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Author |
Thread Statistics | Show CCP posts - 8 post(s) |

Jaiimez Skor
ElitistOps Pandemic Legion
111
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Posted - 2014.05.17 19:19:00 -
[31] - Quote
Gypsio III wrote:Dehval wrote:Is there still a reason we have the unscannable cargo on these ships?
A good blockade runner pilot won't be decloaked long enough to be locked, let alone scanned, making the role bonus rather pointless. There never was any reason in the first place, it's an incredibly annoying penalty for the ships. It essentially prevents you from AFKing around highsec on AP because of the danger from being ganked. It's the worst thought-out "bonus" on any ship I've seen. The active tank ones may be worthless, but at least they're not active damaging to you. 
Actually the reason was to replace the Orca as a platform for moving goods without being scannable, you used to be able to load up an Orca's Corporate Hangar and when ship scanned it would only show what's in the cargohold, they obviously changes this so all holds could be scanned, and as such gave people unscannable blockade runners to replace them.
Also the tank bonus is not stupid, for a start it's not an active tank bonus on blockade runners, it's a hitpoint bonus (it's the other class of T2 Industrial that has an active tanking bonus), and I actually used that bonus quite alot, I personally standard fit my Viators to take a minimum or 2 Tornado volleys without dying, that way if someone decides to shoot me blindly for a lucky pop shot it won't kill me. Very rarely will something have 3 or more tornados ready to go to hit a target which could realistically drop nothing. |

Drummie Care
Belgian Bunnies
0
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Posted - 2014.05.17 19:20:00 -
[32] - Quote
AWESOME!! :D
The bigger cargohold isn't bad, and finally we have an use for the Transport skill (the repper bonus was useless)
Nice change, ty!
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Roa Dierich
Bacon.
1
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Posted - 2014.05.17 19:20:00 -
[33] - Quote
Jaiimez Skor wrote:Just a suggestion based on the whole unscannable thing some people sayin they'd like to see it removed, could we not have a toggle option, similarily to in real life, a lorry driver will leave the doors on his trailer open if he's empty to remove the risk of someone hijacking him. Could we not have an option similarily to the option to open fleet hangars in the inventory tree, that allows you to effectively "open your cargohold for all to see" so people can choose if they wish to be scannable or not. This could also bring a new edge, where people may get ganked because they loaded up 5bn in whatever, and forgot to make themselves unscannable again and suddenly, pop.
Link it to the safety? Safety green: scannable; safety yellow (or red): not scannable. |

Pashino
Venice Academy
29
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Posted - 2014.05.17 19:21:00 -
[34] - Quote
Jaiimez Skor wrote:Just a suggestion based on the whole unscannable thing some people sayin they'd like to see it removed, could we not have a toggle option, similarily to in real life, a lorry driver will leave the doors on his trailer open if he's empty to remove the risk of someone hijacking him. Could we not have an option similarily to the option to open fleet hangars in the inventory tree, that allows you to effectively "open your cargohold for all to see" so people can choose if they wish to be scannable or not. This could also bring a new edge, where people may get ganked because they loaded up 5bn in whatever, and forgot to make themselves unscannable again and suddenly, pop.
Excellent idea!
So good it probably won't happen just because some Dev would have to make a change deep down in the code to allow such a switch and that might risk breaking something else thru a butterfly effect. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
1223
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Posted - 2014.05.17 19:23:00 -
[35] - Quote
The cargo scanner would have to differentiate between "empty" because it's empty, and "empty" because it's unscannable. |

Benito Arias
Angry Mustellid
33
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Posted - 2014.05.17 19:31:00 -
[36] - Quote
CCP Fozzie wrote:- Their tanks still aren't anything to write home about, but we have given them full T2 resists.
My Combat Recon Ships are hoping they are next in the line for assault resistances. My Prowler never wanted them, though.
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Kale Freeman
Dirt 'n' Glitter I Whip My Slaves Back and Forth
23
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Posted - 2014.05.17 19:35:00 -
[37] - Quote
Make the cargo scanner able to detect the total size of the objects in the BR, but not the actual objects themselves. You won't be able to see exactly what is being carried, but a total size = 0 will tell you it's empty. |

Pashino
Venice Academy
29
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Posted - 2014.05.17 19:42:00 -
[38] - Quote
Kale Freeman wrote:Make the cargo scanner able to detect the total size of the objects in the BR, but not the actual objects themselves. You won't be able to see exactly what is being carried, but a total size = 0 will tell you it's empty.
Problem with that is that Size <> Value - could be a full load of junk, or a handful of BPO's or other valuable goodies. |

