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Hashini
Pink Fluffy Bunny Slippers Northern Associates.
0
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Posted - 2015.02.12 00:51:36 -
[1] - Quote
Since the capital jump range decrease last October, the open market for capital ships has been in steady decline. For the last month, buy orders on carriers are so low that it is nearly worth self destructing hulls for insurance. I understand the desire to limit power projection, but a total nerf on jump range has made simple hull order delivery and other logistics very difficult.
To bring this back back into balance, I suggest adding a high slot module that takes away gun/missile slots and reduces drone bandwidth to 0 while increasing jump range. This will allow players to jump caps longer distances for logistics purposes but not be combat ready when they land. Making them 10k m3 in size will limit refitting outside of a POS or Station. You can leave jump fatigue the way it is and longer jumps will cause longer timers.
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Allant Doran
Patriot Security Services New Signature
54
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Posted - 2015.02.12 00:54:22 -
[2] - Quote
Assuming they then can't also Cyno onto a mobile depot and immediately refit to be combat-ready then this isn't too bad an idea. Then again, I don't live in 0.0 or own a cap ship so *shrugs* |
Rawketsled
Generic Corp Name
75
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Posted - 2015.02.12 01:07:56 -
[3] - Quote
Working as intended.
Death to all capitals. |
Rain6637
GoonWaffe Goonswarm Federation
29826
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Posted - 2015.02.12 01:34:10 -
[4] - Quote
I am amused by cap prices.
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Diospora
The Oasis Group TOG - The Older Gamers Alliance
0
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Posted - 2015.02.12 02:40:02 -
[5] - Quote
I'm pretty sure they already fixed jump ranges and that it's all working as intended. Or as we like to call it, emergent or some such. |
Iyokus Patrouette
Sudden Buggery Prolapse.
303
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Posted - 2015.02.12 02:54:47 -
[6] - Quote
I hear you can warp those capitals to a gate and jump the gate these days. . . perhaps this tactic should be employed more?
---- Advocate for the initiation of purple coloured wormholes----
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Hashini
Pink Fluffy Bunny Slippers Northern Associates.
0
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Posted - 2015.02.12 03:46:47 -
[7] - Quote
Iyokus Patrouette wrote:I hear you can warp those capitals to a gate and jump the gate these days. . . perhaps this tactic should be employed more?
You can. Doesn't do much for moving empty hulls, unless you got the carrier for under the insurance payout. But then again, that's kinda what my post was about.
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Hashini
Pink Fluffy Bunny Slippers Northern Associates.
0
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Posted - 2015.02.12 03:48:19 -
[8] - Quote
Rawketsled wrote:Working as intended.
Death to all capitals.
Likely working as intended, just an idea that popped into my head to make that couple years of training less of a waste. |
Rowells
ANZAC ALLIANCE Fidelas Constans
1974
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Posted - 2015.02.12 04:25:52 -
[9] - Quote
Rain6637 wrote:I am amused by cap prices. just made me look them up, geuss whos getting a second niddy? :D |
Sibyyl
Gallente Federation
22482
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Posted - 2015.02.12 04:35:20 -
[10] - Quote
I think OPEC has a similar problem right now.
Friendship is the best ship.
Sabriz for CSM go go go
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Ria Nieyli
Nieyli Enterprises
31887
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Posted - 2015.02.12 04:36:49 -
[11] - Quote
Rowells wrote:Rain6637 wrote:I am amused by cap prices. just made me look them up, geuss whos getting a second niddy? :D
Buy 5 Archons!
Why do bad threads happen to good people?
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Sisohiv
Center for Advanced Studies Gallente Federation
267
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Posted - 2015.02.12 05:16:20 -
[12] - Quote
Rawketsled wrote:Working as intended.
Death to all capitals.
And in classic EVE style, if it's worth killing, it's worth over killing.
Welcome the the Nerf Sledge hammer era. |
Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
955
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Posted - 2015.02.12 05:34:01 -
[13] - Quote
Sisohiv wrote:Rawketsled wrote:Working as intended.
