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Thread Statistics | Show CCP posts - 5 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 again! This thread will cover the changes to the base stats of Tracking Disruptors, Remote Sensor Dampeners, and Target Painters alongside the expansion of heat to these modules.
I advise reading the Heat Iterations post before this one.
Since we're giving TDs, RSDs, and Painters the ability to overheat in Rubicon 1.1, we are also going to be reducing their base strength slightly to compensate.
The TL:DR is that all Tracking Disruptors, Remote Sensor Dampeners, and Target Painters will have their base effectiveness reduced by 10%, and at the same time be given the ability to get a 20% effectiveness through overheating.
This means that compared to current TQ values, these modules will be 10% worse when not heated, and 8% better when heated.
The fact that this change reduces the power of these modules a bit for extended engagements and increases their power for shorter bursts is intended. Ewar already lends itself well to longer fights, and now with the ability to increase effectiveness in short bursts more player decision making can play a part in the use of these modules.
These changes will be live on SISI very soon for you to try for yourself, and we look forward to your feedback on these changes and the others we have announced for Rubicon 1.1.
Thanks! 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 15:16:00 -
[2] - Quote
CCP Fozzie wrote:Hello again! This thread will cover the changes to the base stats of Tracking Disruptors, Remote Sensor Dampeners, and Target Painters alongside the expansion of heat to these modules. I advise reading the Heat Iterations post before this one. Since we're giving TDs, RSDs, and Painters the ability to overheat in Rubicon 1.1, we are also going to be reducing their base strength slightly to compensate. The TL:DR is that all Tracking Disruptors, Remote Sensor Dampeners, and Target Painters will have their base effectiveness reduced by 10%, and at the same time be given the ability to get a 20% effectiveness through overheating.
This means that compared to current TQ values, these modules will be 10% worse when not heated, and 8% better when heated.The fact that this change reduces the power of these modules a bit for extended engagements and increases their power for shorter bursts is intended. Ewar already lends itself well to longer fights, and now with the ability to increase effectiveness in short bursts more player decision making can play a part in the use of these modules. These changes will be live on SISI very soon for you to try for yourself, and we look forward to your feedback on these changes and the others we have announced for Rubicon 1.1. Thanks!
Now.. can you a t least rethink the fact that the bellicose was the ONLY TP hull that did not got its bonus increased?
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Vinyl 41
Perkone Academy
15
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Posted - 2014.01.16 15:22:00 -
[3] - Quote
rly were nerfing TPs now ? is that some sort of a hidden war against pve missle users ? |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1080
|
Posted - 2014.01.16 15:31:00 -
[4] - Quote
Overall I do nto like the changes. More and more thigns are pushed where they are only usable on extremely specialzied ships. That is dumb, bad design and make the fittign of the ship that used to be an important part of eve, more and more irrelevant.
It seems like each ewar is made to be used on a single ship and no way in others, and each ship is made to be fitted in a signle way.
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Altrue
Exploration Frontier inc Brave Collective
838
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Posted - 2014.01.16 15:34:00 -
[5] - Quote
CCP Fozzie wrote:
The TL:DR is that all Tracking Disruptors, Remote Sensor Dampeners, and Target Painters will have their base effectiveness reduced by 10%, and at the same time be given the ability to get a 20% effectiveness through overheating.
This means that compared to current TQ values, these modules will be 10% worse when not heated, and 8% better when heated.
Nice move :)
I'm not sure about the necessity to include Target Painters in the base effectiveness nerf lot, though.
G££ <= Me |

Money Makin Mitch
Paid in Full
289
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Posted - 2014.01.16 15:48:00 -
[6] - Quote
Kagura Nikon wrote:Overall I do nto like the changes. More and more thigns are pushed where they are only usable on extremely specialzied ships. That is dumb, bad design and make the fittign of the ship that used to be an important part of eve, more and more irrelevant.
It seems like each ewar is made to be used on a single ship and no way in others, and each ship is made to be fitted in a signle way.
yep |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
485
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Posted - 2014.01.16 15:53:00 -
[7] - Quote
When are you nerfing unbonused ewar mods and fixing ecm + ecm drones? |

Dato Koppla
PillowFighters Inc Stealth Wear Inc.
467
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Posted - 2014.01.16 15:56:00 -
[8] - Quote
It's not a bad change, but why? I've never felt that these modules needed overheating, they worked fine as they were. Why "fix" what's not broken? I understand the whole Omni thing as sentries are overpowered, but why did painters, TD, RSDs have to be nerfed? |

Ayallah
SniggWaffe WAFFLES.
85
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Posted - 2014.01.16 16:01:00 -
[9] - Quote
I really would like to see unbonused EWAR take a nerf and I think this will work in some way to at least break it up.
Too many mid slot heavy ships dominate the frigate meta right now because of unbonused EWAR -áFear The Tribes |

