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

JustBlaze
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Posted - 2006.11.14 12:02:00 -
[1]
tux, where ya going with eve i mean like what is your vision of combat?
and what is your vision of chains of command and stuff?
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Jim McGregor
Caldari
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Posted - 2006.11.14 12:04:00 -
[2]
The only change is the hitpoint boost. Any consequences of it should be easy for you to figure out.
--- Eve Wiki | Eve Tribune | Eve Pirate |

regergy6h
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Posted - 2006.11.14 12:05:00 -
[3]
Edited by: regergy6h on 14/11/2006 12:05:38 fdsafgdsa
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Joshua Foiritain
Gallente Coreli Corporation Corelum Syndicate
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Posted - 2006.11.14 12:11:00 -
[4]
Originally by: Jim McGregor The only change is the hitpoint boost. Any consequences of it should be easy for you to figure out.
It ruins the balance? 
Id like to know the big picture as well tbh. -----
[Coreli Corporation Mainframe] |

Samirol
Ore Mongers
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Posted - 2006.11.14 12:12:00 -
[5]
i think he wants giant, close up, 12 hours long fleet battles
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Jim McGregor
Caldari
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Posted - 2006.11.14 12:24:00 -
[6]
Originally by: Joshua Foiritain
Originally by: Jim McGregor The only change is the hitpoint boost. Any consequences of it should be easy for you to figure out.
It ruins the balance? 
Id like to know the big picture as well tbh.
The balance before the change was questionable for everyone except caldari and gallente. Now after the change, some minmatar ships become better than the gallente ones in the same class. The Amarr ships will suffer the same problems as gallente with struggling for cap, while minmatar got good and caldari went from good to best (not best for solo though, they never will be).
--- Eve Wiki | Eve Tribune | Eve Pirate |

Jouno
Celestial Apocalypse Insurgency
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Posted - 2006.11.14 12:46:00 -
[7]
Originally by: Jim McGregor
Originally by: Joshua Foiritain
Originally by: Jim McGregor The only change is the hitpoint boost. Any consequences of it should be easy for you to figure out.
It ruins the balance? 
Id like to know the big picture as well tbh.
The balance before the change was questionable for everyone except caldari and gallente. Now after the change, some minmatar ships become better than the gallente ones in the same class. The Amarr ships will suffer the same problems as gallente with struggling for cap, while minmatar got good and caldari went from good to best (not best for solo though, they never will be).
i think you should stop posting for awhile m8, you will never get it that people arent talking about the individual changes they are talking about how it affects the game as a whole. So take a brake go make more charts run some numberes then come back and post some more, you know so people dont forget your the man on the forums
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Waragha
Art of War
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Posted - 2006.11.14 12:51:00 -
[8]
Originally by: Jim McGregor
Originally by: Joshua Foiritain
Originally by: Jim McGregor The only change is the hitpoint boost. Any consequences of it should be easy for you to figure out.
It ruins the balance? 
Id like to know the big picture as well tbh.
The balance before the change was questionable for everyone except caldari and gallente. Now after the change, some minmatar ships become better than the gallente ones in the same class. The Amarr ships will suffer the same problems as gallente with struggling for cap, while minmatar got good and caldari went from good to best (not best for solo though, they never will be).
I like cruisers so i will give some comments on that. Caldari = Still good, ECM Caracal might have been nerfed. WIth the new HAMs the caracal might be very sick (havent checked fittings etc, don't flame me :p) BB seems to be buffed? Amarr = still crap, even more so now Gallente = Vexor, possibly better unless drone killing is really as viable now as they say on test Thorax = brick of capdeathness :) Minmatar = Stabber, still good tho possibly nerfed alot for 1v1 because of its damage output. Ruppy, im not really sure. It allways has had a very good tank and been a top level cruiser. I think that with the other races cap issues its a buff.
So what happened, Amarr cruisers still suck (****). Vexor is still good and thorax went from good to useless, Caldari recieved buffs. Minmatar im not quite sure of..
Originally by: Trepkos
The only difference between GS and NPC's are that GS respawn quicker.
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Kamikaaazi
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Posted - 2006.11.14 12:55:00 -
[9]
Originally by: Waragha
Originally by: Jim McGregor
Originally by: Joshua Foiritain
Originally by: Jim McGregor The only change is the hitpoint boost. Any consequences of it should be easy for you to figure out.
It ruins the balance? 
Id like to know the big picture as well tbh.
The balance before the change was questionable for everyone except caldari and gallente. Now after the change, some minmatar ships become better than the gallente ones in the same class. The Amarr ships will suffer the same problems as gallente with struggling for cap, while minmatar got good and caldari went from good to best (not best for solo though, they never will be).
I like cruisers so i will give some comments on that. Caldari = Still good, ECM Caracal might have been nerfed. WIth the new HAMs the caracal might be very sick (havent checked fittings etc, don't flame me :p) BB seems to be buffed? Amarr = still crap, even more so now Gallente = Vexor, possibly better unless drone killing is really as viable now as they say on test Thorax = brick of capdeathness :) Minmatar = Stabber, still good tho possibly nerfed alot for 1v1 because of its damage output. Ruppy, im not really sure. It allways has had a very good tank and been a top level cruiser. I think that with the other races cap issues its a buff.
So what happened, Amarr cruisers still suck (****). Vexor is still good and thorax went from good to useless, Caldari recieved buffs. Minmatar im not quite sure of..
what buffs for caldari? Have you ever looked at ecm cap needs? Also BB-s are getting nerfed real badly on test server. EW ships dont have their former ecm strenghts even with the new bonuses.
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Jin Entres
Sharks With Frickin' Laser Beams Mercenary Coalition
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Posted - 2006.11.14 12:56:00 -
[10]
Your concern is valid, and I share it, but the way you expressed it with a capitalized, redundant topic with excessive exclamation marks stripped away the chance of getting that reply.
(I'm covertly trying to fix that. Doh, shouldn't have said it.) ---
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Abbadon Karis
Caldari
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Posted - 2006.11.14 13:17:00 -
[11]
Funny thing is, well actually it isnt very funny since all these things remind me of what happened to SWG after NGE or whatever the update from hell was called. Was kinda ammusing when they where talking about the game on the fanfest and assured us it woudnt get more carebear but the changes certainly lead the game that path.
Not to mention the merger with Whilewolf... WW have a rep for destroying companies and milking them even if CCP manages to work alongside WW kiss Eve good bye. The fact that they are already wasting development time on interior stations etc should tell you that Eve is unfortunatly a sinking ship and the next game is already planned and a small company as CCP won't be able to run two mmo's:(
Too bad really is one of the few somewhat no carebear pvp games left. Ehhh hopefulyl Vanguard will life up to peoples expectations.
8 years now workign in the industry, working on EQ, Shadowbane and Uru Live and its always the same story again. The devs dumb a game down to have more appeal torwards a bigger market. The fact that they are alienating their customers doesnt make a difference. Afterall if you get 20k new subscribers, who cares about the 5000 fanboys that quit. When we hang the capatalists, they will sell us the ropes we use. -Josef Stalin |

