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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
|
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..... -áthen you are -ásurely not using enough!" |

Juno Libertas
Pawnstars INC The Obsidian Front
455
|
Posted - 2014.01.16 15:19:00 -
[3] - Quote
FIRST  |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1080
|
Posted - 2014.01.16 15:21:00 -
[4] - Quote
Juno Libertas wrote:FIRST 
you fail.... "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Altrue
Exploration Frontier inc Brave Collective
838
|
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
|
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
|
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
|
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
|
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
|
Posted - 2014.01.16 15:40:00 -
[10] - Quote
why would the heat changes favor armor? |

TAckermassacker
New Republic Initiative Mercenaries
38
|
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
|
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-á |

Domanique Altares
Rifterlings Point Blank Alliance
2327
|
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
|
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
|
Posted - 2014.01.16 15:54:00 -
[15] - Quote
WTB Advanced Thermodynamics |

Warde Guildencrantz
TunDraGon Backseat Promises
992
|
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
|
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
|
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
|
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
|
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. 
|

Sephira Galamore
Inner Beard Society
246
|
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
|
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..... -áthen you are -ásurely not using enough!" |

Rek Seven
Probe Patrol Polarized.
1302
|
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
|
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

|
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
|
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
|
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
|
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-áat: [url]http://www.youtube.com/channel/UCcC_wessMuXVxLmgqXZLaEQ[/url] |

Weaselior
GoonWaffe Goonswarm Federation
6098
|
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
|
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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CCP Fozzie
C C P C C P Alliance
8949

|
Posted - 2014.01.16 17:20:00 -
[31] - Quote
Harvey James wrote:its funny you mention almost everything but ecm mods how come?
ECM can already overheat. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
|

Quinn Corvez
Probe Patrol Polarized.
173
|
Posted - 2014.01.16 17:21:00 -
[32] - Quote
Because you can already overheat ECM.
Edit: damn, you beat me to it. |

Alx Warlord
SUPERNOVA SOCIETY Last Resort.
557
|
Posted - 2014.01.16 17:29:00 -
[33] - Quote
Also, remember that overheat SUX for modules T2 .... This could be different.... Please read these! > New POS system > New SOV system |

Altrue
Exploration Frontier inc Brave Collective
845
|
Posted - 2014.01.16 17:37:00 -
[34] - Quote
Alx Warlord wrote:Also, remember that overheat SUX for modules T2 .... This could be different....
Is it still the case ?
While we are at it, Overheat mechanics have changed quite a lot over the years, and I don't think I've seen two wikis with the same explaination about how Overheating exactly works. Some official documentation on the matter wouldn't hurt. G££ <= Me |

Sara Navorski
Rifterlings Point Blank Alliance
3
|
Posted - 2014.01.16 17:38:00 -
[35] - Quote
Conrin wrote: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?
Aye. We're in a station with infinite capacity and unlimited power.
Surely someone can find me a few buckets of water to pour over my guns? |

Domanique Altares
Rifterlings Point Blank Alliance
2331
|
Posted - 2014.01.16 17:43:00 -
[36] - Quote
Altrue wrote: Some official documentation on the matter wouldn't hurt.
:effort: 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. |

Lephia DeGrande
Luxembourg Space Union
177
|
Posted - 2014.01.16 17:44:00 -
[37] - Quote
I demand a remote "Heat-damage-repair" Module now. Thank you CCP... |

Maximus Andendare
Future Corps Sleeper Social Club
816
|
Posted - 2014.01.16 17:52:00 -
[38] - Quote
Harvey James wrote:its funny you mention almost everything but ecm mods how come? It's helpful to know what you're talking about before commenting.
Step onto the battlefield, and you're already dead, born again at the end of the battle to live on and fight another day.
>> Play Dust 514 FREE! Sign up for exclusive gear today! << |

Hatsumi Kobayashi
Origin. Black Legion.
402
|
Posted - 2014.01.16 17:52:00 -
[39] - Quote
Is it possible for you to post the Heat Emission and Heat Damage attributes for those modules? No sig. |

