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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?" |

Lake
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Posted - 2003.09.01 22:03:00 -
[2]
I like every one of these changes. Not much more to say than that ;-)
~Lake |

Runefinger
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Posted - 2003.09.01 22:12:00 -
[3]
/me waves bye to hit closerange npc killing setup.....
i liked the use off shieldhardeners... only a scorpion could become a real tank and if he does that you can easely capdrain him to make sure he can't keep them running...
tobad the resistance it going down... would it not be better to just up the cap use ?
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Ana Khouri
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Posted - 2003.09.01 22:23:00 -
[4]
Hehe, yes, I have to kill my one, too. Too bad, it was pretty effective.
Now, what do I put into my med slots? Perhaps 1-2 of this rare ammo repaires i orginially had in queue for recyceling. mhhh...
free speech not allowed here |

Taliranowe Sarum
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Posted - 2003.09.01 22:25:00 -
[5]
\o/ Read the Rules Of Conduct and Terms Of Usage
"There is TONS of flaming, personal abuse and other bad behaviour on the In-game board and in In-game world. If everybody would just read the rules and follow them, the EVE world be a much nicer place to be in."
Feel free to copy this Signature. |

StiZum Hilidii
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Posted - 2003.09.01 22:28:00 -
[6]
u leave those shield hardeners alone dammit.
tell you what how about leaving all you tempering alone till you get all the bugs out? yeah sound like a good idea? people not stuck in stations for days or regions going down..how about those STAN
FACTA NON VERBA |

Ad'rena
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Posted - 2003.09.01 22:46:00 -
[7]
and i was gona get me 2 of each shield hardeners..
oh well.. guess iŠll just have to keep using ECM...  |

dalman
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Posted - 2003.09.01 22:53:00 -
[8]
woo, not a little change. I guess I better get myself a 13000 shield instead of using 7 hardeners for my tank setup. But it will certainly make it easier for me to kill others
M.I.A. since 2004-07-30 |

Valeria
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Posted - 2003.09.01 23:17:00 -
[9]
A small note: From what I've seen, the Shield Boost Amplifiers doesn't stack. Atleast not according to my info window on the Shield Booster itself.
If they did/do, then that would cause great imbalance. If my calculations are correct, a Armaggedon could recharge 4900 shield per boost.
Your 425mm Prototype I Gauss Gun perfectly strikes some nublar, wrecking for 1155.0 damage. |

dalman
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Posted - 2003.09.01 23:38:00 -
[10]
Quote:
If they did/do, then that would cause great imbalance. If my calculations are correct, a Armaggedon could recharge 4900 shield per boost.
ouch. I haven't logged in on chaos yet (busy on Tran), what's the stats on those modules?
M.I.A. since 2004-07-30 |

Valeria
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Posted - 2003.09.01 23:48:00 -
[11]
It states 2000% bonus, but apparently the actual bonus applied is 30%.
Your 425mm Prototype I Gauss Gun perfectly strikes some nublar, wrecking for 1155.0 damage. |

Jorlin
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Posted - 2003.09.01 23:50:00 -
[12]
Quote:
Shield Hardeners: - All single boosting Shield Hardeners have been decreased from 70% resistance to 40% 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).
*sigh* so because the ships with lots of midslots were able to fit more hardeners than they should, the ones already low of those slots get another downgrade... wouldn't it be possible to limit the maximum gain you could get from a single module type?
flying a Minnie Cruiser i'll get some serious problems there... but ok, i'll adapt. maybe it's back to empire space for NPC hunting. 
no police, no summons, no courts of law; no proper procedure, no rules of war; no mitigating circumstance; no lawyers fees, no second chance! |

Kalki Nibiru
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Posted - 2003.09.02 01:05:00 -
[13]
Hey TomB I like the changes, so while you are at it, why dont you make those pirate drop Shield Hardeners worth more and give them say, 50% resistance, or 55% resistance.
Taken from the May 29th 2003 Devchat at EveGate . <Muaddid> Q: When will sentry gun and station and similar construction pods be introduced on the market? <Hellmar> we have various player owned entities already implemented. Sentry guns, power/shield generators, field repair mini-stations, mobile refineries. We are still working out the last tidbits of how they can be over taken, what is the penalty of having a sentry gun kill a n00b etc. and we have been a bit busy with plugging the holes that people have found.I would say that you'd start to see these items on the market in about 2-3 weeks, very expensive to begin with |

