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Thread Statistics | Show CCP posts - 9 post(s) |

Malvahne
Amarr Wulong Mercenaries
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Posted - 2006.10.21 11:34:00 -
[391]
Originally by: Ogdru Jahad All you pathetic whiners ! I have one magic word for you all...
ADAPT!
I did, i joined the easymode bandwagon and are now skilling for Caldari. Training frig 4 as i speak.
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Hinterwaeldler
Caldari Eve guardians
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Posted - 2006.10.21 12:06:00 -
[392]
Originally by: Tuxford Ship hitpoint increase, about 50% for tech 1 and about 25% on tech 2. A bit more on battlecruises/command ships and destroyers/interdictors
This will favor the tanking boni of Amarr / Caldari (+25 resis on ships like Merlin, Punisher, Moa, Maller etc) over the gallente / minmatar ones (boost amount increase). Will said boost amount increase be increased as well to bring the boni on pair again?
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Mahavy Seth
Amarr Imperial Academy
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Posted - 2006.10.21 12:18:00 -
[393]
In 2007 there will be Star Trek Online.... exactly when my EvE year subscription end...
Bye Bye EvE if CCP continue with this crap.
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Vindicus
Minmatar Sebiestor tribe
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Posted - 2006.10.21 12:39:00 -
[394]
My advice to the devs:
Avoid announcing game changes that cripple entire weapon systems until you actually come up with a method to make the weapons viable again. This thread is one big ****storm that could have been avoided otherwise.
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Mallick
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Posted - 2006.10.21 13:35:00 -
[395]
People whining about ammo, stfu! Now we can actully get some one in a dedicated 'Logistic' ship and actully _transport_ ammo with the fleet?
IT MAKES SENSE THAT YOU WOULD HAVE SUPPLY SHIPS SUPPLYING THE FLEET! NOW STFU!
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Ewa Quillam
Caldari mega mining corporation Astral Wolves
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Posted - 2006.10.21 13:49:00 -
[396]
Hello,
First of all, I'm please to see all these changes. I believe the game will become more interesting and balanced from now on. Of course, some old players will have to adapt to the new changes, but that's just the fun part .
Originally by: Tuxford
bonus of covert ops ships changed so it reduces cpu need of covert ops cloaking device from 98% to 100%
As asked before, will this apply to recons, too? I'd find such a bonus a very nice one, because it will make recons even more versatile, for example, I have to struggle a bit with mods and CPU demands to fit a probe laucher without Recon Ships V and a cpu enhancer. In my opinion, fitting a scan probe launcher is a must for recons, if not why would we name them recons ?
Originally by: Tuxford
Nighthawk's explosion velocity changed to launcher rate of fire bonus
The current bonus is "10% bonus to heavy missile target navigation prediction" per BC level. Replacing it means "10% bonus to heavy missile rate of fire" per BC level?
Also, I'd like to suggest the following changes, suggesions that have already been made in this thread: - add some more targetting range bonus to the Vulture, the setups that we have to do right now to actually make it a sniper boat (and that's the purpose of the boat) are just gimping everything else. - add one more turret slot on the Vulture and the PG to fit it. Right now the Vulture is just not worth it, when we could do with a MOA which is just far cheaper . That's even why the Vulture has such a low price... people consider it useless and don't train for it. Making these changes will bring even more diversity into the game. - add one more turret slot to the Eagle and the PG to fit it. It will be a natural progresion from the MOA, in my opinion.
Thx for reading,
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Vestah
Amarr
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Posted - 2006.10.21 13:50:00 -
[397]
Edited by: Vestah on 21/10/2006 13:53:54 Is npc hp also going to go up? If so, will npc bounties, mission rewards, and time limits be increased to compensate for increased npc hp? (i.e. increased time and ammunition necessary to kill npc`s or finish the mission.)
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Humble Voh
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Posted - 2006.10.21 14:02:00 -
[398]
I think this change will be HUGE.
As other posters have said, it will affect the game in myriad ways - nerfing snipers, amarr etc etc etc
My question is WHY? Why put in a massive gameplay change? (good or bad, I can't judge).