Jim McGregor
Caldari
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Posted - 2006.11.14 13:20:00 -
[12]
Originally by: Jouno
i think you should stop posting for awhile m8, you will never get it that people arent talking about the individual changes they are talking about how it affects the game as a whole. So take a brake go make more charts run some numberes then come back and post some more, you know so people dont forget your the man on the forums
My comment was to the "hitpoint boost ruins balance" comment. Because it doesnt. It just changes it. And I WAS talking about how it affects the 4 races as a whole in pvp, yeah. Feel free to disagree! If you have it in your mind that Im some kind of special know-it-all character because I post a lot, then get that out of your head quickly. I always say what I think, and sometimes Im wrong.
Im not "the man", what the hell are you talking about? A lot of people dont even like me. Which is the way it always is when someone with opinions dont mind sharing them. You get liked by the ones who agree, and disliked by the ones who dont. Thats perfectly fine with me. Just because you may be chicken and prefer to not stick the chin out by having a opinion doesnt mean I should do the same. Take your best shot.
--- Eve Wiki | Eve Tribune | Eve Pirate |

Naran Darkmood
Gallente
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Posted - 2006.11.14 13:28:00 -
[13]
Edited by: Naran Darkmood on 14/11/2006 13:29:27
Originally by: Abbadon Karis The fact that they are already wasting development time on interior stations etc should tell you that Eve is unfortunatly a sinking ship
Interestingly, the same stuff has been said for the first expansion, and for the 2nd and most likely for the 3rd, but I took a brake back then, so I didn't follow those discussions anymore. I'm not going to say that peak server usage was well below 10k at this time, as you might and most likely will reply that this just shows how carebearish EVE has already become.
Originally by: Abbadon Karis and the next game is already planned and a small company as CCP won't be able to run two mmo's:(
The general opinion was at the launch, that such a same company can't even run 1 MMORPG. They did - they did even well. If EVE goes down the drain, the last step will be a free game, like Shadowbane has become already. But for some reason, I don't think that will happen.
Originally by: Patch86 How ironic that "****" (polish) is filtered, but "arse" and "ass" are not. No polish swearing on these English language only forums, or bannage!
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Taipan Gedscho
Taipan Industries
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Posted - 2006.11.14 13:35:00 -
[14]
who was the guy at the fanfest that said "we wont dumb down eve. because its just not possible. because eve is about player interaction and politics."
that could be interpreted: "we gonna **** eve over. we gonna make it so, that every dumbnut can be playing it like tetris. but dont worry! you still can interact with your friends and we have no influence on those!"
im feeling cold now.
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Caztra Tor
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Posted - 2006.11.14 13:39:00 -
[15]
Originally by: Abbadon Karis Funny thing is, well actually it isnt very funny since all these things remind me of what happened to SWG after NGE or whatever the update from hell was called. Was kinda ammusing when they where talking about the game on the fanfest and assured us it woudnt get more carebear but the changes certainly lead the game that path.
Not to mention the merger with Whilewolf... WW have a rep for destroying companies and milking them even if CCP manages to work alongside WW kiss Eve good bye. The fact that they are already wasting development time on interior stations etc should tell you that Eve is unfortunatly a sinking ship and the next game is already planned and a small company as CCP won't be able to run two mmo's:(
Too bad really is one of the few somewhat no carebear pvp games left. Ehhh hopefulyl Vanguard will life up to peoples expectations.
8 years now workign in the industry, working on EQ, Shadowbane and Uru Live and its always the same story again. The devs dumb a game down to have more appeal torwards a bigger market. The fact that they are alienating their customers doesnt make a difference. Afterall if you get 20k new subscribers, who cares about the 5000 fanboys that quit.
Troll. Tricks are for kids.
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Jim McGregor
Caldari
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Posted - 2006.11.14 13:41:00 -
[16]
Originally by: Taipan Gedscho who was the guy at the fanfest that said "we wont dumb down eve. because its just not possible. because eve is about player interaction and politics."
that could be interpreted: "we gonna **** eve over. we gonna make it so, that every dumbnut can be playing it like tetris. but dont worry! you still can interact with your friends and we have no influence on those!"
im feeling cold now.
Eve isnt even hard. I really dont see how people (for example) can learn how to drive a car, but think Eve is complicated. 
--- Eve Wiki | Eve Tribune | Eve Pirate |

