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Thread Statistics | Show CCP posts - 6 post(s) |
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CCP Fozzie
C C P C C P Alliance
10881

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Posted - 2014.08.06 12:56:00 -
[1] - Quote
Reserved for later. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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Viscis Breeze
No Vacancies
38
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Posted - 2014.08.06 14:31:00 -
[2] - Quote
:o Recruitment: http://bit.ly/1r4G5Pv Website: http://www.no-vacancies.net/ Channel: No Vacancies
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Phoenix Jones
Isogen 5
556
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Posted - 2014.08.06 14:36:00 -
[3] - Quote
Ok there are some scary stuff and some good stuff.
The Nos effect in Pulsars is crazy. I'm not sure if it is a good thing or a bad thing.
I'm sure the Wolf Rayet people will feel a bit sad, but I get the concern.
Black Hole Missile system. That would make alot of Caldari players happy.
Still need to digest. Yaay!!!! |

SwagYolo420
Perkone Caldari State
15
|
Posted - 2014.08.06 14:37:00 -
[4] - Quote
With black holes it still takes ages to get into warp with anything that is plated or a captial vessel - especially since webbing it into warp is nerfed.
Wormhole environments are already overtanked as it is - do you really have to hand out free erebus bonuses + LG slave set to anyone in a c5/6 WR? |

tgl3
Red Federation RvB - RED Federation
514
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Posted - 2014.08.06 14:40:00 -
[5] - Quote
Initial lookover looks great. Wolf rayet change matches pulsar shield bonus now, so I can see the reasoning there too. Nothing majorly worrying from this, will update if I find anything. Member of the EVE Blog Pack - Through Newb Eyes
Twitter - TG_3 |

Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
688
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Posted - 2014.08.06 14:46:00 -
[6] - Quote
I do like that webs are nerfed in black holes, makes it a place to be if you hate dread blapping. |

Ammzi
Love Squad Pasta Syndicate
1823
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Posted - 2014.08.06 14:48:00 -
[7] - Quote
Will you be increasing bomb HP in those wormholes to compensate for the extra damage? |

Mellifluous Hyperion
Sky Fighters
0
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Posted - 2014.08.06 15:05:00 -
[8] - Quote
I'm looking forward to black holes being decent for something now. |
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CCP Fozzie
C C P C C P Alliance
10900

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Posted - 2014.08.06 15:05:00 -
[9] - Quote
Ammzi wrote:Will you be increasing bomb HP in those wormholes to compensate for the extra damage?
Nope. Instead of allowing significantly more powerful bomb waves, it allows you to do the same damage with fewer characters. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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epicurus ataraxia
Lazerhawks
902
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Posted - 2014.08.06 15:07:00 -
[10] - Quote
Will you be modifying sleeper abilities to take account of these changes? As I can forsee some of the changes, for example cap effects, will make things somewhat gamebreaking if you do not.
The PvP side may be interesting and favour the brave, the PvE side does not let us modify behavior to outwit the enemy, just work around difficuilties if that is even possible.
I need to look deeper before coming to an opinion, but have you considered the sleeper position and effects here? There is one EvE. Many people. Many lifestyles. WE are EvE |
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Phoenix Jones
Isogen 5
557
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Posted - 2014.08.06 15:11:00 -
[11] - Quote
epicurus ataraxia wrote:Will you be modifying sleeper abilities to take account of these changes? As I can forsee some of the changes, for example cap effects, will make things somewhat gamebreaking if you do not.
The PvP side may be interesting and favour the brave, the PvE side does not let us modify behavior to outwit the enemy, just work around difficuilties if that is even possible.
Lord Would Escalations revert to nothing but 4 bomb runs?
This whole thread is going in the right direction, but this definitely needs some more "feedback"
I will say this. Someone tried to bomb me on a wormhole once and I just chucked.
If this goes in.. I'll be chuckling a little less.
With that Said. CCP. The main issue people are going to look at is Bomb Damage. Getting away from Bombers was also a reason people left Nullsec.
You threaten to reintroduce them into wormhole space.
This would potentially make an eviction of anybody in this space nearly impossible (as they could potentially bomb your entire fleet with 3 to 4 bombers off the field). This would also threaten to make pos removal incredibly easy if you could just bomb/encap modules.
Don't underestimate the capability of people to just multibox 7 bombers at once. Its done widely in Nullsec, not so much in Wormhole Space.
I think introducing that into wormhole space might be a bad idea. Yaay!!!! |

Ancalanna Hareka
EVE University Ivy League
1
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Posted - 2014.08.06 15:14:00 -
[12] - Quote
I especially like the heightened (3x) small weapon damage bonus for the new Wolf-Rayet and the black hole "speedy PVP". Maybe it will lead to assault frigate / destroyer PVP gangs and maybe assault frigate / destroyer farming.
Question: Do light scout drones (e.g. Hobgoblin II's) and rapid light missile launchers qualify as small weapons systems? If RLMLs qualify, I could see a lot of armor-tanked RLML Scythe Fleet Issues being used to instablap the AF gangs or deal absurd amounts of damage in a short time, reducing Wolf-Rayets to RLML gangs. |

Rek Seven
Probe Patrol Ixtab.
1678
|
Posted - 2014.08.06 15:17:00 -
[13] - Quote
+1
Seems okay. However, if you want us to use specific ships to fight under specific system effects, you are going to have to consider allowing clone swapping. +1 |

forsot
Resurrection Ventures Un.Bound
20
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Posted - 2014.08.06 15:19:00 -
[14] - Quote
Does this mean local armor tanking on capitals will finally see a buff. Currently comparable armor and shield fit dreads in a wolf-rayet tank similar amounts while the shield fit dread is just as good cap life and can put out twice the damage. |

Gorski Car
ElitistOps Pandemic Legion
306
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Posted - 2014.08.06 15:20:00 -
[15] - Quote
Does the wolf rayet small weapon damage bonus apply to rapid light missiles? #GORSKI4CSM https://forums.eveonline.com/default.aspx?g=posts&m=4265138#post4265138
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TrouserDeagle
Beyond Divinity Inc Shadow Cartel
744
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Posted - 2014.08.06 15:21:00 -
[16] - Quote
Gorski Car wrote:Does the wolf rayet small weapon damage bonus apply to rapid light missiles?
pls no |
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CCP Fozzie
C C P C C P Alliance
10901

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Posted - 2014.08.06 15:22:00 -
[17] - Quote
Gorski Car wrote:Does the wolf rayet small weapon damage bonus apply to rapid light missiles?
Yes, since it applies to the light missiles themselves. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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Blobskillz McBlub
Manson Family Advent of Fate
13
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Posted - 2014.08.06 15:22:00 -
[18] - Quote
Ancalanna Hareka wrote:I especially like the heightened (3x) small weapon damage bonus for the new Wolf-Rayet and the black hole "speedy PVP". Maybe it will lead to assault frigate / destroyer PVP gangs and maybe assault frigate / destroyer farming.
Question: Do light scout drones (e.g. Hobgoblin II's) and rapid light missile launchers qualify as small weapons systems? If RLMLs qualify, I could see a lot of armor-tanked RLML Scythe Fleet Issues being used to instablap the AF gangs or deal absurd amounts of damage in a short time, reducing Wolf-Rayets to RLML gangs.
RLML's are cruiser size so no. |

WoAz
Dark Mason Society
10
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Posted - 2014.08.06 15:24:00 -
[19] - Quote
The web effect will make it more difficult to run cap escalations in black holes, but the kitey missile bonuses look like a nice buff for both C1-C4 PvP and PvE. |

forsot
Resurrection Ventures Un.Bound
20
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Posted - 2014.08.06 15:27:00 -
[20] - Quote
Gorski Car wrote:Does the wolf rayet small weapon damage bonus apply to rapid light missiles? cerbs and Orthrus can get around 1k dps front loaded currently i await this change with glee. |
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TrouserDeagle
Beyond Divinity Inc Shadow Cartel
744
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Posted - 2014.08.06 15:29:00 -
[21] - Quote
CCP Fozzie wrote:Gorski Car wrote:Does the wolf rayet small weapon damage bonus apply to rapid light missiles? Yes, since it applies to the light missiles themselves.
unsubbing all accounts and killing myself |

Gorski Car
ElitistOps Pandemic Legion
306
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Posted - 2014.08.06 15:32:00 -
[22] - Quote
TrouserDeagle wrote:CCP Fozzie wrote:Gorski Car wrote:Does the wolf rayet small weapon damage bonus apply to rapid light missiles? Yes, since it applies to the light missiles themselves. unsubbing all accounts and killing myself
The day nothing of value was lost. #GORSKI4CSM https://forums.eveonline.com/default.aspx?g=posts&m=4265138#post4265138
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DirtyJob
High Voltage Industries Ash Alliance
1
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Posted - 2014.08.06 15:38:00 -
[23] - Quote
Looks good. Easier to kill carrier's capacitor in Pulsar.
Little shame in wolf-rayet resist changes but nothing I cannot live with. Maybe there will be less stalemate with dps.
Black hole is good.
Red Giant sound exciting. Dunno how often we will be able to use that bonus but still there will be an option.  |

Torval Shank
Hidden Agenda Deep Space Engineering
7
|
Posted - 2014.08.06 15:41:00 -
[24] - Quote
DirtyJob wrote:Easier to kill carrier's capacitor in Pulsar.
From a PvP perspective, yeah, that'll be pretty cool. But I think that it'll eliminate capital escalations in Pulsars. It was already pretty borderline, and if the sleeper neuts get an 86% bonus, I don't think you'll often be able to find a capital fleet in a site inside Pulsars anymore. It just won't be doable. |

forsot
Resurrection Ventures Un.Bound
20
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Posted - 2014.08.06 15:43:00 -
[25] - Quote
Torval Shank wrote:DirtyJob wrote:Easier to kill carrier's capacitor in Pulsar.
From a PvP perspective, yeah, that'll be pretty cool. But I think that it'll eliminate capital escalations in Pulsars. It was already pretty borderline, and if the sleeper neuts get an 86% bonus, I don't think you'll often be able to find a capital fleet in a site inside Pulsars anymore. It just won't be doable.
sleepers haven't revived buffs from systems in years why would they now?
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DirtyJob
High Voltage Industries Ash Alliance
1
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Posted - 2014.08.06 15:47:00 -
[26] - Quote
Torval Shank wrote:
From a PvP perspective, yeah, that'll be pretty cool. But I think that it'll eliminate capital escalations in Pulsars. It was already pretty borderline, and if the sleeper neuts get an 86% bonus, I don't think you'll often be able to find a capital fleet in a site inside Pulsars anymore. It just won't be doable.
If ccp won't make stealth change NPC don't recieve bonuses from WH. If they did ppl would probably start ratting C5 in AFs or die in flames.  |

Kennesaw Breach
Z3R0 Return Mining Inc. Illusion of Solitude
52
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Posted - 2014.08.06 15:48:00 -
[27] - Quote
I really enjoyed the metrics comparing activity in the various special effect holes. One thing missing, though, was the no-effect holes. Would it be possible to release the same metrics but including no-effect holes?
All in all, I'm in favor of the changes. I've lived in Cataclysmic Variable systems before and loved being in a RR gang there. It would also be nice to have Black Hole systems actually viable. |

Torval Shank
Hidden Agenda Deep Space Engineering
7
|
Posted - 2014.08.06 15:48:00 -
[28] - Quote
forsot wrote: sleepers haven't revived buffs from systems in years why would they now?
I've seen it said both ways; that some buffs affect the sleepers and that some do not. Not sure which is true in this case.
Can we get a dev comment on this; will neut bonuses in Pulsars also apply to Sleeper neuts?
|

Demerlis
Blue-Fire
12
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Posted - 2014.08.06 15:51:00 -
[29] - Quote
I don't think the sleeper neuts will get the effect bonus in a pulsar will they? It's not like sleepers receive other bonus' like DPS in magnetars.
Anyway, can red giants also get a small bonus to bomb explosion radius? The bonus to damage is nice but one of the main reasons bombs are rarely used to begin with isn't that they don't do enough damage it's that wormhole meta favours small ships which mitigate most of the damage anyway. |

Daoden
The Scope Gallente Federation
83
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Posted - 2014.08.06 15:51:00 -
[30] - Quote
Looks good overall, though I'm a little concerned about a Pulsar now increasing how fast your regen cap as well as being able to increase neut strength. Part of what made neuts what they are is that they take a lot of cap, now in a pulsar it does seem like it may be giving to much of an advantage to them. |
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LT Alter
Ouroboros Research and Development
118
|
Posted - 2014.08.06 15:57:00 -
[31] - Quote
Black hole changes - Very nice set of changes, I like the look of it.
Magnetar changes - Pretty small change but it seems beneficial.
Red Giant - Oh dear, I'm going to need a bomb shelterGǪ I suppose it's a good thing you can't overheat bombs. (Fozzie don't you dare take that as a suggestion!) I like the change although isn't the change irrelevant? The max damage with bombs is still the same (Per volley) as the bombs destroy themselves after a certain amount of damage. Also won't people utilize the smart bombs to just destroy all the volleys of bombs, with their range and damage a few smart bombs would kill them before they can explode.
Pulsar - Very interestingGǪ Shield tanked bhallgorns anyone? Not a bad change I feel for pvp. For pve I must ask, will the nos and neut changes be applied to the sleepers?
Wolf Rayet - Hmmm, I don't like the armor Hp change all the much. Granted holy ridiculousness of ehp with a slave set, but it's pretty pricy to take those into a wormhole. How about a change to self armor repair amount, maybe increase the cap requirement of them at the same time? Just something I thought of off the top of my head, may be stupid I haven't really thought about it much.
Cataclysmic - Very clever changes, I like the way it doesn't destroy cap stability t2 logistics, while it pretty much removes any hope of cap chaining with capitals. Very good change.
Overall not bad though I think there should be a few changes to iron it all out. |

Janeway84
Its a good day to die
91
|
Posted - 2014.08.06 16:02:00 -
[32] - Quote
Best one of the changes imo! I forsee a increase in mordus legion ships flying in wh space after this change  Feels like the different wh bonuses are more thought through more carefully now wich should be good. Im sure if players manage to create something game breaking ccp is going to tweak some stuff. |
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CCP Fozzie
C C P C C P Alliance
10909

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Posted - 2014.08.06 16:02:00 -
[33] - Quote
To clarify, wormhole effects do not apply to NPCs. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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LT Alter
Ouroboros Research and Development
118
|
Posted - 2014.08.06 16:10:00 -
[34] - Quote
CCP Fozzie wrote:To clarify, wormhole effects do not apply to NPCs.
Wouldn't it be a more so balancing factor for pve if this were the case, maybe if they got a smaller bonus. It is incredibly safe to do pve in pulsars and incredibly fast to do in magnatars, there is nothing counter balancing the effects of these wormholes and their effect on how safely or quickly you can run sites. |

Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
691
|
Posted - 2014.08.06 16:13:00 -
[35] - Quote
LT Alter wrote: Pulsar - Very interestingGǪ Shield tanked bhallgorns anyone? Not a bad change I feel for pvp. For pve I must ask, will the nos and neut changes be applied to the sleepers?
Shield tanked bhaals in a pulsar die stupidly fast to dreads even without webs/tps heh.
|

na'Vi Ronuken
Louis Nothing And Nobody
11
|
Posted - 2014.08.06 16:15:00 -
[36] - Quote
Traiori wrote:20km or 40km, the time it takes a dread to warp off a hole and back to the hole remains the same. All the issues that we've brought up previously are still problematic, so I'll bring them up again on behalf of the community: 1) Rage rolling becomes much more annoying for large groups. This limits their ability to find content that they can take, whether it be site-runners to kill (which you *have* to rage-roll for, incidentally) or other large groups. The proposed change slows down chain-rolling, slowing down the speed at which content can be found. This also has the side effect of making farming safer, because the probability being rolled into whilst running sites comes down to how many holes can be opened whilst your caps are not in their POS. Less holes=less chance of dying to everyone else. 2) Rage rolling becomes essentially impossible for small groups. They also have to find content, and rolling the chain is often the only way to reliably find content of interest - whether that be PvP or PvE or anything else. The proposed changes stop you from being able to do this without fighting the larger groups... which you can't do because numbers are important in every case. Small groups can no longer rage-roll consistently, especially given that most larger groups will seed scouts into their chain. 3) Committing capitals to wormholes outside of home systems requires winning the fight or losing the cap... which in turn means that it won't be committed by anyone that hasn't already got the forces on-grid to win it. The proposed change ensures that capitals shoved into another wormhole can't get back into home system. Whereas we currently see Triage used to balance out fights against bigger entities, smaller entities can't afford to lose the triage carrier every time, so they'll just stop bringing them. Less fights is bad for everyone. 4) Using our capitals in nullsec (and arguably losec) means losing them. We're not stupid. The proposed change would strand our capitals 15-20km away from the hole. The fight would become a race against time: will they be able to form up capitals/supercapitals to kill our triage archon before we get it back into the hole? In most cases, the answer will be no. Power projection means that we can no longer commit capitals. It's bad enough at present, without increasing the scope of the problem. Once again, less fights is bad for everyone. 5) Sub-capital wormholes also suffer from the problem because orcas land far away too. The major difference between rolling C4 wormholes and C5 wormholes is that C4 wormholes use Orcas. If those orcas are guaranteed to be in danger, they're also guaranteed to die. We'll take orca kills any time of the day. So will other groups. This means that C4 groups also need to be fielding support fleets for their orca if they don't fancy losing them daily. Bad for small groups, which means they'll leave, which means we lose more groups and hence, lose content. The error here is the belief that all groups can afford to field support groups. We can't. We aren't 10000 man coalitions, because wormholes can't support that kind of lifestyle. There is a maximum limit to how many people can fit into a wormhole, and unless we're now expecting all pilots to be on all of the time, that means that this change will make smaller groups increasingly unfeasible. I originally made most of these points on a reddit post here: http://www.reddit.com/r/Eve/comments/2cro9k/where_are_the_devblogs/cjihkl9. Some inital discussion over it can also be found. EDIT: A better solution would be to invert the numbers: have distance landed be proportional to a function of mass and speed, making it so that lighter and faster ships landing further away from the hole. This would allow us to use kiting HACs as well as brawling T3s. EDIT 2: In the interest of clarifying my suggested change, I propose that distance landed from the hole should be inversely proportional to mass (higher mass=close) and directly proportional to maximum speed (higher maximum speed = further away).
dropping this megacomment here -- i agree with Traiori |

Lux Libertine
Prosperity Fighters CZECH Alliance
0
|
Posted - 2014.08.06 16:19:00 -
[37] - Quote
Black hole - why only Missiles? Lets extend it to all weapon systems as it is now penalised in range. This will make every missile ship OP in this enviroment. Kiting c2/c3/c4 in cerebuses, tengus and other ships. While making armor tanking ppl in legions and proteuses and similar ship subpar. |

Torval Shank
Hidden Agenda Deep Space Engineering
7
|
Posted - 2014.08.06 16:19:00 -
[38] - Quote
CCP Fozzie wrote:To clarify, wormhole effects do not apply to NPCs. Thank you for the clarification. Appreciate the response. |

Longinius Spear
Semper Ubi Sub Ubi
284
|
Posted - 2014.08.06 16:19:00 -
[39] - Quote
The change to Black holes might be one of the best yet. I never saw the reason in making one type of hole actually worse than not having an effect at all, but o well.
These changes turn a black hole system from Baltic Ave to Pacific. Not quite Park Place but a nice money maker just the same.
Its like you just added more wormhole systems to the game!
+1 great change!
Read more of my ramblings on my blog www.invadingyourhole.blogspot.com |

Adarnof
Free Trade Monopoly You Are Being Monitored
20
|
Posted - 2014.08.06 16:25:00 -
[40] - Quote
If I didn't have a deeply rooted hatred of missiles I'd be all over those black hole bonuses. Very interesting. |
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Verran Skarne
4 Marketeers
21
|
Posted - 2014.08.06 16:28:00 -
[41] - Quote
Black Hole = Mordu ship doctrine :)
Overall I like the changes. Right now w-space fleets seem to skew heavily toward armor-based brawling. I like that we're giving skirmish fleets a place where they'll really excel. It means that WH corps will want to have their pilots cross-trained, but that's not really a bad thing. |

Bob Artis
Into the Ether RAZOR Alliance
69
|
Posted - 2014.08.06 16:29:00 -
[42] - Quote
I actually have no complaints here. Looks good. |

Rek Seven
Probe Patrol Ixtab.
1679
|
Posted - 2014.08.06 16:37:00 -
[43] - Quote
CCP Fozzie wrote:Gorski Car wrote:Does the wolf rayet small weapon damage bonus apply to rapid light missiles? Yes, since it applies to the light missiles themselves.
Sounds like the cruisers that get bonuses to light weapons are going to ruin your plans. +1 |

Volcan Roubartzan
Island Life Capitalist Bastards Chained Reactions
0
|
Posted - 2014.08.06 16:47:00 -
[44] - Quote
I would like to believe that your intention isn't to prevent emergent game play but I have been playing this game for almost a year and every time I find something that works for me, you guys go ahead and Nerf it. I am getting very sick of it. The fact that the first third of the blog post is you trying to assuage us that you are not in fact trying to kill the current gameplay says a lot about the pill you are making us swallow.
I train drones, I start hearing sentry cruisers will be getting nerfed, I move into a Cataclysmic wormhole, you set out to nerf the RR, I look to use my otherwise completely useless and overpriced Legion in a Wolf-Rayet, you change the Wolf-Rayet bonus to something that again is totally useless. No armour ships buffer tank sleeper sites because they don't passively regenerate. Rolling wormholes is already hard enough for a small corporation and now you are making it untenably risky for a small corporation like mine to do it. We already only just get by in our WH. Where do we go? We can't make any isk in HS and nullsec is dominated by a few mega alliances to whose every need and whim you pander to. Do you nerf everything I try so I have to go buy plex? Did I join a game or a pyramid scheme? as an illustration here is how I've felt in my first year of eve.       |

jonnykefka
Adhocracy Incorporated Adhocracy
270
|
Posted - 2014.08.06 16:58:00 -
[45] - Quote
90% love it. Especially on board with the new black holes, exactly the kind of unique environment I wanted to see.
My one point of concern is the energy transfer in Cat Vars. I recognize the worry about spider-tanking carriers, but I feel like this is going to hurt logi cruisers a lot and make it hard to have subcap fights in these systems. I can easily see people trying to avoid fights the way they avoid black holes now if it becomes impossible to maintain a logi chain.
If carriers are the primary concern, why not make the nerf specific to capital energy transfer arrays? That way subcap logi are as effective as ever and the spider-tanks are nerfed to an acceptable degree. |

Teoshen
Transcendent Innovations Incorporated The.Spanish.Inquisition
6
|
Posted - 2014.08.06 17:13:00 -
[46] - Quote
As the CEO of a small corp, I have very mixed feelings about these changes.
Some of the changes I see don't look to me to be content friendly. Rolling WHs will be more risky, require more people, and take more time than it currently does, and none of that is good in my opinion.
Sadly, eve is largely a numbers game. Most fleets of 5 are met with at least double that when a fight is actually found. I like WHs because they are an environment where a small corp like mine can be somewhat relevant and effective with the right choices and tactics. Numbers still win, but we at least we don't have to worry about the kind of fleet escalations that are often found in low/null.
Taking away our ability to be effective content creators for our members (and those we engage, btw) is a death sentence for both sides. Not every corp wants to be hundreds or thousands of people. I accept this limits our options as size is the main barrier to entry in Null sec. Please don't make that barrier also apply to WH space. |

Threll Lornax
Black Thorne Corporation Black Thorne Alliance
0
|
Posted - 2014.08.06 17:14:00 -
[47] - Quote
I have a concern related to cataclysmic variable system, particularly the highest classes.
By adding a debuff to remote cap transfers any logi from a carrier would require triage. This negates all potential dps from the carrier. You would therefore need a larger group of players than is currently needed to run any given site in C5-6 space as capitals are a vital part in making those sites interesting (ie capital escalations). Large groups will no doubt have the numbers needed to work around this, but I fear that medium sized groups could find this game-breaking. |

Threll Lornax
Black Thorne Corporation Black Thorne Alliance
0
|
Posted - 2014.08.06 17:17:00 -
[48] - Quote
Teoshen wrote:As the CEO of a small corp, I have very mixed feelings about these changes.
Some of the changes I see don't look to me to be content friendly. Rolling WHs will be more risky, require more people, and take more time than it currently does, and none of that is good in my opinion.
Sadly, eve is largely a numbers game. Most fleets of 5 are met with at least double that when a fight is actually found. I like WHs because they are an environment where a small corp like mine can be somewhat relevant and effective with the right choices and tactics. Numbers still win, but we at least we don't have to worry about the kind of fleet escalations that are often found in low/null.
Taking away our ability to be effective content creators for our members (and those we engage, btw) is a death sentence for both sides. Not every corp wants to be hundreds or thousands of people. I accept this limits our options as size is the main barrier to entry in Null sec. Please don't make that barrier also apply to WH space.
We are in agreement, my interpretation is also that smaller groups will suffer a lot more from this. |

Gizznitt Malikite
agony unleashed Agony Empire
4057
|
Posted - 2014.08.06 17:44:00 -
[49] - Quote
LT Alter wrote:CCP Fozzie wrote:To clarify, wormhole effects do not apply to NPCs. Wouldn't it be a more so balancing factor for pve if this were the case, maybe if they got a smaller bonus. It is incredibly safe to do pve in pulsars and incredibly fast to do in magnatars, there is nothing counter balancing the effects of these wormholes and their effect on how safely or quickly you can run sites.
Doesn't that result in "coveted" space that entities might fight over?
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Mr Floydy
Questionable Ethics. Ministry of Inappropriate Footwork
209
|
Posted - 2014.08.06 17:49:00 -
[50] - Quote
No major objections reading the proposed changes for the system effects..... Will post again / update if I change my mind. |
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Missy Bunnz
Team Pizza The Hole Next Door
12
|
Posted - 2014.08.06 17:53:00 -
[51] - Quote
The pulsar changes will not have the effect you plan. The increased effectiveness of NOS/Neut will actually be detrimental to a fleet trying to engage in cap warfare as it will also double the effectiveness of cap batteries on the defending ships. Fitting a battery will be essential in these environments, meaning the bonus to nos/neut is negated. |