Was the game broken before? This reminds me of SWG changes - just change the fundamentals of the game blithely.
I'm not whingeing, I'm not saying this is a terrible change.
But I am saying it's a big change. And I don't think the game is in such a bad state that CCP need to implement a big change and then spend the next 6 months balancing it.
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Spikum
Gallente Black Nova Corp Band of Brothers
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Posted - 2006.10.21 14:02:00 -
[399]
I fear those changes will pretty make Passive Tanks imba! If you have a look on caldari commandships or hacs for example.
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Jones Maloy
Minmatar
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Posted - 2006.10.21 14:16:00 -
[400]
i'm just ****ed because i can't fit 2 wcs and rat at the same time. the low-sec risk:reward ratio just skyrocketed. i'm not going into low-sec anymore because it's no longer profitable. i can't rat when i have a max targeting range of 11.25km on my cruiser. i can't even use artillery because i have to be so close that they can't track their targets.
the ship hp thing is going to cause a hell of a lot of game balance issues and may take several months to sort it out. ship bonuses, modual stats, weapon properties, ammo damage, are all going to have to be ajusted. i think the people complaining about insta-popping got this pushed through. also this means my destroyer will no longer be able to kill cruiser rats in 0.3
i'm tempted to take a few months off from eve to avoid the train wreck i'm sure is coming. --- WCS Nerf boycott low-sec
http://oldforums.eveonline.com/?a=topic&threadID=411964Gaming La |

Jones Maloy
Minmatar
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Posted - 2006.10.21 14:20:00 -
[401]
Originally by: Humble Voh And I don't think the game is in such a bad state that CCP need to implement a big change and then spend the next 6 months balancing it.
word --- WCS Nerf boycott low-sec
http://oldforums.eveonline.com/?a=topic&threadID=411964Gaming La |

Malvahne
Amarr Wulong Mercenaries
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Posted - 2006.10.21 14:41:00 -
[402]
Originally by: Ewa Quillam Hello,
First of all, I'm please to see all these changes. I believe the game will become more interesting and balanced from now on.
(Not a flame attempt but) Have you ever flown any other ship then Caldari? If not please do and tell me then that this will be a fair balacing. If you do have lots of experiance with the other races ships then please tell me and my brother Amarrians on how to adept to the up comming changes when we are already pritty strugling as it is
Ps: Find all the typo's and get a free cookie!
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MECTO
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Posted - 2006.10.21 14:44:00 -
[403]
Originally by: Malvahne
Originally by: Ogdru Jahad All you pathetic whiners ! I have one magic word for you all...
ADAPT!
I did, i joined the easymode bandwagon and are now skilling for Caldari. Training frig 4 as i speak.
QFT my raven and dominix r ready to pwn i adapted! 
Originally by: Kusotarre I am awesome in fleets, everyone on teamspeak trembles in fear as my battlecry blasts through their headphones, heralding a new era of target-less randomosity.
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darkmancer
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Posted - 2006.10.21 15:06:00 -
[404]
Edited by: darkmancer on 21/10/2006 15:10:40 ddOkay a few thoughts on the changes;
Powergrid of Sacrilege, Deimos and Muninn increased to 1100MW, 950MW and 1100MW respectively - fine but no pg too caldari railboats :(
Agility of battlecruisers and command ships boosted by 20% - Fantastic maybe my ferox wont move like a brick. well a slightly faster brick.
Nighthawk's explosion velocity changed to launcher rate of fire bonus - About time you've just give the NH a 25% damage boost and non of the other races are throwing a strop. Kinda gives a clue as to how sucky it was before. What took so long? what happened to more small patchs fixing thing like this?
Ship hitpoint increase, about 50% for tech 1 and about 25% on tech 2. A bit more on battlecruises/command ships and destroyers/interdictors - Ouu the big bomb shell. Okay this is a penatly to the time it takes smaller ships to destroy larger ships (all rof stays the same but +50% to 100 = 50 hit point but +50% to 20hp is a measly 10), but there's as combat lasts longer it gives faster (which tend to be the smaller) ships more time to get out of the other ships optimal range and reduces the impact of lucky shots. Inty pilots should be jumping for joy :) The real spanking goes to ships who depend on range over dps (all you eagle pilots its lube up time).