Abbadon Karis
Caldari
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Posted - 2006.11.14 13:52:00 -
[17]
Edited by: Abbadon Karis on 14/11/2006 13:53:40
Originally by: Caztra Tor
Troll. Tricks are for kids.
And fanboys are the bane to every game in existence. Honestly learn something about the video game industry then come and talk to me.
Do you even have a clue who WW is? With which companies they have worked with? Take a look and find me one company that has made money from working with WW and didnt go belly up. When we hang the capatalists, they will sell us the ropes we use. -Josef Stalin |

Evil Sulu
Sanguine Legion Pirate Coalition
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Posted - 2006.11.14 13:53:00 -
[18]
Originally by: Waragha Thorax = brick of capdeathness :)
lol. Agreed, I'm trying to enjoy mine for the next few weeks before it is AOE nerfed into extinction. I think you're pretty much bang on with the rest of your analysis. Passive cara and the 1600 plated ruppie will be top of the food chain for solo, followed by the stabber, AC maller (capless weapons + big plate + built-in EANM II 4tw), and to a lesser degree the vexor (plenty of time to web & kill drones now).
I just don't understand why so many drastic game balance changes are being made at one time. I guess you have to roll with the punches, go-go-gadget hurricane training. -------------
Public Channel: #Khanidblood |

Joshua Foiritain
Gallente Coreli Corporation Corelum Syndicate
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Posted - 2006.11.14 13:58:00 -
[19]
Edited by: Joshua Foiritain on 14/11/2006 14:00:03
Originally by: Jim McGregor
Originally by: Jouno
i think you should stop posting for awhile m8, you will never get it that people arent talking about the individual changes they are talking about how it affects the game as a whole. So take a brake go make more charts run some numberes then come back and post some more, you know so people dont forget your the man on the forums
My comment was to the "hitpoint boost ruins balance" comment. Because it doesnt. It just changes it. And I WAS talking about how it affects the 4 races as a whole in pvp, yeah. Feel free to disagree!
It does actually, ships which rely on killing their enemy before running out of cap (Read most Gallente and various other races close range ships) suddenly find themselves in quite a bad position.
If this is part of an large overhaul that supposed to fix the balance or whether its just some random changes hoping they fix more then they break then id like to know. -----
[Coreli Corporation Mainframe] |