MeBiatch
GRR GOONS
1676
|
Posted - 2014.01.16 18:12:00 -
[40] - Quote
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? There are no stupid Questions... just stupid people... Winter Expansion new ship request |

Alx Warlord
SUPERNOVA SOCIETY Last Resort.
558
|
Posted - 2014.01.16 18:21:00 -
[41] - Quote
I say leave this feature to Add in Rubicon 1.2 IF still needed... Please read these! > New POS system > New SOV system |
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CCP Fozzie
C C P C C P Alliance
8958

|
Posted - 2014.01.16 18:25:00 -
[42] - 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?
We've nerfed ECM several times since it was given heat. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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Mournful Conciousness
Embers Children TOHA Conglomerate
456
|
Posted - 2014.01.16 18:31:00 -
[43] - Quote
Allowing smartbombs to be overheated is a buff to lowsec smartbomb gatecamps, hulkageddon and pipebomb attacks.
I've never been the subject of a pipebomnb or hulkageddon attack, but I have seen a player rage-quit eve never to come back after getting smartbombed at a gate twice in one day. Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Destoya
Sniggerdly Pandemic Legion
225
|
Posted - 2014.01.16 18:51:00 -
[44] - Quote
How is it a buff to smartbomb gatecamps when the entire premise of those is that you volley people with the bombs as they warp in? |

Domanique Altares
Rifterlings Point Blank Alliance
2331
|
Posted - 2014.01.16 19:02:00 -
[45] - Quote
Mournful Conciousness wrote:I have seen a player rage-quit eve never to come back after getting smartbombed at a gate twice in one day. Good. I'm sure he found a game that was more to his liking.
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. |

MeBiatch
GRR GOONS
1677
|
Posted - 2014.01.16 19:09:00 -
[46] - Quote
CCP Fozzie wrote: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? We've nerfed ECM several times since it was given heat.
nerf it to death!
so seriously... change the mechanic to affect now x is calaculated in the damage applied formula.
you know the one that is matched against chance to hit to determin how much damage is done... make ecm and sensors affect how x is calculated. There are no stupid Questions... just stupid people... Winter Expansion new ship request |

Harvey James
The Sengoku Legacy
633
|
Posted - 2014.01.16 19:10:00 -
[47] - Quote
CCP Fozzie wrote: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? We've nerfed ECM several times since it was given heat.
indeed you have .... i'm guessing you still have plans to change ecm further along the line?
these changes are fine and all perhaps even nicer with the idea of Heat warfare links at a later date ... but how about more ship balancing when are we going to see ...T2's and T'3 and pirates get balanced?? 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. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
488
|
Posted - 2014.01.16 19:18:00 -
[48] - Quote
CCP Fozzie wrote: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? We've nerfed ECM several times since it was given heat.
And yet it's still immensely overpowered for griefing solo pvpers and wrecking small gang fights. |

Damhest
OEG Goonswarm Federation
10
|
Posted - 2014.01.16 19:35:00 -
[49] - Quote
Interdiction Sphere Launcher 15% ROF overheat bonus is just plain stupid and useless. As it was already said, it will actually DECREASE your effectiveness as an interdictor. And what about Warp Destruction Field Generator? Both of them COULD use 15% overheat bonus to RANGE. It would make sense especially in the case of bubble generator - similar to how warp disruptor works. |

Altrue
Exploration Frontier inc Brave Collective
847
|
Posted - 2014.01.16 19:43:00 -
[50] - Quote
Damhest wrote:Interdiction Sphere Launcher 15% ROF overheat bonus is just plain stupid and useless. As it was already said, it will actually DECREASE your effectiveness as an interdictor. And what about Warp Destruction Field Generator? Both of them COULD use 15% overheat bonus to RANGE. It would make sense especially in the case of bubble generator - similar to how warp disruptor works.
I agree for the Warp field generator.
About the RoF on the Sphere Launcher, you have to keep in mind that in Eve, devs also have to leave some room for player creativity. Indeed you won't overheat your Shpere launcher everyday but who knows ? Maybe once you'll need to launch that extra bubble one server tick earlier to catch that Titan that just decloaked near you after seeing you miss him with your bubble. Or maybe you will "invent" a combo involving being ejected from a forcefield into an ennemy fleet with an interdictor, in which case, given your speed, this extra second you wouldn't get by not overheating would prevent you from bubbling the whole ennemy fleet. G££ <= Me |

