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Thread Statistics | Show CCP posts - 4 post(s) |
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CCP Fozzie
C C P C C P Alliance
8919
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Posted - 2014.01.16 15:10:00 -
[1] - Quote
Hello everyone! Now we arrive at the more significant package of balance changes in today's announcements.
As I announced at EVE Vegas, changes to overheating were on the plan for Rubicon, specifically expanding heat functionality to many modules that did not have it before. This set of changes was bumped from the main Rubicon release due to time and will be arriving in Rubicon 1.1, along with some associated balance changes to some modules heavily affected by the heat iteration.
I'll be talking about the heat specific changes in this thread, and splitting the associated balance changes off into their own threads to help focus the discussion.
Those other threads cover:
Tracking Disruptor, Sensor Dampener, Target Painter Changes
Capital Turret Changes
Omnidirectional Tracking Link Changes
I'd advise reading this OP all the way through before jumping to those ones quite yet.
Ok! Time to look at overheating itself.
Heat is one of our favourite combat mechanics as it provides opportunities for good decision making, bad decision making, and the excitement that comes from not knowing how your decision making will compare to that of your opponents.
The main goals of this change are to lower the barrier of entry a little so that newer players can choose to jump into overheating earlier, and to expand the heat mechanic to a lot of modules (mostly active midslot modules) that one would expect to use heat but currently do not.
Firstly, we are reducing the Power Grid Management skill requirement to train Thermodynamics from level 5 to level 4. This means that post 1.1 the requirements to train Thermodynamics will be Capacitor Management III, Science IV, and Power Grid Management IV. PGM is still a great skill to get to level 5, but now you can start overheating before starting that relatively long train.
Next, we are expanding what modules can use heat. Modules gaining heat functionality are: The overheating effects of the modules will be as follows: TC, SB, Omni, Remote TC, Remote SB: 15% strength Remote ECCM: 30% strength TD, Damp, Painter, ECM Burst: 20% strength Smartbombs, TSB, Bubble launcher: -15% duration
Most of these modules will be getting heat generation rates in the same range as similar modules, with the notable exception of smartbombs. Overheated smartbombs will give off a lot of heat (less than prop mods but more than most other modules) to ensure that a full rack of them cannot be sustainably overheated for extended periods.
That's the changes we are making to heat itself in Rubicon 1.1. There are obviously other changes we want to make in the future including improvements to the UI and feedback for colorblind players, but those will need to wait for future releases.
Please take a look at the other threads linked at the top of this post for information on the other module balance changes being made to Ewar modules, Capital guns, and Omnidirectional Tracking Links in concert with these heat changes.
These changes will be on SISI in an upcoming update and we look forward to hearing your feedback. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1080
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Posted - 2014.01.16 15:18:00 -
[2] - Quote
CCP Fozzie wrote:Hello everyone! Now we arrive at the more significant package of balance changes in today's announcements. As I announced at EVE Vegas, changes to overheating were on the plan for Rubicon, specifically expanding heat functionality to many modules that did not have it before. This set of changes was bumped from the main Rubicon release due to time and will be arriving in Rubicon 1.1, along with some associated balance changes to some modules heavily affected by the heat iteration. I'll be talking about the heat specific changes in this thread, and splitting the associated balance changes off into their own threads to help focus the discussion. Those other threads cover: Tracking Disruptor, Sensor Dampener, Target Painter ChangesCapital Turret ChangesOmnidirectional Tracking Link ChangesI'd advise reading this OP all the way through before jumping to those ones quite yet. Ok! Time to look at overheating itself. Heat is one of our favourite combat mechanics as it provides opportunities for good decision making, bad decision making, and the excitement that comes from not knowing how your decision making will compare to that of your opponents. The main goals of this change are to lower the barrier of entry a little so that newer players