Hayabusa Fury
Caldari Wu-Tang Financial Mordus Angels
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Posted - 2006.11.14 14:13:00 -
[20]
Originally by: Jim McGregor
Originally by: Joshua Foiritain
Originally by: Jim McGregor The only change is the hitpoint boost. Any consequences of it should be easy for you to figure out.
It ruins the balance? 
Id like to know the big picture as well tbh.
The balance before the change was questionable for everyone except caldari and gallente. Now after the change, some minmatar ships become better than the gallente ones in the same class. The Amarr ships will suffer the same problems as gallente with struggling for cap, while minmatar got good and caldari went from good to best (not best for solo though, they never will be).
How the he!! did Caldari get best out of this???!?!?!?
The optimal bonus is now useless as all ship have time to close distance now. Especially against the games least mobile ships.
Missles slow DPS is even now more obvious that people will have all day to warp off before the missle make their mark.
Gallente should come out best as now the time to close distance for blasters and the damage bonus they recieve is even better. Sure they have to eat some damage while they close, but the second half the fight they will out DPS everyone.
Speed now make Minmatar better as well.
HP boost and effect on race "uberness" is:
1.Gallente 2.Minmatar 3.Caldari 4.Ammar
This really is a Caldari nerf if you look at it. I still love the hp increase. Maybe people will live beyong the jump in lag and a real fight will happen.
----------------
"I can not recall the number of times my superior intellect has got me knee deep in ****!" --Harely Hayes |
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Bazan Kor
STK Scientific Ascendant Frontier
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Posted - 2006.11.14 14:15:00 -
[21]
How is the HP boost a buff to gallente? Unless drones get a HP increase as well they will get shot down before the enemy tank can be broken. As drones are our second (or often first) line of offence this must be a nerf?
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Ishquar Teh'Sainte
Euphoria Released Euphoria Unleashed
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Posted - 2006.11.14 14:17:00 -
[22]
Originally by: Hayabusa Fury
Originally by: Jim McGregor
Originally by: Joshua Foiritain
Originally by: Jim McGregor The only change is the hitpoint boost. Any consequences of it should be easy for you to figure out.
It ruins the balance? 
Id like to know the big picture as well tbh.
The balance before the change was questionable for everyone except caldari and gallente. Now after the change, some minmatar ships become better than the gallente ones in the same class. The Amarr ships will suffer the same problems as gallente with struggling for cap, while minmatar got good and caldari went from good to best (not best for solo though, they never will be).
How the he!! did Caldari get best out of this???!?!?!?
The optimal bonus is now useless as all ship have time to close distance now. Especially against the games least mobile ships.
Missles slow DPS is even now more obvious that people will have all day to warp off before the missle make their mark.
Gallente should come out best as now the time to close distance for blasters and the damage bonus they recieve is even better. Sure they have to eat some damage while they close, but the second half the fight they will out DPS everyone.
Speed now make Minmatar better as well.
HP boost and effect on race "uberness" is:
1.Gallente 2.Minmatar 3.Caldari 4.Ammar
This really is a Caldari nerf if you look at it. I still love the hp increase. Maybe people will live beyong the jump in lag and a real fight will happen.
so your saying that passive-high-resistance tanks and non-cap-using weapons are nerfed?? O_o ___________________
-Skellibjalla- Life is a garden of perceptions. Pick your fruit.
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Jim McGregor
Caldari
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Posted - 2006.11.14 14:18:00 -
[23]
Edited by: Jim McGregor on 14/11/2006 14:19:54
Originally by: Hayabusa Fury
HP boost and effect on race "uberness" is:
1.Gallente 2.Minmatar 3.Caldari 4.Ammar
This really is a Caldari nerf if you look at it. I still love the hp increase. Maybe people will live beyong the jump in lag and a real fight will happen.
Ok. Personally i would put it something like this:
1. Caldari (but still sucks for solo pvp) 2. Minmatar 3. Gallente 4. Amarr
My reasons are different than yours though. Im thinking of how the hitpoint boost gives the heavy cap users problems killing ships without running out of cap. And Amarr gets double problems with both high cap use and the problems with EANM II giving so good resists against em/thermal damage. The only nerf to minmatar is the alpha strike as I see it. And I cant really agree with your reasons for thinking caldari got nerfed, but I guess we have a different view of the importance of range when it comes to missiles.
--- Eve Wiki | Eve Tribune | Eve Pirate |

Taipan Gedscho
Taipan Industries
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Posted - 2006.11.14 14:23:00 -
[24]
Edited by: Taipan Gedscho on 14/11/2006 14:25:56
Originally by: Jim McGregor Eve isnt even hard. I really dont see how people (for example) can learn how to drive a car, but think Eve is complicated. 
on my last holidays in greece i often saw kids (about 10yo) moving cars around for their daddies.
driving cars is much less complicated than eve. period.
driving cars paying attention to the rules and other traffic participants, in a city like new york... well... we're getting closer to eve.
but this
Quote: Do you even have a clue who WW is? With which companies they have worked with? Take a look and find me one company that has made money from working with WW and didnt go belly up.
worries me.
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Evil Sulu
Sanguine Legion Pirate Coalition
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Posted - 2006.11.14 14:26:00 -
[25]
Originally by: Hayabusa Fury HP boost and effect on race "uberness" is:
1.Gallente 2.Minmatar 3.Caldari 4.Ammar
This really is a Caldari nerf if you look at it. I still love the hp increase. Maybe people will live beyong the jump in lag and a real fight will happen.
<== This is me laughing at you. Caldari lost the ecm jav raven. In exchange they got the Rohk, the NH unnerfed, the drake, exclusive use of ecm, and a boost to passive shield tanking. Gallente blasterboats aka 50% of their lineup have taken a major hit in the shorts with the ammo tracking nerf combined with serious cap issues in longer fights - most of them will mostly likely be broken. Combine this with an upcoming nos nerf which is likely to badly hurt the other 50% of the gallente lineup. Yeah, this is gonna work out good for gal.  -------------
Public Channel: #Khanidblood |

Jim McGregor
Caldari
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Posted - 2006.11.14 14:27:00 -
[26]
Originally by: Taipan Gedscho Edited by: Taipan Gedscho on 14/11/2006 14:25:56
Originally by: Jim McGregor Eve isnt even hard. I really dont see how people (for example) can learn how to drive a car, but think Eve is complicated. 
on my last holidays in greece i often saw kids (about 10yo) moving cars around for their daddies.
They probably didnt drive those cars in actual traffic, following the rules, did they? Anyone can steer and use the pedals of course, thats not what I meant. --- Eve Wiki | Eve Tribune | Eve Pirate |

welsh wizard
Celestial Apocalypse Insurgency
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Posted - 2006.11.14 14:37:00 -
[27]
Originally by: Taipan Gedscho .....driving cars is much less complicated than eve. period.....
Awesome quote :D
Originally by: anonymous If you're being chased by a police dog, try not to go through a tunnel, then on to a little seesaw, then jump through a hoop of fire. They're trained for that.
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Phrixus Zephyr
Yesodic Nomads Corp Triumvirate.
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Posted - 2006.11.14 15:10:00 -
[28]
Originally by: welsh wizard
Originally by: Taipan Gedscho .....driving cars is much less complicated than eve. period.....
Awesome quote :D
If you hit an old lady she'll respawn anyway.
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Uggster
Caldari Never'where
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Posted - 2006.11.14 16:01:00 -
[29]
Originally by: Phrixus Zephyr
Originally by: welsh wizard
Originally by: Taipan Gedscho .....driving cars is much less complicated than eve. period.....
Awesome quote :D
If you hit an old lady she'll respawn anyway.
Now thats funny
  _______________________________________________
Sig removed as inappropriate- Tirg
Story of my life that one :( |

