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| Author | Thread Statistics | Show CCP posts - 2 post(s) |
![]() Cobba Vanga |
Posted - 2003.09.18 12:25:00 -
[1] Dear Devs, dear CCP. Can you tell me why you nerf next good module? Just now are all nanofibers totaly useless and you can erase them all from game (it is non-vulgar variant). What will be next module? Can someone (TomB?) explain what is reason for this nerf? I was on CHAOS before patch and I think that it WASNT tested there. Thank you. [righthttp://www.chon-corp.org/gfx/chon_logo_new.jp[/right] |
Cobba Vanga 47R |
Posted - 2003.09.18 12:25:00 -
[2] Dear Devs, dear CCP. Can you tell me why you nerf next good module? Just now are all nanofibers totaly useless and you can erase them all from game (it is non-vulgar variant). What will be next module? Can someone (TomB?) explain what is reason for this nerf? I was on CHAOS before patch and I think that it WASNT tested there. Thank you. [righthttp://www.chon-corp.org/gfx/chon_logo_new.jp[/right] |
![]() Angry Sheep |
Posted - 2003.09.18 14:34:00 -
[3] I agree, my ship is now a cow in water, make the jump gate i'll be lucky ---- agree with the testing comment though, this was overlooked It's a Dog eat Dog World out there and I'm wearing Milky Bone underwear |
![]() Lurk |
Posted - 2003.09.18 14:34:00 -
[4] They were not working as intended before the patch - you could effectively make a battleship have instant acceleration and turning with 4 basic nanofibres whereas a frigate would have only a 66% increase in agility. With the current system nanofibres have the same impact on all ships, so it is more balanced. I agree they are a little bit weak atm though. |
Angry Sheep Amarr Aur0ra |
Posted - 2003.09.18 14:34:00 -
[5] I agree, my ship is now a cow in water, make the jump gate i'll be lucky ---- agree with the testing comment though, this was overlooked It's a Dog eat Dog World out there and I'm wearing Milky Bone underwear |
Lurk Gallente The PAIN Syndicate |
Posted - 2003.09.18 14:34:00 -
[6] They were not working as intended before the patch - you could effectively make a battleship have instant acceleration and turning with 4 basic nanofibres whereas a frigate would have only a 66% increase in agility. With the current system nanofibres have the same impact on all ships, so it is more balanced. I agree they are a little bit weak atm though. |
![]() Hematic |
Posted - 2003.09.18 16:19:00 -
[7] The badger II used to not need nano-fibres to pick up loot cans. Not even with 2 installed it takes three passes per can to pick up from them. Why does game play have to suffer, what was being exploited to simply allow cans to be picked up? The game is unplayable as an indy pilot picking up large numbers of cans in space. |
Hematic Caldari R.O.T. |
Posted - 2003.09.18 16:19:00 -
[8] The badger II used to not need nano-fibres to pick up loot cans. Not even with 2 installed it takes three passes per can to pick up from them. Why does game play have to suffer, what was being exploited to simply allow cans to be picked up? The game is unplayable as an indy pilot picking up large numbers of cans in space. |
![]() Veshalik |
Posted - 2003.09.18 16:23:00 -
[9] Forgive me for being a newb Hematic, but can't you just slow down? Does slowing down increase your ability to scoop? Or does it not matter if you're at full throttle or 1/3 throttle? Because hypothetically if it does matter, then it would make sense that the slower you go the greater probability you have of doing a tricky piloting manuveur? |
Veshalik |
Posted - 2003.09.18 16:23:00 -
[10] Forgive me for being a newb Hematic, but can't you just slow down? Does slowing down increase your ability to scoop? Or does it not matter if you're at full throttle or 1/3 throttle? Because hypothetically if it does matter, then it would make sense that the slower you go the greater probability you have of doing a tricky piloting manuveur? |
![]() Ellison |
Posted - 2003.09.18 16:30:00 -
[11] Any module that affects agility has no noticeable effect post-patch. Fitting 0 nanofiber structures gives the same acceleration/turning as fitting 1 as fitting 7. Modules that give a negative bonus to agility also have no effect to the agility stat anymore. Fitting 1-7 overdrives now doesn't make your ship turn any worse than not fitting them, even though it should. So agility is broken with this patch. I would expect the skills that boost agility also have no effect. |
Ellison Sebiestor tribe |