Death to all capitals. And in classic EVE style, if it's worth killing, it's worth over killing. Welcome the the Nerf Sledge hammer era.
woah woah woah, I thought CCP put the sledge hammer away a few years back? Although the cap changes are a rather large shakeup I'm not too in the know about caps to have a clear judgement of the change. To the individual pilot it does seem quite burdensome, however for the fleet it seems like a good idea
@ChainsawPlankto
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Xercodo
Vector Galactic Did he say Jump
4114
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Posted - 2015.02.12 08:14:38 -
[14] - Quote
Hashini wrote:Rawketsled wrote:Working as intended.
Death to all capitals. Likely working as intended, just an idea that popped into my head to make that couple years of training less of a waste.
Quite the contrary. We use caps WAY more after these changes. We simply do so in a local sera so that we can jump them around via gates but then tactically retreat instantly as need be.
The Drake is a Lie
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Gully Alex Foyle
Black Fox Marauders Spaceship Bebop
3688
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Posted - 2015.02.12 08:19:42 -
[15] - Quote
Haha I see what you mean.
Just bought a Rorq (for easy jump clones) and realized too late that I'll need 10 jumps to get it to my lowsec home (assuming all intermediate station systems). Ooops.
But OP, the answer is simple: nerf to 'galaxy-wide' market, buff to local production. Which is probably a good thing.
Make space glamorous!
Is EVE dying or not? Ask the EVE-O Death-o-meter!
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Christopher AET
hirr Northern Coalition.
893
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Posted - 2015.02.12 08:24:03 -
[16] - Quote
Well take 5 the recent super fight in null where nulli lost three supers and their enemies a load of dreads. Before phoebe that would have become a grinding 10 percent lag fest. Instead it became a multi region fight with feints, fleet interceptions and all with Manageable tidi. Working as intended
I drain ducks of their moisture for sustenance.
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Chal0ner
Coreli Corporation The Kadeshi
129
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Posted - 2015.02.12 08:48:13 -
[17] - Quote
Allant Doran wrote:Assuming they then can't also Cyno onto a mobile depot and immediately refit to be combat-ready then this isn't too bad an idea. Then again, I don't live in 0.0 or own a cap ship so *shrugs*
Living in 0.0 and owning caps - Phoebe is working as intended and the suggested solution seems to be one valid objection. What null needs is more guerilla warfare, not less. OP suggestion is a step back to less guerilla warfare.
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Delt0r Garsk
Shits N Giggles
282
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Posted - 2015.02.12 12:49:53 -
[18] - Quote
Caps are not coming down in price as much as i would like. In fact i havn't noticed much change in price. Also when looking at grabbing an extra cap character, these have not gone down in price and people are not selling them much.
So I can't agree that people are moving away from caps at all.
Death and Glory!
Well fun is also good.
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TigerXtrm
Black Thorne Corporation Black Thorne Alliance
1028
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Posted - 2015.02.12 12:56:58 -
[19] - Quote
They're down in price because there's no reason to use them. Come the sov changes fighting will begin again and caps will sell once more. Patience, my friend.
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Josef Djugashvilis
2879
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Posted - 2015.02.12 14:24:08 -
[20] - Quote
Hashini wrote:Rawketsled wrote:Working as intended.
Death to all capitals. Likely working as intended, just an idea that popped into my head to make that couple years of training less of a waste.
I feel the same about my mining skills.
Adapt and move on.
This is not a signature.
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Sexy Cakes
Have A Seat
899
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Posted - 2015.02.12 14:26:32 -
[21] - Quote
no capitals for you
Not today spaghetti.
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Frostys Virpio
The Mjolnir Bloc The Bloc
1579
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Posted - 2015.02.12 14:30:36 -
[22] - Quote
Hashini wrote:Since the capital jump range decrease last October, the open market for capital ships has been in steady decline. For the last month, buy orders on carriers are so low that it is nearly worth self destructing hulls for insurance. I understand the desire to limit power projection, but a total nerf on jump range has made simple hull order delivery and other logistics very difficult.
