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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
Jebediah Gurkenburken
Viziam Amarr Empire
0
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Posted - 2014.01.18 01:01:00 -
[91] - Quote
The rumor has it that CCP Fozzie was hired to rebalance card games: http://i.imgur.com/b67pWR2.png |
Inspiration
109
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Posted - 2014.01.18 15:11:00 -
[92] - Quote
With heat taking such a central theme and affecting nearly every module...i sure hope the heat builds up a lot less then now. Especially in the light of nerfing modules in order to get the current properties back by means of overheating.
Also some mentioned a dedicated "heat absorbing" kind of module..hell makes some sense.
Heat specific rigs make even more sense IMHO, easier to justify the ship wide application and avoids the problem of high / mid / low slot use, which would be impossible to balance. I hate arguing with static minds that relate everything relative to the status-quo. By definition these minds oppose logic, reason, posses a narrow view and object against solutions for issues that have half an existing workaround. Left up to them, nothing would ever progress!
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Nagarythe Tinurandir
Tormented of Destiny The Kadeshi
172
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Posted - 2014.01.18 15:18:00 -
[93] - Quote
Inspiration wrote:
Also some mentioned a dedicated "heat absorbing" kind of module..hell makes some sense.
Radiator fin; can be fittet in high, med and low, one per slot category. -> nice mod for all those unused "utility" highs unusable because of fittings. |
Bob Niac
Joint Espionage and Defence Industries Preatoriani
47
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Posted - 2014.01.18 17:41:00 -
[94] - Quote
Why ECM burst? unless it gets racial scripts, it's still not very useful, imho. Well maybe useful with a Falcon or something, but usually not worth it. I <3 Logistics: Pilot of all -áT2 logi and my shiny Archon [deceased.] Also a Chimera which may or may not be horrid. I don't make games, I play them. I get that ppl are passionate about change. I post here to plant seeds. You see your idea as is? Holy **** you win! So let's post, and see what the DEVs and our peers use. |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
496
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Posted - 2014.01.18 17:57:00 -
[95] - Quote
Is heat damage ever going to wrap around?
Pretty sure that was how it was supposed to work, years back when it was introduced. |
Angrod Losshelin
Oath of the Forsaken Ragnarok.
45
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Posted - 2014.01.18 19:22:00 -
[96] - Quote
Pretty much an amazing change that will make things interesting! Good Job! I love climbing into holes! I train New Bro's in WormHoles! Check out my PodCast: https://forums.eveonline.com/default.aspx?g=posts&m=3704128#post3704128 Also checkout these other PodCasts: http://evepodcasts.com/ |
Optimo Sebiestor
Intentionally Dense Easily Excited
222
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Posted - 2014.01.19 12:57:00 -
[97] - Quote
Remote ECCM?? I thougth the supers were already hard to kill |
Kopfy
38
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Posted - 2014.01.19 13:18:00 -
[98] - Quote
You seem to miss two things in that list of yours. Overheating of cap recharge rate and ship base speed which both gives hull damage.
Would be awesome if you actually implemented it. Only for consistency of course and not for the hilarity of seeing ships explode with full shield and full armour. |
Arcos Vandymion
The Advent of Faith Standing United.
25
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Posted - 2014.01.19 14:45:00 -
[99] - Quote
Domanique Altares wrote: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?
I have no idea in coding but a freely choosable coloursetup would be nice and CCP should be able to pull it. I mean the whole UI background can be changed. Why not add some selection fields for this or specific colour (like the red on deactivating modules or the green for the OH). A bit of Deus Ex: HR/Mass Effect Omnitool orange here and Steam-like blue there or whatever one wants to pick. You can allready set the background to pink and go carebearing if you want to. So it shouldn't be to hard to make OH buttons freely choosable Pinkamena (because mental "Space Ponies" (Achievment in Sins) would totally do that) colour either. |
Yazzinra
Scorpion Ventures Rim Worlds Protectorate
24
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Posted - 2014.01.19 16:25:00 -
[100] - Quote
Kopfy wrote:You seem to miss two things in that list of yours. Overheating of cap recharge rate and ship base speed which both gives hull damage.
Would be awesome if you actually implemented it. Only for consistency of course and not for the hilarity of seeing ships explode with full shield and full armour.
if you ever run for CSM, you have my vote.
not being sarcastic either. that's brilliant.
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Hasikan Miallok
Republic University Minmatar Republic
169
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Posted - 2014.01.20 01:13:00 -
[101] - Quote
Louis Robichaud wrote:I'm not in favour of these changes. Increasing complexity isn't always good. Otherwise, why can't we overheat our rigs and our drones while we are at it? Heck, overheat the hull, overheat all the things!!!
That being said, the change to lower the skill requirement is good IMO
shhhhh ... while overheating the hull is somewhat silly overheating shields is not and you might start giving people ideas.