Posted - 2003.09.18 16:30:00 -
[12] Any module that affects agility has no noticeable effect post-patch. Fitting 0 nanofiber structures gives the same acceleration/turning as fitting 1 as fitting 7. Modules that give a negative bonus to agility also have no effect to the agility stat anymore. Fitting 1-7 overdrives now doesn't make your ship turn any worse than not fitting them, even though it should. So agility is broken with this patch. I would expect the skills that boost agility also have no effect. |
![]() Ana Khouri |
Posted - 2003.09.18 17:44:00 -
[13] - The previous agility of the non-bestower indys seems to have been a bug, their current agility seems to be their correct one. - The agility modules gave incorrect boni previously, they just substracted, not multiplied with the agility rating, making BS with frig agility possible - TomB "fixed" that. He told me that agility boosting modules are affecting frigates most visibly and BS least visibly. Tests made it pretty clear that they have no effect on either frigs than BS. TomB "should" know that, since I posted that on the same day, but he never made any specific comment on this. free speech not allowed here |
Ana Khouri Caldari Doomheim |
Posted - 2003.09.18 17:44:00 -
[14] - The previous agility of the non-bestower indys seems to have been a bug, their current agility seems to be their correct one. - The agility modules gave incorrect boni previously, they just substracted, not multiplied with the agility rating, making BS with frig agility possible - TomB "fixed" that. He told me that agility boosting modules are affecting frigates most visibly and BS least visibly. Tests made it pretty clear that they have no effect on either frigs than BS. TomB "should" know that, since I posted that on the same day, but he never made any specific comment on this. free speech not allowed here |
![]() Gan Howorth |
Posted - 2003.09.18 18:56:00 -
[15] And can anyone confirm or deny that the agility boosting skills spaceship command and evasive maneovuring have ANY effect at all either pre or post patch? |
Gan Howorth Caldari Enigma Inc. |
Posted - 2003.09.18 18:56:00 -
[16] And can anyone confirm or deny that the agility boosting skills spaceship command and evasive maneovuring have ANY effect at all either pre or post patch? |
![]() Ellison |
Posted - 2003.09.18 22:26:00 -
[17] I don't think anyone, including CCP, can confirm or deny whether those skills work. If you can't tell if they work, then they either don't work or they do work and are useless, so don't waste your time training them if you don't have to. |
Ellison Sebiestor tribe |
Posted - 2003.09.18 22:26:00 -
[18] I don't think anyone, including CCP, can confirm or deny whether those skills work. If you can't tell if they work, then they either don't work or they do work and are useless, so don't waste your time training them if you don't have to. |
![]() Hematic |
Posted - 2003.09.18 23:10:00 -
[19] Yes by going slower one may be able to avoid over-shooting the mark. However it is a bit self-defeating. Meaning that if it's taking me an extra 15-20 seconds per can to pick up because of over shoot. Then by slowing down I am adding that time to travel to the can. What I'd rather see as a minimum 'fix' is that when one clicks approach an object the ships speed is brought down based on it's acceleration/decceleration and distance to the object. Yes TomB was well aware of the fact that he was essentially breaking these modules but went ahead with the patch as is anyway? <boggles> Even if 'working properly' what is the purpose now of a badger ii? 250 extra shields? at the cost of top speed and cargo holds? One might say six medium slots but why not just a Blackbird? ALmost same training times to achieve and cruiser far superior for shut-down. |
Hematic Caldari R.O.T. |
Posted - 2003.09.18 23:10:00 -
[20] Yes by going slower one may be able to avoid over-shooting the mark. However it is a bit self-defeating. Meaning that if it's taking me an extra 15-20 seconds per can to pick up because of over shoot. Then by slowing down I am adding that time to travel to the can. What I'd rather see as a minimum 'fix' is that when one clicks approach an object the ships speed is brought down based on it's acceleration/decceleration and distance to the object. Yes TomB was well aware of the fact that he was essentially breaking these modules but went ahead with the patch as is anyway? <boggles> Even if 'working properly' what is the purpose now of a badger ii? 250 extra shields? at the cost of top speed and cargo holds? One might say six medium slots but why not just a Blackbird? ALmost same training times to achieve and cruiser far superior for shut-down. |