Warde Guildencrantz
TunDraGon Backseat Promises
992
|
Posted - 2014.01.16 19:43:00 -
[51] - Quote
Overheating HIC bubble/scripted point for range would be something very useful to have
For me, the scripted infinite point specifically (would make the T2 version much more valuable to train), but the bubble would be nice for 0.0'ers as well i guess. |

Sara Navorski
Rifterlings Point Blank Alliance
5
|
Posted - 2014.01.16 19:44:00 -
[52] - Quote
Mournful Conciousness wrote:Allowing smartbombs to be overheated is a buff to lowsec smartbomb gatecamps, hulkageddon and pipebomb attacks.
I've never been the subject of a pipebomnb or hulkageddon attack, but I have seen a player rage-quit eve never to come back after getting smartbombed at a gate twice in one day.
So?
It's a weapons system that barely gets used in low. Maybe now it'll get a little more love in attacking frig gangs etc. |

Warde Guildencrantz
TunDraGon Backseat Promises
992
|
Posted - 2014.01.16 19:51:00 -
[53] - Quote
Mournful Conciousness wrote:Allowing smartbombs to be overheated is a buff to lowsec smartbomb gatecamps, hulkageddon and pipebomb attacks.
I've never been the subject of a pipebomnb or hulkageddon attack, but I have seen a player rage-quit eve never to come back after getting smartbombed at a gate twice in one day.
If you get hit by more than 1 volley of smartbombs, you are not travelling the right way. If you can't tank 8 large smartbombs (2400 damage) your ship shouldn't be in lowsec. They can only hit you with a single volley of bombs (pretty much regardless of their cycle time) if you warp to 0 on a gate in lowsec. You rarely see more than 1 person smartbombing a gate.
You rarely see bombing in highsec, you would need at least 15-20 people to kill a ship over 25k ehp, and its not worth the isk lost on the battleships in highsec.
Of course hulkageddon is different, because people dont care, but that isn't every single day.
Pipebombs, of course, are a different story, since if you have many people bombing you will not be able to survive in anything with less than 30k ehp. Especially if you are caught in a drag bubble in null. That's why they work though, and overheating will essentially only improve this application and the ability to pop drones quickly in a fleet fight. |

Capqu
Love Squad
403
|
Posted - 2014.01.16 20:22:00 -
[54] - Quote
is the bubble heat related to reload at all?
because otherwise being able to overheat a bubble launcher is completely and utterly useless http://pizza.eve-kill.net |

Ovv Topik
Sebiestor Tribe Minmatar Republic
594
|
Posted - 2014.01.16 21:17:00 -
[55] - Quote
DRONE DAMAGE AMPS!!!
Drones are the only weapon system that cant be overheated.
Don't miss this opportunity to include them.
If they multiply the damage of drones remotely, it makes no sense that that remote mutiplier cant be overheated??!
Do it Fozzie! U da man! "Jita 4 4 Spaceport. You will not find a more wretched hive of scum and villainy. We must be cautious!" |

Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
496
|
Posted - 2014.01.16 21:18:00 -
[56] - Quote
I think I need to take my shirt off, this disco is getting hawt!  You can trust me, I have a monocole |

Michael Harari
Genos Occidere HYDRA RELOADED
1060
|
Posted - 2014.01.16 21:54:00 -
[57] - Quote
So unless I did the math, wrong, max possible td strength goes to 91%
You can scram kite a laser battleship with that.
A blaster frigate that tries to orbit 500 will literally be out of range.
A tded maelstrom will have about twice the tracking of a sieged nag |