Cylin Rath
17
|
Posted - 2014.08.06 17:53:00 -
[52] - Quote
It will be interesting to see how Phoenixes with Huginn support will be in Black Holes. |

Cirillith
Bean-shidh The Nameless Alliance
20
|
Posted - 2014.08.06 18:00:00 -
[53] - Quote
First of all - Thank you CCP Fozzie for publishing that Devblog.
Now to the point :)
I think those changes are quite OK with few small concerns:
1. Black Hole - all is nice and balanced I guess in matter of PvP way, on the other hand penalty to web strength might be a problem for PvE content: for example on site with capital escalations dreadnoughts will need double number of webifier ships, but this is a minor issue, which can be easy countered by changing in tactics. So basically its OK.
2. Magnetar - like in the case of black hole - all seems to be balanced and ok. Again - minor issue with PvE but like above minor change in tactics and all ok :)
3. Red Giant - perfect change. Being honest with you CCP Fozzie - smartbomb bonus which existed there was kinda lonely without bomb bonuses ^^ - of course I agree with issues wrote above - removing POS modules will be easy with bombers, such as bombing someone on hole. Is that bad - honestly I do not know, but I hope someone maybe will find some nice solution to that.
4. Pulsar - very nice change which leads to an end of "immortal" Chimera's and Phoenix'es - now Bhaalgorns will be insane inside there ^^ - very encouraging to PvP.
5. Wolf Rayet - this is a strange change for me, but at the end I think it will serve as good as it works inside pulsar. Of course I'm a bit concern about those Revelation or Archon pilots with Slave implants and armor riggs - it will take forever to burn through their buffer, but like i wrote kinda same mechanics exists in pulsar (maybe Slave implants should be changed so they bonus armor repping just like Crystal ones - and please fellow capsuleers don't try to kill me - its just loud thinking :) )
6. Cataclysmic Variable - this is the most controversial change, because in c6 class it will put a lot of pressure on conventional logistic ships, no matter if it will be PvE or PvP Content, and since this effect encourage using of that kind of ships I think it is a big downside (I lived for like 1,5 year inside c6 Cataclysmic Variable WH), Maybe this should be implemented for capital ships only (if main reason of that change was counter capital spider fleets)?
Well - big picture here looks very nice, as this changes in my opinion makes stuff more balanced and adds some downsides where there was none - its fair in my opinion, but Cataclysmic Variable needs more love. |

De'Veldrin
Black Fox Marauders Repeat 0ffenders
2752
|
Posted - 2014.08.06 18:03:00 -
[54] - Quote
After you've played a few more years you'll level up to then to and finally to .
Keep going, you're almost there.
(Also, no one really cares about your self-entitlement whine.)
De'Veldrin's Corallary (to Malcanis' Law): Any idea that seeks to limit the ability of a large nullsec bloc to do something in the name of allowing more small groups into sov null will inevitably make it that much harder for small groups to enter sov null. |

Loris Fritz
Negative Density No Response
11
|
Posted - 2014.08.06 18:05:00 -
[55] - Quote
I can get behind this change.
Putting g all the effects in line with each other will now allow you to choose a system based on a gameplay aspect instead of which hole is best.
I think the wolf rayet and black holes will synergize well with the new dynamic wormholes. |

Samsara Nolte
Sternenschauer AG W.A.S. Alliance - Weapons Armor or Shield
11
|
Posted - 2014.08.06 18:10:00 -
[56] - Quote
Well - considering your chart Cataclysmic Variables are disliked second to only Black Hole and your idea to fix that is keep it exactly the same except for a nerf on the one attribute you shouldn-¦t have touched "Remote Capacitor Transmitter amount" the sole reason for the few who are living in there is that their carriers are pretty good inside - and after this change everybody living inside in one is pretty much flying them out, well except the ones needed in higher class holes for escalations.
No matter how hard i try to find any reason at all, that someone not already living in a cataclysmic is wanna live in one now, im unable to - without any exagggeration i think you just created the new "Black Hole" |

Alien Squirrel
Forever Winter Absolute Zero.
0
|
Posted - 2014.08.06 18:14:00 -
[57] - Quote
If the small weapons bonus affects rapid light missiles, does it also affect drones? |

Volcan Roubartzan
Island Life Capitalist Bastards Chained Reactions
0
|
Posted - 2014.08.06 18:24:00 -
[58] - Quote
Quote:After you've played a few more years you'll level up to  then to  and finally to  . Keep going, you're almost there. (Also, no one really cares about your self-entitlement whine.)
With these changes I simply won't be able make isk in WH in a small corp without sinking more in than I get out. I don't want to do incursions and I don't want to be a goon. If emergent game-play is so important, they shouldn't be forcing us into bigger and bigger corporations and alliances for every single type of play. If I can't play this game in a small corp without buying plex, or multiboxing several accounts, I'll find another mmo. |

Chaotic Past
Mutual Disruption
2
|
Posted - 2014.08.06 18:29:00 -
[59] - Quote
Love the changes coming to black holes, giving missiles and shield pilots in higher class wormholes a better chance of changing the overall Armor T3 meta. |

forsot
Resurrection Ventures Un.Bound
20
|
Posted - 2014.08.06 18:34:00 -
[60] - Quote
Alien Squirrel wrote:If the small weapons bonus affects rapid light missiles, does it also affect drones?
no it would also be kind of op tbh |
|

Nys Cron
Future Corps Sleeper Social Club
25
|
Posted - 2014.08.06 18:38:00 -
[61] - Quote
My thoughts:
Black Hole: could be interesting but will not make people want to live there as the inertia penalty is too annoying to deal with on a daily basis
Magnetar: interesting, might work
Red Giant: Bombs also need increased HP or the number of bombs used simultaneously will be decreased and potentially lead to lower damage in the end.
Pulsar: interesting, can't wait to see how this will affect pulsar fights
Wolf Rayet: cool
Cataclysmic: Not sure what will be good here, probably not capitals. Fleets will probably use ET-less logi I guess. |

DG Athonille
Black Thorne Corporation Black Thorne Alliance
0
|
Posted - 2014.08.06 18:45:00 -
[62] - Quote
Samsara Nolte wrote:Well - considering your chart Cataclysmic Variables are disliked second to only Black Hole and your idea to fix that is keep it exactly the same except for a nerf on the one attribute you shouldn-¦t have touched "Remote Capacitor Transmitter amount" the sole reason for the few who are living in there is that their carriers are pretty good inside - and after this change everybody living inside in one is pretty much flying them out, well except the ones needed in higher class holes for escalations.
No matter how hard i try to find any reason at all, that someone not already living in a cataclysmic is wanna live in one now, im unable to - without any exaggeration i think you just created the new "Black Hole"
Agreed - the new cata bonuses and debuffs make no sense as proposed. The existing debuff pushes fleets towards remote rep versus local rep (and the implications for dreads vs carriers), and now you propose adding another debuff that would hamstring sustained remote rep? How is this promoting content creation, other than making our residents in cata systems easy prey? How does the proposed changes balance cata systems? They were already mostly disliked, but usable for remote rep fleets. Nerfing remote rep fleets just makes them completely disliked IMO.
Overall these changes smack of promoting full time PvP gameplay and offer nothing to individuals or groups that are PvE-centric. While the intro went to great lengths to paint a picture of not forcing players out of j-space, I think that is exactly what will occur for those individuals and corps that prefer a PvE-centric game play and selected specific WH systems to settle and operate in that fashion. Yes, PvP is *always* a possibility, however, making the system largely untenable except for large corporations and large fleets will push small corporations out IMO. |

Tarikan
Dominion Enterprise Psychosomatic.
21
|
Posted - 2014.08.06 18:48:00 -
[63] - Quote
Apart from the other rebalancing of wormhole effects I am concerned about the Cat Var change. Fozzie, you stated you wanted this change to affect capital ships to make it harder to have a very easy "infinite" cap chain.
I do not doubt that T2 RT logi may still find a way to deal with the new change, but if your intention was to make capital RTs harder, then I'd opt for a more specific change towards them, instead of a general push. Of course these are just numbers, so without seeing for ourselves on SISI I can't yet say for sure that the change does what you intend without hitting the much needed logi chains hard. So for now I'll hold my judgement.
To the other changes I like how you are trying to create each effect to be unique and yet still be of similar balance, so that one is not better then the other, instead, a group will try and choose an effect that favors their gameplay. I'd say there is still in need of some look into the effects of the wormholes to fine tune them all, but at least the direction of the re-balance is solid in my opinion.
|

Mindraak
Points Mean Prizes Genesis II
9
|
Posted - 2014.08.06 18:54:00 -
[64] - Quote
just one question really. why only heat dmg bonus in red giants?
THATS DMGISM :) |

Irina Asanari
Brave Newbies Inc. Brave Collective
1
|
Posted - 2014.08.06 18:58:00 -
[65] - Quote
Can you change the black hole art animation to not look like a giant anus? I'd be 200% more likely to live in one if I didn't have to stare at that all day.
That's all. |

Sanuki Sukuuvestaa
State War Academy Caldari State
4
|
Posted - 2014.08.06 19:05:00 -
[66] - Quote
Im really exited about what you guys want to do both for the new frigate-wandering wh's combined with the black hole changes.. Frigate thunderdome anyone??
Rest of the re-balances also seems ok at first glance, would need to look at the numbers more to decide if they are just good or freakin' great |

Aquila Sagitta
Blue-Fire
415
|
Posted - 2014.08.06 19:14:00 -
[67] - Quote
Lookin at the wolf rayet double bonus to small guns 
Enyos are pretty beast in wolf rayets as is. I mean we can nearly take on a t3 fleet with them. Now your gonna double the dps?? Thats pretty sick but have you looked at a rlml orthrus or cerb in the new wolf rayet? They spit out close to 2k dps up 50km away or more! As amazing as that would be I think that would be OP as ****! If you guys are aware of this cool. I'll start planning af/hac gangs to break t3 blobs that wanna play in my home  Blue-Fire Best Fire |

Random Interrupt
The Desolate Order Brave Collective
12
|
Posted - 2014.08.06 19:23:00 -
[68] - Quote
As someone who lived in a Black Hole for 6 months or so... definitely happy to see that finally changed. The rest of the changes seem reasonable as well. I don't see anything dramatic (which is good, usually). Nice improvements all around. |

forsot
Resurrection Ventures Un.Bound
20
|
Posted - 2014.08.06 19:50:00 -
[69] - Quote
Aquila Sagitta wrote:Lookin at the wolf rayet double bonus to small guns  Enyos are pretty beast in wolf rayets as is. I mean we can nearly take on a t3 fleet with them. Now your gonna double the dps?? Thats pretty sick but have you looked at a rlml orthrus or cerb in the new wolf rayet? They spit out close to 2k dps up 50km away or more! As amazing as that would be I think that would be OP as ****! If you guys are aware of this cool. I'll start planning af/hac gangs to break t3 blobs that wanna play in my home 
I have it closer to 1500-1600 according to my ruff math. Also lol kiting cerb i raise you a rapid light legion, if you thought Ishtars were op against guards wait till you see these beasts. |

Paikis
Vapour Holdings
1328
|
Posted - 2014.08.06 20:01:00 -
[70] - Quote
Cylin Rath wrote:It will be interesting to see how Phoenixes with Huginn support will be in Black Holes.
Will still be bad, capital missiles are just too damned slow. Time from launch to boom is way too long. |
|

PinkKnife
Future Corps Sleeper Social Club
501
|
Posted - 2014.08.06 20:42:00 -
[71] - Quote
CCP Fozzie wrote:To clarify, wormhole effects do not apply to NPCs.
Any word on the light weapon bonus applying to light drones? Or is my Astero perma-****** in those systems? |

Deeone
Deadspace Zombie Factory
24
|
Posted - 2014.08.06 20:57:00 -
[72] - Quote
So i adapt to and live in a c4 black hole for years and you guys take my damp bonus away thanks alot......and give it a supid web bonus. I kinda liked not being able to project damage it made things different in a black hole. I actually had an advantage in pvp cuz i live in one. Now its just like all the others. pretty meh imo. how bout a polarization timer or wh only structures you know something that actually makes wh life less of a pita. Instead we get useless crap all around. thanks ccp. hell if you want ppl to move into c4 give us cap escalations lmfao. you took the hardest wh to FARM (nothing was wrong wtih pvp in bh) and made it a care bear missile wonderland. If anything you are dumbing down wh space.......I mean i was all for some changes to the BH maybe boosts to mining or indy even but taking the disadvantages and just turning it all into boosts? I thought it was ment to be a hard unforgiving space, part of the reason i live in a black hole is because people told me it couldnt be done. The system effects all shouldnt just be buffs. TBH I think you guys should have added more negative system effects(besides just black holes), in adapting to the black hole set backs i found plenty of viable brawler fits that work awesome in black holes. Just saying systems that have setbacks add variety to the game. Places where small corps can carve out a niche of their own and actually have something to overcome in pve. I dont see how taking this all away just because people who roll to farm skip black holes is really a good thing. I know this wont be a popular post but its just the truth as i see it. There should be systems in wh space that have setback instead of buffs. Instead of losing the black hole I think you guys should have add more bad effects to random no effect systems. To be clear I am saying this is a bad change and it is something that's gonna increase my home system isk/hr quite a bit. Sure its good for me but I dont think its good for eve
EDIT: time to build golems and tengus so i can be just like all the other wh i guess. |

Deacon Abox
Justified Chaos
354
|
Posted - 2014.08.06 21:06:00 -
[73] - Quote
When wormholes were introduced I thought about going to them. However, my main character at the time was mainly amarr, armor, and turret specced. Wormholes seemed to be all about Drakes and Tengus.
I really don't know if that has changed or will change with your proposed changes. But I do note that the armor bonuses did and still apply only in systems with small weapon bonuses, whereas the shield bonuses don't care what size weapons. Also, the tracking penalties seemed and still seem rather heavy in comparison to the one missile penalty.
Lastly, the neuting of sleepers was and I assume still is a *****. So the stupid imbalance of the BC shield regen stats led to Drake and Tengu use (and now presumably ASB cap warfare immune use).
Have any of these changed? Are you still selecting and rewarding certain ships over others with this entire environment, and thus effectively telling players if they don't fly Drakes, or asbs, etc to **** off as far as wormholes are concerned?
-signed
happy in FW now but sad he felt excluded from wormholes on another character in the past that didn't fly Drakes
also, waiting to see how the rebalancing of tech III cruisers goes (will the legion find a place, will the proteus drone subsystem not suck, will a Tengu for all seasons no longer be the norm? etc) 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 a persisting-áoff button for the jump gate and autoscan visuals. |

Steven Hackett
Future Corps Sleeper Social Club
35
|
Posted - 2014.08.06 21:36:00 -
[74] - Quote
I can't help to think that this is moving in the wrong direction..
While a bunch of the changes are good, I feel that some of them are bad or not enough.
Black holes: Getting rid of the penalty to ranges is a great addition since this was one of the bigger issues. Downsizing the inertia penalty is a step in the right direction, but it will still be a PITA and I fail to see how the penalty is adding anything other than frustrations to the game. So imo. get rid of the thing entirely.
The web penalty seems obvious taking the "speedy" theme into account, but I don't see the need for it. I want people to fight, this wormhole obviously favors some high speed kiting which will be an interesting addition to w-space. Adding a penalty to one of the most powerful weapons in regards to kiting seems counterproductive to me. I wouldn't suggest adding a bonus to webs because of the power of dreadblapping, but I don't feel like a penalty to webs belongs here, even though I can see why one would think so.
Also I do not like favoring a single weapon system. It forces people to skill and fly a specific ship and weapon system. I haven't done the math, so this might be irrelevant, but I would like you to make sure that all weapon systems are equal. If they aren't you will simply just see people disengage and people will avoid fighting there rather than forcing all their members to skill for specific weapons, or raise their entrance level requirements, which would also be bad.
Most of the other changes doesn't concern me much, they seem either irrelevant, marginal or good.
The penalty to cap transfers in the Cataclysmic can flip both ways depending on how much it affects sub-cap logistics. Should be interesting to see if that change brings some interesting comps or turns out to be |

Sith1s Spectre
Hard Knocks Inc.
1131
|
Posted - 2014.08.06 22:33:00 -
[75] - Quote
About Wolf Rayets.
People are going to hate me saying this but i think they're now going to be the most OP hole.
People were whining about how t3s were already cruiser hulls with BS EHP and damage and now you're going to give them a straight up HP bonus without ANY negatives at all
The pulsar compensates for the buffer by giving them a sig bloom meaning they always take more/full damage however in the Wolf with the signature reduction you're more inclined to take less.
Proteus' dealing 1k dps and 300K ehp in game - no thanks AU tz best tz
|

Christopher AET
hirr Northern Coalition.
772
|
Posted - 2014.08.06 22:55:00 -
[76] - Quote
C5-C6 black holes will still be at something of a disadvantage compared to others but it looks like black holes overall will be in a much healthier area post the change. I drain ducks of their moisture for sustenance. |

Dark Armata
Bookmark Both Sides Exit Strategy..
131
|
Posted - 2014.08.06 22:59:00 -
[77] - Quote
Some very interesting changes here.
Will make the right fleet choice for the right wormhole pretty essential.
Painful if you have a couple/few different types in your chain.
Overall though I like the more specialized direction.
Numbers may need tweaking in the future as the players push each to their limit as usual. W-Space WAS Best Space*
*Until CCP decided W-Space should be the next null.
|

Brutus Le'montac
122
|
Posted - 2014.08.06 23:08:00 -
[78] - Quote
i can only talk about a wolf rayet, considering this is the only wh effect i have any experience with.
the armor HP bonus can work, depending if it also adds mass, if it also adds mass, i would say its a no go and a bad change. this because it makes jumping in or out of a wolf rayet more difficult, because of the max mass.it also slows down.which is bad. if it adds armor hp like a flat bonus, and does not stack with plates/rigs/leadership skills, i can agree with it, however if it does stack, its again a useless change that only screws with stuff that is not really broken.
the - shield ressist is oke. the lower signature radius is also ok.
however the biggest point i always have been hating about a wolf rayet, is the small damage bonus. in a c3 and up. sleeper sites are done in battlecruisers and up, aswell as t3's. those use medium weapons.
wormhole defense, same thing, medium weapons.
i understand that asking for large weapons damage bonus is BS, and i agree, however i would like a medium damage bonus over a small damage bonus, i'm not asking for 116% medium damage bonus, in fact, cut it in half and make it medium damage bonus, this because c3's and up, barely use frigates for anyhting besides scanning down sites.
switching form a small to a medium bonus will improve wormhole life by a lot, because the more "" usefull" ships use medium guns over small guns, and slotting small guns on a medium gun bonussed ship does not work to well.
either that, or make it a flat bonus to any gun size. like a c3 with 20% bonus to all turret damage.
limiting it to small guns only makes it a lot harder for small corperations, because frigs only work in numbers, and for "day tourisme" because you will not be that effective in a frig VS 4 Bc's.
so again, either make it medium guns and drop the amount back to half of small bonus.
or even better make it a smaller % for all turrets,
this is also in line with the new blackhole bonus, and the magnetar, who boost all missiles or damage for all types, the wolf rayet is the only one that limits it to 1 size. new blackhole does give the same bonus to hams/hm/cruise and whatever else.
Thought is dangerous; lack of thought, deadly!
|

Rek Seven
Probe Patrol Ixtab.
1683
|
Posted - 2014.08.06 23:17:00 -
[79] - Quote
Aquila Sagitta wrote:Lookin at the wolf rayet double bonus to small guns  Enyos are pretty beast in wolf rayets as is. I mean we can nearly take on a t3 fleet with them. Now your gonna double the dps?? Thats pretty sick but have you looked at a rlml orthrus or cerb in the new wolf rayet? They spit out close to 2k dps up 50km away or more! As amazing as that would be I think that would be OP as ****! If you guys are aware of this cool. I'll start planning af/hac gangs to break t3 blobs that wanna play in my home  Fits: CerbDPS: 691(812) * 2.72 = 1879.52(2208.64) Tank: -6k shields +3k armor = 26k ehp Speed: 1844 m/s unlinked Range: 85.4km w/fury 114km w/faction(-125dps) OrthrusDPS: 666(781) * 2.72 = 1811.52(2124.32) Tank: ~17k (terrible) Speed: 2696 m/s unlinked Range: 47.5km w/fury 63.3 w/faction(-117dps) Armor RLML Legion does ~500 dps which translates to ~1360 dps w/~200k armor ehp Armor RLML Loki does ~350 dps which translates to ~952dps w/~120k armor ehp I'm sure there are much better fits than those that I just threw together quickly but you can see my point.
I'd imagaine both these ships would be armor tanked with webs and points in the mid. Still a weak tank but one of these would be able to take out a frig fleet in seconds. 
+1 |

the Infenro
Edge of Existence
5
|
Posted - 2014.08.06 23:23:00 -
[80] - Quote
looking over the different effects i feel that for the most part they are well.
Black holes
- they are in need of some serious changes, i am wondering if restricting them to only missiles is a good idea tho seeing how many "high speed combat ships" also use turrets such as the vagabond.
Magnetar
- while i like this change over all what happened to the ewar bost that we currently have? for jamming currently this is a primary way to help counter the extra damage being output i would not like seeing this go away. without having a way to counter this becomes just alpha ship central.
Cataclysmic
- after living in a c6 cataclysmic for 3+ years im not sure how i feel about this change, i can understand trying to address the issue in regards to capitals, but i'm not sure how well this will work as it currently stands the carries don't often use triage due to the reduction in self repair modals. thus making them vulnerable to ewar, it might be worth looking doing an increase to nos or ewar in Cataclysmic(s) to help counter the spider tanking ability in this wormhole type and otherwise leave the stats alone.
the rest of the changes look good overall. |
|

Aquila Sagitta
Blue-Fire
415
|
Posted - 2014.08.06 23:50:00 -
[81] - Quote
Rek Seven wrote:I'd imagaine both these ships would be armor tanked with webs and points in the mid. Still a weak tank but one of these would be able to take out a frig fleet in seconds. 
Not sayin those fits are good by any means just threw them together to get a point across. ScyFI is decent with armor tank ~1kdps ~2k m/s unlinked, and ~36k armor ehp Blue-Fire Best Fire |

Jack Miton
Isogen 5
3593
|
Posted - 2014.08.06 23:51:00 -
[82] - Quote
These changes seem fine for the most part. I think the Wolf Rayet loses out tbh
1 thing though, bombs need a HP increase in red giants in order for that bonus to be good. Stuck In Here With Me:-á http://sihwm.blogspot.com.au/ Down the Pipe:-á http://downthepipe-wh.com/ |

Meytal
School of Applied Knowledge Caldari State
520
|
Posted - 2014.08.06 23:59:00 -
[83] - Quote
(black hole changes)
Not bad. They'll need to be experienced to make a final judgement, but on paper the changes look very interesting. It did always seem you like you intended them to be high-speed brawling systems, and these changes would indeed seem to reinforce that idea.
Somewhat related, additional missle/armour combinations would be nice. Perhaps a new pirate faction based on Minmatar + (?) that uses missiles and armour?
(magnetar changes)
The reason they're so popular, as you guys undoubtedly already know, is that the damage bonuses don't apply to Sleepers. If you make system effects apply to Sleepers again, and then perhaps reduce the magnitudes a touch for some (such as damage bonus in Magnetars, and armour penalty in Pulsars), it should lower desirability somewhat for these systems above all others and bring them back into relation with other system effects.
Not strictly Magnetar-related though related to the above, but if Sleepers had half of their armour HP changed to shield HP, Pulsars wouldn't need to be touched if you then apply effects to Sleepers.
(red giant changes)
The bomb attention makes perfect sense, considering the other bonuses, so this sounds great. I also wonder if bomb explosion velocity would be suitable for tweaking here as well.
(wolf-rayet changes)
The biggest problem with frigates in W-space is that they pop so easily. To encourage smaller ships, if you were able to decrease the sig radius even more for frigate- and destroyer-class ships, they might see more use due to being much harder to hit.
|

Phoenix Jones
Isogen 5
583
|
Posted - 2014.08.07 00:09:00 -
[84] - Quote
Meytal wrote:(black hole changes)
(wolf-rayet changes)
The biggest problem with frigates in W-space is that they pop so easily. To encourage smaller ships, if you were able to decrease the sig radius even more for frigate- and destroyer-class ships, they might see more use due to being much harder to hit.
That'd potentially make them unkillable in anything but a rapid light caracal with multiple web support.
The Wolf-Rayet does lose out. Overall these are good changes.
Id' be scary to see the HP's on ships in a wolf-rayet now though :-/ Yaay!!!! |

Michael1995
Lazerhawks
153
|
Posted - 2014.08.07 00:29:00 -
[85] - Quote
So from reading the wormhole effect changes, you'll be removing the targeting range bonus on pulsars?
Any reasoning behind that? One does not simply buy their way into Goonswarm. |