![]() Mynobe Soletae |
Posted - 2003.09.18 23:26:00 -
[21] He told you, huh? Well that changes things. |
Mynobe Soletae |
Posted - 2003.09.18 23:26:00 -
[22] He told you, huh? Well that changes things. |
![]() Ryousha |
Posted - 2003.09.18 23:33:00 -
[23] Guys, when you see a bug like this, please make a log from the logserver.exe program and post a bug report in the bug reporting link on this website. We can tell the devs, but the logs let them see exactly what is occuring. Thank you, Ryousha Polaris Bug Hunter |
Ryousha Polaris Corporation |
Posted - 2003.09.18 23:33:00 -
[24] Guys, when you see a bug like this, please make a log from the logserver.exe program and post a bug report in the bug reporting link on this website. We can tell the devs, but the logs let them see exactly what is occuring. Thank you, Ryousha Polaris Bug Hunter |
![]() Ana Khouri |
Posted - 2003.09.19 08:18:00 -
[25] Strongly doubt that this is a "bug" per se. The game mechanics for agility were changed, because the agi boni/mali were applied incorrectly. The change didn't went as desired, though, since at least the module agi modi have now no effect at all. This isn't a bug experienced by a few players, but universal. And, as said, TomB *should* know of this, unless he choosed to ignore a longer post in the official topic where this change was mentioned of him. free speech not allowed here |
Ana Khouri Caldari Doomheim |
Posted - 2003.09.19 08:18:00 -
[26] Strongly doubt that this is a "bug" per se. The game mechanics for agility were changed, because the agi boni/mali were applied incorrectly. The change didn't went as desired, though, since at least the module agi modi have now no effect at all. This isn't a bug experienced by a few players, but universal. And, as said, TomB *should* know of this, unless he choosed to ignore a longer post in the official topic where this change was mentioned of him. free speech not allowed here |
![]() McWatt |
Posted - 2003.09.19 11:08:00 -
[27] great that missile are now completly based on the agility system. something that i, and other obviously too, am unsure of wether it s already in the game or not. funny too, that lots of people thought that the high agility of some indys was a feature. the bug or feature question owns this game! |
McWatt Caldari |
Posted - 2003.09.19 11:08:00 -
[28] great that missile are now completly based on the agility system. something that i, and other obviously too, am unsure of wether it s already in the game or not. funny too, that lots of people thought that the high agility of some indys was a feature. the bug or feature question owns this game! |
![]() Johnson McCrae |
Posted - 2003.09.19 17:17:00 -
[29] Most likely, this would never have been noticed by the devs except some 'users' mentioned it in the forums about making battleships 'highly maneuverable' with 3 nano's. Sorry folks, they shot you in the foot, and now you noticed your limping. Talk to the 'mouthy mothers' instead of whining. All the agility mods were not adding their boosts right. Turns out they were giving a straight # add instead of the percentage. Thus 3 could make a battleship do things its base 1x agility should have made impossible. Indy's, on the other hand, has the wrong agility base to start with. It ain't over till the fat lady falls on ya! [ 2004.10.09 02:50:23 ] (combat) Your 425mm Compressed Coil Gun I perfectly strikes Guardian Sentry, wrecking for 747.3 damage. |
Johnson McCrae Minmatar |
Posted - 2003.09.19 17:17:00 -
[30] Most likely, this would never have been noticed by the devs except some 'users' mentioned it in the forums about making battleships 'highly maneuverable' with 3 nano's. Sorry folks, they shot you in the foot, and now you noticed your limping. Talk to the 'mouthy mothers' instead of whining. All the agility mods were not adding their boosts right. Turns out they were giving a straight # add instead of the percentage. Thus 3 could make a battleship do things its base 1x agility should have made impossible. Indy's, on the other hand, has the wrong agility base to start with. It ain't over till the fat lady falls on ya! [ 2004.10.09 02:50:23 ] (combat) Your 425mm Compressed Coil Gun I perfectly strikes Guardian Sentry, wrecking for 747.3 damage. |
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