can choose to jump into overheating earlier, and to expand the heat mechanic to a lot of modules (mostly active midslot modules) that one would expect to use heat but currently do not. Firstly, we are reducing the Power Grid Management skill requirement to train Thermodynamics from level 5 to level 4. This means that post 1.1 the requirements to train Thermodynamics will be Capacitor Management III, Science IV, and Power Grid Management IV. PGM is still a great skill to get to level 5, but now you can start overheating before starting that relatively long train. Next, we are expanding what modules can use heat. Modules gaining heat functionality are: The overheating effects of the modules will be as follows: TC, SB, Omni, Remote TC, Remote SB: 15% strength Remote ECCM: 30% strength TD, Damp, Painter, ECM Burst: 20% strength Smartbombs, TSB, Bubble launcher: -15% duration Most of these modules will be getting heat generation rates in the same range as similar modules, with the notable exception of smartbombs. Overheated smartbombs will give off a lot of heat (less than prop mods but more than most other modules) to ensure that a full rack of them cannot be sustainably overheated for extended periods. That's the changes we are making to heat itself in Rubicon 1.1. There are obviously other changes we want to make in the future including improvements to the UI and feedback for colorblind players, but those will need to wait for future releases. Please take a look at the other threads linked at the top of this post for information on the other module balance changes being made to Ewar modules, Capital guns, and Omnidirectional Tracking Links in concert with these heat changes. These changes will be on SISI in an upcoming update and we look forward to hearing your feedback.
Why not make smartbombs overheat be a RANGE increase instead of ROF? "If brute force does not solve your problem..... -įthen you are -įsurely not using enough!" |
Juno Libertas
Pawnstars INC The Obsidian Front
455
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Posted - 2014.01.16 15:19:00 -
[3] - Quote
FIRST |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1080
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Posted - 2014.01.16 15:21:00 -
[4] - Quote
Juno Libertas wrote:FIRST
you fail.... "If brute force does not solve your problem..... -įthen you are -įsurely not using enough!" |
Altrue
Exploration Frontier inc Brave Collective
838
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Posted - 2014.01.16 15:31:00 -
[5] - Quote
My my my... A Smartbomb Damage Bonus ?
Kagura Nikon wrote: Why not make smartbombs overheat be a RANGE increase instead of ROF?
Yes that's exactly what I was thinking.
Good change to lower Thermodynamics skill requirements by the way, good chance to be able to overheat new modules, too !
What about some New Player Experience concerning Overheat now ? Say at the end of advanced military ? G££ <= Me |
Aryth
GoonWaffe Goonswarm Federation
1434
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Posted - 2014.01.16 15:34:00 -
[6] - Quote
My cold heart warms at the smartbomb changes. Leader of the Goonswarm Economic Warfare Cabal. Vile Rat: You're the greatest sociopath that has ever played eve. |
Diivil
Magellanic Itg Goonswarm Federation
230
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Posted - 2014.01.16 15:36:00 -
[7] - Quote
All hail the armor doctrines. No one ever enjoyed flying that shield **** in the first place. |
Lazei
Magellanic Itg Goonswarm Federation
21
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Posted - 2014.01.16 15:37:00 -
[8] - Quote
Just when I thought that armor fleets in null sec pvp need a buff you deliver it! Excellent. Those extremely overpowered shield fleets are now history! |
Buhhdust Princess
Mind Games. Suddenly Spaceships.
7815
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Posted - 2014.01.16 15:40:00 -
[9] - Quote
Everything you have said here is actually well balanced and I agree with this update. These modules definitely needed the overload bonus and I've always wondered why they didn't. |
darius mclever
59
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Posted - 2014.01.16 15:40:00 -
[10] - Quote
why would the heat changes favor armor? |
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TAckermassacker
New Republic Initiative Mercenaries
38
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Posted - 2014.01.16 15:42:00 -
[11] - Quote
Heating Smartbombs is pretty much the best Buff for SmartbombBlackops Ever thank you |
BadAssMcKill
Love Squad
602
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Posted - 2014.01.16 15:50:00 -
[12] - Quote
darius mclever wrote:why would the heat changes favor armor?
