewer pilots are going to want to do their own long-distance hauling, and will be much more likely to just contract it out. Which is what I do now. I can fly a freighter, yet I prefer to pay to contract it out, simply because I'm not into doing those long, slow runs. Even if freight rates triple after this warp speed change, I'll still consider it a bargain. With the same reasoning I could say ceptors need to move slower, since being a mercenary then pays more, because less people want to do it....flawed reasoning. It is about the fact that it is just crappy gameplay to have someone sit in a freighter hauling stuff at even slower speeds. Where is the fun in that? I mean I surely dont want to be ganked in my freighter, but the fact it exists does give me that stressed out feeling when I need to jump into a known gankers system. In that sense that is gameplay, because it stresses me out before I jump in and gives me that "hooraaayyy I made it" feeling when I pass that system. Being in warp longer doesnt do anything for that: it just adds more boredom, because in warp noone can attack you nor can you defend yourself. There is no gameplay in warp. Then don't fly a freighter.
There are others who will take up the slack and make a profit doing so. Most freighter pilots don't fly them to get an adrenaline rush. |

Mioelnir
Cataclysm Enterprises Easily Offended
116
|
Posted - 2013.10.06 11:10:00 -
[225] - Quote
Sizeof Void wrote:There are others who will take up the slack and make a profit doing so. Most freighter pilots don't fly them to get an adrenaline rush. Let's be honest here for one second. Most freighter pilots fly them AFK on an alt account because you already want to stab yourself in the face if you have to fly them. "Does not matter if we make it worse, nobody flies them at-the-keyboard anyway" is neither a valid argument nor good design.
The fact also is, all other ship classes have the option for a trade-off. Install a warp-speed rig if your warp speed is more important to you than what would otherwise go into that slot. But freighters can not. The have no slots, the have no rigs. And in the current fitting system, they can't be given them either since the game lacks a "can not be fitted to" attribute. And without that one could cargo-rig a freighter to more than 1 million m3 making it possible to import packaged carriers and dreadnoughts into highsec. |

keira sama
Immoral Space Kaisers
0
|
Posted - 2013.10.06 11:24:00 -
[226] - Quote
as a miner and indy player, will there be a way for me to atleast get a chance to escape players with higher warp speed, if i use certain modules or will i be screwed no matter what i try? |

Falkor1984
The Love Dragons
4
|
Posted - 2013.10.06 11:35:00 -
[227] - Quote
keira sama wrote:as a miner and indy player, will there be a way for me to atleast get a chance to escape players with higher warp speed, if i use certain modules or will i be screwed no matter what i try? Alignment is your friend. And have safespots off grid, since with the new system enemies can pretty much catch up to you before you got a chance to rewarp.
But to be honest, I do think grabbing a indy or miner char in low/nullsec becomes very easy. Seems to fall in line with the dumbing down that CCP is applying to the game lately (plexes for example). Apperently they feel killing a indy/miner in low/nullsec is too hard. No more player skills needed, the game will help you with very short warptimes. |

keira sama
Immoral Space Kaisers
0
|
Posted - 2013.10.06 11:47:00 -
[228] - Quote
Falkor1984 wrote:keira sama wrote:as a miner and indy player, will there be a way for me to atleast get a chance to escape players with higher warp speed, if i use certain modules or will i be screwed no matter what i try? Alignment is your friend. And have safespots off grid, since with the new system enemies can pretty much catch up to you before you got a chance to rewarp. But to be honest, I do think grabbing a indy or miner char in low/nullsec becomes very easy. Seems to fall in line with the dumbing down that CCP is applying to the game lately (plexes for example). Apperently they feel killing a indy/miner in low/nullsec is too hard. No more player skills needed, the game will help you with very short warptimes.
It seems, that even though ccp is supposedly balancing this game. all i see is that pvp is rewarded a whole lot more than indy or mining, which already can't do anything to get better profits in low sec/null because it's way too easy to gate camp any that try and now they are making it so it's even more impossible to escape that threat. |

Jeanne-Luise Argenau
Federal Defense Union Gallente Federation
15
|
Posted - 2013.10.06 16:08:00 -
[229] - Quote
tbh i see pros and cons in the warp speed changes.
biggest pro is u can force fleet fights to some extend, biggest con will be hurting the industrial site.
To Industrial, normaly they should be easy picking for pirates but i think that the current changes will make escort duty a must have.
Either way it will change the way alot of players are playing the game. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
878
|
Posted - 2013.10.06 16:40:00 -
[230] - Quote
keira sama wrote:It seems, that even though ccp is supposedly balancing this game. all i see is that pvp is rewarded a whole lot more than indy or mining, which already can't do anything to get better profits in low sec/null because it's way too easy to gate camp any that try and now they are making it so it's even more impossible to escape that threat.
Not at all. Making miners more vulnerable is a boost to nullsec mining, because fewer miners means fewer minerals and an increase in mineral value. Competent miners will therefore see greater ISK/hr. |
|

Mioelnir
Cataclysm Enterprises Easily Offended
116
|
Posted - 2013.10.06 17:06:00 -
[231] - Quote
Gypsio III wrote:keira sama wrote:It seems, that even though ccp is supposedly balancing this game. all i see is that pvp is rewarded a whole lot more than indy or mining, which already can't do anything to get better profits in low sec/null because it's way too easy to gate camp any that try and now they are making it so it's even more impossible to escape that threat. Not at all. Making miners more vulnerable is a boost to nullsec mining, because fewer miners means fewer minerals and an increase in mineral value. Competent miners will therefore see greater ISK/hr. Which in turn will reduce the mineral supply, which will raise mineral prices, which will raise ship prices; leaving the spending power you earned for 1h of mining fairly equal. And once the price is high enough, people that do not usually mine will do so, and the earnings and all the connected prices will ripple down again.
This change is, overall, good and needed. It will cause dramatic shifts in the current meta. But it won't be the victimless, beneficial-to-all change you claim it to be. |

Falkor1984
The Love Dragons
5
|
Posted - 2013.10.06 18:26:00 -
[232] - Quote
Gypsio III wrote: Competent miners will therefore see greater ISK/hr.
Compentent as in HISEC miners? You seem to forget that only Morphite is mined exclusively outside hisec. Rising mineral prices combined with more risk in nullsec will cause more hisec mining (apart from Morphite).
But the point is, why make pvp-ing in nullsec even easier. It doesnt take a whole lot of skill to catch a ratter or miner at the moment. Dumb down scanning system gives you their probable location in 1 second, now the shorter warptimes make it even easier. Killboards everyday show that catching a miner/ratter isnt hard at all, why does it need to be simpler?
This change basically dumbs down the miner/ratter hunting game to a level where u hardly need any skills, while at the same time hurting BS fleets (which are often used because of the silly structure grinds) and making hauling even more boring. Please explain how the game will improve if you let people look at a ship in warp (that they cannot even control) longer?
Dont get me wrong, Im not pro bear, pro miner, pro indy or pro pvp, but Im pro entertaining gameplay. Dumbing the game down and having people stare at a screen longer while they cannot interact with the game is not the way to go. The only fanboys I see in this thread are pvp-ers that like the fact that their pvp gets easier. Well, I PVP as well on many of my characters and if it gets too simple the fun is gone. Its like plexing or factional warfare: it so fricking easy now I dont bother with it anymore. No challenge = no sense of achievement when succesful = no fun = no subscription. Eve is supposed to be hard, dont dumb it down and make it boring. |

Sizeof Void
Center for Advanced Studies Gallente Federation
370
|
Posted - 2013.10.06 19:49:00 -
[233] - Quote
Mioelnir wrote:Sizeof Void wrote:There are others who will take up the slack and make a profit doing so. Most freighter pilots don't fly them to get an adrenaline rush. Let's be honest here for one second. Most freighter pilots fly them AFK on an alt account because you already want to stab yourself in the face if you have to fly them. "Does not matter if we make it worse, nobody flies them at-the-keyboard anyway" is neither a valid argument nor good design. Not true. Most freighter pilots do not fly AFK on an alt account. Every experienced hauler knows that is just a good way to get yourself ganked.
And, there are many pilots who simply enjoy hauling, just as there are many pilots who enjoy mining. For them, Eve is something they play as a casual game. While they are hauling or mining, they are also chatting with in-game friends, watching a movie, or even doing some work.
This game simply isn't as one-sided as many PVP players seem to think - ie. not everyone thinks of mining or hauling as a grind. Quite a few players have actually *never* participated in PVP. |

Sizeof Void
Center for Advanced Studies Gallente Federation
370
|
Posted - 2013.10.06 20:07:00 -
[234] - Quote
keira sama wrote:as a miner and indy player, will there be a way for me to atleast get a chance to escape players with higher warp speed, if i use certain modules or will i be screwed no matter what i try? Mining barges and exhumers currently have a warp speed of 6 AU/sec. I did not see them listed on the new chart, but if they retain this speed, then they will warp faster than BCs and dessies (the preferred ships for ganking miners).
If you fly a Proc or Skiff, with a couple of warp stabs, then you should have a fair chance of escaping any solo ganker, even one in a BC. |

KatanTharkay
V I R I I Ineluctable.
10
|
Posted - 2013.10.06 22:24:00 -
[235] - Quote
Please don't lengthen the warp time too much or people might start playing some other games just to keep themselves busy while warping. Spending too much time doing nothing in eve (warping = no interaction with the game world except chat) is not something desirable. |

Matthias Thullmann
Dynatron Inc. The Volition Cult
13
|
Posted - 2013.10.06 23:14:00 -
[236] - Quote
30 jump trip in a Raven. Better crack open a cold one and watch an entire season of MASH.
JK ILU CPP, interceptors actually work now. Although they could do with even smaller signature and dps. |

M1k3y Koontz
Thorn Project Surely You're Joking
349
|
Posted - 2013.10.06 23:15:00 -
[237] - Quote
Atreides 47 wrote:~1 minute to warp 20 AU for BS, up from ~30 seconds ? Stop ruining this game, thats ridiculous BS. BS must have 3 AU warp speed as now and there is no point to cut it.
IRL battleships move at pitifully slow speeds compared to their smaller, lighter armored/armored counterparts. I don't see what people are complaining about. How much herp could a herp derp derp if a herp derp could herp derp. |

El 1974
Freedom For Fantasy The Unthinkables
96
|
Posted - 2013.10.06 23:23:00 -
[238] - Quote
Quote:Most T2 ships will be slightly faster than their T1 versions (more if their role demands it) to reflect their more advanced construction. I think this is wrong. T2 ships should be designed to be better suited for specific roles and not be better in a miriad of ways to the point that they make T1 ships absolete. The recently rebalanced HACs are making other ships obsolete in a combat role (battlecruisers and battleships). This change will increase that. HACs need a stronger and more suitable role-specific bonus (reduced mass addition when fitting AB/MWD?) and at the same time be nerfed in their general capabilities. It may be argued that faster warp speeds makes many T2 cruisers more suitable for their roles, but I don't see this for the T2 battleships. Also bombers for instance should be able to outrun battleships and don't really need much more than that. As they fit overseized weapons it would make sense if they were relatively slow for a frigate which then makes other small ships more suitable as a counter. I wouldn't mind seeing T1 interceptors warp at the same speed as AFs or even Interdictors. |

Arec Bardwin
1134
|
Posted - 2013.10.07 00:22:00 -
[239] - Quote
M1k3y Koontz wrote:IRL battleships move at pitifully slow speeds compared to their smaller, lighter armored/armored counterparts. I don't see what people are complaining about. You are comparing IRL to a GAME. Having people spend too long time with no interaction in a game is not fun, and players may find something else to play.
Interceptors will have plenty of time to intercept with the new changes without making already slow ships warp even slower. Warp times are already long enough. |

Sizeof Void
Center for Advanced Studies Gallente Federation
371
|
Posted - 2013.10.07 00:32:00 -
[240] - Quote
Arec Bardwin wrote:Having people spend too long time with no interaction in a game is not fun, and players may find something else to play. lol... you must be a child of the video game era, and have never played chess or baseball. |
|

Arec Bardwin
1134
|
Posted - 2013.10.07 00:37:00 -
[241] - Quote
Sizeof Void wrote:lol... you must be a child of the video game era, and have never played chess or baseball. You are comparing the warp tunnel to chess and baseball? Seriously 
|

Sizeof Void
Center for Advanced Studies Gallente Federation
372
|
Posted - 2013.10.07 02:15:00 -
[242] - Quote
Arec Bardwin wrote:Sizeof Void wrote:lol... you must be a child of the video game era, and have never played chess or baseball. You are comparing the warp tunnel to chess and baseball? Seriously  No, actually I was talking about you, not the game. :)
Waiting a whole minute for something to happen must be difficult indeed for the ADD-inflicted FPS-addicted younger generation of gamers. I can't even imagine what waiting 2-3 minutes must be like for them. Well... that's not true - I have a 4-year-old nephew. Fortunately, CCP isn't targeting that market... yet. lol. |

Dinsdale Pirannha
Pirannha Corp
1297
|
Posted - 2013.10.07 03:57:00 -
[243] - Quote
Given how few people are posting about this paradigm-shifting game mechanic change, the rage that will kick in after Nov 19th is going to be flat out nuts, when the majority of players, who never read the forums, are impacted by this massive change.
Pretty much every mission runner and incursion runner just saw their effective income slashed due to the increased idle time in warp. Low sec gate camps are going to see a lot more incredibly quick EAF's, and even if you avoid the camp when you jump into a system, they will be waiting for you when you land at the next gate.
Null sec, meh, not much change, unless we really see clouds of Taranis running around, because inties can tackle, but you need an awful lot to do serious damage, and anyone caught by an inty can batphone for help before dying.
The safe bet is that CCP will ease off the changes once the backlash hits, and they will tighten the spreads.
Most people viewed Orwell's writings as a warning. The harper regime and the goons treat them as a guidebook. |

Arec Bardwin
1134
|
Posted - 2013.10.07 08:02:00 -
[244] - Quote
Sizeof Void wrote:Arec Bardwin wrote:Sizeof Void wrote:lol... you must be a child of the video game era, and have never played chess or baseball. You are comparing the warp tunnel to chess and baseball? Seriously  No, actually I was talking about you, not the game. :) Oh, It was a personal insult, I guess that's fine then
|

Malcanis
Vanishing Point. The Initiative.
11997
|
Posted - 2013.10.07 09:32:00 -
[245] - Quote
Dinsdale Pirannha wrote:Given how few people are posting about this paradigm-shifting game mechanic change, the rage that will kick in after Nov 19th is going to be flat out nuts, when the majority of players, who never read the forums, are impacted by this massive change.
Pretty much every mission runner and incursion runner just saw their effective income slashed due to the increased idle time in warp. Low sec gate camps are going to see a lot more incredibly quick EAF's, and even if you avoid the camp when you jump into a system, they will be waiting for you when you land at the next gate.
Null sec, meh, not much change, unless we really see clouds of Taranis running around, because inties can tackle, but you need an awful lot to do serious damage, and anyone caught by an inty can batphone for help before dying.
The safe bet is that CCP will ease off the changes once the backlash hits, and they will tighten the spreads.
You're wrong about nullsec: this is going to change the nullsec PvP meta a lot.
1 Kings 12:11
|

Ynef
Red Federation RvB - RED Federation
2
|
Posted - 2013.10.07 09:50:00 -
[246] - Quote
What are the plans for pods? Can an interceptor catch a pod (by warping faster) after this change? |

Debora Tsung
The Investment Bankers Guild
506
|
Posted - 2013.10.07 11:21:00 -
[247] - Quote
Irnal Zek wrote:Freighters getting even slower  So without webs Jita-rens and back will take you about 2hours of "select next gate press jump" Brilliant gameplay.
On the other hand, a 5 minutes warp is enough time to panick and try to get a corp mate to undock and light a cyno. Just in case they're waiting for you at your warp exit point.  Stupidity should be a bannable offense.
Also This --> https://forums.eveonline.com/default.aspx?g=posts&t=216699
Please stop making "afk cloak" threads, thanks in advance. |

Suitonia
Corp 54 Curatores Veritatis Alliance
195
|
Posted - 2013.10.07 13:01:00 -
[248] - Quote
Ynef wrote:What are the plans for pods? Can an interceptor catch a pod (by warping faster) after this change?
An Interceptor still won't be able to pod you even if it is at the destination of the pod before the pod lands since pods have perfect agility. (Providing the pod is trying to warp as soon as he lands). If you land on a bubble / or an interdictor follows you however then you'll likely get podded. |
|

CCP Fozzie
C C P C C P Alliance
7768

|
Posted - 2013.10.07 13:43:00 -
[249] - Quote
Hey guys, I'm back from vacation and am now fully caught up on this thread. I'm gonna reply to a bunch of questions now, and we're not far off from these changes getting onto Sisi so you can all test them out for yourselves! Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/ |
|
|

CCP Fozzie
C C P C C P Alliance
7768

|
Posted - 2013.10.07 13:43:00 -
[250] - Quote
Terje Teinturier wrote:Is it possible that the session timer becomes a problem for faster ships traversing relatively small systems? Players may run into it in small systems if they warp very very fast after jumping, but since you can easily get around it in the same way as when you want to burn back (just wait a few seconds while under gatecloak) we don't really see a problem.
FlinchingNinja Kishunuba wrote:How do accelerator gates work with this? Will the speeds still be from ship attributes? So a frig can beat a cruiser if activating at the same time? Yup. Acceleration gates just start a normal warp behind the scenes, so they will get the same changes.
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? Yes, avoiding CONCORD's response is always an exploit no matter how you do it.
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 ? Fleet warps will continue to lock the whole fleet into the slowest warp speed of any ship catching the warp. When a group uses fleet/wing/squad warps everyone that warped together will still arrive at the same time.
Debir Achen wrote: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? Shuttles will remain equal with T1 frigates, Rookie ships and Capsules will remain the same as T1 Cruisers.
ZoraTestra wrote:Are you taking into account the Eifyr and Co. 'Rogue' Warp Drive Speed series implants? Those will continue to work in the same way as before, but will now be useful since the attribute they affect will also affect acceleration.
Altrue wrote: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) 1 - We don't feel that a warp speed increase on the Attack BCs is warranted, just as the attack frigs and cruisers don't get warp speed increases. 2 - Orca warps at battleship speeds 3 - Your raptor will actually make virtually any practical warp faster after these changes than before. The increase in acceleration rate more than counteracts the decrease in max warp speed.
Marian Devers wrote:Question: In Rubicon, the "WarpSpeedMultiplier" will now affect warp speed acceleration. Why was this parameter chosen, instead of making SHIP MASS affect acceleration? We're very hesitant to attach even more things to the mass attribute right now. Doing it this way gave us better control over the balance we wanted to achieve.
Warde Guildencrantz wrote:can we get a low slot module that increases warp speed? like a nano. This kind of thing is very possible, we're playing around with a bunch of options now. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/ |
|
|

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
389
|
Posted - 2013.10.07 13:55:00 -
[251] - Quote
I don't really like it where there's a stat you can improve with a rig, but not with a module. Warp speed is one of those. Penalties to shields would be nice, give armour bros a break. |

Bubanni
ElitistOps Pandemic Legion
780
|
Posted - 2013.10.07 13:55:00 -
[252] - Quote
CCP Fozzie wrote:ZoraTestra wrote:Are you taking into account the Eifyr and Co. 'Rogue' Warp Drive Speed series implants? Those will continue to work in the same way as before, but will now be useful since the attribute they affect will also affect acceleration.
would be awesome if the https://wiki.eveonline.com/en/wiki/Eifyr_and_Co._'Rogue'_Warp_Drive_Speed_WS-615 implant series (warp speed implant) was made into another slot like 9 or even 10 :D Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759
Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |

Warde Guildencrantz
TunDraGon
917
|
Posted - 2013.10.07 13:59:00 -
[253] - Quote
it would be awesome if pirate omegas had their own slot... |

Bubanni
ElitistOps Pandemic Legion
780
|
Posted - 2013.10.07 14:04:00 -
[254] - Quote
Warde Guildencrantz wrote:it would be awesome if pirate omegas had their own slot...
Yeah, that's why I asked if it could get a different slot, because I fly with pirate omega, but wish I could also use a warp speed implant hehe Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759
Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |
|

CCP Fozzie
C C P C C P Alliance
7768

|
Posted - 2013.10.07 14:08:00 -
[255] - Quote
And now a quick note on freighters. We knew that we wanted to expand the spread between the slowest warping ships and the fastest, and we didn't want to take the tempting but potentially damaging route of just buffing everything and making the galaxy smaller for every ship.
Obviously there's a fine line to walk here, but I think we found a strong compromise with the amount that we raised the freighter and JF warp speeds. It is definitely an increase in their average warp times, which is intentional. But it's not back breaking and I believe that it's quite well balanced in relation to their massive cargoholds. For trips where faster warp speeds are needed, people always have the choice of taking smaller volumes in something like an industrial or DST.
Options like adding rigs to freighters could very well happen someday, as we're fairly open that that idea and have been giving it some thought. However we're not going to commit to anything along those lines at this time. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/ |
|

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
389
|
Posted - 2013.10.07 14:15:00 -
[256] - Quote
CCP Fozzie wrote:And now a quick note on freighters. We knew that we wanted to expand the spread between the slowest warping ships and the fastest, and we didn't want to take the tempting but potentially damaging route of just buffing everything and making the galaxy smaller for every ship.
Obviously there's a fine line to walk here, but I think we found a strong compromise with the amount that we raised the freighter and JF warp speeds. It is definitely an increase in their average warp times, which is intentional. But it's not back breaking and I believe that it's quite well balanced in relation to their massive cargoholds. For trips where faster warp speeds are needed, people always have the choice of taking smaller volumes in something like an industrial or DST.
Options like adding rigs to freighters could very well happen someday, as we're fairly open that that idea and have been giving it some thought. However we're not going to commit to anything along those lines at this time.
You should look at jump drive travel if you want to make the galaxy big again. |

Tikitina
Imperial Academy Amarr Empire
33
|
Posted - 2013.10.07 14:42:00 -
[257] - Quote
TrouserDeagle wrote:CCP Fozzie wrote:And now a quick note on freighters. We knew that we wanted to expand the spread between the slowest warping ships and the fastest, and we didn't want to take the tempting but potentially damaging route of just buffing everything and making the galaxy smaller for every ship.
Obviously there's a fine line to walk here, but I think we found a strong compromise with the amount that we raised the freighter and JF warp speeds. It is definitely an increase in their average warp times, which is intentional. But it's not back breaking and I believe that it's quite well balanced in relation to their massive cargoholds. For trips where faster warp speeds are needed, people always have the choice of taking smaller volumes in something like an industrial or DST.
Options like adding rigs to freighters could very well happen someday, as we're fairly open that that idea and have been giving it some thought. However we're not going to commit to anything along those lines at this time. You should look at jump drive travel if you want to make the galaxy big again.
As in, remove it.
|

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1477
|
Posted - 2013.10.07 14:43:00 -
[258] - Quote
TrouserDeagle wrote:I don't really like it where there's a stat you can improve with a rig, but not with a module. Warp speed is one of those. Penalties to shields would be nice, give armour bros a break.
Actually this..
Why are there no rigs with shield penalties? =< BYDI recruitment closed-ish |

Bouh Revetoile
TIPIAKS
374
|
Posted - 2013.10.07 14:44:00 -
[259] - Quote
Garviel Tarrant wrote:TrouserDeagle wrote:I don't really like it where there's a stat you can improve with a rig, but not with a module. Warp speed is one of those. Penalties to shields would be nice, give armour bros a break. Actually this.. Why are there no rigs with shield penalties? =< Like electronic superiority rigs for example ? |

Callic Veratar
469
|
Posted - 2013.10.07 15:08:00 -
[260] - Quote
Tikitina wrote:TrouserDeagle wrote:CCP Fozzie wrote:And now a quick note on freighters. We knew that we wanted to expand the spread between the slowest warping ships and the fastest, and we didn't want to take the tempting but potentially damaging route of just buffing everything and making the galaxy smaller for every ship.
Obviously there's a fine line to walk here, but I think we found a strong compromise with the amount that we raised the freighter and JF warp speeds. It is definitely an increase in their average warp times, which is intentional. But it's not back breaking and I believe that it's quite well balanced in relation to their massive cargoholds. For trips where faster warp speeds are needed, people always have the choice of taking smaller volumes in something like an industrial or DST.
Options like adding rigs to freighters could very well happen someday, as we're fairly open that that idea and have been giving it some thought. However we're not going to commit to anything along those lines at this time. You should look at jump drive travel if you want to make the galaxy big again. As in, remove it.
It doesn't need to be removed to make things slower. Give jumping a spool up timer, have the jump transition take time (0.1ly/s?), reduce jump distance, or increasing fuel consumption would all make it harder to jump so quickly. |
|

baltec1
Bat Country
8155
|
Posted - 2013.10.07 16:12:00 -
[261] - Quote
Its going to be a fair bit harder to take my mega on frigate runs |

Altrue
Exploration Frontier inc
611
|
Posted - 2013.10.07 17:06:00 -
[262] - Quote
CCP Fozzie wrote: 3 - Your raptor will actually make virtually any practical warp faster after these changes than before. The increase in acceleration rate more than counteracts the decrease in max warp speed.
Thanks for answering ! The comment was just humouristical since I knew the increase in warp acceleration / deceleration would beat any decrease in warp speed.
After trying this out on Sisi, I now see that it litteraly EXPLODES everything I could have immagined so far :D I warp gate to gate (40Au) in 8 seconds with a T2 rigged interceptor, that's cool ! Is it short ? Hell yes it is ! But is it a good change ? OF COURSE !
It will entierly change the meta and affect even apparently distant gameplay like PvE in wormholes (D-scan when the ship can be on grid after 5 seconds ? ^^)... And that's cool ! Some people will probably complain about it, but I believe we now give a true role to smaller ships and especially interceptors. I was affraid that this change would shrink the galaxy, but since this was not a global increase in warp speed for every ship, so far it looks balanced. (And I tried with a freighter to compare fastest / slowest)
So, this is a "simple" change (even if from what I understood it was a lot of backend work) but both a needed one and a brilliant one.
G.G. G££ <= Me |

Tikitina
Imperial Academy Amarr Empire
34
|
Posted - 2013.10.07 17:06:00 -
[263] - Quote
Callic Veratar wrote: It doesn't need to be removed to make things slower. Give jumping a spool up timer, have the jump transition take time (0.1ly/s?), reduce jump distance, or increasing fuel consumption would all make it harder to jump so quickly.
I agree that there could be other ways to do this such as a jump-drive-recharge-timer not related to the capacitor, but... I do like the idea of Cap fleets using the gate network, thus requiring proper support to move in addition to combat.
The threat of trapping a Cap fleet while in transit would be of significant concern to most wanting to field Cap ships. This would make moving a Cap Fleet around even more of a major decision than it is now.
I would suggest that the Siege timers either be dramatically reduced or removed if jump drives were removed though. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1481
|
Posted - 2013.10.07 18:22:00 -
[264] - Quote
I would just like to say again that this is the best change ever, please keep it as is
https://www.youtube.com/watch?v=AdQRyRZur8U
I might need a new pair of pants after watching this.. BYDI recruitment closed-ish |

ilammy
27
|
Posted - 2013.10.07 18:57:00 -
[265] - Quote
Malcanis wrote:You're wrong about nullsec: this is going to change the nullsec PvP meta a lot. More titan-hugging due to more sheer speed diversification?
Everybody knows that CCP has Unforseen Consequences V. |

Dominous Nolen
Powder and Ball Alchemists Union The Predictables
16
|
Posted - 2013.10.07 19:17:00 -
[266] - Quote
All i can say is Wow... Awesome change.
Oh and... First thought on see the warp change in action |

Falkor1984
The Love Dragons
6
|
Posted - 2013.10.07 19:43:00 -
[267] - Quote
CCP Fozzie wrote:And now a quick note on freighters. We knew that we wanted to expand the spread between the slowest warping ships and the fastest, and we didn't want to take the tempting but potentially damaging route of just buffing everything and making the galaxy smaller for every ship.
Obviously there's a fine line to walk here, but I think we found a strong compromise with the amount that we raised the freighter and JF warp speeds. It is definitely an increase in their average warp times, which is intentional. But it's not back breaking and I believe that it's quite well balanced in relation to their massive cargoholds. For trips where faster warp speeds are needed, people always have the choice of taking smaller volumes in something like an industrial or DST.
Options like adding rigs to freighters could very well happen someday, as we're fairly open that that idea and have been giving it some thought. However we're not going to commit to anything along those lines at this time.
So basically you are asking for feedback and then tell us you dont care what we say. So I guess Im done posting here.
There is nothing balanced about LONGER travel times for freighters, thats not hard to understand. It IS back braking since it doesnt add anything in gameplay. Why would you want to make it slower to make the game better? There is no bigger chance of freighters getting caught by this, since they move like a brick compared their hunters already anyway. It just adds TIME in travel where you cannot interact with the game at all.
But yeah like I said, asking for feedback and then saying "we are not gonna change it anyway", is asking for no feedback in the future. GG. |

Matthias Thullmann
Dynatron Inc. The Volition Cult
14
|
Posted - 2013.10.07 20:12:00 -
[268] - Quote
CCP Fozzie wrote:I'm gonna reply to a bunch of questions now. Do you plan on nerfing ceptor dps, lock time, or any other factor to make up for this improvement in the future?
TrouserDeagle wrote:You should look at jump drive travel if you want to make the galaxy big again. THIS THIS THIS
Jump capable ships and jump bridges need a range nerf, speed nerf or complete removal. Having something move several systems in the blink of an eye should be limited to titans and supercarriers only.
Someone said spool up timer, that's a good idea. Give like a 5 min timer from jump initiation until jump is over.
Sizeof Void wrote:ADD-inflicted FPS-addicted younger generation of gamers lol not sure about him but I'm actually in the older balance of EvE players and I still like FPS over all other games. I think it's more to taste, or how much time you have to spend in a day, rather than age or lack of patience. Like I posted before ITT, a long trip in a battleship will eat into 90% of my play time. |

Montevius Williams
The Scope Gallente Federation
610
|
Posted - 2013.10.07 20:28:00 -
[269] - Quote
CCP, the new warp speeds are AMAZING!!!!!!!!!!! EXCELLENT job guys!! "The American Government indoctrination system known as public education has been relentlessly churning out socialists for over 20 years". - TravisWB |

David Laurentson
Laurentson INC StructureDamage
64
|
Posted - 2013.10.07 20:35:00 -
[270] - Quote
CCP Fozzie wrote:And now a quick note on freighters. We knew that we wanted to expand the spread between the slowest warping ships and the fastest, and we didn't want to take the tempting but potentially damaging route of just buffing everything and making the galaxy smaller for every ship.
Obviously there's a fine line to walk here, but I think we found a strong compromise with the amount that we raised the freighter and JF warp speeds. It is definitely an increase in their average warp times, which is intentional. But it's not back breaking and I believe that it's quite well balanced in relation to their massive cargoholds. For trips where faster warp speeds are needed, people always have the choice of taking smaller volumes in something like an industrial or DST.
Options like adding rigs to freighters could very well happen someday, as we're fairly open that that idea and have been giving it some thought. However we're not going to commit to anything along those lines at this time.
The way I read it, warps will be a bit slower on short hops, but noticeably faster on those (currently really annoying) 100-200AU warps.
Honestly? If it's worse on stuff I don't care about (small systems) and better on stuff I do (massive systems)... I'm happy. If it really bothers me, I'll get a web-buddy and end up faster anyway. |
|

Bad Messenger
Nasranite Watch OLD MAN GANG
569
|
Posted - 2013.10.07 21:20:00 -
[271] - Quote
Anyone tested how this change affect smart bombing frigates on gate? |

Bischopt
Arbitrary Repossession
209
|
Posted - 2013.10.07 21:51:00 -
[272] - Quote
Warp speed changes.
I ******* love you. |

Gospadin
School of Applied Knowledge Caldari State
91
|
Posted - 2013.10.07 22:36:00 -
[273] - Quote
Cleanup on aisle my keyboard. |

BitRusher
RecordNotFound900000000000000000000000000000000000
7
|
Posted - 2013.10.07 23:08:00 -
[274] - Quote
Can we get a Chart including the t2 warp rigs showing the minimum warp time. Right now on the test server I'm speeding through systems in 12-16 seconds, and besides not using t2 warp rigs, I'm doing it in a buzzard with a cov op cyno. This defiantly has the potential to absolutely ruin null risk vs reward. |

Sexy Cakes
Have A Seat
387
|
Posted - 2013.10.07 23:36:00 -
[275] - Quote
Keep up the good work Fozzie, Rise and whoever else is on your team. Not today spaghetti. |

Mioelnir
Cataclysm Enterprises Easily Offended
118
|
Posted - 2013.10.08 00:42:00 -
[276] - Quote
David Laurentson wrote:The way I read it, warps will be a bit slower on short hops, Here you need to replace "a bit" with "substantially".
Quote:but noticeably faster on those (currently really annoying) 100-200AU warps. Here you need to replace "noticeably" with "slightly". |

GeMiPaT
The Holy Knights of Malta
3
|
Posted - 2013.10.08 00:59:00 -
[277] - Quote
Hi CCP,
Concept is great, I'm sure we'll love it, I checked the tables and I have these comments:
- T1 industrial is currently 4.5 AU/sec, not 3. it needs to remain that fast, don't nerf warp speed things that are already taking ages to align. - Freighters need a little more love, it also takes ages to align, give him some mooooore speed in warp and a faster start/end of warp. It does have to stay slow but not SLOWER than before, its already a pain today. - You take cruiser T1 as base, I understand your choice but I hoped that the cruisers had some love as well. - T2 cruisers are currently 3.75 AU/sec which is 25% more than T1 cruiser, please make sure this stays valid with new system (looks like it is less) - Please give T2 BC and T2 BS a 25% faster time as well compared to T1 hull. that's not that much, if you look at T1 frig versus T2 it's 50% so please give us a 25% on other T2 equivalent. - I'm concerned about T2 industrial, they are currently very fast but the table does not help me a lot to figure out that they are still that fast.
|