In some circumstances Arty burst damage will be more important now, but overall this patch will hurt them, as it will rails with they're low DPS&Burst, missile ships are more about avoiding otherships optimals so a slight disadvantage to them but nothing to cry about. Auto cannons and blasters get a boost cuz the extra combat time will be once they're in range, there is issues about clips size for auto and cap for blasters but i'd have to says they still getting a boost.
I didn't really check it but I'll probably increase shield recharge rate by about 50% as well just to be on the safe side - Okay tux meant recharge time, anyway, abount passive tankers t1 ships get no real bonus from this as the recharge rate wont be affected. T2 ships will get a advantage IF tux just gives a 50& Shield recharge time boost to all ships. But having said that I've played around with passive tanks and for the loss of damage, cap recharge, ecm, tackling and resists you get a recharge rate which at peak is comparable too a t2 booster, whoop de doo. Having said that small ships that can do it and dont lose loads of slots are propobly getting a good advantage. Plates are getting the better end of the deal, with a larger hp boost over extenders.
Modules
Inertia stabilizers give decrease in mass as well as agility and give a penalty to signature radius - interesting may actually be worth something now.
Warp Core Stabilizers now give penalty to targeting range and scan resolution, about 50% for tech 1 - I like this change but some of the whines are actually worth considering. I think the "now i cant fight back" whine isa load off bs, but those who argue about helping level the odds when out numbered do have a point, Perhape we should have another type of WCS with 50% targetting range 50% mass, 50% speed (with penalties not stacking at all) for combat?,
I've not seen anyone mention stealth bombers yet (not surprising as not many use them), then need a complete rethink and overall now more than ever.
We'll see the ecm changes later but there's already a bit of a nerf as the combat lasts longer it gives more chance for ecm to fail a round, more chance for drones to do they're job, and more chance for the ecm ship to run out of cap. Also nos becomes more powerful now with defense more powerful the ability to neutrilse a ship without punching though becomes more attactive (why can't nos decrease your cap recharge time while increasing your opponents? )
Hope ECM burst actually become useful (maybe as a anti drone wep?).
So all told yay to short range plated blasters, nay to long range wcs'd snipers.
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Malvahne
Amarr Wulong Mercenaries
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Posted - 2006.10.21 15:19:00 -
[405]
Edited by: Malvahne on 21/10/2006 15:19:40 Nice writen post but i felt to need to quote you on a small part.
Originally by: darkmancer I didn't really check it but I'll probably increase shield recharge rate by about 50% as well just to be on the safe side - Okay tux meant recharge time, anyway, abount passive tankers t1 ships get no real bonus from this as the recharge rate wont be affected. T2 ships will get a advantage IF tux just gives a 50& Shield recharge time boost to all ships. But having said that I've played around with passive tanks and for the loss of damage, cap recharge, ecm, tackling and resists you get a recharge rate which at peak is comparable too a t2 booster, whoop de doo. Having said that small ships that can do it and dont lose loads of slots are propobly getting a good advantage. Plates are getting the better end of the deal, with a larger hp boost over extenders.
While plates indeed add more armour then a extender adds shield the fact that it takes more cpu/pg to fit a plate and the fact a shield regenerates i think its balanced out the fact both just get a 50% boost.
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Ezra
Gallente Calista Industries
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Posted - 2006.10.21 16:20:00 -
[406]
Originally by: Tuxford I've been replying to the forums today. I'm just gonna list some of the smaller tweaks and changes here.
Agility of battlecruisers and command ships boosted by 20%
To clarify - Do you actually mean increased by 20% (bad) or did you really mean improved by 20% (i.e. you decreased it), since currenty agility is stored as a "mass multiplier" internally and reducing it improves your ships' agility?
