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Thread Statistics | Show CCP posts - 6 post(s) |

Aureus Ahishatsu
Deadspace Knights
3
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Posted - 2014.05.05 17:47:00 -
[181] - Quote
Personally I would like to see some type of special ship introduced into the game that is along the "ORE" shipline which would be unique in that it would be the only logi ship to give a bonus to remote/ self hull repairs. Granted this ship would be very circumstantial but it would encourage some of the large industry groups to travel in a fleet. As of right now if you have a support group with a freighter or an orca the only thing you can do is hopefully out dps the opposing fleet before they pop your hauling ship as the hull and not the shield or armor accounts for the major of the ships total HP. The ship could even have even stats across the board of armor shield and hull so that it is equally supportable by any arrangement of ships. The catch being that since base stats are even it doesn't have quite the tank as other ships which are designed for just one line. As much as people love ganking freighters/ orcas full of loot. There should be a reward/ benefit to flying with 1/2 of these logi ships designed specifically to keep your big semi truck hauling stuff alive. |

Jur Tissant
Federal Navy Academy Gallente Federation
33
|
Posted - 2014.05.07 05:15:00 -
[182] - Quote
Now we've just got to create a set of ships focused specifically on hull strength. |

Mournful Conciousness
Embers Children TOHA Conglomerate
758
|
Posted - 2014.05.07 09:38:00 -
[183] - Quote
Daichi Yamato wrote:Mournful Conciousness wrote:Liafcipe9000 wrote:Tengu Grib wrote:Real men hull tank. Thanks CCP! Now we can do it for REAL!
this. I checked the numbers in evehq. A hull tanked neutageddon will have more ehp than an armour tanked neutageddon - if you ignore the effect of gang links. This is because the hull rigs give a 5% larger bonus when compared to trimarks. lol whats a domi look like?
Something like this I would have thought: [Dominix, neut]
3x Heavy Unstable Power Fluctuator I 3x Medium Unstable Power Fluctuator I
2x Heavy Capacitor Booster II (Navy Cap Booster 800) Large Capacitor Battery II Warp Disruptor II 100MN Microwarpdrive II
Damage Control II 6x Reinforced Bulkheads II
3x Structure Rig II
5x Curator II 5x Warrior II 5x Ogre II
Which if my maths are correct gives total EHP of over 200k, of which 198k is in structure.
I think it's quite a compelling proposition.
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".
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Mournful Conciousness
Embers Children TOHA Conglomerate
758
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Posted - 2014.05.07 09:50:00 -
[184] - Quote
then there's 'surprise hull neut kronos!'
[Kronos, hull neut]
3x Heavy Unstable Power Fluctuator I Bastion Module I 4x Neutron Blaster Cannon II (Caldari Navy Antimatter Charge L)
Heavy Electrochemical Capacitor Booster I Federation Navy Stasis Webifier 100MN Microwarpdrive II Republic Fleet Warp Disruptor
6x Reinforced Bulkheads II Damage Control II
2x Hull Rig II
5x Hammerhead II
Which has 252690 EHP in structure alone and delivers 836dps along with the neuts.
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".
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CCP Fozzie
C C P C C P Alliance
9871

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Posted - 2014.05.07 10:25:00 -
[185] - Quote
Hey everyone. Thanks for the feedback so far.
I just got back to work after a bit of post-fanfest death plague recovery. I'm working through a bunch of threads to catch up on what was discussed over Fanfest and the last two days.
I'm all caught up on this thread, and although I won't make a decision quite yet, I do find the arguments for hull rigs affecting cargo to be quite compelling. I'll give it some more thought. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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Dave Stark
5350
|
Posted - 2014.05.07 10:56:00 -
[186] - Quote
CCP Fozzie wrote:I'm all caught up on this thread, and although I won't make a decision quite yet, I do find the arguments for hull rigs affecting cargo to be quite compelling. I'll give it some more thought.
for the sake of consistency; bulkheads have a speed penalty, therefore so should the rigs.
does that mean, if you decide on a cargo penalty that you'd also change the penalty on bulkheads? |
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CCP Fozzie
C C P C C P Alliance
9873

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Posted - 2014.05.07 10:59:00 -
[187] - Quote
Dave Stark wrote:CCP Fozzie wrote:I'm all caught up on this thread, and although I won't make a decision quite yet, I do find the arguments for hull rigs affecting cargo to be quite compelling. I'll give it some more thought. for the sake of consistency; bulkheads have a speed penalty, therefore so should the rigs. does that mean, if you decide on a cargo penalty that you'd also change the penalty on bulkheads?
I won't rule it out, but changing one doesn't mean we'd NEED to change the other. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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Kankame
Mercantile Club Capsuleer Association
1
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Posted - 2014.05.07 10:59:00 -
[188] - Quote
I would go with an increase in mass, higher aligntime, inertia and/or slower speed
If you decide for such a tweak, then please change the other rigs that affect the same stats. For Example the Cargohold Optimization to reduce Hullpoints and not Armor would make more sense to me. Founder and CEO of Mercantile Club Capsuleer Association located in Kaimon - The Citadel Caldari Roleplayer |