Serith Ellecon
Adhocracy Incorporated Adhocracy
30
|
Posted - 2014.08.07 00:30:00 -
[86] - Quote
CCP Fozzie wrote:Gorski Car wrote:Does the wolf rayet small weapon damage bonus apply to rapid light missiles? Yes, since it applies to the light missiles themselves. Didn't apply to rockets on a destroyer when I lived in one...
But yeah, these changes seem ok. Inappropriate signature added.-á CCP Notarealdev. |

forsot
Resurrection Ventures Un.Bound
21
|
Posted - 2014.08.07 00:39:00 -
[87] - Quote
One thing about the wolf raynt that has come to mind these changes nerf the unique buff they gave to active tanks. I am assuming you are removing the resist buff in to make way for a buff to capital reps of some form, however unlike pulsars caps armor caps in a wolf raynt can be difficult but can easily be capped out by a medium sized fleet while you are giving the heavily used armor meta of wh-space the biggest buff they have ever seen. Between having almost capital level ehp t3s will also have the sig of destroyers/frigs. I suspect most groups will avoid them like pulsars are now only instead of for being too weak and risking mass losses, but not wanting to get locked in a stalemate where both sides cannot kill anything. |

Daenika
MMO-Mechanics.com
135
|
Posted - 2014.08.07 00:43:00 -
[88] - Quote
Herm...I'm concerned about the Cataclysmic Variable changes on RR logi gangs.
Here's an example of an RR Guardian we've used before for both PvE and PvP:
Quote:[Guardian, Fleet Guardian] Armor EM Hardener II 1600mm Reinforced Rolled Tungsten Plates I Dark Blood Reactor Control Unit Damage Control II Armor Thermic Hardener II
10MN Afterburner II Conjunctive Radar ECCM Scanning Array I
Large 'Solace' Remote Armor Repairer Large 'Regard' Remote Capacitor Transmitter Large 'Solace' Remote Armor Repairer Large 'Solace' Remote Armor Repairer Large 'Regard' Remote Capacitor Transmitter Large 'Solace' Remote Armor Repairer
Medium Ancillary Current Router I Medium Anti-Kinetic Pump II
It has a total cap deficit of -69.9 GJ/s with all V skills and everything running. Cap regen peaks at +18.7 GJ/s. A single incoming meta cap transfer provides +64.8 GJ/s, giving the hull a net cap of +13.6 GJ/s.
Now, a C5 Cataclysmic after the change provides +30% cap regen (1.86/1.43), but a 43% reduction in the potency of remote cap transfers. That means base regen goes up to +24.3 GJ/s, while the incoming transfer bonus drops to +36.9 GJ/s. Net is +61.2, meaning the fit has a net cap of -8.7 GJ/s, or about a minute of endurance.
The problem is, even cruiser-sized logi gangs get the overwhelming majority of their cap from transfers.
The weird part is how much more powerful Triage carriers become. Spider coolcats are basically dead in Cataclysmics, but the cap bonus and remote rep bonus make Archons freakin ridiculous. Our standard site fit goes from ~2m cap stable with 3 remote reps, a remote cap, and a local rep running (in triage) to stable for about 3 days. Basically, Cataclysmics don't work with spider logi or spider capitals, but solo logi (including triage carriers) become amazing very quickly. Makes PvE a flat pain (because of those sleeper neuts), but PvP in there could get very interesting. RR gangs (that aren't based on trading cap) are going to become even more powerful as well. |

Severn VonKarr
Manoop Material Acquisitions Cartel
1
|
Posted - 2014.08.07 00:45:00 -
[89] - Quote
So first, there already are fast missile boats. Then CCP creates the Mordu's legion ships, and now an entire effect is being tweaked to further this approach. I'm not sure I understand the obsession. Missiles as a weapon system do not do as much damage as guns. With npcs not being effected by Wspace effects, gun boats will be even less effective in pve as they will not be able to web npcs as effectively and the missile bonuses, although improving damage application, do nothing to compensate for the significantly lower base damage of missiles as a weapon system. For pvp, missiles still won't be a great choice as the increase in missile speed is not proportional to the increase in ship speed. People will still easily outrun missiles. Also, with these bonuses matching the strengths of an existing group of ships, the Mordu's Legion ships will just be broken in one of these.
If a speedy environment is the goal, CCP should look at existing speedy ship fittings/strategies. Also of note is that speed is not normally a strategy that works for pve. Tank and range are typical approaches. So any attempt at improving the speed in these will need to be able to make speed viable for pve as well. So considering the typical kiting strategies, there will need to be bonuses for gun systems that allow them to apply damage as well when moving at speed, so tracking bonuses that scale with the speed bonuses. All kiting strategies focus on staying out of tackle range, so relevant bonuses: low inertia for quick turns; reduced scram and web range; increased weapon, warp disrupt and possibly ewar range. |

Daenika
MMO-Mechanics.com
135
|
Posted - 2014.08.07 00:45:00 -
[90] - Quote
Meytal wrote:(red giant changes)
The bomb attention makes perfect sense, considering the other bonuses, so this sounds great. I also wonder if bomb explosion velocity would be suitable for tweaking here as well.
Bombs don't have explosion velocity, only explosion radius.
|
|

PinkKnife
Future Corps Sleeper Social Club
501
|
Posted - 2014.08.07 01:12:00 -
[91] - Quote
Fozzie, if you can poke Karkur or anyone else in UI, is it possible to get the class of system in the system info (the little bit that says what system your in at the top left corner). That way you know what type of hole your in without having to right click and all that stupid ****. |

Trinkets friend
Sudden Buggery
1537
|
Posted - 2014.08.07 01:19:00 -
[92] - Quote
Black Hole *golf clap* you jjust made the hole worst at PVE the most sought after for Tengus.
My concern with the new Black Hole is....well, everything. Orthruses Online. I guess you're supposed to fly nano torp Ravens?
It replaces all the penalties to turrets with basically a buff to missiles and nothing else. And the targeting range bonus is a bit weird, and a complete 100% reveral on the previous. Which doesn't negate dampstar POSs or damps, but sits weirdly with me. i know you're trying for 80km kiting torp Ravens, it's a good dream to dream, but having grid-length targeting isn't going to help anything.
Wolf-Rayet I'll let others say stupid stuff about this before i respond.
Phoenix Jones wrote: I'm sure the Wolf Rayet people will feel a bit sad, but I get the concern.
There we go.
Dude you've been doing WR all wrong. In fact, given your responses on other threads, you clearly have no idea about anything. Let me lay this out for you.
Current WR: AFs and Logi. New WR: EVEN MORE AFs AND EVEN MORE LOGI. (also, lol Mallers)
Magnetar Overall a good set of choices. Tickybox.
Red Giant Still fairly meh, just like before.
Pulsar I am 100% certain that this is just a shield nag nerf by way of Nos and neut buff, but I also welcome this for use in lower-class wormholes to crack Basi fleets and active tanked Tengus. Not that a Void bomb couldn't do it perfectly already, but I see no problem with this.
Caps will still be stronk tank, and i'm yet to see a shield Bhaalgorn.
Cataclysmic I know I'm not exactly orthodox in the stuff I fly, but I don't think that you needed to worry at all about nerfing Guardian blobs into the ground in Cat var holes if you were too overboard on the nerf to remote cap transfers. People with logi 5 will just have to put two cap transfers on each other instead of running one in and out.
The way to deal with fights in Cats is and will always be neuting the logi anyway. This just, really, further reinforces the need to neut them (they have more cap base, and swap less, ergo cap dead stays cap dead now). The way to respond is clearly to add more Guardians. Bonus.
For low-class holes the most efficient ship is the Execquror anyway, but the buff to local capacitor will also help people solo in their blingy Tengu's after the rebalance. We are all in favour of blingy Tengus in low-class Cat var. - - -
J's before K's. Sudden Buggery is recruiting w-nerds and w-noobs. Mail your resume in today! http://www.localectomy.blogspot.com.au
|

Adarnof
Free Trade Monopoly You Are Being Monitored
22
|
Posted - 2014.08.07 01:37:00 -
[93] - Quote
After consulting my logistics guys, I have serious reservations about the Cataclysmic Variable changes.
Firstly, T2 logistics WILL in fact suffer. As previously shown, the local regen bonus will not compensate for the loss of remote transfers. However I have larger issues with the implications on our escalation fleets.
Already dealing with a local tank nerf means carriers will not survive triage and are forced to spidertank. This is not by choice as you seem to presume, this is a necessity. Because of this they are forced to use remote cap transfers to maintain stability in order to compensate for the increased amount of tank modules to make a comparable tank to triage. While you are right in your assessment that spider-tanking carriers are pretty over-powered in PvP, most effects have a fleet comp that is uniquely suited to take advantage of the local effects. Remote rep is simply the Cataclysmic version, and unfortunately this extends to capitals.
I know we'll be spending the next three weeks reworking our fleet. And I'm not optimistic about being able to stay in a cataclysmic. They're already below par on your activity graph, I fear what little use they see in upper-class holes will promptly vanish.
Personally I'd rather see more capitals committed to fights than less, even if it means pantheon fleets. They've been broken before (hell, even we've lost pantheon carriers to smart FCs) so it's not like they're immune.
tl;dr C5/6 cataclysmics are now dead. I am not OK with this, I enjoy them. |

Bombshell
Dominion Enterprise Psychosomatic.
0
|
Posted - 2014.08.07 02:28:00 -
[94] - Quote
Overall these changes appear to have merit, at face value.
Looking at the CV changes closer I just can't get the fact that logi 5 pilots are now required to play like logi 4 pilots again. We made the time dedication for logi 5 so we could have more fleet utility and counter enemy fleet cap warfare. Now in our home system we have a greater susceptibility to Legion fleets.
The effect penalties could possibly be reduced so Guardians and Basilisks could keep their single cap xfer for cap stability. To help counter the extra susceptibility to cap warfare possibly give a penalty to modules that drain cap, kind of the opposite of what was done for these modules in Pulsars (making them stronger).
With this you still effectively reduce the pantheon carriers current abilities while maintaining the balance that CCP is striving for without completely breaking CV wormhole space and driving the current denizens into other effects. |

Hayley Enaka
Hard Knocks Inc.
38
|
Posted - 2014.08.07 02:31:00 -
[95] - Quote
Just my general thoughts below;
- I also look forward to seeing some occupied Black Holes in future with plenty of Drakes to fill the killboards.
- I was pretty happy with Magnetars already but interesting to see the Target Painting penalty which is a slight PVE nerf
- For Red Giants I'll repeat what Jack mentioned and say that they also need a buff to bomb HP or else you're getting half the bombs for double the damage which essentially negates the change unless the intention is to simply allow bombs to be effective without requiring a full squad of them. Also, does the damage buff also affect the amount neuted by void bombs or are these unchanged?
- Even the relatively short time I spent living in a c5 pulsar was enough to teach me that carriers were extremely hard to break so the neut buff is welcome.
- Wolf-Rayets should be fun combined with the new sub-cruiser sized holes. Nice to see the bonus brought in line with Pulsars as well.
- The cap transfer penalty is a nicely creative way to nerf carrier blobs in Cataclysmic holes. For people concerned about their subcap logi wing, don't forget that Oneiros and Scimitars are a thing. The point of wormhole bonuses is to force you to adapt your doctrines to suit the environment you're in. Deal with it.
Overall, it looks pretty good and definitely far from the death of wormhole space we all predicted |

Bombshell
Dominion Enterprise Psychosomatic.
0
|
Posted - 2014.08.07 02:33:00 -
[96] - Quote
Maybe this is also a little off topic here, but is there a way to actually get the wormhole effects displayed in game? I recall a recent change to the api data (kill data) due to that information not being available in game in any way. So, keeping everything equal can we get this information put into the game menus/windows somewhere?
|

Noxisia Arkana
Deadspace Knights
366
|
Posted - 2014.08.07 02:39:00 -
[97] - Quote
Awesome, I'm glad that I have no missile skills and live in a black hole. *slow clap* |

Andiedeath
Sefem Velox Swift Angels Alliance
264
|
Posted - 2014.08.07 02:58:00 -
[98] - Quote
Im a fan! Overall the Calaclysmic changes look solid and will change up residents thinking! The only other is the resistance buff drop for armor in Wolf Rayet. As long as we can still use Assault frigates comfortably in c4 sites will be happy for that odd moment we need to refill the PVP isk budget. Director Swift Angels Alliance https://forums.eveonline.com/default.aspx?g=posts&m=3247397#post3247397 INGAME CHANNEL: Sefem Public |

BayneNothos
United Electro-Magnetic Federation Business Alliance of Manufacturers and Miners
101
|
Posted - 2014.08.07 03:14:00 -
[99] - Quote
These look like fun.
Wolf Rayets are going to be amazing fun. How many of you C6 dudes out there will be running multi plate small gun T3/BS's now :P
As a pilot who lives in a Cat Variable, these look good. The big change for people will be shifting from Chain Logi to Solo Logi's. So Onieros over Guardians, Triage over Cap Chain. The thing that'd really cement the Cat Variable in would be a capital module of the Capacitor Battery. Let us really go all out on that total cap pool :P |

Galtianis
Black Thorne Corporation Black Thorne Alliance
0
|
Posted - 2014.08.07 03:38:00 -
[100] - Quote
Regarding cataclysmic variable: After doing some math and fiddling with EFT fits, I've determined that spider-tanking of any kind is effectively dead. You can still use T2 Logistics & pilots with Logistics V and 2 cap transfers to compensate for the cap transfer penalty, or maybe you can still manage to stay cap stable with a single remote armor repair module on each battleship. However, this essentially means that you are no better off than if you were in k-space or another wormhole, you are just forced to use RR mechanics and lose the only benefit they had. Looking at the activity chart, I can see why the cataclysmic variable needs to be modified so that they are used more. However, removing the only advantage this effect has over others and not providing any additional incentive will effectively make them the least suitable for any kind of activity as I see it. The biggest problem I see with capitals in cataclysmic variable wormholes is that triage carriers and siege dreadnoughts are at an extreme disadvantage when trying to clear combat sites because their local tank cannot usually withstand an aggro shift due to the local repair penalty. When you cannot reliably use the damage of dreadnoughts in siege mode to help clear these combat sites, it becomes apparent that you would make much more ISK in another type of wormhole.
I have a simple solution (in place of proposed changes) that would both balance carriers and make dreadnoughts viable. The downside (or bonus depending on how you see things) would be that Magnetar PvE would take a hit (again because of dreadnoughts).
Role Bonus (Carrier):
- 200% bonus to Fighter control range
- Can fit Warfare Link modules
- Can fit Triage modules
- Immune to all wormhole environmental effects
Role Bonus (Dreadnought):
- Can fit Siege modules
- Immune to all wormhole environmental effects
I don't think this would be much of a stretch considering that supercapitals are already immune to all forms of Electronic Warfare. |
|

Janice en Marland
Cross Saber Holdings
7
|
Posted - 2014.08.07 04:01:00 -
[101] - Quote
BayneNothos wrote:These look like fun.
Wolf Rayets are going to be amazing fun. How many of you C6 dudes out there will be running multi plate small gun T3/BS's now :P
As a pilot who lives in a Cat Variable, these look good. The big change for people will be shifting from Chain Logi to Solo Logi's. So Onieros over Guardians, Triage over Cap Chain. The thing that'd really cement the Cat Variable in would be a capital module of the Capacitor Battery. Let us really go all out on that total cap pool :P RLML Legion FTW |

Winthorp
2489
|
Posted - 2014.08.07 04:37:00 -
[102] - Quote
What i find interesting about the stats provided to us by Fozzie was that there was more player deaths in Pulsars then in a Magnetar, and by the looks of it by lots.
When we lived in a C5/5 pulsar almost noone would fight us in the home due to never having a dedicated shield fleet and understandably as we clearly had things set up with shield carrier support with the Chimera is god complex. But what i was surprised about was that we always got fight after fight in our C5/5 magnetar, the bitches loved that magnetic ****.
So i guess it confuses me are there a similar number of player deaths in pulsars and magnetars in C5/5's but it differs in lower classes due to people not being as concerned about the effect being that the effect % was lower?
Will you break down the first graph into WH C1-6 for us perhaps CCP Fozzie?
While we are at it i ******* love graphs and stats, can we have more on WH's please? |

Hayley Enaka
Hard Knocks Inc.
39
|
Posted - 2014.08.07 05:00:00 -
[103] - Quote
Galtianis wrote:Role Bonus (Carrier):
- Immune to all wormhole environmental effects
Role Bonus (Dreadnought):
- Immune to all wormhole environmental effects
Please no. Wormhole space is interesting because you have to adapt the ships you fly and the way that you fly them to your particular environment. CCP do not need to rebalance two entire classes of ships because you don't want to change. |

Daenika
MMO-Mechanics.com
135
|
Posted - 2014.08.07 05:33:00 -
[104] - Quote
Quote:Already dealing with a local tank nerf means carriers will not survive triage and are forced to spidertank. This is not by choice as you seem to presume, this is a necessity.
As a matter of record, a triage Archon with two meta local reppers, three remote reppers, and one remote cap transfer (plus an EANM and DC, and the rest cap regen) is fully capable of solo-tanking escalations, even in a C5 Cataclysmic Variable. Our standard setup is precisely as above, and we live in a C5 CV. With two local reppers and links from an command ship, a Triage Archon can tank a maximum of about 8663 DPS (8800ish with a second EANM instead of the DC, but we prefer the extra hull buffer just in case), and is nearly stable doing so even with a full double-wave (first carrier, first dread) of 12 Sleepless Guardians neuting it (it's 64% stable without the neuts, and still lasts 7 minutes on cap with all 12 neuts on it 100% of the time with both local reppers working 100% of the time as well).
Now, each Sleepless Guardian does 694 DPS, so a wave of 12 does 8328. Said carrier can tank them just fine.
Especially factor in that if you've got a pair of Lokis on field (as you should), they will almost instantly pull aggro off the carrier. In my experience, the carrier gets initial aggro and retains it roughly until the dreadnaught lands (assuming your dreadnaught and lokis are initiating warping to the site about the same time the carrier loads grid at the site), as which point one of your lokis (and it's almost always the same loki. I think characters have a randomized threat constant per character or something, because certain characters nearly *always* pull threat over others, regardless of actions) will pull threat on both waves, as well as the entire site.
Now, a well-tanked escalation loki can handle that aggro without breaking a sweat, and the triage archon can then keep them up just by continuously cycling their cap transfer on the loki (to counter the neuts) and pulsing a remote rep on them.
The biggest thing is that your triage pilot needs to learn what they can do with their cap, and need to train themselves to think of their armor and cap as exchangable commodities. Their armor doesn't always have to be at 100%. In fact, it's ideal if it's not, because then the triage pilot can pulse their local reppers to keep their cap between 20% and 40%, ideally between 25% and 35%, to maximize cap regen.
We've occasionally had our triage carrier get low (~20-30% armor), but all but one time that was purely because said triage pilot wasn't paying enough attention to their own armor and let it get too low (didn't lose it even then, though). The one time it wasn't simply inattention what when we accidentally spawned the second dreadnaught wave while we still has 11 of the 12 initial escalation battleships on field. That got hairy, but even with that much DPS and neut pressure on field, no one died, and our triage carrier tanked it just fine.
Quote:The cap transfer penalty is a nicely creative way to nerf carrier blobs in Cataclysmic holes. For people concerned about their subcap logi wing, don't forget that Oneiros and Scimitars are a thing. The point of wormhole bonuses is to force you to adapt your doctrines to suit the environment you're in. Deal with it.
The problem is sleepers. Oneiros and Scimis are fantastic for PvP (especially Scimis), but they just can't handle sleeper sites purely due to the neuts. You have to have cap transfers or everything dies in those sites. Triage carriers are awesome, and will still work for capital escalations, but Guardians and Basilisk simply can't maintain their cap anymore unless they are running two transfers incoming, which negates most of the benefit, since they no longer have spare cap to give to other neut targets.
Quote:Maybe this is also a little off topic here, but is there a way to actually get the wormhole effects displayed in game? I recall a recent change to the api data (kill data) due to that information not being available in game in any way. So, keeping everything equal can we get this information put into the game menus/windows somewhere?
Technically speaking that data is already available insofar as the system background shows it, but it takes an experienced eye. Just like how it's possible to determine which system class a K162 Dangerous or K162 Unknown goes to by the color of the wormhole, if you know what to look for and which colors mean what. |

Nelly Uanos
Quebec's Underdog League Quebec United Legions
23
|
Posted - 2014.08.07 06:33:00 -
[105] - Quote
New frig size wormhole + new Wolf Rayet effect = Catalyst blob master race! 
Must say thought... where is the second malus effect for Wolf-Rayet? Pulsar get signature bloom.... Wolf-Rayet need Ship Mass bloom! (Extra armor hp = More mass)
Just for the troll factor this could bring with people trying to collapse wormhole passing in a Wolf-Rayet!  
We like those change, neut bonus in Pulsar look great! (We live in a C6 Pulsar.... eh!)
Black hole, ohh damn this was time something changed for these! Look very interesting.
Red Giant, can't wait to bomb people! 
Magnetar, nothing to say here...
CV, can't say much about these... not much experience with them. |

Caleb Seremshur
The Atomic Fallout Kids
346
|
Posted - 2014.08.07 08:22:00 -
[106] - Quote
It's nice to see that I was close to the money on what blackholes would be changed to. https://forums.eveonline.com/default.aspx?g=posts&t=348015 T3 OHing subsystem review and rebalance https://forums.eveonline.com/default.aspx?g=posts&t=290346 LP faction weapon store costs rebalancing
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Dalron
Infinite Holdings Ltd
0
|
Posted - 2014.08.07 08:37:00 -
[107] - Quote
Red Giant : Bomb damage increase is very nice thought, however you have to have someone there to bomb. Red Giants are mostly empty anyway and with another reason to not be in red giant's they are going to be even emptier. It needs something to draw players in so that they can be bombed.
Pulsar : Love the neut bonus. Neut Domi's for rolling a pulsar sounds like a good idea.
Black Hole : Whats the point in being fast if sleepers web you to 10m/sec as soon as you see them and with massive range? Removing webbifier bonuses means that they still wont be used for C5/C6 cap escalations since you cant slow the sleepers down enough to apply damage to them. There's still not enough of a benefit it move in. Maybe a medium missle damage bonus so that they become tengu heaven?
|

Threll Lornax
Black Thorne Corporation Black Thorne Alliance
6
|
Posted - 2014.08.07 08:37:00 -
[108] - Quote
To expand on my original train of though, I do not understand why you feels that cataclysmic variables need this nerf when your numbers for this kind of space are negative. Admittedly not as much as for black holes, but still negative. To me, this means that cataclysmic variables are in need of some kind of buff to make the space more desirable. I don't have any game-fixing ideas when it comes to buffs, but I do have a suggested tweak to maybe address your issues with capital logistics in cataclysmic variables whitout making a logi chain in these systems impossible.
If the current bonuses to remote energy, shield and armour were to exclude capital modules the carrier fleets you want to address would be nerfed, without touching the smaller sizes (i.e cruiser logi and Dominix/Armageddon chains)
Alternatively, make the bonuses mentioned scale to 50% in C6, not 100%. Fleets would still be viable, but not to the supposedly overpowered level.
My main concern is that medium- to small-sized groups will be severely hurt, if not completely crippled, by your suggested changes since PvE will not be doable for some ppl in C5-6. When more logistic cruisers are needed in place of battleships, dps is lowered significantly without gaining a bonus in the new system, thus making the sites impossible to complete by current fleet sizes. |
|

CCP Fozzie
C C P C C P Alliance
10952

|
Posted - 2014.08.07 11:03:00 -
[109] - Quote
Hey everyone, thanks for the feedback so far. Keep it coming.
After chatting with some players as well as discussion with the CSM we're going to expand the Red Giant bomb bonus to increase the effectiveness of Void and Lockbreaker bombs as well.
To clarify, it is intentional that the HP of bombs aren't increased in Red Giants. This means that the bonus allows you to get the same effect with fewer people in bombers, but doesn't allow imbalanced superwaves of bombs. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
|

Lord Damo Boirelle
Shadow Legion X The Bastion
2
|
Posted - 2014.08.07 11:11:00 -
[110] - Quote
I have an idea, why don't you design a anchorable device similar to tcu or customs office. This device will people in the wormhole space to be visable in local but instead of having 1, make the device have a range such as 9au. Just an idea from very tired person lol. |
|

Saeka Tyr
Sanctuary of Shadows Honorable Third Party
30
|
Posted - 2014.08.07 11:16:00 -
[111] - Quote
Lord Damo Boirelle wrote:I have an idea, why don't you design a anchorable device similar to tcu or customs office. This device will people in the wormhole space to be visable in local but instead of having 1, make the device have a range such as 9au. Just an idea from very tired person lol.
go back to nullsec |

Winthorp
2490
|
Posted - 2014.08.07 11:18:00 -
[112] - Quote
Saeka Tyr wrote:Lord Damo Boirelle wrote:I have an idea, why don't you design a anchorable device similar to tcu or customs office. This device will people in the wormhole space to be visable in local but instead of having 1, make the device have a range such as 9au. Just an idea from very tired person lol. go back to nullsec
He should just biomass TBH. |

Xe'Cara'eos
A Big Enough Lever
212
|
Posted - 2014.08.07 11:39:00 -
[113] - Quote
I think these changes are generally good (the ones this thread is for discussing), though I would vote for a *slight* increase in bomb resistance, maybe so you could get 11 or 12 bombs worth, instead of 10 For posting an idea into F&I: come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it..... If your idea can be abused, it WILL be. |

Valenthe de Celine
Center for Advanced Studies Gallente Federation
4
|
Posted - 2014.08.07 11:40:00 -
[114] - Quote
I do agree the changes seem functional. Scary, but functional. Its going to mean more for those systems that have special effect going on. Now for the major question... when will we see these in K-space, so they can share in the fun? |