Mallakk
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Posted - 2006.11.14 16:02:00 -
[30]
An interceptor is hundred of metters long, its not a paper made 10 metters flying saussage who break in 2 secondes and vanish from space...
I am ok with the fact of doing long fight where you can break each ships part one after each other, where the process of losing a ship is something long, that hurt.
"*takes a gun servant voice* Captain, their propulsion is broke, do we concentrate fire on their turrets or try to pierce their core reactor ?"
With subsystem targeting, perhaps things will be a bit more "epic" and fight more interesting for people who dont only count on ganking and alpha strike to break their opponent. Actually, our ship are like Xwing in the death star attack : goes with a *poof*. But our ships are much bigger...
now its true some ship will not even be able to fight a noob ship, so breaking their subsystem will be kinda hard (/me point bombers)
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Taipan Gedscho
Taipan Industries
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Posted - 2006.11.14 16:20:00 -
[31]
Edited by: Taipan Gedscho on 14/11/2006 16:23:20
Originally by: Jim McGregor Anyone can steer and use the pedals of course, thats not what I meant.
yeah, now were talking.
but still. look at the world. every monkey has a car. now imagine, you let every one of those people try eve. and then imagine how many are going to fail.
and before flaming starts: im not saying, we eve players are special or smarter than the next average joe. no way.
but im saying: yes, YOU can make eve less complicated, and it IS somewhat complicated now. and i like that. i would have no problem with making it even more complex.
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Vincent Almasy
Gallente The Underground
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Posted - 2006.11.14 16:47:00 -
[32]
Edited by: Vincent Almasy on 14/11/2006 16:47:59
Originally by: Hayabusa Fury
How the he!! did Caldari get best out of this???!?!?!?
The optimal bonus is now useless as all ship have time to close distance now. Especially against the games least mobile ships.
Missles slow DPS is even now more obvious that people will have all day to warp off before the missle make their mark.
Gallente should come out best as now the time to close distance for blasters and the damage bonus they recieve is even better. Sure they have to eat some damage while they close, but the second half the fight they will out DPS everyone.
Speed now make Minmatar better as well.
HP boost and effect on race "uberness" is:
1.Gallente 2.Minmatar 3.Caldari 4.Ammar
This really is a Caldari nerf if you look at it. I still love the hp increase. Maybe people will live beyong the jump in lag and a real fight will happen.
1. Caldari (Same old Same old, no cap weapons) 2. Minmatar (guns get a bit of a boost i hear aswell as no cap weapons) 3. Gallente (Mega cap user and worse active tank user) 4. Amarr (mega cap user and worse active tank user + sh itty damage from all weapons mostly doing EMP but good agenst Caldari/shield minmatar if their cap lasts)
With the shield boosts something also changes, shield relays and rechargers will be more powerful indirectly from increased recharge time and shield cap it will be easier to lower shield recharge more then it is now. Gallente and Amarr spill cap left and right from their weapons and also t2 ammo makes that more appearent and worst of all they use armor and the regen armor plate doesn't regen armor at all so they kinda screws them sideways now doesn't it. Missiles have a travel time if you shoot from far away but have a 100% hit rate if you didn't forget the only limiter is how far your skills and make them go. ECM gets a nerf wounder ful but if you haven't been reasing ECM ships will get a boost and if not their are rigs and lows to upp ECM power so that bit on ECM being worthless is out of there, and the enemy getting close is the least of the things you should give... Them getting close ups the rate of them getting hit if you didn't notice and if they come at you they will take the missile head on.
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Tuxford