Atreides 47
Atreides of Arrakis
17
|
Posted - 2013.10.08 02:16:00 -
[278] - Quote
CCP Fozzie wrote:ZoraTestra wrote:Are you taking into account the Eifyr and Co. 'Rogue' Warp Drive Speed series implants? Those will continue to work in the same way as before, but will now be useful since the attribute they affect will also affect acceleration. You are making Battleships into Slowpoke fest because of some stupid implants that nobody will ever fit on Battleships ?? Seriously ? That doesn't make any sense. Why the hell double time ? Looks like you are nerfing them again with Scissor hands. Fozzie the Scissor-hands guy - http://cinematv.files.wordpress.com/2009/01/edward_scissorhands_by_mortis_artif.jpg
Nobody wants to wait freaking minutes to cross average system, NOBODY !
CCP Fozzie wrote:Warde Guildencrantz wrote:can we get a low slot module that increases warp speed? like a nano. This kind of thing is very possible, we're playing around with a bunch of options now. Leave the working mechanic alone, because after ruination crutches won't help it.
M1k3y Koontz wrote:IRL battleships move at pitifully slow speeds compared to their smaller, lighter armored/armored counterparts. I don't see what people are complaining about. Do you frequently fly battleships in IRL ? U mad ? IRL bulls**t is not valid argument here. Long Live the Fighters !
CCP and nerfs - http://i.imgur.com/MejTGfL.jpg |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1486
|
Posted - 2013.10.08 02:20:00 -
[279] - Quote
Frigs need to jump through gates faster =<
You spend way more time on gates than in warp now
Also i did some testing and you will have about 5-7 seconds between a inty showing up on scan and him being able to lock you.. This will change EVERYTHING (Like 3 seconds for short range scan)
Seriously, this will entirely change the way pvp works, best change ever. BYDI recruitment closed-ish |

MeBiatch
Republic University Minmatar Republic
1345
|
Posted - 2013.10.08 02:44:00 -
[280] - Quote
with the new opportunities for fast ships i really wish there was a tech III option for desies and gave me the ability to fit gang assist modules. There are no stupid Questions... just stupid people... Winter Expansion new ship request |
|

Hatsumi Kobayashi
Origin. Black Legion.
280
|
Posted - 2013.10.08 04:21:00 -
[281] - Quote
Garviel Tarrant wrote:Seriously, this will entirely change the way pvp works, best change ever.
In a good way, no less.
My only worry is people further deserting battleships as ships of the line in fleet/sov warfare, given the relative speed at which bombers can now ping around and threaten them, but we'll have to see how this develops. On the other hand, it makes MJDs even more viable, which is a good thing. No sig. |

Angelina Duvolle
Homeworld Technologies
0
|
Posted - 2013.10.08 05:19:00 -
[282] - Quote
CCP Fozzie wrote: It is definitely an increase in their average warp times, which is intentional. But it's not back breaking and I believe that it's quite well balanced in relation to their massive cargoholds. For trips where faster warp speeds are needed, people always have the choice of taking smaller volumes in something like an industrial or DST.
Here is the thing. You are correct, it is not backbreaking, but it is another kick in the gut to a profession that has been repeatedly discounted for years.
Most freighter pilots have given up on any improvements since you introduced t3 battlecruisers, and made ganking of them so cheap, that you have to fly tiny repetitive loads to move any amount of product, even thru hi-sec. No their really is not a viable way to defend them that is FUN. So to hell with it, we all fly thru space with less then 100k m3 of stuff staying under 1.5b value, afk from our keyboards. All this is doing is further reinforcing us to do all our freighter runs afk.
You don't give freighter pilots the option of fitting their ships in any way. Eve is a game of choices, of give and take, unless you fly a freighter. (or a shuttle). They are the only ship in the game where you take all the choice out of the players hand and FORCE them to either bore 10 of their friends escorting, bore 1 of their friends webbing, or fly afk.
So no, this is not backbreaking, but it's also not necessary, and a quality of life nerf that appears to have no good reason to do other then "hey we have this nifty formula we wanna use"
And no you can't just fly an indy. It's kinda a big jump between 45km3 and 950k
|

Bouh Revetoile
TIPIAKS
384
|
Posted - 2013.10.08 07:21:00 -
[283] - Quote
Angelina Duvolle wrote:So no, this is not backbreaking, but it's also not necessary, and a quality of life nerf that appears to have no good reason to do other then "hey we have this nifty formula we wanna use" No good reason ?! Haha ! Funny you ! Without these words I would have thought you were serious. :-) |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
878
|
Posted - 2013.10.08 07:51:00 -
[284] - Quote
Oh, just ban freighters from highsec then, or remove them entirely. The rapid transport of large volumes of materials is arguably bad for the game anyway, as it just ends up favouring the formation of a single lagtastic hub. |

Nova Satar
Rekall Incorporated Sinewave Alliance
175
|
Posted - 2013.10.08 09:36:00 -
[285] - Quote
does that chart say it will take 69seconds to warp a non plated BS 50au? |

Bouh Revetoile
TIPIAKS
384
|
Posted - 2013.10.08 10:09:00 -
[286] - Quote
Nova Satar wrote:does that chart say it will take 69seconds to warp a non plated BS 50au? Plated or not is the same, but yep, 69s for 50 au. |

Allandri
Liandri Industrial Liandri Covenant
57
|
Posted - 2013.10.08 11:17:00 -
[287] - Quote
Can you put shuttles in the BR block? |

SMT008
SnaiLs aNd FroGs Verge of Collapse
685
|
Posted - 2013.10.08 12:17:00 -
[288] - Quote
Angelina Duvolle wrote: And no you can't just fly an indy. It's kinda a big jump between 45km3 and 950k
Yep. This here is a part of "Why hauling is really boring".
See, when it comes to ship hauling (As in, transport ships from point A to point B), you have 2 solutions. Carriers and Freighters.
That's it. Orcas are very small tbh, Jumpfreighters are good but very very expensive.
There is no middle ground. It's either too small or too big.
Can't we get something like a 300k battleship-sized industrial ? Something that has tanked-cruiser EHP, while having a BS-tier agility ?
|

Rab See
Fool Mental Junket
14
|
Posted - 2013.10.08 12:30:00 -
[289] - Quote
Just confirming that the warp speed changes felt both great and terrible.
Frigates - interceptors = fantastic - almost as good as I wanted them to be.
Haulers .. BS ... Freighter ... well, again, as expected - but not going to love flying them and I never did.
This is one of those changes I can only like. |

Elena Thiesant
Sun Micro Systems
651
|
Posted - 2013.10.08 13:49:00 -
[290] - Quote
CCP Fozzie wrote:It is definitely an increase in their average warp times, which is intentional. But it's not back breaking and I believe that it's quite well balanced in relation to their massive cargoholds.
Well, at least I'll get a lot more TV episodes watched and a fair few more books read during short freighter runs. Less EVE actually played, but overall it's balanced I guess.
Seriously though, given this is there any chance of a mini-freighter at some (near) point in the future? Something maybe somewhere around 1/3 a freighter's cargo, twice it's sub-warp speed, maybe 1/3 faster align/warp acceleration and same warp speed. Same skill requirements as the current freighters. That would give us meaningful choices about moving smaller loads faster or larger loads slower.
Saying 'use a T1/T2 indy instead' just isn't practical. T1 indy maxes out at let's say 50k m3. Smallest freighter starts at over 700k m3. That's a huge disparity (and yes, I'm ignoring the Orca intentionally) |
|

Tikitina
Imperial Academy Amarr Empire
62
|
Posted - 2013.10.08 14:36:00 -
[291] - Quote
Angelina Duvolle wrote:CCP Fozzie wrote: It is definitely an increase in their average warp times, which is intentional. But it's not back breaking and I believe that it's quite well balanced in relation to their massive cargoholds. For trips where faster warp speeds are needed, people always have the choice of taking smaller volumes in something like an industrial or DST.
Here is the thing. You are correct, it is not backbreaking, but it is another kick in the gut to a profession that has been repeatedly discounted for years. Most freighter pilots have given up on any improvements since you introduced t3 battlecruisers, and made ganking of them so cheap, that you have to fly tiny repetitive loads to move any amount of product, even thru hi-sec. No their really is not a viable way to defend them that is FUN. So to hell with it, we all fly thru space with less then 100k m3 of stuff staying under 1.5b value, afk from our keyboards. All this is doing is further reinforcing us to do all our freighter runs afk. You don't give freighter pilots the option of fitting their ships in any way. Eve is a game of choices, of give and take, unless you fly a freighter. (or a shuttle). They are the only ship in the game where you take all the choice out of the players hand and FORCE them to either bore 10 of their friends escorting, bore 1 of their friends webbing, or fly afk. So no, this is not backbreaking, but it's also not necessary, and a quality of life nerf that appears to have no good reason to do other then "hey we have this nifty formula we wanna use" And no you can't just fly an indy. It's kinda a big jump between 45km3 and 950k
Freighters should be eye-bleeding-ly slow. And yes, I have flown one. I just don't do it regularly.
Leaving Titans and Freighters the baseline and making everything below faster would not create the speed differences needed to make ships truly feel the size they are in-game.
To be honest, I think the bigger ships should be even slower than they are now with the new mechanic.
Complaining about the fact that the ship designed to carry the most cargo in the game is painfully slow is kind of silly in my opinion.
Of course it is! 
Just be glad I'm not a game designer for Eve Online. 
|

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1493
|
Posted - 2013.10.08 14:58:00 -
[292] - Quote
I'm being so negative in all the other threads that i feel like i should come in here and repeat that i really like this change :P BYDI recruitment closed-ish |

Kusum Fawn
State War Academy Caldari State
359
|
Posted - 2013.10.08 15:03:00 -
[293] - Quote
all hail the death of null/wh mining
oh, wait. Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.
|

Angelina Duvolle
Homeworld Technologies
0
|
Posted - 2013.10.08 16:28:00 -
[294] - Quote
Tikitina wrote:
Complaining about the fact that the ship designed to carry the most cargo in the game is painfully slow is kind of silly in my opinion.
I am not crying they are painfully slow. I am crying that they are being made SLOWER for no valid reason.
Was SOMEONE complaining that they were too fast? Was someone organizing freighter races and I missed it?
I don't know anyone advocating they be given frigate level agility, but their is no reason to nerf them at this point. If they are adding slots and rigs to them, then certainly I'd understand nerfing their base level stats down, but this is not the case.
|

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1493
|
Posted - 2013.10.08 16:35:00 -
[295] - Quote
Angelina Duvolle wrote:Tikitina wrote:
Complaining about the fact that the ship designed to carry the most cargo in the game is painfully slow is kind of silly in my opinion.
I am not crying they are painfully slow. I am crying that they are being made SLOWER for no valid reason. Was SOMEONE complaining that they were too fast? Was someone organizing freighter races and I missed it? I don't know anyone advocating they be given frigate level agility, but their is no reason to nerf them at this point. If they are adding slots and rigs to them, then certainly I'd understand nerfing their base level stats down, but this is not the case.
They were too fast before, there is your reason. BYDI recruitment closed-ish |

Falin Whalen
GoonWaffe Goonswarm Federation
445
|
Posted - 2013.10.08 17:15:00 -
[296] - Quote
Prepare ship for ludicrous speed! Fasten all seat-belts, seal all entrances and exits, close all shops in the mall, cancel the three ring circus, secure all animals in the zoo! You've got to remember that these are just simple miners. These are people of the land. The common clay of New Eden. You know... morons. |

Vdr
Grim Determination Nulli Secunda
5
|
Posted - 2013.10.08 20:06:00 -
[297] - Quote
Pant MercenaryS wrote:Barrogh Habalu wrote:Gypsio III wrote:Retmas wrote:it takes sixteen seconds for a hulk to align. a ceptor gang can be on top of you, in a 40 AU system, in about 14. ASSUMING perfect reactions by the miners. keeping a scout in another system is possible - if the scout is able to stare at the screen for hours on end. Oh come on. Fit nanos, use a more agile miner or put a scout next door. You don't need to stare at a screen, all you need is to be able to hear a gateflash, and then have your miners warp to a few hundred km tactical so they don't waste time panic-warping 20 AU to POS/station every time a friendly jumps in but forgets to announce it in intel. Anyway, if you're right and null mining and supply of high-ends do crash, what do you think will happen to the prices of those high-ends? You should be looking at this as an opportunity to outcompete inferior alliances' miners. Mine intelligently and reap the rewards, or just carry on acting like a generic nullbear. I see miner safety is an issue again. Well... When I was new and was trying to mine, we did something like this with EVE-Uni guys: You take some fast frig, and go make loads of off-grid bookmarks around belts in your system, positioning them so that you can be nearly-aligned to any of them most of the time while slowly flying along asteroid fields mining. You'll probably need about 5-6 bookmarks to be able to circle around belts. If something enters your system, you should be able to almost insta-warp with the exception of unlucky cases when you will be caught with your pants down while re-aligning to another bookmark. Anything else is pretty normal, jettison ore in the process of mining then tractor all cans to one spot where it can be picked up by whatever indy you are using. It can be more of a hassle for grav sites as you will need a new sets of bookmarks every time, but for belts you won't spend too much time. The miners isn't as much of an issue as the hauler, any mid sized to large scale mining operation use freighters and rorq/orcas for hauling ore. Which incidently became alot more dangerous in the patch when grav sites can be scanned down with the normal system scanner. Now you get a ceptor that can blitz through systems in seconds, open up system scanner and warp to the grave site, and ontop of that, the freighters and rorqs/orcas are even slower. It already takes a freighter some where between 2-3 mins from it enters warp from the station / Pos until it lands on the grav site and have aligned out. Even if you have a scout next door you have no chance of saving the freighter when a ceptor can fly trough how many systems in 3 mins? And you can't even bubble the gates to slow it down.. I am not saying the warp speed changes are a bad idea, but if this is to be implemented without completely rendering null sec mining useless you have to do some adjustments to mining. I would suggest making it so you have to scan down grav sites again and possibly increasing the ore bay on the orca / rorqual to lessen their exposure and maybe giving them a sensor strenght bonus so they can't be scanned down that easily when they are in the grav.
Any comments on this and the entire Question of mining and gravs from CCP Fozzie? Was the way this affects industry considered while planning this? |

Gorn Arming
Merch Industrial Goonswarm Federation
328
|
Posted - 2013.10.08 20:16:00 -
[298] - Quote
The ability to move interceptors around EVE lightning fast (unhindered by bubbles) is balanced by the fact that they're still just interceptors--that is, until one of them fits a cyno, and suddenly your entire capfleet can react as quickly as an inty. This needs to be impossible and not just difficult to fit. |

Sizeof Void
Center for Advanced Studies Gallente Federation
372
|
Posted - 2013.10.08 20:57:00 -
[299] - Quote
Some of you folks seem to think that large gangs of interceptors are going to be running amok, completely unhindered, ganking every miner and ratter, lighting off cynos everywhere, and generally ruining the game.
Don't be so silly.
The obvious counter to a gang of 5 or 20 or 50 interceptors is.... wait for it... another gang of interceptors.
The second gang doesn't even need to be fit to kill the first gang by themselves. They just need to pursue the first gang. If they catch the first gang, they only need to tackle them long enough for a backup gang of dessies to arrive and pop 'em. And, even if they don't catch them, the first gang is going to be spending most of their time running, and not doing much of anything else. |

sabastyian
United Nations Space Coalition
7
|
Posted - 2013.10.08 21:56:00 -
[300] - Quote
Sizeof Void wrote:Some of you folks seem to think that large gangs of interceptors are going to be running amok, completely unhindered, ganking every miner and ratter, lighting off cynos everywhere, and generally ruining the game.
Don't be so silly.
The obvious counter to a gang of 5 or 20 or 50 interceptors is.... wait for it... another gang of interceptors.
The second gang doesn't even need to be fit to kill the first gang by themselves. They just need to pursue the first gang. If they catch the first gang, they only need to tackle them long enough for a backup gang of dessies to arrive and pop 'em. And, even if they don't catch them, the first gang is going to be spending most of their time running, and not doing much of anything else. Well, there is the 7-10 second "warp lag" and then the base alignment is also slower, so figure your inty gang will quickly be outrunning the dessie gang in even 3 jumps, the destroyers will nearly be 60 seconds behind ( im using 20 au systems for this ) . Also, what interceptor do you know that can catch another interceptor and stop it from burning back to the gate? If you start chasing a hostile inty gang 4 seconds after they warp, the odds of you catching even the end of their asXXs leaving the next system will be slim.
If a group of 3 taranis enter a system, they will catch a target, kill it n roughly 30 seconds, and then be gone 60 seconds after that, total time in system... 2 minutes ( at most ) Consider anything that would stand a decent chance of killing 3 taranis is going to take 20-30 seconds to just land on field from the time "help, im tackled" is spoken, that leaves 2-3 seconds to catch the intys before they are gone. |
|

EI Digin
Sniggerdly Pandemic Legion
1270
|
Posted - 2013.10.08 22:47:00 -
[301] - Quote
The counter to an interceptor gang is to make sure that anything that an interceptor gang can catch is able to break tackle before the cavalry comes, or be scary enough to make the enemy believe that you aren't worth tackling because it will result in lost ships. This is done by either fitting a plethora of drones/neuts, or having a few brawler frigates/cruisers nearby to protect you.
This is a very welcome shift in that it completely changes the way the game is played, where survival is difficult and not always guaranteed unless you take measures to defend yourself against players and are vigilant. It's also a great quality of life change in that jumping through gates takes much less time if you're in the right ship.
The only thing I'm worried about is that the prey might become overfished. |

GeMiPaT
The Holy Knights of Malta
8
|
Posted - 2013.10.09 00:43:00 -
[302] - Quote
GeMiPaT wrote:Hi CCP,
Concept is great, I'm sure we'll love it, I checked the tables and I have these comments:
- T1 industrial is currently 4.5 AU/sec, not 3. it needs to remain that fast, don't nerf warp speed things that are already taking ages to align. - Freighters need a little more love, it also takes ages to align, give him some mooooore speed in warp and a faster start/end of warp. It does have to stay slow but not SLOWER than before, its already a pain today. - You take cruiser T1 as base, I understand your choice but I hoped that the cruisers had some love as well. - T2 cruisers are currently 3.75 AU/sec which is 25% more than T1 cruiser, please make sure this stays valid with new system (looks like it is less) - Please give T2 BC and T2 BS a 25% faster time as well compared to T1 hull. that's not that much, if you look at T1 frig versus T2 it's 50% so please give us a 25% on other T2 equivalent. - I'm concerned about T2 industrial, they are currently very fast but the table does not help me a lot to figure out that they are still that fast.
I forgot to ask about two main things used in EVE:
-- The Shuttles !!! It needs to gain warp speed very fast, faster than an inty even if warp speed can remain the same -- The pod has to be the one having the fastest 0 to 3AU/S speed and same for out of warp even if it remains at 3 AU/s |

Gekkoh
Preferred Nomenclature AB Care Factor
0
|
Posted - 2013.10.09 00:52:00 -
[303] - Quote
Love the changes on the smaller ships.
Don't like them on the high end.
There is no reason why a freighter needs to take any longer than it does now to warp short distances, other than for formula purity. Battleships are also not very much fun to warp around either. I did the Amarr Epic Arc a few months ago and enjoyed it, but it was already annoying enough as it was warping such long distances in a battleship. This just makes it worse.
My suggestion?
Give up on formula purity (and trust me, I understand how satisfying it is to have one formula that works elegantly) and compress the slowdown above BC level. All it does is add tedium to the game. |

Angus Adalwin
EVE University Ivy League
8
|
Posted - 2013.10.09 02:17:00 -
[304] - Quote
After seeing video demonstrations of the effects of warp speed changes, I'm greatly impressed by the incredible speed of the smaller ships (interceptors warp so fast it made my head spin). I do have to question, though, whether it makes a lot of sense to increase warp acceleration for larger vessels, especially if they'll be slowed down as much as the small ships have been sped up. I'd like to see a smaller increase of warp speed time (perhaps even no change) for larger vessels. Loving the new ships, btw :D |

Kahega Amielden
Rifterlings Point Blank Alliance
972
|
Posted - 2013.10.09 02:41:00 -
[305] - Quote
Angus Adalwin wrote:After seeing video demonstrations of the effects of warp speed changes, I'm greatly impressed by the incredible speed of the smaller ships (interceptors warp so fast it made my head spin). I do have to question, though, whether it makes a lot of sense to increase warp acceleration for larger vessels, especially if they'll be slowed down as much as the small ships have been sped up. I'd like to see a smaller increase of warp speed time (perhaps even no change) for larger vessels. Loving the new ships, btw :D
Cruisers are the same as now. It's only BC+ that have been slowed down. I think it's perfectly reasonable that small ships should get around faster than big ships. |

Logicycle
Terra Incognita Insidious Empire
82
|
Posted - 2013.10.09 06:04:00 -
[306] - Quote
This is awesome sauce. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1505
|
Posted - 2013.10.09 08:23:00 -
[307] - Quote
Gekkoh wrote:Love the changes on the smaller ships.
Don't like them on the high end.
There is no reason why a freighter needs to take any longer than it does now to warp short distances, other than for formula purity. Battleships are also not very much fun to warp around either. I did the Amarr Epic Arc a few months ago and enjoyed it, but it was already annoying enough as it was warping such long distances in a battleship. This just makes it worse.
My suggestion?
Give up on formula purity (and trust me, I understand how satisfying it is to have one formula that works elegantly) and compress the slowdown above BC level. All it does is add tedium to the game.
There is a gameplay reason for small things being faster to warp than big things.
Its because the small things are supposed to be good at catching the big things.. Thus its not for formula purity, its so those thirty catalysts have an easier time ganking you ^^ BYDI recruitment closed-ish |

Unforgiven Storm
Eternity INC. Goonswarm Federation
828
|
Posted - 2013.10.09 08:45:00 -
[308] - Quote
CCP Fozzie wrote:And now a quick note on freighters. We knew that we wanted to expand the spread between the slowest warping ships and the fastest, and we didn't want to take the tempting but potentially damaging route of just buffing everything and making the galaxy smaller for every ship.
Obviously there's a fine line to walk here, but I think we found a strong compromise with the amount that we raised the freighter and JF warp speeds. It is definitely an increase in their average warp times, which is intentional. But it's not back breaking and I believe that it's quite well balanced in relation to their massive cargoholds. For trips where faster warp speeds are needed, people always have the choice of taking smaller volumes in something like an industrial or DST.
Options like adding rigs to freighters could very well happen someday, as we're fairly open that that idea and have been giving it some thought. However we're not going to commit to anything along those lines at this time.
Freigthers are used regularly in low sec and null sec to empty silos from POS reaction farms that normally are in dozens of moons around the same planets separated 10k up to 0.1 AU apart. I just did the run in sisi going from moon to moon simulating the warp between 18 towers and took me 3 times more to warp between moons than the current times in tranquility.
This just put a new nail in the the life of pos reaction owners. We don't have a small ship capable of transporting the quantities we need to empty / fill silos and to transport cubes to fuel poses other than these beasts. By doing these changes, small daily tasks that already take several hours every week will now take 3 times more to perform. Please consider adding code that allow the JF and freighters to warp like before for distances smaller than 0.1 AU or we are all going to kill ourselfs.
thank you in advance Unforgiven Storm for CSM 9, 10, 11, 12 and 13. (If I don't get in in the next 5 years I will quit trying) :-) |

thoth rothschild
Aliastra Gallente Federation
78
|
Posted - 2013.10.09 10:04:00 -
[309] - Quote
I'd like to see the active tanked skirmish command ships which are used in gangs a little bit faster 3.0 instead of 2.7. This would make them still viable for cruiser gangs. |

Vdr
Grim Determination Nulli Secunda
6
|
Posted - 2013.10.09 12:07:00 -
[310] - Quote
It seems more and more that CCP should just strip the Indy out of eve. Seed it all on the market at set prices. Clearly they have no interest in it nor anyone on the dev team that actively does it. They therefore have no idea how a change like this affects industrial players.
Nor do they seem to care. |
|

Falkor1984
The Love Dragons
10
|
Posted - 2013.10.09 12:08:00 -
[311] - Quote
Garviel Tarrant wrote:
There is a gameplay reason for small things being faster to warp than big things.
Its because the small things are supposed to be good at catching the big things.. Thus its not for formula purity, its so those thirty catalysts have an easier time ganking you ^^
See, thats the thing. There is no way that you will catch a freighter easier in a small ship with this change of the freighter being in warp longer. The time the freighter is vulnerable at the gate does not change, the freighter just stays in warp longer. People flying small ships will not gain anything by having big ships stay in warp longer. Hence the logic behind making larger ships slower is flawed, and is also not justified in anyway, other than CCP saying they NEED to be slower. If you ask them WHY they need to be slower, they just dont respond.
I mean, one could argue that there needs to be more risk for freighters. I dont agree, but lets say that one thinks there is a need for that. The correct way to do that would be to increase align time, not warp time. That way freighters become more vulnerable to attack. Increasing warp time just increases waiting time for the freighter pilot. Ill repeat it once more: "there is no gameplay in (longer) warp" |

Xasnevian
Xasnevian Corporation
13
|
Posted - 2013.10.09 12:13:00 -
[312] - Quote
-1 to slower Freighters and Battleships
+1 to the rest |

Falkor1984
The Love Dragons
10
|
Posted - 2013.10.09 12:17:00 -
[313] - Quote
Kahega Amielden wrote:
Cruisers are the same as now. It's only BC+ that have been slowed down. I think it's perfectly reasonable that small ships should get around faster than big ships.
They are a lot quicker than Freighters already. Did you ever get outrun by a freighter you were trying to catch? I mean, they warp at 0.7 AU and you warp at at least 3.0 AU, you are at least 4-5 times quicker already.
|

Angelina Duvolle
Homeworld Technologies
3
|
Posted - 2013.10.09 13:33:00 -
[314] - Quote
The only people endorsing making freighters slower, are doing so because they are scared to death that if CCP revisits it they may lose some of their speed gains here on the smaller ships. Noone is asking for that.
Noone is saying inty's shouldn't be faster. They ALREADY ARE. If you couldn't catch an indy/freighter in an inty BEFORE these changes, then to be frank you suck. Horribly. You can easily tackle freighters with rookie ships ffs. After this patch, they will be even faster. That is fine! I don't really see anyone here advocating that the speed changes don't take place on the smaller ships.
I for one am excited about the changes to the smaller ships, but don't understand making ships that are already the slowest in the game slower, just for the heck of it. |

Leza MercenaryS
Grim Determination Clockworks Inc. Nulli Tertius
0
|
Posted - 2013.10.09 14:11:00 -
[315] - Quote
I did some testing with a rorq on sisi. With T2 Hyper spatial rigs and 3x intertia stabs, its somewhat okay, maybe even faster then a cargo rigged rorq on tranqulity atm.
But in doing this I obviously lose some cargo space, the cargobay goes from 137k m3 to 40k m3, so i lose about 97k m3. Okay fine its not such a big deal i still have the 250k m3 ore hold. But for some reason everytime i press "Loot all", the ore that i want to go to the ore hold, ends up in the cargo hold, so i have to move it from cargo bay to ore hold. Atm i will put 5 cans into the cargo bay then move the 130k m3 or so ore into the ore hold twice, fill up the cargo hold again and warp off. I could do this whole manouver in just a few clicks. But since my cargo bay will only be able to fit one can, I could possibly split a second can and then move it, but i am not sure if this will be effective, easiest will probably be to just drag every ore manually into the ore hold.
I suppose I could anchor a giant freight container, and just move the ore straight from the freight container into my ore hold, however they don't fit in a rorqual, so i will need a freighter to anchor it. No matter how I go about this I have to spend more money and do more work and nothing that anyone have said will change the fact that my rorqual will either warp slower or i have to shed cargobay for speed, either way it will move less m3 per hour which yes is an issue. If our hulks output 2 000 000 m3 per hour and i can only move 1 500 000 m3 after this patch then clearly we have a problem.
It might not be back breaking, but its extra inconvinence and it adds up . Like having to go through this ritual of dragging ore into the ore bay and reducing the amount of ore i can haul in a set amount of time. Its extra work for me to do, I am already micromanaging a lot and heres more for me to micro manage.
If the rorqual and orca would be compensated with a bigger ore bay for the speed they lose, i wouldn't have an issue with this warp change at all. |

Leza MercenaryS
Grim Determination Clockworks Inc. Nulli Tertius
0
|
Posted - 2013.10.09 14:15:00 -
[316] - Quote
Falkor1984 wrote:Garviel Tarrant wrote:
There is a gameplay reason for small things being faster to warp than big things.
Its because the small things are supposed to be good at catching the big things.. Thus its not for formula purity, its so those thirty catalysts have an easier time ganking you ^^
See, thats the thing. There is no way that you will catch a freighter easier in a small ship with this change of the freighter being in warp longer. The time the freighter is vulnerable at the gate does not change, the freighter just stays in warp longer. People flying small ships will not gain anything by having big ships stay in warp longer. Hence the logic behind making larger ships slower is flawed, and is also not justified in anyway, other than CCP saying they NEED to be slower. If you ask them WHY they need to be slower, they just dont respond.
You are asuming the freighter only warps from a station/pos to a gate, if that was the case i'd agree. But if you use a freighter for picking up cans in space or hauling ore from a grav site or belt, clearly who ever wants to kill the freighter have more time to find the cans the freighter is warping to and wait for the freighter to land. |

Falkor1984
The Love Dragons
10
|
Posted - 2013.10.09 15:54:00 -
[317] - Quote
Leza MercenaryS wrote: You are asuming freighters only warps from a high sec station to a gate, if that was the case i'd agree. But if you use a freighter for picking up cans in space or hauling ore from a grav site or belt, clearly who ever wants to kill the freighter have more time to find the cans the freighter is warping to and wait for the freighter to land.
Eh what? You are saying that freighters are picking up cans from belts in low/nullsec (with non blues in local)? Can u please tell me where that is, so I can put up my pirate head and come shoot them? 
Or are you maybe talking about industrials? Anyway by looking at the alignment a hauler has before warping, will pretty much tell you where he is going anyway. Even with current speeds its really easy to catch them after that. So basically I dont get your point.
|

Matthias Thullmann
Dynatron Inc. The Volition Cult
19
|
Posted - 2013.10.09 15:59:00 -
[318] - Quote
I don't see why the slope needs to be linear.... why not exponential? That way battleships+ lose maybe 1-2% of warp acceleration while frigates gain 50-75% faster acceleration.
CCP summon your math wizards! |

Kahega Amielden
Rifterlings Point Blank Alliance
973
|
Posted - 2013.10.09 16:25:00 -
[319] - Quote
Matthias Thullmann wrote:I don't see why the slope needs to be linear.... why not exponential? That way battleships+ lose maybe 1-2% of warp acceleration while frigates gain 50-75% faster acceleration.
CCP summon your math wizards!
Why is the current proposal bad? |

Leza MercenaryS
Grim Determination Clockworks Inc. Nulli Tertius
0
|
Posted - 2013.10.09 17:33:00 -
[320] - Quote
Falkor1984 wrote:
Eh what? You are saying that freighters are picking up cans from belts in low/nullsec (with non blues in local)?
Well the idea is to warp when there are no neuts in system, but with the warp time being as long as it is, theres no guarantee local will be clear by the time you land, even if you scout a few systems out.
|
|

BloodMia
Pulsar Inc. Goonswarm Federation
5
|
Posted - 2013.10.09 17:49:00 -
[321] - Quote
Matthias Thullmann wrote:I don't see why the slope needs to be linear.... why not exponential? That way battleships+ lose maybe 1-2% of warp acceleration while frigates gain 50-75% faster acceleration.
CCP summon your math wizards!
This
Kahega Amielden wrote: Why is the current proposal bad?
Because if you need to create a bigger delta than now, you don't need to make heavy thing MUCH slower when you're already making lighter ship MUCH faster!
It seems that the initial goal was to widen the gap between fast/slow boats, to make warpspeed meaningful again, not to "stealth" nerf already slow boats into slower boats. There is a big difference between "hey, those inty don't warp fast enough to catch battleship" and "hey freighter pilot really have a fun day piloting those, lets make them feel the pain" |

Vrenth
EVE Corporation 987654321-POP The Marmite Collective
62
|
Posted - 2013.10.09 19:23:00 -
[322] - Quote
BloodMia wrote:Matthias Thullmann wrote:I don't see why the slope needs to be linear.... why not exponential? That way battleships+ lose maybe 1-2% of warp acceleration while frigates gain 50-75% faster acceleration.
CCP summon your math wizards! This Kahega Amielden wrote: Why is the current proposal bad?
Because if you need to create a bigger delta than now, you don't need to make heavy thing MUCH slower when you're already making lighter ship MUCH faster! It seems that the initial goal was to widen the gap between fast/slow boats, to make warpspeed meaningful again, not to "stealth" nerf already slow boats into slower boats. There is a big difference between "hey, those inty don't warp fast enough to catch battleship" and "hey freighter pilot really have a fun day piloting those, lets make them feel the pain"
Freighter part of your complaint is invalid. Freighters travel time is now faster in most cases if you look at their charts. |

Spartan dax
0utbreak Outbreak.
9
|
Posted - 2013.10.09 19:34:00 -
[323] - Quote
So will we be seeing a differentiation between Fleet bs's and the more skirmish oriented ones in regards to warpspeeds?
Or maybe that just makes perfect sense to me. |

BloodMia
Pulsar Inc. Goonswarm Federation
5
|
Posted - 2013.10.09 22:20:00 -
[324] - Quote
Vrenth wrote:BloodMia wrote:Matthias Thullmann wrote:I don't see why the slope needs to be linear.... why not exponential? That way battleships+ lose maybe 1-2% of warp acceleration while frigates gain 50-75% faster acceleration.
CCP summon your math wizards! This Kahega Amielden wrote: Why is the current proposal bad?
Because if you need to create a bigger delta than now, you don't need to make heavy thing MUCH slower when you're already making lighter ship MUCH faster! It seems that the initial goal was to widen the gap between fast/slow boats, to make warpspeed meaningful again, not to "stealth" nerf already slow boats into slower boats. There is a big difference between "hey, those inty don't warp fast enough to catch battleship" and "hey freighter pilot really have a fun day piloting those, lets make them feel the pain" Freighter part of your complaint is invalid. Freighters travel time is now faster in most cases if you look at their charts.
If by most, you're referring to > 80AU warp, you're rignt! Beside that, it was more an ironical illustration than anything else.
The fun fact here is that mostly every ship, including fighter/titan, had their warp speed buffed. But do to change in the acceleration/deceleration formula, their total warp time get bigger/shorter. In other words, it's not the warp time elapsed at full speed who will be determinative, but transitions states time in-between, again!
|