If you actually increased the mass multiplier by 20%, why? Sluggish BC/commandship performance has been a major player complaint about those classes for months. ------------ Ezra Cornell pe0n, Calista Industries |

LaCoHa
Caldari Deep Space Navy Caldari Deep Space Industral
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Posted - 2006.10.21 16:26:00 -
[407]
I am 100% sure he means 20% good.
god I hope! :)
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Helenae
GandY Inc.
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Posted - 2006.10.21 17:35:00 -
[408]
Disclaimer : english isn't my native, spelling issues *should* occure.
You are making bomber way more useless than they where before.
Last year there was a first hp increase. Bomber where not loved, but under certain circunstances, able to pop a frigate with their role "hit and run" (they already had the hidden ability to make full damage on small ships with cruise missiles).
With the last year overhall, the bomber gained the ability to hit once uncloaked and recloak fast. But they where now nearly unable to make enough damage to kill a noob ship passing by...
Now you add 25% and 50% hp respectively to T1 & T2 ships. What are the bomber good for ? They are useless in fleet battle (cruise are too slow), useless in gang (because cruise are too slow), useless in solo group (cruise are too slow and bomber are paper made ship so any ship will pop it fast with a pvp fitting). You want longer fights, but what about this ship who have nothing (but the signature, which is gimped) to do long fights ?
Even the manticore become 50% more useless because its a ship dedicated to "hit & run/cloak" and it wont be able to scratch a gallente shield.
What about finding something for all the bomber ships, instead of making them useless ? The cyno/cloak bug is boring enough, killing a good ship branch role, and now the bomber branch is definitively buried...
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darkmancer
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Posted - 2006.10.21 18:53:00 -
[409]
Quote: While plates indeed add more armour then a extender adds shield the fact that it takes more cpu/pg to fit a plate and the fact a shield regenerates i think its balanced out the fact both just get a 50% boost.
It takes more cpu to fit a shield extender, so its easier to fit on shield ships, where as plates take more cpu and are designed for armour tankers. So neither are harder to fit. Currently a 1600 t2 plate give 3360 compared to the 2100 a large t2 shield extender gives. Soo for every plate fitted the shield extender has to give a EXTRA 1260 hp reg over the course of combat. No chance. Take into account you only get peak recharge over a short period of time and you get diminising returns for each extender fitted, even for a dedicated passive tanker this isnt possible. Now throw in the 630 per plate the patch gives. Even if the combat lasts long (more time to regen), plates are superiour. The only mitagation is that the shield do regen so not having a shield booster, isnt as bad as not having a armour rep. Another negative is passive takers will have to wait long for shields to reg now (especially the last few %).
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Fredou
Gallente Hidden Agenda Deep Space Engineering
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Posted - 2006.10.21 19:12:00 -
[410]
I can see maybe 3 problems
cargo space for ammo capacitor passive shield recharge rate ---
Don't forget to check my current Escrow!
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The Armin
Shiva Morsus Mihi
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Posted - 2006.10.21 21:35:00 -
[411]
While I am pleased with the plans of making combat last longer, these changes seems to have been decided about in a bit of a hurry.
You just encouraged more ganking. Instead of bringing one of his friends the usual ganker will now bring four since hitpoints are doubled on most ships. 1on1's will be all about who's cap is breaking first. (Perhaps the Apoc isn't such a bad ship after the changes then ?)
The fact that WCS got nerft, thank you longtime =)))
Minmatarians shouldn't whine too loud I think. The autopest will be a VERY good ship frankly. I can see that the bthron might get troubles breaking tanks/cap before it own cap goes empty.. But the pest can keep shooting and shooting..
I'm flying Amarr, but with these changes I might actually train for a tempest and autoes =)
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Gabriel Karade
Office linebackers Blood of the Innocents
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Posted - 2006.10.21 21:44:00 -
[412]
I don't buy the whole 'people will bring more friends' argument.
If someone has four buddies to bring along and gank someone with they would do that already. The change doesn't magically bring extra pilots and ships to the tableā
----------
- Office Linebacker -
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Pehova Mindtriq
Celestial Apocalypse Insurgency
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Posted - 2006.10.21 21:48:00 -
[413]
How long will it take before you apply the changes to tranq? 2 weeks, 2 monts? Just curious.