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Posted - 2006.11.14 16:53:00 -
[33]
Originally by: Jim McGregor
Originally by: Joshua Foiritain
Originally by: Jim McGregor The only change is the hitpoint boost. Any consequences of it should be easy for you to figure out.
It ruins the balance? 
Id like to know the big picture as well tbh.
The balance before the change was questionable for everyone except caldari and gallente. Now after the change, some minmatar ships become better than the gallente ones in the same class. The Amarr ships will suffer the same problems as gallente with struggling for cap, while minmatar got good and caldari went from good to best (not best for solo though, they never will be).
The only real problem I see with hitpoint change is the cap issue. Easy fix is really, boost the total capacity of all ships and the recharge time maintaining the same peak cap/sec but giving you more total capacitor (cap batteries as well). I sent a mail way back about doing this when we did the hp change and we had a discussion and decided not to do it. We've pretty much restarted the whole discussion but now I fear that that the decisions were all based on misunderstanding, people thinking that I wanted to boost the peak charge instead of just more cap, longer recharge time.
We're also looking into volume of cap charges. Normally I would say ****it its fine that people could potentially run out of charges, cap booster shouldn't really end all worries on cap but in reality it just makes nosferatu more powerful, which isn't really what we're going for.
I was also a bit lazy when increasing the shield recharge time on battlecruisers and command ships so I might have accidentally boosted passive shield tanks a bit too much. _______________ |
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Jasai Kameron
The Palladium Union
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Posted - 2006.11.14 16:57:00 -
[34]
Edited by: Jasai Kameron on 14/11/2006 16:57:56
Originally by: Tuxford The only real problem I see with hitpoint change is the cap issue. Easy fix is really, boost the total capacity of all ships and the recharge time maintaining the same peak cap/sec but giving you more total capacitor (cap batteries as well). I sent a mail way back about doing this when we did the hp change and we had a discussion and decided not to do it. We've pretty much restarted the whole discussion but now I fear that that the decisions were all based on misunderstanding, people thinking that I wanted to boost the peak charge instead of just more cap, longer recharge time.
We're also looking into volume of cap charges. Normally I would say ****it its fine that people could potentially run out of charges, cap booster shouldn't really end all worries on cap but in reality it just makes nosferatu more powerful, which isn't really what we're going for.
I was also a bit lazy when increasing the shield recharge time on battlecruisers and command ships so I might have accidentally boosted passive shield tanks a bit too much.
Thanks, mate. That's very good to hear. Boosting maximum cap to compensate makes sense to me.
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Carnye Dubro
Caldari Shock and Awe
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Posted - 2006.11.14 16:58:00 -
[35]
Originally by: Jim McGregor
By the way, what do you think would happen if I decided to stop playing Eve and not post anymore. Im willing to bet: "Nothing". Thats how important I am. :)
I would miss your insight in the forums... even when I don't agree with you...
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Tyler Lowe
Minmatar DROW Org Sylph Alliance
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Posted - 2006.11.14 17:00:00 -
[36]
Originally by: Tuxford
The only real problem I see with hitpoint change is the cap issue. Easy fix is really, boost the total capacity of all ships and the recharge time maintaining the same peak cap/sec but giving you more total capacitor (cap batteries as well). I sent a mail way back about doing this when we did the hp change and we had a discussion and decided not to do it. We've pretty much restarted the whole discussion but now I fear that that the decisions were all based on misunderstanding, people thinking that I wanted to boost the peak charge instead of just more cap, longer recharge time.
We're also looking into volume of cap charges. Normally I would say ****it its fine that people could potentially run out of charges, cap booster shouldn't really end all worries on cap but in reality it just makes nosferatu more powerful, which isn't really what we're going for.
I was also a bit lazy when increasing the shield recharge time on battlecruisers and command ships so I might have accidentally boosted passive shield tanks a bit too much.
While you're looking at cap batteries, may I humbly suggest that given the fitting requirements vs a cap recharger, these modules are a touch underpowered. IMHO, they could use a boost. Also, can we look forward to the tech II variant of the large cap battery and/or XL cap batteries being seeded?
J.A.F.O.
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Tuxford

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Posted - 2006.11.14 17:02:00 -
[37]
Originally by: Jasai Kameron Thanks, mate. That's very good to hear. Boosting maximum cap to compensate makes sense to me.
Its the easiest thing to do to keep the status quo and just make fights longer. The reason for us making the fights longer is something that Oveur talked about at the fanfest in his speech. As for were I'm going with this game then I'm flattered and all but I'm just one of the team tugging at the rope. _______________ |
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Tuxford