Threll Lornax
Black Thorne Corporation Black Thorne Alliance
8
|
Posted - 2014.08.07 12:00:00 -
[115] - Quote
CCP Fozzie wrote:Hey everyone, thanks for the feedback so far. Keep it coming.
After chatting with some players as well as discussion with the CSM we're going to expand the Red Giant bomb bonus to increase the effectiveness of Void and Lockbreaker bombs as well.
To clarify, it is intentional that the HP of bombs aren't increased in Red Giants. This means that the bonus allows you to get the same effect with fewer people in bombers, but doesn't allow imbalanced superwaves of bombs.
So what about the cataclysmic variables? When can we expect an answer on that subject? |

Sith1s Spectre
Hard Knocks Inc.
1132
|
Posted - 2014.08.07 12:27:00 -
[116] - Quote
Threll Lornax wrote:To expand on my original train of though, I do not understand why you feels that cataclysmic variables need this nerf when your numbers for this kind of space are negative. Admittedly not as much as for black holes, but still negative. To me, this means that cataclysmic variables are in need of some kind of buff to make the space more desirable. I don't have any game-fixing ideas when it comes to buffs, but I do have a suggested tweak to maybe address your issues with capital logistics in cataclysmic variables whitout making a logi chain in these systems impossible.
If the current bonuses to remote energy, shield and armour were to exclude capital modules the carrier fleets you want to address would be nerfed, without touching the smaller sizes (i.e cruiser logi and Dominix/Armageddon chains)
Alternatively, make the bonuses mentioned scale to 50% in C6, not 100%. Fleets would still be viable, but not to the supposedly overpowered level.
My main concern is that medium- to small-sized groups will be severely hurt, if not completely crippled, by your suggested changes since PvE will not be doable for some ppl in C5-6. When more logistic cruisers are needed in place of battleships, dps is lowered significantly without gaining a bonus in the new system, thus making the sites impossible to complete by current fleet sizes.
Replace guardians with Onerios' (or scimitars) end logi subcap problem AU tz best tz
|

Galmas
United System's Commonwealth
164
|
Posted - 2014.08.07 12:28:00 -
[117] - Quote
Would be nice to have that graph about the relavtive player activity inlcude the no-effect w-space systems.
Cheers Gal |

Phoenix Jones
Isogen 5
591
|
Posted - 2014.08.07 12:29:00 -
[118] - Quote
Galtianis wrote:Regarding cataclysmic variable: After doing some math and fiddling with EFT fits, I've determined that spider-tanking of any kind is effectively dead. You can still use T2 Logistics & pilots with Logistics V and 2 cap transfers to compensate for the cap transfer penalty, or maybe you can still manage to stay cap stable with a single remote armor repair module on each battleship. However, this essentially means that you are no better off than if you were in k-space or another wormhole, you are just forced to use RR mechanics and lose the only benefit they had. Looking at the activity chart, I can see why the cataclysmic variable needs to be modified so that those systems are used more. However, removing the only advantage this effect has over others and not providing any additional incentive will effectively make them the least suitable for any kind of activity as I see it. The biggest problem I see with capitals in cataclysmic variable wormholes is that siege dreadnoughts are at a disadvantage when trying to clear combat sites because they need to sacrifice DPS to fit a beefier (and much more expensive) tank due to the local repair penalty. When the damage of dreadnoughts is reduced to make room for a tank to survive aggro shifts, it becomes apparent that you would make more ISK in another type of wormhole. I have a simple solution (in place of proposed changes) that would balance both carriers and dreadnoughts. The downside (or bonus depending on how you see things) would be that Magnetar PvE would take a hit (because of dreadnoughts losing the 100% damage bonus). Role Bonus (Carrier):
- 200% bonus to Fighter control range
- Can fit Warfare Link modules
- Can fit Triage modules
- Immune to all wormhole environmental effects
Role Bonus (Dreadnought):
- Can fit Siege modules
- Immune to all wormhole environmental effects
I don't think this would be much of a stretch considering that supercapitals are already immune to all forms of Electronic Warfare.
Then you'll have to come up with something besides spider tanking...
CCP Fozzie wrote:Hey everyone, thanks for the feedback so far. Keep it coming.
After chatting with some players as well as discussion with the CSM we're going to expand the Red Giant bomb bonus to increase the effectiveness of Void and Lockbreaker bombs as well.
To clarify, it is intentional that the HP of bombs aren't increased in Red Giants. This means that the bonus allows you to get the same effect with fewer people in bombers, but doesn't allow imbalanced superwaves of bombs.
Did you just turn Red Giants into the Bombing Fields of Eve?
Have you ever considered expanding the wormhole effects to more wormholes? There are allot of empty ones out there that could use a interesting effect, if not just temporary (call it the wormhole haylee's comet, randomly giving wormholes it passes by wormhole effects for 48 hours).
I'd be interesting to notice your no effect wormhole suddenly have an effect for 48 hours, then drop.
Adds a bit of controlled randomness, but doesn't wreck people's wormhole choices by making it mandatory. Yaay!!!! |

BayneNothos
United Electro-Magnetic Federation Business Alliance of Manufacturers and Miners
102
|
Posted - 2014.08.07 13:12:00 -
[119] - Quote
Threll Lornax wrote:To expand on my original train of though, I do not understand why you feels that cataclysmic variables need this nerf when your numbers for this kind of space are negative. Admittedly not as much as for black holes, but still negative. To me, this means that cataclysmic variables are in need of some kind of buff to make the space more desirable. I don't have any game-fixing ideas when it comes to buffs, but I do have a suggested tweak to maybe address your issues with capital logistics in cataclysmic variables whitout making a logi chain in these systems impossible.
If the current bonuses to remote energy, shield and armour were to exclude capital modules the carrier fleets you want to address would be nerfed, without touching the smaller sizes (i.e cruiser logi and Dominix/Armageddon chains)
Alternatively, make the bonuses mentioned scale to 50% in C6, not 100%. Fleets would still be viable, but not to the supposedly overpowered level.
My main concern is that medium- to small-sized groups will be severely hurt, if not completely crippled, by your suggested changes since PvE will not be doable for some ppl in C5-6. When more logistic cruisers are needed in place of battleships, dps is lowered significantly without gaining a bonus in the new system, thus making the sites impossible to complete by current fleet sizes.
Look, if you're running carriers, it means you're going triage weaving over the previous carrier cap chains, thats all. If you're running Logi's you're using the Scimi and Oneiros over the other two as they stand better on their own.
Or you could, gasp, just fit come cap mods on your Guardians. Remember your cap recharge is also based on your total cap pool, you do get a bonus to that already from teh cat variable. |

Shaklu
Mass Effect Enterprises Dark Knights of Eden
5
|
Posted - 2014.08.07 13:17:00 -
[120] - Quote
+1 Black holes don't seem utterly miserable now, huzah!
(I dislike most of the rest of the stuff tho) |
|

Komodo Askold
No Code of Conduct Fluffeh Bunneh Murder Squad
174
|
Posted - 2014.08.07 13:42:00 -
[121] - Quote
First of all, many many thanks CCP not only for finally trying to improve W-space, but also for considering the options proposed by the community and for being honest and clear about your view of W-space in your devblog. As well as for not destroying what makes it unique!
On topic: awesome! Those are really interesting changes. I think Black Holes are going to be awesome right now; I just hope Caldari POS' keep their launchers while on Reinforced Mode... Great! Wolf Rayets. Dat damage bonus. All hail our new overlords the c6 blaster catalysts... I think I prefered armor resists, but HP are also good... We'll have to see. Red Giants: great idea with the Bomb bonuses! That's going to be interesting. Those cap transfer penalties on Cataclysmic Variables and NOS/neut bonuses on Pulsars are going to be interesting too; they seems balanced with the local cap bonuses on both.
Me likes. Especially the idea of frigate/destroyer fleets using the new small regenerating wormholes, entering high-class Wolf-Rayets...... that's going to be nightmarish. |

Anize Oramara
EVE Protection Agency Bloodline.
211
|
Posted - 2014.08.07 14:19:00 -
[122] - Quote
would the changes to black holes make phoenixes viable farming ships? o.0 |

Adarnof
Free Trade Monopoly You Are Being Monitored
25
|
Posted - 2014.08.07 15:34:00 -
[123] - Quote
Daenika wrote: As a matter of record, a triage Archon with two meta local reppers, three remote reppers, and one remote cap transfer (plus an EANM and DC, and the rest cap regen) is fully capable of solo-tanking escalations, even in a C5 Cataclysmic Variable. Our standard setup is precisely as above, and we live in a C5 CV. With two local reppers and links from an command ship, a Triage Archon can tank a maximum of about 8663 DPS (8800ish with a second EANM instead of the DC, but we prefer the extra hull buffer just in case), and is nearly stable doing so even with a full double-wave (first carrier, first dread) of 12 Sleepless Guardians neuting it (it's 64% stable without the neuts, and still lasts 7 minutes on cap with all 12 neuts on it 100% of the time with both local reppers working 100% of the time as well).
Now, each Sleepless Guardian does 694 DPS, so a wave of 12 does 8328. Said carrier can tank them just fine.
8663 DPS tank is a far cry from full house aggro on a quad like we do now. No way in hell I'm going back to staggering the escalations, that takes way too long.
|

Daenika
MMO-Mechanics.com
137
|
Posted - 2014.08.07 15:43:00 -
[124] - Quote
Quote:8663 DPS tank is a far cry from full house aggro on a quad like we do now. No way in hell I'm going back to staggering the escalations, that takes way too long.
Well, if it means you have to field, say, 4 chain archons instead of 1 triage and 1+ drone DPS carriers, I'm not sure your "it's faster" is actually applicable.
I mean, as long as the Moros never don't have a target, you're not gaining any speed either way. Even when we're fielding 3 Moros instead of 2 (more than that and targeting/webbing gets too chaotic), we have almost no downtime in the site for escalations.
Still, if it's too much for ye, move to a system that doesn't have a local rep penalty... |

Adarnof
Free Trade Monopoly You Are Being Monitored
25
|
Posted - 2014.08.07 15:54:00 -
[125] - Quote
Daenika wrote:Quote:8663 DPS tank is a far cry from full house aggro on a quad like we do now. No way in hell I'm going back to staggering the escalations, that takes way too long. Well, if it means you have to field, say, 4 chain archons instead of 1 triage and 1+ drone DPS carriers, I'm not sure your "it's faster" is actually applicable. I mean, as long as the Moros never don't have a target, you're not gaining any speed either way. Even when we're fielding 3 Moros instead of 2 (more than that and targeting/webbing gets too chaotic), we have almost no downtime in the site for escalations. Still, if it's too much for ye, move to a system that doesn't have a local rep penalty...
It's faster when you have more dreads on field, and hence more simultaneous escalations. My point is quite applicable. |

Soldarius
Deadman W0nderland Test Alliance Please Ignore
753
|
Posted - 2014.08.07 19:26:00 -
[126] - Quote
Dem Wolf-Rayet bonuses...
I, too, enjoy 15m sigRad 25kEHP Assault frigates zipping around around at 1000m/s doing 650dps. RIP. Literally no reason to ever bring anything else ever for PvP.
I'm also anxious to see the first vids of the new 33km/s Succubus. Yes, that's kilometers, as in 33000 meters. Ofc, if you want one that is combat capable, stick to a MWD and zoom around at only 21km/s.
Well, it should spawn some awesome pvp vids. vOv
GÇ£I personally refuse to help AAA take space from itself so it can become an even shittier version of itselfGÇ¥ -Grath Telkin, 2014.
Free PASTA! |

Alabugin
DEEP-SPACE CO-OP LTD Exit Strategy..
12
|
Posted - 2014.08.07 20:50:00 -
[127] - Quote
Soldarius wrote:Dem Wolf-Rayet bonuses...
I, too, enjoy 15m sigRad 25kEHP Assault frigates zipping around around at 1000m/s doing 650dps. RIP. Literally no reason to ever bring anything else ever for PvP.
I'm also anxious to see the first vids of the new 33km/s Succubus. Yes, that's kilometers, as in 33000 meters. Ofc, if you want one that is combat capable, stick to a MWD and zoom around at only 21km/s.
Well, it should spawn some awesome pvp vids. vOv
If I did my math correctly, in a c6 an enyo will be doing 414*200% = 414+828 = *insert dubstep jam 1200+DPS
A catalyst can break 1500 but with less tank, less speed and higher sig. Pretty scary if you ask me. |

Wingzero Mileghere
Cascading Failure Un.Bound
1
|
Posted - 2014.08.07 21:23:00 -
[128] - Quote
One thing I wonder is why buff everything in a mag but nerf drone tracking is there a good answer for that otherwise I like all of the proposed changed especially black holes |

nimon
unlogic for U
1
|
Posted - 2014.08.07 22:09:00 -
[129] - Quote
Its time for more wormholesystem effects
Hi I would like to say thats CCP could make a little bit more then that to wormholes. All in the Hyperion Patch sounds good and please dont change the new distance coming out from wormholes, some players crying or not that is a good change.
But please bring more wormholesystems with new effects like some examples... Very dangerous with damage per minute or being like blind in overview about gas or something, moving electric storms, ..... Afterburner bonus, Drone systems, upgrading especially damage type systems, more gas planetary or ore amounts to some.
Of course there are many more posibilitys for that but bring more for more tactics and curiosity its time.
PS. The best idea in Eve were the wormholes this gives small groups and solo players a chance to play in their own systems. |

Daenika
MMO-Mechanics.com
137
|
Posted - 2014.08.07 22:45:00 -
[130] - Quote
Quote:If I did my math correctly, in a c6 an enyo will be doing 414*200% = 414+828 = *insert dubstep jam 1200+DPS
A catalyst can break 1500 but with less tank, less speed and higher sig. Pretty scary if you ask me.
Assuming Fozzie is correct and the implementation stays the same, a RLML Tengu in a C6 W-R can drop 2340 DPS, and a cloaky RLML Tengu can drop ~1300 (with 50k EHP and 500k self-rep on Ancillary). With almost perfect damage application and 30km range to boot.
I mean, that's just silly. |
|

the Infenro
Edge of Existence
5
|
Posted - 2014.08.07 23:45:00 -
[131] - Quote
Daenika wrote:Quote:If I did my math correctly, in a c6 an enyo will be doing 414*200% = 414+828 = *insert dubstep jam 1200+DPS
A catalyst can break 1500 but with less tank, less speed and higher sig. Pretty scary if you ask me. Assuming Fozzie is correct and the implementation stays the same, a RLML Tengu in a C6 W-R can drop 2340 DPS, and a cloaky RLML Tengu can drop ~1300 (with 50k EHP and 500k self-rep on Ancillary). With almost perfect damage application and 30km range to boot. I mean, that's just silly. Quote:It's faster when you have more dreads on field, and hence more simultaneous escalations. My point is quite applicable. So move to a non-Cataclysmic? I'm also not too sure how you manage to coordinate targeting and webbing with that many dreads on field. Even with 3, it gets rather chaotic. 5-6 dreads, you're going to have a lot of targeting overlap, BSes dying while others are still locking them, two dreads shooting at the same target, etc, and actually getting webs on all of those being shot will be nearly impossible (especially since it takes those BSes like 30 seconds to slow down from full speed).
well in effect your statement says that your ****** doing anoms in a CV, so now your group has to move into a different variable. congrats you have made a new black hole system..... |

Aquila Sagitta
Blue-Fire
420
|
Posted - 2014.08.07 23:55:00 -
[132] - Quote
Daenika wrote:Quote:If I did my math correctly, in a c6 an enyo will be doing 414*200% = 414+828 = *insert dubstep jam 1200+DPS
A catalyst can break 1500 but with less tank, less speed and higher sig. Pretty scary if you ask me. Assuming Fozzie is correct and the implementation stays the same, a RLML Tengu in a C6 W-R can drop 2340 DPS, and a cloaky RLML Tengu can drop ~1300 (with 50k EHP and 500k self-rep on Ancillary). With almost perfect damage application and 30km range to boot. I mean, that's just silly.
I really hope this change goes through as is! 200 dps crows 450 dps talwars? Can fight anything out numbered and out gunned. I think the massive dps boosts will even out with the massive armor amounts. Blue-Fire Best Fire |

Daenika
MMO-Mechanics.com
137
|
Posted - 2014.08.08 00:00:00 -
[133] - Quote
Quote:well in effect your statement says that your ****** doing anoms in a CV, so now your group has to move into a different variable. congrats you have made a new black hole system.....
Nope, only doing them the way you're doing them. Our method of escalations (triage carrier, staggered waves) will continue to work just fine.
I mean, the entire point of system effects is to force you to change your playstyle in those systems, to shake up the playing field. While I think the cap transfer nerf is overdoing it, as it breaks even sub-capital cap chains, I see no problem with a system effect that favors solo logi making it more difficult to successfully running chained logi operations in that system. |

Adarnof
Free Trade Monopoly You Are Being Monitored
25
|
Posted - 2014.08.08 00:00:00 -
[134] - Quote
Daenika wrote: So move to a non-Cataclysmic? I'm also not too sure how you manage to coordinate targeting and webbing with that many dreads on field. Even with 3, it gets rather chaotic. 5-6 dreads, you're going to have a lot of targeting overlap, BSes dying while others are still locking them, two dreads shooting at the same target, etc, and actually getting webs on all of those being shot will be nearly impossible (especially since it takes those BSes like 30 seconds to slow down from full speed).
Moving means admitting defeat. I will not be beaten by these changes!
And yes it is harder to coordinate, but when you start killing things too fast you just add more webbing lokis who alternate targets and preweb many in advance. Also dreads prelock 5-6 BSes (spacing when they start the lock so they never have more than 2 locked at once) to keep up. |

the Infenro
Edge of Existence
5
|
Posted - 2014.08.08 00:19:00 -
[135] - Quote
Daenika wrote:Quote:well in effect your statement says that your ****** doing anoms in a CV, so now your group has to move into a different variable. congrats you have made a new black hole system..... Nope, only doing them the way you're doing them. Our method of escalations (triage carrier, staggered waves) will continue to work just fine. I mean, the entire point of system effects is to force you to change your playstyle in those systems, to shake up the playing field. While I think the cap transfer nerf is overdoing it, as it breaks even sub-capital cap chains, I see no problem with a system effect that favors solo logi making it more difficult to successfully running chained logi operations in that system.
with all respect, i lived in a c6 CV for 3 years, and have tried the non tras logi as a backbone to a fleet, and triage fits even in the current setup it is extremely hard to pull off triage carriers in a c6 due to you only get 50% of the self repair, meaning that you effectively use 4x the cap of normal to keep yourself up, while you can manage for a triage carrier it is hard, why most groups have gone to the pantheon setups. now the oirneros work to a certain degree (i have flown one before, the issue you run into is if you get energy neutralized. while this can be mitigated by bringing 5+ logi onto the field this still means that you need 2-3x the logi boats you need currently. and still have capacitor issues for the entire fleet. as it stands atm you can use 2 guardians using stage escalations)
The big issue with the old stats is that its harder to brake a cap chain not impossible tho i've seen it done with smart FC(s) and good tactics and pilots. if you wish to counter the old effects this can be done with ewar and or nos boosts, it would level the playing field for pvp while still retaining peoples ability to run anoms without making it the worst variable by far in the game, it already has less use than other effects, this change would cripple them as currently proposed primarily for small-mid sized groups |

Adriana Nolen
Sama Guild
44
|
Posted - 2014.08.08 03:21:00 -
[136] - Quote
ZOMG, what have you done to my precious mags. That drone tracking + TP nerf = I'm sure CCP studies my fleet comps. Red giant bomb shens even more fun. Adding bomb aoe range bonus would also be hilarious. |

Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
699
|
Posted - 2014.08.08 03:46:00 -
[137] - Quote
the Infenro wrote:Daenika wrote:Quote:well in effect your statement says that your ****** doing anoms in a CV, so now your group has to move into a different variable. congrats you have made a new black hole system..... Nope, only doing them the way you're doing them. Our method of escalations (triage carrier, staggered waves) will continue to work just fine. I mean, the entire point of system effects is to force you to change your playstyle in those systems, to shake up the playing field. While I think the cap transfer nerf is overdoing it, as it breaks even sub-capital cap chains, I see no problem with a system effect that favors solo logi making it more difficult to successfully running chained logi operations in that system. with all respect, i lived in a c6 CV for 3 years, and have tried the non tras logi as a backbone to a fleet, and triage fits even in the current setup it is extremely hard to pull off triage carriers in a c6 due to you only get 50% of the self repair, meaning that you effectively use 4x the cap of normal to keep yourself up, while you can manage for a triage carrier it is hard, why most groups have gone to the pantheon setups. now the oirneros work to a certain degree (i have flown one before, the issue you run into is if you get energy neutralized. while this can be mitigated by bringing 5+ logi onto the field this still means that you need 2-3x the logi boats you need currently. and still have capacitor issues for the entire fleet. as it stands atm you can use 2 guardians using stage escalations) The big issue with the old stats is that its harder to brake a cap chain not impossible tho i've seen it done with smart FC(s) and good tactics and pilots. if you wish to counter the old effects this can be done with ewar and or nos boosts, it would level the playing field for pvp while still retaining peoples ability to run anoms without making it the worst variable by far in the game, it already has less use than other effects, this change would cripple them as currently proposed primarily for small-mid sized groups
Could always chuck in some egress port rig, talismans... not really serious heh but theres ways around this for getting cap chains working.
Overall seems a bit of a strange change to CVs though I can see what it is supposed to do. |

DG Athonille
Black Thorne Corporation Black Thorne Alliance
2
|
Posted - 2014.08.08 05:42:00 -
[138] - Quote
Stepped back, read through the responses on CV's, and wanted to add flavor for the Dev and the community.
The original logic submitted was that some WH systems were underutilized, yet the specific logic for changing CV effect was to deter perceived issues with capital balance. I don't agree that Cataclysmic Variable system population across wormhole classes and high-end (C5/6) capital balance are linked at the hip. I am concerned that changes are being promoted to catas that have nothing to do with their specific system use and population.
Catas [to me] are defensive holes by virtue of the effects in place. The bonuses to RR make spider fleets from battleships through carriers the best option, but they also promote lower SP/smaller corporation fleet composition for PvE. The downside is lower ISK/hr redemption, however, that trade off is acceptable to smaller corporations. Concurrently, buffing RR fleets makes residents in catas more able to defend their system IMO, especially as they add carriers to the mix and accounting for mass restrictions on incoming forces. Since I have telegraphed enough intel already, this is exactly why our corporation selected a cata C6 to move UP to.
Alternatively there is the magnatar effect which IMO favors large corporations/alliances and promotes high ISK/hr returns. To me, catas and magnatars are diametrically opposed, and functional, system effects that allow corporations to tailor and adapt and succeed under differing influences.
Why is this perceived to be an imbalance issue? The middle of the missive in the original post was congratulatory towards pilots for adapting, and leveraging in unforeseen ways what has been encountered. More importantly, I cannot see how the proposed changes to cata would make it more favorable than it was previously. I think the proposed changes move it down to last in place. There is a fleet doctrine that works quite well in catas for those that care to go into catas. How will the proposed changes (and required doctrine changes) improve that? I cannot see it.
|

Lloyd Roses
Artificial Memories Vertical.
678
|
Posted - 2014.08.08 06:28:00 -
[139] - Quote
Dunno, but an Orthrus as a doctrine ship for wolf-rayet home defense seems ridiculous in c5/c6 - meaning 1700-2100 dps fully selectable with rapid lights, crazy? That's like a pumped up proteus D: "I honestly thought I was in lowsec"
|

Udonor
Native Freshfood Minmatar Republic
61
|
Posted - 2014.08.08 11:38:00 -
[140] - Quote
Your assumption about Black Holes low activity may be WRONG. Most WH PVP Is not by setting mutually agreed time and place for dueling.
Consider that maybe when PVP roams go to black holes they currently seldom find anybody to fight !!! 
Most WH PVP is about roams for ambush tears or attempts at defending convoys or ISK making ops. Maybe low PVP is due to no sleeper or site farmers settled in black holes. Is PVE farming harder or mining more difficult?
So if you make WH more interesting places to fight , that does not ensure lots more PVP will occur there if the chances of encountering other players remains the same. 
Consider making Black Holes into WH systems that lots of convoys want to travel through. 
(Convoys attract PVP roams due to value and flood of tears. People might even settle black holes as pirate bases!!!)
#1 Make Black Holes into nexus points with say double the number of WH connections. #2 Go one step further and give adjacent WH systems connected to black hole systems a greater chance of connecting to high sec or null sec. Thus Null Sec folk can find shortcuts to high sec markets by traveling routes through Black hole systems. Similarly higher class WH dwellers will also tend to find that routes to high sec markets pass through black holes systems.
Storywise you can say spinning black holes tend to generate or attract wh connections.
(Of course if you really just want to make it hard for bums to settle in WH systems - that is good too and you can ignore my observations. And despite the spin you would still be telling the true. Harder is simply harder and not forcing people out.) |
|

Caleb Seremshur
The Atomic Fallout Kids
346
|
Posted - 2014.08.08 11:39:00 -
[141] - Quote
Damp the orthrus, it doesn't have a very high lock range. That's the only real advice I can really give right now. https://forums.eveonline.com/default.aspx?g=posts&t=348015
T3 OHing subsystem review and rebalance https://forums.eveonline.com/default.aspx?g=posts&t=290346
LP faction weapon store costs rebalancing
|

