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Thread Statistics | Show CCP posts - 4 post(s) |

Alexis Nightwish
State War Academy Caldari State
9
|
Posted - 2014.05.22 00:54:00 -
[91] - Quote
Ammzi wrote:Alexis Nightwish wrote: Uhhh I'm pretty sure they will stack. I just want to know the maths of it.
Specifically I want an example using a blockade runner since it has a warp speed bonus. Oh! And with warp speed implants.
CCP Fozzie wrote: They are not stacking penalized with each other or with any other warp speed modifiers.
Let us know what you think!
How sure are you? We could do some betting and use Chribba as 3rd party.
Well you just quoted Fozzie saying that they stack, so... 100% sure?
What I want to know is with 3x these new +.3 WS mods, max skills, 2x HVOII rigs, and full Ascendancies will the top warp speed be 18.80AU/sec, or will it be 20.05AU/sec, or will it be 20.59AU/sec?
Postulative maths:
18.80 = 6base x 1.25skill x 1.53implants x 1.56HVOs + .9modules 20.05 = (6base x 1.25skill + .9modules) x 1.53implants x 1.56HVOs 20.59 = (6base + .9modules) x 1.25skill x 1.53implants x 1.56HVOs
If I understand the way EVE usually does this, it'll be 20.05AU/sec, but I'd love an official response to be sure. And yes I know at these speeds I'm splitting hairs, but I'd like to compare BRs to Ceptors and the Leopard.
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Markku Laaksonen
EVE University Ivy League
468
|
Posted - 2014.05.22 02:17:00 -
[92] - Quote
How do the proposed stats fit with your plans for module metacide? (We can't very well call it 'tiericide' now, can we?) DUST 514 Recruit Code - https://dust514.com/recruit/zluCyb/
EVE Buddy Invite - https://secure.eveonline.com/trial/?invc=047203f1-4124-42a1-b36f-39ca8ae5d6e2&action=buddy
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baltec1
Bat Country Goonswarm Federation
11700
|
Posted - 2014.05.22 04:26:00 -
[93] - Quote
Alexis Nightwish wrote:Ammzi wrote:Alexis Nightwish wrote: Uhhh I'm pretty sure they will stack. I just want to know the maths of it.
Specifically I want an example using a blockade runner since it has a warp speed bonus. Oh! And with warp speed implants.
CCP Fozzie wrote: They are not stacking penalized with each other or with any other warp speed modifiers.
Let us know what you think!
How sure are you? We could do some betting and use Chribba as 3rd party. Well you just quoted Fozzie saying that they stack, so... 100% sure? What I want to know is with 3x these new +.3 WS mods, max skills, 2x HVOII rigs, and full Ascendancies will the top warp speed be 18.80AU/sec, or will it be 20.05AU/sec, or will it be 20.59AU/sec? Postulative maths: 18.80 = 6 base x 1.25 skill x 1.53 implants x 1.56 HVOs + .9 modules20.05 = (6 base x 1.25 skill + .9 modules) x 1.53 implants x 1.56 HVOs20.59 = (6 base + .9 modules) x 1.25 skill x 1.53 implants x 1.56 HVOsIf I understand the way EVE usually does this, it'll be 20.05AU/sec, but I'd love an official response to be sure. And yes I know at these speeds I'm splitting hairs, but I'd like to compare BRs to Ceptors and the Leopard.
The mods will provide .3 AU each. Nothing will modify them, what see is what you get. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Barton Breau
University of Caille Gallente Federation
36
|
Posted - 2014.05.22 04:40:00 -
[94] - Quote
baltec1 wrote:
The mods will provide .3 AU each. Nothing will modify them, what see is what you get.
CCP Fozzie wrote:Dav Varan wrote: Are these additons to warp speed made before rig/implant mulitpliers or after ?
Before.
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Cardano Firesnake
Les chevaliers de l'ordre Goonswarm Federation
164
|
Posted - 2014.05.22 04:53:00 -
[95] - Quote
It is cool to have new modules... But again SHIELD! It is an easy option to replace a Nano or a Damage Modifier on a shield ship. But who will remove tank module to warp faster?
The fact that armor modules have no medium slot module make this thing again useless for Armor Ships...
Time to find a solution.... |

