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Thread Statistics | Show CCP posts - 11 post(s) |

Jerick Ludhowe
Shadow Legion Industries Dark Phoenix Rising.
16
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Posted - 2011.11.08 19:09:00 -
[241] - Quote
CCP Tallest wrote:Perdition64 wrote:CCP Tallest, any plans on further developing the hybrid changes before patch day so they can actually make an impact come Winter? Yes indeed. I was just about to post an update. * Hybrid turret reload time will be 5 seconds. * Hybrid ammo will be 50% smaller (and turret capacity reduced to keep same number of charges) * Blaster damage +5% (except XL turrets) * Railgun tracking +5% (except XL turrets) ..also, Hail falloff penalty will be 25%, not 0%.
As a bitter vet I have to say that I'm loving the transparency you and your team have been showing us in recent history Tallest . The Charge size and reload time are obviously the biggest changes here however the 5% dmg and 5% tracking are nothing to scoff at.
Understood that it has been stated that the ships themselves may receive further changes 'after' Hybrids have been brought inline. Too avoid any tinfoil hatting I will not ask any specifics as to ships. However I was wondering if you and your team were/are still looking at potentially modifying individual ship stats?
Cheers on the post Tallest and best of Luck to you and the team. -Jerick
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Tristan North
The Scope
40
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Posted - 2011.11.08 19:13:00 -
[242] - Quote
CCP Tallest wrote:
Yes indeed. I was just about to post an update.
* Hybrid turret reload time will be 5 seconds. * Hybrid ammo will be 50% smaller (and turret capacity reduced to keep same number of charges) * Blaster damage +5% (except XL turrets) * Railgun tracking +5% (except XL turrets)
..also, Hail falloff penalty will be 25%, not 0%.
What about the ships? |

Bhaal Chinnian
Hedion University Amarr Empire
7
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Posted - 2011.11.08 19:14:00 -
[243] - Quote
CCP Tallest wrote:Perdition64 wrote:CCP Tallest, any plans on further developing the hybrid changes before patch day so they can actually make an impact come Winter? Yes indeed. I was just about to post an update. * Hybrid turret reload time will be 5 seconds. * Hybrid ammo will be 50% smaller (and turret capacity reduced to keep same number of charges) * Blaster damage +5% (except XL turrets) * Railgun tracking +5% (except XL turrets) ..also, Hail falloff penalty will be 25%, not 0%.
I assume these are in addition to what have already been added?
If not, then these are baby steps...remember, damage will be next to nothing if a blaster ship can't get into range i the 1st place.
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CCP Tallest
C C P C C P Alliance
167

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Posted - 2011.11.08 19:15:00 -
[244] - Quote
Yes those are in addition to the previously proposed changes. |
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Bhaal Chinnian
Hedion University Amarr Empire
7
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Posted - 2011.11.08 19:21:00 -
[245] - Quote
CCP Tallest wrote:Yes those are in addition to the previously proposed changes.
wow, I applaud your response time now get back ta work!! 
|

tika te
Royal Amarr Institute Amarr Empire
10
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Posted - 2011.11.08 19:26:00 -
[246] - Quote
Tallest, thx for your comments; it's awesome to see you devs actually talk to the players here on forums. don't konw how other player tick, but to me this means a lot - it shows that you ppl at ccp actually care...at least you do. thx.
just keep up the good work! |

Pattern Clarc
Aperture Harmonics
275
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Posted - 2011.11.08 19:33:00 -
[247] - Quote
Blaster tracking increase should be higher than the original one you proposed, though I feel your squeezing out as much improvement to hybrids as your self defined limits can allow?
Time to fix the gallente active tanking bonused ships, caldari hybrid platforms and hybrid ammo...
Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction |

Captain Alcatraz
Muppet Ninja's Ninja Unicorns with Huge Horns
17
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Posted - 2011.11.08 19:34:00 -
[248] - Quote
CCP Tallest wrote:Perdition64 wrote:CCP Tallest, any plans on further developing the hybrid changes before patch day so they can actually make an impact come Winter? Yes indeed. I was just about to post an update. * Hybrid turret reload time will be 5 seconds. * Hybrid ammo will be 50% smaller (and turret capacity reduced to keep same number of charges) * Blaster damage +5% (except XL turrets) * Railgun tracking +5% (except XL turrets) ..also, Hail falloff penalty will be 25%, not 0%.
I aint gay but, marry me? This will make blasters awesome but not over the top, LOVE IT |

Gecko O'Bac
Deep Core Mining Inc. Caldari State
13
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Posted - 2011.11.08 19:38:00 -
[249] - Quote
Uhm... I think I'm missing something... What's the point of reducing ammo size and reducing turret space? Just so you can bring more ammo? |

Moonaura
Swedish Aerospace Inc The Kadeshi
9
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Posted - 2011.11.08 19:39:00 -
[250] - Quote
Gecko O'Bac wrote:Uhm... I think I'm missing something... What's the point of reducing ammo size and reducing turret space? Just so you can bring more ammo?
Exactly that. And space to loot stuff etc. |