Samsara Nolte
Sternenschauer AG W.A.S. Alliance - Weapons Armor or Shield
11
|
Posted - 2014.08.08 11:46:00 -
[142] - Quote
Sith1s Spectre wrote:Threll Lornax wrote:To expand on my original train of though, I do not understand why you feels that cataclysmic variables need this nerf when your numbers for this kind of space are negative. Admittedly not as much as for black holes, but still negative. To me, this means that cataclysmic variables are in need of some kind of buff to make the space more desirable. I don't have any game-fixing ideas when it comes to buffs, but I do have a suggested tweak to maybe address your issues with capital logistics in cataclysmic variables whitout making a logi chain in these systems impossible.
If the current bonuses to remote energy, shield and armour were to exclude capital modules the carrier fleets you want to address would be nerfed, without touching the smaller sizes (i.e cruiser logi and Dominix/Armageddon chains)
Alternatively, make the bonuses mentioned scale to 50% in C6, not 100%. Fleets would still be viable, but not to the supposedly overpowered level.
My main concern is that medium- to small-sized groups will be severely hurt, if not completely crippled, by your suggested changes since PvE will not be doable for some ppl in C5-6. When more logistic cruisers are needed in place of battleships, dps is lowered significantly without gaining a bonus in the new system, thus making the sites impossible to complete by current fleet sizes. Replace guardians with Onerios' (or scimitars) end logi subcap problem
Sure that would work if sleepers wouldn-¦t neut the **** out of you ... when you scims are neuted whats keeping your fleet together .... well we could always bring more scimmis ... to do the job 3 basis were able to you would need arooud 6 scimmis to be safe from being neuted an then you lost the ability to give your huginns or Lokis any cap .... to keep their webs running seems great ... where these needed pilots can-¦t do anything else like fly a dreadnaught ... sarcasm on "seems like a great change to me, because more logis will greatly reduce the risk you have to take during the siege cycle because the extra rep is gonna make the sleepers die faster so you don-¦t have to use extra siege cycles, for an already disliked variable - and of course when you are jumped by the big ones scimmis are the best option because they-¦ll never gonna bring any Bhallgorns to the fight, right ?" sarcasm off
Cataclysmic are already on the far end of you fast you are able to escalate and this will put it even more behind ... which is gonna make it less desirable by far - the upsiude so far by this effect was that if needed you could defend your hole against superior numbers by using a pantheon carrier setup which is now dead - efectivelly increasing the risk to live in such a wh as a small group manyfold i doubt many are willing to take this |

Udonor
Native Freshfood Minmatar Republic
61
|
Posted - 2014.08.08 12:04:00 -
[143] - Quote
I really doubt that players run into each other in WH systems and both sides decide not to fight because of system effects very often. Well some may attempt to flee due to disadvantage but then with proper ambush and tackling their consent is not necessary. One side almost always wants to fight.
They might decide not linger in and especially not to settle WH systems due to special effects and things like WH connection mass considerations. But the weight f special effects maybe just as much or more PVE and ability to warp away from mining to escape than influence on PVP once actions begins.
Udonor wrote:Your assumption about Black Holes low activity may be WRONG. Most WH PVP Is not by setting mutually agreed time and place for dueling.  Consider that maybe when PVP roams go to black holes they currently seldom find anybody to fight !!!  Most WH PVP is about roams for ambush tears or attempts at defending convoys or ISK making ops. Maybe low PVP is due to no sleeper or site farmers settled in black holes. Is PVE farming harder or mining more difficult?  So if you make WH more interesting places to fight , that does not ensure lots more PVP will occur there if the chances of encountering other players remains the same.   Consider making Black Holes into WH systems that lots of convoys want to travel through.  (Convoys attract PVP roams due to value and flood of tears. People might even settle black holes as pirate bases!!! Meaning that black hole has people hanging around large amounts of time just looking for fights.) How? One easy two step implementation is... #1 Make Black Holes into WH space nexus points with say double the number of WH connections to other WH systems for class. #2 Go one step further and give adjacent WH systems connected to black hole systems a greater chance of connecting to high sec or null sec. Thus Null Sec folk can find shortcuts to high sec markets by traveling routes through Black hole systems. Similarly higher class WH dwellers will also tend to find that routes to high sec markets pass through black holes systems. Storywise you can say spinning black holes tend to generate or attract wh connections. (Of course if you really just want to make it hard for bums to settle in WH systems - that is good too and you can ignore my observations. And despite the spin you would still be telling the true. Harder is simply harder and not forcing people out.) |

Lloyd Roses
Artificial Memories Vertical.
678
|
Posted - 2014.08.08 13:17:00 -
[144] - Quote
Caleb Seremshur wrote:Damp the orthrus, it doesn't have a very high lock range. That's the only real advice I can really give right now.
Without bonuses damps, you get them down to like 30k lock range with stacking penalty (from their 85 base fleeted). Looks pretty sad for balancing, only upside that those things 'only' got 80k ehp and 'only' move 2.6km/s (dual prop hurr) "I honestly thought I was in lowsec"
|

Mithandra
Serene Vendetta Brawls Deep
115
|
Posted - 2014.08.08 14:10:00 -
[145] - Quote
I love these changes. Black hole systems have been in need of love for a while.
Hopefully people will start to take up residence |

Udonor
Native Freshfood Minmatar Republic
61
|
Posted - 2014.08.08 14:57:00 -
[146] - Quote
Now as for spectacular and silly effects...
how about slowly drifting and sparkly CLOUDS on any ACTIVE grid which do damage or EW or slow movement or add inertia?
Something pretty that is that is only a hazard during fast moving battles
Break a tackle or get out of optimal by dodging around until you put a small damage cloud between you and opponent. Of course they can just fly through it if they got tank to spare.
Or flying through an EW cloud might cause you to lose lock.
Or a dense cloud might slow your speed or make acceleration and turning harder.
-OR-
how about some rare and infrequent pulses of environmental damage? especially around pulsar and black holes
Something that varies upwards with WH system class and that might turn the tide of battle if it happens to overlap
maybe the pulse is more a visible sweeping searchlight effect which can be evaded if not locked in battle. |

Aurora SunBelle
Old Man Gaming The Void Collective
0
|
Posted - 2014.08.08 15:28:00 -
[147] - Quote
DG Athonille wrote:Samsara Nolte wrote:Well - considering your chart Cataclysmic Variables are disliked second to only Black Hole and your idea to fix that is keep it exactly the same except for a nerf on the one attribute you shouldn-¦t have touched "Remote Capacitor Transmitter amount" the sole reason for the few who are living in there is that their carriers are pretty good inside - and after this change everybody living inside in one is pretty much flying them out, well except the ones needed in higher class holes for escalations.
No matter how hard i try to find any reason at all, that someone not already living in a cataclysmic is wanna live in one now, im unable to - without any exaggeration i think you just created the new "Black Hole" Agreed - the new cata bonuses and debuffs make no sense as proposed. The existing debuff pushes fleets towards remote rep versus local rep (and the implications for dreads vs carriers), and now you propose adding another debuff that would hamstring sustained remote rep? How is this promoting content creation, other than making our residents in cata systems easy prey? How does the proposed changes balance cata systems? They were already mostly disliked, but usable for remote rep fleets. Nerfing remote rep fleets just makes them completely disliked IMO. Overall these changes smack of promoting full time PvP gameplay and offer nothing to individuals or groups that are PvE-centric. While the intro went to great lengths to paint a picture of not forcing players out of j-space, I think that is exactly what will occur for those individuals and corps that prefer a PvE-centric game play and selected specific WH systems to settle and operate in that fashion. Yes, PvP is *always* a possibility, however, making the system largely untenable except for large corporations and large fleets will push small corporations out IMO. This is how I feel. My group is more PVE-centric. We aren't looking for fights but some of us will engage if provoked. But largely we just want to be left alone. It really takes away the fun for a lot of newer players to build something and then have it smashed right off the bat because... "pvp is the best thing ever lets go smash some new players stuff!" mentality. It really seems that this is what CCP is promoting now with these changes. I am concerned that as a PVE-player I will be reduced to hi-sec play only unless I somehow join a large alliance and want to continuous fight instead of actually playing industry. |

Caleb Seremshur
The Atomic Fallout Kids
346
|
Posted - 2014.08.08 16:16:00 -
[148] - Quote
Lloyd Roses wrote:Caleb Seremshur wrote:Damp the orthrus, it doesn't have a very high lock range. That's the only real advice I can really give right now. Without bonuses damps, you get them down to like 30k lock range with stacking penalty (from their 85 base fleeted). Looks pretty sad for balancing, only upside that those things 'only' got 80k ehp and 'only' move 2.6km/s (dual prop hurr)
If you fight alone against any linked boosted and otherwise vastly outclassing opponent then you will die pretty much every time.
To talk about an orthrus as being a unique case here is disingenuous. A cerberus would also be hideously powerful here and it has much more staying power on field. The orthrus does significantly more volley damage it's true but the cerb has a superior capacitor and better bonuses for sustained fighting. All it takes is one arazu to wreck face.on an orthrus. https://forums.eveonline.com/default.aspx?g=posts&t=348015 T3 OHing subsystem review and rebalance https://forums.eveonline.com/default.aspx?g=posts&t=290346 LP faction weapon store costs rebalancing
|

Udonor
Native Freshfood Minmatar Republic
62
|
Posted - 2014.08.08 16:33:00 -
[149] - Quote
How about creating a special area near black holes and pulsars where the star has a webbing effect proportional to distance? 
If you make a mistake (especially during combat) and get too close webbing rises to 100% (near event horizon for black hole and similarly too damn close to pulsar). Escape only by dying. For black hole you could even stop training queue as NOT EVEN CLONE DATA can escape undistorted.
You might consider allowing a POS to circle the black hole at the 50% webbing distance if the inner planets are gone (quiet black hole). Mostly just to encourage use of the special battle area. Pulsars of course emit too much radiation even without infalling debris. |

Udonor
Native Freshfood Minmatar Republic
62
|
Posted - 2014.08.08 17:01:00 -
[150] - Quote
Stop swimming upstream. MMO industry finances depends on the rule "more Excitement = more nonconsensual combat" Terms of CCP loans probably state that. 
However, if you petition CCP to split off the Industrial side of EVE code into its own game like DUST...well maybe everyone will be happier and you can try prove you point about crafting players NOT being a money sink for MMOs.
The parts of EVE could still be connected by a common market like DUST. And there would certainly be the equivalent of orbital bombardment when industrial corps clash over territory (probably barge and POS bombing). But likely only occasional interest after the initial introductory thrill.
Aurora SunBelle wrote:DG Athonille wrote:Samsara Nolte wrote:Well - considering your chart Cataclysmic Variables are disliked second to only Black Hole and your idea to fix that is keep it exactly the same except for a nerf on the one attribute you shouldn-¦t have touched "Remote Capacitor Transmitter amount" the sole reason for the few who are living in there is that their carriers are pretty good inside - and after this change everybody living inside in one is pretty much flying them out, well except the ones needed in higher class holes for escalations.
No matter how hard i try to find any reason at all, that someone not already living in a cataclysmic is wanna live in one now, im unable to - without any exaggeration i think you just created the new "Black Hole" Agreed - the new cata bonuses and debuffs make no sense as proposed. The existing debuff pushes fleets towards remote rep versus local rep (and the implications for dreads vs carriers), and now you propose adding another debuff that would hamstring sustained remote rep? How is this promoting content creation, other than making our residents in cata systems easy prey? How does the proposed changes balance cata systems? They were already mostly disliked, but usable for remote rep fleets. Nerfing remote rep fleets just makes them completely disliked IMO. Overall these changes smack of promoting full time PvP gameplay and offer nothing to individuals or groups that are PvE-centric. While the intro went to great lengths to paint a picture of not forcing players out of j-space, I think that is exactly what will occur for those individuals and corps that prefer a PvE-centric game play and selected specific WH systems to settle and operate in that fashion. Yes, PvP is *always* a possibility, however, making the system largely untenable except for large corporations and large fleets will push small corporations out IMO. This is how I feel. My group is more PVE-centric. We aren't looking for fights but some of us will engage if provoked. But largely we just want to be left alone. It really takes away the fun for a lot of newer players to build something and then have it smashed right off the bat because... "pvp is the best thing ever lets go smash some new players stuff!" mentality. It really seems that this is what CCP is promoting now with these changes. I am concerned that as a PVE-player I will be reduced to hi-sec play only unless I somehow join a large alliance and want to continuous fight instead of actually playing industry. |
|

Adarnof
Free Trade Monopoly You Are Being Monitored
25
|
Posted - 2014.08.08 19:49:00 -
[151] - Quote
To harp on cataclysmics once more,
Take a look around the game. Spider-tanking carriers are the ideal fleet comp these days in nullsec (do they even field subcaps any more?). The flaw you're addressing isn't with cataclysmics, it's with carriers in general. I'd advise you don't punish the wormhole community and instead take a hard look at them as a platform. |

Ghost RedFox
501st Rogue Squadron
0
|
Posted - 2014.08.08 22:18:00 -
[152] - Quote
CCP Fozzie wrote:Hey everyone! This thread is for all of your feedback and discussion surrounding the wormhole effect changes from our recently released dev blog.
Good day. CCP Fozzie do not you think that you are completely kill a class of WH as a pulsar? after all shild format ships and so the greatest signature in the game, and you make it even more, thereby increasing the number of times of applied thereon damage, as well shild ships suffer congenital problem cap be stable - and you amplify effect of Nos that automatically leads to dead shild format in a pulsar - for which and was created by this type of WH. In fact, it contributes only part of pvp and it armor fleets that specialize in Nos and murder Shild format, while in the WH designed for fleets armor you step position armor fleet - but as not to be destroyed this fleet.
Thank you for your attention, and please forgive me for any errors during the translete. |

Spillrag
Lazerhawks
19
|
Posted - 2014.08.09 02:36:00 -
[153] - Quote
Michael1995 wrote:So from reading the wormhole effect changes, you'll be removing the targeting range bonus on pulsars?
Is this true? |

Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
699
|
Posted - 2014.08.09 02:50:00 -
[154] - Quote
Adarnof wrote:To harp on cataclysmics once more,
Take a look around the game. Spider-tanking carriers are the ideal fleet comp these days in nullsec (do they even field subcaps any more?). The flaw you're addressing isn't with cataclysmics, it's with carriers in general. I'd advise you don't punish the wormhole community and instead take a hard look at them as a platform.
As much as I hate to suggest it, it would make more sense to make it a penalty to energy rr range in CVs than amount (given cv generally has a boost to remote assistance amount), bringing tactics back into play to break the energy spider. |

Adarnof
Free Trade Monopoly You Are Being Monitored
28
|
Posted - 2014.08.09 03:27:00 -
[155] - Quote
Rroff wrote: As much as I hate to suggest it, it would make more sense to make it a penalty to energy rr range in CVs than amount (given cv generally has a boost to remote assistance amount), bringing tactics back into play to break the energy spider.
We've been discussing this as well. Allows smart FCs to strategically bump carriers out of cap range while not eliminating the mechanism entirely. |

Threll Lornax
Black Thorne Corporation Black Thorne Alliance
9
|
Posted - 2014.08.09 06:34:00 -
[156] - Quote
Adarnof wrote:Rroff wrote: As much as I hate to suggest it, it would make more sense to make it a penalty to energy rr range in CVs than amount (given cv generally has a boost to remote assistance amount), bringing tactics back into play to break the energy spider. We've been discussing this as well. Allows smart FCs to strategically bump carriers out of cap range while not eliminating the mechanism entirely.
I like this idea a lot more. The fleets are still viable and smaller groups are not hurt, but the fleets will have a new weakness a smart and prepared enemy can take advantage of. |

Amy Farrah FowIer
School of Applied Knowledge Caldari State
0
|
Posted - 2014.08.09 07:40:00 -
[157] - Quote
1. If you buff the "Black Hole Effect" you make it more interesting for large groups. Black hole was a chance for smaller Corporations.
2. Allow the possibilty to attach/reinforce a WH system. The attacker should not have the initiative at all in EVE.
3. Allow the owner to upgrade a Wormhole. The owner should be able to get some advantages that deter "fun attacks" or make them unattraktive at least.
|

rvbk
Regicide and Sororitas
0
|
Posted - 2014.08.09 07:55:00 -
[158] - Quote
-+-¦ -à-+-ç-¦-é-ü-Å -¦-ï-+-ï-¦-¦-é-î -¦-â-Ç-+-¦-+-+-Å -¦-+-¦-+ -+ -+-Ç-+-ç-¦-¦ , -+-+ -¦-ü-¦ -Ç-¦-¦-+-+ , -¦-+-+-Ç-+-ü : -â -+-¦-+-Å -¦-¦-¦ -â-ç-¦-é-¦-+ -+-¦ -+-+-¦-é-+-+-¦ -+-+-¦-+-+-ü-¦-¦ , -¦-ü-é-î -+-+ -ê-¦-+-ü -¦-+-+-¦-Ç-¦-é-î -¦-+ -+-¦-+-+-¦-+-¦-+-+-Å -¦-+-+-¦-Ç-+-+-+ , -¦ -+-+ -¦-ï-à-+-¦-â -+-¦-+-+-¦-+-¦-+-+-Å -+-é-¦-+-Ä-ç-+-é-î -+-+-¦-+-+-ü-¦-â , -+-¦-¦-+-+-¦-+-Ç-+-¦-¦-é-î -¦-¦-¦-¦-â-+-é-ï -+ -ü-¦-+-+-¦ -¦-+-¦-¦-+-+-¦ - -+-+-+-â-ç-+-é-î -+-¦-+-¦-¦ -¦-¦-+-î-¦-+ -+-¦ -+-ü-é-¦-¦-ê-+-¦-ü-Å -+-Ç-+-+-+-¦-ç-¦-+-+-ï-+-+ -+-¦-+-+-+ -¦-¦-â-à -+-¦-ü-Å-å-¦-¦ -+-¦-Ç-+-¦-+-¦-+ -¦-Ç-¦-+-¦-+-+ ? -Å -+-Ç-¦-¦-Ç-¦-ü-+-+ -+-+-+-+-+-¦-Ä , -ç-é-+ -+-+-+-¦-+-+ -+-+-+-Ç-¦-¦-+-é-ü-Å -+-ç-¦-Ç-¦-¦-+-+-¦ -+-¦-+-+-¦-+-¦-+-+-¦ , -+-+ -+-+-ç-+-+ -+-+-¦ - -+-¦-é . -+ -Å -+-¦ -à-+-ç-â -+-+-¦-é-+-é-î -+-ü-+-¦-+-¦-å-¦-+ -+-¦ -+-¦-Ç-â , -¦-+-é-+-Ç-¦-Å -+-+-ç-+-+ -+-+-¦ -+-¦-Ç-¦-ü-é-¦-¦-é -+-Ç-¦-¦-+-é-ü-Å -¦-ü-¦ -¦-+-+-î-ê-¦ -+ -¦-+-+-î-ê-¦. -ú -+-¦-+-Å -¦-+-+-î-ê-¦-Å -+-Ç-+-ü-î-¦-¦ - -+-¦ -+-¦-ç-+-+-¦-é-î -¦-+-¦-Ç-â-¦ -+-+-¦-¦-+ -+-+-ü-é-¦ -¦-ï-ê-¦-+-¦-+-¦-¦-+-+-+-¦ -¦-â-Ç-+-¦-+-+-¦ , -Å -+-¦ -à-+-ç-â -¦-¦-+-¦-é-î -¦-+-¦-ü-ü-+-ç-¦-ü-¦-+-¦ "-¦-¦-Ç-+-ü -+-¦ -¦-¦-+-é-+-+-Å-é-+-Ç" , -+-Ç-+-ü-é-+ -à-+-ç-â -â-é-+-ç-+-+-é-î -ä-+-+-¦-+-ü-+-¦-ï-¦ -¦-ü-+-¦-¦-é |

Caleb Seremshur
The Atomic Fallout Kids
346
|
Posted - 2014.08.09 09:46:00 -
[159] - Quote
Amy Farrah FowIer wrote:1. If you buff the "Black Hole Effect" you make it more interesting for large groups. Black hole was a chance for smaller Corporations.
2. Allow the possibilty to attach/reinforce a WH system. The attacker should not have the initiative at all in EVE.
3. Allow the owner to upgrade a Wormhole. The owner should be able to get some advantages that deter "fun attacks" or make them unattraktive at least.
Nothing about black holes encourages a corporation of any size to be there. There were 5 penalties and one "bonus" that in conjuntion with the penalties was just a penalty too. The change is the best thing for them, it creates a totally unique pvp environment that gives no bonuses to big fleets, helps snipers and missile users and most importantly doesn't particularly favour armour or shield doctrines. You'd think so, but no. Also diminished returns from using lots of Lokis means that particular meta has to change as well. Do expect to see many more farming corps establish themselves in black holes as if the missile explosion velocity does scale upwards to capital missiles it will give phoenix's a particularly solid platform to be fielded in as well.
Attacker needs the initiative. It's the principle of unilateral aggression.
If you're getting attacked for fun and losing then it says a lot about both sides of the battlefield doesn't it.
https://forums.eveonline.com/default.aspx?g=posts&t=348015 T3 OHing subsystem review and rebalance https://forums.eveonline.com/default.aspx?g=posts&t=290346 LP faction weapon store costs rebalancing
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Caleb Seremshur
The Atomic Fallout Kids
346
|
Posted - 2014.08.09 09:50:00 -
[160] - Quote
rvbk wrote:-+-¦ -à-+-ç-¦-é-ü-Å -¦-ï-+-ï-¦-¦-é-î -¦-â-Ç-+-¦-+-+-Å -¦-+-¦-+ -+ -+-Ç-+-ç-¦-¦ , -+-+ -¦-ü-¦ -Ç-¦-¦-+-+ , -¦-+-+-Ç-+-ü : -â -+-¦-+-Å -¦-¦-¦ -â-ç-¦-é-¦-+ -+-¦ -+-+-¦-é-+-+-¦ -+-+-¦-+-+-ü-¦-¦ , -¦-ü-é-î -+-+ -ê-¦-+-ü -¦-+-+-¦-Ç-¦-é-î -¦-+ -+-¦-+-+-¦-+-¦-+-+-Å -¦-+-+-¦-Ç-+-+-+ , -¦ -+-+ -¦-ï-à-+-¦-â -+-¦-+-+-¦-+-¦-+-+-Å -+-é-¦-+-Ä-ç-+-é-î -+-+-¦-+-+-ü-¦-â , -+-¦-¦-+-+-¦-+-Ç-+-¦-¦-é-î -¦-¦-¦-¦-â-+-é-ï -+ -ü-¦-+-+-¦ -¦-+-¦-¦-+-+-¦ - -+-+-+-â-ç-+-é-î -+-¦-+-¦-¦ -¦-¦-+-î-¦-+ -+-¦ -+-ü-é-¦-¦-ê-+-¦-ü-Å -+-Ç-+-+-+-¦-ç-¦-+-+-ï-+-+ -+-¦-+-+-+ -¦-¦-â-à -+-¦-ü-Å-å-¦-¦ -+-¦-Ç-+-¦-+-¦-+ -¦-Ç-¦-+-¦-+-+ ? -Å -+-Ç-¦-¦-Ç-¦-ü-+-+ -+-+-+-+-+-¦-Ä , -ç-é-+ -+-+-+-¦-+-+ -+-+-+-Ç-¦-¦-+-é-ü-Å -+-ç-¦-Ç-¦-¦-+-+-¦ -+-¦-+-+-¦-+-¦-+-+-¦ , -+-+ -+-+-ç-+-+ -+-+-¦ - -+-¦-é . -+ -Å -+-¦ -à-+-ç-â -+-+-¦-é-+-é-î -+-ü-+-¦-+-¦-å-¦-+ -+-¦ -+-¦-Ç-â , -¦-+-é-+-Ç-¦-Å -+-+-ç-+-+ -+-+-¦ -+-¦-Ç-¦-ü-é-¦-¦-é -+-Ç-¦-¦-+-é-ü-Å -¦-ü-¦ -¦-+-+-î-ê-¦ -+ -¦-+-+-î-ê-¦. -ú -+-¦-+-Å -¦-+-+-î-ê-¦-Å -+-Ç-+-ü-î-¦-¦ - -+-¦ -+-¦-ç-+-+-¦-é-î -¦-+-¦-Ç-â-¦ -+-+-¦-¦-+ -+-+-ü-é-¦ -¦-ï-ê-¦-+-¦-+-¦-¦-+-+-+-¦ -¦-â-Ç-+-¦-+-+-¦ , -Å -+-¦ -à-+-ç-â -¦-¦-+-¦-é-î -¦-+-¦-ü-ü-+-ç-¦-ü-¦-+-¦ "-¦-¦-Ç-+-ü -+-¦ -¦-¦-+-é-+-+-Å-é-+-Ç" , -+-Ç-+-ü-é-+ -à-+-ç-â -â-é-+-ç-+-+-é-î -ä-+-+-¦-+-ü-+-¦-ï-¦ -¦-ü-+-¦-¦-é
do not want to cause churning **** and stuff, but still, the question is: I have two uchetki on a paid subscription, is there a chance to finish the update hyperion, and on the output update to disable the subscription block accounts and the most important thing - to get money back for the remaining proplachennymi about two months of game time? I understand that many will like the next update, but for me personally - no. and I do not want to pay the Icelanders for a game that I personally no longer like it more and more. I have a big request - do not start around my post above-mentioned wildness, I do not want to do the classic "stuffing on a fan", I just want to clarify the financial aspect
https://forums.eveonline.com/default.aspx?g=posts&t=348015 T3 OHing subsystem review and rebalance https://forums.eveonline.com/default.aspx?g=posts&t=290346 LP faction weapon store costs rebalancing
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Threll Lornax
Black Thorne Corporation Black Thorne Alliance
9
|
Posted - 2014.08.09 19:49:00 -
[161] - Quote
Don't want to be the nagging one, but here I go.
When can we expect some feedback regarding cataclysmic variables? |

Apollo Eros
Daktaklakpak.
119
|
Posted - 2014.08.09 20:00:00 -
[162] - Quote
/me cracks knuckles. Yup looks like the work here is done. [Triple OG LVL 5 Space Wizard] |