WilliamMays
Stuffs Inc.
63
|
Posted - 2013.10.09 23:50:00 -
[325] - Quote
Falkor1984 wrote:.....There is nothing balanced about LONGER travel times for freighters, thats not hard to understand. It IS back braking since it doesnt add anything in gameplay. Why would you want to make it slower to make the game better?.....
big things moving slower is balanced
players have continuously complained about jita becoming more and more the only trade hub that matters; fewer traders hauling stuff just to buy n sell will decrease this and increase regional market diversity. that is an increase in gameplay
with that said, I do believe freighters need a closer look. They should have SOME options in EHP v agility start the POS revamp NOW--make it happen |

Adacia Calla
Nubs. No Effin' Clue
56
|
Posted - 2013.10.10 01:04:00 -
[326] - Quote
Just finished playing around on Sisi, Warp rigs/nanofiber inty can go gate to gate in less than 5 seconds from pressing Warp.
It's *kinda* silly, but warranted. Test signature....forum not applying settings :( |

Vdr
Grim Determination Nulli Secunda
6
|
Posted - 2013.10.10 06:53:00 -
[327] - Quote
WilliamMays wrote:Falkor1984 wrote:.....There is nothing balanced about LONGER travel times for freighters, thats not hard to understand. It IS back braking since it doesnt add anything in gameplay. Why would you want to make it slower to make the game better?..... big things moving slower is balanced players have continuously complained about jita becoming more and more the only trade hub that matters; fewer traders hauling stuff just to buy n sell will decrease this and increase regional market diversity. that is an increase in gameplay with that said, I do believe freighters need a closer look. They should have SOME options in EHP v agility
i have always wanted a JF to have t3 like subsystems that allow you to modify the cargo type to dedicated bays, trade cargo for jump range or jump range for cargo. adding a bit of flex to that would make it much more usefull. |

Galphii
Oberon Incorporated RAZOR Alliance
184
|
Posted - 2013.10.10 11:32:00 -
[328] - Quote
After testing on sisi, I wanted to say I love this change. Frigs are sooo fast, and battleships soooo slow 
I was wondering, since you're fiddling with warp related stuff, if you'd consider reducing the shake effect at the beginning and end of the warp sequence. I turn camera shake off because it's so bloody annoying, but if it was to be reduced to 25% of its current intensity, it'd make it extremely bearable.  X |

Angelina Duvolle
Homeworld Technologies
3
|
Posted - 2013.10.10 13:21:00 -
[329] - Quote
WilliamMays wrote:
players have continuously complained about jita becoming more and more the only trade hub that matters; fewer traders hauling stuff just to buy n sell will decrease this and increase regional market diversity. that is an increase in gameplay
This will have no effect on adding market diversity. Everyone is still going to truck their crap to Jita to sell it, they will just be afk for longer periods, tabbed out to other things or other characters.
ccp have had years to fix the "jita issue" They have no interest nor inclination to do so, and have in fact gone the other direction, designing hardware packages around supporting an extreme amount of players in Jita that would crush other systems. If they wanted to lessen the Jita issue they would link the 4 regional trade hubs together and be done with it, and again, they have had 10 years to do that, going back to when Yulai was the problem not Jita. They aren't going to do that, as it is far easier to go for the low hanging fruit and balance ships for the 100th time, then it is to tackle meaningful issues. (Market, POS's, corp mgmt tools, etc)
|

Syri Taneka
NOVA-CAINE
88
|
Posted - 2013.10.10 14:00:00 -
[330] - Quote
Awesome! An interceptor can now cover 100AU in the time it takes a freighter to bounce to an insta-undock.
*gasps* I won't be able to go to the bathroom while warping across OJOS-T in an AF anymore! |
|

bloodknight2
Talledega Knights PLEASE NOT VIOLENCE OUR BOATS
296
|
Posted - 2013.10.10 15:49:00 -
[331] - Quote
Flying a BS/caps is already a pain in the ass, but after the change, they will be much worse?
Good job CCP. No, i mean really  |

Matthias Thullmann
Dynatron Inc. The Volition Cult
19
|
Posted - 2013.10.10 16:57:00 -
[332] - Quote
WilliamMays wrote:big things moving slower is balanced
Big things already move slow, there's no problem there that needed fixing.
The problem was slow warping frigates which weren't fast enough to intercept things like cruisers and battlecruisers. This problem can be fixed without causing another problem in the process.
Kahega Amielden wrote:Why is the current proposal bad?
Adds so much flight time to battleship+ ships that the game becomes annoying to play. It's like adding a function that increases undock time to a minute, there's no point.
|

Dinsdale Pirannha
Pirannha Corp
1311
|
Posted - 2013.10.10 21:10:00 -
[333] - Quote
Matthias Thullmann wrote:WilliamMays wrote:big things moving slower is balanced Big things already move slow, there's no problem there that needed fixing. The problem was slow warping frigates which weren't fast enough to intercept things like cruisers and battlecruisers. This problem can be fixed without causing another problem in the process.Kahega Amielden wrote:Why is the current proposal bad? Adds so much flight time to battleship+ ships that the game becomes annoying to play. It's like adding a function that increases undock time to a minute, there's no point.
Yup, just took 28 minutes to manually warp an unplated Paladin 16 jumps. Way to go CCP. You won't **** off too many people with that one. Most people viewed Orwell's writings as a warning. The harper regime and the goons treat them as a guidebook. |

SOL Ranger
SOL.
38
|
Posted - 2013.10.10 23:08:00 -
[334] - Quote
Problem: Ease and speed of long range travel especially with small craft.
I don't contest the idea of Interceptors or quick craft being able to be highly agile within a system, I contest the idea of Interceptors and small craft in general being the uncontested means of long range travel it currently is and with these changes will become.
It is risk averse as everyone uses small craft to travel as to avoid potential losses, in using the proposed Interceptor there is hardly any risk involved at all.
Still promotes trade hubs and avoids local markets due to ease of travel.
Trivializes importance of locality, avoids consequences of locality.
Rules for ships I believe we should follow:
Short range(in system) agility should be a trait for smaller ships, especially for a ship such as an Interceptor.
Long range(interstellar) travel should always be a unique trait for larger ships in terms of both speed and efficiency.
Solution:
Supporting change: Increase capacitor use for warp by a significant amount so that excessive jumping by any craft is hindered, most noticeable on smaller craft.
Main change: Stargate jumps simulate actual warp jumps between star systems and give a massive edge to larger craft, ships made for long range travel. Shuttles would be treated as long range vessels and gain benefits to travel through stargates whereas fighter craft including interceptors would not be ideal for it.
Bottom line is that larger craft made for crossing interstellar space would be designed to do so efficiently and speedily whereas interceptors simply are not designed for it at all, interception range for a frigate size craft cannot be reasonably extended to a range beyond star systems even if we would like to send them off and catch a couple miners 5 STAR SYSTEMS away, within a single star system unsurpassed agility and speed is reasonable for smaller craft, this within the interstellar scope is not.
EVE currently skips the part of stargate jumps outright in terms of actual duration and I believe the duration for such trips needs to be brought into the game, interstellar travel should not be an instant wormhole jump through like in the series Stargate, it should take time but be made 'tolerable', tens of seconds like regular warps but heavily favouring larger ships instead.
The ease of travel just needs to be stopped, it is excessive right now, with the proposed warp changes we will see quite a good start in slowing down larger craft but it will instead create a ridiculous situation for small craft; I know people want their Speedy Gonzales craft but there need to be drawbacks, long range travel should definitely be one drawback especially since this effectively kills of the Shuttle role, as trivial as that may be to some.
With this change larger craft would be faster in long range travel but all travel would be reduced somewhat, lets assume a general 5ly stargate jump would take:
Battleship, 5s
Battlecruiser 10s.
Cruiser 15s.
Shuttle 15s.
Destroyer 25s.
Assault frigate 27s.
Interceptor 30s.
I would have suggested something more 'realistic' in terms of the ranges involved but that would require the game mechanics to be reinvented entirely so I decided a makeshift solution was in order but if anyone believes there needs to be a more in depth solution involving warp speeds and mechanics rehashed completely, I agree.
I think my suggestion won't be very popular(duh), especially in this eagerly awaiting Interceptor crowd, but I really think this or something similar needs to be implemented, small unstoppable ships warping around however they please over the whole galaxy in mere moments making eve even smaller, please no.
Here goes, flame on. |

WilliamMays
Stuffs Inc.
64
|
Posted - 2013.10.11 01:57:00 -
[335] - Quote
Falkor1984 wrote:Garviel Tarrant wrote:
There is a gameplay reason for small things being faster to warp than big things.
Its because the small things are supposed to be good at catching the big things.. Thus its not for formula purity, its so those thirty catalysts have an easier time ganking you ^^
See, thats the thing. There is no way that you will catch a freighter easier in a small ship with this change of the freighter being in warp longer. The time the freighter is vulnerable at the gate does not change, the freighter just stays in warp longer. People flying small ships will not gain anything by having big ships stay in warp longer. Hence the logic behind making larger ships slower is flawed, and is also not justified in anyway, other than CCP saying they NEED to be slower. If you ask them WHY they need to be slower, they just dont respond. I mean, one could argue that there needs to be more risk for freighters. I dont agree, but lets say that one thinks there is a need for that. The correct way to do that would be to increase align time, not warp time. That way freighters become more vulnerable to attack. Increasing warp time just increases waiting time for the freighter pilot. Ill repeat it once more: "there is no gameplay in (longer) warp"
The added risk to slower warping ships is from the fact that the smaller ships have more time to position themselves in front of the slower ships, particularly while the slower ship is in warp and unable to react to the changing situation. As in, you spread scouts out to neighboring systems, see no hostiles, beging warping to gate, while your warping hostiles have 2-5 minutes to enter system and see your freighter on dscan, then spread out on different gates to catch you. Yes, this is the extreme case, but with the current sisi build, this would be a fairly common occurance on tranquility.
So yes, this does change gameplay, and not just in a boredom sense. The current sisi mechanics will result in big stuff dying alot more commonly. start the POS revamp NOW--make it happen |

WilliamMays
Stuffs Inc.
64
|
Posted - 2013.10.11 02:21:00 -
[336] - Quote
Falkor1984 wrote:Leza MercenaryS wrote: You are asuming freighters only warps from a high sec station to a gate, if that was the case i'd agree. But if you use a freighter for picking up cans in space or hauling ore from a grav site or belt, clearly who ever wants to kill the freighter have more time to find the cans the freighter is warping to and wait for the freighter to land.
Eh what? You are saying that freighters are picking up cans from belts in low/nullsec (with non blues in local)? Can u please tell me where that is, so I can put up my pirate head and come shoot them?  Or are you maybe talking about industrials? Anyway by looking at the alignment a hauler has before warping, will pretty much tell you where he is going anyway. Even with current speeds its really easy to catch them after that. So basically I dont get your point.
^^ this is the problem ^^
the hostile interceptor doesn't have to be in the same system, or even the neighboring system, after rubicon. when your freighter enters warp and takes 2+ minutes to land, then another 30-40 seconds to align and warp out, the interceptor has enough time to warp gate to gate to gate to gate, enter system and land in your mining anomaly before you've even landed. All while you have zero control of your ship
Im the 1st to say that freighter hauling is a bad idea, even before rubicon, but this applies to orcas and rorqs to a lesser extent as well start the POS revamp NOW--make it happen |

Tyberius Franklin
Federal Navy Academy Gallente Federation
774
|
Posted - 2013.10.11 02:21:00 -
[337] - Quote
SOL Ranger wrote:Problem: Ease and speed of long range travel especially with small craft.
I don't contest the idea of Interceptors or quick craft being able to be highly agile within a system, I contest the idea of Interceptors and small craft in general being the uncontested means of long range travel it currently is and with these changes will become.
It is risk averse as everyone uses small craft to travel as to avoid potential losses, in using the proposed Interceptor there is hardly any risk involved at all.
Still promotes trade hubs and avoids local markets due to ease of travel.
Trivializes importance of locality, avoids consequences of locality.
Rules for ships I believe we should follow:
Short range(in system) agility should be a trait for smaller ships, especially for a ship such as an Interceptor.
Long range(interstellar) travel should always be a unique trait for larger ships in terms of both speed and efficiency.
Solution:
Supporting change: Increase capacitor use for warp by a significant amount so that excessive jumping by any craft is hindered, most noticeable on smaller craft.
Main change: Stargate jumps simulate actual warp jumps between star systems and give a massive edge to larger craft, ships made for long range travel. Shuttles would be treated as long range vessels and gain benefits to travel through stargates whereas fighter craft including interceptors would not be ideal for it.
Bottom line is that larger craft made for crossing interstellar space would be designed to do so efficiently and speedily whereas interceptors simply are not designed for it at all, interception range for a frigate size craft cannot be reasonably extended to a range beyond star systems even if we would like to send them off and catch a couple miners 5 STAR SYSTEMS away, within a single star system unsurpassed agility and speed is reasonable for smaller craft, this within the interstellar scope is not.
EVE currently skips the part of stargate jumps outright in terms of actual duration and I believe the duration for such trips needs to be brought into the game, interstellar travel should not be an instant wormhole jump through like in the series Stargate, it should take time but be made 'tolerable', tens of seconds like regular warps but heavily favouring larger ships instead.
The ease of travel just needs to be stopped, it is excessive right now, with the proposed warp changes we will see quite a good start in slowing down larger craft but it will instead create a ridiculous situation for small craft; I know people want their Speedy Gonzales craft but there need to be drawbacks, long range travel should definitely be one drawback especially since this effectively kills of the Shuttle role, as trivial as that may be to some.
With this change larger craft would be faster in long range travel but all travel would be reduced somewhat, lets assume a general 5ly stargate jump would take:
Battleship, 5s
Battlecruiser 10s.
Cruiser 15s.
Shuttle 15s.
Destroyer 25s.
Assault frigate 27s.
Interceptor 30s.
I would have suggested something more 'realistic' in terms of the ranges involved but that would require the game mechanics to be reinvented entirely so I decided a makeshift solution was in order but if anyone believes there needs to be a more in depth solution involving warp speeds and mechanics rehashed completely, I agree.
I think my suggestion won't be very popular(duh), especially in this eagerly awaiting Interceptor crowd, but I really think this or something similar needs to be implemented, small unstoppable ships warping around however they please over the whole galaxy in mere moments making eve even smaller, please no.
Here goes, flame on. Why would long range travel favor larger vessels? Especially since travel between gates has no reason to discriminate based on size. IIRC gates don't use the ships power or propulsion so the only thing that matter is ship size. Since it's the largest of ships that can't use gates wouldn't it be the larger ships that should pose more difficulty? |

SOL Ranger
SOL.
38
|
Posted - 2013.10.11 04:51:00 -
[338] - Quote
Tyberius Franklin wrote: Why would long range travel favor larger vessels? Especially since travel between gates has no reason to discriminate based on size. IIRC gates don't use the ships power or propulsion so the only thing that matter is ship size. Since it's the largest of ships that can't use gates wouldn't it be the larger ships that should pose more difficulty?
I'm pushing the idea that maybe the gates should just be beacons between positions in those systems used by the ships to navigate but still using their own propulsion.
Small craft are really limited range craft, they are not designed for long interstellar trips in general and they should reflect that, more to the point they do not have the sheer capabilities nor the resources to keep a high warp speed nor sustain it or themselves at those ranges.
Large ships have the space to permit significant propulsion devices, facilities and fuels to permit longer and faster trips.
So a compromise would be to allow small craft massive benefits in the 'immediate' vicinity but the larger ships still beating them in longevity and long range travel through a multitude of systems.
Somewhat unrelated but relevant: A Tie Interceptor outperforming a Super Star Destoyer in terms of long range travel and speed, that would be unheard of.
starwars.wikia.com wrote: With no hyperdrive, the TIE Interceptor was reliant on a capital ship for an operations base.
http://starwars.wikia.com/wiki/TIE/IN_interceptor
I know the analogy is not an accurate translation to EVE but I think it does make sense on a core level, there needs to exist some kind of drawback on small craft capabilities as long range craft; This has much to do with perception of correctness, many others may disagree with it and that is fine, I just feel it needs to be clearly displayed as an issue in need of correction.
|

Alvatore DiMarco
Capricious Endeavours Ltd
718
|
Posted - 2013.10.11 06:00:00 -
[339] - Quote
So you want small craft like covops to have a poor time traveling long distances. You want to screw people for flying small ships just on some magic principle that doesn't make any sense in EVE. You say that this needs to exist. Why?
Did it ever occur to you that gameplay comes first in a game and, to be quite bluntly honest with you, traveling several jumps just plain sucks? Except now you're saying that you want to make it worse. Oh goody.
Then to top it off, you thought you could wrap it up in lore and make it stop stinking like the llama dung it is. Nope, sorry.
Try reading how warp mechanics and jump mechanics work before you propose changes to them based on some stupid Sci-Fi that isn't even EVE.
Please note that in section 5, "jump drive" stops referring to the device that allows us to use stargates and begins referring to the warp drive.
We don't have hyperdrives. We have warp drives. Not only that, but our warp drives don't actually provide any propulsion; they generate a warp bubble and the main engines provide the propulsion. Your warp speed (and now acceleration as well) is based on the power-to-mass ratio of your engines. |

Bouh Revetoile
TIPIAKS
388
|
Posted - 2013.10.11 07:35:00 -
[340] - Quote
SOL Ranger wrote:I know the analogy is not an accurate translation to EVE but I think it does make sense on a core level, there needs to exist some kind of drawback on small craft capabilities as long range craft; This has much to do with perception of correctness, many others may disagree with it and that is fine, I just feel it needs to be clearly displayed as an issue in need of correction.
There's an interesting idea here : the capacitor needed for even long jumps is rather low so maybe we should increase this amount to make warps actually matter on capacitor. That would also have the side effect of buffing amarr ship because of their inate larger capacitor. That would have the same effect you are talking about. |
|

SOL Ranger
SOL.
38
|
Posted - 2013.10.11 07:51:00 -
[341] - Quote
Alvatore DiMarco wrote: ... Did it ever occur to you that gameplay comes first in a game and, to be quite bluntly honest with you, traveling several jumps just plain sucks? ...
Not going to quote all of your angry emotional strawman rant, just that this sentence pretty much sums up your stance, 'travel sucks'.
Gameplay is less about making things easier and more about making things in the game matter.
PS. Features & Ideas != GD/Reddit FYI, trolling is strictly prohibited, for a reason.
|

Alvatore DiMarco
Capricious Endeavours Ltd
720
|
Posted - 2013.10.11 07:54:00 -
[342] - Quote
I'm not sure why anyone wants to punish people for trying to travel in small ships. It's unnecessary and will just add more annoyance, frustration and hassle to a part of the game that needs as little of those things as possible. It will also serve to undo the exact thing that CCP is attempting to achieve with this change.
On a more constructive note, as long as CCP has decided to mess around with warp speeds on ships larger than cruisers, perhaps they should increase the rate at which they accelerate to their new max speed instead of nerfing it. Or if the acceleration must be nerfed, nerf it a little less harshly. On a 40-AU warp, my Marauders on SiSi never even reach 2 AU/sec, let alone spend any useful time there.
EDIT: To the poster above me - Learn what a "strawman" is, learn the difference between "angry, emotional ranting" and being thorough and please for the love of little pet furriers learn what "trolling" actually is. Thank you. |

SOL Ranger
SOL.
38
|
Posted - 2013.10.11 08:12:00 -
[343] - Quote
Bouh Revetoile wrote: There's an interesting idea here : the capacitor needed for even long jumps is rather low so maybe we should increase this amount to make warps actually matter on capacitor. That would also have the side effect of buffing amarr ship because of their inate larger capacitor. That would have the same effect you are talking about.
As a complete solution I rejected it because it would be too easy to avoid the issue by just making a capacitor fit and zipping around unhindered, however it works as a complimentary solution so I kept it.
SOL Ranger wrote: Supporting change: Increase capacitor use for warp by a significant amount so that excessive jumping by any craft is hindered, most noticeable on smaller craft.
It stops players from jumping around bounce points without managing their capacitor avoiding combat and increases the value in capacitor fittings as well. It is a win win situation all around really, I agree it is a good way to take the edge off some of the issues, it just isn't enough to solve the long range travel problem.
Interstellar travel must take some time, my suggestion just makes the use of larger vessels, shuttles and actually even freighters more beneficial for long range travel, at least that is the intent.
|

Ilan Bashar
The Fields of Trenzalore
0
|
Posted - 2013.10.11 10:08:00 -
[344] - Quote
Hi CCP,
what is the correct thread to provide feedback from testing that feature on Singulariy Server?
Cheers! |

BloodMia
Pulsar Inc. Goonswarm Federation
5
|
Posted - 2013.10.11 12:28:00 -
[345] - Quote
Quick question to you CCP Fozzie:
if I've understood the reason of the balance, it's mostly that ship rarely reach their top warp-speed and it's even more problematic for light ship. The top warp-speed in itself is apparently not the issue (might be tweaked however).
Now my question; why not reduce dramatically the warp acceleration/deceleration (or even suppress) of all ship, evenly, too meet, let's say, the actual inty warp acceleration (even less)? Thus, the already well spread top warp-speed range by ship-type become meaningful again!
In conjuction with align time, total travel time by ship class become relevant again, all that by using already implemented ship attribute and mechanics.
Let me know! (I may add some graph **** later) |

Aglais
Deep Core Mining Inc. Caldari State
414
|
Posted - 2013.10.11 15:36:00 -
[346] - Quote
BloodMia wrote:Quick question to you CCP Fozzie:
if I've understood the reason of the balance, it's mostly that ship rarely reach their top warp-speed and it's even more problematic for light ship. The top warp-speed in itself is apparently not the issue (might be tweaked however).
Now my question; why not reduce dramatically the warp acceleration/deceleration (or even suppress) of all ship, evenly, too meet, let's say, the actual inty warp acceleration (even less)? Thus, the already well spread top warp-speed range by ship-type become meaningful again!
In conjuction with align time, total travel time by ship class become relevant again, all that by using already implemented ship attribute and mechanics.
Let me know! (I may add some graph **** later)
So basically, "knife the warp acceleration thing entirely but use the new fastest as the template for everything accelerationwise"? |

BloodMia
Pulsar Inc. Goonswarm Federation
5
|
Posted - 2013.10.11 17:20:00 -
[347] - Quote
Indeed
In my mind, the "warp thing" is something like that : Star-Trek warp. For me, the warp acceleration is more like a "warm up" stage before blinking away (like the microjumpdrive). No need to be completely statics like in this example, but at least a "very fast" standardized warp acceleration could do the trick! |

Falkor1984
The Love Dragons
11
|
Posted - 2013.10.11 18:35:00 -
[348] - Quote
WilliamMays wrote: The added risk to slower warping ships is from the fact that the smaller ships have more time to position themselves in front of the slower ships, particularly while the slower ship is in warp and unable to react to the changing situation. As in, you spread scouts out to neighboring systems, see no hostiles, beging warping to gate, while your warping hostiles have 2-5 minutes to enter system and see your freighter on dscan, then spread out on different gates to catch you. Yes, this is the extreme case, but with the current sisi build, this would be a fairly common occurance on tranquility.
So yes, this does change gameplay, and not just in a boredom sense. The current sisi mechanics will result in big stuff dying alot more commonly.
Yeah, sounds like a really realistic scenario, lol....so you get people to every gate when you dont know whether the freighter is actually in warp to a gate or he is at a POS or he is warping to safespot or to a station and you will only do that when the freighter is in warp longer than it is now...... sounds like a cool story bro
|

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1516
|
Posted - 2013.10.11 19:01:00 -
[349] - Quote
Ilan Bashar wrote:Hi CCP,
what is the correct thread to provide feedback from testing that feature on Singulariy Server?
Cheers!
Stop pretending to be itsme. BYDI recruitment closed-ish |

Tyberius Franklin
Federal Navy Academy Gallente Federation
775
|
Posted - 2013.10.11 19:32:00 -
[350] - Quote
SOL Ranger wrote:Tyberius Franklin wrote: Why would long range travel favor larger vessels? Especially since travel between gates has no reason to discriminate based on size. IIRC gates don't use the ships power or propulsion so the only thing that matter is ship size. Since it's the largest of ships that can't use gates wouldn't it be the larger ships that should pose more difficulty?
I'm pushing the idea that maybe the gates should just be beacons between positions in those systems used by the ships to navigate but still using their own propulsion. Small craft are really limited range craft, they are not designed for long interstellar trips in general and they should reflect that, more to the point they do not have the sheer capabilities nor the resources to keep a high warp speed nor sustain it or themselves at those ranges.
Large ships have the space to permit significant propulsion devices, facilities and fuels to permit longer and faster trips.
So a compromise would be to allow small craft massive benefits in the 'immediate' vicinity but the larger ships still beating them in longevity and long range travel through a multitude of systems. That gives all ships the equivalent of a jump drive and effectively renders gates as cynos. The being the case it no longer makes sense for gates between adjacent systems to be paired as the are now forming a static path, but rather that any gate beacon within range becomes a valid destination changing the map if fully explored from an RP perspective.
Additionally we're dealing with self sustained ships anyways which are distinguished by travel range rather than speed given warp mechanics, so it still doesn't work for consistency. Small ships would still be faster but forced to maybe stop sooner.
Also your plan defeats part of the intent of intercepting, being able to move quickly to catch something, or assumes that this concept should only apply within a single system rather than be applicable for targets in other systems.
And finally, there is no real need for it in my opinion. I'd imagine the effort placed into this would well outweigh any benefit, though that isn't difficult in my opinion since I don't see any such benefit, just to make space seem larger at the cost of forcing intercepting with smaller craft to become counter-intuitively more difficult across systems. |
|

LujTic
Unforeseen Consequences. The Unthinkables
10
|
Posted - 2013.10.12 03:08:00 -
[351] - Quote
Quote:The current design has the fulcrum set on T1 Cruisers. The problem with this choice is that it requires 4 classes of ships to be made slower (Bs, tech II Bs, Bc, Command Ship) while only 2 are made faster (Tech II Cruiser and Destroyer). Not only does it nerf a lot of ships, it also leaves a huge gap to fill between Frigates and Cruisers. If you 'set the fulcrum' at Command Ships, you get a much better design. |

Tinkerbel Ducttape
Freedom For Fantasy The Unthinkables
7
|
Posted - 2013.10.12 03:11:00 -
[352] - Quote
Does anyone know what happened to the mining barges and exhumers? |

Kahega Amielden
Rifterlings Point Blank Alliance
977
|
Posted - 2013.10.12 03:25:00 -
[353] - Quote
Quote:The problem with this choice is that it requires 4 classes of ships to be made slower (Bs, tech II Bs, Bc, Command Ship) while only 2 are made faster (Tech II Cruiser and Destroyer). Not only does it nerf a lot of ships, it also leaves a huge gap to fill between Frigates and Cruisers. If you 'set the fulcrum' at Command Ships, you get a much better design.
What?
Ships being made faster are t2 cruisers, destroyers, t2 destroyers, t1 frigates, and t2 frigates, and interceptors (which are getting a gigantic boost compared to the rest)
Far more things are getting faster than slower.
Furthermore, why shouldn't there be a large difference in speed between frigates and cruisers? |

Tyberius Franklin
Federal Navy Academy Gallente Federation
777
|
Posted - 2013.10.12 03:32:00 -
[354] - Quote
LujTic wrote:Quote:The current design has the fulcrum set on T1 Cruisers. The problem with this choice is that it requires 4 classes of ships to be made slower (Bs, tech II Bs, Bc, Command Ship) while only 2 are made faster (Tech II Cruiser and Destroyer). Not only does it nerf a lot of ships, it also leaves a huge gap to fill between Frigates and Cruisers. If you 'set the fulcrum' at Command Ships, you get a much better design. That count seems less than genuine. It counts T2 BS and BC's but doesn't count T2 destroyers and completely ignores all frigates. By the same method of counting including all classes it's 4:5 in favor of ships that were buffed. If it were set at CS's that would be 3:6 with higher overall speeds if the same practice of increases being more significant than decreases was continued. The separation between large and small ships would likely increase for the same reason. |

Mr M
Sebiestor Tribe
318
|
Posted - 2013.10.12 04:46:00 -
[355] - Quote
I would've gone with this but OK.
|

Arthur Aihaken
The.VOID
293
|
Posted - 2013.10.12 04:46:00 -
[356] - Quote
Kahega Amielden wrote:Furthermore, why shouldn't there be a large difference in speed between frigates and cruisers? Exactly. All that mass doesn't turn on a dime. I am currently away, traveling through time and will be returning last week. |

Oraac Ensor
School of Applied Knowledge Caldari State
290
|
Posted - 2013.10.12 06:26:00 -
[357] - Quote
Both good - personally I'd go with the first half of this. |

Diivil
Magellanic Itg Goonswarm Federation
214
|
Posted - 2013.10.12 15:04:00 -
[358] - Quote
This post got quite a big longer than I excepted but I felt like I needed to give concrete examples.
Part 1 of 2:
I'm all for tacklers being actually able to chase however with the current implementation I simply can't see this change to be beneficial to 0.0.
First of all what this whole thing is simply an insane buff to bombing and absolutely devastating to any doctrine that can't tank 30+ bombs. If there is one type of ship in nullsec warfare right now that absolutely needs no more buffs it's bombers.
Now the fact that warp speed rigged stealth bombers warp 150km at around 5-6 seconds faster is not that bad. It's a big buff but ultimately that alone might be manageable. It is however bad that dictors will do that warp even faster than that.
The old 11 second warp time guaranteed that a subcap fleet that landed on grid would almost never get bubbled before it was ready to fleet warp out. What are your thoughts on fleets that warp on grid will never be able to escape being bubbled? I'm sure you are aware of one of the most standard anti bombing tactics that are currently in use: warp to the fight, align out, fleet warp out if bombers decloak or dictor lands on you. With this change you will never be able to escape that first dictor in any fleet that warps at 3 au/s and aligns slower than 5 seconds. Hell you might not even be able to escape warping in dictor when you are fully aligned depending on lag (fleet warps seem to take just slightly longer to go through than single ships warping) just because it may be able to appear on grid and be able to bubble within 2 or 3 seconds. But keeping with the warping in and getting bubbled concept - using command ships will put all fleets down to 2.7 au/s so using them puts you in another (small) disadvantage. Not that they are disadvantaged enough as it is with the wing command bonus bug but hey, that will get fixed by winter.. Right? Right???
Why is fleet's au/s important? Well it's not that important, but it gives bad probers more time to react. Anyone who can smash dscan or has real time intel from spies about warps will be able to pre-emptively start their probes and get dictors to land on even faster aligning fleets than I described above.
Fleet PvP where almost any proper fleet comp can be bubbled when they warp to grid sounds absolutely terrifying if you ever consider flying anything that can't tank 30+ bombs. I understand CCP's burning hatred towards shield BS doctrines. From the changes in the past it's quite clear that no ship with much more than 300 sig should ever be considered to be viable in fleet combat. This is a good change in that regard. As I predicted in the Odyssey feedback threads or somewhere else, there will not be a single shield BS doctrine left by the end of the year. I'm glad to see you are hard at work achieving that goal by truly hammering in the last nail to the coffin.
Shield BS fleet lands on grid, dictor lands on them before they are ready to warp out, dictor bubbles, a hictor or 2 land on the same spot since they were warped just after the dictor, 4 squads of bombers decloak. Dead fleet. GG. Even if you tried to kill the hictors it would take at least 4 server ticks minimum for each. More likely 5-7. You are dead in any case. Even armor BS fleets are not really safe. Sure they can tank 35-40+ bombs depending on bomb type and heat but that still massive amount of damage. And if you have hictors to throw in, you can easily do another wave of 4 squads of bombers if you wish. And who would not risk handful of hictors for almost guaranteed death of a full fleet? The only thing you can do is to MJD and then sit out from the fight until MJD is ready to use again. And of course by that time bombers are ready to go again as well. Not to mention trying to fit an MJD to shield BS will either make them totally immobile (which means death) or you have to use 2 prop mods which means so much less tank that you might as well self destruct.
Any buff to bombing, even indirect like this, is an insane push towards smaller ship doctrines. If these changes go through and bombing is not nerfed to be balanced with these warp times, it might give birth to the first era of Eve nullsec fleet warfare where alliances don't even have a battleship fleet doctrine. I'm sorry to say this, but if this happens, does that sound like you have succeeded in your job?
Or if BS fleets continue to being used then they will be armor tanked and they will try to cover themselves in 100km of bubbles. It should work if done properly. In the fight of Z9PP, that was stopped by CCP after the cruel and inhuman war crimes were being committed on Test by the CFC, we bombed one such fleet. Sure it took "a few" bombers to do it but when you are running bombing fleets with 70 bombers you can take a few losses to kill a full hostile fleet. The CFC side alone had somewhere around 350-400 bombers depending on which eve-kill report you believe so we sure had some spares.
Or the worst possible scenario: warping to a grid where the hostiles have already set up is simply too risky and it will mean that if the defenders are willing to sit on an ihub hour or 2 before the time with 50 bombers ready to go, there will not be a fight for that particular ihub. With these changes any warp to a grid is always risky even if you are in a fleet that can take 4 squads of bombs.
Stay tuned for part 2 (in the next post) |