baltec1
Bat Country Goonswarm Federation
11700
|
Posted - 2014.05.22 04:54:00 -
[96] - Quote
Cardano Firesnake wrote:It is cool to have new modules... But again SHIELD! It is an easy option to replace a Nano or a damage mod on a shield ship. But who will remove tank module to warp faster?
The fact that armor modules have no medium slot module make this thing again useless for Armor Ships...
Time to find a solution....
Its a navigation mod, they all go in the lows. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Cardano Firesnake
Les chevaliers de l'ordre Goonswarm Federation
164
|
Posted - 2014.05.22 05:26:00 -
[97] - Quote
The problem does not come from this module but the way armor and shield modules are sprayed on ships.
The position of modules should be revamp.
High slots for offensive module and scanners (Turrets, Launchers, Electronic attack, scramblers, warp disruptors, bomb launchers, and special launchers, analysers, cargo scanners, ship scanners, strip miners, vampires, energy destabilizers, remote repairs, shield transfer, energy transfer, cloakers, ECM, ECM Bursts, Target painters, Webbifiers, Dampeners )
Med slots for active defense, and passive modifiers (Armor repairers, Shield boosters, Active armor and shield hardeners, tracking enhancers, nanofiber structures, inertia stab, Batteries, cap rechargers)
Low slot for navigation, fitting modifiers, active weapon modifiers, and passive defense modifiers (Microwarp Drives, Afterburners, Micro jump drives, Passive armor and shield hardeners, Plates, Shield Extenders, Damage control, omnidirectional tracking, tracking computers, ECCM, Cap boosters, target breakers, passive shield rechargers, power diagnostics, reactor control, auxiliary power control.)
I know it is huge. But I don't see another way to give shield and armor ship a balance. |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
5338
|
Posted - 2014.05.22 06:06:00 -
[98] - Quote
Ammzi wrote:Why not a percentage so they are useful for other ships than freighters? E.g. interceptors, dictors, battleships. Basically all subcaps.
Orcas, T1 transports & battleships will benefit from these, especially those ships that can also carry Mobile Depots and are required to spend time at a target destination before packing up and racing home again. 0.3 AU/s is a 10% boost in warp speed for a battleship, for example. Day 0 advice for new players: Day 0 Advice for New Players |

Rek Seven
Probe Patrol Ixtab.
1536
|
Posted - 2014.05.22 07:47:00 -
[99] - Quote
nahjustwarpin wrote:Rek Seven wrote:I was hoping a module like that would be added eventually. Well done!
However, I don't think frigates should easily be able to fit these mods as they already warp fast. Therefore, i think it would be better if you added some PG to the for balancing reasons. For example, the greater the warp speed buff, the more PG required.
If the above was the case you could have these modules increase warp speed by 1, 2 and 3 AU/s do you really think that giving freighters modules that would bump their warp speed from 1.37 to 4.37 wouldn't bee a bit too much? that's about the speed that destroyers have also giving frigs a bonus of 0.2 -0.3 to au/s is not really much. I don't think that it will be popular choice for them
No of course not. What's so crazy about a big ship with big engines being able to warp fast?
The slow maximum velocity and align time of large mass ships makes sense for chemical engines, but when we are talking about warp drives, there is no reason that big ships shouldn't be able to warp as fast as small ships.
The way these mods look at the moment, they will only give a tiny bonus to a handful of ships in the game but if frigates had a much harder time fitting them, you could increase the warp speed bonus they give to benefit many ships in the game which are currently too slow. +1 |

Colman Dietmar
Red Federation RvB - RED Federation
53
|
Posted - 2014.05.22 07:59:00 -
[100] - Quote
I understand that these are aimed at capital ships. It would be nice if there were percentage-based warp speed mods (as in, not weaker than warp rigs), something subcaps could also benefit from. |

Jack Hareka
Nomads of Republic Smile 'n' Wave
0
|
Posted - 2014.05.22 08:59:00 -
[101] - Quote
How about to add speed bonus to this modules?
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Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1386
|
Posted - 2014.05.22 10:21:00 -
[102] - Quote
Meandering Milieu wrote:CCP Fozzie wrote:Gustav Mannfred wrote:Why limited to 3 per ship, when they dont give realy much warp speed increase? Because of Avatar. Just saying, with full T2 warp rigs, and an Ascendancy set, and 8 of these mods, if they don't stack, you would get 6.2 AU/second. Is that really such a terrifying concept? I mean that would be a terribly fit titan, and a fringe case. Not even a cap pilot, just curious as to why that would be a problem.
Did you ever fought at the time you had nano ragnaroks able to align and warp within 10 secodns after activatign their AOE doomsdays?
Those thigns leave scars at developers and player psyque that takes time to heal. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Rek Seven
Probe Patrol Ixtab.
1536
|
Posted - 2014.05.22 10:49:00 -
[103] - Quote
Kagura Nikon wrote: Did you ever fought at the time you had nano ragnaroks able to align and warp within 10 secodns after activatign their AOE doomsdays?
What has align time got to do with warp speed? +1 |