Arathmon
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Posted - 2003.09.02 01:40:00 -
[14]
Quote: u leave those shield hardeners alone dammit.
tell you what how about leaving all you tempering alone till you get all the bugs out? yeah sound like a good idea? people not stuck in stations for days or regions going down..how about those
Quit ****ing. If you knew anything about how CCP operates, you would know that TomB has nothing to do with fixing people getting stuck in stations. Think before you complain next time. --------------- I used to be in the FA. I like cookies. Eve Radio is teh pwn. |

Karif
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Posted - 2003.09.02 02:55:00 -
[15]
For those wondering,
Small Armor Repairer Activation Cost:40 Time: 15s HP Repaired: 60 CPU: 5tf Grid: 5MW
Medium Armor Repairer Activation Cost:160 Time: 15s HP Repaired: 240 CPU: 50tf Grid: 150MW
Can't find the new Shield Booster Amplifiers on the market (I don't operate out of the FC). =============================== Deception + Information + Skill |

Slithereen
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Posted - 2003.09.02 03:01:00 -
[16]
Edited by: Slithereen on 02/09/2003 03:09:25
These changes will favor ships with a lot of low slots. Instead of a ship with plenty of midslots being invincible, you have a ship with plenty of low slots being invincible. This is the kind of setup that encourages people putting more relays, fluxes and diags on the low slots.
You are just shifting the superiority from one ship to another.
I'm not sure if I favor the idea.
A scorpion may be a tank, but the lack of its own turrets is its own nerf. So you have a tank with fewer guns.
An Armeggedon, with plenty of turrets and low slots on the other hand, can become both a tank with the big guns.
Also, damage for many weapons are being increased and missiles aer going to be faster. Already that should be counterbalanced with stronger defenses. I thought the game should be heading towards prolonged attritional warfare where battleships should die in battles lasting for minutes not seconds.
_______________________________________________ "Is it me or the bad guys just getting totally pathetic?"---Clover, Totally Spies, "Hope is wasted on the Hopeless."---Mandy, The Grim Adventures of Billy and Mandy. "Stars are holes in the sky from which the light of the Infinite shine through."---Confucius.
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Jash Illian
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Posted - 2003.09.02 05:02:00 -
[17]
Errr...Ahhh....Ummm
Oh nevermind. Anyone selling Armor Plating? 
I mean its like you want corporations to oblige each other like its sex or something. Pffft I would rather **** my enemy.- Rohann
Be careful out there. That other guy waiting in the queue for the gate MIGHT be a baby-munching frock-burner, YOU JUST DON'T KNOW!- Lallante |

Lucas De'Thal
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Posted - 2003.09.02 08:20:00 -
[18]
*sigh*
another nerf in the wrong direction for the wrong reasons. ______________________________________________ Hellmar > sorry for the attitude, playing a n00b character through the current state just left me a bit bitter dev chat: Mar 18, 2004
hellmar> "you lot are just so clever you have a good history for out smarting us :-S " dev chat: Feb 12, 2004 |

Mary Anne
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Posted - 2003.09.02 08:28:00 -
[19]
Quote: These changes will favor ships with a lot of low slots. Instead of a ship with plenty of midslots being invincible,...
Did you test that? You got a full test series on hit and defense vs various ship types (app. 100 times each)?
No? Are you serious?
Why do you talk?
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Discorporation
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Posted - 2003.09.02 08:42:00 -
[20]
Quote: Edited by: Slithereen on 02/09/2003 03:09:25 These changes will favor ships with a lot of low slots. Instead of a ship with plenty of midslots being invincible, you have a ship with plenty of low slots being invincible. This is the kind of setup that encourages people putting more relays, fluxes and diags on the low slots.
You are just shifting the superiority from one ship to another.
Reducing shield hardeners to 40% will make armor important again. Ever wondered why Amarr ships had so many low slots? I believe it's because they're -meant- to be tanks. Hard-hitting, hard to damage, but not really sophisticated 
Quote:
A scorpion may be a tank, but the lack of its own turrets is its own nerf. So you have a tank with fewer guns.
A Scorpion is supposed to be an EW support battleship, as can be seen from its (horrible) amount of med-slots 
Quote: An Armeggedon, with plenty of turrets and low slots on the other hand, can become both a tank with the big guns.
Which is it's purpose. Conversely, it's easily jammed and has a low amount of med slots (so not a lot of EW there).
Quote: Also, damage for many weapons are being increased and missiles aer going to be faster. Already that should be counterbalanced with stronger defenses. I thought the game should be heading towards prolonged attritional warfare where battleships should die in battles lasting for minutes not seconds.
Use armour hardeners 
[Heterocephalus glaber]
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ga'ia
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Posted - 2003.09.02 09:12:00 -
[21]
Edited by: ga'ia on 02/09/2003 09:19:40 Yes! Finally we can get rid of shield camping bships, one can almost not even see the damn ship under all those layers of shields! o_0. Great changes and I must say..it will be very interesting to try this out =). However TomB, DONT forget to change all the META versions of the items youŠve changed, the v-15 (multispectral shield harderner) still have 40% on all! (gonna catch the moment by performing some naggin, <naggin> plz make a higher resolution for the megathron bitmap, it really sux< /naggin> ;PPP ) __________________________________________________________ |