Diivil
Magellanic Itg Goonswarm Federation
214
|
Posted - 2013.10.12 15:04:00 -
[359] - Quote
Part 2 of 2:
Another point is just basic travelling. Let's say that I base out from VFK, the CFC's capital system. It's probably the single biggest hub in nullsec when the coalition is not deployed, most fleets, trade and all the other things happen from there. So it is a place where most people will contract you their escalation bookmarks for plex runners to run and split the profit. Say my plex team consists of battleships (I know most people don't run Guristas plexes in a BS but for the sake of this travelling example we will use them). VFK is surrounded with jump bridges and I need to take the gate to I30 to get moving. I can't remember the exact warp distance between the station and the gate but it is something like 40-60 au, let's call it 50au for this example. To travel this one jump is going to take me align time + warp time + gate jump + align. We can ignore the first align because the scout that is cloaked above the station can't call your destination until you warp. So your travel time to being safely off from the VFK gate in I30 in a BS is around 69s (50 au warp) + 5s (gate jump) + 10s (align) = 84 seconds. Rigged interceptors should travel most systems in ~15-20 seconds with align time and systems loading times included. To travel this 1 jump I would need to ask for intel for systems at least 4 jumps away. Does this really not sound like a bad idea for anyone else? VFK is not central in a way that it has a lot of systems around it, it has a lot of pipes but not an insane amount of systems. I would still need to ask intel for all systems at least 4 jumps forward from I30 and 3 jumps behind (since the interceptors coming from behind would have to travel the extra jump). In the case of VFK this is well over a dozen systems. Is it really your intention of restricting big ship travelling to this extent?
A tackler warping twice as fast as a BS would be quite OK. A tackler that can be rigged to warp 6-7 times faster than a BS is not OK. A BS vs rigged interceptor warp from standstill to 70au. The interceptor will land before the BS finishes aligning. That's just absurd. A roaming fleet sends it's interceptors to a system, they scan and warp to any anomaly in the whole system after 5-8 seconds of scan finishing. This may sound stupid to many posters here but nullsec needs to be relatively safe for anyone doing PvE stuff and paying full attention, otherwise there won't be many people left doing that PvE stuff. The ones that don't pay attention can be easily killed but if all it takes for you to die is miss 1 interceptor that got closer than 5 jumps from you then we are going have problems. This is the reason why local can't just be removed without massive rebalance of pretty much most game mechanics and changes to nullsec. If I can die while ratting if I don't dock up immediately when someone is closer than 4-6 jumps away then why am I in nullsec trying to make ISK in the first place.
But really I do think this kind of change is good for the game but speeds must be much much much more balanced and there needs to be some kind of minimum warp time. The question you need to ask is simply this: should slower (BC and BS) fleets be able to align and be able to fleet warp out before getting bubbled or not. If you think it's fine that BC/BS fleets can be bombed any time they warp on grid then sure **** the minimum warp time but if you think those fleets should be viable as a fleet concept you do have some things to think about.
The conclusion of all of this is that the fastest ships must be made much slower and at the same time the slowest should be made faster. There needs to be a big nerf to bombing or minimum warp times must be implemented. Also in my opinion all combat capitals should the very least be in the same speed bracket just because how useless titans already are in combat. Fozzie, you said it yourself in the leaked CSM skype logs: if titans were any other ship class they would have been buffed ages ago simply because how underused they are. They don't need any nerfs that might have even a small effect in the combat capabilities. |

LujTic
Unforeseen Consequences. The Unthinkables
10
|
Posted - 2013.10.12 15:40:00 -
[360] - Quote
Kahega Amielden wrote:Quote:The problem with this choice is that it requires 4 classes of ships to be made slower (Bs, tech II Bs, Bc, Command Ship) while only 2 are made faster (Tech II Cruiser and Destroyer). Not only does it nerf a lot of ships, it also leaves a huge gap to fill between Frigates and Cruisers. If you 'set the fulcrum' at Command Ships, you get a much better design.
What? Ships being made faster are t2 cruisers, destroyers, t2 destroyers, t1 frigates, and t2 frigates, and interceptors (which are getting a gigantic boost compared to the rest) Far more things are getting faster than slower. Furthermore, why shouldn't there be a large difference in speed between frigates and cruisers?
Quote:That count seems less than genuine. It counts T2 BS and BC's but doesn't count T2 destroyers and completely ignores all frigates. By the same method of counting including all classes it's 4:5 in favor of ships that were buffed. If it were set at CS's that would be 3:6 with higher overall speeds if the same practice of increases being more significant than decreases was continued. The separation between large and small ships would likely increase for the same reason. I aparantly failed to make my point clear. I was not referring to the change in the warp speed accelleration mechanic which results in smaller ships being made faster (and larger ships slower). Lots of ships previously had the same warp speed as cruisers, ranging from T1 destroyers to Battleships. This is now changing. |
|

Cardano Firesnake
Babylon Knights Renegades Council
78
|
Posted - 2013.10.12 19:19:00 -
[361] - Quote
Hello ! I tried the warp for the freighters. It is really terrible. Lot of warps have less than 15 UA, so the trips will be longer. The time to align is so long that a pilot with no arm will be able to bump you for ever. Gankers will love this new patch as they will be able to wait out af scan range, and warp to the gate to gank freighters really easily. |

Rowells
Unknown Soldiers Against ALL Authorities
162
|
Posted - 2013.10.12 21:18:00 -
[362] - Quote
omg. i feel like my stilleto is on crack. i can't even keep up with it mentally.
.....I love it |

Hrett
Justified Chaos
205
|
Posted - 2013.10.13 00:00:00 -
[363] - Quote
First - awesome change. Kudos.
My one concern - this, combined with Keres and interceptor changes seems like it is going to be the death knell for BC and larger ships - at least in small gang places like Black Rise. Large ships will literally have no chance to disengage - ever. I know the MJD might help slightly, but not much.
Not sure how that might be resolved - maybe add 1 to warp core strength for BS, or something. I rarely see battleships already. This seems like it will make them extinct.
Regardless - I like the changes! I'm probably typing on an iPad, which means the auto-correct is silly and fixing typos is a pain. I ain't fixing them. |

A'dul
SYNDAX CORPORATION Yulai Federation
0
|
Posted - 2013.10.13 11:19:00 -
[364] - Quote
Im looking forward to this change. I should have my Taranis skills maxed just im time for the patch going live :)
Interceptors, deploy, Immediate Launch !! : http://www.youtube.com/watch?v=xuWgR4I_HSc |

Sir Prometeus
Shimai of New Eden
9
|
Posted - 2013.10.13 18:46:00 -
[365] - Quote
As a freighter pilot I am totally against the changes in their warp times, however, it's okay to have much faster intys and all that.
Looking at the numbers, we will need 30 seconds more aprox. in the most frecuent distances we find in Empire territory. It's nice to have more speed in 100 and 200 AU warps, but sincerly, I barely remember if there is just one in my route from one trade hub to the next (probably there are one or two, but the time I save there, it will be insufficient taking into account the time I will spend in any other system) This change is mostly a nerf to freighters, although necessary in other types of ships. |

Alvatore DiMarco
Capricious Endeavours Ltd
737
|
Posted - 2013.10.14 02:51:00 -
[366] - Quote
The more and more I try to warp a BS-sized hull around, the less and less I like where they put their so-called fulcrum. |

marVLs
449
|
Posted - 2013.10.14 10:51:00 -
[367] - Quote
Well warping in BS is pain in the *** now, but for me in good way, it's Battleship, it should be slow and powerfull except that they aren't powerfull... but that's not the topic.
Fraighters should not be slower so much srly, that's a bad change.
I don't understand why first rebalance ships then core elements like warp speed, it can fuc***up some ships
And why pod don't warp any faster? |

CW Itovuo
The Executioners Capital Punishment.
9
|
Posted - 2013.10.14 14:31:00 -
[368] - Quote
Dinsdale Pirannha wrote:Given how few people are posting about this paradigm-shifting game mechanic change, the rage that will kick in after Nov 19th is going to be flat out nuts, when the majority of players, who never read the forums, are impacted by this massive change.
...
The safe bet is that CCP will ease off the changes once the backlash hits, and they will tighten the spreads.
Yes, I think there will be much forum rage once the change goes into effect.
Leave the warp times as they are for large ships, slowly ramp up the times for smaller ships, and give interceptors the fastest times.
Strangely enough, it's not rocket science.
|

TekGnosis
Rules of Acquisition Acquisition Of Empire
25
|
Posted - 2013.10.14 16:08:00 -
[369] - Quote
BS are now even slower, and the things that catch them are massively faster. So, we have a concerted push for PVP in EvE to be cruiser and below by default (fairly obvious from the balance focus). Lots of small ships are getting kiting bonuses, increasing in speed, becoming effectively immune to BS weapons. I'm really concerned that BS warfare is now regulated only to large fleets. There isn't' even an option to bring a nano BS and have a hope keeping up with a roaming BC gang even.
BS just aren't strong enough to be regulated to 'stand and deliver' as the only play style. The ship class has many designed-in hard counters (all those ships just got nice buffs as well), and it's already getting rare to see a BS out roaming even after the recent re-balance which made a lot of the hulls potentially fun to fly. If the intent is for BS to be an escalation when they land on grid due to being 'slow, powerful backup'... they need to be stronger tanked than now, or have more options for dealing with smaller ships. Command ships are now in the old BS mobility slot, and have sometimes even more EHP... |

Optimo Sebiestor
Bondage Goat Zombie Strictly Unprofessional
191
|
Posted - 2013.10.14 17:02:00 -
[370] - Quote
This brings back memories to the good old days when ships were pretty speedy :D |
|

Kahega Amielden
Rifterlings Point Blank Alliance
978
|
Posted - 2013.10.14 17:23:00 -
[371] - Quote
Quote:BS are now even slower, and the things that catch them are massively faster. So, we have a concerted push for PVP in EvE to be cruiser and below by default (fairly obvious from the balance focus). Lots of small ships are getting kiting bonuses, increasing in speed, becoming effectively immune to BS weapons. I'm really concerned that BS warfare is now regulated only to large fleets. There isn't' even an option to bring a nano BS and have a hope keeping up with a roaming BC gang even.
BS just aren't strong enough to be regulated to 'stand and deliver' as the only play style. The ship class has many designed-in hard counters (all those ships just got nice buffs as well), and it's already getting rare to see a BS out roaming even after the recent re-balance which made a lot of the hulls potentially fun to fly. If the intent is for BS to be an escalation when they land on grid due to being 'slow, powerful backup'... they need to be stronger tanked than now, or have more options for dealing with smaller ships. Command ships are now in the old BS mobility slot, and have sometimes even more EHP...
One factor to take into account is that the biggest problem a BS fleet has is catching stuff, and this expansion is going to make dedicated tackling ships massively better. Thus, a BS fleet will be able to circumvent this disadvantage by having a couple ceptors/dictors with it. HAC fleets, on the other hand, aren't going to find this as useful.
Aside from torps, I don't think BS have too much problem applying damage to smaller ships between heavy neuts, webs and TPs. I think the biggest reason that you don't see a ton of BS in small gang PVP is the same reason you don't see a ton of command ships or HACs (barring the recent spike due to the rebalance): cost. Battleships are very expensive, so they aren't going to be used all the time. Note that my personal experience is in FW areas; do you see a lot more HACs and CS than BS in other areas? |

Arthur Aihaken
The.VOID
318
|
Posted - 2013.10.14 17:34:00 -
[372] - Quote
TekGnosis wrote:BS are now even slower, and the things that catch them are massively faster. So, we have a concerted push for PVP in EvE to be cruiser and below by default (fairly obvious from the balance focus). Lots of small ships are getting kiting bonuses, increasing in speed, becoming effectively immune to BS weapons. I'm really concerned that BS warfare is now regulated only to large fleets. There isn't' even an option to bring a nano BS and have a hope keeping up with a roaming BC gang even.
BS just aren't strong enough to be regulated to 'stand and deliver' as the only play style. The ship class has many designed-in hard counters (all those ships just got nice buffs as well), and it's already getting rare to see a BS out roaming even after the recent re-balance which made a lot of the hulls potentially fun to fly. If the intent is for BS to be an escalation when they land on grid due to being 'slow, powerful backup'... they need to be stronger tanked than now, or have more options for dealing with smaller ships. Command ships are now in the old BS mobility slot, and have sometimes even more EHP... While I like the proposed warp speed changes, I have to agree with this assessment. I think serious consideration should be given to providing a base warp core strength to Battlecruisers (+1), Battleships (+2) and Command Ships/Marauders (+3). I am currently away, traveling through time and will be returning last week. |

Altrue
Exploration Frontier inc
637
|
Posted - 2013.10.14 18:31:00 -
[373] - Quote
Cardano Firesnake wrote: The time to align is so long that a pilot with no arm will be able to bump you for ever.
LOL.
Time to align has not changed of a single millisecond. That's the in-warp speed that changed, a state where you're invulnerable.
Please know your topic before complaining about those beautiful and meta-breaking changes.
G££ <= Me |

Freakdevil
Aliastra Gallente Federation
68
|
Posted - 2013.10.15 02:19:00 -
[374] - Quote
This is a great and long overdue idea. I didn't see any mention of overheating your warp drive to go even FASTER!
One last idea I had to help travelling BS ships. What if they offline their weapons thereby allowing them to transfer power to their warp drive and go faster? Combine that with an overheat and it could make people running from a pack have a chance to escape.
Regardless, I think the proposed system. |

Barrogh Habalu
Imperial Shipment Amarr Empire
545
|
Posted - 2013.10.15 05:17:00 -
[375] - Quote
Arthur Aihaken wrote:While I like the proposed warp speed changes, I have to agree with this assessment. I think serious consideration should be given to providing a base warp core strength to Battlecruisers (+1), Battleships (+2) and Command Ships/Marauders (+3). Yes, command ships, of all things, with three built-in WCS. I see what you did there. |

Wrayeth
Inexorable Retribution
119
|
Posted - 2013.10.15 06:46:00 -
[376] - Quote
TekGnosis wrote:BS are now even slower, and the things that catch them are massively faster. So, we have a concerted push for PVP in EvE to be cruiser and below by default (fairly obvious from the balance focus). Lots of small ships are getting kiting bonuses, increasing in speed, becoming effectively immune to BS weapons. I'm really concerned that BS warfare is now regulated only to large fleets. There isn't' even an option to bring a nano BS and have a hope keeping up with a roaming BC gang even.
BS just aren't strong enough to be regulated to 'stand and deliver' as the only play style. The ship class has many designed-in hard counters (all those ships just got nice buffs as well), and it's already getting rare to see a BS out roaming even after the recent re-balance which made a lot of the hulls potentially fun to fly. If the intent is for BS to be an escalation when they land on grid due to being 'slow, powerful backup'... they need to be stronger tanked than now, or have more options for dealing with smaller ships. Command ships are now in the old BS mobility slot, and have sometimes even more EHP...
To be honest, as someone who originally specialized in battleships back in the day, I've been finding it harder and harder to want to log on with each successive patch as the mechanics marginalized my favorite ship class more and more. I found a respite in command ships, which had both strong tanks and excellent DPS just like battleships, but without being neutered by immobility and inability to track targets post-web overnerf.
Now, with command ship and battleship travel speeds being reduced, I'm finally on the verge of cancelling my account (not a threat, just a statement of where I'm at). It already takes a long time to get anywhere in the larger ships, and I don't have as much time to play as I once did. With the travel times for the ships I enjoy becoming longer (significantly so, in the case of battleships), I'm at the point where maintaining an active account will, to me, no longer be worth the subscription fee. There are divers other reasons, but this is shaping up to be the straw that broke the camel's back, as it were.
I agree with you in that CCP seems to be moving the focus to cruiser and below when it comes to sub-capitals in non-fleet PvP, and since I don't much enjoy those ships (with a few exceptions), I'm pretty much done.
I'm just waiting for a dev to update this thread, then I'll make my decision as to whether I'll keep my account active. I'm hoping someone replies soon, since I'd like to go out in a blaze of attempted glory (read: probable failure, with the current state of solo and small gang PvP) prior to the change taking effect and my account being cancelled. I've been accumulating ships for years, and it would be a shame to still have most of them because I didn't have enough notice prior to release that all of this was set in stone. |

Vislike
DON'T DO IT DAD
2
|
Posted - 2013.10.15 10:08:00 -
[377] - Quote
The most boring part about eve is warping, anyone who have ever played can tell you that. If you now can change warp speed you should only make smaller ships go faster not bigger ships go slower it is slow enough as is. IMO the breakpoint should be at carriers, all smaller ships including battleships should go faster, battleships maybe 5 sec faster with a 20 au warp and all capitals can retain their current speed or go slower. |

gascanu
Bearing Srl.
14
|
Posted - 2013.10.15 10:16:00 -
[378] - Quote
Vislike wrote:The most boring part about eve is warping, anyone who have ever played can tell you that. If you now can change warp speed you should only make smaller ships go faster not bigger ships go slower it is slow enough as is. IMO the breakpoint should be at carriers, all smaller ships including battleships should go faster, battleships maybe 5 sec faster with a 20 au warp and all capitals can retain their current speed or go slower.
this^^ |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1527
|
Posted - 2013.10.15 11:39:00 -
[379] - Quote
Vislike wrote:The most boring part about eve is warping, anyone who have ever played can tell you that. If you now can change warp speed you should only make smaller ships go faster not bigger ships go slower it is slow enough as is. IMO the breakpoint should be at carriers, all smaller ships including battleships should go faster, battleships maybe 5 sec faster with a 20 au warp and all capitals can retain their current speed or go slower.
Terrible terrible idea.
There are tons of balance concerns around warp times other than "How bored you are" BYDI recruitment closed-ish |

Wrayeth
Inexorable Retribution
119
|
Posted - 2013.10.15 13:38:00 -
[380] - Quote
Garviel Tarrant wrote:[quote=Vislike] Terrible terrible idea.
There are tons of balance concerns around warp times other than "How bored you are" While I'm not advocating that BS travel faster, I'm definitely against them traveling any slower. And boredom most definitely is an important factor, regardless of the fact that certain people may think it isn't. If people aren't logging on because they don't want to deal with increased travel times, that's bad game design. Basically, any mechanic that causes your target demographic to stop playing the game needs to be rethought. |
|

Lucidia fern
Mind Games. Suddenly Spaceships.
8
|
Posted - 2013.10.15 14:28:00 -
[381] - Quote
I'd very much like to see the acceleration and deceleration increased a fair amount across the board even if to keep the warp times the same the warp speed is slightly reduced. I say this because the feeling of lack of control as you are coming onto grid but still all locked up cause you are "in warp" is frustrating. I want to be able to react to the battlefield the second i can see the battlefield, even if that's a little late :). A little like the first of the new star-trek films (someone mind finding a link to that part) where they are following the fleet into combat, drop out into wrecks. I'm not saying lets do that, but i'd certainly like to move closer to the snappier drop out experienced when jumping. |

Kahega Amielden
Rifterlings Point Blank Alliance
982
|
Posted - 2013.10.15 15:25:00 -
[382] - Quote
Lucidia fern wrote:I'd very much like to see the acceleration and deceleration increased a fair amount across the board even if to keep the warp times the same the warp speed is slightly reduced. I say this because the feeling of lack of control as you are coming onto grid but still all locked up cause you are "in warp" is frustrating. I want to be able to react to the battlefield the second i can see the battlefield, even if that's a little late :). A little like the first of the new star-trek films (someone mind finding a link to that part) where they are following the fleet into combat, drop out into wrecks. I'm not saying lets do that, but i'd certainly like to move closer to the snappier drop out experienced when jumping.
I think this could be accomplished without breaking the balance by increasing speed. The risk is that those on-field would have no time to react to the new arrival |

Dav Varan
Spiritus Draconis Sicarius Draconis
65
|
Posted - 2013.10.15 15:54:00 -
[383] - Quote
WTB Candy Crush lives so I have something to do while hauling.
Welcome to eve the only game in the universe that requires you to play another game while playing it in order to prevent death by boredom.
|

Harvey James
Deep Core Mining Inc. Caldari State
546
|
Posted - 2013.10.15 15:55:00 -
[384] - Quote
I think there is too much range now when before there was not enough .. i would reduce inties 10 seconds seems too high and the other end of the spectrum freighters/caps are a little too low Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name AB's need a buff-á like a big mass reduction ... module tiercide FTW role based instead of tiers please. |

Dinsdale Pirannha
Pirannha Corp
1330
|
Posted - 2013.10.15 15:56:00 -
[385] - Quote
On Sisi, it took 28 minutes to move 16 jumps in an unplated Paladin. Awesome use of one's time.
That is all. Most people viewed Orwell's writings as a warning. The harper regime and the goons treat them as a guidebook. |

gascanu
Bearing Srl.
15
|
Posted - 2013.10.15 16:03:00 -
[386] - Quote
Dinsdale Pirannha wrote:On Sisi, it took 28 minutes to move 16 jumps in an unplated Paladin. Awesome use of one's time.
That is all.
fun times ahead, lol  |

Tikitina
Imperial Academy Amarr Empire
74
|
Posted - 2013.10.15 17:54:00 -
[387] - Quote
Dinsdale Pirannha wrote:On Sisi, it took 28 minutes to move 16 jumps in an unplated Paladin. Awesome use of one's time.
That is all.
Well, a powerful beast such as that should take time to move around.
|

Alvatore DiMarco
Capricious Endeavours Ltd
765
|
Posted - 2013.10.15 20:50:00 -
[388] - Quote
I can't help but feel that even though putting some spread into the warp times like this is a good thing, maybe the spread is a bit too big.
We'll just have to see what happens, I suppose. Either way, it just got a lot more dangerous for all you freighter pilots out there. |

Sky Falcorr
Perkone Caldari State
1
|
Posted - 2013.10.15 23:04:00 -
[389] - Quote
i really like the warp speed changes and especially the boost to interceptor role it brings , but i have one concern - with warp times being up to almost 20 seconds shorter with the same amount of cap needed to make the warp - its that much less time to regenerate your capacitor ! doesnt this make you much more vulnerable when you land on grid?
any chance to introduce a "cap regen during warp" stat and tune it to compensate for this? might even be another stat to play with for ship balance.. |

Null MDK
0
|
Posted - 2013.10.15 23:30:00 -
[390] - Quote
Today I literary fell asleep at the keyboard doing 13 jumps in a pirate BS on Singularity. I agree the acceleration changes are nice for smaller ships but come rubicon I think I might have just enough time to watch a movie between each jump....  |
|

Zikota
State War Academy Caldari State
4
|
Posted - 2013.10.16 02:49:00 -
[391] - Quote
First off let me say I started to play this game with the intention of beeing a battleship captain, flying the big ships that have the most combat power except for capitals. I dislike how much this class has been marginalised during the development of the game.
However, there is one thing I disliked even more. The fact that all ship classes were effectively travelling equally fast in warp due to the acceleration mechanics as they worked up to this day. This effective speed equivalation made it extremly difficult to force fights in PvP when one side decided to evade combat and run. The new changes that are coming will lead to more fights as interceptors and dictors will be able to catch those who are running away. More fights mean more fun in general. Even though some people will cry about beeing caught, it means more action and that is something I welcome.
Of course I also see that my favourite ship class, the battleships, are becoming even less used by fleet commanders if they become very slow compared to all other classes. This problem could be approached by reducing the spread in general warp speed across all classes again. But I think that would be to short-sighted. Afterall, you identified the problem of all ships basically travelling at equal speed just right. Reducing the speed-spread again would just bring back said problem more or less.
Therefore, the adjustment to make all classes viable again, has to happen on the meta-level. That means you dont try to fiddle with the speed-spreads anymore. Instead give fleet commanders and their pilots reasons to be willing to accept the slower speeds by benefitting in other areas. To make it simple: make battleships powerfull enough again to compensate their inagility, slownes and relative to that their high costs. Then fleet commanders will be willing to field them again.
Similarily, this buff might have to come for battlecruiser sized ships as well, depending on how much they will suffer.
In general, if I had the choice between these new warp speed changes without the adjustments on the meta level as described above (since I can see that this ballancing process would take quite some dev work and time), or no warp speed changes (or even reduced ones) at all, I would still preffer the fully changed speeds as they show up on the table on page 1 of this thread. For the simple reason that they will actually end or at least reduce the ongoing chicken-game in low-/null-sec and make interceptors and dictors able to do what they should be designed to do. Intercept fleets and force the enemy into fights. More action, more fun.
Of course the meta game in general will change now. Doctrines will be adjusted and untill the devs get to include these new warp speed spreads into reballanced ship-stats based on meta-adjustments (see above), we probably will see less larger ships for a while. But untill then the widened abilities of numerous other ship-classes will compensate for that.
Let the sandbox play it out!  |

TekGnosis
Rules of Acquisition Acquisition Of Empire
30
|
Posted - 2013.10.16 05:21:00 -
[392] - Quote
So I've been messing about on Sisi with BS. This is no longer a class of ships you can be reactive with. The fight is over before you come out of warp, so as dynamic as the small/mid fleet battle has become the BS is now badly marginalized.
Traveling is now painful in a BS. I think heavy ships were too heavily nerfed, even as I suspect interceptors might be just slightly over-buffed. With CS now filling the same approximate EHP and DPS (if not really range) slot that BS were in a few years ago, it's hard to knowingly choose the big lumbering beast when keeping the meta of how fights actually happen in mind.
BS are now really powerful IF you can get one in to position and have a full support fleet doing their thing. This sounds very strategic, but isn't very... fun... for the actual pilot of the BS.
Also, your dps and utility can be replaced by 2-3 cruisers. Sounds a lot like the reasons most nations stopped with the battleship thang post WWII? Carriers and small craft... yep. |

gascanu
Bearing Srl.
28
|
Posted - 2013.10.16 08:39:00 -
[393] - Quote
i don't really understand what plus this rebalance will bring on eve universe: few happy ceptor pilots, yes, but that's where the happy part ends allot of sad(angry) bc/bs/cap/freighter pilots; and for what? more time spent in warp?!!!
like td wasn't really bad about this, you "rebalance" it to make it worse? are you guys really that far out of touch with the game that can't see this move is overall a bad one?
how about ppl that don't have a titan to brige them around??? half an hour to move a plated bs 15 jumps? and then half an hour to move back? how is this helping eve, spending 1 hour of you time moving a short distance away and back?
really, you what to rebalance things like, in 2013? make small things faster, leave the big things like they are, or, if you really have to, give them 2-3" more;
eve is a game, ppl play games for fun; staring at a ship in warp it's far far from fun |

bloodknight2
Talledega Knights PLEASE NOT VIOLENCE OUR BOATS
298
|
Posted - 2013.10.16 08:48:00 -
[394] - Quote
Kahega Amielden wrote: One factor to take into account is that the biggest problem a BS fleet has is catching stuff, and this expansion is going to make dedicated tackling ships massively better. Thus, a BS fleet will be able to circumvent this disadvantage by having a couple ceptors/dictors with it. HAC fleets, on the other hand, aren't going to find this as useful.
Aside from torps, I don't think BS have too much problem applying damage to smaller ships between heavy neuts, webs and TPs. I think the biggest reason that you don't see a ton of BS in small gang PVP is the same reason you don't see a ton of command ships or HACs (barring the recent spike due to the rebalance): cost. Battleships are very expensive, so they aren't going to be used all the time. Note that my personal experience is in FW areas; do you see a lot more HACs and CS than BS in other areas?
You don't see much BS in small fleet simply because they suck. And NO, bs aren't expensive  |

Vaju Enki
Secular Wisdom
986
|
Posted - 2013.10.16 10:45:00 -
[395] - Quote
Small ships warp faster, slow ships warp slower. Amayzing changes, thank you CCP.
Only themepark carebears cry about this, so it's one more indicative of a good change for the game. The Tears Must Flow |

gascanu
Bearing Srl.
29
|
Posted - 2013.10.16 11:27:00 -
[396] - Quote
Vaju Enki wrote:Small ships warp faster, slow ships warp slower. Amayzing changes, thank you CCP.
.
oh we have a genius here: let me tell you something, 99.9% of the ppl in this topic agree with this.  |

Midnight Hope
Pator Tech School Minmatar Republic
137
|
Posted - 2013.10.16 18:38:00 -
[397] - Quote
This:
Dinsdale Pirannha wrote:On Sisi, it took 28 minutes to move 16 jumps in an unplated Paladin. Awesome use of one's time.
That is all.
...and this:
Null MDK wrote: Today I literary fell asleep at the keyboard doing 13 jumps in a pirate BS on Singularity. I agree the acceleration changes are nice for smaller ships but come rubicon I think I might have just enough time to watch a movie between each jump.... Ugh
Moving around in anything bigger than a cruiser is not fun. I agree smaller ships should warp faster and bigger ships slower, but when the slow ships warp sooo slow that takes ages to move around then the game stops being fun to play.
There must be a way of allowing for ship sizes while keeping the warp times at a manageable level. Remember that as a player there is nothing to do while staring at the warp tunnel. |

Alvatore DiMarco
Capricious Endeavours Ltd
776
|
Posted - 2013.10.16 18:42:00 -
[398] - Quote
An unplated Paladin took me 21m30s to travel 16 jumps with no agility/speed mods and no hyperspace rigs. That's with the MWD trick, but before the incoming mass reduction to Marauders. I haven't tested a T1/Faction BS but maybe I'll do that right now. |

gascanu
Bearing Srl.
29
|
Posted - 2013.10.16 18:55:00 -
[399] - Quote
Alvatore DiMarco wrote:An unplated Paladin took me 21m30s to travel 16 jumps with no agility/speed mods and no hyperspace rigs. That's with the MWD trick, but before the incoming mass reduction to Marauders. I haven't tested a T1/Faction BS but maybe I'll do that right now.
EDIT: I just noticed Dinsdale's post above me. I wonder what he did with that extra six-and-a-half minutes.
longer warps / no mwd trick? |

Alvatore DiMarco
Capricious Endeavours Ltd
776
|
Posted - 2013.10.16 20:15:00 -
[400] - Quote
gascanu wrote:Alvatore DiMarco wrote:An unplated Paladin took me 21m30s to travel 16 jumps with no agility/speed mods and no hyperspace rigs. That's with the MWD trick, but before the incoming mass reduction to Marauders. I haven't tested a T1/Faction BS but maybe I'll do that right now.
EDIT: I just noticed Dinsdale's post above me. I wonder what he did with that extra six-and-a-half minutes. longer warps / no mwd trick?
I doubt there are longer warps involved. When you have 16 jumps, they kind of average out. The MWD trick probably wasn't used for him but it wouldn't add six minutes.
Anyway, I took a Hyperion 16 jumps. MWD trick, no plates, no agility/acceleration mods/rigs, no warp rigs. It took 22:30 to make the trip. It might've been around 22:15 if I were a little more efficient. |
|

gascanu
Bearing Srl.
30
|
Posted - 2013.10.16 21:21:00 -
[401] - Quote
Alvatore DiMarco wrote:gascanu wrote:Alvatore DiMarco wrote:An unplated Paladin took me 21m30s to travel 16 jumps with no agility/speed mods and no hyperspace rigs. That's with the MWD trick, but before the incoming mass reduction to Marauders. I haven't tested a T1/Faction BS but maybe I'll do that right now.
EDIT: I just noticed Dinsdale's post above me. I wonder what he did with that extra six-and-a-half minutes. longer warps / no mwd trick? I doubt there are longer warps involved. When you have 16 jumps, they kind of average out. The MWD trick probably wasn't used for him but it wouldn't add six minutes. Anyway, I took a Hyperion 16 jumps. MWD trick, no plates, no agility/acceleration mods/rigs, no warp rigs. It took 22:30 to make the trip. It might've been around 22:15 if I were a little more efficient.
how about you fit 2x1600 plates and some trimarks on it and then try again? |

Octoven
Phoenix Productions Headshot Gaming
192
|
Posted - 2013.10.17 01:49:00 -
[402] - Quote
I like the new warp acceleration curve from a pvp perspective to catch those pesky BC blobs but to be honest outside of pvp usage this function isn't very feasible nor is it attractive. Typically you are moving solo in most cases so tactics aren't very relevant here. That bit is actually indeed annoying; however, given that most of eve is pvp I suppose we will just have to live with the change. Congrats on getting it live look forward to using it lol but forgive me if I say it just doesn't wow me. |

Catherine Laartii
Atavism Archaeological Institute
36
|
Posted - 2013.10.17 07:36:00 -
[403] - Quote
None ofthe Above wrote: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.
+1 for having the most terrifying avatar in eve. Your face will haunt my dreams. O_O |

KIller Wabbit
The Scope Gallente Federation
449
|
Posted - 2013.10.17 09:22:00 -
[404] - Quote
CCP Fozzie wrote:Tubrug1 wrote:Why are Freighters becoming faster? They're getting faster for long warps, slower for short warps. We didn't want to have speeds too low with the new system, as it would have been easy for the slowest ships to become prohibitive.
According to my old physics text speed is Distance divided by time. According to you chart for the very typical distances of 20 and 50 AU, Rube release is going to significantly nerf freighter speed.
Like freighter pilots aren't already pissed off about how slow they move as it is.
CCP Punkturis-á "I want to get in on the goodposter circle jerk!"
|

KIller Wabbit
The Scope Gallente Federation
449
|
Posted - 2013.10.17 09:42:00 -
[405] - Quote
CCP Fozzie wrote:And now a quick note on freighters. We knew that we wanted to expand the spread between the slowest warping ships and the fastest, and we didn't want to take the tempting but potentially damaging route of just buffing everything and making the galaxy smaller for every ship.
Obviously there's a fine line to walk here, but I think we found a strong compromise with the amount that we raised the freighter and JF warp speeds. It is definitely an increase in their average warp times, which is intentional. But it's not back breaking and I believe that it's quite well balanced in relation to their massive cargoholds. For trips where faster warp speeds are needed, people always have the choice of taking smaller volumes in something like an industrial or DST.
Options like adding rigs to freighters could very well happen someday, as we're fairly open that that idea and have been giving it some thought. However we're not going to commit to anything along those lines at this time.
Let's disconnect from what we think ships should do and connect with the reality of game play - this is going to suck. Period.
Sometimes grand ideas just **** a customer off. CCP Punkturis-á "I want to get in on the goodposter circle jerk!"
|

KIller Wabbit
The Scope Gallente Federation
449
|
Posted - 2013.10.17 09:51:00 -
[406] - Quote
Vrenth wrote:BloodMia wrote:Matthias Thullmann wrote:I don't see why the slope needs to be linear.... why not exponential? That way battleships+ lose maybe 1-2% of warp acceleration while frigates gain 50-75% faster acceleration.
CCP summon your math wizards! This Kahega Amielden wrote: Why is the current proposal bad?
Because if you need to create a bigger delta than now, you don't need to make heavy thing MUCH slower when you're already making lighter ship MUCH faster! It seems that the initial goal was to widen the gap between fast/slow boats, to make warpspeed meaningful again, not to "stealth" nerf already slow boats into slower boats. There is a big difference between "hey, those inty don't warp fast enough to catch battleship" and "hey freighter pilot really have a fun day piloting those, lets make them feel the pain" Freighter part of your complaint is invalid. Freighters travel time is now faster in most cases if you look at their charts.
There's a chart argument and then there's the reality of routes in EVE. Overall the time is going to be painfully longer.
CCP Punkturis-á "I want to get in on the goodposter circle jerk!"
|