Kankame
Mercantile Club Capsuleer Association
1
|
Posted - 2014.05.07 11:05:00 -
[189] - Quote
CCP Fozzie wrote:Dave Stark wrote:CCP Fozzie wrote:I'm all caught up on this thread, and although I won't make a decision quite yet, I do find the arguments for hull rigs affecting cargo to be quite compelling. I'll give it some more thought. for the sake of consistency; bulkheads have a speed penalty, therefore so should the rigs. does that mean, if you decide on a cargo penalty that you'd also change the penalty on bulkheads? I won't rule it out, but changing one doesn't mean we'd NEED to change the other.
It would make much more sense or you have to explain the "Why" this module does change that and not the other stat very good in the description.
Why not a small penalty to everything ^^ Founder and CEO of Mercantile Club Capsuleer Association located in Kaimon - The Citadel Caldari Roleplayer |

Dave Stark
5350
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Posted - 2014.05.07 11:11:00 -
[190] - Quote
CCP Fozzie wrote:I won't rule it out, but changing one doesn't mean we'd NEED to change the other.
this is true, the cargo rigs don't share a penalty with cargo modules. i just like things to be all the same and consistent. |

Warr Akini
Bat Country Goonswarm Federation
102
|
Posted - 2014.05.07 11:13:00 -
[191] - Quote
CCP Fozzie wrote:Hey everyone. Thanks for the feedback so far.
I just got back to work after a bit of post-fanfest death plague recovery. I'm working through a bunch of threads to catch up on what was discussed over Fanfest and the last two days.
I'm all caught up on this thread, and although I won't make a decision quite yet, I do find the arguments for hull rigs affecting cargo to be quite compelling. I'll give it some more thought.
You've probably figured out very fast that reducing cargo for something like a hulltanking battleship is just as piddly of a reduction (except perhaps for those who use cap boosters, maybe) as reducing speed or armor for a freighter or jump freighter. So, if you keep rigs working they way they are, you're going to give a drastic advantage to one or the other. I figure hardcoding something into freighters specifically is probably more likely as they are a special class of ship.
A very special class of ship to explode. |

X Gallentius
Justified Chaos
2198
|
Posted - 2014.05.07 15:58:00 -
[192] - Quote
CCP Fozzie wrote:Dave Stark wrote:CCP Fozzie wrote:I'm all caught up on this thread, and although I won't make a decision quite yet, I do find the arguments for hull rigs affecting cargo to be quite compelling. I'll give it some more thought. for the sake of consistency; bulkheads have a speed penalty, therefore so should the rigs. does that mean, if you decide on a cargo penalty that you'd also change the penalty on bulkheads? I won't rule it out, but changing one doesn't mean we'd NEED to change the other. You also have the option of placing stacking penalties on reinforced bulkheads as a way of balancing things out.
Would rather have less maximum hull HP capacity with no speed penalty than massive HP with massive speed bonus. I'm sure the Orca pilots disagree. 
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gascanu
Bearing Srl.
113
|
Posted - 2014.05.07 16:29:00 -
[193] - Quote
to be honest a reduction in cargo it's not really a penalty on a bait hull tanked bs; and will be a very big hit on freighters; so maybe the speed penalty is the right thing for now |

Batelle
Tymast Industries 150th
2585
|
Posted - 2014.05.07 16:49:00 -
[194] - Quote
Bulkheads reduce cargo, that doesn't mean these rigs would need to as well.
Nanofibers reduce structure, but polycarbs reduce armor, and that works just fine and both are noteworthy penalties. "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. |

Abrazzar
Vardaugas Family
3298
|
Posted - 2014.05.07 16:53:00 -
[195] - Quote
Considering the ships the hull rigs are most effective, i.e. Orca and Freighters, a cargo penalty would make their usefulness rather dubious. Sovereignty and Population New Mining Mechanics |

Sarah Flynt
Federation Interstellar Resources
33
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Posted - 2014.05.07 16:54:00 -
[196] - Quote
Batelle wrote:Bulkheads reduce cargo, that doesn't mean these rigs would need to as well. Bulkheads reduce velocity, not cargo.
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Capqu
Love Squad Pasta Syndicate
505
|
Posted - 2014.05.07 17:14:00 -
[197] - Quote
cool that these don't stacking penalize so we really should fit 3 or none
kinda like warp speed rigs https://www.youtube.com/watch?v=yNpMiT5qpyI |

