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TomB
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Posted - 2003.09.01 21:53:00 -
[1]
Edited by: TomB on 05/09/2003 12:59:49 Edited by: TomB on 03/09/2003 11:36:01 Shield Boosters: - Medium Shield Booster has been increased by 50% in shield boost and capacitor need. - Large Shield Booster has been increased by 100% in shield boost and capacitor need. - Xlarge Shield Booster has been increased by 150% in shield boost and capacitor need.
Shield Hardeners: - All single boosting Shield Hardeners have been decreased from 70% resistance to 50% resistance. This was done because of some ships being able to be immune to all damage types (this was suposed to have been changed with the changes done to the multi spectral shield hardeners).
Armor Repairers: Small, Medium and Large Armor Repairers have all been changed in usage: - Duration of all armor repairers have been changed from 30 secs to 15 secs. - Amount repaired has been increased alot and capacitor usage has been lowered compaired to amount repaired.
Shield Boost Amplifier: New module, med slot; increases shield boosting amount by 30%.
End Note: shield boosting and armor repairing have been boosted alot since the shield hardener nerf will be taking place, players will should able to keep them alive much longer but not able to make them totally immune to all damage types, test this on Chaos and comment all you want.
Hiiiyyyyaaa! 
Edit to gather more information from thread:
Stacking modifiers:
I agree on what players are talking about on these, and I'm all open ears to suggestions on how you folks want to penalize stacking of modules that affect the same attribute.
Rather than nerfing all modules that get to powerful the easier task would be nerfing bonus of stacking modules that give a multiplier to an attribute (this seems only to be a problem with modules that give multiplier bonus).
Shield Hardener upgraded to 50%
"Where is my hat?" |

TomB
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Posted - 2003.09.02 11:01:00 -
[2]
Edited by: TomB on 02/09/2003 11:06:14 The BH Team put the shield amplifiers into the FightClub corp hangar, the item in question is called "Shield Boost Amplifier I".
Edit: Shield Boosters cost much more CPU than Armor Repairers, but Armor Repairers cost much more powergrid.
Also: Lasers cost much more powergrid than before so if a player wants to fit his ship with 4-5 Tachyons for example, he will have to fill his low slots with modules for extra powergrid. Amarr ships are suposed to be able to deal out alot of damage or be complete tanks, but they won't be able to do both very well.
"Where is my hat?" |

TomB
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Posted - 2003.09.02 14:26:00 -
[3]
Scorpion could be the most powerful battleship if it was fitted that way, which it was not designed for. This battleship is designed for hi-tech operations such as electronic warfare. It still has 4 launchers and launchers are good at dealing damage now, check how they are working on Chaos (Missiles will also get decreased in price). But yes, if you want to be able to deal out the most damage in a Caldari battleship, you should rather fly a Raven which has more low slots, more hi-slots, more launchers, more powergrid and more capacitor.
"Where is my hat?" |

TomB
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Posted - 2003.09.02 14:50:00 -
[4]
Defenders are being looked at - Armor Repair Unit has been added to "modules allowed in warp" group (Chaos updated with it later).
The scorpion is not a useless ship, the hardeners got nerfed and not the scorpion. You can still make the scorpion almost immune to various attacks but not as much before. But you now have more possibilites to survive in combat.
"Where is my hat?" |

TomB
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Posted - 2003.09.03 08:03:00 -
[5]
Please stay calm, these changes won't go live until in 1-2 weeks (just as Ana said without knowing for real), big changes like these are meant for being well tested and getting your feedback.
I don't want to lock this thread to let people flame somewhere else, where I don't hear you.
"Where is my hat?" |

TomB
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Posted - 2003.09.03 08:47:00 -
[6]
There are more changes going to happen around here very soon, shield amplifiers will most likely be moved to medium slots, shield hardeners be upped a little bit again and more. The proposed reduction of stacking effiency is a good idea and I will look at it and other possibilites.
I deleted some posts here after my last post where I asked about keeping pax in this thread, if insults continue I will lock the thread and you can read about changes in next patch update. It would be bad for all because this kind of communication with you folks is the quickest and the best there is, any balancing changes would take much longer time.

"Where is my hat?" |

TomB
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Posted - 2003.09.03 09:51:00 -
[7]
Edited by: TomB on 03/09/2003 10:26:35 Changed to level 1 for next update
Edit: put 1 instead of 3, 1 sounds better
"Where is my hat?" |

TomB
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Posted - 2003.09.03 11:35:00 -
[8]
Stacking modifiers:
I agree on what players are talking about on these, and I'm all open ears to suggestions on how you folks want to penalize stacking of modules that affect the same attribute.
Rather than nerfing all modules that get to powerful the easier task would be nerfing bonus of stacking modules that give a multiplier to an attribute (this seems only to be a problem with modules that give multiplier bonus).
This would of course mean unnerfing of the shield hardener. Rather help with suggestions than flaming, I would like to get a good balance on this as soon as possible so I can finally start making new stuff (new ship, new stuff to do, new modules, new techs) for you all.
PS: shield boost amplifier moved to medium slot and bonus upped to 30%, any rejections?
"Where is my hat?" |

TomB
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Posted - 2003.09.03 13:37:00 -
[9]
Edited by: TomB on 03/09/2003 13:38:33
Quote: Well, moving shield boost amps to medium slots allows the Scorpion to recharge 3011 shield per 400 capacitor. I believe the only solution to all imbalances like this is indeed to limit stacking.
Would not apply if we penalize stacking of multiplying modules, or change how they affect attributes in some other way.
"Where is my hat?" |
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