Manar Detri
Sebiestor Tribe Minmatar Republic
3
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Posted - 2011.11.08 19:40:00 -
[251] - Quote
Gecko O'Bac wrote:Uhm... I think I'm missing something... What's the point of reducing ammo size and reducing turret space? Just so you can bring more ammo?
So you can pack up more capacitor charges and loot off melted wrecks. Also it's in more line with other ammo. |

Garbad theWeak
28
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Posted - 2011.11.08 19:43:00 -
[252] - Quote
CCP Tallest wrote:Yes those are in addition to the previously proposed changes. Tallest, is CCP considering removing on grid probing? Until this is removed, sniping is effectively impossible, and thus, railguns will remain the worst weapon system.
Thanks.
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mkint
306
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Posted - 2011.11.08 19:48:00 -
[253] - Quote
Looks like we're getting closer, for sure. Null ammo could probably still use a major range buff to bring it closer in line with other equivalent ammo types, but we're definitely on the right track.
Also, Tallest, WTB your t-shirt that says "fokking fokk" that you wore in the video. |

Pattern Clarc
Aperture Harmonics
276
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Posted - 2011.11.08 19:50:00 -
[254] - Quote
Also, would still like a little extra grid for Ishtar, Phobos, Proteus and talos. Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction |

Hungry Eyes
Ministry of War Amarr Empire
135
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Posted - 2011.11.08 19:52:00 -
[255] - Quote
i really hope the ship buffs are mind-blowing, because as is, rails and blasters are still useless. |

Magosian
Center for Advanced Studies Gallente Federation
113
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Posted - 2011.11.08 19:58:00 -
[256] - Quote
Hungry Eyes wrote:i really hope the ship buffs are mind-blowing, because as is, rails and blasters are still useless on the current ships.
I feel the same way. Although I would much rather the weapon system be the primary focus of the changes. Moderate increases to Gallente speed/agility doesn't actually change a Minmatar-kiting scenario, nor does it do anything about the more substantial speed penalties incurred by buffing an armor tank. |

Daedalus Arcova
60
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Posted - 2011.11.08 20:08:00 -
[257] - Quote
Once again, these are very welcome adjustments, but still not far enough.
For the sake of my blood pressure, I'm just going to convince myself that you're also going to nerf pulse and autocannon tracking or replace all Gallente 5% hybrid damage ship bonuses with10% ones. 
Don't let me down, Tallest. |

Hungry Eyes
Ministry of War Amarr Empire
136
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Posted - 2011.11.08 20:11:00 -
[258] - Quote
Daedalus Arcova wrote:Once again, these are very welcome adjustments, but still not far enough. I'm just going to choose to believe that you're going to simultaneously nerf pulse and autocannon tracking or replace all Gallente 5% hybrid damage ship bonuses with10% ones. 
pulses and AC's need to be nerfed big time to give hybrids some room, or rails need a monstrous buff/homogenization along with the deletion of blasters to fit hybrids in the current meta. thats if we're leaving ships as is. if gall ships are getting some major overhauls, then nevermind what i said. |

Mag's
the united Negative Ten.
2026
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Posted - 2011.11.08 20:17:00 -
[259] - Quote
I still don't see a reason to fly blaster ships with these changes.
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |

MeBiatch
Republic University Minmatar Republic
105
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Posted - 2011.11.08 20:27:00 -
[260] - Quote
There was an issue with parsing this post's BBCode |

Magosian
Center for Advanced Studies Gallente Federation
113
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Posted - 2011.11.08 20:28:00 -
[261] - Quote
Daedalus Arcova wrote:Once again, these are very welcome adjustments, but still not far enough.
50% agree. Nice to see work is being done but I still can't shake the impression CCP doesn't understand the underlying issues. How core shortcomings of hybrids are addressed could easily obsolete most of the proposed modifications on test anyhow.
Daedalus Arcova wrote:For the sake of my blood pressure, I'm just going to convince myself that you're also going to nerf pulse and autocannon tracking or replace all Gallente 5% hybrid damage ship bonuses with10% ones. 
I see no point in increasing hybrid damage when their ships cannot control, to any degree, the range at which the shooting starts.
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Arkady Sadik
Gradient Electus Matari
197
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Posted - 2011.11.08 20:29:00 -
[262] - Quote
CCP Tallest wrote:Yes indeed. I was just about to post an update.
* Hybrid turret reload time will be 5 seconds. * Hybrid ammo will be 50% smaller (and turret capacity reduced to keep same number of charges) * Blaster damage +5% (except XL turrets) * Railgun tracking +5% (except XL turrets)
..also, Hail falloff penalty will be 25%, not 0%. Please be careful with sweeping changes to all blasters. The small blasters are quite fine - the frigate-sized blaster (and rail) setups are already very competitive if not "the best" (Taranis, Daredevil). |