Pak Boosterspice
Imperial Academy Amarr Empire
0
|
Posted - 2014.01.16 22:00:00 -
[58] - Quote
The focus on today's thermo revs seemed to be on mid slot modules. Are the low slots (Damage Control Unit, armor hards, etc) in 1.1 or later? |

Michael Harari
Genos Occidere HYDRA RELOADED
1060
|
Posted - 2014.01.16 22:12:00 -
[59] - Quote
Pak Boosterspice wrote:The focus on today's thermo revs seemed to be on mid & high slot modules. Are the low slots (Damage Control Unit, armor hards, etc) in 1.1 or later?
Armor hardeners can already be heated |

Yankunytjatjara
Red Federation RvB - RED Federation
89
|
Posted - 2014.01.16 23:15:00 -
[60] - Quote
Cool stuff!
But please, for the love of god, finally FIX AFTERBURNERS! It's still useless to train them up to V because of the heating problem: the AB burns immediately. Before your change the AB would last forever, but now that its duration is shortened without heat modification, it's bad for the quick heat buildup! In frigates this is a total killer...
It's your fault m8 fix it ;) My solo pvp video: Yankunytjude... That attitude! Solo/small gang proposal: Ship Velocity Vectors |

Sabriz Adoudel
Mission BLITZ
1773
|
Posted - 2014.01.16 23:15:00 -
[61] - Quote
I love the change to skill requirements for Thermodynamics.
Let's get the newbros using this powerful PVP tool earlier. And by newbros, I mean both players completely new to EVE, and also newly-created ganking alts. https://forums.eveonline.com/default.aspx?g=posts&t=238931 - an idea for a new form of hybrid PVE/PVP content. EVE's golden rule: Never trust anyone in-game unless you are sleeping with them in real life. Even then, they may only be screwing you to screw you. |

Spanker
Quantum Origins.
5
|
Posted - 2014.01.17 00:29:00 -
[62] - Quote
Yep......Someones growing some loco weed in CCP. Why not nerf every ship all over again? Lets target every role ability and take 20% of it away That would be AWESOME!....... |

Irya Boone
TIPIAKS
333
|
Posted - 2014.01.17 00:41:00 -
[63] - Quote
Why for god sake are you conding things NO ONE ASKED YOU to And ignore all the requests from the Players
What about Drone UI? what wbout stop messing with drones to protect Goons , drones pilots are not ONLY archon pilots DAMN!!
I really really don't understand!! RENAME null sec systems With the name of REAL Universe Stellar Name like KOI-730 etc etc It will be awesome. Need Black Ops be able to FIT cover ops cloaking device !!! |

Lexiana Del'Amore
Nouvelle Rouvenor Monkeys with Guns.
47
|
Posted - 2014.01.17 01:02:00 -
[64] - Quote
with all these changes to Overheating... any chance you can modify the icon used to overheat?
It's tiny and does not always relay correctly if a rack is overheating or not.
Bigger clearer icon/button would be greatly appreciated |

Topher Basquette Dusch-shur
Montana Freedom Fighters
5
|
Posted - 2014.01.17 01:04:00 -
[65] - Quote
CCP Fozzie wrote:Hello everyone! Now we arrive at the more significant package of balance changes in today's announcements.
Obviously this is a heavy handed move from CCP Fozzie to get all 700 female Eve players to associate his name with the words "significant package".
|

sabastyian
Death By Design
16
|
Posted - 2014.01.17 01:43:00 -
[66] - Quote
Kagura Nikon wrote: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?
crazy idea, instead of nerfing everything and then making us overheat to get it back, just decrease to overheat bonus *crowd gasps*
|

stoicfaux
3836
|
Posted - 2014.01.17 02:37:00 -
[67] - Quote
If CCP is really trying to introduce isk sinks, then please reduce the costs of faction guns (and ammo) in the LP stores and I promise to buy them, use them, and overheat them.
WASABI: -áWarp Speed Module
|