Trinkets friend
Sudden Buggery
1541
|
Posted - 2014.08.10 00:49:00 -
[163] - Quote
Numbers on CVs.
Archon, all 5 skills, fitting at end of poast. Paired with another Archon swapping 2 x cap Rr + 2 x Armour RR, rep running, no implants. Numbers are in GJ or GJ/s : Normal // C1 CV // C2 CV // C3 CV // C4 CV // C5 CV // C6 CV
Cap Pool - 97,900 // 127,200 // 140976 // 154,682 // 168,388 // 182,094 // 195,800 Total Cap Regen GJ/s - 904 // 695 // 704 // 710 // 715 // 718 // 719 Base cap regen GJ/s: 464 // 525 // 548 // 568 // 587 // 604 // 619 Cap from partner GJ/S: 200 // 170 // 156 // 142 / 128 // 114 // 100 Cap use w/inbound: 787 for all classes Excess or deficit: +117 // -92 // -83 // -77 // -72 // -69 // -68 Recharge time (s): 211 // 242 // 257 // 272 // 286 // 301 // 316
Results: C1 CV is harsher on carriers swapping capacitor because, a) cap pool increases with class of CV wormhole b) energy demand is flat - ie; you're always using the same amount of capacitor c) as cap pool increases, native cap regen increases, at a faster rate as you go up CV classes d) efficiency of cap transferring decreases, ie; becomes more newtonian and less EVE magic cap from nowhere
Solution is to use metalevel cap transfers, implants, etc. but essentially, spider tanking is dead because 3 heavy neuts into the system at any point in time will break any efficiencies.
Note, also, this is the Archon, which has magical nicorn levels of capacitor. Refer to this pile of EFTcrafting for a discussion relating to why the Archon is king (hint: it ain't the resist profile). So if you struggle to make ends meet in the new cat var after this change in an Archon, you are completely borked in anything else.
============== [Archon, C2 Cat Var]
Capital Armor Repairer I Imperial Navy Energized Adaptive Nano Membrane Capacitor Power Relay II Capacitor Power Relay II Capital Armor Repairer I Damage Control II Power Diagnostic System II
Cap Recharger II Cap Recharger II Cap Recharger II Cap Recharger II
Capital Remote Capacitor Transmitter I Capital Remote Capacitor Transmitter I Capital Remote Armor Repairer I Triage Module I Capital Remote Armor Repairer I
Capital Capacitor Control Circuit I Capital Capacitor Control Circuit I Capital Semiconductor Memory Cell I
J's before K's. Sudden Buggery is recruiting w-nerds and w-noobs. Mail your resume in today! http://www.localectomy.blogspot.com.au
|

Trinkets friend
Sudden Buggery
1541
|
Posted - 2014.08.10 01:18:00 -
[164] - Quote
Now, as to why this is being done.
The reason for the CV rejig, ostensibly, is that there are less people bearing and thus PVping and living, in cat var wormholes than WR's etc.
Currently, the capacitor penalty and local rep nerf discorages the usual species of wormhole bear, which is the solo or multiboxing neckbearded nerd running a solo Tengu. You can get away with solo in C1-2 by adding a bit of extra pimp, and lets be honest, it's as hard as falling out of bed. But C3+ it becomes impossible to solo.
The real reason the changes are coming in is obviously, but not explicitly stated, to weaken (read: completely nobble) some of the extreme possibilities available in C5 and C6 Cat vars where spider tanking Pantheon, Slowcat or Coolcat carriers can make everything a giant steaming pile of *****.
Certainly, the changes will address the potential for spider tanking carriers with uber pimp fits (ISK being a matter of when, not if in C5s) to throw up anomalies, but this will be done via basically nobbling every potential use for carriers in any class of wormhole (even though it's less of an issue in C4/C5).
The problem is, even right now, people are deserting CV's. I know we are, because it's pointless having a solo PVE nerf (local rep nerf) and an RR buff (for defensive PVP and POS repping shennanigans) coupled with a capital and Guard/Augoror nerf.
i mean, what's the point of CV's now? It's been turned from a poorly populated type of wormhole into the new Black Hole effect.
I think this is really a solution looking for a problem. It certainly won't fix the ostensible problem (population) but it goes overboard on fixing the explicit problem of C5-C6 craziness. J's before K's. Sudden Buggery is recruiting w-nerds and w-noobs. Mail your resume in today! http://www.localectomy.blogspot.com.au
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Caleb Seremshur
The Atomic Fallout Kids
347
|
Posted - 2014.08.10 06:07:00 -
[165] - Quote
Well they have a choice between breaking CV to being hideously OP now and nerfing again once capitals are rebalanced OR nerfing CVs now and doing the carrier rebalance in their own sweet time. https://forums.eveonline.com/default.aspx?g=posts&t=348015 T3 OHing subsystem review and rebalance https://forums.eveonline.com/default.aspx?g=posts&t=290346 LP faction weapon store costs rebalancing
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Samsara Nolte
Sternenschauer AG W.A.S. Alliance - Weapons Armor or Shield
17
|
Posted - 2014.08.10 10:14:00 -
[166] - Quote
Caleb Seremshur wrote:Well they have a choice between breaking CV to being hideously OP now and nerfing again once capitals are rebalanced OR nerfing CVs now and doing the carrier rebalance in their own sweet time.
So - and when is the capital revamp gonna happen ? - given the time they took so far for any changes to ship classes we will likely see them at earliest in 2 years - and until then everybody living in a Cataclysmic has to put up with that ? and to be honest even if they would annonce they take a serious look at cataclysmic Variable after they changed cap, i doubt it is gonna happen ... dev-¦s are quite prone to forget things over long periods of time as is a major part of the community ...
BTW the rebalance of Wolf-Rayets have you taken the existence of slave implant sets into consideration - then until now i always thougt this was the reason wolf-rayets didn-¦t give a flat out HP bonus ... considering this - tell me again why does an already disliked wh get a nerf to it-¦s states wheras a fairly liked one gets buffed twofold (small weapon damgage and armor-Hp) |

Samsara Nolte
Sternenschauer AG W.A.S. Alliance - Weapons Armor or Shield
17
|
Posted - 2014.08.10 10:27:00 -
[167] - Quote
Trinkets friend wrote:Now, as to why this is being done.
The reason for the CV rejig, ostensibly, is that there are less people bearing and thus PVping and living, in cat var wormholes than WR's etc.
Currently, the capacitor penalty and local rep nerf discorages the usual species of wormhole bear, which is the solo or multiboxing neckbearded nerd running a solo Tengu. You can get away with solo in C1-2 by adding a bit of extra pimp, and lets be honest, it's as hard as falling out of bed. But C3+ it becomes impossible to solo.
The real reason the changes are coming in is obviously, but not explicitly stated, to weaken (read: completely nobble) some of the extreme possibilities available in C5 and C6 Cat vars where spider tanking Pantheon, Slowcat or Coolcat carriers can make everything a giant steaming pile of *****.
Certainly, the changes will address the potential for spider tanking carriers with uber pimp fits (ISK being a matter of when, not if in C5s) to throw up anomalies, but this will be done via basically nobbling every potential use for carriers in any class of wormhole (even though it's less of an issue in C4/C5).
The problem is, even right now, people are deserting CV's. I know we are, because it's pointless having a solo PVE nerf (local rep nerf) and an RR buff (for defensive PVP and POS repping shennanigans) coupled with a capital and Guard/Augoror nerf.
i mean, what's the point of CV's now? It's been turned from a poorly populated type of wormhole into the new Black Hole effect.
I think this is really a solution looking for a problem. It certainly won't fix the ostensible problem (population) but it goes overboard on fixing the explicit problem of C5-C6 craziness.
As stated by you - Spider tanking in cataclysmic has some great synergy effects and becuase you transfer cap it is incredibly harder to make any neut count - but what counterbalances this to quite large degree is the fact that Triage isn-¦t a viable option in this Wormholes, because of the self rep nerf - what means in PVP engangments your are the sole primiary if you are stupid enough to go into triage ... and then you can-¦t get any cap from the other carriers and you have to survive under heavy neut pressure on your own with a heavy reduced self rep .....it will most likely result in you going down ... the whole reason why i think this is balanced is the fact then when you are aren-¦t in triage every other method of e-war is still a viable option - so instead of neut bring ECM in a Cataclymic bring DAMPS ... that is the e-war to go for in those holes ... and done right is gonna disrupt the Spiedertank on it-¦s own, no neut needed. but that would mean you-¦d have to adapt - instead of a Bhallgorn you-¦d need to bring Scorpion or a Widow ... seems like some are adverse to do that - so why change it ? - why punish the one living in cataclymsic for the lack of ships others can bring and are willing to ?
edit - some spelling mistakes |

Tahna Rouspel
Big Johnson's
108
|
Posted - 2014.08.10 12:59:00 -
[168] - Quote
I like these changes. I look forward to using odd fits depending on which wormhole we're fighting on.
The wolf-rayet changes will make it harder to do sites in our home, but I love the +200% small weapon bonus. |

Trinkets friend
Sudden Buggery
1544
|
Posted - 2014.08.11 00:52:00 -
[169] - Quote
W-R changes are....interesting.
The resist nerf will make it harder to do sites in C5 and C6's because your web lokis won't have so many resists it is impossible to lose them, and more importantly, dreads won't get to go resist-light and blap-happy, and might need to put a cap fit in the hold and tank.
However, I think these changes could throw up some oddities. C6 WR with HG Slaves, Damnation boosts and HG-1005. Lets take the Impel. 725k EHP. Legion: Twin 1600 plated, 500K EHP Sacrilege: 300K EHP Vengeance: 30K EHP, sig radius 18.5 (ie; 20% application of medium weapon damage off the bat) Armour RLML Tengu, I can't get it to 2340 DPS (would like to know how you get a base RLML damage of 800 out of them) but I can get 850 DPS and 160K EHP. 2100 DPS gank Catalysts @ 16M a pop (yeah, T2 rigged, this is a C6 after all) - not that half the carebears here wwould dare field anything they could ever die in, but lets be honest, just field a wing of these with your third accounts and bring a suicide squad in against their logis and hope you get your pods back to POS for a reship. Revs: 3 x energized layering membranes and 2 x EANM, 1 x Explo hardener = 1.38M raw armour HP or 5M EHP. A bit shy of a Revhullation with T2 transverse bulkies at 7.13M but you get the idea.
I don't know if this is broken, or just heading towards being boring. I mean, who can record a 22.5 hour long fight on FRAPS as HK and SSC square off with 70 legions a side and Guardians and collectively field over 100M EHP on the field. Let alone the stupidity if they bring even a couple of triage carriers. J's before K's. Sudden Buggery is recruiting w-nerds and w-noobs. Mail your resume in today! http://www.localectomy.blogspot.com.au
|

Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
705
|
Posted - 2014.08.11 01:42:00 -
[170] - Quote
Webbing lokis will still be ridiculous in a wr - they have pretty high resists in normal systems, the extra armor hp means huge ehp coupled with tiny sig. |
|

Elyas Crux
Sefem Velox Swift Angels Alliance
0
|
Posted - 2014.08.11 07:44:00 -
[171] - Quote
Overall I'm happy with Effect Rebalance. Black Hole effect is unique and interesting. Wolf Rayet is more niche and more interesting. Will be leaving CV home system and moving to a WR but maybe the CV rebalance can be tweaked so that it doesn't just debuff every doctrine. |

Trinkets friend
Sudden Buggery
1552
|
Posted - 2014.08.11 14:38:00 -
[172] - Quote
Rroff wrote:Webbing lokis will still be ridiculous in a wr - they have pretty high resists in normal systems, the extra armor hp means huge ehp coupled with tiny sig.
Not as extreme as some things. Scythe Fleet with MG Slaves and Loki booster - 90K EHp and sig of 35m (ie, a frigate), dishing out 975 DPS with RLMLs. I mean...OK, bring me your poor and huddles Catalysts, your hordes of shiftless Kestels, your Punishers (300DPS, 16K EHP), your Talwar alts. J's before K's. Sudden Buggery is recruiting w-nerds and w-noobs. Mail your resume in today! http://www.localectomy.blogspot.com.au
|

Aureus Ahishatsu
Deadspace Knights
16
|
Posted - 2014.08.11 15:02:00 -
[173] - Quote
SwagYolo420 wrote:With black holes it still takes ages to get into warp with anything that is plated or a captial vessel - especially since webbing it into warp is nerfed.
Wormhole environments are already overtanked as it is - do you really have to hand out free erebus bonuses + HG slave set to anyone in a c5/6 WR?
I think you miss the part where your negative effect to inertia is going to be halved so the over all effect will be faster going to warp. Even with the web nerf. |

Jon Hellguard
X-COM
12
|
Posted - 2014.08.11 17:21:00 -
[174] - Quote
Looking forward to the Effect Rebalance.
Please, if you haven't already, consider showing these effect values somewhere in the UI or make them available somehow for new pilots. After years w-space volks have learned those values, most of them just looked them up on a website anyway - might as well make them visible to get have new pilots understand it better. Just like jump/dock/agression/suspect/ect. timers. |

Innar Mishi
Dirt 'n' Glitter I Whip My Slaves Back and Forth
0
|
Posted - 2014.08.11 19:43:00 -
[175] - Quote
I quite like random spawning from wormholes, for the reasons that the devs gave. but I think there should be introduced a deployable structure that "stabilizes" the wormhole and drastically reduces the distance spawned on the other side (3000m max for Orca) . this way you can jump through safely and on your way back you're on home ground and the distance spawned away isn't as much of a problem for getting ganked. To balance this this wormhole stabilizer should be visable for everyone on there overview; so if you try set one up on the other end you run the risk of being immediately ganked. This also opens up the possibility of a wormhole destabilizer that increases the distance spawned; making shield fleets potentially viable. |

Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
705
|
Posted - 2014.08.11 20:27:00 -
[176] - Quote
Innar Mishi wrote:I quite like random spawning from wormholes, for the reasons that the devs gave. but I think there should be introduced a deployable structure that "stabilizes" the wormhole and drastically reduces the distance spawned on the other side (3000m max for Orca) . this way you can jump through safely and on your way back you're on home ground and the distance spawned away isn't as much of a problem for getting ganked. To balance this this wormhole stabilizer should be visable for everyone on there overview; so if you try set one up on the other end you run the risk of being immediately ganked. This also opens up the possibility of a wormhole destabilizer that increases the distance spawned; making shield fleets potentially viable.
Doesn't change that 9 times out of 10 spawning whether 1 km or 149km out of jump range has little consequence when collapsing other than to slow things down - potentially considerably - for no enhancement of gameplay and that 1 time in 10 when it would make a difference you can't force people to take risks they aren't prepared to take. So the net effect will for the most part be incidental losses from smaller entities who can't defend their stuff so well if/when they occasionally get unlucky or do something careless/stupid.
Then you have the potential issues it adds of when people do actively engage in PVP it could potentially cause range based issues at the initiation of the fight that could do more to hinder things than anything else. |

CorranCHalcyon
THE AESIR.
0
|
Posted - 2014.08.12 21:23:00 -
[177] - Quote
After looking through the list of systems and the rebalance for each I have to say I liked most of what CCP is planning on doing. Black holes especially. Next of course cataclysmic systems. There are a few balances I do not like however. The Wolf-ryet conversion from resist bonus to HP bonus.
I understand CCPs position as to why they want to change it, but it doesn't sit right with me. I've been trying to put my finger on the reason why. It just doesn't feel right to me. And no I do not live in a Wolf-ryet.
All around though Nice job CCP.
On a side note:
CCP I have a suggestion. If you find it feasible, split the CSM into three smaller CSM councils of three or four people. One for Null, Lowsec and W-space. They would all have the same duties as the current incarnation of the CSM does, but they would also represent their own areas of space. Null would have no responsibilities nor any say in W-space or Lowsec. And the other two councils would follow the same guidelines respectively. Also with this paradigm for CSM it would break the sheer numbers that Null Alliances have to control the vote for the majority of the CSM. It would give other organizations to have a primary voice. |

Joraa Starkmanir
Republic Military School Minmatar Republic
22
|
Posted - 2014.08.12 23:20:00 -
[178] - Quote
NOTE: offtopic
CorranCHalcyon wrote: On a side note:
CCP I have a suggestion. If you find it feasible, split the CSM into three smaller CSM councils of three or four people. One for Null, Lowsec and W-space. They would all have the same duties as the current incarnation of the CSM does, but they would also represent their own areas of space. Null would have no responsibilities nor any say in W-space or Lowsec. And the other two councils would follow the same guidelines respectively. Also with this paradigm for CSM it would break the sheer numbers that Null Alliances have to control the vote for the majority of the CSM. It would give other organizations to have a primary voice.
Thats a bad idea, since many players (and most likely CSM members also) tend to be split between 2 or all 3 of those. Would make null sec alliance loos some control on CSM, but the only reason thay have that control is that they actualy have pilots voting for them. Reducing null control by segmenting CSM is NOT the way to go, somehow make WH/low/hi sec people vote for their own candidates is the onyl good solution. Also since null people are generaly better organised, their candidates tend to good contact with their own market/industry guys. Its not the random null grunt thats usualy voted into CSM, its the people that have proven to their alliance/coalition that they know what they do |

Ness Phase
Hard Knocks Inc.
14
|
Posted - 2014.08.13 07:28:00 -
[179] - Quote
Nice work ccp. I like all the new wh effect changes and rebalances. Black holes look great now. I look foward to hunting in them . |

Laura Agathon
Black Thorne Corporation Black Thorne Alliance
5
|
Posted - 2014.08.13 08:15:00 -
[180] - Quote
Gotta say, I'm a bit disappointed there has not been a dev reply in nigh on a week. |
|

Zara Arran
Aperture Harmonics No Holes Barred
105
|
Posted - 2014.08.13 11:40:00 -
[181] - Quote
Laura Agathon wrote:Gotta say, I'm a bit disappointed there has not been a dev reply in nigh on a week.
I rather have devs developing and improving the game than responding to forums. I am rather content with the increase in dev appearances on the WH subforum lately. Don't get me wrong, getting updates and responses from CCP devs would be nice, but think we have to understand it's not their primary job.
On another note: In the dev blog there was a graph on the relative activity per wormhole effect type. I was missing the 'no effect' whs. I am not sure whether I am reading the graph correctly: were no effect systems used as the control (normalized to 0%), or were no effect WHs forgotten? |

Laura Agathon
Black Thorne Corporation Black Thorne Alliance
5
|
Posted - 2014.08.13 12:01:00 -
[182] - Quote
Zara Arran wrote:Laura Agathon wrote:Gotta say, I'm a bit disappointed there has not been a dev reply in nigh on a week. I rather have devs developing and improving the game than responding to forums. I am rather content with the increase in dev appearances on the WH subforum lately. Don't get me wrong, getting updates and responses from CCP devs would be nice, but think we have to understand it's not their primary job.
Oh certainly, but I'm concerned with their announcement of changes, and then them not acknowledging our replies. Even a "thanks for the feedback, we're working on it" would be appreciated. |

Threll Lornax
Black Thorne Corporation Black Thorne Alliance
9
|
Posted - 2014.08.13 12:02:00 -
[183] - Quote
Zara Arran wrote:Laura Agathon wrote:Gotta say, I'm a bit disappointed there has not been a dev reply in nigh on a week. I rather have devs developing and improving the game than responding to forums. I am rather content with the increase in dev appearances on the WH subforum lately. Don't get me wrong, getting updates and responses from CCP devs would be nice, but think we have to understand it's not their primary job.
While I agree that it's best that they develop, simply posting a "we're working on this" doesn't take much time. |
|

CCP Fozzie
C C P C C P Alliance
11043

|
Posted - 2014.08.13 13:15:00 -
[184] - Quote
Hey guys. Thanks for the continued feedback.
We understand the concerns some of you have with the CV changes, and we'll be watching them carefully. However the combination of larger cap pools, increased cap regen (up to 33% more in C6) and the huge bonuses to remote repair combine to create an environment that we are pretty confident clever players can use to their advantage.
Even with the cap transmitter penalty logistics cruisers can generate much more cap than they use, and combined with the added internal cap regen there will be tons of defensive options. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/ |
|

Samsara Nolte
Sternenschauer AG W.A.S. Alliance - Weapons Armor or Shield
17
|
Posted - 2014.08.13 15:53:00 -
[185] - Quote
CCP Fozzie wrote:Hey guys. Thanks for the continued feedback.
We understand the concerns some of you have with the CV changes, and we'll be watching them carefully. However the combination of larger cap pools, increased cap regen (up to 33% more in C6) and the huge bonuses to remote repair combine to create an environment that we are pretty confident clever players can use to their advantage.
Even with the cap transmitter penalty logistics cruisers can generate much more cap than they use, and combined with the added internal cap regen there will be tons of defensive options.
Yeah it is possible to circument the nerf to cataclysmic by fitting 3 remote cap transmitters to basiliks and Guardian alike or in addition bring some Battery Osprey/Augoror (solely purpose to relay cap via large remote cap transmitter) with into the battle or sites or something similiar ... but this doesn-¦t by no means change the fact that you have to either bring more ships to get the same out of them like before (Battery Osprey/Augoror) or to cripple the capapbilities of your Logistic ships in every other given enviroment GÇô what is gonna put you at an great disadvantage whenever you are forced to pursue the enemy through a wormhole ... But what you didn-¦t address was any form of Capital Ship use within a CV-hole. It is safe to assume this will kill most uses of capitals within PVP - in K-Space going into siege is already a do or die GÇô but within a cataclysmic, where your self repair amount is greatly reduced and would force you to run an additional rep module just to get on same level or repair amount you would have had in k-space which is gonna require a flat 100% increase in used capacitor by this additional module the increased 33% cap recarge rate isn-¦t gonna change much since those setups aren-¦t even stable on a long shot. And here i didn-¦t even lay out the fact that an additional rep module requires a slot which now can-¦t be used to boost your resistances therefore hindering the effective rep further ... But nonetheless let-¦s assume you would field a Dread and despite the odds this dread might survive a siege cycle under the heavy neut pressure normally used on dreads GÇô he would need to end siege to be repped and recharged with cap GÇô a now near impossible task since the remote cap amount is nerfed by up to 50% - not that it already took ages, compared to the fact how valuable time is in close engagments, to replenish this under normal circumstances, it now takes even longer. And is practically impossible to do with sub capital modules ... what means it is required to field a carrier to do this job GÇô a ship that is now practically the most useless ship, aside from escalating a site in high class , you could have inside a CV GÇô hmm well aside from perhaps deal some damage it still has a great buffer and potentially decent dps ... but let-¦s be honest that-¦s not the role those ships are meant to take - they are ships meant to support the fleet, reapir them, recharge them and to keep them alive ... a role this class might no longer be able to fulfill GÇô the nerf to remote rep amount practically kills any pantheon setup, and the already existing nerf to local rep isn-¦t exactly helping to triage ... (most triage setups require 2 reps to be fitted to give you a chance to survice a cycle ... in CV you would need 4 to get the job done .... reducing the mods to fit resistance cap mods and the like ...)
It-¦s probably safe to assume that CV is gonna be an anti-capital environment and since my corp choose to live in one to make use of the home advantage carriers offered so far in defending your home, your assets GÇô (then contrary to common believe Pantheon Carrier in CV can be brought down GÇô but not with neut ... but there are other forms of e-war that can be utilized ...) we will most likely vacate our CV home because this change is gonna inconvenience us far too much by offering little to no benefits ... we will need more Logistic ships, therefore pilots in PVE and PVP reducing our number of Pilots within other kinds of ships ... by offering us nothing in return ... the fact this assesment is coming from us, a group of people who thought this is the best variable by a long shot, should be considered a substantial argument. So you shouldn-¦t be suprised to find your future activity numbers of CV to be far behind the numbers of Black Holes of today.
And to emphassize my argument GÇô if the CV variable would be considered to strong or even imbalanced by the players shouldn-¦t your graphs show an inverse activity behaviour, with CV being number 1 ? - i mean i-¦ve never played a game where people were this fast to figure out things that are gonna put them ahead. It-¦s a fact that CV is second last, so you would have needed to make it more attractive not the opposite of that. |