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1561
|
Posted - 2013.10.17 09:54:00 -
[407] - Quote
KIller Wabbit wrote:CCP Fozzie wrote:And now a quick note on freighters. We knew that we wanted to expand the spread between the slowest warping ships and the fastest, and we didn't want to take the tempting but potentially damaging route of just buffing everything and making the galaxy smaller for every ship.
Obviously there's a fine line to walk here, but I think we found a strong compromise with the amount that we raised the freighter and JF warp speeds. It is definitely an increase in their average warp times, which is intentional. But it's not back breaking and I believe that it's quite well balanced in relation to their massive cargoholds. For trips where faster warp speeds are needed, people always have the choice of taking smaller volumes in something like an industrial or DST.
Options like adding rigs to freighters could very well happen someday, as we're fairly open that that idea and have been giving it some thought. However we're not going to commit to anything along those lines at this time. Let's disconnect from what we think ships should do and connect with the reality of game play - this is going to suck. Period. Sometimes grand ideas just **** a customer off.
Makes freighters easier to catch.
Which makes Eve less safe
Good change. BYDI recruitment closed-ish |

KIller Wabbit
The Scope Gallente Federation
449
|
Posted - 2013.10.17 10:00:00 -
[408] - Quote
Garviel Tarrant wrote:KIller Wabbit wrote:CCP Fozzie wrote:And now a quick note on freighters. We knew that we wanted to expand the spread between the slowest warping ships and the fastest, and we didn't want to take the tempting but potentially damaging route of just buffing everything and making the galaxy smaller for every ship.
Obviously there's a fine line to walk here, but I think we found a strong compromise with the amount that we raised the freighter and JF warp speeds. It is definitely an increase in their average warp times, which is intentional. But it's not back breaking and I believe that it's quite well balanced in relation to their massive cargoholds. For trips where faster warp speeds are needed, people always have the choice of taking smaller volumes in something like an industrial or DST.
Options like adding rigs to freighters could very well happen someday, as we're fairly open that that idea and have been giving it some thought. However we're not going to commit to anything along those lines at this time. Let's disconnect from what we think ships should do and connect with the reality of game play - this is going to suck. Period. Sometimes grand ideas just **** a customer off. Makes freighters easier to catch. Which makes Eve less safe Good change.
I'll repeat what has already been stated by someone else - if you are having problems catching a freighter now you need to hang up your PvP hat. THE ONLY thing stopping wholesale slaughter of freighters right now is the drop risk/reward. Freighters are never safe. CCP Punkturis-á "I want to get in on the goodposter circle jerk!"
|

Falkor1984
The Love Dragons
15
|
Posted - 2013.10.17 10:50:00 -
[409] - Quote
Garviel Tarrant wrote:
Makes freighters easier to catch.
Which makes Eve less safe
Good change.
It is not changing the chance of you catching freighters or making Eve less safe for them. Your chance of catching a freighter wont change at all by this. It just adds time where the player cannot interact with the game. Like I said before, I can understand that you feel that freighters need to be easier to catch, I dont agree, but it is an opinion one could have. The only problem is that this warptime thingy is not gonna chance anything to that.
It is stunning to see that CCP cannot seem to explain WHY big ships need to be slower, other then saying "we got an attribute here in the database that we should use in conjunction with a formula that slows big ships down".
BS fleets that travel (or roam) - gone. Really, try and go 10 jumps in a plated (or even unplated) BS on sisi. Its horrid! Add to that, since BS can basically only be used in big fleets, tidi is gonna aggrevate that dramatically. So the only way to use them sensibly is to Titan bridge them everywhere they need to go. At the keyboard hauling in Frieghters - gone. Who is gonna sit at their screen staring at a freighter in warp even longer than he is now already. Most freighters will be run afk because of this. Afk hauling means less than 1B in cargo, so suicide ganking will diminish quite a bit as well. PVP-ers with subpar skills getting kills after all - yes! If rewarding lackluster players with kills is the way CCP wants to go its "op success". I dont like it tbh, I want a kill to at least some skills and effort. Not something like: enter system, scan --> all anomalies show up immediately, warp to most likely ano without a ratter given any chance of escape. Basically the only skill the ratter needs is watch intel, since everything else he does becomes irrlevant. The attacking party doesnt need any skills at all: even a person (not a char) that is one day in the game will now be able to catch most ratters. The game becomes too easy imho.
|

bloodknight2
Talledega Knights PLEASE NOT VIOLENCE OUR BOATS
298
|
Posted - 2013.10.17 14:14:00 -
[410] - Quote
How slower BS will be after the patch?
Anyone tried doing the same 10 jumps (or amarr to Jita) using the test server and tranquility? |
|

Daenika
MMO-Mechanics.com
3
|
Posted - 2013.10.18 02:04:00 -
[411] - Quote
Can y'all pleeeeease look at the warp cap consumption on Recon cruisers while you're at it? A falcon with all 5 skills caps out at 90 AU warp, while a Blackbird can warp 199 AU. It's a metric pain to navigate about half the systems out there in a Recon. If you're trying to do it as a fleet, all the Recons get left behind because their max warp is half or less than the rest of the fleet, even if their nominal warp speed is higher than all but frigates. Even if I get to location with the rest of the fleet, I start at half cap or less when everyone else is still at 80-90%. |

Mioelnir
Cataclysm Enterprises Easily Offended
149
|
Posted - 2013.10.18 05:55:00 -
[412] - Quote
Vrenth wrote:Freighter part of your complaint is invalid. Freighters travel time is now faster in most cases if you look at their charts. Did you switch the charts?
|

Erica Sukarala
Rokh You like a Hurricane Nomads.
2
|
Posted - 2013.10.18 14:38:00 -
[413] - Quote
This simple change is going to make the game completely different. Expect many more "they've gone to plaid" moments. Nomnomnom |

Dav Varan
Spiritus Draconis Sicarius Draconis
70
|
Posted - 2013.10.18 16:20:00 -
[414] - Quote
I've given a bit more base speed to the freighter hulls to keep average travel times more in line with tranq Don't want to slow them too much as the class is not that much fun to fly atm. Titans and SC's are the real monsters and so they get to go slow. Given they jump this won't affect fun too much.
Then just smaller = faster and bonus as follows
Giving 12.5% for Navy / Pirate and T2 Damage hulls Giving 25% for Covert and T1 Fast Indi hulls Giving 40% for interdiction/interception and T2 Fast Indi hulls Giving 50% for Fleet Tackle Hulls
I come out with the following speeds for ships
1.00 Titan 1.25 SuperCarrier 1.50 Freighter / Dread 1.75 Carrier / JF 2.00 BS 2.25 Navy BS / Marauder 2.50 Black Ops / BC 2.75 Navy BC / CS 3.00 Cruiser / Industrial 3.25 Navy Cruisers / HAC / DST 3.75 Recon / Fast Industrial 4.00 HIC 4.50 Blockade Runner / Destroyer 5.00 Navy Destroyer ( If they happen ) 6.00 Frigate 6.25 Interdictor 6.75 Navy Frigate / AF / Bomber / EAF 7.50 Covert Operations 8.00 Combat Interceptor 9.00 Tackle Interceptor
Only really Big difference here is the Blockade Runner which gets its speed nearly halfed but is still much faster than on tranq. Given the cargo capacity of these ships I think this is a better choice than the universe ( Market ) shrinking speed currently proposed for them.
|

Dinsdale Pirannha
Pirannha Corp
1357
|
Posted - 2013.10.18 19:25:00 -
[415] - Quote
Well, there are 40,000 online as I type this, a Friday aft/evening. That number is down from the height of the null sec war (and yeah, that is a factor in the amount of people online).
So let's see how big the dropoff in people online after the Christmas holidays. Sub rates always lag the dropoff in people online, but I fully expect a ton of people to say "screw it, the game's fun factor has dropped too much".
People already get sick looking at the new warp animations, now they have to look at them even longer in any ship bigger than a cruiser.
Another brilliant move by the management team that thought "duh, let's let some null sec guys who always jump bridge or cyno everywhere overhaul a mechanism that affects anyone not in null sec sov space".
Do yourself a favour CCP. Take a snapshot any time of the day, and see what percent of your player base is in null sec sov space that has a bigass jump bridge network, tons of Titans, etc, and compare that to the quantity of players online in high sec, who have zero ability to bypass this godawful nerf to larger ships.
Then think real careful if you want to continue with this stupidity. Most people viewed Orwell's writings as a warning. The harper regime and the goons treat them as a guidebook. |

David Laurentson
Laurentson INC StructureDamage
71
|
Posted - 2013.10.18 20:11:00 -
[416] - Quote
KIller Wabbit wrote: There's a chart argument and then there's the reality of routes in EVE. Overall the time is going to be painfully longer.
Well... not really painful, though they'll definitely be longer. The chart indicates that the break-even point (where the newstarts being faster than the old) a little past 50 AU (my ball-park math puts it at about 60AU). It's not uncommon to have a few jumps past that in most longish routes: Jita<>Amarr has two of them and another two systems with high-50 AU jumps.
Being a terrible math nerd, I've tried to estimate what the difference is for a few of the routes I happened to have gate-to-gate distances for. The tl;dr is that flying from Jita to Amarr (or back again) will take about 2 minutes longer, and longer market hauls like Amarr to Rens takes about 6 minutes more.
Currently, you can autopilot Jita to Amarr in about 40 minutes, or manually fly it in 20. That amarr to rens route is an 80 minute autopilot or a 40 minute manual run.
I don't think I'll miss the difference, especially when I'm cutting a solid minute off each of those 180 AU warps I run into near the ice-belt systems in Metro. Lots of short warps at least make me click things. Those "go get a sandwich" warps just make me regret owning a freighter... |

pmchem
GoonWaffe Goonswarm Federation
666
|
Posted - 2013.10.18 21:14:00 -
[417] - Quote
is that spreadsheet/graphic in the original post with post-rubicon #s still accurate or have numbers changed since then?
and has anyone reverse-engineered the warp time formula in the past 20 pages of this thread or elsewhere? @pmchem on twitter || GARPA || Goonswarm Economic Warfare Cabal |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1565
|
Posted - 2013.10.18 21:37:00 -
[418] - Quote
Falkor1984 wrote:Garviel Tarrant wrote:
Makes freighters easier to catch.
Which makes Eve less safe
Good change.
It is not changing the chance of you catching freighters or making Eve less safe for them. Your chance of catching a freighter wont change at all by this. It just adds time where the player cannot interact with the game. Like I said before, I can understand that you feel that freighters need to be easier to catch, I dont agree, but it is an opinion one could have. The only problem is that this warptime thingy is not gonna chance anything to that. It is stunning to see that CCP cannot seem to explain WHY big ships need to be slower, other then saying "we got an attribute here in the database that we should use in conjunction with a formula that slows big ships down". BS fleets that travel (or roam) - gone. Really, try and go 10 jumps in a plated (or even unplated) BS on sisi. Its horrid! Add to that, since BS can basically only be used in big fleets, tidi is gonna aggrevate that dramatically. So the only way to use them sensibly is to Titan bridge them everywhere they need to go. At the keyboard hauling in Frieghters - gone. Who is gonna sit at their screen staring at a freighter in warp even longer than he is now already. Most freighters will be run afk because of this. Afk hauling means less than 1B in cargo, so suicide ganking will diminish quite a bit as well. PVP-ers with subpar skills getting kills after all - yes! If rewarding lackluster players with kills is the way CCP wants to go its "op success". I dont like it tbh, I want a kill to at least some skills and effort. Not something like: enter system, scan --> all anomalies show up immediately, warp to most likely ano without a ratter given any chance of escape. Basically the only skill the ratter needs is watch intel, since everything else he does becomes irrlevant. The attacking party doesnt need any skills at all: even a person (not a char) that is one day in the game will now be able to catch most ratters. The game becomes too easy imho.
1. Battleship fleets should be slow as balls. 2. And yea warp changes do make it harder to **** up a freighter kill
Note that i'm not saying this as someone that kills a lot of freighters.. Most of the time i have something to do with freighters they have my stuff in them.
Still doesn't mean making them slower is bad. BYDI recruitment closed-ish |

Turelus
Caldari Independent Navy Reserve The Fourth District
586
|
Posted - 2013.10.18 22:21:00 -
[419] - Quote
https://forums.eveonline.com/default.aspx?g=posts&t=287366&find=unread
If this hasn't been noticed/addressed yet might be worth having a look over. Seems a little worrying/broken Lieutenant Turelus
Caldari Independent Navy Reserve
The Fourth District |

bloodknight2
Talledega Knights PLEASE NOT VIOLENCE OUR BOATS
304
|
Posted - 2013.10.19 01:24:00 -
[420] - Quote
Dinsdale Pirannha wrote: So let's see how big the dropoff in people online after the Christmas holidays. Sub rates always lag the dropoff in people online, but I fully expect a ton of people to say "screw it, the game's fun factor has dropped too much"...
You can add my 3 accounts. I will not resubs any of my account until CCP stop being stupid. Really, this patch is truly one of the worst patch ever made by them. |
|

Falkor1984
The Love Dragons
19
|
Posted - 2013.10.19 14:10:00 -
[421] - Quote
Garviel Tarrant wrote: 1. Battleship fleets should be slow as balls. 2. And yea warp changes do make it harder to **** up a freighter kill
Note that i'm not saying this as someone that kills a lot of freighters.. Most of the time i have something to do with freighters they have my stuff in them.
Still doesn't mean making them slower is bad.
Why should BS be slower then they are today? Arent they slow enough? Ofcourse one can argue damage/tank vs speed, but BS's arent that great with respect to damage and tank. Also BS fleets will be extremely vulnerable to bombers. So not only are they eyebleeding slow, also they are very vulnerable. How is that balanced?
Making stuff slower is bad because it creates boredom. That is what is bad about making ships stay in warp longer. On top of that I think the small ships becomes way to easy to fly. I want a game to be hard, not easy. I mean ceptors are gonna be able to fly cloaked, fit a cyno, warp in bubbles and have crazy speed. IMHO thats just way too easy.
I want Eve to be hard, really hard. Thats what made it great in the first decade. Now hard is replaced by easy for lackluster players and by boring for competent players. I am pretty sure that this will lead to a massive drop in subscriptions when the vets' subscription periods are running out. I hear quite a few vets around me saying the game is too easy already and that any further changes in that direction will take the fun away completely. I hear the grumblings about 1 week old FW chars already owning hundreds of millions of isk, just by sitting in a plex for 1 hour a day. I hear the grumblins about stupid tiers in ships, making out of the box fittings a thing of the past, I hear the grumblings about suicide ganking being way to easy now, I hear the grumblings that plexes are worthless now since the minigame isnt skill dependent, I hear the grumblings about the endless structure shooting in null. The list goes on and on.
Making stuff too easy will destroy the game. It has happen before and it will happen again. CCP, its time to realise your dumbing of the game is not working. |

X Gallentius
Justified Chaos
1629
|
Posted - 2013.10.19 21:18:00 -
[422] - Quote
The main question I have is whether or not I will still be able to take a bio while warping across Innia in my frig? |

Wrayeth
Inexorable Retribution
119
|
Posted - 2013.10.20 00:24:00 -
[423] - Quote
I tuned into the EVE Vegas livestream late. Did Fozzie and Rise say anything about BS and BC warp speeds in their presentation? |

Arthur Aihaken
The.VOID
360
|
Posted - 2013.10.20 01:01:00 -
[424] - Quote
Any word on buffing the warp speed for battleships a bit? I am currently away, traveling through time and will be returning last week. |

Crash Lander
Imperial Academy Amarr Empire
67
|
Posted - 2013.10.20 01:03:00 -
[425] - Quote
And the ball dropped: https://forums.eveonline.com/default.aspx?g=posts&m=3760486#post3760486
So this was their brilliant idea:
1) Slow ships most people fly down. 2) Then make up an implant set to make up for it.
This... this is CCP's idea of generating ... 'content' for the game. if these changes go through like this I'm done with this game. |

Wrayeth
Inexorable Retribution
120
|
Posted - 2013.10.20 01:44:00 -
[426] - Quote
Wonderful. I'm just overjoyed at the thought that I will have to use one of those implant sets if I want to fly a BS and not die of boredom and frustration in the process. Worse, the omega will take up the slot used by the powergrid implant that I normally run, meaning I won't be able to use many of my favorite fits that come in just barely over the powergrid the ship produces on its own (with maxed skills).
The worst part is that the implant set itself isn't a bad thing. In fact, it would've been a welcome addition if they're weren't making BS and BC slower to start with. |

baltec1
Bat Country
8303
|
Posted - 2013.10.20 05:51:00 -
[427] - Quote
I will do what I must. |

Dinsdale Pirannha
Pirannha Corp
1361
|
Posted - 2013.10.20 06:14:00 -
[428] - Quote
I think you mean the other shoe, but yes, you are precisely correct in your analysis. More idiocy. Did the two teams even know what each was doing? Most people viewed Orwell's writings as a warning. The harper regime and the goons treat them as a guidebook. |

Maenth
The Thirteen Provinces
2
|
Posted - 2013.10.20 07:09:00 -
[429] - Quote
Hey Fozzie! If it's not already in there (sorry I don't do the sisi thing) maybe you guys can add a warp speed indicator!
Just adjust the speedometer such that when a ship enters warp, so it displays warp velocity instead of 'normal' velocity while warping. Maybe change the colour of the coloured speedometer area too, so people can easily discern exactly when they are in and out of warp when staring intensely at that indicator.
PS: Nice choice of music for this thread!
PSS: Hello from Josh in Toronto =) |

Falkor1984
The Love Dragons
19
|
Posted - 2013.10.20 08:48:00 -
[430] - Quote
Oh my, the fail is even stronger at CCP. /me looks if its aprils fool today, but sadly it is not. |
|

Kate stark
681
|
Posted - 2013.10.20 08:59:00 -
[431] - Quote
i don't really get why people are so upset about the new implants. Yay, this account hasn't had its signature banned. or its account, if you're reading this. |

sabastyian
Biohazard. WINMATAR.
7
|
Posted - 2013.10.20 19:33:00 -
[432] - Quote
Kate stark wrote:i don't really get why people are so upset about the new implants. Because they just nerfed your average warp time by making it take twice as long. Also your average interceptor warps a system in what... 11-15 seconds ( with these changes ) What would an interceptor with these implants do, 6-9 seconds? literally faster then most ships in eve just align. |

Kossaw
Body Count Inc. Pandemic Legion
81
|
Posted - 2013.10.21 07:24:00 -
[433] - Quote
Having faster warp speeds is great. But it seems that the new design goes too far. A dictor with speed implants can cover 14 AU in less than one server tick and arrive on grid, then bubble or cloak before even appearing on your D-Scan let alone appearing on your overview. Essentially we now have interdictors that can warp cloaked.
https://forums.eveonline.com/default.aspx?g=posts&t=287366&find=unread
Yes, getting into warp should be faster, and small ships should warp faster than large ships. The current mechanics are too slow, and right now arriving on grid to see a fat lazy and slow carrier warp is frustrating. But these changes swing the pendulum too far. Its basically going to be impossible for ANY ship to see an interceptor or dictor in warp and any gang, small or large is going to be bubbled before anybody even sees the dictor arrive.
If that is the intended effect then fine - this is Eve , Adapt or Die. But This is one hell of a change. WTB : An image in my signature |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1570
|
Posted - 2013.10.21 08:29:00 -
[434] - Quote
Falkor1984 wrote:Garviel Tarrant wrote: 1. Battleship fleets should be slow as balls. 2. And yea warp changes do make it harder to **** up a freighter kill
Note that i'm not saying this as someone that kills a lot of freighters.. Most of the time i have something to do with freighters they have my stuff in them.
Still doesn't mean making them slower is bad.
Why should BS be slower then they are today? Arent they slow enough? Ofcourse one can argue damage/tank vs speed, but BS's arent that great with respect to damage and tank. Also BS fleets will be extremely vulnerable to bombers. So not only are they eyebleeding slow, also they are very vulnerable. How is that balanced? Making stuff slower is bad because it creates boredom. That is what is bad about making ships stay in warp longer. On top of that I think the small ships becomes way to easy to fly. I want a game to be hard, not easy. I mean ceptors are gonna be able to fly cloaked, fit a cyno, warp in bubbles and have crazy speed. IMHO thats just way too easy. I want Eve to be hard, really hard. Thats what made it great in the first decade. Now hard is replaced by easy for lackluster players and by boring for competent players. I am pretty sure that this will lead to a massive drop in subscriptions when the vets' subscription periods are running out. I hear quite a few vets around me saying the game is too easy already and that any further changes in that direction will take the fun away completely. I hear the grumblings about 1 week old FW chars already owning hundreds of millions of isk, just by sitting in a plex for 1 hour a day. I hear the grumblins about stupid tiers in ships, making out of the box fittings a thing of the past, I hear the grumblings about suicide ganking being way to easy now, I hear the grumblings that plexes are worthless now since the minigame isnt skill dependent, I hear the grumblings about the endless structure shooting in null. The list goes on and on. Making stuff too easy will destroy the game. It has happen before and it will happen again. CCP, its time to realise your dumbing of the game is not working.
Today they aren't slow enough for a meaningful differentiation from cruisers and such. BYDI recruitment closed-ish |

Falkor1984
The Love Dragons
25
|
Posted - 2013.10.21 08:35:00 -
[435] - Quote
Garviel Tarrant wrote:Today they aren't slow enough for a meaningful differentiation from cruisers and such. You dont fly BS, do you? Go out and test them, do 10 jumps in a (plated) BS and then do the same in a cruiser and then tell me again BS arent slow enough.
|

gascanu
Bearing Srl.
36
|
Posted - 2013.10.21 09:26:00 -
[436] - Quote
Kossaw wrote:Having faster warp speeds is great. But it seems that the new design goes too far. A dictor with speed implants can cover 14 AU in less than one server tick and arrive on grid, then bubble or cloak before even appearing on your D-Scan let alone appearing on your overview. Essentially we now have interdictors that can warp cloaked. https://forums.eveonline.com/default.aspx?g=posts&t=287366&find=unreadYes, getting into warp should be faster, and small ships should warp faster than large ships. The current mechanics are too slow, and right now arriving on grid to see a fat lazy and slow carrier warp is frustrating. But these changes swing the pendulum too far. Its basically going to be impossible for ANY ship to see an interceptor or dictor in warp and any gang, small or large is going to be bubbled before anybody even sees the dictor arrive. If that is the intended effect then fine - this is Eve , Adapt or Die. But This is one hell of a change.
i have to agree with this; CCP are"rebalancing" things a bit too far. how can, for example, ppl in wh space survive after pach? when hostiles appear right next to you even before you can see them on scanner? i understand this new mechanic is great for pvp, but after some initial wave of kills, ppl will realize that the balance is way to much towards the aggressor and will move most of their isk making alts to empire... and then what?
and with the bc/bs nerf, every one ship of choice for roaming will be...frigs. really?
|

baltec1
Bat Country
8313
|
Posted - 2013.10.21 09:40:00 -
[437] - Quote
Falkor1984 wrote:Garviel Tarrant wrote:Today they aren't slow enough for a meaningful differentiation from cruisers and such. You dont fly BS, do you? Go out and test them, do 10 jumps in a (plated) BS and then do the same in a cruiser and then tell me again BS arent slow enough.
I can get a plated BS into warp as fast as a plated cruiser. |

gascanu
Bearing Srl.
36
|
Posted - 2013.10.21 09:44:00 -
[438] - Quote
Quote:Garviel Tarrant wrote: Today they aren't slow enough for a meaningful differentiation from cruisers and such.
also today, some cruisers can match a bs in dps, for example; how about a "meaningful differentiation" in that aspect before any other "meaningful differentiation" ? the idea of a bs warping slower than a cruiser make some sense, i can agree to that, but several seconds should be more that enough; with this rebalance, moving a gang of plated bs some 15 jumps and back will take about what, 50'- 60'? really great way to spend your evening, in a video game.... |

BloodMia
Pulsar Inc. Goonswarm Federation
9
|
Posted - 2013.10.21 10:45:00 -
[439] - Quote
CCP Fozzie wrote:And now a quick note on freighters. We knew that we wanted to expand the spread between the slowest warping ships and the fastest, and we didn't want to take the tempting but potentially damaging route of just buffing everything and making the galaxy smaller for every ship. ...
and then Warp implant (https://forums.eveonline.com/default.aspx?g=posts&m=3760486#post3760486) which exactly do what you just said you don't wanted to do! I've to admit I'm a little lost :/
That rebalancing is a great thing, but the proportion and the reason given to explain certain change just... don't hold. The iteration process to get to each rebalancing issue is long & painful enough that I think it worth the time to get a little more deeper on the issue that said iteration bring.
Maybe don't be too enthusiastic by certain "feature" (omfg inty ftl crazy ship) and quickly bypass others, to the point to forget that people actually pay to play & enjoy the game, not to undergo it. |

BloodMia
Pulsar Inc. Goonswarm Federation
9
|
Posted - 2013.10.21 10:46:00 -
[440] - Quote
god. quote =/= edit .... |
|

TheMercenaryKing
StarFleet Enterprises Fatal Ascension
19
|
Posted - 2013.10.21 16:27:00 -
[441] - Quote
What about shuttles? how will they act in comparison to T1 frigs and intys/cov ops?
With intys gaining interduction nullification it seems like shuttles are worthless now. I would rather put the 20m for a inty with the rigs than the shuttle for 500k. |

baltec1
Bat Country
8321
|
Posted - 2013.10.21 16:33:00 -
[442] - Quote
People still fly shuttles? |

Kate stark
711
|
Posted - 2013.10.21 18:02:00 -
[443] - Quote
sabastyian wrote:Kate stark wrote:i don't really get why people are so upset about the new implants. Because they just nerfed your average warp time by making it take twice as long. Also your average interceptor warps a system in what... 11-15 seconds ( with these changes ) What would an interceptor with these implants do, 6-9 seconds? literally faster then most ships in eve just align.
so your issue has nothing to do with the implants, you just flat out don't like the fact that warpseed is now a useful stat.
got it. Yay, this account hasn't had its signature banned. or its account, if you're reading this. |

Olaf4862
KnownUnknown
34
|
Posted - 2013.10.22 00:38:00 -
[444] - Quote
I have no idea if this was mentioned but... did anyone check out how the animation works for weapons tucking into there mounts while coming in and out of warp? I am sure with these changes the animations prob look wierd on some of the faster ships. |

Michael Harari
Genos Occidere HYDRA RELOADED
686
|
Posted - 2013.10.22 00:50:00 -
[445] - Quote
Ive played around with it a bit, and I think at the faster end, ships just warp too fast. In even moderate to low lag, you can get ships just suddenly appearing on grid and able to attack before they even appear on overview.
Make the warp acceleration scale with the square root of the warp speed, instead of the warp speed. This slows down the upper end acceleration, but still makes them very very fast in warp.
Also, warp speed rigs/implants should be stacking penalized |

Sizeof Void
Center for Advanced Studies Gallente Federation
372
|
Posted - 2013.10.22 06:01:00 -
[446] - Quote
baltec1 wrote:People still fly shuttles? Sure.
For those times when you need to drop off a ship someplace and don't want to fly back in your pod. Shuttles can be repackaged and carried in the cargohold of a lot of ships - rigged intys... not so much. |

Dav Varan
Spiritus Draconis Sicarius Draconis
70
|
Posted - 2013.10.22 16:03:00 -
[447] - Quote
Kossaw wrote:Having faster warp speeds is great. But it seems that the new design goes too far. A dictor with speed implants can cover 14 AU in less than one server tick and arrive on grid, then bubble or cloak before even appearing on your D-Scan let alone appearing on your overview. Essentially we now have interdictors that can warp cloaked. https://forums.eveonline.com/default.aspx?g=posts&t=287366&find=unreadYes, getting into warp should be faster, and small ships should warp faster than large ships. The current mechanics are too slow, and right now arriving on grid to see a fat lazy and slow carrier warp is frustrating. But these changes swing the pendulum too far. Its basically going to be impossible for ANY ship to see an interceptor or dictor in warp and any gang, small or large is going to be bubbled before anybody even sees the dictor arrive. If that is the intended effect then fine - this is Eve , Adapt or Die. But This is one hell of a change.
In order to land on grid with you the dictor needs to be decelerating which means it will be on dscan for about 7 seconds.
|

Forlorn Wongraven
Habitual Euthanasia Pandemic Legion
89
|
Posted - 2013.10.22 17:57:00 -
[448] - Quote
Dav Varan wrote:[In order to land on grid with you the dictor needs to be decelerating which means it will be on dscan for about 7 seconds. I hate to break it to you: nope, that is not correct. If you are lucky enough you have it on one d-scan for exactly one scan before it is on grid. But only if you keep constantly spamming the button whenever the server allows it (every 3 sec). 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) |

Daenika
MMO-Mechanics.com
5
|
Posted - 2013.10.23 01:02:00 -
[449] - Quote
Quote:In order to land on grid with you the dictor needs to be decelerating which means it will be on dscan for about 7 seconds.
Someone missed the patch changes...that this entire thread was about. |

Dav Varan
Spiritus Draconis Sicarius Draconis
70
|
Posted - 2013.10.23 08:52:00 -
[450] - Quote
Forlorn Wongraven wrote:Dav Varan wrote:[In order to land on grid with you the dictor needs to be decelerating which means it will be on dscan for about 7 seconds. I hate to break it to you: nope, that is not correct. If you are lucky enough you have it on one d-scan for exactly one scan before it is on grid. But only if you keep constantly spamming the button whenever the server allows it (every 3 sec).
There's no time given in fossies post for a 28.8 au warp the closest is 20au if the new accel decel curve is symetrical then half the total warp time is going to be the time to cross a distance while decelerating to land.
Time to warp 20 au in a dict is 14 seconds so crossing 10au while decelerating is going to take 7 seconds. Thats 7 seconds the dictor is scannable for.
scan range is 14.4 au not 10 also deceleration takes longer on tranq than acceleration ( don't now if thats still the case in the new order )
Both of these factors will increase the time available for a dscan hit while warp implants and rigs will decrease it. If I take numbers given in this post that a dict maxes at 14 au/s from a base of 8 your still looking at about 5 - 7 secs for a dec onto grid.
You cant just divide 14.4 au scan range by top warp speed.
|
|

Kossaw
Body Count Inc. Pandemic Legion
85
|
Posted - 2013.10.23 09:34:00 -
[451] - Quote
Dav Varan wrote:if the new accel decel curve is symetrical then half the total warp time is going to be the time to cross a distance while decelerating to land.
Maybe you should go test that before making assumptions. Check this video ...
http://themittani.com/media/rubicon-warp-speed-comparison-video.
Dictors are marginally slower than interceptors, but the video shows pretty clearly how both these ship classes will work.
Total warp distance is 16 AU. ( so a bit short to start with for best demonstration). The Rubicon interceptor enters the warp tunnel at about 3 seconds, the distance to go starts to decrease at 4 seconds, hits 10 AU to go at 5 seconds, reaches 1 AU to go at 6 seconds and the interceptor arrives on the gate at 10 seconds. At 14 seconds the interceptor has selected the target, locked it and scrambled it.
That video is taken from the point of view of the interceptor. The pilot has no speed rigs or implants. Total time from being in scan range to arriving on grid is perhaps 4 seconds. Rigs and implants will reduce this further. The server updates your client at best once per second ( and if you live outside London I can assure you its never that quick ) and you have a minimum 3 seconds between D-Scans.
A dictor doesnt need to select, target and lock your gang. Its been verified on SiSi that dictors can land and bubble before your client is updated and the overview shows them on your grid. WTB : An image in my signature |

Dav Varan
Spiritus Draconis Sicarius Draconis
70
|
Posted - 2013.10.23 10:20:00 -
[452] - Quote
Kossaw wrote:Dav Varan wrote:if the new accel decel curve is symetrical then half the total warp time is going to be the time to cross a distance while decelerating to land. Maybe you should go test that before making assumptions. Check this video ... http://themittani.com/media/rubicon-warp-speed-comparison-video.Dictors are marginally slower than interceptors, but the video shows pretty clearly how both these ship classes will work. Total warp distance is 16 AU. ( so a bit short to start with for best demonstration). The Rubicon interceptor enters the warp tunnel at about 3 seconds, the distance to go starts to decrease at 4 seconds, hits 10 AU to go at 5 seconds, reaches 1 AU to go at 6 seconds and the interceptor arrives on the gate at 10 seconds. At 14 seconds the interceptor has selected the target, locked it and scrambled it. That video is taken from the point of view of the interceptor. The pilot has no speed rigs or implants. Total time from being in scan range to arriving on grid is perhaps 4 seconds. Rigs and implants will reduce this further. The server updates your client at best once per second ( and if you live outside London I can assure you its never that quick ) and you have a minimum 3 seconds between D-Scans. A dictor doesnt need to select, target and lock your gang. Its been verified on SiSi that dictors can land and bubble before your client is updated and the overview shows them on your grid.
your quoting 10au at 5 secs and landing at 10 secs!
Thats 5 secs and 5 server ticks your in scan range from not 4 and thats a ceptor.
Both are a massive difference from the "covering 14au in a single tick in a dictor" you posted originally.
We know dictors are going to be super effective with rubicon, but warping to grid effectivelly cloaked is not the case.
I think most dictor pilots are not likelly to go past t1 rigs.
T2 rigs and xx billion isk implant sets on a ship that is going to be primary and bubbles it pilots pod if it goes bad ? If a dictor pilot has balls that big he deserve the glory of your fleets death imho. |

seth Hendar
I love you miners
207
|
Posted - 2013.10.23 13:32:00 -
[453] - Quote
Dav Varan wrote:Kossaw wrote:Dav Varan wrote:if the new accel decel curve is symetrical then half the total warp time is going to be the time to cross a distance while decelerating to land. Maybe you should go test that before making assumptions. Check this video ... http://themittani.com/media/rubicon-warp-speed-comparison-video.Dictors are marginally slower than interceptors, but the video shows pretty clearly how both these ship classes will work. Total warp distance is 16 AU. ( so a bit short to start with for best demonstration). The Rubicon interceptor enters the warp tunnel at about 3 seconds, the distance to go starts to decrease at 4 seconds, hits 10 AU to go at 5 seconds, reaches 1 AU to go at 6 seconds and the interceptor arrives on the gate at 10 seconds. At 14 seconds the interceptor has selected the target, locked it and scrambled it. That video is taken from the point of view of the interceptor. The pilot has no speed rigs or implants. Total time from being in scan range to arriving on grid is perhaps 4 seconds. Rigs and implants will reduce this further. The server updates your client at best once per second ( and if you live outside London I can assure you its never that quick ) and you have a minimum 3 seconds between D-Scans. A dictor doesnt need to select, target and lock your gang. Its been verified on SiSi that dictors can land and bubble before your client is updated and the overview shows them on your grid. your quoting 10au at 5 secs and landing at 10 secs! Thats 5 secs and 5 server ticks your in scan range from not 4 and thats a ceptor. Both are a massive difference from the "covering 14au in a single tick in a dictor" you posted originally. We know dictors are going to be super effective with rubicon, but warping to grid effectivelly cloaked is not the case. I think most dictor pilots are not likelly to go past t1 rigs. T2 rigs and xx billion isk implant sets on a ship that is going to be primary and bubbles it pilots pod if it goes bad ? If a dictor pilot has balls that big he deserve the glory of your fleets death imho. Ships landing on grid before overview update is a separate issue not related to ghosting through dscan range. Yes that is an issue which will probably need some work, much larger grids or altered warp accel/decel. The dscan issue you posted is a non issue. A dictor pilot can not land on your fleet unless there on a warp point of some discription or he has a cloaky or proby wingman of some description. Anyway there was gameplay before the dictor drop. 5 secs is plenty of warning if you are awake. you are wrong, check the videos made, and test it yourself, even with a very high end connection, you can be ongrid with someone and bubble him before he even see you on his overview....i tested it myself, i saw it, like many other here.
it is also possible with an inty, my point landed the second i appeared on the overview, meaning i was already there long enought to lock him (wich is crazy fast, around a sec with a stiletto vs a BS)
plus, regarding dscan, you cannot refresh faster than once every 3 secondes so.....get your fact straight |