Armor leaves more mids for ewar
http://i.imgur.com/6j6cIZE.gif-į |
Domanique Altares
Rifterlings Point Blank Alliance
2327
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Posted - 2014.01.16 15:50:00 -
[13] - Quote
CCP Fozzie wrote:we want to make in the future including improvements to the UI and feedback for colorblind players, but those will need to wait for future releases.
Here's some feedback:
Why? Why 'in the future?' Why 'Soom[tm]?'
You just gave us a ton more stuff to OH, and leave the same deplorable UI in place with which to do it. The right click drop down is horrible; the UI just straight out ignores SHIFT+Click at times. All the time we hear about how you're going to 'fix' the UI problems for the color blind, and yet every time there is a UI change, there's more red and green added than a Christmas display.
The UI team seems to be on the ball with delivering well intended and well received quality of life changes. Do you guys plan to actually be on the same page at any point, so that when you release mechanical changes like this, you have appropriate UI QOL changes to back them? It really would be fantastic. I realize that these are not easy changes, but it's always 'a later release,' and seems to rarely be hand in hand.
I don't expect a specific date on this; that's unrealistic. But are red/green colorblind issues even on the whiteboard? Are they on anyone's radar at all for the relative near future, as opposed to a completely indeterminate time? Rifterlings pirate corporation is now recruitng members for lowsec PvP operations. Newbie friendly, free T1 frigate and dessy hangar, solo tutoring and PvP classes for new members. Join our in game channel 'weflyrifters' and speak to a recruiter today. |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
485
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Posted - 2014.01.16 15:52:00 -
[14] - Quote
Could frigate prop mod overheating be less risky sometime? Sometimes the MWD burns out after just two cycles.
Also the UI, lol, I think just about everyone hates it. |
Jimmy Carey
Sacred Templars Fatal Ascension
0
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Posted - 2014.01.16 15:54:00 -
[15] - Quote
WTB Advanced Thermodynamics |
Warde Guildencrantz
TunDraGon Backseat Promises
992
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Posted - 2014.01.16 15:54:00 -
[16] - Quote
overheating smartbombs? i hope it increases damage, not bombing rate or range |
White Don
Iris Covenant The Gorgon Empire
6
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Posted - 2014.01.16 15:57:00 -
[17] - Quote
CCP Fozzie wrote:Bubble launcher: -15% duration
This bonus is completely useless for a new ancillary interdictor sphere launcer. Less rof means closer bubbles to each other, that means they will cover smaller space and they will be easier to kill with smartbombs. So bubble launchers would never be overloaded by someone with rudiments of the brain.
Also there is no Salvager on the list. Who needs eve without possibility of overloading a Salvager? |
Diivil
Magellanic Itg Goonswarm Federation
231
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Posted - 2014.01.16 15:57:00 -
[18] - Quote
TrouserDeagle wrote:Could frigate prop mod overheating be less risky sometime? Sometimes the MWD burns out after just two cycles.
Also the UI, lol, I think just about everyone hates it.
Indeed. The way overheating works right now is just too random and combined with the UI there honestly isn't that much skill involved. Activate heat and pray to whatever god you believe in. |
Diivil
Magellanic Itg Goonswarm Federation
231
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Posted - 2014.01.16 16:01:00 -
[19] - Quote
Also just a side point, does overheating a bubble launcher even matter? I'm not sure how the breakpoints work here but they have 5 seconds duration which I think translates to 5 ticks. -15% would make that 4.25 seconds which I think still also translates as 5 ticks? Someone correct me if I'm wrong on this. Hopefully it's at least 1 second faster but that's not how other mods in the game work. |
Janeway84
Aliastra Gallente Federation
71
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Posted - 2014.01.16 16:05:00 -
[20] - Quote
Hey Fozzie You da man! I wished drone damage amplifiers would been overheatable but i guess omni links being overheateable will open up for new experiences in the game.
Why not add strip miners and other mining gear to the list too? To help competiting industrialists to be able to have mods that can be overheated too.
