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Zarnak Wulf
Amok. Goonswarm Federation
89
|
Posted - 2011.11.15 20:25:00 -
[1] - Quote
Boosters are revamped in the winter expansion. They have lost ALL of their side effects. My biology skill is at an absolutely 'amazing' level 3. I take a pill and my tracking improves by 30% for 47ish minutes. There are two booster skills that increase booster duration by 20%. (Biology is one). There's another that enhances effects by 5% per level.
Booster Slot One: Tank
Reduced sig radius - up to 10% Increased armour repair - up to 20% Increased Shield boost - up to 20% Increased Capacitor - up to 15%
Booster Slot Two: Gank
Increased tracking - up to 30% Increased optimal - up to 15% Increased falloff - up to 15%
Booster Slot Three: Missiles?!?
Better Explosion Radius - up to 30% I think but I'm not sure b/c I didn't really care..... 
Anyways - go hop on Sissi and check them out. Then let us know what you think. Overpowered? A huge boon for lowsec? Discuss. |

Florestan Bronstein
The Waterworks
167
|
Posted - 2011.11.15 20:30:00 -
[2] - Quote
inb4 collapsing Nanite Control prices. |

Jenn Makanen
Science and Trade Institute Caldari State
60
|
Posted - 2011.11.15 20:36:00 -
[3] - Quote
hmm. Powerful, but not too over powered, if they can effectively counter each other's effects. And it's not like it's only a subset of people can take it.
|

Mr LaForge
Deep Core Mining Inc. Caldari State
119
|
Posted - 2011.11.15 20:38:00 -
[4] - Quote
Too bad they are still illegal I Support the Goons! |

Zarnak Wulf
Amok. Goonswarm Federation
89
|
Posted - 2011.11.15 20:38:00 -
[5] - Quote
Jenn Makanen wrote:hmm. Powerful, but not too over powered, if they can effectively counter each other's effects. And it's not like it's only a subset of people can take it.
No effects at all. You can essentially take a booster from each slot. You'd only do that though if you flew the Rapier, Huginn, Typhoon, or the Nag. |

Akirei Scytale
Test Alliance Please Ignore
381
|
Posted - 2011.11.15 20:41:00 -
[6] - Quote
Mr LaForge wrote:Too bad they are still illegal
Illegal Shmillegal in nullsec. |

Ardamalis
Vanguard Corp Bounty Hunters
26
|
Posted - 2011.11.15 20:46:00 -
[7] - Quote
Me like.
Boosters may be worthwhile for once.
Also, does this change preclude the contraband trading we've heard about in the past? |

TheBlackSwan
Red Federation RvB - RED Federation
0
|
Posted - 2011.11.15 20:51:00 -
[8] - Quote
Hopefully Nanite Control will give some kind of enhancement to the booster, otherwise a very expensive useless skill |

Vincent Gaines
Macabre Votum Morsus Mihi
91
|
Posted - 2011.11.15 20:51:00 -
[9] - Quote
Mr LaForge wrote:Too bad they are still illegal in empire, but who cares about that |

Karah Serrigan
The Hatchery Team Liquid
3
|
Posted - 2011.11.15 20:53:00 -
[10] - Quote
How is the already limited supply keep up with the suddenly huuuuuuuuuuge demand? |

Vincent Gaines
Macabre Votum Morsus Mihi
91
|
Posted - 2011.11.15 20:55:00 -
[11] - Quote
damn should've started a drug lab sooner. |

Raid'En
Apprentice Innovations
112
|
Posted - 2011.11.15 20:55:00 -
[12] - Quote
Karah Serrigan wrote:How is the already limited supply keep up with the suddenly huuuuuuuuuuge demand? well price will go up of course. i'm sure traders are already buying all stocks. |

Zarnak Wulf
Amok. Goonswarm Federation
89
|
Posted - 2011.11.15 20:56:00 -
[13] - Quote
Biology - 20% to booster duration per level Nanobiolody - 20% additional duration per level - Need biology 4 Neurobiology - 5% additional effects per level - Need nano 4 |

Zarnak Wulf
Amok. Goonswarm Federation
89
|
Posted - 2011.11.15 20:58:00 -
[14] - Quote
It would be funny if certain combinations caused side effects or even killed you. Of course you'd have to add a whole lot more drugs first to do it right. |

Herzog Wolfhammer
Sigma Special Tactics Group
142
|
Posted - 2011.11.15 20:58:00 -
[15] - Quote
Mr LaForge wrote:Too bad they are still illegal
We have seen over the years a lot of threads where people wish CCP would make smuggling a more viable career. Perhaps this could be the way?
|

Akirei Scytale
Test Alliance Please Ignore
381
|
Posted - 2011.11.15 20:59:00 -
[16] - Quote
Time to pull an Escobar. Who wants to be my underpaid serfs doing all the harvesting? |