Dav Varan
Spiritus Draconis Sicarius Draconis
70
|
Posted - 2013.10.23 14:32:00 -
[454] - Quote
seth Hendar wrote:Dav Varan wrote:
Ships landing on grid before overview update is a separate issue not related to ghosting through dscan range. Yes that is an issue which will probably need some work, much larger grids or altered warp accel/decel.
The dscan issue you posted is a non issue. A dictor pilot can not land on your fleet unless there on a warp point of some discription or he has a cloaky or proby wingman of some description. Anyway there was gameplay before the dictor drop. 5 secs is plenty of warning if you are awake.
you are wrong, check the videos made, and test it yourself, even with a very high end connection, you can be ongrid with someone and bubble him before he even see you on his overview....i tested it myself, i saw it, like many other here. it is also possible with an inty, my point landed the second i appeared on the overview, meaning i was already there long enought to lock him (wich is crazy fast, around a sec with a stiletto vs a BS) plus, regarding dscan, you cannot refresh faster than once every 3 secondes so.....get your fact straight
You seem to be confused. why are you arguing about points everyone allready agrees on ?
Everyone already agrees on grid appearance is a problem this includes me Everyone already agrees it takes 3 secs to Dscan this includes me.
The assertation that a ship can get though dscan range without being picked up on dscan is completelly wrong if that ship is decelerating to land on your grid min warp time for a dictor through dscan range is going to be ~5 seconds fully maxed and will more commonly be 7 secs with disposable setups.
Thats 1 or 2 guaranteed hits on dscan and an absolute minimum of 2 seconds to press warp. Of course if your not aligned welcome to non consensual PvP 
|

Dersen Lowery
Laurentson INC StructureDamage
797
|
Posted - 2013.10.23 14:58:00 -
[455] - Quote
Dav Varan wrote:Thats 1 or 2 guaranteed hits on dscan and an absolute minimum of 2 seconds to press warp. Of course if your not aligned welcome to non consensual PvP 
Even if you are, two seconds is not a terribly long time, and if you time it wrong, two seconds (and a tiny bit of overlap) can occur over three ticks. If you happen to be preoccupied with something else, welp.
Piloting anything larger than a frigate will become not entirely unlike mining in lowsec in a barge. It will be interesting to see how this shakes out. Proud founder and member of the Belligerent Desirables. |

TinkerHell
Nocturnal Romance Cynosural Field Theory.
84
|
Posted - 2013.10.23 20:50:00 -
[456] - Quote
erm...
Did you really have to use this as an opportunity to nerf the Adrestia?
Don't buff them i dont care but stop nerfing the damn things.
Keep 6AU warp speed. |

dexter xio
TURN LEFT
14
|
Posted - 2013.10.23 21:58:00 -
[457] - Quote
This is ridiculously broken... both interceptors and interdictors are far to overpowered for this, add warp speed implants (lol?) and it's even more ridiculous. Any gang will be easily caught by a larger gang/blob with multiple interceptors and interdictors, let alone a single interdictor. Dexter xio - That cool guy |

Allandri
Liandri Industrial Liandri Covenant
60
|
Posted - 2013.10.24 12:16:00 -
[458] - Quote
dexter xio wrote:This is ridiculously broken... both interceptors and interdictors are far to overpowered for this, add warp speed implants (lol?) and it's even more ridiculous. Any gang will be easily caught by a larger gang/blob with multiple interceptors and interdictors, let alone a single interdictor.
That's the entire point of those ships |

Allandri
Liandri Industrial Liandri Covenant
60
|
Posted - 2013.10.24 12:17:00 -
[459] - Quote
So has anyone said anything about the fact that probes, fighters, and fighterbombers still don't have warp values listed? |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
599
|
Posted - 2013.10.24 14:03:00 -
[460] - Quote
Dav Varan wrote:seth Hendar wrote:Dav Varan wrote:
Ships landing on grid before overview update is a separate issue not related to ghosting through dscan range. Yes that is an issue which will probably need some work, much larger grids or altered warp accel/decel.
The dscan issue you posted is a non issue. A dictor pilot can not land on your fleet unless there on a warp point of some discription or he has a cloaky or proby wingman of some description. Anyway there was gameplay before the dictor drop. 5 secs is plenty of warning if you are awake.
you are wrong, check the videos made, and test it yourself, even with a very high end connection, you can be ongrid with someone and bubble him before he even see you on his overview....i tested it myself, i saw it, like many other here. it is also possible with an inty, my point landed the second i appeared on the overview, meaning i was already there long enought to lock him (wich is crazy fast, around a sec with a stiletto vs a BS) plus, regarding dscan, you cannot refresh faster than once every 3 secondes so.....get your fact straight You seem to be confused. why are you arguing about points everyone allready agrees on ? Everyone already agrees on grid appearance is a problem this includes me Everyone already agrees it takes 3 secs to Dscan this includes me. The assertation that a ship can get though dscan range without being picked up on dscan is completelly wrong if that ship is decelerating to land on your grid min warp time for a dictor through dscan range is going to be ~5 seconds fully maxed and will more commonly be 7 secs with disposable setups. Thats 1 or 2 guaranteed hits on dscan and an absolute minimum of 2 seconds to press warp. Of course if your not aligned welcome to non consensual PvP 
That is a great oppportunity. MAybe this will rise a problem that will make CCP move into fixing the intel tools in game. Somethign to replace local and the D_SCan as intel tools.
We can only hope .. sometimes the bad comes for the better "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
|

Barrogh Habalu
Imperial Shipment Amarr Empire
552
|
Posted - 2013.10.24 17:37:00 -
[461] - Quote
Kagura Nikon wrote:That is a great oppportunity. MAybe this will rise a problem that will make CCP move into fixing the intel tools in game. Somethign to replace local and the D_SCan as intel tools.
We can only hope .. sometimes the bad comes for the better I'd add API outsourcing to that list as well. I'm pretty sure that if intel that is limited to your current system (local) is a problem, then intel that has no such limitation should as well be. As of right now, you don't even have to travel somewhere to detect people running PvE there, and sometimes you can even pick up gatecamps and such, given right circumstances. |

Dav Varan
Spiritus Draconis Sicarius Draconis
71
|
Posted - 2013.10.25 10:38:00 -
[462] - Quote
Given the concerns over detection times on dscan and the instant appearance on grid from nowhere I propose the following solution.
Link warp acceleration to max warp speed as planned Have static warp deceleration as per current build.
Will fix appearance on grid and keep detection time more or less the same.
Slow ships will tend to have long acceleration times over a large distance followed by tranq deceleration for a short time/distance. Fast ships will tend to have short acceleration times over a short distance followed by tranq deceleration for a moderate time/distance.
Overall fast ships will still be a lot faster than slow ships point to point although not as much as current proposal. Grid appearance is fixed without having to jig with grid sizes or mechanics. |

Abigail Sagan
Active Fusion Cold Fusion.
45
|
Posted - 2013.10.25 11:33:00 -
[463] - Quote
One option as one of those warning systems: When a ship activates warp drive, target grid receives a "Warp Disturbance" or "Incoming Ship" message, which all ships receive somehow; maybe via overview, maybe as big red alarm letters with audible klaxon sound, or maybe as unpleasant smell from under pilot's chair or something like that. That would reduce heart attacks by pilots by about 13.2 percents. I leave it to the PvP experts to determine, if that is by too many percents.
As a side note, I would love to have that warp speed/acceleration increase. Hopefully it makes it to the next expansion and with as few negative side effects as possible.
Edit: As an afterthought; that is probably too OP. *sighs and dons the anti-flame outfit* |

Dav Varan
Spiritus Draconis Sicarius Draconis
71
|
Posted - 2013.10.25 12:53:00 -
[464] - Quote
Abigail Sagan wrote:One option as one of those warning systems: When a ship activates warp drive, target grid receives a "Warp Disturbance" or "Incoming Ship" message, which all ships receive somehow; maybe via overview, maybe as big red alarm letters with audible klaxon sound, or maybe as unpleasant smell from under pilot's chair or something like that. That would reduce heart attacks by pilots by about 13.2 percents. I leave it to the PvP experts to determine, if that is by too many percents.
As a side note, I would love to have that warp speed/acceleration increase. Hopefully it makes it to the next expansion and with as few negative side effects as possible.
Edit: As an afterthought; that is probably too OP. *sighs and dons the anti-flame outfit* Little less OP option, but probably still OP: The message would be sent once the ship starts to decelerate in warp, instead of when it goes to warp.
Back in the days a single player space game called Frontier had a nice feature
When a ship hyperspaced it would generate a hyperspace cloud at departure and arrival point, you could scan these clouds to follow and anticipate the arrival of ships.
A similar mechanism could be employed in eve with warp tunnels from departure to destination being visible to everyone on either grid.
Ship warps to your grid you see a translucent tunnel streching off into the distance. much better solution than spamming dscan imho.
|

Allison A'vani
North Eastern Swat Pandemic Legion
53
|
Posted - 2013.10.25 17:57:00 -
[465] - Quote
Dav Varan wrote:Abigail Sagan wrote:One option as one of those warning systems: When a ship activates warp drive, target grid receives a "Warp Disturbance" or "Incoming Ship" message, which all ships receive somehow; maybe via overview, maybe as big red alarm letters with audible klaxon sound, or maybe as unpleasant smell from under pilot's chair or something like that. That would reduce heart attacks by pilots by about 13.2 percents. I leave it to the PvP experts to determine, if that is by too many percents.
As a side note, I would love to have that warp speed/acceleration increase. Hopefully it makes it to the next expansion and with as few negative side effects as possible.
Edit: As an afterthought; that is probably too OP. *sighs and dons the anti-flame outfit* Little less OP option, but probably still OP: The message would be sent once the ship starts to decelerate in warp, instead of when it goes to warp. Back in the days a single player space game called Frontier had a nice feature When a ship hyperspaced it would generate a hyperspace cloud at departure and arrival point, you could scan these clouds to follow and anticipate the arrival of ships. A similar mechanism could be employed in eve with warp tunnels from departure to destination being visible to everyone on either grid. Ship warps to your grid you see a translucent tunnel streching off into the distance. much better solution than spamming dscan imho.
The main issue with both this and the previous poster's idea of a notification pop up, is that when you have upwards of several 100 people on grid, adding an additional particle effect creates more lag as it is another call the server has to make. Additionally when you have again upwards of 100 people landing on grid, are you going to spam everyone on grid with several 100 warp notifications?
Quite frankly this is not an issue at all, you have local chat so you can see when someone comes into system. If you are too dumb to warp off in your ship if you don't want PvP then that is your own fault. Neither of these things is an issue nor is the warping past d-scan range since you have local chat. So this is just more awful visual garbage to fill up the screen like that awful jump tunnel effect and the awful new warp gate effect which STILL needs an option to disable as it still gives many people including myself motion sickness.
|

Dav Varan
Spiritus Draconis Sicarius Draconis
71
|
Posted - 2013.10.25 18:22:00 -
[466] - Quote
Allison A'vani wrote:Dav Varan wrote:Abigail Sagan wrote:One option as one of those warning systems: When a ship activates warp drive, target grid receives a "Warp Disturbance" or "Incoming Ship" message, which all ships receive somehow; maybe via overview, maybe as big red alarm letters with audible klaxon sound, or maybe as unpleasant smell from under pilot's chair or something like that. That would reduce heart attacks by pilots by about 13.2 percents. I leave it to the PvP experts to determine, if that is by too many percents.
As a side note, I would love to have that warp speed/acceleration increase. Hopefully it makes it to the next expansion and with as few negative side effects as possible.
Edit: As an afterthought; that is probably too OP. *sighs and dons the anti-flame outfit* Little less OP option, but probably still OP: The message would be sent once the ship starts to decelerate in warp, instead of when it goes to warp. Back in the days a single player space game called Frontier had a nice feature When a ship hyperspaced it would generate a hyperspace cloud at departure and arrival point, you could scan these clouds to follow and anticipate the arrival of ships. A similar mechanism could be employed in eve with warp tunnels from departure to destination being visible to everyone on either grid. Ship warps to your grid you see a translucent tunnel streching off into the distance. much better solution than spamming dscan imho. The main issue with both this and the previous poster's idea of a notification pop up, is that when you have upwards of several 100 people on grid, adding an additional particle effect creates more lag as it is another call the server has to make. Additionally when you have again upwards of 100 people landing on grid, are you going to spam everyone on grid with several 100 warp notifications? Quite frankly this is not an issue at all, you have local chat so you can see when someone comes into system. If you are too dumb to warp off in your ship if you don't want PvP then that is your own fault. Neither of these things is an issue nor is the warping past d-scan range since you have local chat. So this is just more awful visual garbage to fill up the screen like that awful jump tunnel effect and the awful new warp gate effect which STILL needs an option to disable as it still gives many people including myself motion sickness.
Quite frankly You could not be more wrong if you tried.
Its much cheaper computationally to get the server to alert 100 clients on a grid once when a ship instigates warp to that grid than it is to have those 100 client ask the server every 3 seconds to work out the distance of every ship in system to them and then send them back the results.
Old scanner spamming 100 square root calculation 100 times = 10,000 square root calcs every 3 secs versus 100 notifications with a set of co-ordinates calculated once.
It would be a solution that is orders of magnitudes more easy on the server. |

Optimo Sebiestor
Bondage Goat Zombie Strictly Unprofessional
192
|
Posted - 2013.10.25 18:31:00 -
[467] - Quote
Just now flew a interceptor on sisi, damn.. You will get caugth With Your pants Down in Rubicon lol.. |

Abigail Sagan
Active Fusion Cold Fusion.
46
|
Posted - 2013.10.26 07:56:00 -
[468] - Quote
Allison A'vani wrote:Dav Varan wrote:
Back in the days a single player space game called Frontier had a nice feature
When a ship hyperspaced it would generate a hyperspace cloud at departure and arrival point, you could scan these clouds to follow and anticipate the arrival of ships.
A similar mechanism could be employed in eve with warp tunnels from departure to destination being visible to everyone on either grid.
Ship warps to your grid you see a translucent tunnel streching off into the distance. much better solution than spamming dscan imho.
The main issue with both this and the previous poster's idea of a notification pop up, is that when you have upwards of several 100 people on grid, adding an additional particle effect creates more lag as it is another call the server has to make. Additionally when you have again upwards of 100 people landing on grid, are you going to spam everyone on grid with several 100 warp notifications? Quite frankly this is not an issue at all, you have local chat so you can see when someone comes into system. If you are too dumb to warp off in your ship if you don't want PvP then that is your own fault. Neither of these things is an issue nor is the warping past d-scan range since you have local chat. So this is just more awful visual garbage to fill up the screen like that awful jump tunnel effect and the awful new warp gate effect which STILL needs an option to disable as it still gives many people including myself motion sickness.
I have played with the idea I had a little more. The process could maybe work like this:
Client initiates Warp and server gets the info. Server sends the info to the server that handles the grid (usually the same server, I think). That server counts how many ships are enroute to the target grid and informs the clients of that grid the number of approaching warp signatures (just one message packet, instead of d-scan packet from 'all' pilots in system). The client uses logarhitmic scale (like Richter scale) to show the strength of the warp signature.
For example: 1 to 3 ships incoming: Violet light lits up somewhere on client. 4 to 10 ships: Indigo light 11 to 50 ships: Blue light 51 to 200 ships: Green light ... 1000 to 2500 ships: Orange light 2500+ ships: Red light and Scary Klaxon Sound!
The numbers are just to give an idea. They should be scaled to something useful. Calculating cloaked and friendly ships might be handled differently - or not.
|

Mr Fizz
Industrial Waste Removal Services
0
|
Posted - 2013.10.26 08:08:00 -
[469] - Quote
Frigates are for many, the first fast, agile, deliverer of thrills. So often we move on, cruisers, miners, hauliers, ships becoming more and more powerful, more and more capable, and for some reason or another, somewhat slower.
Frigates should be the fastest ships, they should be the most agile and I think no one will fault they carry the lightest armour and not the brightest weapons. The trick with the frigate, was to emerge from nowhere, at speed, arrive at the target, deliver your payload and harass. While the victim attempts to 'swat' you like an annoying bug, the bigger ships should arrive, destroy your ability to manoeuvre and then target your magazine to destroy you from the inside.
Apart from brave or foolhardy solo pirates, the frigate is useless as a solo-boat. So why not let it, in this game, travel at lightning speed, be exceptionally agile and deliver a somewhat interesting payload. It should be the pilots skill on selecting weaponry and how to use it that makes a frigate a nuisance, not the mechanics of speed and agility.
And why should all ships, in this lovely game, not be able to travel at the same speed, be able to accelerate at the same rate and be able to 'arrive' on a time and in an instant, after all, 'mass' as a subject was not invited to the party, 'force' has been abolished and the need for any adherence to the 'Principia Mathematica' has been long since over-ruled in an effort to maintain game play.
So for me, if a player complains about CCP's changes to the ships, tells me that the player simply cannot play their hand the way the game intends. As players, we have no right to assume the ship we played a year ago still should play the same, the implant we worked for months for should be changed with no notice and some ships should cease to exist whether or not we chose to invest time and money in training skills that subsequently turn out to be a total waste of time. It is not our game, all we do is pay subscription, and we alone, have the chance to pull that subscription should we find the game is not going in our own favour.
Enjoy your moaning, whining, and sabre rattling for CCP will do whatever they feel is best for their own income and that of the shareholders and partners.
|

Clacker McDucky
2
|
Posted - 2013.10.26 17:13:00 -
[470] - Quote
While I agree that change is necessary for any game to survive over the long term and there will always be some naysayers that have to be ignored, I think even CCP now disagrees with your idea that player feedback is useless or somehow not important. There was a lot of blowback on Incarna, and CCP reversed its course based upon user (customer) opposition. In fact, the implementation of these forums is a direct counterpoint to your argument. |
|

Barrogh Habalu
Imperial Shipment Amarr Empire
552
|
Posted - 2013.10.26 19:29:00 -
[471] - Quote
Clacker McDucky wrote:While I agree that change is necessary for any game to survive over the long term and there will always be some naysayers that have to be ignored, I think even CCP now disagrees with your idea that player feedback is useless or somehow not important. There was a lot of blowback on Incarna, and CCP reversed its course based upon user (customer) opposition. In fact, the implementation of these forums is a direct counterpoint to your argument. Allow people to openly b**ch about stuff they don't like, and they will resort to violence (literal or figurative) less, with all other factors equal. |

Vaju Enki
Secular Wisdom
1040
|
Posted - 2013.10.26 20:11:00 -
[472] - Quote
Clacker McDucky wrote:While I agree that change is necessary for any game to survive over the long term and there will always be some naysayers that have to be ignored, I think even CCP now disagrees with your idea that player feedback is useless or somehow not important. There was a lot of blowback on Incarna, and CCP reversed its course based upon user (customer) opposition. In fact, the implementation of these forums is a direct counterpoint to your argument.
Your avatar is the best lol The Tears Must Flow |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
611
|
Posted - 2013.10.27 11:18:00 -
[473] - Quote
You guys are too freaked and scared by incomming ships.
That is their role.. to catch you! "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

gascanu
Bearing Srl.
44
|
Posted - 2013.10.28 09:34:00 -
[474] - Quote
CCP Fozzie wrote:We're aware of this behaviour and of your objections.
I disagree with your assessment that this is a major problem, but you are of course welcome to your opinion. We'll be keeping a close eye on this both before launch and after.
I suggest having subcaps that can kill dictors with you.
^^
|

stoicfaux
3297
|
Posted - 2013.10.28 18:08:00 -
[475] - Quote
I would just like to say: Holy bleep! Shuttles are fast!
Now can we just speed up the jumpgate animation? =D
|

Kiithnaras
Black Ice Protectorate
6
|
Posted - 2013.10.29 16:23:00 -
[476] - Quote
Suggestion: Alter the Fast Attack HAC's (e.g. Vagabond, Deimos) warp acceleration to be slightly better than that of its cruiser counterparts - perhaps not as quick as destroyers, but quicker than any other cruiser-mass.
Additionally, do the same to Black Ops battleships - bring their warp acceleration to around the level of Command Ships. |

seth Hendar
I love you miners
224
|
Posted - 2013.10.29 16:37:00 -
[477] - Quote
Dav Varan wrote:seth Hendar wrote:Dav Varan wrote:
Ships landing on grid before overview update is a separate issue not related to ghosting through dscan range. Yes that is an issue which will probably need some work, much larger grids or altered warp accel/decel.
The dscan issue you posted is a non issue. A dictor pilot can not land on your fleet unless there on a warp point of some discription or he has a cloaky or proby wingman of some description. Anyway there was gameplay before the dictor drop. 5 secs is plenty of warning if you are awake.
you are wrong, check the videos made, and test it yourself, even with a very high end connection, you can be ongrid with someone and bubble him before he even see you on his overview....i tested it myself, i saw it, like many other here. it is also possible with an inty, my point landed the second i appeared on the overview, meaning i was already there long enought to lock him (wich is crazy fast, around a sec with a stiletto vs a BS) plus, regarding dscan, you cannot refresh faster than once every 3 secondes so.....get your fact straight You seem to be confused. why are you arguing about points everyone allready agrees on ? Everyone already agrees on grid appearance is a problem this includes me Everyone already agrees it takes 3 secs to Dscan this includes me. The assertation that a ship can get though dscan range without being picked up on dscan is completelly wrong if that ship is decelerating to land on your grid min warp time for a dictor through dscan range is going to be ~5 seconds fully maxed and will more commonly be 7 secs with disposable setups. Thats 1 or 2 guaranteed hits on dscan and an absolute minimum of 2 seconds to press warp. Of course if your not aligned welcome to non consensual PvP 
and read my post back again, with a 3sec dscan delay, it is possible for an inty to ghost throught dscan (and some others ships provided they have rigs + implants (i suggest you read the post about the new warp speed implants that will give, with full set, 53-53% warp speed mprovement. now take a look again at the big picture and do the math :surprise:
|

Kane Fenris
NWP
105
|
Posted - 2013.10.29 16:40:00 -
[478] - Quote
Kiithnaras wrote:Suggestion: Alter the Fast Attack HAC's (e.g. Vagabond, Deimos) warp acceleration to be slightly better than that of its cruiser counterparts - perhaps not as quick as destroyers, but quicker than any other cruiser-mass.
Additionally, do the same to Black Ops battleships - bring their warp acceleration to around the level of Command Ships.
like this.... i had a similar proposal:
Tempest Warpspeed Proposal
|

Praesus Lecti
Society of Enterprising Partnerships LTD INC LLC Garys Most Noble Army of Third Place Mediocrity
15
|
Posted - 2013.10.29 18:45:00 -
[479] - Quote
An interesting point was brought up on the neighboring forum:
Adam Zalonis wrote:Ships with faster warp speeds than 3.0 AU/s exit emergency warp before my client fully loads,. This leaves the ship motionless and vulnerable before I can get my bearings and act to save the ship if there are hostile NPCs around. |

El 1974
Freedom For Fantasy The Unthinkables
100
|
Posted - 2013.10.30 09:30:00 -
[480] - Quote
With the update (nerf) to the proposed interdictor warp speed, there is also room to adjust the warp speed of other fast ships. E.g. cov ops could drop to 8 and still be faster than interdictors, Interceptors could drop to 9 (and still be overpowered). |
|

Dav Varan
Spiritus Draconis Sicarius Draconis
74
|
Posted - 2013.10.30 11:11:00 -
[481] - Quote
Any chance that the warp bump* ( speed dropping to 0 on warp entry ) can be fixed ?
It very noticable on slower ships now and a bit immersion breaking imo.
It would be nice if the new warp equations started with warp entrance speed rather than 0. for fleet warps entrance speed of slowest ship in fleet.
Also any chance we can have the speed indicator turn orange ( warp mode ) with max now set to max warp speed so we can see how fast we are warping at a glance rather than mouse over.
Thanks.
|

Tinukeda'ya Naskingar
Minmatar Expeditions ltd.
24
|
Posted - 2013.10.30 11:20:00 -
[482] - Quote
Now I do not know if it was already noted in here or not. If yes, point me in the right direction please.
I was just thinking if it's not a good time to put ore sites (at least in WH's) back to signatures instead of anomalies. With those warp speeds even spamming the DS won't help any miner to get off to safety... They deserve at least a little heads up which obviously it's not gonna happen with all those ship insta landing on your grid.
just my 2 cents for what those are worth... "Any sufficiently advanced technology is indistinguishable from magic." --á Arthur C. Clarke |

Dinsdale Pirannha
Pirannha Corp
1386
|
Posted - 2013.10.30 13:55:00 -
[483] - Quote
Tinukeda'ya Naskingar wrote:Now I do not know if it was already noted in here or not. If yes, point me in the right direction please.
I was just thinking if it's not a good time to put ore sites (at least in WH's) back to signatures instead of anomalies. With those warp speeds even spamming the DS won't help any miner to get off to safety... They deserve at least a little heads up which obviously it's not gonna happen with all those ship insta landing on your grid.
just my 2 cents for what those are worth...
Guess you didn't get the memo. In CCP's null sec dev world, only gameplay worth discussing or designing for is sov null sec. All other forms of gameplay must be eliminated.
Funny thing...when you hire all your dev's with the same background, over time, their biases ruin all other gameplay. Most people viewed Orwell's writings as a warning. The harper regime and the goons treat them as a guidebook. |

Davy 'Jones' Ijonen
State War Academy Caldari State
1
|
Posted - 2013.11.01 05:36:00 -
[484] - Quote
While this update is nice, as many people have brought up, interceptors can travel very far in no time at all. When I first started playing years ago (different account), I thought that having fuel for everything would be cool. Now I thought how it could help hear.
The way fuel should be implemented is that fuel is required to initiate warp(still needing cap power to do so). By having this there is a logistical challenge, science every ship would have different range.
Interceptors: 30 jumps Interdictors: 70 jumps Bomber: 70 jumps Covert ops: 100 jumps Other t2 frigs: 50 jumps T1 frigs: 75 jumps Destroyers: 100 jumps Fast Indy: 250 jumps T1 cruisers: 125 jumps T2 cruisers: 100 jumps T3 cruisers: 150 jumps Standard Indy: 400 jumps BC/CS: 200 jumps BS/T2BS: 300 jumps Caps/super caps: 200 Freighters: 500 Jump freighters: 300
In general, t2 ships get less fuel due to their specialization, and larger ships have more endurance. Intercepters have limited range, since they have all the speed, and since speed comes at a cost, they have less range and would have to break off an engagement to avoid being stranded if the target keeps jumping. Just my two cents in. |

ThirdVice
Dead Industries
0
|
Posted - 2013.11.01 17:30:00 -
[485] - Quote
CCP Fozzie wrote:And now a quick note on freighters. We knew that we wanted to expand the spread between the slowest warping ships and the fastest, and we didn't want to take the tempting but potentially damaging route of just buffing everything and making the galaxy smaller for every ship.
Obviously there's a fine line to walk here, but I think we found a strong compromise with the amount that we raised the freighter and JF warp speeds. It is definitely an increase in their average warp times, which is intentional. But it's not back breaking and I believe that it's quite well balanced in relation to their massive cargoholds. For trips where faster warp speeds are needed, people always have the choice of taking smaller volumes in something like an industrial or DST.
So doubling travel times isn't "back breaking"? Maybe you're a glutton for punishment, but not I, sir. As already stated by some astute players, look again at the average warp distance. Reassess what the impact is going to be on travel. This is a slap for active players that actually pilot their ships. Let's make indy harder, more boring, more time consuming (didn't realize it was possible). Lets punish the active bros. Nice. |

Kahega Amielden
Rifterlings Point Blank Alliance
1030
|
Posted - 2013.11.01 18:27:00 -
[486] - Quote
El 1974 wrote:With the update (nerf) to the proposed interdictor warp speed, there is also room to adjust the warp speed of other fast ships. E.g. cov ops could drop to 8 and still be faster than interdictors, Interceptors could drop to 9 (and still be overpowered).
I'm going to go ahead and agree that interceptors do not need absolutely ridiculous warp speed off the bat. Inties should have better than average warp speed by default, but 66% more warp speed than other frigates out of the box is too much. Warp speed should be one of those things you fit for - you can get absolutely silly warp speed that will let you get on top of **** incredibly fast, but you have to fit the requisite rigs and such rather than the current state which is going from fast to silly when you fit the requisite rigs/mods. |

baltec1
Bat Country
8406
|
Posted - 2013.11.02 20:19:00 -
[487] - Quote
Ok so on paper taking into account all of the changes I think I can get away with this and keep the mega in most fleets. Frig fleets will be a challenge but I think it is possible to keep up. |

BORG QUEEN Assimilator
Ordo Drakonis Nulli Secunda
1
|
Posted - 2013.11.03 20:52:00 -
[488] - Quote
Tinukeda'ya Naskingar wrote:Now I do not know if it was already noted in here or not. If yes, point me in the right direction please.
I was just thinking if it's not a good time to put ore sites (at least in WH's) back to signatures instead of anomalies. With those warp speeds even spamming the DS won't help any miner to get off to safety... They deserve at least a little heads up which obviously it's not gonna happen with all those ship insta landing on your grid.
just my 2 cents for what those are worth...
ore sites and anomalies (for ratting) should still anomalies (alowing direct warp without scaning) for the players in the ally who holds the sov, and apear as signatures ( needs scanning) for players who arent from the ally who holds the sov (enimies, neuts). Seems to me reallistic. With the new warp speeds for interceptors, even a BS aligned will be catchable before warp, some BSs needs more than 6 seconds to enter warp, i can land in a anomalie in less than those 6 seconds in some systems. And i want to be very reallistic here; CCP really wants players who make isk ratting to be clicking D-scan every 3 seconds? Because thats not > to play, thats > to pain.
Unfortunately i didnt saw any oficial word about that situation/question.
Ratting need to have a risk/reward, sure, but also needs to be enjoyable, not anoying...
|

Zircon Dasher
292
|
Posted - 2013.11.04 02:42:00 -
[489] - Quote
Any chance we can get this on TQ sooner than Nov 19? Intys on TQ seem so sloooooooow now. Nerfing High-sec is never the answer. It is the question. The answer is 'YES'. |

Dinsdale Pirannha
Pirannha Corp
1399
|
Posted - 2013.11.04 05:28:00 -
[490] - Quote
BORG QUEEN Assimilator wrote:Tinukeda'ya Naskingar wrote:Now I do not know if it was already noted in here or not. If yes, point me in the right direction please.
I was just thinking if it's not a good time to put ore sites (at least in WH's) back to signatures instead of anomalies. With those warp speeds even spamming the DS won't help any miner to get off to safety... They deserve at least a little heads up which obviously it's not gonna happen with all those ship insta landing on your grid.
just my 2 cents for what those are worth... ore sites and anomalies (for ratting) should still anomalies (alowing direct warp without scaning) for the players in the ally who holds the sov, and apear as signatures ( needs scanning) for players who arent from the ally who holds the sov (enimies, neuts). Seems to me reallistic. With the new warp speeds for interceptors, even a BS aligned will be catchable before warp, some BSs needs more than 6 seconds to enter warp, i can land in a anomalie in less than those 6 seconds in some systems. And i want to be very reallistic here; CCP really wants players who make isk ratting to be clicking D-scan every 3 seconds? Because thats not > to play, thats > to pain. Unfortunately i didnt saw any oficial word about that situation/question. Ratting need to have a risk/reward, sure, but also needs to be enjoyable, not anoying...
Just look at the background of the people responsible for this proposed idiocy. When do you think was the last time either of them did any grinding in a PvE site? They have zero empathy or understanding of that part of the game. Most people viewed Orwell's writings as a warning. The harper regime and the goons treat them as a guidebook. |
|

baltec1
Bat Country
8415
|
Posted - 2013.11.04 08:41:00 -
[491] - Quote
Dinsdale Pirannha wrote:
Just look at the background of the people responsible for this proposed idiocy. When do you think was the last time either of them did any grinding in a PvE site? They have zero empathy or understanding of that part of the game.
Intel channels. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
632
|
Posted - 2013.11.04 08:56:00 -
[492] - Quote
Dinsdale Pirannha wrote:BORG QUEEN Assimilator wrote:Tinukeda'ya Naskingar wrote:Now I do not know if it was already noted in here or not. If yes, point me in the right direction please.
I was just thinking if it's not a good time to put ore sites (at least in WH's) back to signatures instead of anomalies. With those warp speeds even spamming the DS won't help any miner to get off to safety... They deserve at least a little heads up which obviously it's not gonna happen with all those ship insta landing on your grid.
just my 2 cents for what those are worth... ore sites and anomalies (for ratting) should still anomalies (alowing direct warp without scaning) for the players in the ally who holds the sov, and apear as signatures ( needs scanning) for players who arent from the ally who holds the sov (enimies, neuts). Seems to me reallistic. With the new warp speeds for interceptors, even a BS aligned will be catchable before warp, some BSs needs more than 6 seconds to enter warp, i can land in a anomalie in less than those 6 seconds in some systems. And i want to be very reallistic here; CCP really wants players who make isk ratting to be clicking D-scan every 3 seconds? Because thats not > to play, thats > to pain. Unfortunately i didnt saw any oficial word about that situation/question. Ratting need to have a risk/reward, sure, but also needs to be enjoyable, not anoying... Just look at the background of the people responsible for this proposed idiocy. When do you think was the last time either of them did any grinding in a PvE site? They have zero empathy or understanding of that part of the game.
They do have. And htat is the exact purpose of thse changes! So that a large empire cannot simply rent their territory to peopel that cannot even defend themselves against small roaming gagns. They want peopel to be ACTIVE to get profit, and that include peopel patrolling your territories to detect enemies early.
You shoudl not warp when enemy appears in local, you shoudl already be docked by then!! You shoudl have warped when your patrols detected them 4 jumps away!!
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Dame Death
Royal Order of Security Specialists Late Night Alliance
15
|
Posted - 2013.11.04 14:17:00 -
[493] - Quote
Re freighters as this is going to make supplying for pvp even more a pitfa
https://forums.eveonline.com/default.aspx?g=posts&t=292820&find=unread |