Zakarumit CZ
Zakarum Industries Exiliar Syndicate
182
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Posted - 2014.05.17 19:54:00 -
[39] - Quote
Well done, very nice and reasonable changes. |

baltec1
Bat Country Goonswarm Federation
11548
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Posted - 2014.05.17 19:56:00 -
[40] - Quote
Could we get rid of that cargo scanner immunity?
Its a rather pointless thing to have on a ship that is always cloaked (and thus, unscannable anyway) Join Bat Country today and defend the Glorious Socialist Dictatorship |
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Rosewalker
Khumaak Flying Circus
55
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Posted - 2014.05.17 20:07:00 -
[41] - Quote
Sigras wrote:Can you tell us what the thought process is behind the mass and agility nerf on the prowler? As it stands there doesnt seem to be much of a reason to use one over a viator.
More mass, slightly slower align time, smaller cargo same slot layout...
It seems to be better in all the ways that dont really matter: resist profile, shield HP, speed
If I calculated correctly, the Prowler gets a very slight reduction in base align time (7.62 sec down to 7.57 sec). The big change is the Viator going from 8.5 seconds down to 7.49 seconds.
Will the new difference in signature radius (Prowler = 105, Viator = 120) make a measurable difference in the speed the ships will get locked up?
The Nosy Gamer - Free Wollari!-á Buy your EVE time codes through Dotlan maps! |

FT Diomedes
The Graduates RAZOR Alliance
408
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Posted - 2014.05.17 20:11:00 -
[42] - Quote
Rosewalker wrote:Sigras wrote:Can you tell us what the thought process is behind the mass and agility nerf on the prowler? As it stands there doesnt seem to be much of a reason to use one over a viator.
More mass, slightly slower align time, smaller cargo same slot layout...
It seems to be better in all the ways that dont really matter: resist profile, shield HP, speed If I calculated correctly, the Prowler gets a very slight reduction in base align time (7.62 sec down to 7.57 sec). The big change is the Viator going from 8.5 seconds down to 7.49 seconds. Will the new difference in signature radius (Prowler = 105, Viator = 120) make a measurable difference in the speed the ships will get locked up?
You still won't be able to lock them before they cloak, unless your unlucky opponent lags or has very poor coordination. This is my signature. There are many like it, but this one is mine. |

Harvey James
The Sengoku Legacy
806
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Posted - 2014.05.17 20:12:00 -
[43] - Quote
Replaced the useless tanking bonus with +5% warp speed per level. This means that at Transport Ships level 5 they go 7.5au/s.
seems excessive .. inty speed almost on a cruiser hull?? .. i suggest a look at the angel ships for a more reasonable figure 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. |

CynoNet Two
GoonWaffe Goonswarm Federation
635
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Posted - 2014.05.17 20:15:00 -
[44] - Quote
When a ship doesn't really use damage or tank, distinguishing the different races is tough. While these balance changes are looking good, we basically have 4 copies of the same ship.
To better individualise them, how about a small dedicated special bay for each ship, just like the old Iteron variants got? Something like 2-4k space for PI materials, ammo, ice, fuel blocks, etc differing per race... |

CynoNet Two
GoonWaffe Goonswarm Federation
636
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Posted - 2014.05.17 20:17:00 -
[45] - Quote
Harvey James wrote: seems excessive .. inty speed almost on a cruiser hull?? .. i suggest a look at the angel ships for a more reasonable figure
How many people do you think will train Transport Ships 5 to get that? Most will only have it to 3 or 4. |

Deacon Abox
Justified Chaos
325
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Posted - 2014.05.17 20:20:00 -
[46] - Quote
CynoNet Two wrote:When a ship doesn't really use damage or tank, distinguishing the different races is tough. While these balance changes are looking good, we basically have 4 copies of the same ship.
To better individualise them, how about a small dedicated special bay for each ship, just like the old Iteron variants got? Something like 2-4k space for PI materials, ammo, ice, fuel blocks, etc differing per race... not really. I fail to see why anyone would want the amarr one. In order to get the 10k cargo you basically have to use your lows and rigs. which leaves you with 2 mids. you can do the same thing with the caldari BR and still have 4 mids to play with. clear winner in my book. CCP, there are off buttons for ship explosions, missile effects, turret effects, etc. "Immersion" does not seem to be harmed by those. So, please give us an off button for the jump gate and autoscan visuals. |