Malcanis
Vanishing Point. The Initiative.
15629
|
Posted - 2014.05.22 11:14:00 -
[104] - Quote
Hmm another low-sec buff? There have been quite the series of these in the last few weeks; Warp speed mods, Mordus BPCs, the new low-grade pirate implants, extra wormholes. This on top of the sec status tags.
Not that I'm complaining helping lo-sec by any means. If nothing else, this gives an unanswerable response to people who complain that there's no reason to operate in lo-sec, but it kind of feels like "well let's make every new thing exclusive to Lo-sec, regardless of whether it has anything to do with lo-sec or not, until Lo is PvE-buffed enough that we can ignore any complaints about it". "It is difficult to get a man to understand something, when his ISK/hr depends upon his not understanding it!" |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3310
|
Posted - 2014.05.22 11:45:00 -
[105] - Quote
Malcanis wrote:Hmm another low-sec buff? There have been quite the series of these in the last few weeks; Warp speed mods, Mordus BPCs, the new low-grade pirate implants, extra wormholes. This on top of the sec status tags.
Not that I'm complaining helping lo-sec by any means. If nothing else, this gives an unanswerable response to people who complain that there's no reason to operate in lo-sec, but it kind of feels like "well let's make every new thing exclusive to Lo-sec, regardless of whether it has anything to do with lo-sec or not, until Lo is PvE-buffed enough that we can ignore any complaints about it".
The thing is, you don't need to live in low to get these. Entry to low is easy. So people can go day tripping from highsec, giving those fine upstanding lowsec citizens people to help get home, for the low low price of your ship and everything in it. Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |

baltec1
Bat Country Goonswarm Federation
11701
|
Posted - 2014.05.22 11:51:00 -
[106] - Quote
Colman Dietmar wrote:I understand that these are aimed at capital ships. It would be nice if there were percentage-based warp speed mods (as in, not weaker than warp rigs), something subcaps could also benefit from.
Again, a percentage based mod would help the already fast ships a lot more than the slow ships that need them. They would cause balance issues. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Tim Ryder
Flippin DaBird Corporation 2
22
|
Posted - 2014.05.22 12:13:00 -
[107] - Quote
Let's just hope that these don't turn out to be 450m/each or something, Or worse. Not holding my breath since I still remember the non-release of the 'Magpie' Mobile Tractor Unit... |

Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
1408
|
Posted - 2014.05.22 17:10:00 -
[108] - Quote
CCP Fozzie wrote:Gustav Mannfred wrote:Why limited to 3 per ship, when they dont give realy much warp speed increase? Because of Avatar. Why do you need more than 3? Orca has only 2 low slots.
All joking aside, I do hope these modules are temporary placeholders to test their impact before releasing easier to obtain versions. Also, while I do like that they will be good for slow warping ships, I don't like that they will be lousy for the fast warpers. It's okay I guess, since there still are the percentage-based rigs.
I'm not sure how I feel about this module. I'll have to wait and see. Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. (had this sig BEFORE Odyssey BC rebalance) And bring back the missile Inquisitor!! |

Shpenat
Galactic Exploration and Mining Corporation The Obsidian Front
68
|
Posted - 2014.05.22 17:16:00 -
[109] - Quote
Can anyone suggest why these modules are hard capped at 3 per ship instead of being stacking penalized? |

Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
1408
|
Posted - 2014.05.22 17:17:00 -
[110] - Quote
baltec1 wrote:Colman Dietmar wrote:I understand that these are aimed at capital ships. It would be nice if there were percentage-based warp speed mods (as in, not weaker than warp rigs), something subcaps could also benefit from. Again, a percentage based mod would help the already fast ships a lot more than the slow ships that need them. They would cause balance issues. Not necessarily. The slow ships generally have more low slots. They also generally have more powergrid. If it cost, say, 10-15 MW, it would still be usable on interceptors, though most people wouldn't put one on anything faster than a blockade runner, and even just given that it takes a low slot, you still probably wouldn't commonly see them on anything faster than a heavy interdictor. Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. (had this sig BEFORE Odyssey BC rebalance) And bring back the missile Inquisitor!! |

Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
1408
|
Posted - 2014.05.22 17:18:00 -
[111] - Quote
Shpenat wrote:Can anyone explain me why are these modules hard capped at 3 per ship instead of being stacking penalized? Read my quote a few posts above. Fozzie explained it already. Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. (had this sig BEFORE Odyssey BC rebalance) And bring back the missile Inquisitor!! |

Shpenat
Galactic Exploration and Mining Corporation The Obsidian Front
68
|
Posted - 2014.05.22 17:22:00 -
[112] - Quote
The basic idea is to help slow moving ships more than fast moving ships. The only way to do it is with flat icnrease. |