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Posted - 2006.11.14 17:03:00 -
[38]
Originally by: Tyler Lowe
Originally by: Tuxford
The only real problem I see with hitpoint change is the cap issue. Easy fix is really, boost the total capacity of all ships and the recharge time maintaining the same peak cap/sec but giving you more total capacitor (cap batteries as well). I sent a mail way back about doing this when we did the hp change and we had a discussion and decided not to do it. We've pretty much restarted the whole discussion but now I fear that that the decisions were all based on misunderstanding, people thinking that I wanted to boost the peak charge instead of just more cap, longer recharge time.
We're also looking into volume of cap charges. Normally I would say ****it its fine that people could potentially run out of charges, cap booster shouldn't really end all worries on cap but in reality it just makes nosferatu more powerful, which isn't really what we're going for.
I was also a bit lazy when increasing the shield recharge time on battlecruisers and command ships so I might have accidentally boosted passive shield tanks a bit too much.
While you're looking at cap batteries, may I humbly suggest that given the fitting requirements vs a cap recharger, these modules are a touch underpowered. IMHO, they could use a boost. Also, can we look forward to the tech II variant of the large cap battery and/or XL cap batteries being seeded?
a touch? Yeah they're just not very good unless you put it on ship that has really really crappy capacitor and then it probably won't have the grid to fit it anyway. _______________ |
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Jim McGregor
Caldari
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Posted - 2006.11.14 17:04:00 -
[39]
Originally by: Tuxford
Originally by: Jim McGregor
Originally by: Joshua Foiritain
Originally by: Jim McGregor The only change is the hitpoint boost. Any consequences of it should be easy for you to figure out.
It ruins the balance? 
Id like to know the big picture as well tbh.
The balance before the change was questionable for everyone except caldari and gallente. Now after the change, some minmatar ships become better than the gallente ones in the same class. The Amarr ships will suffer the same problems as gallente with struggling for cap, while minmatar got good and caldari went from good to best (not best for solo though, they never will be).
The only real problem I see with hitpoint change is the cap issue. Easy fix is really, boost the total capacity of all ships and the recharge time maintaining the same peak cap/sec but giving you more total capacitor (cap batteries as well). I sent a mail way back about doing this when we did the hp change and we had a discussion and decided not to do it. We've pretty much restarted the whole discussion but now I fear that that the decisions were all based on misunderstanding, people thinking that I wanted to boost the peak charge instead of just more cap, longer recharge time.
We're also looking into volume of cap charges. Normally I would say ****it its fine that people could potentially run out of charges, cap booster shouldn't really end all worries on cap but in reality it just makes nosferatu more powerful, which isn't really what we're going for.
I was also a bit lazy when increasing the shield recharge time on battlecruisers and command ships so I might have accidentally boosted passive shield tanks a bit too much.
Yeah, I think boosting the total cap amount (but keeping recharge rate/sec the same) for all ships is probably a good solution to restore balance back to where it was. Right now we are looking at the non-cap races getting a really big advantage compared to the others, which isnt really fair imo. And I say that a minmatar pilot. As much as I like my own race boosted, winning because the other guy runs out of cap feels... wrong. Its not good for Eve to make it all about the cap when fighting.
--- Eve Wiki | Eve Tribune | Eve Pirate |

Ituralde
Jericho Fraction The Star Fraction
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Posted - 2006.11.14 17:19:00 -
[40]
Great, so now the Abbadon may be able to run megapulses and a tank for *three* minutes instead of one and a half.
Remember also that this will boost tankers that don't use cap to fire their weapons. Perhaps this boost should be targeted more towards the Gallente(Armor tanks, microwarpdrives and neutron blasters) and more importantly the Amarr (Lasers, heavy armor tanks, and that MWD you probably can't fit anyways...) else its pointless because the defending tank just gains even more relative sustainability and the cap-hungry weapons still suck the attacker dry.
If you do increase total cap, remember to boost cap batteries accordingly - hell they could get something of a boost anyways. Perhaps something of a fitting requirement decrease? Its the sort of module that if made worthwhile might indeed help the Amarr (and the Gallente too I guess) out a good bit.
Just my two cents.
Fear is the mind-killer. |
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El Yatta
Mercenary Forces Exquisite Malevolance
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Posted - 2006.11.14 17:25:00 -
[41]
Its great that this is being thought about and is being adressed, but isnt it about time that you finalised stuff like this if you want to release on the 28th? It'd be very good that major balance issues are adressed this week on test, so that the final bug testing can progress withou being people screaming about nos/capweapons and HP. Are other issues people feel strongly about, e.g. tier 3 bs balance also being looked at? I know devs like our feedback but we'd all feel a lot better if an updated patch on the test server with balance adjustments came out.
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Dorah Hawkwing
Chosen Path Lotka Volterra
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Posted - 2006.11.14 17:26:00 -
[42]
Augurer: 14k armor anyone? Mine will have in Kali.
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Jim McGregor
Caldari
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Posted - 2006.11.14 17:26:00 -
[43]
Originally by: Ituralde
Perhaps this boost should be targeted more towards the Gallente(Armor tanks, microwarpdrives and neutron blasters) and more importantly the Amarr (Lasers, heavy armor tanks, and that MWD you probably can't fit anyways...) else its pointless
I dont agree. Before the hitpoint boost, gallente were doing just fine and being the permanent flavor of the month. Some would even say overpowered. So the last thing we need is to boost those ships even more.
For Amarr, well, they did just fine before the EANM II giving people so high resists, so I think a better solution is to tune those a bit.
--- Eve Wiki | Eve Tribune | Eve Pirate |