Money Makin Mitch
Paid in Full
348
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Posted - 2014.05.17 20:21:00 -
[47] - Quote
wow. a Fozzie ship post that I don't hate!
these changes look good |

baltec1
Bat Country Goonswarm Federation
11555
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Posted - 2014.05.17 20:27:00 -
[48] - Quote
CynoNet Two wrote:Harvey James wrote: seems excessive .. inty speed almost on a cruiser hull?? .. i suggest a look at the angel ships for a more reasonable figure
How many people do you think will train Transport Ships 5 to get that? Most will only have it to 3 or 4.
Probably me. The less time spent shipping stuff the better. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Harvey James
The Sengoku Legacy
806
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Posted - 2014.05.17 20:51:00 -
[49] - Quote
i still don't get why every cloaky ship needs too have cyno's???? 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. |

PotatoOverdose
Handsome Millionaire Playboys
1810
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Posted - 2014.05.17 20:53:00 -
[50] - Quote
Harvey James wrote:i still don't get why every cloaky ship needs too have cyno's???? Fuel/Bomb Truck for blops gangs.
I like the changes overall. |
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Rosewalker
Khumaak Flying Circus
55
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Posted - 2014.05.17 20:55:00 -
[51] - Quote
Harvey James wrote:i still don't get why every cloaky ship needs too have cyno's????
The second high allows all four ships to mount probe launchers for use in wormholes. Currently only the Prowler is designed for use in w-space. The Nosy Gamer - Free Wollari!-á Buy your EVE time codes through Dotlan maps! |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1162
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Posted - 2014.05.17 20:58:00 -
[52] - Quote
Harvey James wrote:i still don't get why every cloaky ship needs too have cyno's???? Black ops bridging gangs? Seems like a nice utility to have on a ship that may serve as a resupply/fuel holder for B-ops bridging tactics. |

Priestess Lin
Center for Advanced Studies Gallente Federation
114
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Posted - 2014.05.17 21:01:00 -
[53] - Quote
Cargohold too puny. Allow them to be able to fit enough to launch and upgrade a customs office ~8000m3, if you won't let the deep space transports do it. |

Oxide Ammar
121
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Posted - 2014.05.17 21:03:00 -
[54] - Quote
baltec1 wrote:Could we get rid of that cargo scanner immunity?
Its a rather pointless thing to have on a ship that is always cloaked (and thus, unscannable anyway)
no. |

Nano Sito
Out Of Pure Selfishness
16
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Posted - 2014.05.17 21:05:00 -
[55] - Quote
Another nerf to the minmatar, brought to you by CCP Fozzie. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1162
|
Posted - 2014.05.17 21:07:00 -
[56] - Quote
Nano Sito wrote:Another nerf to the minmatar, brought to you by CCP Fozzie. How so? |

Priestess Lin
Center for Advanced Studies Gallente Federation
114
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Posted - 2014.05.17 21:08:00 -
[57] - Quote
Pashino wrote:The Mammoth DST also aligns slower now than its' galliente counterpart, either someone's been transposing stats or they really don't want Minmatar ships to be the quickest at aligning.
CPP fails at balance but they are sure good at shitting on people unnecessarily. Just look what they are doing to the Rattlesnake. |

Rosewalker
Khumaak Flying Circus
55
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Posted - 2014.05.17 21:11:00 -
[58] - Quote
Priestess Lin wrote:Cargohold too puny. Allow them to be able to fit enough to launch and upgrade a customs office ~8000m3, if you won't let the deep space transports do it.
Fozzie said all 4 ships will have 10,000+ m3 of cargohold with T1 rigs.
The Nosy Gamer - Free Wollari!-á Buy your EVE time codes through Dotlan maps! |

Soleil Fournier
StarFleet Enterprises Intrepid Crossing
6
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Posted - 2014.05.17 21:15:00 -
[59] - Quote
Blockaid runners should be able to.....run blockaids. That seems like a pre-requisite for the ship. But yet they can't do that, and its bothersome.
2 options for resolution:
1) Rename to 'covert haulers' (or something more cleaver). 2) Rebalance them around running blockaids...which involve beating bubbles.
Thanks
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Priestess Lin
Center for Advanced Studies Gallente Federation
114
|
Posted - 2014.05.17 21:17:00 -
[60] - Quote
baltec1 wrote:Could we get rid of that cargo scanner immunity?
Its a rather pointless thing to have on a ship that is always cloaked (and thus, unscannable anyway)
no, its nice for afk transporting stuff through high-sec.
your existence is pointless. |
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