DG Athonille
Black Thorne Corporation Black Thorne Alliance
8
|
Posted - 2014.08.13 16:09:00 -
[186] - Quote
Samsara Nolte wrote:CCP Fozzie wrote:Hey guys. Thanks for the continued feedback.
We understand the concerns some of you have with the CV changes, and we'll be watching them carefully. However the combination of larger cap pools, increased cap regen (up to 33% more in C6) and the huge bonuses to remote repair combine to create an environment that we are pretty confident clever players can use to their advantage.
Even with the cap transmitter penalty logistics cruisers can generate much more cap than they use, and combined with the added internal cap regen there will be tons of defensive options. Yeah it is possible to circument the nerf to cataclysmic by fitting 3 remote cap transmitters to basiliks and Guardian alike or in addition bring some Battery Osprey/Augoror (solely purpose to relay cap via large remote cap transmitter) with into the battle or sites or something similiar ... but this doesn-¦t by no means change the fact that you have to either bring more ships to get the same out of them like before (Battery Osprey/Augoror) or to cripple the capapbilities of your Logistic ships in every other given enviroment GÇô what is gonna put you at an great disadvantage whenever you are forced to pursue the enemy through a wormhole ... But what you didn-¦t address was any form of Capital Ship use within a CV-hole. It is safe to assume this will kill most uses of capitals within PVP - in K-Space going into siege is already a do or die GÇô but within a cataclysmic, where your self repair amount is greatly reduced and would force you to run an additional rep module just to get on same level or repair amount you would have had in k-space which is gonna require a flat 100% increase in used capacitor by this additional module the increased 33% cap recarge rate isn-¦t gonna change much since those setups aren-¦t even stable on a long shot. And here i didn-¦t even lay out the fact that an additional rep module requires a slot which now can-¦t be used to boost your resistances therefore hindering the effective rep further ... But nonetheless let-¦s assume you would field a Dread and despite the odds this dread might survive a siege cycle under the heavy neut pressure normally used on dreads GÇô he would need to end siege to be repped and recharged with cap GÇô a now near impossible task since the remote cap amount is nerfed by up to 50% - not that it already took ages, compared to the fact how valuable time is in close engagments, to replenish this under normal circumstances, it now takes even longer. And is practically impossible to do with sub capital modules ... what means it is required to field a carrier to do this job GÇô a ship that is now practically the most useless ship, aside from escalating a site in high class , you could have inside a CV GÇô hmm well aside from perhaps deal some damage it still has a great buffer and potentially decent dps ... but let-¦s be honest that-¦s not the role those ships are meant to take - they are ships meant to support the fleet, reapir them, recharge them and to keep them alive ... a role this class might no longer be able to fulfill GÇô the nerf to remote rep amount practically kills any pantheon setup, and the already existing nerf to local rep isn-¦t exactly helping to triage ... (most triage setups require 2 reps to be fitted to give you a chance to survice a cycle ... in CV you would need 4 to get the job done .... reducing the mods to fit resistance cap mods and the like ...) It-¦s probably safe to assume that CV is gonna be an anti-capital environment and since my corp choose to live in one to make use of the home advantage carriers offered so far in defending your home, your assets GÇô (then contrary to common believe Pantheon Carrier in CV can be brought down GÇô but not with neut ... but there are other forms of e-war that can be utilized ...) we will most likely vacate our CV home because this change is gonna inconvenience us far too much by offering little to no benefits ... we will need more Logistic ships, therefore pilots in PVE and PVP reducing our number of Pilots within other kinds of ships ... by offering us nothing in return ... the fact this assesment is coming from us, a group of people who thought this is the best variable by a long shot, should be considered a substantial argument. So you shouldn-¦t be suprised to find your future activity numbers of CV to be far behind the numbers of Black Holes of today. And to emphassize my argument GÇô if the CV variable would be considered to strong or even imbalanced by the players shouldn-¦t your graphs show an inverse activity behaviour, with CV being number 1 ? - i mean i-¦ve never played a game where people were this fast to figure out things that are gonna put them ahead. It-¦s a fact that CV is second last, so you would have needed to make it more attractive not the opposite of that.
BEAUTIFUL! EXACTLY!!!!
|

Joraa Starkmanir
Republic Military School Minmatar Republic
22
|
Posted - 2014.08.13 17:00:00 -
[187] - Quote
If you feel that new CV effects is a huge nerf to basilisk/guardian for support, compare it to no effects. Diffrence is that in no effect you usualy go with 4-5 reppers and 1-2 cap transfers, but in CV you need 2-3 reppers and 2-4 cap transfer for the SAME effect. So you either fly with 2 reppers + 4 cap transfers or 3/3 with eh same number of logi ships as no effect, with higher local cap regen 3/3 could be enought to run everything as no effect but with 6 effective reppers per ship in C6 |

Jaari Val'Dara
Grim Sleepers Ocularis Inferno
90
|
Posted - 2014.08.13 17:25:00 -
[188] - Quote
With this and frigate wormhole change, wolf rayets will become a rather dangerous space for escalations. Unclosable wormholes that allow frigates in, into a wormhole that has reduced sig bonus and increased small gun damage. It will definitely be interesting. |

Adarnof
Merchants Trade Consortium The Last Chancers.
30
|
Posted - 2014.08.14 01:21:00 -
[189] - Quote
CCP Fozzie wrote:Hey guys. Thanks for the continued feedback.
We understand the concerns some of you have with the CV changes, and we'll be watching them carefully. However the combination of larger cap pools, increased cap regen (up to 33% more in C6) and the huge bonuses to remote repair combine to create an environment that we are pretty confident clever players can use to their advantage.
Even with the cap transmitter penalty logistics cruisers can generate much more cap than they use, and combined with the added internal cap regen there will be tons of defensive options.
Aaaaand that's the final nail in the coffin. We've just about completed vacating our C5 CV anyway, might as well finish the job. |

Klarion Sythis
Literally Solo
295
|
Posted - 2014.08.14 02:13:00 -
[190] - Quote
For those of you worried about the cataclysmic thing, I have one word for you: shields.
This will push the meta to shields so you can fit CPRs in your lows. The cap regen is no longer nerfed as hard as it was before meaning you have a higher self regen rate overall when combined with the higher cap pool. Take advantage of that with CPRs and semiconductor rigs (in the case of capitals) and you don't need remote ETs at all. For subcap logi, use scimis, they're self sustaining. For capitals, I've already crapped out a fit that is capable of doing pantheon and stay capped up without ETs. If you want to use ETs to counter neut pressure, go for it, but you don't need them anymore.
For armor, you'd have to sacrifice tank for all of this cap regen, but I didn't even check to see what it would take to make cap stable fits. It's not the end of the world, but if you still feel the need to move out, go for it. We'll eventually publish a new guide on how to live there so you can come back. |
|

OMEGA REDUX
Forever Winter Absolute Zero.
4
|
Posted - 2014.08.14 06:41:00 -
[191] - Quote
Klarion Sythis wrote:For those of you worried about the cataclysmic thing, I have one word for you: shields.
This will push the meta to shields so you can fit CPRs in your lows. The cap regen is no longer nerfed as hard as it was before meaning you have a higher self regen rate overall when combined with the higher cap pool. Take advantage of that with CPRs/Cap Rechargers and semiconductor rigs (in the case of capitals) and you don't need remote ETs at all. For subcap logi, use scimis, they're self sustaining. For capitals, I've already crapped out a fit that is capable of doing pantheon and stay capped up without ETs. If you want to use ETs to counter neut pressure, go for it, but you don't need them anymore.
For armor, you'd have to sacrifice tank for all of this cap regen, but I didn't even check to see what it would take to make cap stable fits. It's not the end of the world, but if you still feel the need to move out, go for it. We'll eventually publish a new guide on how to live there so you can come back.
Edit: Actually, further dicking around revealed armor is doable too. Peak dps in a c5 site non escalated floats between 1586 (for the random trigger site so is actually a bit higher), 1920 at the least for the known triggers, and a max of 3214 for the hardest site. For cap esc 1st wave is 4164 and 2nd wave is 5552. It is NOT possible to fit that much solo reps to ships without blinging them out and even then it would require some pretty skill intensive/expensive hulls. Those fits would generally cost just as much as properly fitted carriers/dreads if not more. So your idea has merits in the lower class sites but in the upper it's simply not realistic/feasible to not use logi.
@CCP Fozzie The fitting gurus have ALREADY weighed in and told you that it isn't possible to make the sub cap logi work unless you introduce a 3rd logi and even then you must run a (3 logi 3/3 setup) or (2 logi running 4/2 and 1 cap logi) to get the same benefits as current and that is WITH lv5 logi. A lv4 logi will have to devote both mids to cap recharge removing the ability to fit eccm or AB running a (3 logi 3/3 setup) or (2 logi running 4/2 and 1 cap logi). A lv3 logi wont be able to hack it no matter what you do (currently they can if the pilot staggers his modules with a setup designed just for them being lv3). Why are you not listening to what we are telling you? Maybe I should have gotten Loginus Spear on DTP to ask you that instead of the stations thing (which you completely ignored and started talking about starbases and deployables instead of stations ). I'm beginning to think that that is the issue, you hear what you want from us not what we are actually saying. |

Joraa Starkmanir
Republic Military School Minmatar Republic
22
|
Posted - 2014.08.14 11:02:00 -
[192] - Quote
OMEGA REDUX wrote:Peak dps in a c5 site non escalated floats between 1586 (for the random trigger site so is actually a bit higher), 1920 at the least for the known triggers, and a max of 3214 for the hardest site. For cap esc 1st wave is 4164 and 2nd wave is 5552. It is NOT possible to fit that much solo reps to ships without blinging them out and even then it would require some pretty skill intensive/expensive hulls. Those fits would generally cost just as much as properly fitted carriers/dreads if not more. So your idea has merits in the lower class sites but in the upper it's simply not realistic/feasible to not use logi. @CCP Fozzie The fitting gurus have ALREADY weighed in and told you that it isn't possible to make the sub cap logi work unless you introduce a 3rd logi and even then you must run a (3 logi 3/3 setup) or (2 logi running 4/2 and 1 cap logi) to get the same benefits as current and that is WITH lv5 logi. A lv4 logi will have to devote both mids to cap recharge removing the ability to fit eccm or AB running a (3 logi 3/3 setup) or (2 logi running 4/2 and 1 cap logi). A lv3 logi wont be able to hack it no matter what you do (currently they can if the pilot staggers his modules with a setup designed just for them being lv3). Why are you not listening to what we are telling you? Maybe I should have gotten Loginus Spear on DTP to ask you that instead of the stations thing (which you completely ignored and started talking about starbases and deployables instead of stations  ). I'm beginning to think that that is the issue, you hear what you want from us not what we are actually saying.
It may need more logi that current, but not more than in a "no effect" hole, so it looks likda balanced there.
About that station question, my own thought when i heard the answer was that replacing POS with smaller/destructable station would be a possibility. The question itself be to the wrong guy tho, for all i know he have nothing to do with either station or POS work (dissclaimer, to lasy to hear the whole thing again to make sure i get it right) |

Klarion Sythis
Literally Solo
297
|
Posted - 2014.08.14 12:27:00 -
[193] - Quote
OMEGA REDUX wrote: I'm beginning to think that that is the issue, you hear what you want from us not what we are actually saying. Don't forget Fozzie was/is quite the fitting guru himself. I keep seeing these "you're not listening to us!" posts crop up, but that's simply not the case. A lot of people are passionately arguing against the End of Times changes yet are operating with obviously false perceptions of how things work now.
Example: worries that sleeper neuting will be game breaking in the new pulsar when wormhole effects have never applied to sleepers. What's he supposed to do, correct every single misinformed post? In a lot of cases, I bet he's tested viable set ups and just because the general player base hasn't figured out what's viable doesn't make these bad changes.
Anyway, I'm confused about your concern on the CV holes now. If you're worried about local tank on caps, that debuff is the same as it has been. What do you need the subcap ETs for, PVE or PVP? Try creating a doctrine that uses the cap regeneration bonus to make each ship cap independent.
Also, never tried it, but I'm sure shield tanked caps can still run CV escalations. |

Laura Agathon
Black Thorne Corporation Black Thorne Alliance
5
|
Posted - 2014.08.14 14:04:00 -
[194] - Quote
Klarion Sythis wrote:OMEGA REDUX wrote: I'm beginning to think that that is the issue, you hear what you want from us not what we are actually saying. Don't forget Fozzie was/is quite the fitting guru himself. I keep seeing these "you're not listening to us!" posts crop up, but that's simply not the case. A lot of people are passionately arguing against the End of Times changes yet are operating with obviously false perceptions of how things work now. Example: worries that sleeper neuting will be game breaking in the new pulsar when wormhole effects have never applied to sleepers. What's he supposed to do, correct every single misinformed post? In a lot of cases, I bet he's tested viable set ups and just because the general player base hasn't figured out what's viable doesn't make these bad changes. Anyway, I'm confused about your concern on the CV holes now. If you're worried about local tank on caps, that debuff is the same as it has been. What do you need the subcap ETs for, PVE or PVP? Try creating a doctrine that uses the cap regeneration bonus to make each ship cap independent. Also, never tried it, but I'm sure shield tanked caps can still run CV escalations.
While the ET changes are not ideal, I had a fit that worked withing 6 hours of the announcement, so I'm not overly worried there. Why I'm confused is that they showed us this nice graph which clearly demonstrated that Black Holes and CVs were underrepresented. They then went on to buff the Black Whole (with the exception of the web nerf) very nicely, missiles are better, drones are better, agility is better, and targeting range is better. The only downside would be the web effectiveness for dreadnaughts to shoot things. These changes are making Black Holes a place people are going to like living in.
Conversely, the CV changes do not make it more enticing. Carrier doctrines are generall either triage or pantheon/spider, but of which are now penalised. This change is not good for current residents, nor is it going to encourage people to move to one. We've already seen a few corps pack up and leave CVs because of this. Of course the CV is currently OP for pantheon/spider carriers, however I don't understand their angle, it seems they want to make CVs the new Black Hole of WH space. |

Klarion Sythis
Literally Solo
297
|
Posted - 2014.08.14 14:58:00 -
[195] - Quote
I can agree that the CV changes aren't as exciting as the BH changes such that I expect people to move into them, but they haven't been straight up nerfed like some seem to think.
The huge cap pools and overall increased cap regeneration creates a lot of really interesting dynamics. Most things that rely on an ET based set up in literally any other part of space can be fit in ways that see themselves freed of that shackle.
I think it's very interesting, just like black holes, but I'm still not planning to live in either one of them unless I have some kind of epiphany of how it can be more fun than a Pulsar, WR, Magnetar, etc.
If you had reason to live in one before, I don't see why you think you have to move out now though. |

Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
711
|
Posted - 2014.08.14 16:11:00 -
[196] - Quote
Klarion Sythis wrote:I can agree that the CV changes aren't as exciting as the BH changes such that I expect people to move into them, but they haven't been straight up nerfed like some seem to think.
The huge cap pools and overall increased cap regeneration creates a lot of really interesting dynamics. Most things that rely on an ET based set up in literally any other part of space can be fit in ways that see themselves freed of that shackle.
I think it's very interesting, just like black holes, but I'm still not planning to live in either one of them unless I have some kind of epiphany of how it can be more fun than a Pulsar, WR, Magnetar, etc.
If you had reason to live in one before, I don't see why you think you have to move out now though.
Problem I see is that by reusing more high slots for ETs to balance it out you end up with a much reduced it at all advantage taken of the remote repair bonus which seems a bit silly to me. I can't really comment on lower class CVs as I don't have experience there but it is certainly going to tend to turn a lot of people away from the higher class ones rather than encourage them - I know a few entities have already pre-emptively moved out of theirs anyway.
I've never seen the spider tanking carrier thing be so much of an issue in CVs that it needs putting down so not really sure where this change is coming from - I don't have enough experience as mentioned of how things operate in sub C5 CVs to know if there is some big issue there.
Klarion Sythis wrote: Also, never tried it, but I'm sure shield tanked caps can still run CV escalations.
They can. |

Klarion Sythis
Literally Solo
297
|
Posted - 2014.08.14 17:18:00 -
[197] - Quote
On the ET thing again, there are setups, both capital and subcapital that don't need ETs at all anymore thanks to these adjustments. That actually frees up the high slots and makes excellent use of the rep bonuses. I don't think people are realizing this. |

Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
712
|
Posted - 2014.08.14 17:31:00 -
[198] - Quote
Klarion Sythis wrote:On the ET thing again, there are setups, both capital and subcapital that don't need ETs at all anymore thanks to these adjustments. That actually frees up the high slots and makes excellent use of the rep bonuses. I don't think people are realizing this.
Great for PVE, not so useful for PVP - even though the local cap regen increase is quite nice in most cases not so much that you couldn't be easily shutdown by neuting.
|

Klarion Sythis
Literally Solo
297
|
Posted - 2014.08.14 17:51:00 -
[199] - Quote
The bigger cap pool provides a degree of resistance naturally, plus the extra regeneration for every ship. There are both tactics and fits that can combat neuting without ETs and you can still fit optional ETs for a degree of neut protection if you think it's worth it.
Examples: fully passive HAM Tengus with scimis skirting around the edges to avoid neuts. Or, just triage face tanking limited neuts with the massive cap pool and even higher than normal regen.
There are options, and they aren't bad ones. |

Serendipity Lost
Repo Industries
405
|
Posted - 2014.08.14 18:06:00 -
[200] - Quote
So looking at the graphs provided I'm a bit surprised you're changing pulsars at all. I understand the arguments and positioning about they are over powered BUT if you look at the provided graphs it's pretty clear pulsars are #3 in npc kills (that's about the middle of the pack) and #1 on player losses. The logic to nerfing the wh type that has the most player losses escapes me. I could see if 90% of wh npc kills were in pulsars and only 60% of the losses - then the pulsar nerf would make sense.
Are you looking at the facts and numbers or listening to folks say it's too difficult to kill chimeras and pheonix (really??? it's too hard to kill a pheonix??? That's an actual argument???)
Maybe show me a graphic that shows chimera losses in pulsars are lagging behind archon losses in the armor bonused wh. With the facts provided it honestly looks like you're trying to move pulsars from severe.ass.beating to inescapable.total.hell.death.
Fozzie, explain the logic using the provided graphs. Please.
Trinket - I've been flying shiel bhaals for several years. You don't see them on kb because they don't lose. To quote a friend "the real magic happens after you add the 6th cpr" |
|

Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
712
|
Posted - 2014.08.14 18:45:00 -
[201] - Quote
Serendipity Lost wrote: Maybe show me a graphic that shows chimera losses in pulsars are lagging behind archon losses in the armor bonused wh. With the facts provided it honestly looks like you're trying to move pulsars from severe.ass.beating to inescapable.total.hell.death.
Fozzie, explain the logic using the provided graphs. Please.
Trinket - I've been flying shiel bhaals for several years. You don't see them on kb because they don't lose. To quote a friend "the real magic happens after you add the 6th cpr"
I would love to see ISK value in chimeras killed in pulsars v ISK value of archons in well pretty much all other space including k-space lol - I can think of 3 pulsar chimera losses alone that total ~200bn between them (by the prices at the time). You don't see people doing that in many other areas of eve.
Wouldn't reccomend shield bhaals - though I'm still scratching my head as to how its possible but I've seen 300+K EHP BS single shot by revelations (even wrecking shots shouldn't be that high alpha) let alone moros in C5 pulsars and shield bhaals die stupidly fast to 2-3x dreads even with triage reps to many times not even webbed down or target painted with good transversal. |

Axloth Okiah
Future Corps Sleeper Social Club
476
|
Posted - 2014.08.14 19:36:00 -
[202] - Quote
Rroff wrote:I can think of 3 pulsar chimera losses alone that total ~200bn between them come again? 
W-Space Realtor |

Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
712
|
Posted - 2014.08.14 20:06:00 -
[203] - Quote
Axloth Okiah wrote:Rroff wrote:I can think of 3 pulsar chimera losses alone that total ~200bn between them come again? 
Check Phoenix Gold's losses - just one example of a couple of people I know who have lost ridiculously expensive chimeras - even the ones goons threw around in my old WH J115933 weren't cheap or the people who had it between us leaving and goons moving in. |

Serendipity Lost
Repo Industries
405
|
Posted - 2014.08.14 23:18:00 -
[204] - Quote
Before we get caught up in who lost the most expensive chimera...
I'd like to know why they are nerfing the effects in the wh w/ the most player losses. I think it's a pretty good question.
shield bhaals are cap stable - which i like. I'll be honest - I use them as bait in null and for the occaisional carrier we get. We don't roll for caps and take on 4 dreads. Those aren't fights we are looking for or could handle. I would imagine in a larger engagement w/ multiple dreads they are teh screwzors. For what we do they are prefect. It's perspective for sure. |

Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
712
|
Posted - 2014.08.14 23:49:00 -
[205] - Quote
Serendipity Lost wrote:Before we get caught up in who lost the most expensive chimera...
Wasn't about who has lost/killed the most expensive chimera it was that pulsars tend to be good hunting ground for bling fit shield ships (by my reckoning even more than you find in any armor or normal effect system armor or shield) and taking away some of the reasons that happens isn't really a good thing IMO. |

Klarion Sythis
Literally Solo
297
|
Posted - 2014.08.14 23:59:00 -
[206] - Quote
It's not so much of a nerf to Pulsars as it is providing a viable counter to the shield capitals that reside in them. A well fit Phoenix or Chimera is a flying fortress in those systems and takes quite a lot to bring down, especially if you super pimp it, which is viable with the bonuses there. I'm a big fan of Pulsars, but the neut bonus was probably needed to tone down the more extreme situations. |

Serendipity Lost
Repo Industries
405
|
Posted - 2014.08.15 00:29:00 -
[207] - Quote
Klarion Sythis wrote:It's not so much of a nerf to Pulsars as it is providing a viable counter to the shield capitals that reside in them. A well fit Phoenix or Chimera is a flying fortress in those systems and takes quite a lot to bring down, especially if you super pimp it, which is viable with the bonuses there. I'm a big fan of Pulsars, but the neut bonus was probably needed to tone down the more extreme situations.
And yet we're discussing mega isk loss in chimera kills.
So, becuase the chimera can be difficult to kill CCP is is putting the nerf bat to the backside of the deadliest (player losses from their graph) place to hang out????
This is looking more and more like armor fleets (the mainstay of wh pvp) have trouble w/ pulsars, so please ignore actual loss data, pick out some 'extreme situations' (your words not mine) to justify being able to double whack a chimeras capacitor? By the way you just totally fooked all the other ships in the pulsar too. A simple geddon will be able to render bassi and scimmi totally useless.
Maybe take your eyes off the chimera that the magician is pointing to and look at what is really going on.
For those that aren't super graph savvy, if you delete the rarely used black hole stats from the comparison the pulsar becomes even more lopsided in how many players lose their ships there with respect to the others, but is still on par w/ npc kills with the others (well, magnetar kills will rocket up pretty high, but that's another discussion no one seems to want to have)
I think some of the adjustments are more about pandering to the squeeky wheels than trying to even out the wh data.
|

OMEGA REDUX
Forever Winter Absolute Zero.
4
|
Posted - 2014.08.15 00:53:00 -
[208] - Quote
Joraa Starkmanir wrote:It may need more logi that current, but not more than in a "no effect" hole, so it looks likda balanced there.
About that station question, my own thought when i heard the answer was that replacing POS with smaller/destructable station would be a possibility. The question itself be to the wrong guy tho, for all i know he have nothing to do with either station or POS work (dissclaimer, to lasy to hear the whole thing again to make sure i get it right) Then you might as well move into a no effect so you dont have to deal with the self rep penalty or gimped logi fits that are much easier killed than logi fits in a no effect. Sure you can fit around it but those fits would never be able to stand up to a pvp fight if one occurred while you were running sites even thou you had fitted for your system you are still out classed by any halfway decent pvp fleet as all they would have to do is jam your gimped logi (with no eccm because countering the effects won't let you fit it) and point people, the sleepers would do the rest.
He didn't say anything about them being made into stations just pointed out we have deployables and POS's are getting some sort of change. That's all fine and dandy but I wasn't asking about deployables or POS, I was asking about stations (and i highly doubt they will be making POS's THAT similar to stations IF they ever do redo them). And if he isn't the guy to ask then why not just say "I don't know" instead of going off on some other direction. I'm just a little butthurt that I had this really awesome moment of being one of the handful of questions from others that got asked and then the answer being out in left field and frankly a waste of a question at that point since he didn't actually answer it. |

Klarion Sythis
Literally Solo
297
|
Posted - 2014.08.15 00:56:00 -
[209] - Quote
I don't remember seeing anyone actually ask for changes to pulsars, even given the fortress level capitals that can reside there. If you deck a capital out in officer mods people can and will go to the necessary efforts to kill it. So, I don't even know who CCP would be pandering to.
That being said, I still consider this reasonable and interesting. Yes, the neuting will be heavier, but it doesn't totally negate subcaps or something. Just use Ishtars and scimis and stay out of neut range. Or the Hamgu/Scimi combination I references earlier. You can still use basis, just stay at range and make sure things that neut get webbed so they can't close range on your logi.
Also, you said "double whack" the chimeras capacitor, but perhaps I'm just not understanding the term. The neuting is stronger, but so is the regen...so it's just providing an option to effectively apply capacitor warfare.
Armor fleets are still going to be horrible in pulsars...a neut bonus did not change that.
Nothing about pulsars makes them deadlier to a player. It's a tank system. It helps you both with raw EHP (that can result in passive regen tank) and capacitor. If a ton of people are dying there, it's because of some other factor like it being a popular system for PVE players who get hunted. Definitely not because of the system bonuses. |

Klarion Sythis
Literally Solo
297
|
Posted - 2014.08.15 01:01:00 -
[210] - Quote
OMEGA REDUX wrote: Then you might as well move into a no effect so you dont have to deal with the self rep penalty or gimped logi fits that are much easier killed than logi fits in a no effect. Sure you can fit around it but those fits would never be able to stand up to a pvp fight if one occurred while you were running sites even thou you had fitted for your system you are still out classed by any halfway decent pvp fleet as all they would have to do is jam your gimped logi (with no eccm because countering the effects won't let you fit it) and point people, the sleepers would do the rest.
The logi fits aren't necessarily gimped, but they're definitely going to require rethinking. If you send in your standard 4/2 Guardian, then yes, that ship is no longer ideal for this system. So consider an Oneiros, or better, go with a shield doctrine where you can happily fit some CPRs without sacrificing tank, ECCM, prop mod, or anything else you want in those mids.
Again, if you or anyone else wants to move out, go for it, but it's not going to be because the system is broken, it's going to be because you didn't want to adapt. |
|

Serendipity Lost
Repo Industries
405
|
Posted - 2014.08.15 01:53:00 -
[211] - Quote
Klarion Sythis wrote:
Nothing about pulsars makes them deadlier to a player. It's a tank system. It helps you both with raw EHP (that can result in passive regen tank) and capacitor. If a ton of people are dying there, it's because of some other factor like it being a popular system for PVE players who get hunted. Definitely not because of the system bonuses.
Something in pulsars does make them deadlier to a play. The graph clearly shows that. My real point is I'd like an answer on why they are getting nerfed if they are already the least survivable. I really don't see how it matters if it's popular for pve (which based on the npc kill graph isn't so - magnatar is popular).
Like I said, I've read all the 'fortress chimera' stuff. I get the sentiment, but the neut bonus doesn't only apply when neuting a chimera. It clobbers every cap in an already hard to survive in wh.
Maybe all the losses are because pulsar dwellers are extra bad at eve. I'm not sure how any justification for the higher losses matter. I think the fact that it's where all the ships are being lost AND STILL CCP sees a need to nerf it. In the pulsar change it speaks only to capital capacitor recharge rates and doesn't aknowledge subcap ships.
Taking a second look at the graphs
It just doesn't add up. I'm asking Fozzilicious to explain this nerf that defies his set of graphs.
|