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Sephira Galamore
Inner Beard Society
246
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Posted - 2014.01.16 16:11:00 -
[21] - Quote
With overheating becoming more prevalent now... can we get a Mobile Repair Station?
Mostly thinking of W-space here tbh, but k-space would certainly benefit aswell. I could imagine them requiring Nanite Repair Paste to run, less than repairing modules without the deployable, but about as much or a bit more than in-station repairs.
Hmm... iirc there is another thread for deployables somewhere... if i find it and no one in there suggested as much I'll post it there, too. |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1087
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Posted - 2014.01.16 16:22:00 -
[22] - Quote
Diivil wrote:Also just a side point, does overheating a bubble launcher even matter? I'm not sure how the breakpoints work here but they have 5 seconds duration which I think translates to 5 ticks. -15% would make that 4.25 seconds which I think still also translates as 5 ticks? Someone correct me if I'm wrong on this. Hopefully it's at least 1 second faster but that's not how other mods in the game work.
you are right.. its an useless thing. Only works to destroy your own module. "If brute force does not solve your problem..... -įthen you are -įsurely not using enough!" |
Rek Seven
Probe Patrol Polarized.
1302
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Posted - 2014.01.16 16:24:00 -
[23] - Quote
Kagura Nikon wrote: Why not make smartbombs overheat be a RANGE increase instead of ROF?
Why quote the entire body of a post right above you? +1 |
Bienator II
madmen of the skies
2417
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Posted - 2014.01.16 16:31:00 -
[24] - Quote
any plans to make the hidden overheating attributes visible? T2 emit more heat than the rest but you do not see it via the ingame attributes. eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |
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CCP Fozzie
C C P C C P Alliance
8939
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Posted - 2014.01.16 16:32:00 -
[25] - Quote
Rek Seven wrote:Kagura Nikon wrote: Why not make smartbombs overheat be a RANGE increase instead of ROF?
Why quote the entire body of a post right above you? @ CCP Fozzie, the changes look good to me. However, i think i remember you saying you were going to introduce rigs that affect overheating... Is that still the case?
I took another in depth look at the planned module this release and decided that it wasn't needed in that form. We may add more rigs and/or modules that affect heat in the future but not the Nanobot Overcharger. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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Conrin
Elucidated Brethren of the Ebon Knights
3
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Posted - 2014.01.16 16:42:00 -
[26] - Quote
While you are looking at overheating... whenever you dock up and undock your shields instantly regen, however when you dock up and undock, heat still remains (not damage just the heat in the rack) would it not make sense for it to have leached away in the same way as your shields are instantly recharged? |
Rek Seven
Probe Patrol Polarized.
1304
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Posted - 2014.01.16 16:57:00 -
[27] - Quote
Fair enough. I sure would like to see modules or rigs that reduce the heat damage or one that would allow my loki webs to reach out to their "proper range" again +1 |
Tyrant Scorn
10
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Posted - 2014.01.16 16:58:00 -
[28] - Quote
CCP, for a brief moment I thought Rubicon 1.1 was going to kick us in the balls and be very thin in it's features and I have to say I am very happy to read these series of Dev Posts because these are the kind of changes that will bring more interesting gameplay.
Please don't slack on the User Interface, I think a lot of things can be improved by just having a better UI and having information made available better... So kick those UI guys in the chin and make it happen. My video blog called "Legacy Of A Tyrant" can be found-įat: [url]http://www.youtube.com/channel/UCcC_wessMuXVxLmgqXZLaEQ[/url] |
Weaselior
GoonWaffe Goonswarm Federation
6098
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Posted - 2014.01.16 17:13:00 -
[29] - Quote
I think these are a lot of neat changes, thanks for making these. Should open up a bunch of new possibilities. "I can hire one-half of the working class to kill the other half." |
Harvey James
The Sengoku Legacy
632
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Posted - 2014.01.16 17:19:00 -
[30] - Quote
its funny you mention almost everything but ecm mods how come? 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.. remove drone assist mechanic. Nerf web strength ..... module tiercide FTW role based instead of tiers please. |
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