Bloodmyst Ranwar
Dark Miresa
21
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Posted - 2014.01.16 16:05:00 -
[10] - Quote
Can't say that I'm a fan of this change.
I think it just simply isn't needed. I feel the 10% nerf/10% bonus to TD's for example hurts the ability to up-engage, therefore being a little too linear.
The agility nerf to inties is fine. But these EW strength changes just aren't needed...... |

Diivil
Magellanic Itg Goonswarm Federation
231
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Posted - 2014.01.16 16:06:00 -
[11] - Quote
What about balancing meta 4 and tech 2 variants? Meta 4 has always been strictly better for ECM since they have the same power but can sustain heat much longer and use significantly less paste to repair. Also significant cap usage difference especially with damps AND have easier fitting requirements. Now there is reason to use tech 2 target painters or sensor damps either. |

Seranova Farreach
611
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Posted - 2014.01.16 16:07:00 -
[12] - Quote
Vinyl 41 wrote:rly were nerfing TPs now ? is that some sort of a hidden war against pve missle users ?
yes mostlikly though in all honesty TPs work better with guns and webs work better with missles, really give it a try for yourself. _______________________ http://i.imgur.com/d9Ee2ik.jpg
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Vinyl 41
Perkone Academy
15
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Posted - 2014.01.16 16:13:00 -
[13] - Quote
Seranova Farreach wrote:Vinyl 41 wrote:rly were nerfing TPs now ? is that some sort of a hidden war against pve missle users ? yes mostlikly though in all honesty TPs work better with guns and webs work better with missles, really give it a try for yourself. not everyone here uses a ham tengu but ty for your reply |

Syndi Alleile
0
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Posted - 2014.01.16 16:14:00 -
[14] - Quote
Target Painters were already a hard choice when fitting because of how small of an advantage they give. Now Target Painters are a Bellicose module... |

Alx Warlord
SUPERNOVA SOCIETY Last Resort.
552
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Posted - 2014.01.16 16:24:00 -
[15] - Quote
Nerfing TPs, RSDs, TDs was a really bad move, They were somewhat balanced in the way they were... now many fits are ruined and we will get less diversity of ships in all fields of eve...
Please read these! > New POS system > New SOV system |

Scarlet Thellere
University of Caille Gallente Federation
5
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Posted - 2014.01.16 16:25:00 -
[16] - Quote
How bad it looks for dreds with 5% tracking nerf? Honestly i think that 10% nerf on TP is just too much. ATM they are almost not worth med slot in comparision to webs. Signature bonus they provide has stack penalty and |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1087
|
Posted - 2014.01.16 16:25:00 -
[17] - Quote
Ayallah wrote:I really would like to see unbonused EWAR take a nerf and I think this will work in some way to at least break it up.
Too many mid slot heavy ships dominate the frigate meta right now because of unbonused EWAR
I would prefer opposite. Unbonused wewar should be useful. As of now TP and ECM are useles sif in a non bonused ship. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Two step
Aperture Harmonics No Holes Barred
4397
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Posted - 2014.01.16 16:26:00 -
[18] - Quote
I assume you made double sure you can't get tracking disrupters over 100% effectiveness, right? Word on the street is that strange stuff happens when you do that... CSM 7 Secretary CSM 6 Alternate Delegate @two_step_eve on Twitter My Blog
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CCP Vesna Prishla
C C P C C P Alliance
25

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Posted - 2014.01.16 16:28:00 -
[19] - Quote
Two step wrote:I assume you made double sure you can't get tracking disrupters over 100% effectiveness, right? Word on the street is that strange stuff happens when you do that...
I am scared to test this now CCP Vesna Prishla | Customer Support | -á@CCPVesnaPrishla |
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iskflakes
869
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Posted - 2014.01.16 16:31:00 -
[20] - Quote
I'm not sure the target painter nerf is required, but the other two make sense. - |

gascanu
Bearing Srl.
57
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Posted - 2014.01.16 16:34:00 -
[21] - Quote
TPs nerf isn't needed  |

Scuzzy Logic
Sebiestor Tribe Minmatar Republic
120
|
Posted - 2014.01.16 16:34:00 -
[22] - Quote
Kagura Nikon wrote:Overall I do nto like the changes. More and more thigns are pushed where they are only usable on extremely specialzied ships. That is dumb, bad design and make the fittign of the ship that used to be an important part of eve, more and more irrelevant.
It seems like each ewar is made to be used on a single ship and no way in others, and each ship is made to be fitted in a signle way.
I agree. The sheer fact they're nerfing the already-almost-useless-in-PvP target painters makes it feel like they're just nerfing missioners again. THE DRAKE'S DEAD, stop nerfing our missiles CCP.
Also, I was always a big fan of EWAR being long-term combat disruption instead of the PVP IS ALPHA OR BUST mentality prevalent nowadays. |