Maximus Aerelius
PROPHET OF ENIGMA
796
|
Posted - 2013.11.04 22:45:00 -
[494] - Quote
- Posting like a noob! - |

Raistlim
Deep Space Supplies Curatores Veritatis Alliance
15
|
Posted - 2013.11.04 22:50:00 -
[495] - Quote
CCP Fozzie wrote:[...] Options like adding rigs to freighters could very well happen someday, as we're fairly open that that idea and have been giving it some thought. However we're not going to commit to anything along those lines at this time. thats old news
|

Quinn Oron
The Praxis Initiative Gentlemen's Agreement
1
|
Posted - 2013.11.05 10:17:00 -
[496] - Quote
One of - if not the - longest celestial-to-celestial warps in the game is in 9-266Q in the Venal region. From the H-PA29 gate to the BV-1JG gate is 283.34 AU. I flew a Freighter, an interceptor and a rigged/implanted interceptor just to see the comparison for myself.
Apologies if someone has already done this but based on the warp values in this thread/currently on Sisi, the numbers I came back with were too interesting to ignore:
A freighter (1.333 AU/s) takes approximately 4 minutes and 38 seconds to cross 283.34 AU. An interceptor (10 AU/s) without mods/implants takes approximately 37 seconds. An interceptor with T2 Hyperspatial mods and a full Ascendancy implant set (26.03 AU/s) takes only 14 seconds.
With a fully kitted out inty/clone, I suppose you could perform the log-in trap and appear on-grid in literally a second with an unsuspecting ratter/anomer before they even have a chance to defecate themselves. |

baltec1
Bat Country
8422
|
Posted - 2013.11.05 11:01:00 -
[497] - Quote
Quinn Oron wrote:One of - if not the - longest celestial-to-celestial warps in the game is in 9-266Q in the Venal region. From the H-PA29 gate to the BV-1JG gate is 283.34 AU. I flew a Freighter, an interceptor and a rigged/implanted interceptor just to see the comparison for myself. Apologies if someone has already done this but based on the warp values in this thread/currently on Sisi, the numbers I came back with were too interesting to ignore: A freighter (1.333 AU/s) takes approximately 4 minutes and 38 seconds to cross 283.34 AU. An interceptor (10 AU/s) without mods/implants takes approximately 37 seconds. An interceptor with T2 Hyperspatial mods and a full Ascendancy implant set (26.03 AU/s) takes only 14 seconds. With a fully kitted out inty/clone, I suppose you could perform the log-in trap and appear on-grid in literally a second with an unsuspecting ratter/anomer before they even have a chance to defecate themselves.
I lived here for four years |
|

CCP Fozzie
C C P C C P Alliance
8135

|
Posted - 2013.11.05 15:06:00 -
[498] - Quote
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! |
|

Forlorn Wongraven
Habitual Euthanasia Pandemic Legion
100
|
Posted - 2013.11.05 15:11:00 -
[499] - Quote
Thanks for listening to test server feedback. |

BadAssMcKill
Love Squad
423
|
Posted - 2013.11.05 15:13:00 -
[500] - Quote
Nice to see you admit you were wrong :3 |
|

Sabine Vynneve
0.0 POWERBLOCK Confederation of xXPIZZAXx
4
|
Posted - 2013.11.05 15:14:00 -
[501] - Quote
Based Fozzie |

xttz
GoonWaffe Goonswarm Federation
266
|
Posted - 2013.11.05 15:14:00 -
[502] - 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.
Doesn't this just move the penalty to shield tanking instead?
edit: why not a sig radius penalty instead? |

Sala Cameron
North Eastern Swat Pandemic Legion
127
|
Posted - 2013.11.05 15:14:00 -
[503] - Quote
OSEVEN NO MORE MAGIC DICTORS |

Jack bubu
GK inc. Pandemic Legion
472
|
Posted - 2013.11.05 15:16:00 -
[504] - Quote
why do you hate fun fozzie |

Harvey James
The Sengoku Legacy
587
|
Posted - 2013.11.05 15:18:00 -
[505] - Quote
nice changes having seen the fanfest video im not surprised people thought it was insane and needed nerfing down a bit..
on rigs ... as if frigs aren't already short on cpu .. how about making all astronautic rigs penalty be cargobay instead ... more engine power would take up more space surely so less cargo makes sense and also overdrive injectors already do this ....
also is it only the warp rigs you are changing here? |

Lucia Denniard
Love Squad Confederation of xXPIZZAXx
20
|
Posted - 2013.11.05 15:20:00 -
[506] - Quote
CCP Fozzie wrote: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).
Can you clarify this? Are you saying that it's an expected counter to smartbomb interceptors during the deceleration phase? That's a rather obscure mechanic which doesn't seem like a good choice for a natural counter. |

Dirk Action
Sniggerdly Pandemic Legion
197
|
Posted - 2013.11.05 15:26:00 -
[507] - Quote
BadAssMcKill wrote:Nice to see you admit you were wrong :3
|

Warde Guildencrantz
TunDraGon
929
|
Posted - 2013.11.05 15:27:00 -
[508] - Quote
question Fozzie, if a ship has less than 8AU warp accel and you increase its warp speed via rigs (or proposed new modules), will that also increase the decel speed? Hope so.
Also, if you make modules that reduce warp time, say in a low slot, they should also reduce decel time even if above 8AU, since the tradeoff for having the module would be that your ship is less effective at its normal role (sub warp speed decrease, damage decrease, etc.)
Lucia Denniard wrote:CCP Fozzie wrote: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). Can you clarify this? Are you saying that it's an expected counter to smartbomb interceptors/interdictors during the deceleration phase? That's a rather obscure mechanic which doesn't seem like a good choice for a natural counter.
can't pipe bomb a frig if it appears on the gate before you see it |

Zloco Crendraven
BALKAN EXPRESS
509
|
Posted - 2013.11.05 15:27:00 -
[509] - Quote
Good changes...i think numbers are just fine atm. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
429
|
Posted - 2013.11.05 15:30:00 -
[510] - 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!
Have you thought about warp speeds for different ship roles within classes? Attack frigates and faction frigates, for example, warp slower than assault frigates, even though assault frigates are as slow as cruisers, while attack frigates go interceptor speed, and faction frigates (I'm talking about the good ones here - navy/fleet + DD + dram) are mostly less than that. If you're so concerned all of a sudden about rigs being really really bad for armour tanking, you might want to have a look at armour rigs while you're messing with HVOs, because seriously. |
|

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
|
Posted - 2013.11.05 15:53:00 -
[514] - Quote
I am really upset and sad about this modification. |
|

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.  |
|

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? |
|

CCP Fozzie
C C P C C P Alliance
8151

|
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.  |
|

Dirk Action
Sniggerdly Pandemic Legion
197
|
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. |
|

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
|
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
|
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.
|

Veldar Reku
Wu Xi Holdings
1
|
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.
|

Kat Ayclism
Habitual Euthanasia Pandemic Legion
68
|
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
|
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
|
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 |
|

sabastyian
Death By Design
8
|
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
 |

Gothie Maulerant
Solar Havoc Technologies Monkeys with Guns.
2
|
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
|
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
|
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
|
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.
|

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
4259
|
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 :)
|

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? |
|

Garia666
CyberShield Inc C0VEN
33
|
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.
|

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
638
|
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
|
Posted - 2013.11.06 11:58:00 -
[543] - Quote
stupid question and about pod ... |

Michael Harari
Genos Occidere HYDRA RELOADED
717
|
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
|
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
|
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
|
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? |
|

CCP Fozzie
C C P C C P Alliance
8176

|
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. |
|

TheButcherPete
The Big E SpaceMonkey's Alliance
345
|
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.
|

Iris Bravemount
Fweddit I Whip My Slaves Back and Forth
259
|
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!
|
|

TheButcherPete
The Big E SpaceMonkey's Alliance
346
|
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
|
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
|
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
|
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
|
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.
|

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
649
|
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
|
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
|
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?
|

epicurus ataraxia
Broken Wheel Mercantile and Trading Company Illusion of Solitude
91
|
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
|
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? |
|

CW Itovuo
The Executioners Capital Punishment.
9
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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. |
|

CCP Fozzie
C C P C C P Alliance
8239

|
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/ |
|
|

Romar Thel
Mythos Corp Nulli Secunda
3
|
Posted - 2013.11.11 19:58:00 -
[571] - Quote
wow... large ships will warp EVEN slower.
I don't see any point in changing the existing situation. |

Iam Widdershins
project nemesis
835
|
Posted - 2013.11.12 08:29:00 -
[572] - Quote
Romar Thel wrote:wow... large ships will warp EVEN slower.
I don't see any point in changing the existing situation. Welcome to the wonderful world of missing the point entirely! You will find there is a lot to do here. Lobbying for your right to delete your signature |

Lady Zarrina
Republic Military School Minmatar Republic
110
|
Posted - 2013.11.13 00:56:00 -
[573] - Quote
This is a joke right?
You are making it take longer for a freighter to make an average jump? Cause it was like way too fast before..... Everyone I know complains how fast freighters are....
I have erased this sentence 6 times now and replaced it with this drivel as it was probably pushing the forum boundaries.
Is this just to make the new implants useful???? bad, bad, ******* horrid *&^&*^%&$*^(*(%%^$$^ design if so.
Allocate resources to POS improvement |

Rommiee
Mercury Inc.
638
|
Posted - 2013.11.13 12:46:00 -
[574] - Quote
CCP Fozzie wrote:Tubrug1 wrote:Why are Freighters becoming faster? They're getting faster for long warps, slower for short warps. We didn't want to have speeds too low with the new system, as it would have been easy for the slowest ships to become prohibitive.
In effect they are getting slower. The majority of warps are less than 80k ish, which is the point at which they get faster.
They are bad enough to fly now, making them on average slower is so retatrded it is beyond belief.
CCP Fozzie wrote:Obviously there's a fine line to walk here, but I think we found a strong compromise with the amount that we raised the freighter and JF warp speeds. It is definitely an increase in their average warp times, which is intentional. But it's not back breaking and I believe that it's quite well balanced in relation to their massive cargoholds.
Have you EVER flown a freighter ? Seriously.... |

Lady Zarrina
Republic Military School Minmatar Republic
110
|
Posted - 2013.11.13 15:12:00 -
[575] - Quote
CCP Fozzie wrote:And now a quick note on freighters. We knew that we wanted to expand the spread between the slowest warping ships and the fastest, and we didn't want to take the tempting but potentially damaging route of just buffing everything and making the galaxy smaller for every ship.
Obviously there's a fine line to walk here, but I think we found a strong compromise with the amount that we raised the freighter and JF warp speeds. It is definitely an increase in their average warp times, which is intentional. But it's not back breaking and I believe that it's quite well balanced in relation to their massive cargoholds. For trips where faster warp speeds are needed, people always have the choice of taking smaller volumes in something like an industrial or DST.
Options like adding rigs to freighters could very well happen someday, as we're fairly open that that idea and have been giving it some thought. However we're not going to commit to anything along those lines at this time.
So let me get this right, you believe it to be a good thing to make freighters take longer to warp on average. Have you ever used a freighter, and I don't mean one time every year or two. I would bet you haven't. I know you will now say you have but I can honestly call bullsh1t if you do.
If you do these changes, you better look into adding modules/rigs to freighters ASAP, as I can honestly say this is among the worst changes you can make regarding freighters. No one has ever said a freighter is too fast, sure wish they would nerf a freighters average warp time. Seriously, I would rethink this. Allocate resources to POS improvement |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
975
|
Posted - 2013.11.13 17:01:00 -
[576] - Quote
Lady Zarrina wrote:So let me get this right, you believe it to be a good thing to make freighters take longer to warp on average. Have you ever used a freighter, and I don't mean one time every year or two. I would bet you haven't. I know you will now say you have but I can honestly call bullsh1t if you do.
I use freighters quite often, and I think it's a good idea. It's too fast and too easy to move large amounts of materiel. |

Lady Zarrina
Republic Military School Minmatar Republic
110
|
Posted - 2013.11.13 18:23:00 -
[577] - Quote
Gypsio III wrote:Lady Zarrina wrote:So let me get this right, you believe it to be a good thing to make freighters take longer to warp on average. Have you ever used a freighter, and I don't mean one time every year or two. I would bet you haven't. I know you will now say you have but I can honestly call bullsh1t if you do. I use freighters quite often, and I think it's a good idea. It's too fast and too easy to move large amounts of materiel. Sure you do .... CCP is substantially increasing the average warp time of freighters. If you use these ships I would read the Warp Speed and Acceleration discussion in the Features and Ideas Forum. |

ZenThunder
Thirtyplus Spaceship Samurai
0
|
Posted - 2013.11.13 18:32:00 -
[578] - Quote
This is a huge change folks, with the potential to drastically change game play for anyone not in high-sec. You may very well find yourself unable to play solo anywhere after this. EDIT - sorry not just the warp speed but the inty 'can't bubble me' thingy.. Thats HUGE along with it. We will see. |

Romar Thel
Mythos Corp Nulli Secunda
4
|
Posted - 2013.11.13 21:02:00 -
[579] - Quote
but for some reason there are these people that get excited with whatever change CCP does...
Updated list of ships that you cannot tackle (unless they stay to fight!):
1) Strategic cruisers 2) Any bs with MJD 3) new entry: interceptors |

Rommiee
Mercury Inc.
638
|
Posted - 2013.11.13 21:20:00 -
[580] - Quote
Romar Thel wrote:but for some reason there are these people that get excited with whatever change CCP does...
It's been a while since I got excited at anything CCP does.
Now its usually indifference combined with varying degrees of disappointment and / or irritation.
|
|

GetSirrus
Imperial Academy Amarr Empire
65
|
Posted - 2013.11.14 01:42:00 -
[581] - Quote
Fozzie, with these changes to warp, would be also be possible to visit the use of "friendly" webs when assisting Freighters into warp? Currently this earns a 60sec timer. Most of the time, the freighter will need more than 60 sec to complete a warp to the next gate - which avoids. Some form of remote agility unit would be a welcome in place of a "work around". |

Stridsflygplan
Tigers in the Snow Nyratic
72
|
Posted - 2013.11.16 20:57:00 -
[582] - Quote
I looked at the new warp speed and also looked at the rigs that improves warp speed. (Hyperspatial Velocity Optimizer I and II) The calibration cost of these rigs need to be increased from 50 to 125 on T1 and from 75 to 150 on T2 so that Tech 1 ships cant have a higher warp speed then there T2 counterparts. Right now its not really Revenant and since T2 are getting a warp nerf also, HACs for example 3.75 to 3.3 this become noticeable. Since T1 have 3 rigs slots a cruiser with triple Hyperspatial Velocity Optimizer I will go faster (3x1.2x1.2x1,2 = 5,18AU/s) then a HAC with dual Hyperspatial Velocity Optimizer II (3.3x1.25x1.25 = 5,16AU/s) and with dual Hyperspatial Velocity Optimizer I (3.3x1.2x1.2 = 4,75AU/s). With the calibration fix T1 ships will only be able to fit 2 of these rigs like just like T2 ships. Have CCP Fossie and CCP Masterplan taking this into account otherwise I hope you read this Or do we want T1 ships like Cynabal to warp faster then HACs? |

Devlin Shardo
Gallivanting Travel Company Rebel Alliance of New Eden
12
|
Posted - 2013.11.17 23:28:00 -
[583] - Quote
Rommiee wrote:Romar Thel wrote:but for some reason there are these people that get excited with whatever change CCP does...
It's been a while since I got excited at anything CCP does. Now its usually indifference combined with varying degrees of disappointment and / or irritation. Disappointment and / or irritation, are key words. Odyssey was Meh mixed with okey. Rubicon is GHAAA mixed with Ohh nooo, and a little bit of indifference. I don't even have the energy to point out all the flaws because i know that there are 3 Groups, 1 group agrees with everything CCP does without question, 1 groupsays what ever they can to feed tears, and the third group don't agree or looks at things Objectively but rarely say anything due to the 2 first groups screaming louder. CCP listens to the 2 first Groups. |

John Stanfa
Viziam Amarr Empire
0
|
Posted - 2013.11.18 00:53:00 -
[584] - Quote
Gypsio III wrote:Lady Zarrina wrote:So let me get this right, you believe it to be a good thing to make freighters take longer to warp on average. Have you ever used a freighter, and I don't mean one time every year or two. I would bet you haven't. I know you will now say you have but I can honestly call bullsh1t if you do. I use freighters quite often, and I think it's a good idea. It's too fast and too easy to move large amounts of materiel.
You forgot your sarcasm indicators.
People AFK freighters so frequently now because you have to have less than no life to sit around and manually jump them. This just makes the problem worse. Are freighter pilots the group CCP intends to drive demand for the new implant set? That's +brilliant game design+ and I'm sure all of them will blow the +loads of cash they make handling courier contracts+ on the new sets right away.
If freighter pilots were smart then they would stop carrying other people's crap for a week or two to allow others to experience the joy of piloting a freighter. But we aren't a smart bunch so... |

Thieving Monkey
Mastercard.
15
|
Posted - 2013.11.18 18:03:00 -
[585] - Quote
Makes no sense. You have warpspeed inversely proportionate to the size of the hull, which is daft. Biggest ship would have largest warpcore and would therefore achieve higher warpspeeds.
In all seriousness, you're giving blanket changes by class of ship. It makes no sense for the slowest ship in a class to warp the same speed as the fastest ship in its class. This is ignoring your blatant disregard of physics ofcouse. Certainly faction hulls would warp much faster than t1/t2. Mach has higher base speed than most cruisers, also has faster align time, but warps like a t1 BS? Yeah, right. |

Arcadia Arcan
Asgard Systems
0
|
Posted - 2013.11.19 00:39:00 -
[586] - Quote
I don't mind them making smaller ships warp faster. But there is no need to make the larger ships (BS, Orca, and Freighter) slower. Already it is painfully slow to move them any significant distance through space. I really do think this is the final change that will make people want to stop playing this game. |

sabastyian
Death By Design
10
|
Posted - 2013.11.19 04:06:00 -
[587] - Quote
I didn't see anything about this in the patch notes, does that mean these ( slightly horrible changes ) aren't going through, but instead you're going to wait til the next patch to rethink this atrocity? |

Oraac Ensor
School of Applied Knowledge Caldari State
303
|
Posted - 2013.11.19 04:28:00 -
[588] - Quote
sabastyian wrote:I didn't see anything about this in the patch notes, does that mean these ( slightly horrible changes ) aren't going through, but instead you're going to wait til the next patch to rethink this atrocity? From patch notes:
Quote:Ships GÇóAll ships have had their warp speeds rebalanced. Additionally, a ship's maximum warp speed affects how quickly it reaches that speed. (Ships with a higher warp speed will reach that speed in a shorter time). Previously all ships took the same time to accelerate up to their maximum warp speed. Deceleration rates have been similarly tweaked. See this blog for details. |

sabastyian
Death By Design
10
|
Posted - 2013.11.19 05:11:00 -
[589] - Quote
Oraac Ensor wrote:sabastyian wrote:I didn't see anything about this in the patch notes, does that mean these ( slightly horrible changes ) aren't going through, but instead you're going to wait til the next patch to rethink this atrocity? From patch notes: Quote:Ships GÇóAll ships have had their warp speeds rebalanced. Additionally, a ship's maximum warp speed affects how quickly it reaches that speed. (Ships with a higher warp speed will reach that speed in a shorter time). Previously all ships took the same time to accelerate up to their maximum warp speed. Deceleration rates have been similarly tweaked. See this blog for details. Gah, i looked like 6 times.... great.... this terrible change is going through |

Sarah Stallman
International Unification
73
|
Posted - 2013.11.19 06:20:00 -
[590] - Quote
Thought. Are the new warp speed changes going to effect scan probes? What are their maximum warp speeds? |
|

Andrea Keuvo
Science and Trade Institute Caldari State
38
|
Posted - 2013.11.19 12:50:00 -
[591] - Quote
OMFG thanks for making traveling anywhere in a battleship f*#king awful |

Arthur Aihaken
The.VOID
613
|
Posted - 2013.11.19 22:51:00 -
[592] - Quote
Andrea Keuvo wrote:OMFG thanks for making traveling anywhere in a battleship f*#king awful x100 on this... Can we look at a tweak to at least make battlecruisers and battleships at least as fast as they were in Odyssey? I am currently away, traveling through time and will be returning last week. |

Scatim Helicon
GoonWaffe Goonswarm Federation
2640
|
Posted - 2013.11.20 00:45:00 -
[593] - Quote
Thieving Monkey wrote:Makes no sense. You have warpspeed inversely proportionate to the size of the hull, which is daft. Biggest ship would have largest warpcore and would therefore achieve higher warpspeeds. The engines on an oil tanker are much bigger than those on a jetski, so of course the oil tanker accelerates much faster and has a much higher top speed!
Right? CCP: Not out to ruin your game, out to ruin their game. |

The Renner
Canadian Operations Yulai Federation
32
|
Posted - 2013.11.20 01:04:00 -
[594] - Quote
It now takes an entire minute to complete a 35 au warp in a battleship. (not including align time) Terrible change. |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1144
|
Posted - 2013.11.20 01:07:00 -
[595] - Quote
Scatim Helicon wrote:Thieving Monkey wrote:Makes no sense. You have warpspeed inversely proportionate to the size of the hull, which is daft. Biggest ship would have largest warpcore and would therefore achieve higher warpspeeds. The engines on an oil tanker are much bigger than those on a jetski, so of course the oil tanker accelerates much faster and has a much higher top speed! Right?
Absolutely! Everyone knows that oil tankers are famous for cruising at 300+ knots in international waters when nobody's looking. That business of going slowly is only when they're near a harbor or being filmed. |

Revan Antilles
The Scope Gallente Federation
0
|
Posted - 2013.11.20 02:12:00 -
[596] - Quote
So new warp speed mechanic and new warp speed implants are being released. It seems like something is missing... oh yeah, how about a warp speed skill? Nothing too much, just like a 5% boost per skill level. I think that would have been developed before implants to be honest; it just seems like something that was overlooked. |

NaK'Lin
the unified SCUM.
14
|
Posted - 2013.11.20 05:22:00 -
[597] - Quote
I hoped it wouldn't hit TQ in this state, but...
Is it intentional that BS hulls are being jammed into the garbage can with these warp speed modifications? I can see where you wanted to go with the saller ships becoming fast, and all the glory to you, I think it is an interesting feature. However, I don't see why the larger hulls had to be slowed to down to the point where BS size hulls become unusable outside of a LARGE fleet or it being bridged and thus not needing to warp.
Anyone ever thought of lowsec and how people actually WANT to warp around in a solo BS or small BS gang? and even in hisec, its a pain to warp a BS a few systems across for a mission. Having capital ship warp slower, enter my mind. they are cynoed most of the time.
But how about, while maintaining a difference in warp speeds and making it so intys can catch stuff, still leave subcaps usable. Why even bother training a toon beyond 60 mill SP now is beyond me. MANY people people do not fly in big gangs.
Any chances you will be tweaking those speeds still, after live TQ? |

Aldap
Club Bear
379
|
Posted - 2013.11.20 10:54:00 -
[598] - Quote
The warp time of Battleships is completely unreasonable. I understands it looks good on paper, in theory. But in reality, CCP, you are wasting the RL time of the player. Roaming a BS feels like you're in a constant warp, its torture, and an actual real waste of one's time. An interesting article about Solo PvP: http://themittani.com/features/new-eden-solo |

Spc One
The Chodak Void Alliance
209
|
Posted - 2013.11.20 11:09:00 -
[599] - Quote
This warping speed change is ultra bad thing. In battleship it takes forever to do 160 AU or even 60 AU.
It's super stupid idea of ccp trying to change something that was working ok with old warping speeds.
 |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
309
|
Posted - 2013.11.20 11:25:00 -
[600] - Quote
Spc One wrote:This warping speed change is ultra bad thing. In battleship it takes forever to do 160 AU or even 60 AU. It's super stupid idea of ccp trying to change something that was working ok with old warping speeds. 
it really wasn't. Warp speed had (almost) zero impact on ship mobility.
If you want your BS to warp faster there are rigs for this which now make a large difference. There are also some new implants out there which are currently being farmed. These will also improve your warp speed. |
|

Spc One
The Chodak Void Alliance
209
|
Posted - 2013.11.20 11:33:00 -
[601] - Quote
Spugg Galdon wrote:Spc One wrote:This warping speed change is ultra bad thing. In battleship it takes forever to do 160 AU or even 60 AU. It's super stupid idea of ccp trying to change something that was working ok with old warping speeds.  it really wasn't. Warp speed had (almost) zero impact on ship mobility. If you want your BS to warp faster there are rigs for this which now make a large difference. There are also some new implants out there which are currently being farmed. These will also improve your warp speed. Yea you're right maybe this is OP, battleships should only do 0.003 AU/s. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1689
|
Posted - 2013.11.20 13:08:00 -
[602] - Quote
Spc One wrote:Spugg Galdon wrote:Spc One wrote:This warping speed change is ultra bad thing. In battleship it takes forever to do 160 AU or even 60 AU. It's super stupid idea of ccp trying to change something that was working ok with old warping speeds.  it really wasn't. Warp speed had (almost) zero impact on ship mobility. If you want your BS to warp faster there are rigs for this which now make a large difference. There are also some new implants out there which are currently being farmed. These will also improve your warp speed. Yea you're right maybe this is OP, battleships should only do 0.003 AU/s.
Because obviously how bored you are moving around in a battleship is more important than the general balance of the game. BYDI recruitment closed-ish |

Spc One
The Chodak Void Alliance
209
|
Posted - 2013.11.20 15:48:00 -
[603] - Quote
Garviel Tarrant wrote: Because obviously how bored you are moving around in a battleship is more important than the general balance of the game.
Because nerfing battleships warp speed to 50% less is a balance in the game. And warp speeds were fine for how much years now ?
And if i use new implant set my battleship goes faster then before rubicon, how is that not a "balance" breaking ?
|

CW Itovuo
The Executioners Capital Punishment.
12
|
Posted - 2013.11.20 16:42:00 -
[604] - Quote
Scatim Helicon wrote:Thieving Monkey wrote:Makes no sense. You have warpspeed inversely proportionate to the size of the hull, which is daft. Biggest ship would have largest warpcore and would therefore achieve higher warpspeeds. The engines on an oil tanker are much bigger than those on a jetski, so of course the oil tanker accelerates much faster and has a much higher top speed! Right?
And how hours can a Jetski run on one tank of gas?
And that oil tanker...?
|

Andrea Keuvo
Science and Trade Institute Caldari State
45
|
Posted - 2013.11.20 18:52:00 -
[605] - Quote
Scatim Helicon wrote:Thieving Monkey wrote:Makes no sense. You have warpspeed inversely proportionate to the size of the hull, which is daft. Biggest ship would have largest warpcore and would therefore achieve higher warpspeeds. The engines on an oil tanker are much bigger than those on a jetski, so of course the oil tanker accelerates much faster and has a much higher top speed! Right?
Oil tankers do not operate in the frictionless vacuum of space |

hujciwdupe22
Federal Navy Academy Gallente Federation
4
|
Posted - 2013.11.20 22:34:00 -
[606] - Quote
inties are deadly, dont roam in armor vs blob, blob seems unescapable chasing you through systems to the last of you
op as hell
|

Rovinia
Exotic Dancers Union SONS of BANE
163
|
Posted - 2013.11.21 01:01:00 -
[607] - Quote
Liked the warp speed changes very much in general.
But Battleships should get put on 3 AU / s again. Their slow aligne time allready makes them very clumsy. They allready had the effect of beeing "outwarped" through that. It makes that class very incommodious to work with in pvp and pve. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1689
|
Posted - 2013.11.21 01:34:00 -
[608] - Quote
Spc One wrote:Garviel Tarrant wrote: Because obviously how bored you are moving around in a battleship is more important than the general balance of the game.
Because nerfing battleships warp speed to 50% less is a balance in the game. And warp speeds were fine for how much years now ? And if i use new implant set my battleship goes faster then before rubicon, how is that not a "balance" breaking ?
Warp speeds weren't fine.. Warp speeds have been ******* stupid for ages making lots or rigs absolutely useless and diminishing the over all value of smaller ships.
Making the differences between different ship classes greater is a good thing. BYDI recruitment closed-ish |

NaK'Lin
the unified SCUM.
15
|
Posted - 2013.11.21 08:43:00 -
[609] - Quote
Garviel Tarrant wrote:Spc One wrote:Garviel Tarrant wrote: Because obviously how bored you are moving around in a battleship is more important than the general balance of the game.
Because nerfing battleships warp speed to 50% less is a balance in the game. And warp speeds were fine for how much years now ? And if i use new implant set my battleship goes faster then before rubicon, how is that not a "balance" breaking ? Warp speeds weren't fine.. Warp speeds have been ******* stupid for ages making lots or rigs absolutely useless and diminishing the over all value of smaller ships. Making the differences between different ship classes greater is a good thing. Don't get me wrong, I am not challenging the fact that warp speeds were borked and the overhaul is a good start. I don't challenge the idea, I challenge the application.
I believe we can all agree that having smaller ships warping fast than larger ships is the goal of this, and thus smaller ships can catch them big pignatas.
however, having slowed down substantially some subcap classes, like battleships, makes them seriously not even close to being useful or enjoyable to use outside of a cyno drop, a station undock, or any other situation where you can avoid the damn warp. they could've baselined around something other than the cruiser, if they wanted to, or set an upper cap of how castrated a ship can be. If you put BS hulls or BC hulls at were they were before This patch, maybe with a sliiiiight difference between BC/BS, the small stuff will still catch them by miles, because they still warp faster AND they align like ZOMGHOLYBATMANWTFBBQ while the BC/BS moves like Xav's ladyfriend.
2c
--NaK |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1691
|
Posted - 2013.11.21 12:04:00 -
[610] - Quote
I honestly think battleships should be slow.
And caps should be slow as balls.
But i havn't really warped around in those much since the changes so i can't really comment much on if the current speed is too slow. BYDI recruitment closed-ish |
|

sabastyian
Death By Design
10
|
Posted - 2013.11.21 19:26:00 -
[611] - Quote
Garviel Tarrant wrote:I honestly think battleships should be slow.
And caps should be slow as balls.
But i havn't really warped around in those much since the changes so i can't really comment much on if the current speed is too slow. Takes me over a minute to undock and warp to a gate 2au away in a machariel....... |

Kirren D'marr
State Protectorate Caldari State
231
|
Posted - 2013.11.21 20:34:00 -
[612] - Quote
Andrea Keuvo wrote:Scatim Helicon wrote:Thieving Monkey wrote:Makes no sense. You have warpspeed inversely proportionate to the size of the hull, which is daft. Biggest ship would have largest warpcore and would therefore achieve higher warpspeeds. The engines on an oil tanker are much bigger than those on a jetski, so of course the oil tanker accelerates much faster and has a much higher top speed! Right? Oil tankers do not operate in the frictionless vacuum of space
Frictionless is not inertia-less. The main benefit that being frictionless gets you in this case is that once you are up to speed, you will stay there until you use another force (reverse thrusters, etc.) to decelerate. Larger mass still means more inertia, and therefore more force required to get up to speed.
Why a switch on/off? Because the new animation doesn't add anything to gameplay and it's graphically annoying. In other words, it's worse than bad: it's useless. Simple as that.-á-á-á-á-á - Kina Ayami |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1692
|
Posted - 2013.11.21 22:28:00 -
[613] - Quote
sabastyian wrote:Garviel Tarrant wrote:I honestly think battleships should be slow.
And caps should be slow as balls.
But i havn't really warped around in those much since the changes so i can't really comment much on if the current speed is too slow. Takes me over a minute to undock and warp to a gate 2au away in a machariel.......
Well if i had a saying in it your machariel would explode on undock >=[ BYDI recruitment closed-ish |

Mournful Conciousness
Embers Children TOHA Conglomerate
374
|
Posted - 2013.11.21 22:37:00 -
[614] - Quote
Having traveled 20 jumps in a dominix, I can now see the effect of this change.
Faster frigate warps are very welcome. Slower BS warps are not. Battleships already had significant disadvantages which made their selection over a T2 or T3 cruiser a marginal call. After this change, I will not choose a battleship. They are just too slow to move around. The fight will be over before they arrive.
Anyone want to buy some battleships?
Winter marauders - more replies than any other thread, for a ship that no-one flies :-)
|

Arthur Aihaken
The.VOID
624
|
Posted - 2013.11.21 22:48:00 -
[615] - Quote
I saw a suggestion for some +0.5 AU/s and +1.0 AU/s low-slot warp speed modules. Thought it was a really good idea. I am currently away, traveling through time and will be returning last week. |

Mournful Conciousness
Embers Children TOHA Conglomerate
374
|
Posted - 2013.11.21 22:52:00 -
[616] - Quote
Arthur Aihaken wrote:I saw a suggestion for some +0.5 AU/s and +1.0 AU/s low-slot warp speed modules. Thought it was a really good idea.
Give up a low slot in a pvp Dominix or pvp Hyperion?
How about "no thanks"?
Winter marauders - more replies than any other thread, for a ship that no-one flies :-)
|

sabastyian
Death By Design
10
|
Posted - 2013.11.22 00:33:00 -
[617] - Quote
Garviel Tarrant wrote:sabastyian wrote:Garviel Tarrant wrote:I honestly think battleships should be slow.
And caps should be slow as balls.
But i havn't really warped around in those much since the changes so i can't really comment much on if the current speed is too slow. Takes me over a minute to undock and warp to a gate 2au away in a machariel....... Well if i had a saying in it your machariel would explode on undock >=[ Alot of people have tried to kill it...... it somehow has survived ( through alot of luck..... ) |