Ammzi
Love Squad Pasta Syndicate
1742
|
Posted - 2014.05.07 17:24:00 -
[198] - Quote
Abrazzar wrote:Considering the ships the hull rigs are most effective, i.e. Orca and Freighters, a cargo penalty would make their usefulness rather dubious.
That's the point. There needs to be trade-offs in EVE and as Fozzie put it ~have interesting fitting choices~ If hull rigs remain on velocity then as a freighter pilot I would just fit a mix of hull/warp rigs which is just a massive buff to freighters.
Depending on what rebalances are coming to freighters. Hull rigs should penalize cargos because of their extreme use to freighter/orca pilots. |

X Gallentius
Justified Chaos
2198
|
Posted - 2014.05.07 17:30:00 -
[199] - Quote
Capqu wrote:cool that these don't stacking penalize so we really should fit 3 or none kinda like warp speed rigs trimarks and cdfe's are not stacking penalized either. |

Capqu
Love Squad Pasta Syndicate
508
|
Posted - 2014.05.07 17:33:00 -
[200] - Quote
X Gallentius wrote:Capqu wrote:cool that these don't stacking penalize so we really should fit 3 or none kinda like warp speed rigs trimarks and cdfe's are not stacking penalized either.
thats the point
the only flat % increase style rigs (armour, warp speed, cargo etc) ones that are going to be is warp speed rigs post patch https://forums.eveonline.com/default.aspx?g=posts&t=340216&find=unread
the reasoning behind changing them according to fozzie is to make fitting an interesting choice in that 3rd rig slot aka the opposite of how the most common rigs in the game works and how these new added rigs are going to work
and i quote
Quote:Stacking penalties go a long way to making rig and module combination choices interesting instead of just slapping a max number of one thing onto your ship, and this change will keep warp rigs competitive while also providing some more interesting choices around what your third rig should be.
i mean i'd understand if it was a different dev to who made these rigs but the actual same person introduces rigs like this then says something like that in another thread blows my mind https://www.youtube.com/watch?v=yNpMiT5qpyI |

Vhelnik Cojoin
Pator Tech School Minmatar Republic
38
|
Posted - 2014.05.07 19:14:00 -
[201] - Quote
CCP Fozzie wrote:I'm all caught up on this thread, and although I won't make a decision quite yet, I do find the arguments for hull rigs affecting cargo to be quite compelling. I'll give it some more thought. Great news, thanks! Please try and expedite your thinking on this issue and make some bombastic, final remarks to this effect before the good people from GSF and CODE. wakes up and realizes their mistake. 
Have you Communicated with your fellow capsuleers today? It is good for the EVE-oconomy and o-kay for you. |

Ranamar
Valkyries of Night Of Sound Mind
55
|
Posted - 2014.05.07 19:54:00 -
[202] - Quote
Abrazzar wrote:Considering the ships the hull rigs are most effective, i.e. Orca and Freighters, a cargo penalty would make their usefulness rather dubious.
I wouldn't care on my T1 freighter because it's usually half-empty anyway. (Otherwise, I wouldn't be terribly concerned about hull rigs, tbh, and would be putting align/warpspeed rigs on.) My Orca, though... I might actually care about using its max cargo from time to time. (Not often, I'll admit, but CDFEs are also not a bad choice on an Orca, tbh.) |

Malcolm Malicious
Malware Detected Brave Collective
65
|
Posted - 2014.05.08 11:39:00 -
[203] - Quote
I'm dying to test out my new hull doctrines, when will we see Kronos changes on the test server? |

Mr LaboratoryRat
Confederation of DuckTape Lovers
53
|
Posted - 2014.05.08 20:49:00 -
[204] - Quote
how about fixing hull reps/hullmods in the first place when you are planning on hull tanks? |

Sgt Ocker
Last Bastion of Freedom
202
|
Posted - 2014.05.08 23:04:00 -
[205] - Quote
Mr LaboratoryRat wrote:how about fixing hull reps/hullmods in the first place when you are planning on hull tanks? Bulkhead and DC ll are both in good places, no fixing needed there. Hull Reps - Could possibly (I mean - really) do with some love.
For most applications, Hull Rigs will best suit a buffer tank alongside Bulkheads and DCll.
Not sure having a reduction in cargo size is the best way to go for a penalty on Hull rigs. Without expanders or optimization rigs Orca has 37,500 m of cargo space. Which is already halved by fitting hull rigs, DC ll and Bulkhead.
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Daichi Yamato
Xero Security and Technologies
1468
|
Posted - 2014.05.09 13:41:00 -
[206] - Quote
gascanu wrote:to be honest a reduction in cargo it's not really a penalty on a bait hull tanked bs; and will be a very big hit on freighters; so maybe the speed penalty is the right thing for now
a bait tanks purpose is to sit there and get shot. speed is not much of a penalty to them either. EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY?No; there are no systems or locations in New Eden where PvP may be completely avoided""So it will be up to a pilot to remain vigilant wherever they may be flying and be ready for anything at any time" |