mkint
306
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Posted - 2011.11.08 20:47:00 -
[263] - Quote
Magosian wrote:Hungry Eyes wrote:i really hope the ship buffs are mind-blowing, because as is, rails and blasters are still useless on the current ships. I feel the same way.  Although I would much rather the weapon system be the primary focus of the changes. Moderate increases to Gallente speed/agility doesn't actually change a Minmatar-kiting scenario, nor does it do anything about the more substantial speed penalties incurred by buffing an armor tank. What if there was a buff to Energized Regenerative Membranes, perhaps remove stacking penalties making them nearly (but not quite) as effective as plates? Does anyone use regenerative membranes anyway? As it is, you'd need 14k raw armor HP for a T2 regenerative membrane to be as effective as even an 800mm plate, which you won't see in anything smaller than a capital. In fact, the most raw HP gallente BS (hyperion) you'd see the equivalent of a 400mm plate. Even if stacking penalties were removed, it would take 3 regeneratives would add the raw HP of 1 1600mm plate on a hyperion. So, what if Gallente active repair ships were given bonuses to using regenerative plates instead?
Just playing with numbers, maybe the fix to the gallente armor/close range conundrum is in the armor modules? |

Hungry Eyes
Ministry of War Amarr Empire
137
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Posted - 2011.11.08 20:56:00 -
[264] - Quote
mkint wrote:
What if there was a buff to Energized Regenerative Membranes, perhaps remove stacking penalties making them nearly (but not quite) as effective as plates?
love this suggestion. but...amarr ships would be OP then. |

MeBiatch
Republic University Minmatar Republic
105
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Posted - 2011.11.08 21:00:00 -
[265] - Quote
or how about they make different types of plates mean something like 1600 thungsten adds the most armor but should also add the most mass... what if they made crystal plates do like 10% less armor boost but have 50% less mass adition? |

Podcat
Genos Occidere HYDRA RELOADED
0
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Posted - 2011.11.08 21:00:00 -
[266] - Quote
CCP Tallest wrote:Perdition64 wrote:CCP Tallest, any plans on further developing the hybrid changes before patch day so they can actually make an impact come Winter? Yes indeed. I was just about to post an update. * Hybrid turret reload time will be 5 seconds. * Hybrid ammo will be 50% smaller (and turret capacity reduced to keep same number of charges) * Blaster damage +5% (except XL turrets) * Railgun tracking +5% (except XL turrets) ..also, Hail falloff penalty will be 25%, not 0%.
that sounds really nice. the faster reload will be refreshing, however 5% damage isnt enough for blasters. 10% would be a start. also nice to hear hail gets falloff penalty again, it was already good and didnt need buff |

Buzzmong
Aliastra Gallente Federation
7
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Posted - 2011.11.08 21:03:00 -
[267] - Quote
Careful now, small blasters (thanks to the ships being the fastest/manouverable) weren't uncompetitive before, don't make them OP.
It's just med and large that had problems. |

PinkKnife
Garden Of The Gods
13
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Posted - 2011.11.08 21:03:00 -
[268] - Quote
CCP Tallest wrote:Perdition64 wrote:CCP Tallest, any plans on further developing the hybrid changes before patch day so they can actually make an impact come Winter? Yes indeed. I was just about to post an update. * Hybrid turret reload time will be 5 seconds. * Hybrid ammo will be 50% smaller (and turret capacity reduced to keep same number of charges) * Blaster damage +5% (except XL turrets) * Railgun tracking +5% (except XL turrets) ..also, Hail falloff penalty will be 25%, not 0%.
That sounds awesome, bring it down to about 3 seconds and I think it would be perfect. Still, at 5, it is to the point that I can consider bringing multiple ammo types, especially with the decrease in size. I think 5 is still a long time in most pvp fights, but the 0-1 second would be homogonizing to the enery turrets. 3 seems to be a good compromise in my opinion.
Think about the larger clip size as well as a factor to make them unique (belt loading for lore whores)
Still though, I think this will make life a bit easier for the gallente pilots.
Thanks for listening CCP. <3 |

MeBiatch
Republic University Minmatar Republic
105
|
Posted - 2011.11.08 21:05:00 -
[269] - Quote
honestly all i think that is left for blasters is to boost null falloff...
give blasters 5% more damage (with 50% more alpha) and slightly more tracking...
as for rails... if you are going to fix probeing like pattern clerc suggested... then they are pretty darn close to fixed... perhaps spike needs a damage boost?
if not and ccp is standing firm on 150km+ combat being dead... i think rails are going to need alot more work...
also for those who pve please do the 80/20 damage split for the ammo...
that way i can use hybrids to rat against any of the pirate factions with doing either primary or atleast secondary damage... |

indicast
Grim Determination Nulli Secunda
3
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Posted - 2011.11.08 21:05:00 -
[270] - Quote
Yes indeed. I was just about to post an update.
* Hybrid turret reload time will be 5 seconds. * Hybrid ammo will be 50% smaller (and turret capacity reduced to keep same number of charges) * Blaster damage +5% (except XL turrets) * Railgun tracking +5% (except XL turrets)
..also, Hail falloff penalty will be 25%, not 0%.[/quote]
but,why would anyone benefit from that reload bonus?i mean faction antimmater is best ammo to use tbh |
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