NaK'Lin
the unified SCUM.
15
|
Posted - 2013.11.22 03:07:00 -
[618] - Quote
Arthur Aihaken wrote:I saw a suggestion for some +0.5 AU/s and +1.0 AU/s low-slot warp speed modules. Thought it was a really good idea. Oh, so that means "we patched something, we borked Battleships while we did it, so instead of fixing it, lets now bork the battleship fits, only so that the actual travel can be done, but now their combat stats are below that of a BC" ????
I seriously have tears when i stare at my battleships in hangar. Why even fly one?
I reiterate: Smaller ships, got warp speed increased. GOOD But even if they would have barely or not at all touched BC / BS hulls (mostly BS though), then smaller stuff would still catch it, because let's face it, BS would STILL warp longer and it additionally aligns like a brick.
But the current state of patch makes a BS just not usable. Guess what, not all players spend 90 minutes staring at a titan's butt waiting for a cyno to go up. some actually used to use their battleships for things other than -dropships-. |

TinkerHell
Nocturnal Romance Cynosural Field Theory.
108
|
Posted - 2013.11.22 12:36:00 -
[619] - Quote
How to roam in a BS and not die of old age before arriving at destination.
Fit cyno captor. Burn to destination or hostile gang, drop cyno 1 jump out, titan bridge BS.
Engage. |

seth Hendar
I love you miners
255
|
Posted - 2013.11.22 13:14:00 -
[620] - Quote
Spc One wrote:Garviel Tarrant wrote: Because obviously how bored you are moving around in a battleship is more important than the general balance of the game.
Because nerfing battleships warp speed to 50% less is a balance in the game. And warp speeds were fine for how much years now ? And if i use new implant set my battleship goes faster then before rubicon, how is that not a "balance" breaking ? warpspeed was not fine, it has been tested proven many times, under a 50 AU warp, there was no difference, a shuttle and a stilleto both aligned to the same gate, would land at exaclty the same time.
this was broken since a shuttle is supposed to do 6AU/s while a stiletto was 13.5, so stilletto would have needed less than half the time the shuttle need to complete the warp, yet it was not the reality |
|

Mournful Conciousness
Embers Children TOHA Conglomerate
374
|
Posted - 2013.11.22 13:50:00 -
[621] - Quote
TinkerHell wrote:How to roam in a BS and not die of old age before arriving at destination.
Fit cyno captor. Burn to destination or hostile gang, drop cyno 1 jump out, titan bridge BS.
Engage.
Yup, ingredients required: 3 acounts 1 battleship 1 interceptor (disposable) 1 Titan (sov required) 24 months of training.
Definitely the easy way to roam!
CCP should fix BS warp acceleration. Should be marginally longer than a cruiser/BC. Warp speed should be the same.
Winter marauders - more replies than any other thread, for a ship that no-one flies :-)
|

Therendal
All Goats Must Die
0
|
Posted - 2013.11.22 15:46:00 -
[622] - Quote
I have flown every size class of ship other than capitals since this patch. I do believe that the hammer was taken to battleships in particular with these changes. A 200-AU warp, which is not a rare thing for someone like me who runs incursions for example, now takes 4 minutes. I am not arguing that they shouldn't be a slower class of ship...the very slowest subcap...and that interceptors and the like shouldn't have significant agility advantages. However, as it stands right now there is a serious quality of life issue if you are sitting in a battleship.
There is a meta-changing element to this as well. This change greatly favors defensive posturing during system chases. If you are in a battleship, the "hero tackle" has to hold your targets anywhere from 1 to 4 minutes before you can land on grid. Since a battleship can no longer get there fast enough, those tacklers have to realize they are very likely to die before the big guns can arrive. Any roaming gang that flies battleships is just asking to be split at all times.
Other than combat concerns, the tedious warp speed makes flying a battleship barely better than a freighter. It now shares its warp speed class with the Orca, a ship that has 2.5x the mass It only has a 50% higher speed than freighters, while coming in at 1/9 of the weight. The math doesn't even add up on this.
Battleship speed should be bumped to 3.0 AU/sec as a starter. Give Destroyers 4.5, cruisers 4, and BCs 3.5. Leave interceptors fast as hell and awesome at landing and catching stragglers, as befits their role.
Barring this, can we please have a module for warp speed, in addition to the new implants? That way we can make the decision to reduce low slot survivability to be faster on the fly. Perhaps make it so that fitting such a module makes it impossible to use warp core stabilizers due to the increased engine output, so that people can't just make untackleable fast travel fits.
Signed, A Guy On A 35-Jump Route In A Battleship Who has Time To Write a Novel |

Arthur Aihaken
The.VOID
630
|
Posted - 2013.11.22 15:57:00 -
[623] - Quote
Yeah, something like that could definitely work.
GÇó T2 Destroyer/DST = 4.0 GÇó Cruiser/Indy = 3.5 GÇó Command Ship = 3.3 GÇó Battlecruiser = 3.0 GÇó T2 Battleship = 2.75 GÇó Battleship = 2.5 GÇó Freighters/Jump Freighters = 2 GÇó Capitals = 1.5 GÇó Titans/Supercarriers = 1.36 I am currently away, traveling through time and will be returning last week. |

Therendal
All Goats Must Die
0
|
Posted - 2013.11.22 16:15:00 -
[624] - Quote
seth Hendar wrote:Spc One wrote:Garviel Tarrant wrote: Because obviously how bored you are moving around in a battleship is more important than the general balance of the game.
Because nerfing battleships warp speed to 50% less is a balance in the game. And warp speeds were fine for how much years now ? And if i use new implant set my battleship goes faster then before rubicon, how is that not a "balance" breaking ? warpspeed was not fine, it has been tested proven many times, under a 50 AU warp, there was no difference, a shuttle and a stilleto both aligned to the same gate, would land at exaclty the same time. this was broken since a shuttle is supposed to do 6AU/s while a stiletto was 13.5, so stilletto would have needed less than half the time the shuttle need to complete the warp, yet it was not the reality
I don't think anyone disagrees that the accel/decel changes are reasonable and right. Maybe some people who just want game balance to work in their favor.
The main issue is that in true CCP fashion they decided to alter multiple variables in the equation at once. Fixing accel/decel, with a minor tweak to ship warp speeds to make it "feel right", would have gotten us most of the way to where we needed to be. Instead, they fixed accel/decel but made battleships so ponderous that they are going to be effectively useless in everything but gatecamps. And we can all agree that what EVE needs is more gatecamps, right? :) |

Icarius
The Wings of Maak Defiant Legacy
11
|
Posted - 2013.11.22 19:12:00 -
[625] - Quote
[quote=Therendal
I don't think anyone disagrees that the accel/decel changes are reasonable and right. Maybe some people who just want game balance to work in their favor.
[/quote]
I disagree
new warp speed for bs suck
when you exit from warp, the part of the decceleration when you are visible on the grid is so long + the time you need to lock ... everyone as warped out ... congratulation
|

Mournful Conciousness
Embers Children TOHA Conglomerate
374
|
Posted - 2013.11.22 19:24:00 -
[626] - Quote
Arthur Aihaken wrote:Yeah, something like that could definitely work.
GÇó T2 Destroyer/DST = 4.0 GÇó Cruiser/Indy = 3.5 GÇó Command Ship = 3.3 GÇó Battlecruiser = 3.0 GÇó T2 Battleship = 2.75 GÇó Battleship = 2.5 GÇó Freighters/Jump Freighters = 2 GÇó Capitals = 1.5 GÇó Titans/Supercarriers = 1.36
Please explain why a battleship should move more slowly through space than a battlecruiser. This is not the case for maritime shipping, nor is it the case that contemporary space ships move more slowly when they are bigger.
Since this is a *warp* (i.e. warping space-time) the mass of the ship is largely irrelevant.
Sure it may take more energy to get up to speed, but the final speed should be no different.
Winter marauders - more replies than any other thread, for a ship that no-one flies :-)
|

Arthur Aihaken
The.VOID
631
|
Posted - 2013.11.22 20:57:00 -
[627] - Quote
Mournful Conciousness wrote:Please explain why a battleship should move more slowly through space than a battlecruiser. This is not the case for maritime shipping, nor is it the case that contemporary space ships move more slowly when they are bigger.
Since this is a *warp* (i.e. warping space-time) the mass of the ship is largely irrelevant. Sure it may take more energy to get up to speed, but the final speed should be no different. More mass? And note that it's marginally (<10%) slower. In the case of maritime shipping, it's about being the most cost effective - not necessarily the fastest. I am currently away, traveling through time and will be returning last week. |

Mournful Conciousness
Embers Children TOHA Conglomerate
374
|
Posted - 2013.11.22 21:44:00 -
[628] - Quote
Arthur Aihaken wrote:Mournful Conciousness wrote:Please explain why a battleship should move more slowly through space than a battlecruiser. This is not the case for maritime shipping, nor is it the case that contemporary space ships move more slowly when they are bigger.
Since this is a *warp* (i.e. warping space-time) the mass of the ship is largely irrelevant. Sure it may take more energy to get up to speed, but the final speed should be no different. More mass? And note that it's marginally (<10%) slower. In the case of maritime shipping, it's about being the most cost effective - not necessarily the fastest.
The relationship between mass and power required to accelerate is linear (at least until you get close to the speed of light)
F = MA (force = mass x acceleration) Work = F x S (distance moved) Power = Work / Time
Taking this as a proxy for (as yet undiscovered) warp physics, it follows that the power generation system only needs grow linearly in power output as the ships mass increases.
Battleships have bigger capacitors (and presumably power generation systems) so why should they not accelerate just as quickly?
I can understand the case for civilian ships needing to be efficient, but military vessels would be built for effectiveness in combat, not eco-friendliness.
Notwithstanding pseudo-technical arguments, as things stand battleships have become ineffective in any kind of mobile combat. This is a very large nerf to an already-compromised ship class. Gangs will avoid battleship docrtines all over Eve unless they are hot-dropping.
This is undesirable.
Winter marauders - more replies than any other thread, for a ship that no-one flies :-)
|

Arthur Aihaken
The.VOID
631
|
Posted - 2013.11.22 22:45:00 -
[629] - Quote
Mournful Conciousness wrote:This is undesirable. I'm actually in complete agreement. I think especially with the Ascendancy implants the differences are now too extreme (and it's at best at token benefit for battleships, so entirely not worth it). I am currently away, traveling through time and will be returning last week. |

sabastyian
Death By Design
11
|
Posted - 2013.11.23 06:25:00 -
[630] - Quote
Arthur Aihaken wrote:Mournful Conciousness wrote:This is undesirable. I'm actually in complete agreement. I think especially with the Ascendancy implants the differences are now too extreme (and it's at best at token benefit for battleships, so entirely not worth it). I have no intention of dropping my slave clone for the new implants, or a crystal clone or my snake clone or even my +5'/6% clone....... the warp speed is a huge gimp for battleships, but alot of players ( my self included ) aren't going to give up 40% or so extra tank or speed..... |
|

Habris
Wildly Inappropriate Goonswarm Federation
26
|
Posted - 2013.11.23 07:28:00 -
[631] - Quote
Great, so all that work trying to unbreak what the need for speed patch did just went flying out the window. THANKS CCP! |

Mournful Conciousness
Embers Children TOHA Conglomerate
374
|
Posted - 2013.11.23 08:17:00 -
[632] - Quote
sabastyian wrote:Arthur Aihaken wrote:Mournful Conciousness wrote:This is undesirable. I'm actually in complete agreement. I think especially with the Ascendancy implants the differences are now too extreme (and it's at best at token benefit for battleships, so entirely not worth it). I have no intention of dropping my slave clone for the new implants, or a crystal clone or my snake clone or even my +5'/6% clone....... the warp speed is a huge gimp for battleships, but alot of players ( my self included ) aren't going to give up 40% or so extra tank or speed.....
Do you mean for PVE or PVP?
In PVE I can see that the slow warp makes little difference. In PVP it's a bit of a show-stopper for anyone needing to warp to an engagement.
Winter marauders - more replies than any other thread, for a ship that no-one flies :-)
|

Icarius
The Wings of Maak Defiant Legacy
12
|
Posted - 2013.11.23 10:52:00 -
[633] - Quote
one more example of stupid warp decelleration
I am at 200km from a gate, aligned to the gate, full speed , in a phobos with 3 sb I am waiting for an iteron V
the guy jump, uncloack i warp to gate the time to warp + the time to lock = the guy is gone My warp speed is 3.5 against 3 for him
Something is wrong from a pvp point of vue if the time to enter warp is inferior to the visible deccelaration on grid time
What do you have in mind ccp? you play your game? That is really what you want? |

Cardano Firesnake
Les chevaliers de l'ordre Goonswarm Federation
85
|
Posted - 2013.11.23 11:12:00 -
[634] - Quote
I like the new warp acceleration system, even if physics rules, it is not so relevant, it seems quite logic. In matter of gameplay it is awesome.. The Freighters thoug should be revamp quickly. They are sooooo slooooooow. And they are so weak.... If I did not have tree accounts, it is clear that I would never transport anything. It is a game, even if Eve is based on frustrations, there are limits... |

Dessertious
Red Phoenix Rising Rolling The Dice
0
|
Posted - 2013.11.23 13:38:00 -
[635] - Quote
Maybe
1) have the acceleration based on function of class/speed/mass of the ship. 2) Have the warp top speed as stated. 3) Have deceleration based on mass/warp-speed and/or class
This would allow adjustments per class of vessel, smaller class is faster to accelerate than a larger class, combat class beats logistics classes and it would all depend on how heavy/full ships actually were for all classes. Heavier combat ships would still beat logistics such as freighter, but not blockade runners.
Obviously you can tweak any class/ship for individual ship specialties
Regards Dess |

sabastyian
Death By Design
11
|
Posted - 2013.11.23 19:10:00 -
[636] - Quote
Mournful Conciousness wrote:sabastyian wrote:Arthur Aihaken wrote:Mournful Conciousness wrote:This is undesirable. I'm actually in complete agreement. I think especially with the Ascendancy implants the differences are now too extreme (and it's at best at token benefit for battleships, so entirely not worth it). I have no intention of dropping my slave clone for the new implants, or a crystal clone or my snake clone or even my +5'/6% clone....... the warp speed is a huge gimp for battleships, but alot of players ( my self included ) aren't going to give up 40% or so extra tank or speed..... Do you mean for PVE or PVP? In PVE I can see that the slow warp makes little difference. In PVP it's a bit of a show-stopper for anyone needing to warp to an engagement. When was the last time you used snakes or slaves in a mission? I haven't done a high-sec mission in a couple years, no im talking pvp. When it comes down to "oh look, i can warp faster then my battleship fleet now...woohoo" or "I have 70,000 armor in my battleship and 25,000 in my cruiser.... i'll just tank these guys for days." It's kind of obvious which youre going to go for. Slaves ( and snakes ) work for pretty much any sort of pvp in eve at the moment ( bar active shield tank ) where as the warp speed implants can actually get you killed in smaller class ships, as you arrive miles ahead of everyone else. |

baltec1
Bat Country Goonswarm Federation
8697
|
Posted - 2013.11.23 19:16:00 -
[637] - Quote
Cracked it.
I have a mega hull which will warp as fast as an assault ship. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Icarius
the worst extension ever seen
12
|
Posted - 2013.11.24 11:21:00 -
[638] - Quote
I have the feeling ccp does not care ... who want my stuff? |

Mournful Conciousness
Embers Children TOHA Conglomerate
376
|
Posted - 2013.11.24 11:53:00 -
[639] - Quote
baltec1 wrote:Cracked it.
I have a mega hull which will warp as fast as an assault ship.
Hope there's a carrier at the other end of the warp so you can refit for combat...
Winter marauders - more replies than any other thread, for a ship that no-one flies :-)
|

Shaun Hansen
Corporation Danmark Tactical Narcotics Team
9
|
Posted - 2013.11.24 12:07:00 -
[640] - Quote
I have only one thing:
GET RID OF THOSE ENGINE/MOTORCYCLE SOUNDS.
EVE is a space-game NOT a racing game.
End. |
|

Onictus
Silver Snake Enterprise Fatal Ascension
602
|
Posted - 2013.11.24 13:32:00 -
[641] - Quote
sabastyian wrote:Arthur Aihaken wrote:Mournful Conciousness wrote:This is undesirable. I'm actually in complete agreement. I think especially with the Ascendancy implants the differences are now too extreme (and it's at best at token benefit for battleships, so entirely not worth it). I have no intention of dropping my slave clone for the new implants, or a crystal clone or my snake clone or even my +5'/6% clone....... the warp speed is a huge gimp for battleships, but alot of players ( my self included ) aren't going to give up 40% or so extra tank or speed.....
Even then the best you can do it HG ascends with a WS-618 (lol) instead of the Omega and that gets you to a whopping 2.2AU warp speed......whoopdie, definitely not worth a 3 billion isk clone That being said intercepters are just giggle worth, a corpmate made it from Jita to 6VDT in 9 minutes in one that is something like 28 manual jumps to get to the first jump bridge and then 4-5 from Cloud Ring to destination.
Just goofy, you can catch a battleship fleet that is 5 jumps ahead of you in to start with in before they make it 3 jumps, you are screwed when you get there, but you can catch them easily. Assault frigs, through BCs feel pretty good but the edges are either to fast or to slow.
....as much as I enjoy abusing the new interceptors. |

baltec1
Bat Country Goonswarm Federation
8731
|
Posted - 2013.11.24 13:33:00 -
[642] - Quote
Mournful Conciousness wrote:baltec1 wrote:Cracked it.
I have a mega hull which will warp as fast as an assault ship. Hope there's a carrier at the other end of the warp so you can refit for combat...
I wouldn't fly it if it couldn't fight Join Bat Country today and defend the Glorious Socialist Dictatorship |

Zoe Allende
Gardes Feydakin Nova Prime.
7
|
Posted - 2013.11.27 12:23:00 -
[643] - Quote
Let's bump this topic to the top.
I will try to sum up what some people and I complain about here: the changes to lighter ships warp times are good. It is now very fun and pleasant to warp around in frigates. However changes to heavier ships warp times introduced simultaneously are a problem.
Precisely, I think we need to differentiate between two facts here:
- difference between ship classes regarding the total amounts of time spent in warp: this is about ok to me as it is on the server now, although it could be much lesser without hurting the game balance IMHO, but there has to be some room kept for the new implants I guess;
- difference between ship classes regarding the amounts of time spent on or near the source and destination grids while you're still in warp: this is really a major showstopper right now, especially the hideous deceleration time which:
- is by itself an abundent source of boredom and frustration; - makes battleships often useless to any gang but big blobs with tanky HICs ahead, as they'll most often be able to lock things again as the party ends; - along with the recent changes to probing introduced by Odyssey, makes probing out your grid before you can even regain control of your ship a walk in the park for your opponent.
I think I understand what the developers tried to do here: lighter ships should land on grid before heavy ones, sure. Nevertheless the time-spent-accelerating to the total-time-spent-in-warp ratio should not be constant (i.e. the heavier the ship, the lesser it should be), because it has to relate to absolute game factors which have not been or cannot be changed: agility and align time, sub-warp speed, average human reaction time, typical grid size and so on... |

Mournful Conciousness
Embers Children TOHA Conglomerate
377
|
Posted - 2013.11.28 13:26:00 -
[644] - Quote
Zoe Allende wrote:Let's bump this topic to the top. I will try to sum up what some people and I complain about here: the changes to lighter ships warp times are good. It is now very fun and pleasant to warp around in frigates. However changes to heavier ships warp times introduced simultaneously are a problem. Precisely, I think we need to differentiate between two facts here:
- difference between ship classes regarding the total amounts of time spent in warp: this is about ok to me as it is on the server now, although it could be much lesser without hurting the game balance IMHO, but there has to be some room kept for the new implants I guess;
- difference between ship classes regarding the amounts of time spent on or near the source and destination grids while you're still in warp: this is really a major showstopper right now, especially the hideous deceleration time which:
- is by itself an abundent source of boredom and frustration; - makes battleships often useless to any gang but big blobs with tanky HICs ahead, as they'll most often be able to lock things again as the party ends; - along with the recent changes to probing introduced by Odyssey, makes probing out your grid before you can even regain control of your ship a walk in the park for your opponent.
I think I understand what the developers tried to do here: lighter ships should land on grid before heavy ones, sure. Nevertheless the time-spent-accelerating to the total-time-spent-in-warp ratio should not be constant (i.e. the heavier the ship, the lesser it should be), because it has to relate to absolute game factors which have not been or cannot be changed: agility and align time, sub-warp speed, average human reaction time, typical grid size and so on...
Well put. Keep bumping it. It needs to change.
Winter marauders - more replies than any other thread, for a ship that no-one flies :-)
|

Centis Adjani
The Scope Gallente Federation
17
|
Posted - 2013.12.03 11:58:00 -
[645] - Quote
CCP, this slow down of warp speeds, especially for BS is b*llsh*t.
If I run lvl 4 missions, now I have to spend more lifetime in warp tunnel than in fighting. Even more if the missions happen in neighbour Systems, what happens mostly. If I do Level 4 Epic Arc missions, the time spent for warping quadruples in comparism to the fighting.
I've read a lot of the postings in this topic with the pros and cons to this change. But no pro opinion could convince me. I am not interested in pysics, this is a game! So I give a damn about it, how ships in water and spaceships should accelerate and speed in space or water.
This is a game. It should give me FUN, not BOREDOM. And the result of decreasing the warp speeds is an increase in boredom.
CCP, please keep always in mind that a game should give fun! And there is NO fun in watching the warp tunnel. Especially for half an hour if you need to travel 10 jumps to the next Mission Goal in Epic Arcs.
CCP, please reverse this warp speed change in Rubicon, reduce the boredom and bring more fun back into the game!
|

AKA Mordiki
Perkone Caldari State
3
|
Posted - 2013.12.03 14:29:00 -
[646] - Quote
OMG I thought my freightor was slow before the change. Please ... PLEASE speed up freightors |

Mournful Conciousness
Embers Children TOHA Conglomerate
377
|
Posted - 2013.12.04 09:58:00 -
[647] - Quote
BUMP:
confirming that since the loss of my last battleship in small-gang pvp (an occupational risk) I have not bought any more since BS warp acceleration rules out this kind of ship for solo/2-man pvp.
I've been using HACs only since then. A BS would simply be unable to catch anything - even another battleship. The target can see it coming on D-scan for a very long time, giving him plenty of time to lumber into warp.
In any case, the HACs now have better survivability and versatility than battleships for less money.
Putting battleship warp speed back to 3 and reducing the inertia effect a tad would solve this and make them useful again.
Frigate warp speeds are of course a joy. if you have an interceptor and you're alert, there is no escape for your hapless cruiser-or-bigger victim.
Winter marauders - more replies than any other thread, for a ship that no-one flies :-)
|

Zeva Vyllshan
Brutor Tribe Minmatar Republic
0
|
Posted - 2013.12.23 08:37:00 -
[648] - Quote
I just want to add my +1 on freighters being unnecessarily nerfed.
As the other... 50+? posts to this effect said, the changes all look great -- except freighters, and perhaps battleships. Moreso freighters because they easily make 100+ jumps in a day for a professional hauler.
These are already extreeeeeeemely slow beasts of burdens (as they should be) that are extreeeeeeeeemely boring to fly at the keyboard. There is absolutely no sane reason, whatsoever, to further nerf their warp speed. They were perfectly balanced before. As wise men/women say in my country -- if it ain't broken, don't try to fix it.
As it stands, I will now spend more time playing another game on one monitor while my freighter runs on the other. And I absolutely, wholeheartedly guarantee you this is a near-universal expression of your professional freighter players' feelings. Go ahead and do a survey. See how many feel this change isn't a slap in the face.
I know this will probably be ignored. I know the CCP rep already basically said to stuff it about the freighters many pages back. But I figure I can be one more voice amongst the dozens of others here complaining about freighters. Back to Netflix and semi-AFK hauling... Welcome to Rubicon!-á Freighters were too fast, so we slowed them down for you. CCP Fozzie: "But it's not back breaking"
Nerf Freighters more! Put an end to dangerous freighter races today! |

Centis Adjani
The Scope Gallente Federation
31
|
Posted - 2013.12.27 20:45:00 -
[649] - Quote
Zeva Vyllshan wrote:I just want to add my +1 on freighters being unnecessarily nerfed.
As the other... 50+? posts to this effect said, the changes all look great -- except freighters, and perhaps battleships. Moreso freighters because they easily make 100+ jumps in a day for a professional hauler.
These are already extreeeeeeemely slow beasts of burdens (as they should be) that are extreeeeeeeeemely boring to fly at the keyboard. There is absolutely no sane reason, whatsoever, to further nerf their warp speed. They were perfectly balanced before. As wise men/women say in my country -- if it ain't broken, don't try to fix it.
As it stands, I will now spend more time playing another game on one monitor while my freighter runs on the other. And I absolutely, wholeheartedly guarantee you this is a near-universal expression of your professional freighter players' feelings. Go ahead and do a survey. See how many feel this change isn't a slap in the face.
I know this will probably be ignored. I know the CCP rep already basically said to stuff it about the freighters many pages back. But I figure I can be one more voice amongst the dozens of others here complaining about freighters. Back to Netflix and semi-AFK hauling... Freighter pilots are lucky guys. Because they can work on a change to better the warp speed of their ships easiest. Just don't haul anymore. I guess, CCP would increase freighter warp speed immediate, if all hauling corps like Red Frog aso. stopped their work until the change happen. So, just don't haul anymore - do other things instead. The voice of the community, which don't get hauled their stuff anymore may be loud. |

Gwenn Dove
Mostly Harmless 42
0
|
Posted - 2014.01.20 22:52:00 -
[650] - Quote
Docking my Domi fleet till further notice - running Epic Arcs is incredibly irritating now. Take Wildfire - Surfacing for example. Flying 11 jumps there to destroy few rats and to fly 11 jumps back. 5 minutes of combat, 30 minutes of watching warp tunnel movie. I get it, CCP pushing us carebears to move forward to PvP .. oh wait, I heard that BS is even more useless in PvP now!  |
|

Mournful Conciousness
Embers Children TOHA Conglomerate
460
|
Posted - 2014.01.21 00:49:00 -
[651] - Quote
I did some benchmarking running missions from the apanake SoE hub. Results are here
Running level 4 missions in a domi + eos, killing every rat - so no blitzing.
In summary:
For missions in the same system: 10% of mission time is warping For missions 1 jump away: 30% of mission time is warping (!) For missions 2 jumps away: 50% of mission time is spent in warp!
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Falkor1984
The Love Dragons
41
|
Posted - 2014.01.21 10:46:00 -
[652] - Quote
Mournful Conciousness wrote:I did some benchmarking running missions from the apanake SoE hub. Results are hereRunning level 4 missions in a domi + eos, killing every rat - so no blitzing. In summary: For missions in the same system: 10% of mission time is warping For missions 1 jump away: 30% of mission time is warping (!) For missions 2 jumps away: 50% of mission time is spent in warp! Yeah everyone knows that but CCP. But hey they found something to make ceptors overpowered to please the noobs and they found something to make the less interesting part of the game (warping) longer for the older players. /me shakes his head in disbelief. |

Mournful Conciousness
Embers Children TOHA Conglomerate
465
|
Posted - 2014.01.23 09:01:00 -
[653] - Quote
Falkor1984 wrote:Mournful Conciousness wrote:I did some benchmarking running missions from the apanake SoE hub. Results are hereRunning level 4 missions in a domi + eos, killing every rat - so no blitzing. In summary: For missions in the same system: 10% of mission time is warping For missions 1 jump away: 30% of mission time is warping (!) For missions 2 jumps away: 50% of mission time is spent in warp! Yeah everyone knows that but CCP. But hey they found something to make ceptors overpowered to please the noobs and they found something to make the less interesting part of the game (warping) longer for the older players. /me shakes his head in disbelief.
Well, I think we all welcome the faster frigate warp speed and acceleration, including older players such as I. Interceptors now have a few roles as a result, and trawling across space in one to find something interesting to do is now less painful.
What I fail to understand is the decrease in battleship warp speed and acceleration. It was already long before.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Lephia DeGrande
Luxembourg Space Union
190
|
Posted - 2014.01.23 10:50:00 -
[654] - Quote
https://forums.eveonline.com/default.aspx?g=posts&t=294540&find=unread
Simply remove acceleration and most Problems would be solved. |

Centis Adjani
The Scope Gallente Federation
53
|
Posted - 2014.01.23 13:27:00 -
[655] - Quote
Mournful Conciousness wrote:Well, I think we all welcome the faster frigate warp speed and acceleration, including older players such as I. Interceptors now have a few roles as a result, and trawling across space in one to find something interesting to do is now less painful. Yes. That was really OK by CCP.
Mournful Conciousness wrote:What I fail to understand is the decrease in battleship warp speed and acceleration. There are a lot of reasons for the WarpSpeed nerf of BS - here are only some of the most important: - CCP love to annoy their customers (may be they are sadists). You can see this at many things. WS nerf is only one of these - The coders don't play the game. And if, they use overpowered Interceptors with weapons and tank like a BS - Nobody from CCP tried out a BattleShip with the NEW Warpspeed for longer than 2 Minutes. Just warped from Station to Gate for testing and said: "Oh nice, it warps. Anything OK." - The sense for things which make FUN in playing a game got completely lost by CCP. - Most CCP employees moved over the age of 40 now. Up from this age, you think: "The slower things happen, the better." - Graphics DEVs said: "To create such a nice warp tunnel took a lot of effort, so ppl should stare at this for hours."
|

Mournful Conciousness
Embers Children TOHA Conglomerate
468
|
Posted - 2014.01.23 14:44:00 -
[656] - Quote
Centis Adjani wrote: - Most CCP employees moved over the age of 40 now. Up from this age, you think: "The slower things happen, the better."
I just want to say at this point that I am over 40, and I like things to happen quickly too. It's just that I have learned to accept that the world does not move as fast as I would like it too. I think they call this "patience" or "maturity" or "wisdom" or something... but really it's just accepting that everyone sucks. 
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Arthur Aihaken
The.VOID
2821
|
Posted - 2014.01.23 16:28:00 -
[657] - Quote
That's an interesting assessment of how the new warp speed mechanics have impacted battleships with respect to mission running. Unlike the other sub classes, they're penalized twice: First for the abysmal acceleration and deceleration and then again for the overall slow warp speed. Hyperspacial rigs appear to change both warp speed and acceleration/deceleration, however. So with the Ascendancy implants speed is actually halfway decent (albeit expensive). I am currently away, traveling through time and will be returning last week. |

Centis Adjani
The Scope Gallente Federation
55
|
Posted - 2014.01.23 16:55:00 -
[658] - Quote
I have far better use of RIG slots and Implant slots as to waste them for Warp Speed. There is NO, absolutely NO, senseful reason why Battleships and Battlecruisers should not warp with 3.0/3.5 AU than before. Or even faster - we are in year 2014 and not in year 2004...
The reduction of the speed cost a lot of additional realtime for the same task than some months before. And mainly it cost a lot of game fun. It is just boring now to do Missions in a Battleship.
Mournful Conciousness wrote:I just want to say at this point that I am over 40, and I like things to happen quickly too. I am 55... But I am no Icelandic. They are with 40' like others with 80' Already proofed by a 2.0 WarpSpeed of Icelandic Battleships |

Tilde Keys
RedHat Enterprises
0
|
Posted - 2014.01.25 05:20:00 -
[659] - Quote
Here is a crazy question.
Why not show a graph for the last 4 months of how many people are flying Battleships in combat sites, missions, PVP, etc...etc...??
If everything is Unicorns and Rainbows as some say about the changes, the trend should be "about" the same over time around the release of the expansion. And if everything is doom and gloom like many pilots are posting, we should see a decrease.
|

Centis Adjani
The Scope Gallente Federation
72
|
Posted - 2014.02.02 10:31:00 -
[660] - Quote
Dear CCP Fozzie,
CCP Fozzie wrote: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). the distinction between these ships is way too high now! And in fact was unneccessary. Especially for BC and BS. The warp speed was 3.0 for the named ships in the past. Everybody lived with this for years without tears. Now Battleships warp with 2.0, Battlecruisers with 2.5, Cruisers still with 3.0 and Destroyers with 4.5. For Destroyers a very huge avantage. For BS a very huge penalty.
Did you, CCP Fozzie, tried anom escalations or Level 4 Epic Arcs yourself in a BattleShip after these changes? I had an escalation yesterday which sent me 10 jumps out to the battleground. After a long, long travel time in my BS I arrived and then the escalation ended there. Was really not funny to spent epic time in travel round-trip for nothing. Additional the perceptible longer time than before until leaving warp is not funny too. Arriving in mission pocket, I need to wait noticeable longer now until I am able to target the NPC.
This change regarding BS and BC is no improvement, really! For me as BC and BS pilot it is a technical regression and huge nerf. To revert this and let Destroyers, Cruisers, BC and BS warp with same speed like before, - this will be an improvement. Or at least we should have less distinction (Destroyer 4.5, Cruiser 3.5, BC 3.25 and BS 3.0)..
CCP Fozzie wrote: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. Yes, - if you don't revert these huge nerf for BC and BS pilots. Then give us a 'Warp Speed Boost' Module for the Low's (only usable for ships with Warp Speed 2.5 and lower) with a 75% Warp Speed increase. We can fit this for travel and (thank for the Mobile Depot) we can exchange it after arrival... But the faster and easier way will be just give BC and BS senseful and useful Warp Speed back.
Thank you for listening. |
|

PinkKnife
Future Corps Sleeper Social Club
494
|
Posted - 2014.05.02 21:25:00 -
[661] - Quote
PinkKnife wrote: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.
Welp, I'm glad to see another one of my ideas is finally being done. |

Nano Sito
Out Of Pure Selfishness
8
|
Posted - 2014.05.03 07:53:00 -
[662] - Quote
Warp speed changes made the game more boring. I'm all for having ships smaller than Cruisers being faster than before, but why nerfing BC and BS so aggressively? In my opinion, a BS should warp at half the speed of a Frigate, and everything else should fit in between that range. Furthermore, I would leave the current frigate warp speed as it is, and just increase that of BS and BC. |
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