Red Teufel
Mafia Redux Phobia.
344
|
Posted - 2014.01.17 03:53:00 -
[68] - Quote
probably the single stupidest thing and waste of development time ever ccp. litteraly you must of figured hey its eaither i work on a hard jesus feature orr... orrr I just look like i'm still working on balancing by changing things that...need no changing. O_o |

Sabriz Adoudel
Mission BLITZ
1777
|
Posted - 2014.01.17 04:38:00 -
[69] - Quote
Irya Boone wrote:Why for god sake are you conding things NO ONE ASKED YOU to And ignore all the requests from the Players
What about Drone UI? what wbout stop messing with drones to protect Goons , drones pilots are not ONLY archon pilots DAMN!!
I really really don't understand!!
Uh - this isn't a pro-Goonswarm change.
If I were a Goon, I'd be pissed about the nerf to their Celestis doctrine.
As it is, I'll sit on the sidelines, point at the Goons, and say "suckers", then wait for them to come up with a new doctrine and sell them (and their enemies) the ships for it.
https://forums.eveonline.com/default.aspx?g=posts&t=238931 - an idea for a new form of hybrid PVE/PVP content. EVE's golden rule: Never trust anyone in-game unless you are sleeping with them in real life. Even then, they may only be screwing you to screw you. |

CW Itovuo
The Executioners Capital Punishment.
13
|
Posted - 2014.01.17 05:07:00 -
[70] - Quote
Lexiana Del'Amore wrote:with all these changes to Overheating... any chance you can modify the icon used to overheat?
It's tiny and does not always relay correctly if a rack is overheating or not.
Bigger clearer icon/button would be greatly appreciated
+1 to what's been said above.
The one significant change that is most needed, is a change the UI. Overheating an individual module is not difficult, but it could be made much easier with some simple icon/graphical updates. I would put that at the top of the to-do list, long before making any changes to the modules.
As for reducing the base level of the EW modules... I'd really prefer you keep things as is, then add a small overheat bonus.
Reducing the starting point so that you can then provide a overheat bonus is akin to politician doublespeak. Take 9 steps back, turn in place 3 times, then take 10 steps forward... congratulations, we've made progress, or have we? |

James Amril-Kesh
4S Corporation Goonswarm Federation
8551
|
Posted - 2014.01.17 05:24:00 -
[71] - Quote
I think I speak for almost everyone when I say that I'd rather not have overheat on TP at all than have overheat that gives a slight benefit while the baseline of an already somewhat niche module nerfed.
The others are fine, really. SD and TD are very powerful currently and the slight nerf isn't a problem. My EVE Videos |

Nevyn Auscent
Broke Sauce
920
|
Posted - 2014.01.17 05:37:00 -
[72] - Quote
Lexiana Del'Amore wrote:with all these changes to Overheating... any chance you can modify the icon used to overheat?
It's tiny and does not always relay correctly if a rack is overheating or not.
Bigger clearer icon/button would be greatly appreciated Shift Click on a module changes overheat status (Once it reaches the end of it's current cycle, it will display current status till end of cycle then swap).
Learnt this gem a few hours ago myself in another thread. |

Landrik Blake
MUSE Rapid Action Team Metaphysical Utopian Society Enterprises
2
|
Posted - 2014.01.17 06:35:00 -
[73] - Quote
Yankunytjatjara wrote:But please, for the love of god, finally FIX AFTERBURNERS! It's still useless to train them up to V because of the heating problem: the AB burns immediately. It's going to be much worse now, with all these extra mid slot modules causing heat damage and generating residual heat on the rack.
@CCP Fozzie - Have you considered the implications of this on prop mods and shield tanked ships? Since you're nerfing some of these modules to compensate for overheating, aren't we now getting less out of our mid slots for the same amount of potential heat damage on the rack? |

Louis Robichaud
Red Federation RvB - RED Federation
95
|
Posted - 2014.01.17 06:38:00 -
[74] - Quote
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 |