Serge
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Posted - 2003.09.02 09:20:00 -
[22]
Cool - thats a great step into the right direction imo.
Now armour has a meaning again! And the use of armor boosters (energized) will probably be worth it ;) though it will be a prob with CPU usage now ... these armor boosts need hell a lot of CPU to be fitted ... this for BS only? ***********************************************
... "we suddenly have a good 2 dozen Chicken Littles running about proclaiming tha |

Rayvenous
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Posted - 2003.09.02 09:50:00 -
[23]
Edited by: Rayvenous on 02/09/2003 09:51:06 Well done so far TomB.
I like all the announced changes (Battleships, Turrets, missles and modules) in general, ok it wonŠt be the last changes for complete balancing, but it points into the right direction.
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Ka'loor
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Posted - 2003.09.02 10:12:00 -
[24]
YAY, i like your changes TomB, iots really fits in with the BB turret changes, i think they should balance each other out.
Attack without mercy, until blood is gone, until life is gone, until the light is gone, unto the shadow itself.
Better to die with honor, than to live in shame. |

Mary Anne
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Posted - 2003.09.02 10:18:00 -
[25]
TomB,
I still do not like the fact, that you tune current items. Anyway as you are at it, please review the following: - Modules: With the same setup, dmg add mods provide different benefit after some time of play. Eg: using 3 skadi and an extruded heat sink, I got 95-254 dmg a hit with a Hvy Afocal Laser. Later I got 23 - 105 max dmg on same opponent on same setup on same range with same weapon. This has been stated by other players to apply for other items too (wrong cumulative benefit after excessive use of mods to one stat). - Sometimes shield hardeners stay switched on (invulnerability) without consuming grid. And yes, the effect is there. - ...
While those bugs are still ingame, how do you want to balance properly???????
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TomB
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Posted - 2003.09.02 11:01:00 -
[26]
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?" |

ULTIMA TREX
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Posted - 2003.09.02 11:06:00 -
[27]
Edited by: ULTIMA TREX on 02/09/2003 11:06:52 Since the hardeners are doing alot less for us now under half the resistance it once was. is the capacitor energy need going to be lowered aswell? i think it should.
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Slithereen
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Posted - 2003.09.02 11:12:00 -
[28]
The shield hardener visuals should be changed to something a lot more transparent instead of hiding in a cloud thing.
_______________________________________________ "Is it me or the bad guys just getting totally pathetic?"---Clover, Totally Spies, "Hope is wasted on the Hopeless."---Mandy, The Grim Adventures of Billy and Mandy. "Stars are holes in the sky from which the light of the Infinite shine through."---Confucius.
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Ana Khouri
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Posted - 2003.09.02 11:43:00 -
[29]
"Under half the resistance"? 70% vs 40% - thats 57% of the old ones.
The cap need of the normal hardeners is pretty low. 2 - 2.5 cap/s - any large gun (exept projectiles, of cource) use more cap/s.
free speech not allowed here |

Juan Andalusian
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Posted - 2003.09.02 11:54:00 -
[30]
Agree with Discorporation.
Medium Slots shouldn't make a tank. Low slots should. It's a good thing these changes are slowly starting to make armor important.
**Pain is meant to be felt** |
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