Jowen Datloran
Science and Trade Institute Caldari State
108
|
Posted - 2011.11.15 21:31:00 -
[17] - Quote
Oh, and synth variants are being made less craptastic by having their effect increase from +3% to +5% (for synth X-Instinct it will go from -2.25% to -2.5% to ship signature radius).
EDIT: It appears if you got Nanite Control trained it will transform into the skill Neurobiology (+5% per skill level to booster effects). Mr. Science & Trade Institute, EVE Online Lorebook-á |

Nova Fox
Novafox Shipyards
325
|
Posted - 2011.11.15 21:33:00 -
[18] - Quote
Man is this like the first game where I do want to do drugs?
|

Myyona
Ataraxia Pharmacies
6
|
Posted - 2011.11.15 21:36:00 -
[19] - Quote
I might have to update the guide now. |

Vyktor Abyss
The Abyss Corporation
38
|
Posted - 2011.11.15 21:40:00 -
[20] - Quote
Boosters have always been good. That is not the issue.
The issue is more concerning ease of supply and the relative cost. I mean Strong boosters are in excess of 30 mil....
To quote Luke.... "We can almost buy our own ship for that...." |

Tamiya Sarossa
Hedion University Amarr Empire
72
|
Posted - 2011.11.15 21:41:00 -
[21] - Quote
Wrote an essay on the test server feedback about this, but this is actually a nerf to may situations.
With skills, the side effects were rare, and those that happened rarely mattered in the situations where you used boosters. When you needed 30% more tank or 30% more tracking, armor/cap/tracking penalities rarely mattered, since taking the booster was the difference between tanking incoming DPS or popping. I'd wager that I didn't care about almost every penalty of boosters in the situations where I used them.
The main barrier to drug use was always their illegality - if they lose over 50% of their potency (as they have now on Sis) I'll no longer consider them worth the cost and hassle. Don't nerf their effectiveness, even if it means keeping the penalites - or keep higher grade boosters in that retain the penalites (risk versus reward, 30% bonuses with the old side effects).
|

Myyona
Ataraxia Pharmacies
6
|
Posted - 2011.11.15 21:48:00 -
[22] - Quote
I agree that taking away the drawbacks of boosters has made them lose some of their special "flavor". Simply dumping down a game mechanic is not necessarily an improvement and rarely a great one. |

Grath Telkin
Sniggerdly Pandemic Legion
181
|
Posted - 2011.11.15 21:53:00 -
[23] - Quote
Tamiya Sarossa wrote:Wrote an essay on the test server feedback about this, but this is actually a nerf to may situations.
With skills, the side effects were rare, and those that happened rarely mattered in the situations where you used boosters. When you needed 30% more tank or 30% more tracking, armor/cap/tracking penalities rarely mattered, since taking the booster was the difference between tanking incoming DPS or popping. I'd wager that I didn't care about almost every penalty of boosters in the situations where I used them.
The main barrier to drug use was always their illegality - if they lose over 50% of their potency (as they have now on Sis) I'll no longer consider them worth the cost and hassle. Don't nerf their effectiveness, even if it means keeping the penalites - or keep higher grade boosters in that retain the penalites (risk versus reward, 30% bonuses with the old side effects).
You are completely wrong on almost every point you site.
I mean, how can you actually be this wrong?
The side effects didn't matter? Are you serious?
Here we go:
Blue pill: Shield boost amount is the bonus, possible side effect, less total shields. HOW IS THAT NOT AN ISSUE.
Exile pill: Armor rep amount, possible side effect, less armor
X-Instinct: Sig reduction, every penalty it has sucks.
I could go on, and now lets address your second paragraph, where you claim they are 50% less effective. Well in the first paragraph you already claimed you had the skills trained, shocking news incoming: Having the skills trained to near max returns the drugs to their original strength, and now they can last almost 2 hours.
Literally, without checking any facts, you simply made up something to complain about, which normally is ok, but your information that your basing it off of is completely false, which makes you ********.
Myyona wrote:I agree that taking away the drawbacks of boosters has made them lose some of their special "flavor". Simply dumping down a game mechanic is not necessarily an improvement and rarely a great one.
Drugs weren't being used in the numbers and manner CCP wanted, they've been stating they wanted to make them more attractive to the general population, Im not sure if you've ever tried drug manufacturing, but its tedious, and generally is always performed at a loss after taking into account time, fuel, and everything else.
You are literally better off mining veldspar in empire than producing drugs. This should spike the prices on them as more and more people get into using them, which will make more people want to make them.
Low sec is the primary factory for drugs, so in this, CCP are increasing drug productions profitability, thus buffing lowsec. |

Feligast
GoonWaffe Goonswarm Federation
371
|
Posted - 2011.11.15 22:02:00 -
[24] - Quote
Hi Grath. |

Aloe Cloveris
The Greater Goon Clockwork Pineapple
35
|
Posted - 2011.11.15 22:10:00 -
[25] - Quote
Sooooo ... what's the deal with Nanite Control and Neurotoxin Recovery now? They were hella useful (and expensive) and I hope it doesn't turn out to be something useless/negligible/refunded SP |