Marian Devers
Rage and Terror Against ALL Authorities
35
|
Posted - 2014.01.17 07:34:00 -
[75] - Quote
CCP Fozzie wrote:Next, we are expanding what modules can use heat. Modules gaining heat functionality are: - Interdiction Sphere Launchers
The current ROF of an Interdiction Sphere Launcher is 5 seconds. Overheated - 4.25 seconds. I fail to see any way this would be useful or beneficial to a pilot. If a target can burn out of a bubble and warp out in under 5 seconds, he can do the same in 4.25 seconds.
|

Yankunytjatjara
Red Federation RvB - RED Federation
90
|
Posted - 2014.01.17 08:00:00 -
[76] - Quote
Other OH related changes that are very needed:
Mods: Reduce afterburners heating at higher skill levels, especially bad for small ones
UI: 1. make pre-heating possible when cloaked/gate-cloaked (like in warp: you're not activating anything yet) 2. if you are overheating the whole rack, a module whose cycle stops shouldn't stop that 3. change the "lock overheat state" button so that it doesn't prevent changing OH status, but rather remembers the OH status of each mod when its cycle ends/starts. Now it's dumb: you lock status, overheat a mod once, then it's reset, and to OH it again you have to unlock  4. add a "prevent overheat" button instead, if this is how 3 is being used 5. clearer buttons
Mechanics: It's always been said by devs that the leftmost and the rightmost mods in a rack are adjacent for heat, but it's a well known fact that it doesn't work. Should this be fixed? My solo pvp video: Yankunytjude... That attitude! Solo/small gang proposal: Ship Velocity Vectors |

Schmata Bastanold
The brothers inc Brothers Of The Dark Sun
1296
|
Posted - 2014.01.17 08:01:00 -
[77] - Quote
I like things HOT! Thank you Fozzie :) I am not my skills but... http://eveboard.com/pilot/Schmata_Bastanold |

Morwennon
Aliastra Gallente Federation
67
|
Posted - 2014.01.17 08:15:00 -
[78] - Quote
While you're changing heat, could you make it possible to toggle the heat status of your modules while under gatecloak, so you could pre-heat your MWD or hardeners or whatever before decloaking? Ceterum censeo, the RLML and HML nerfs must be undone. |

poppeteer
Pator Tech School Minmatar Republic
28
|
Posted - 2014.01.17 08:29:00 -
[79] - Quote
Sigh. 4 months of skill queue online before an indefinite break. |

Khanh'rhh
GoonWaffe Goonswarm Federation
2544
|
Posted - 2014.01.17 11:13:00 -
[80] - Quote
Apologies if it's already been mentioned, but have you looked at the situation with capital ships using heat? It seems to me they essentially get all those new overheat bonuses built into the module now, since they can overheat forever. How? In tidi, you can refit your carrier / dread in what is effectively 1 or 2 seconds of game time, meaning all they will do is overheat the new modules (omnis in particular on boot carriers) and replace them when they're too damaged.
Not to mention, without a change to drone assist, having perma-heated ECCM just makes the mechanic worse.
No, the cost of carrying multiple T2 mods isn't a disincentive to doing this. "Do not touch anything unnecessarily. Beware of pretty girls in dance halls and parks who may be spies, as well as bicycles, revolvers, uniforms, arms, dead horses, and men lying on roads -- they are not there accidentally." -Soviet infantry manual, issued in the 1930 |

Angelica Dreamstar
Epic Boo Bees
183
|
Posted - 2014.01.17 12:01:00 -
[81] - Quote
SMARTBOMBS!
*Deeeeep sigh*
I just came............ thanks CCP Fuzzy! ;) Create a new, pretty, female character! Make the name count! Join the epic boo bees! (RP,PvE/PvP,wardecs,new players!) You're at it from day 0! |

Khan Farshatok
Dedicated Individuals Conditioned to Kill B O R G
100
|
Posted - 2014.01.17 13:36:00 -
[82] - Quote
Red Teufel wrote:probably the single stupidest thing and waste of development time ever ccp. litteraly you must of figured hey its eaither i work on a hard jesus feature orr... orrr I just look like i'm still working on balancing by changing things that...need no changing. O_o
have you not seen the capital tracking nerf? |