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Lyris Nairn
GoonWaffe Goonswarm Federation
12122
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Posted - 2014.01.20 06:57:00 -
[102] - Quote
Will we be able to overheat ESS? Sky Captain of Your Heart
Reddit: lyris_nairn Skype: lyris.nairn Twitter: @lyris_nairn |
Lyris Nairn
GoonWaffe Goonswarm Federation
12122
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Posted - 2014.01.20 06:57:00 -
[103] - Quote
I would also like to overheat strontium. Sky Captain of Your Heart
Reddit: lyris_nairn Skype: lyris.nairn Twitter: @lyris_nairn |
Terranid Meester
Tactical Assault and Recon Unit
214
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Posted - 2014.01.20 21:58:00 -
[104] - Quote
Any chance we can click the overheat buttons while cloaked, so we can put the hurt on people as soon as we appear?
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Harvey James
The Sengoku Legacy
634
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Posted - 2014.01.20 21:59:00 -
[105] - Quote
i think sebos/ remote sebo's should get a little nerf now they can OH as they are already powerful mods.. 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. |
Ganthrithor
GoonWaffe Goonswarm Federation
826
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Posted - 2014.01.21 11:22:00 -
[106] - Quote
I'll second the motion to reduce heat damage to small prop mods... given how bad the EVE client is at responding to commands (prop mods either running an extra cycle while red or staying heated for an additional cycle after being switched off is not an uncommon occurrence) it's incredibly easy to end up with a burned up prop mod through no fault of your own. Making it take at least three cycles to burn one out in a worst-case scenario would be nice. |
Batelle
Komm susser Tod
1339
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Posted - 2014.01.21 20:40:00 -
[107] - Quote
Terranid Meester wrote:Any chance we can click the overheat buttons while cloaked, so we can put the hurt on people as soon as we appear?
Seriously. "CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"
Never forget. |
Iudicium Vastus
Federal Navy Academy Gallente Federation
230
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Posted - 2014.01.21 21:55:00 -
[108] - Quote
What's next? Low slot damage mods that can be scripted for damage (alpha) or rate of fire? Nerf stabs/cloaks in FW? No, just.. -Fit more points -Fit faction points -Bring a friend or two with points (an alt is fine too) |
BadMrFr0sty
Rifterlings Point Blank Alliance
0
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Posted - 2014.01.22 17:11:00 -
[109] - Quote
- OH while cloak
- Not having to reactivate OH on a module if you only cycle it once
Nice little quality of life improvements |
stoicfaux
3874
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Posted - 2014.01.22 22:35:00 -
[110] - Quote
Given the surplus of Things That Can Be Overheated, and that T2 stuff burns out faster than T1, can we finally get T1 blueprints to build meta 1-4 items?
WASABI: Warp Acceleration System Ancillary Boost Injected(Gäó)
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Catherine Laartii
Providence Guard Templis CALSF
47
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Posted - 2014.01.25 23:15:00 -
[111] - Quote
MeBiatch wrote:CCP Fozzie wrote:Harvey James wrote:its funny you mention almost everything but ecm mods how come? ECM can already overheat. and when heat was added to ecm you reduced its affectiveness by 10% too? or is ecm perma op?
It's balanced by using up a ****load of midslots to be useful in fleets. ECM could be fixed by a 20% strength nerf, but changing racial jammers to scripts and having 1 ECM mod. Adding equivalent lowslot powerup mods like the Signal Distortion amp to tracking disruptors, damps, tps, would also go a long way.
Racial ECM NEEDS to be changed to scripted. |
Yankunytjatjara
Red Federation RvB - RED Federation
101
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Posted - 2014.01.28 20:02:00 -
[112] - Quote
BadMrFr0sty wrote:
- OH while cloak
- Not having to reactivate OH on a module if you only cycle it once
Nice little quality of life improvements Correction: not having to reactivate OH on a module, IF you check the currently broken "Lock overload state" HUD function. My solo pvp video: Yankunytjude... That attitude! Solo/small gang proposal: Ship Velocity Vectors |
djentropy Ovaert
Crazy Bird Inc.
3
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Posted - 2014.01.29 03:34:00 -
[113] - Quote
Serious issues with overheating after 1.1 patch - such as the ability to overheat modules (sometimes) even with no thermodynamic skill trained, as well as modules taking overheat damage even when not in use.
Bug report submitted - on a character without the thermodynamics skill I can simply mash the OH button a bunch of times and cause the module to overheat about 10% of the time (the other 90% of the time getting the "You must have Thermodynamics.." skill message).
Can't even begin to figure out how I am taking overheating damage without even activating overheat on a module, but in my bug report are screencaps and a link to a video of me reproducing this bug.
Good luck squashing it :) |
Hasikan Miallok
Republic University Minmatar Republic
261
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Posted - 2014.02.03 01:11:00 -
[114] - Quote
djentropy Ovaert wrote:Serious issues with overheating after 1.1 patch - such as the ability to overheat modules (sometimes) even with no thermodynamic skill trained, as well as modules taking overheat damage even when not in use.
Bug report submitted - on a character without the thermodynamics skill I can simply mash the OH button a bunch of times and cause the module to overheat about 10% of the time (the other 90% of the time getting the "You must have Thermodynamics.." skill message).
Can't even begin to figure out how I am taking overheating damage without even activating overheat on a module, but in my bug report are screencaps and a link to a video of me reproducing this bug.
Good luck squashing it :)
Damage to modules in the same rack as an OH module is "working as expected'.
Being able to OH someof the new modules without thermodynamics trained appears to be a genuine bug. |
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