Klarion Sythis
Literally Solo
297
|
Posted - 2014.08.15 01:59:00 -
[212] - Quote
Well, hopefully Fozzie answers you then, but correlation doesn't equal causation as they say.
Maybe the high rate of deaths are all the bads who don't pay attention to what hole they're in, then die in a fire because they brought an armor fleet. Whatever the reason, I don't think it's something that means a neut bonus is out of line. |

Serendipity Lost
Repo Industries
405
|
Posted - 2014.08.15 02:22:00 -
[213] - Quote
My analysis of this:http://cdn1.eveonline.com/www/newssystem/media/66374/1/WormholeEffectActivity.jpg
Black Hole - a lot of nothing happens here. it's a deserted alley that pilots cut through to get from here to there -what needs to change - there's so much in the way of ideas out there - have at it ccp
Cataclysmic Variable -not a lot going on in here either. -what needs to change -Probably nothing - there are only sporadic complaints about carrier spider tanks.
Magnetar - a lot of pve happens here (note the big blue bar), but not a lot of pvp (note the little red bar) - a lot of total events logged - folks living here pve hard then rage roll hard for pvp -what needs to change - the ability to alpha ships from range w/ tier 3 battle cruisers as soon as they jump in would move pvp into magnatars so maybe they wouldn't need to rage roll into other systems for pvp.
Pulsar -abover average pve and way above average pvp losses -this is the wh that magnatar/wolf rayet and red giant denizens roll into to pvp (successfully based on the big red bar) what needs to change - double cap regen rates so these poor guys have a chance (OK j/k) what really needs to change - probably nothing - If fortress chimera occaisionally wins... it's probably a good thing.
Red Giant -median pve, not many losses and a lot of total events -pve isn't optimal (reference magnatar) but is servicable -these guys also role for pvp -what needs to change - I like the bomb angle - I hope it adds more pvp to this type of wh
Wolf-Rayet -above average pve -minimal losses and lots of rage rolling -would attribute more pvp losses to wh effects lining up w/ the armor doctrine that most wh corps maintain. -what needs to change - probably nothing. It's got the highest activity so what's not to like?
Overall Dr. Lost prescription: Black holes have been over debated for years, so not going there. Magnetars - if you take away the ability to alpha things before a fight gets going I think pvp would pick up a bit. Slaughter house.... er... Pulsar - don't nerf pvp there - seriously wtf? I would let pulsar/cataclysmic variable/wolf-rayet alone and see how the other changes ballance out your little graphs. Then take the next step.
|

Serendipity Lost
Repo Industries
405
|
Posted - 2014.08.15 02:45:00 -
[214] - Quote
Klarion Sythis wrote:Well, hopefully Fozzie answers you then, but correlation doesn't equal causation as they say.
Maybe the high rate of deaths are all the bads who don't pay attention to what hole they're in, then die in a fire because they brought an armor fleet. Whatever the reason, I don't think it's something that means a neut bonus is out of line.
I think pulsar pvp loss is high for a couple of reasons.
High end, no one likes to jump into a magnatar and get alpha'd by tier 3 bc, ishtar sentries or whatever - being alphad as you uncloak is not a fun form of pvp. I feel pvp doesn't happen in magnatars because of alpha.
Wolf-rayet - I would say good fights happen just a lot of stalemate because it wh helps the armor doctrine survivablity. I'm not sure that needs to change. Higher amount of fights, but fewer losses.
red giant and cataclysmic - if you don't live in them then it's tough to figure out how to have a bigger fight. Armor/shield bonus are straight forward, so it's easy to fight there. The more difficult to get your arms around bonus in these 2 wh I think my move the fight elsewhere to some degree.
It's pretty easy to see from the graphs that magnatar, red giant and wolf-rayet are the rage roller wh and that black hole and cataclysmic are the least used holes.
I would think overall though, it's kind of... I dunno.... not so sane to nerf pvp in the wh that is way ahead of the others in pvp losses. It's crazy lopsided already - why make it easier to get kills in there. (I'm starting to think you like to pull the wings and legs off of flies for fun) |

Destroyer Chappy
Diversified Mercantile Corporation
1
|
Posted - 2014.08.15 05:53:00 -
[215] - Quote
This will affect fleet strength and tactics when PVP occurs
but since PVP is usually non-consensual it will have little direct effect on how often PVP occurs in any given wh system.
Poor WH farming conditions leads to empty systems when a roam group passes through. Instead improved farming conditions in a WH system means a better chance farmers will get into PVP with intruders.
Or you can make a system a bottleneck in travel routes especially for trade. Frequent travellers in system especially rich convoys may lead to WH "gate camps".
P.S. Yeah environmental conditions can make a system less desirable to farm and especially to permanently settle and defend.
But bad environment can be countered by more, richer, or unique sites to be farmed. |

Destroyer Chappy
Diversified Mercantile Corporation
1
|
Posted - 2014.08.15 06:11:00 -
[216] - Quote
Serendipity Lost wrote:Klarion Sythis wrote:Well, hopefully Fozzie answers you then, but correlation doesn't equal causation as they say.
Maybe the high rate of deaths are all the bads who don't pay attention to what hole they're in, then die in a fire because they brought an armor fleet. Whatever the reason, I don't think it's something that means a neut bonus is out of line. I think pulsar pvp loss is high for a couple of reasons. High end, no one likes to jump into a magnatar and get alpha'd by tier 3 bc, ishtar sentries or whatever - being alphad as you uncloak is not a fun form of pvp. I feel pvp doesn't happen in magnatars because of alpha. Wolf-rayet - I would say good fights happen just a lot of stalemate because it wh boni help the armor doctrine survivablity. I'm not sure that needs to change. Higher amount of fights, but fewer losses. red giant and cataclysmic - if you don't live in them then it's tough to figure out how to have a bigger fight. Armor/shield bonus are straight forward, so it's easy to fight there. The more difficult to get your arms around bonus in these 2 wh I think my move the fight elsewhere to some degree. It's pretty easy to see from the graphs that magnatar, red giant and wolf-rayet are the rage roller wh and that black hole and cataclysmic are the least used holes. I would think overall though, it's kind of... I dunno.... not so sane to nerf pvp in the wh that is way ahead of the others in pvp losses. It's crazy lopsided already - why make it easier to get kills in there. (I'm starting to think you like to pull the wings and legs off of flies for fun)
Can you really tell wh system environment type before anyone jumps into it? :)
I can see why a weaker roam fleet might not continue into a system after scout reports conditions and stronger forces. But I think PVP fails to occur more often when no one is there now and its boring to hang around doing nothing while hoping for a weaker fleet to pass through. Worse if its unfavorable/costs more to farm any sleeper sites yourself.
Instead WH PVP roam fleets try to find a WH settler fleet weaker than they are to ambush (miners, solo sleeper site farmers, etc) ...or if the PVP fleet has lots of buddies they just call up enough friends to make up difference in conditions and defense fleet.
Pulsars likely have high PVP because they are easy for shield fleets to farm and give owner shield fleet confidence to settle due to environmental defensive bonus. So anyone coming there has a much higher chance of finding someone active there now to PVP. |

OMEGA REDUX
Forever Winter Absolute Zero.
4
|
Posted - 2014.08.15 10:42:00 -
[217] - Quote
Klarion Sythis wrote:OMEGA REDUX wrote: Then you might as well move into a no effect so you dont have to deal with the self rep penalty or gimped logi fits that are much easier killed than logi fits in a no effect. Sure you can fit around it but those fits would never be able to stand up to a pvp fight if one occurred while you were running sites even thou you had fitted for your system you are still out classed by any halfway decent pvp fleet as all they would have to do is jam your gimped logi (with no eccm because countering the effects won't let you fit it) and point people, the sleepers would do the rest.
The logi fits aren't necessarily gimped, but they're definitely going to require rethinking. If you send in your standard 4/2 Guardian, then yes, that ship is no longer ideal for this system. So consider an Oneiros, or better, go with a shield doctrine where you can happily fit some CPRs without sacrificing tank, ECCM, prop mod, or anything else you want in those mids. Again, if you or anyone else wants to move out, go for it, but it's not going to be because the system is broken, it's going to be because you didn't want to adapt. So current black hole isn't broken just no one wants to adapt? Or maybe it is broken and that's why so very little happens in one and this change to CV will end up breaking CV. And since I live in a CV I'm pretty good at adapting (considering every time one of us says we live in one the average response is "why would you live in a CV?". There are not enough mid slots to rethink a guardian fit and basi is slightly more cap hungry as is and that will be even more pronounced with a nerf to ET. Oneiros and Scimitar don't work very well in sites due to their cap getting alpha'd by the sleepers on a cap esc and their much easier ability to get nueted in pvp, and yes that is even with the increase to cap capacity. Do you really think we haven't sat down tried to figure work arounds to these changes? I personally EFT warrior as a way to pass the time inbetweeen pvp/pve and I've been doing so now. On that note which do you think is easier EFT warrioring until you find a fit that works or fighting an uphill battle to stop bad changes from being done?...not to mention I'm not a big fan of writing to begin with. The end result is Fozzie is gambling on people out there figuring out some magical fit that works in his proposed changes, however the slots these ships have simply do not allow such a thing to happen. You must devote so many slots to tank and soon so many slots to cap regen, once you have done that there simply are no slots left over for eccm or AB and ANY logi with no eccm or AB is a gimped logi. |

Serendipity Lost
Repo Industries
405
|
Posted - 2014.08.15 12:43:00 -
[218] - Quote
Destroyer Chappy wrote:Serendipity Lost wrote:Klarion Sythis wrote:Well, hopefully Fozzie answers you then, but correlation doesn't equal causation as they say.
Maybe the high rate of deaths are all the bads who don't pay attention to what hole they're in, then die in a fire because they brought an armor fleet. Whatever the reason, I don't think it's something that means a neut bonus is out of line. I think pulsar pvp loss is high for a couple of reasons. High end, no one likes to jump into a magnatar and get alpha'd by tier 3 bc, ishtar sentries or whatever - being alphad as you uncloak is not a fun form of pvp. I feel pvp doesn't happen in magnatars because of alpha. Wolf-rayet - I would say good fights happen just a lot of stalemate because it wh boni help the armor doctrine survivablity. I'm not sure that needs to change. Higher amount of fights, but fewer losses. red giant and cataclysmic - if you don't live in them then it's tough to figure out how to have a bigger fight. Armor/shield bonus are straight forward, so it's easy to fight there. The more difficult to get your arms around bonus in these 2 wh I think my move the fight elsewhere to some degree. It's pretty easy to see from the graphs that magnatar, red giant and wolf-rayet are the rage roller wh and that black hole and cataclysmic are the least used holes. I would think overall though, it's kind of... I dunno.... not so sane to nerf pvp in the wh that is way ahead of the others in pvp losses. It's crazy lopsided already - why make it easier to get kills in there. (I'm starting to think you like to pull the wings and legs off of flies for fun) Can you really tell wh system environment type before anyone jumps into it? :) I bet fleet pass through black hole systems often enough but just do not find any targets lingering there very often. I can see why a weaker roam fleet might not continue into a system after scout reports conditions and stronger forces. But I think PVP fails to occur more often when no one is there now and its boring to hang around doing nothing while hoping for a weaker fleet to pass through. Worse if its unfavorable/costs more to farm any sleeper sites yourself. Instead WH PVP roam fleets try to find a WH settler fleet weaker than they are to ambush (miners, solo sleeper site farmers, etc) ...or if the PVP fleet has lots of buddies they just call up enough friends to make up difference in conditions and defense fleet. Pulsars likely have high PVP because they are easy for shield fleets to farm and give owner shield fleet confidence to settle due to environmental defensive bonus. So anyone coming there has a much higher chance of finding someone active there now to PVP. Plus honestly many PVP fleets are about tears & other PVP fleets just do not deliver many compared to Orca, Rorqual or carrier kill.
So I looked you up on the kb and couldn't find you. Then I looked your corp up on kb and could barely find them. My point... please don't state theories on stuff you really know nothing about. A lazy forum reader my mistake what you say for something of value. You belong to a fw corp that doesn't really pvp. You want to comment on wh stuff.... come be a wh guy and your opinions will be valued. |

Trinkets friend
Sudden Buggery
1563
|
Posted - 2014.08.17 14:44:00 -
[219] - Quote
CVs are being evacuated by everyone. C4's are being evacuated by bears. C4's are being moved into by PVP corps. WR's are highly sought after, even more so now (people are just bitching to throw everyone else off the scent)
BH's...not sure what the trend is here, but I can only predict activity, and occupancy, goes up.
This is for two reasons. Number one, 100MN Tengus become sorta viable for PVE, and look good on paper for PVP. Everyone loves their Ishtars, but it's not much fun having enemies scoot out of your drone control range inside 10 seconds. Plus, lel, scooping drones (especially Warriors) is impossible above C3 BH.
The nerf to web effectiveness is just stupid, there I said it, thanks for making this Nightmares and 100MN Tengus all the way down. Except you had to put it in, didn't you Fozzie, to reduce blap dreads?
And when you get to the top end of town, in C5 BH's, blap Phoenixes everywhere. Mark my words, the NPC kills in C5 and C6 BH space is going to go off the charts. It doesn't matter if web effectiveness is less when you have uber Citadel Cruise Phoenixes flooding 8 dreads at a time into sites. TP's are unafffected.
In fact, it's almost laughable how many moros and Naglfar are going to be put on the market by the people moving in to C5 BH's because the ineffectiveness of the webs will render them pointless. Especially in PVP. Whereas the Cruise Phoenix will reign supreme. J's before K's. Sudden Buggery is recruiting w-nerds and w-noobs. Mail your resume in today! http://www.localectomy.blogspot.com.au
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Nike Andedare
Diamond Command
6
|
Posted - 2014.08.17 23:54:00 -
[220] - Quote
When you scan down a wormhole, would it be possible that when the signature gets into green (>75% strength), that instead of the type saying Unstable Wormhole, it would change to the wormhole's code, IE Cosmic Signature, Wormhole, Z971.
It would be nice if it always gave the non-K162 code, but I would be okay with seeing K162 as a type. |
|

Trinkets friend
Sudden Buggery
1563
|
Posted - 2014.08.17 23:57:00 -
[221] - Quote
Go to Features and Ideas with that.
Also, no. J's before K's. Sudden Buggery is recruiting w-nerds and w-noobs. Mail your resume in today! http://www.localectomy.blogspot.com.au
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OMEGA REDUX
Forever Winter Absolute Zero.
6
|
Posted - 2014.08.18 02:44:00 -
[222] - Quote
Nike Andedare wrote:When you scan down a wormhole, would it be possible that when the signature gets into green (>75% strength), that instead of the type saying Unstable Wormhole, it would change to the wormhole's code, IE Cosmic Signature, Wormhole, Z971.
It would be nice if it always gave the non-K162 code, but I would be okay with seeing K162 as a type. hell no. that would guarantee that kspace guys would not even warp to wh types they dont care about thus the k162 never spawning EVER |

Laura Agathon
Black Thorne Corporation Black Thorne Alliance
5
|
Posted - 2014.08.18 04:10:00 -
[223] - Quote
OMEGA REDUX wrote:Nike Andedare wrote:When you scan down a wormhole, would it be possible that when the signature gets into green (>75% strength), that instead of the type saying Unstable Wormhole, it would change to the wormhole's code, IE Cosmic Signature, Wormhole, Z971.
It would be nice if it always gave the non-K162 code, but I would be okay with seeing K162 as a type. hell no. that would guarantee that kspace guys would not even warp to wh types they dont care about thus the k162 never spawning EVER
|

Swiftstrike1
Swiftstrike Incorporated
762
|
Posted - 2014.08.20 01:53:00 -
[224] - Quote
I apologise if something like this has already come up, but I have a suggestion for an alternate Black Hole effect which I believe will make them much more attractive environments to live in than "kitey missile pvp" ever could...
Temporal Anomalies
POS towers use up fuel more slowly due to local temporal fluctuations C1 - 5% less POS fuel consumed per cycle
C2 - 10% less POS fuel consumed per cycle
C3 - 15% less POS fuel consumed per cycle
C4 - 20% less POS fuel consumed per cycle
C5 - 25% less POS fuel consumed per cycle
C6 - 30% less POS fuel consumed per cycle
Cosmic anomalies respawn at a faster than normal rate due to local temporal fluctuations C1 - 5% faster respawning of cosmic anomalies
C2 - 10% faster respawning of cosmic anomalies
C3 - 15% faster respawning of cosmic anomalies
C4 - 20% faster respawning of cosmic anomalies
C5 - 25% faster respawning of cosmic anomalies
C6 - 30% faster respawning of cosmic anomalies
The results of this would be that refuelling your tower(s) would be less of a PITA and making money from your own WH instead of farming your static connection would be more plausible. The first would be beneficial all of the time and the second would be useful some of the time (mostly for smaller WH groups). Targeting, Sensors and ECM Overhaul |

Ben Ishikela
Moira. Villore Accords
0
|
Posted - 2014.08.21 17:08:00 -
[225] - Quote
Well Well, seems like a good balance so far. But i dont come around letting you know about this idea: randomly changing Wormhole effects. (Its not about the K-Space effects really. they are only to get Players used to effects early on.) This is all about unique Systems and fighting over particular well ones. |

Laura Agathon
Black Thorne Corporation Black Thorne Alliance
5
|
Posted - 2014.08.21 18:45:00 -
[226] - Quote
Ben Ishikela wrote:Well Well, seems like a good balance so far. But i dont come around letting you know about this idea: randomly changing Wormhole effects. (Its not about the K-Space effects really. they are only to get Players used to effects early on.) This is all about unique Systems and fighting over particular well ones.
No. You said it yourself, "A WH-system can become unfitting over time", so there never will be "particular well ones". Also, terrible idea, if you want variation, pack up and move
|

Ben Ishikela
Moira. Villore Accords
0
|
Posted - 2014.08.21 19:47:00 -
[227] - Quote
Laura Agathon wrote:Ben Ishikela wrote:Well Well, seems like a good balance so far. But i dont come around letting you know about this idea: randomly changing Wormhole effects. (Its not about the K-Space effects really. they are only to get Players used to effects early on.) This is all about unique Systems and fighting over particular well ones. No. You said it yourself, "A WH-system can become unfitting over time", so there never will be "particular well ones". Also, terrible idea, if you want variation, pack up and move Seams like you misunderstood me. Its not that i get bored by WH. nonono. "A WH-system can become unfitting over time" = because the effects that, when changing, can be a hinderance to your gameplay or not the effects you want. And because there might be a better system out there corporations might choose to move.
EDIT: you might want to post feedback to that post into the forum i posted, so we dont mess this on up. |

Troubled Basterd
Island Life Capitalist Bastards Chained Reactions
0
|
Posted - 2014.08.22 18:45:00 -
[228] - Quote
Greetings from a C3 Variable Cataclysmic,
The last couple of months we have been using spider tanking Domies. With the upcoming changes we're going to get major cap problems. I understand the overpowered cap chain of carriers and logies. But the fact is that there is no use in getting logie in a C1 to C3 Variable cataclysmic. The combat sites are to "easy" and the decrease in profit because of the extra logi pilots makes it non viable in my opinion.
The extra cap will benefit solo players a very great deal. No need for cap modules, more room for damage projection (as example).
I'm asking you to pleas not turn the "remote rep" WH in to a solo combat site paradise.
Greetings,
Troubled Basterd. |

OMEGA REDUX
Forever Winter Absolute Zero.
7
|
Posted - 2014.08.22 19:17:00 -
[229] - Quote
Laura Agathon wrote:OMEGA REDUX wrote:Nike Andedare wrote:When you scan down a wormhole, would it be possible that when the signature gets into green (>75% strength), that instead of the type saying Unstable Wormhole, it would change to the wormhole's code, IE Cosmic Signature, Wormhole, Z971.
It would be nice if it always gave the non-K162 code, but I would be okay with seeing K162 as a type. hell no. that would guarantee that kspace guys would not even warp to wh types they dont care about thus the k162 never spawning EVER They're changing the K162 spawn too... try reading what was posted instead of assuming. |

OMEGA REDUX
Forever Winter Absolute Zero.
7
|
Posted - 2014.08.22 19:18:00 -
[230] - Quote
Ben Ishikela wrote:Well Well, seems like a good balance so far. But i dont come around letting you know about this idea: randomly changing Wormhole effects. (Its not about the K-Space effects really. they are only to get Players used to effects early on.) This is all about unique Systems and fighting over particular well ones. horrible idea |
|

Valenthe de Celine
Center for Advanced Studies Gallente Federation
16
|
Posted - 2014.08.23 01:55:00 -
[231] - Quote
OMEGA REDUX wrote:Ben Ishikela wrote:Well Well, seems like a good balance so far. But i dont come around letting you know about this idea: randomly changing Wormhole effects. (Its not about the K-Space effects really. they are only to get Players used to effects early on.) This is all about unique Systems and fighting over particular well ones. horrible idea Agreed. The true time frame for the duration of the effects that are described in these specialized wormhole environments are extremely stable and long running. Worlds may live and die before they change what their effect is on a solar system. No reason to see these as anything but the static effects we already have in game.
If you want changes, lets talk about planets actually orbiting their stars in these systems, now THAT would really be something. |

forsot
Resurrection Ventures Un.Bound
23
|
Posted - 2014.08.25 03:26:00 -
[232] - Quote
I Just thought about the change to the wolf raynt what happens when you jump a worm hole with significant armor damage? Say you are in a c6 wolf and your ships has lost more then 50% of its armor, when you jump the hole you should be in theory have negative armor hp?
I haven't been able to test it on sisi but I would prefer not to spontaneously combust next time i jump a wormhole in low armor. |

OMEGA REDUX
Forever Winter Absolute Zero.
10
|
Posted - 2014.08.25 23:43:00 -
[233] - Quote
You would still have structure so your ship would not explode. It is completely fine to have negative armor. The negative amount would have to be repaired before you see any of the visible amount getting repaired is the only adverse affect. |

DG Athonille
Black Thorne Corporation Black Thorne Alliance
8
|
Posted - 2014.08.26 13:59:00 -
[234] - Quote
Well our C6 Cata has been Fozziefied. Just...fraking...awesome...
Welcome to the new black hole.
Could we at least get the effect name changed? Perhaps "Cataclysmic Logi" or "Logi Variable?"
On the good news side at least we didn't start off the day with 30 of those Goonswarm, err frigate, wormholes swiss-cheesing us.
=)
/EndTears |

Andy Landen
Harbingers of Chaos Inc Gentlemen's.Club
503
|
Posted - 2014.08.28 03:51:00 -
[235] - Quote
WHs bring the opposite effects so why call these black hole whs with such bonuses! Inertia and targeting are hurt, not helped, in black holes. see: https://forums.eveonline.com/default.aspx?g=posts&m=4960485#post4960485 "We cannot solve our problems with the same thinking we used when we created them." Albert Einstein-á |

DG Athonille
Black Thorne Corporation Black Thorne Alliance
9
|
Posted - 2014.09.04 02:54:00 -
[236] - Quote
Well today we got a pile of our remote repping battleships (old Cataclysmic Variable doctrine) out into space and formed a Summoning Cap Chain.
We were attempting to summon Fozzie so that we could punch him in the nuts , but it didn't work. It's probably the debuff to cap transfers that broke it.
We may have to add cynos to each point for it to actually work now...
Cap Transfer Summoning Spell |

Trinkets friend
Sudden Buggery
1667
|
Posted - 2014.10.05 01:11:00 -
[237] - Quote
8 weeks in to these changes and my feedback is:
W-R A Sigil can still tank 2 x 1200 DPS Thrashers. Just. 6 Enyo's can RF a POCO in 40 minutes. Lolwut. 1200 DPS 340K EHP Legions, as predicted. 4 Enyo's whip 6 BC's with one Execquror's reps on field? Winning!
Black Hole Some interest in 6 Phoenix dread blap doctrine in C5-6 but lack of available hulls and toons thus far has prevented this occurring. majority of holes still empty. Lack of any PVP in these holes prevents the stupidity of the web nerf becoming provable.
Cataclysmic Pantheon Archons cap stable. Triage carriers more cap stable. RR Domis more cap stable than in normal space. Guardians still more cap stable than in normal space. No one living there, so can't comment on the PVP.
Pulsar No one to fight, so can't comment on the neuting buffs. Besides, finding it hard to fly a shield Ashimmu due to feeling unclean.
Red Giant Bombs still suck. But since you can get away with using half as many toons to still suck, it takes less people to be active to do absolutely nothing to your foes, as per usual.
Magnetar Hey, you might be able to solo C4 Magnetars in your marauder. GG, Fozzie. Again, due to complete lack of anyone to shoot, cannot comment on the TP nerf. J's before K's. Sudden Buggery is recruiting w-nerds and w-noobs. Mail your resume in today! http://www.localectomy.blogspot.com.au
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Serendipity Lost
Repo Industries Chelonaphobia
570
|
Posted - 2014.10.06 11:12:00 -
[238] - Quote
I think this would be a great time to revisit those fancy wh graphics. Show us the before and after.
As I recall they were relational graphs, so you don't have to drop your pants and show how populated or unpopulated wh space is. Just show us how the changes affected those pretty colored lines.
If enough time hasn't passed, could you at least give us a hint as to when 'long enough' will be?
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