Rek Seven
Probe Patrol Polarized.
1315
|
Posted - 2014.01.17 15:57:00 -
[83] - Quote
The more i think about it, the more i think we need rigs/mods to dramatically reduce heat damage and maybe increase the effectiveness of overheating. +1 |

Arthur Aihaken
The.VOID
2779
|
Posted - 2014.01.17 16:56:00 -
[84] - Quote
Rek Seven wrote:The more i think about it, the more i think we need rigs/mods to dramatically reduce heat damage and maybe increase the effectiveness of overheating. Just embrace the nerf... I am currently away, traveling through time and will be returning last week. |

Michael Harari
Genos Occidere HYDRA RELOADED
1060
|
Posted - 2014.01.17 17:00:00 -
[85] - Quote
While looking at heat, can you also take a look at heat release by particular weapons?
For example, an LML destroyer with thermo V will burn out its entire high rack with only 6 shots.
Frigate arty is another hilariously high heat weapon. |

Riot Girl
You'll Cowards Don't Even Smoke Crack
2414
|
Posted - 2014.01.17 17:05:00 -
[86] - Quote
Rek Seven wrote:The more i think about it, the more i think we need rigs/mods to dramatically reduce heat damage and maybe increase the effectiveness of overheating. I think some buffs to overheating mechanics would help compensate for all the extra overheating.
Oh god. |

Alx Warlord
SUPERNOVA SOCIETY Last Resort.
571
|
Posted - 2014.01.17 17:15:00 -
[87] - Quote
Ok Fozzie, to be constructive. Add something NEW to Overheat mechanism, like a cooling module that reduces the heat and uses nanite to repair nearby modules, or a skill to bring modules back to life using time and nanite... Also the overheat in EVE is too empirical, It does not have a clear math.
If you add a new fitting slot for the ships like a null energy slot just to mess with overheat mechanics would be good too..
And there is always the possibility to give minmatar a Heat electronic warfare to burn other ships modules...
You have many, many options... try harder! Please read these! > New POS system > New SOV system |

Komodo Askold
No Code of Conduct Fluffeh Bunneh Murder Squad
119
|
Posted - 2014.01.17 17:16:00 -
[88] - Quote
Red Giant, overheated smartbombs?
So tasty...
Which attributes of them will be affected by overheating? RoF, range, damage? |

Hatsumi Kobayashi
Origin. Black Legion.
417
|
Posted - 2014.01.17 18:51:00 -
[89] - Quote
Re-requesting heat emission and heat damage attributes for the affected modules pretty please? No sig. |

Markku Laaksonen
EVE University Ivy League
329
|
Posted - 2014.01.17 21:53:00 -
[90] - Quote
CCP Fozzie wrote:Harvey James wrote:its funny you mention almost everything but ecm mods how come? ECM can already overheat.
This is my favorite change.
 DUST 514 Recruit Code - https://dust514.com/recruit/zluCyb/
EVE Buddy Invite - https://secure.eveonline.com/trial/?invc=047203f1-4124-42a1-b36f-39ca8ae5d6e2&action=buddy
|

Jebediah Gurkenburken
Viziam Amarr Empire
0
|
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
|
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!
|

Nagarythe Tinurandir
Tormented of Destiny The Kadeshi
172
|
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
|
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
|
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
|
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
|
Posted - 2014.01.19 12:57:00 -
[97] - Quote
Remote ECCM?? I thougth the supers were already hard to kill  |

Kopfy
38
|
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
|
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
|
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.
|

Hasikan Miallok
Republic University Minmatar Republic
169
|
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.
|

Lyris Nairn
GoonWaffe Goonswarm Federation
12122
|
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
|
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
|
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?
|

Harvey James
The Sengoku Legacy
634
|
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
|
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
|
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
|
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
|
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
|
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)
|

Catherine Laartii
Providence Guard Templis CALSF
47
|
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
|
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
|
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
|
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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