Delhaven
Vicis Inter Astrum I'd Rather Be Roaming
30
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Posted - 2014.05.09 17:33:00 -
[207] - Quote
For freighters and Orcas, it really doesn't make a difference whether it's a cargo or speed penalty.
With a speed penalty: if you're on autopilot odds are good that you really aren't that worried about shaving a couple of minutes off of a trip (10-20 seconds per gate). If you're not on autopilot, it makes no difference.
If you do care about the time, you'll put on agility, velocity, and/or warp speed rigs.
With a cargo penalty: for freighters hauling high value stuff, a drop of 40-90K m3 won't be missed because the ship is probably only half-full anyway. For an Orca, if you're putting on hull rigs a loss of 2-3K m3 of cargo is insignificant, and the corporate and ship maintenance bays don't change.
If you haul a lot of high volume, low value stuff you'll put on cargo rigs.
For combat ships and fringe cases: a drop in velocity might matter, and a drop in cargo will rarely matter.
Personally, I'd rather see the cargo penalty. |

Tau Cabalander
Retirement Retreat Working Stiffs
3594
|
Posted - 2014.05.13 03:40:00 -
[208] - Quote
Since the rigs are really for freighters and jump freighters, it seems, It would be an extreme pity to have the drawback be cargo.
Velocity will be a great penalty for freighters, as it is the primary concern of AFK haulers. If they want to be more secure, they have to sacrifice travel time. [Time spent traveling AFK to gate activation distance is typically greater than time spent in warp. Hence the Fenrir is the most popular AFK hauler.]
Jump freighters are already slow, and have good tank, and these rigs will force them to sacrifice even more velocity for more tank.
Win-win. |

Hrett
Justified Chaos
396
|
Posted - 2014.05.13 05:10:00 -
[209] - Quote
These are going to create some monster Gallente fits. You can now have a two slot tank in your lows (dcu + bulkhead) plus 3 hull rigs. Then devote the rest of your lows to mag stabs, ddas, TEs and ODs. Vexor Sexor.
Goodnight Darlene. spaceship, Spaceship, SPACESHIP! |

Sgt Ocker
Last Bastion of Freedom
209
|
Posted - 2014.05.13 06:12:00 -
[210] - Quote
Delhaven wrote:For freighters and Orcas, it really doesn't make a difference whether it's a cargo or speed penalty.
With a speed penalty: if you're on autopilot odds are good that you really aren't that worried about shaving a couple of minutes off of a trip (10-20 seconds per gate). If you're not on autopilot, it makes no difference.
If you do care about the time, you'll put on agility, velocity, and/or warp speed rigs.
With a cargo penalty: for freighters hauling high value stuff, a drop of 40-90K m3 won't be missed because the ship is probably only half-full anyway. For an Orca, if you're putting on hull rigs a loss of 2-3K m3 of cargo is insignificant, and the corporate and ship maintenance bays don't change.
If you haul a lot of high volume, low value stuff you'll put on cargo rigs.
For combat ships and fringe cases: a drop in velocity might matter, and a drop in cargo will rarely matter.
Personally, I'd rather see the cargo penalty.
Fitting Hull Rigs alone effectively removes 40k m3 from the Orcas cargo capacity, Bulkhead ll and DCU ll, removes another 30k m3 and you want to remove more by having a Cargo Capacity Drawback on Hull Rigs? Adding a speed deficit to hull rigs for a ship that does 75m/s now, sort of defeats the purpose of fitting the extra hull, once you leave the safety of highsec..
While 30k or 40k Cargo reduction on a T1 Freighter may not have much effect - The same reduction applied to a JF has a massive impact - 50% more fuel being required to move a JF about + reduction to carrying capacity by fitting rigs = Disaster for Lowsec and Nulsec logistics. Further reducing the speed of JF's by having speed drawback for hull rigs = More time for gankers to get through the extra bit of hull you picked up with the rigs.
Hull Rigs, IMO should have the same Drawback as Engineering Rigs - None - The ships they will benefit most already have enough draw backs. Speed, Agility, Target Value, just to name a few. Why give them the ability to help overcome some of the drawbacks then add drawbacks that all but neutralize what they are being given. My opinions are mine. -á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-áIf you don't like them or disagree with me that's OK. Just don't bother Hating - I don't care.. |
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