Celes/Toxin vs BOB |

Gorion Wassenar
Caldari Tsurokigaarai Kimotoro Directive
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Posted - 2006.10.21 22:29:00 -
[414]
Edited by: Gorion Wassenar on 21/10/2006 22:29:21 I didn't think about what this change would do the SB's damage capabilities. Now with this new change they'll be luck to kill and Inty at all at any range. Looks like its staying in the hanger forever now.... ------------------
CEO of TKI
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Akiman
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Posted - 2006.10.21 22:43:00 -
[415]
Originally by: Tuxford I've been replying to the forums today. I'm just gonna list some of the smaller tweaks and changes here.
Ships Powergrid of Sacrilege, Deimos and Muninn increased to 1100MW, 950MW and 1100MW respectively
why deimos upgraded to 950 while others 1100? wee have to fit micro warp drive you know that dont you? we couldnt fit a cap injector so we need a med nos for survivability u know that dont you? 3 meds in a blaster boat is a pain u know that dont you? still she got lowest pg...ah geezz...
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Electric Cucumber
Amarr Beagle Corp R0ADKILL
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Posted - 2006.10.21 23:00:00 -
[416]
Originally by: Akiman
Originally by: Tuxford I've been replying to the forums today. I'm just gonna list some of the smaller tweaks and changes here.
Ships Powergrid of Sacrilege, Deimos and Muninn increased to 1100MW, 950MW and 1100MW respectively
why deimos upgraded to 950 while others 1100? wee have to fit micro warp drive you know that dont you? we couldnt fit a cap injector so we need a med nos for survivability u know that dont you? 3 meds in a blaster boat is a pain u know that dont you? still she got lowest pg...ah geezz...
So you want to fit neutrons,nos,mwd,cap injector and tank? 
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Aurora Ming
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Posted - 2006.10.22 00:13:00 -
[417]
"Shield extenders and plates increased by 50%"
This is over-kill. It was increased not long ago, it dosn't need increased again.
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Berrik Radhok
GoonFleet GoonSwarm
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Posted - 2006.10.22 01:22:00 -
[418]
Originally by: Mallick People whining about ammo, stfu! Now we can actully get some one in a dedicated 'Logistic' ship and actully _transport_ ammo with the fleet?
IT MAKES SENSE THAT YOU WOULD HAVE SUPPLY SHIPS SUPPLYING THE FLEET! NOW STFU!
If you knew anything about fleet battles (and it's obvious you don't thanks to this ignorant comment), you'd know no one seriously uses logistics ships in PVP because in a fleet battle they will always be called primary and popped like a zit.
Sig removed, inappropriate content - Cortes |

Tammarr
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Posted - 2006.10.22 01:51:00 -
[419]
And its a good thing he posted it in the ships&modules forum instead of straight into eve general with a more fiting title "Everything Changes, please read but I dont want to take the 10000 replies this post will get so I post it in ships & modules instead in a sneaky manner, kk?" This thread have gotten way below the level of attention it deserves.
And yes I do belive this will make mining in alliance space totaly safe. I've actually begun skilling a new character for mining so atleast I'll be prepared to mine in total safety in big alliances space since no hit & run ops will take place, most probably :) And wcs nerf is still to big, this isnt a game of "death before dishonor". Drop the frantic killmail obsessions some have and realize an opponent can lose even if he dosent get blown up, but that is to hard a concept for many to grasp I suppose.
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Cmdr Sy
Off Balance Sheet Entity
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Posted - 2006.10.22 03:43:00 -
[420]
Funny, I don't recall ever fitting WCS for 0.0 hit and run ops. 
Maybe that one time in FOE in EIV-1W (honestly can't remember), trying to raid the entire North in one night, but since my Scorp was made primary by 12 BS and lagged straight into a cloning facility, I don't think whether I fitted them or not ever came into play.
Hit and run ops can be done without WCS. It is not an essential PVP module unless you make it so, and I don't think the demise of the WCS and heatsink fitted Gankageddon will seriously degrade the diversity of alliance PVP.
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