To bring this back back into balance, I suggest adding a high slot module that takes away gun/missile slots and reduces drone bandwidth to 0 while increasing jump range. This will allow players to jump caps longer distances for logistics purposes but not be combat ready when they land. Making them 10k m3 in size will limit refitting outside of a POS or Station. You can leave jump fatigue the way it is and longer jumps will cause longer timers.
So make all the jump for an OP except the last 5 LY with range booster, make a small pause with fellow carriers to fit for combat and then make the final jump with a complete combat fit? |
De ZuuuberrMan
Koa Mai Hoku The Kadeshi
5
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Posted - 2015.02.12 14:36:33 -
[23] - Quote
tidi though gates, not even close to being in jump/bridge range, everybody staging next to everybody, carrier ratting erryday.
im sure ccp could just get rid of jump drives/range all together. it would make alot more sense than the current meta clearly there isnt a need for you to move anything with a jump drive far nor any real danger ****** proof or risk of using them in your local area....
working as intended mate |
Anthar Thebess
863
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Posted - 2015.02.12 14:39:07 -
[24] - Quote
Capital movement should be negated even more. If you want to sell more capitals talk to some entity that needs them , and move your production there.
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marVLs
708
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Posted - 2015.02.12 19:53:40 -
[25] - Quote
"Fixing Jump Range"
Well they'r fixed now |
Altirius Saldiaro
Royal Amarr Institute Amarr Empire
291
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Posted - 2015.02.12 19:56:40 -
[26] - Quote
Hashini wrote:Since the capital jump range decrease last October, the open market for capital ships has been in steady decline. For the last month, buy orders on carriers are so low that it is nearly worth self destructing hulls for insurance. I understand the desire to limit power projection, but a total nerf on jump range has made simple hull order delivery and other logistics very difficult.
To bring this back back into balance, I suggest adding a high slot module that takes away gun/missile slots and reduces drone bandwidth to 0 while increasing jump range. This will allow players to jump caps longer distances for logistics purposes but not be combat ready when they land. Making them 10k m3 in size will limit refitting outside of a POS or Station. You can leave jump fatigue the way it is and longer jumps will cause longer timers.
They fixed the range. That was the whole point of Phoebe. Learn to adapt. |
Eugene Kerner
TunDraGon Cynosural Field Theory.
1521
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Posted - 2015.02.12 22:19:10 -
[27] - Quote
jump range decrease is absolutly brilliant...
TunDraGon is recruiting!
"Also, your boobs [:o] " -á
CCP Eterne, 2012
"When in doubt...make a di++k joke."-áRobin Williams - RIP
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Leannor
Central Builders Incorporated Northern Associates.
116
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Posted - 2015.02.13 13:16:42 -
[28] - Quote
Christopher AET wrote:Well take 5 the recent super fight in null where nulli lost three supers and their enemies a load of dreads. Before phoebe that would have become a grinding 10 percent lag fest. Instead it became a multi region fight with feints, fleet interceptions and all with Manageable tidi. Working as intended
clearly your 'read the post before answering so as to be able to give a relevant commentary' is not working quite so well ...
"Lykouleon wrote:
STOP
TOUCHING
ICONIC
SHIP
PARTS"
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Jenn aSide
Smokin Aces.
9768
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Posted - 2015.02.13 13:26:25 -
[29] - Quote
Allant Doran wrote:Assuming they then can't also Cyno onto a mobile depot and immediately refit to be combat-ready then this isn't too bad an idea. Then again, I don't live in 0.0 or own a cap ship so *shrugs*
The fix for that is the "MJD timer". After you use an MJD, you can't take it off for a while no matter what you do, including docking in a station. I'm serious, you couldn't pry that sucker off with an electro-crowbar. It's kind of like how my ex-wife was with both my bank account and all of my male friends..
(February 13,2015 ex wife reference achieved, will now begin planning for Feb 14 reference). |
ISD Ezwal
ISD Community Communications Liaisons
3831
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Posted - 2015.02.13 13:30:14 -
[30] - Quote
This thread has been moved to Features & Ideas Discussion.
ISD Ezwal
Vice Admiral
Community Communication Liaisons (CCLs)
Interstellar Services Department
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