Shpenat
Galactic Exploration and Mining Corporation The Obsidian Front
69
|
Posted - 2014.05.22 17:27:00 -
[113] - Quote
Reaver Glitterstim wrote:Shpenat wrote:Can anyone explain me why are these modules hard capped at 3 per ship instead of being stacking penalized? Read my quote a few posts above. Fozzie explained it already.
Unfortunately he did not.
He explained why they are limited to 3 per ships since they are not stacking penalized. That make sense.
My question is why are they not stacking penalized?
With stacking penalization you can achieve the same effect as with hard limit without any arbitrary limit. |

Alexis Nightwish
State War Academy Caldari State
9
|
Posted - 2014.05.22 17:29:00 -
[114] - Quote
Barton Breau wrote:baltec1 wrote:
The mods will provide .3 AU each. Nothing will modify them, what see is what you get.
CCP Fozzie wrote:Dav Varan wrote: Are these additons to warp speed made before rig/implant mulitpliers or after ?
Before. Haha doh! I need to learn to read. |

Paul Panala
Caldari Colonial Defense Ministry Templis CALSF
165
|
Posted - 2014.05.22 18:00:00 -
[115] - Quote
What is the thinking behind a max number vs a stacking penalty? Why should warp speed modifiers work different than every other modifier? |

Jenn aSide
Smokin Aces.
6529
|
Posted - 2014.05.22 18:28:00 -
[116] - Quote
Malcanis wrote:Hmm another low-sec buff? There have been quite the series of these in the last few weeks; Warp speed mods, Mordus BPCs, the new low-grade pirate implants, extra wormholes. This on top of the sec status tags.
Not that I'm complaining helping lo-sec by any means. If nothing else, this gives an unanswerable response to people who complain that there's no reason to operate in lo-sec, but it kind of feels like "well let's make every new thing exclusive to Lo-sec, regardless of whether it has anything to do with lo-sec or not, until Lo is PvE-buffed enough that we can ignore any complaints about it".
Not to derail further (this of course, means I'm goign to derail this thing even further), I've noticed that too, and while i have no problem with it per se, I do think it's an example of CCP continuing to follow a failed and ancient risk vs reward design.
Low sec already has the best possible missions (lvl 5s), it's exploration content drops what I would argue is the best deadspace gear (a pithum C type invul will get you more isk right now than ANY Pith X item , for example), it has the cone/tag things, faction warfare and coming soon, Mordus BPC dropping ships, implants and the BPCs to these new warp speed mods.
What it all means is simply that the people already braving low sec (+ WH and null people maybe) will go maybe go for these things, or they end up like lvl 5s: either ignored for the most part of some organized group comes in and locks down the constellation and farms. The latter is actually worse than the former, because instead of encouraging fights and content creation it could actually serve to stifle such activities (no one wants to fight a blob over low sec space).
I understand not wanting to put there new things in sov null. But instead of stacking them all in low sec for whatever reasoning CCP has, i think it would be better if things like this were available in some balanced fashion in NPC null, low wormholes space and even high sec.
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Saisin
State War Academy Caldari State
15
|
Posted - 2014.05.22 18:34:00 -
[117] - Quote
Gustav Mannfred wrote:Why limited to 3 per ship, when they dont give realy much warp speed increase? Because they do not have stacking negative effects, as per the design of most other modules, so the limitation is hard coded in. I would have preferred to see the follow the usual module stacking penalties, with a greater bonus initially, without getting beyond .6 increase... Also, the relevant rigs will also multiply that bonus .. |

Quod Cogitatio
Kamelot Inc
0
|
Posted - 2014.05.22 18:43:00 -
[118] - Quote
Useless modules with such low + and limitations. MJD for BC will be fully "ranged". 100km... em. BC do not need such distance at all. But such utility module will have total stupid limitation. It's pity. |

dexter xio
TURN LEFT
60
|
Posted - 2014.05.22 19:37:00 -
[119] - Quote
Helllloooo Nyx..... Dexter xio - That cool guy |

Maraner
The Executioners Capital Punishment.
290
|
Posted - 2014.05.22 22:57:00 -
[120] - Quote
Steve Ronuken wrote:Malcanis wrote:Hmm another low-sec buff? There have been quite the series of these in the last few weeks; Warp speed mods, Mordus BPCs, the new low-grade pirate implants, extra wormholes. This on top of the sec status tags.
Not that I'm complaining helping lo-sec by any means. If nothing else, this gives an unanswerable response to people who complain that there's no reason to operate in lo-sec, but it kind of feels like "well let's make every new thing exclusive to Lo-sec, regardless of whether it has anything to do with lo-sec or not, until Lo is PvE-buffed enough that we can ignore any complaints about it". The thing is, you don't need to live in low to get these. Entry to low is easy. So people can go day tripping from highsec, giving those fine upstanding lowsec citizens people to help get home, for the low low price of your ship and everything in it.
\o/ |
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