Scuzzy Logic
Sebiestor Tribe Minmatar Republic
120
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Posted - 2014.01.16 16:37:00 -
[23] - Quote
CCP Vesna Prishla wrote:Two step wrote:I assume you made double sure you can't get tracking disrupters over 100% effectiveness, right? Word on the street is that strange stuff happens when you do that... I am scared to test this now
Be afraid, be very afraid.
Also, the math in my head makes me think it will be possible once more with officer mods and scripts. |

Scuzzy Logic
Sebiestor Tribe Minmatar Republic
120
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Posted - 2014.01.16 16:39:00 -
[24] - Quote
Diivil wrote:What about balancing meta 4 and tech 2 variants? Meta 4 has always been strictly better for ECM since they have the same power but can sustain heat much longer and use significantly less paste to repair. Also significant cap usage difference especially with damps AND have easier fitting requirements. Now there is no reason to use tech 2 target painters or sensor damps either.
Now that you point it out, it really is dumb as hell. |

gascanu
Bearing Srl.
57
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Posted - 2014.01.16 16:45:00 -
[25] - Quote
Quote:The TL:DR is that all Tracking Disruptors, Remote Sensor Dampeners, and Target Painters will have their base effectiveness reduced by 10%, and at the same time be given the ability to get a 20% effectiveness through overheating.
while tracking distruptors and dampeners can use scripts, TPs don't. so basically, TPs don't have the same flexibility at tracking distruptors or dampeners while getting the same nerf bat; really? |

Alx Warlord
SUPERNOVA SOCIETY Last Resort.
553
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Posted - 2014.01.16 16:50:00 -
[26] - Quote
Scuzzy Logic wrote:CCP Vesna Prishla wrote:Two step wrote:I assume you made double sure you can't get tracking disrupters over 100% effectiveness, right? Word on the street is that strange stuff happens when you do that... I am scared to test this now Be afraid, be very afraid. Also, the math in my head makes me think it will be possible once more with officer mods and scripts.
With this much TD the ship should shoot itself!!!! Please read these! > New POS system > New SOV system |

Mini Vordul
Sky Fighters
9
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Posted - 2014.01.16 16:55:00 -
[27] - Quote
The long awaited target painter nerf! |

Dinsdale Pirannha
Pirannha Corp
1942
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Posted - 2014.01.16 17:00:00 -
[28] - Quote
Kagura Nikon wrote:Overall I do nto like the changes. More and more thigns are pushed where they are only usable on extremely specialzied ships. That is dumb, bad design and make the fittign of the ship that used to be an important part of eve, more and more irrelevant.
It seems like each ewar is made to be used on a single ship and no way in others, and each ship is made to be fitted in a signle way.
Further, the dev is again showing his "PvP is the only thing that matters in Eve" flag again. Players that use TP's in missions get screwed, since no one overheats for any length of time in a mission, or in any PvE situation.
Most people viewed Orwell's writings as a warning. The harper regime and the goons treat them as a guidebook. |

TruExXx
Mafia Redux Phobia.
19
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Posted - 2014.01.16 17:01:00 -
[29] - Quote
I dont think these modules need to be a part of the heating "meta." With so many modules to heat now the chance of burning out modules in a fight esp for small gang pvpers will be too high. I think that versatility to all modules should be encouraged to increase the decision making process, but this kind just increases cost to the user. It will require more nanite paste after fights, and it will increase death due to a higher chance of modules burning out.
We changing this game more things need to be done to create content and thrill for the pvp experience. Instead EVE is adding more difficulty and cost. Which does neither.
This change will also hurt the effectiveness of PvE. |

Maximus Aerelius
PROPHET OF ENIGMA
1201
|
Posted - 2014.01.16 17:15:00 -
[30] - Quote
Seranova Farreach wrote:Vinyl 41 wrote:rly were nerfing TPs now ? is that some sort of a hidden war against pve missle users ? yes mostlikly though in all honesty TPs work better with guns and webs work better with missles, really give it a try for yourself.
Unless you're a Golem Pilot and then you have TP's and Missiles along with Webs\LMJD as it's bonused for TP's.
The nerf is too great IMHO and how do you only get 18% from overheating and not 20%. You are minus 10% and overheat should get you +20% not +18% surely?
CCP Fozzie wrote:The TL:DR is that all Tracking Disruptors, Remote Sensor Dampeners, and Target Painters will have their base effectiveness reduced by 10%, and at the same time be given the ability to get a 20% effectiveness through overheating.
This means that compared to current TQ values, these modules will be 10% worse when not heated, and 8% better when heated.
Nerfing to accommodate a change that only advanced players will use isn't good practice in my opinion unless it is too OP but since we operate these modules at 100% now should the OH not simply increase the level by say 5% instead of penalizing those that don't or haven't trained OH/Nanite Repair etc?
I can see the P.I. manufacturers rubbing their hands together at the thoughts of all those that will have to OH their mods to get back to the 100% that they had before. Fast Character Switching "XP Stylee" Undocking - More Routes Out of Station Here's my tear jar > |_| < Fill 'er up! |
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