Myyona
Ataraxia Pharmacies
8
|
Posted - 2011.11.15 22:12:00 -
[26] - Quote
Grath Telkin wrote:
Drugs weren't being used in the numbers and manner CCP wanted, they've been stating they wanted to make them more attractive to the general population, Im not sure if you've ever tried drug manufacturing, but its tedious, and generally is always performed at a loss after taking into account time, fuel, and everything else.
Sorry, I nearly chocked myself to death laughing considering the link I posted just a few posts up. |

Mag's
the united Negative Ten.
2173
|
Posted - 2011.11.15 22:13:00 -
[27] - Quote
Looking forward to this change. Nice to have all the skills already, now just need to train them to 5. 
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |

Tamiya Sarossa
Hedion University Amarr Empire
72
|
Posted - 2011.11.15 22:14:00 -
[28] - Quote
Grath Telkin wrote:Tamiya Sarossa wrote:Wrote an essay on the test server feedback about this, but this is actually a nerf to may situations.
With skills, the side effects were rare, and those that happened rarely mattered in the situations where you used boosters. When you needed 30% more tank or 30% more tracking, armor/cap/tracking penalities rarely mattered, since taking the booster was the difference between tanking incoming DPS or popping. I'd wager that I didn't care about almost every penalty of boosters in the situations where I used them.
The main barrier to drug use was always their illegality - if they lose over 50% of their potency (as they have now on Sis) I'll no longer consider them worth the cost and hassle. Don't nerf their effectiveness, even if it means keeping the penalites - or keep higher grade boosters in that retain the penalites (risk versus reward, 30% bonuses with the old side effects).
You are completely wrong on almost every point you site. I mean, how can you actually be this wrong? The side effects didn't matter? Are you serious? Here we go: Blue pill: Shield boost amount is the bonus, possible side effect, less total shields. HOW IS THAT NOT AN ISSUE. Exile pill: Armor rep amount, possible side effect, less armor X-Instinct: Sig reduction, every penalty it has sucks. I could go on, and now lets address your second paragraph, where you claim they are 50% less effective. Well in the first paragraph you already claimed you had the skills trained, shocking news incoming: Having the skills trained to near max returns the drugs to their original strength, and now they can last almost 2 hours. Literally, without checking any facts, you simply made up something to complain about, which normally is ok, but your information that your basing it off of is completely false, which makes you ********. Myyona wrote:I agree that taking away the drawbacks of boosters has made them lose some of their special "flavor". Simply dumping down a game mechanic is not necessarily an improvement and rarely a great one. Drugs weren't being used in the numbers and manner CCP wanted, they've been stating they wanted to make them more attractive to the general population, Im not sure if you've ever tried drug manufacturing, but its tedious, and generally is always performed at a loss after taking into account time, fuel, and everything else. You are literally better off mining veldspar in empire than producing drugs. This should spike the prices on them as more and more people get into using them, which will make more people want to make them. Low sec is the primary factory for drugs, so in this, CCP are increasing drug productions profitability, thus buffing lowsec.
I was purely going off the numbers in the OP, that seem to suggest the maximum boosts are now around 15-20ish%. The skils increase this by another 25%, which is 25% tops, still less than the 30% of yore. I admit this is better than I realized, but I WILL TAKE SIDE EFFECTS for that extra 5%
IF you think that an armor amount bonus really matters THAT MUCH when you're in a triple rep myrm and popping exile, then you are dumb. All it does is make your armor bounce around hilariously - you're rarely in danger of being alphaed, so total armor is irrelevant as compared to how much you can rep.
The same goes for Blue pill, which aside from Drop and Mindflood are the only one's I've used. Some mindflood penalties are annoying, but you rarely get them - the rest for both Drop and Bluepill I don't give a **** about in the situations where I'm going to use them (where that extra 30% makes the difference between dying or not)
TLDR: I want to keep the old effectiveness, even if it means keeping side effects. Can be a higher teir of boosters, I don't care. Still spacemad over my lack of 30% repping bonuses.
I mean the duration thing makes it promising to pop these in station in highsec and blitz missions for awhile, but that shouldn't be the market boosters are aimed at. I'd be willing to pay a premium to get my 30, 35% boosts back. |

Myyona
Ataraxia Pharmacies
8
|
Posted - 2011.11.15 22:15:00 -
[29] - Quote
Aloe Cloveris wrote:Sooooo ... what's the deal with Nanite Control and Neurotoxin Recovery now? They were hella useful (and expensive) and I hope it doesn't turn out to be something useless/negligible/refunded SP
They, by magic, turn into two new skills, Aloe. Nanobiology (additional +20% to booster duration per level) and Neurobiology (+5% booster effect per level).
|

Large Collidable Object
morons.
578
|
Posted - 2011.11.15 22:23:00 -
[30] - Quote
It's a good change - either you didn't get an an undesirable effect that would conflict with the fits concept and go along or you did and you just stay docked/in POS shields/log off for the duration. morons- sting like a butterfly and-ápost like a bee. |
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