Siakel
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Posted - 2006.11.14 17:28:00 -
[44]
Originally by: Abbadon Karis
Too bad really is one of the few somewhat no carebear pvp games left. Ehhh hopefulyl Vanguard will life up to peoples expectations.
*chokes*
You're kidding, right? Vanguard looked good, six months ago. Every announced change to it pushes it more towards easymode, and I lost all interest in the game a long time ago. I mean... it'll have two or three 'PvP servers' with level-restricted, and possibly zone-restricted PvP? Meh, at best.
I'm not fond of the way EVE is heading, but I'll probably stick with it anyway.. the only other hope I really have is Darkfall, and I'm not sure when that will come out.
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Miri Tirzan
Caldari Reikoku Band of Brothers
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Posted - 2006.11.14 17:38:00 -
[45]
It is nice to see that Tux is looking at the cap issues, however, I think an across the board cap increase is the wrong way to go. It may be easy to do but there are alot of unintended impacts.
Why does cap need increased? It is for the weapon systems. Shield tanking and armor tanking are fairly easy to sustain if your not using your cap for weapon systems. Now is the goal to increase the cap available for tanking or to keep weapon systems operating.
If the goal is to increase the time that weapons can fire, then increase the bonus to controlled bursts from 5% to 10%. That way your not making the ships that do not use cap for weapons systems more uber. If you do the across the board cap increase, then those ships that use cap-less weapons will have much more cap to put into tanking. It would be unbalacing to have some ships get a tank boost while other just get enough to keep thier weapons going. In some cases the tank boost will off-set the weapons sustainability and we are right back where we started, out of cap for weapons before the battle is over.
As a side note. Amarr has problems with cap and fitting for energy turrets. Can we get the cap use for energy turrets removed and a cap recharge bonus for the ship instead? It would be ok if amarr ships sucked cap like no tomorrow if, and this is a big if, the ships had an hugh bonus to recharge to help them sustain it. 20% recharge bonus per skill level works out to being about the same as a 10% per level cap reduction use of turrets.
I tossed that in since Tux actually seems to be reading this thread.
svetlana - "whining gets you stuff. that is why humans got to the top of the food chain and all the other animals got nerfed."
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Old Geeza
The Retirement Home
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Posted - 2006.11.14 17:41:00 -
[46]
I wish people would stop trying to change the EANM modules so they don't give an EM boost - they are very useful on T2 ships when you have patched your resistance hole(s).
The problem is that Amarr do far too much EM damage and too little thermal damage. Time for a T2 close-range 75% Thermal 25% EM crystal. While you're at it, give Minmatar those missing T2 EM/Thermal (50/50 please) ammos too.
_______________________________________ Sign the petition against jump queues! |

Jim McGregor
Caldari
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Posted - 2006.11.14 17:45:00 -
[47]
Edited by: Jim McGregor on 14/11/2006 17:53:01
Originally by: Old Geeza I wish people would stop trying to change the EANM modules so they don't give an EM boost - they are very useful on T2 ships when you have patched your resistance hole(s).
The problem is that Amarr do far too much EM damage and too little thermal damage. Time for a T2 close-range 75% Thermal 25% EM crystal. While you're at it, give Minmatar those missing T2 EM/Thermal (50/50 please) ammos too.
If Amarr gets 75/25 thermal/em, I think its safe to say that minmatar would like it too. All the popular (t1) minmatar ammo have a strong percentage of ONE damage type. And personally, I would like nothing more if projectiles had only one damage type per ammo. But Ive discussed that before in a thread, and most people actually liked the split damage for some reason, even if it makes the dps go down.
We have stuff like phased plasma with a strong thermal percentage, but what would be neat would be some more t2 ammo with the same range as Barrage, but with other damage types. Minmatar are supposed to kite the close range blaster ships, and the advantage of picking damage type goes out the window when we come to t2 ammo that has the range that is needed. But thats not what the thread is about, so...
--- Eve Wiki | Eve Tribune | Eve Pirate |

Wintermoon
Interstellar eXodus R0ADKILL
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Posted - 2006.11.14 17:59:00 -
[48]
Capacitor capacity boost across the board?
Hell yeah, the apoc's bonus just went premium! 
With better cap batteries too you can make the ultimate capacitor warfare boat (step aside domi darling, amarr's in town).
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Kharakan
Amarr GREY COUNCIL Breidablik
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Posted - 2006.11.14 18:33:00 -
[49]
Originally by: Wintermoon Capacitor capacity boost across the board?
Hell yeah, the apoc's bonus just went premium! 
With better cap batteries too you can make the ultimate capacitor warfare boat (step aside domi darling, amarr's in town).
Hell yus, we're halfway there 
Originally by: Joshua Foiritain (to Dark Shikari) HAHAHA I KNOW YOUR ACCOUUNT NAME TIME TO DIE
this signature space is claimed in the name of eris, haha I got to him first. neeneer
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Hayabusa Fury
Caldari Wu-Tang Financial Mordus Angels
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Posted - 2006.11.14 18:51:00 -
[50]
Ok to the no cap weapons issue=Caldari
If you want to participate in PvP as Caldari and you actually want a kill, you need to use hybrids. Hybrids use cap and get a nerf like all the other races. Missles don't really have a big place in PvP and that is what everyone is in a huff about. PvP!!! And to range and missle:
Missles hit at any range yes, but when you use speed to make them miss, they miss at any range too. Every race can dictate the range and speed of the engagement agaist Caldari so you orbiting me at your optimal while using enough speed to lower my missle DPS mean you win against my missle ships. If I use Hybrids then I have the same issues as gallente except without the damage bonus and speed factor. On paper Caldari look really overpowered but in reality they are on par with Gallente and Minmatar. Sorry Ammar 
Because a slow caldari missle boat can't catch anything, how does it kill anything? If your prey can run when it wants too then that is a useless weapon in a fight. Ravens and Drakes look big and scary and on paper they have great damage potential. But again in game is a different story. It is not the suxor. but it doesn't own either and doesn't need a nerf.
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"I can not recall the number of times my superior intellect has got me knee deep in ****!" --Harely Hayes |
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Elve Sorrow
Amarr Shinra Lotka Volterra
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Posted - 2006.11.14 18:55:00 -
[51]
Originally by: Wintermoon Capacitor capacity boost across the board?
Hell yeah, the apoc's bonus just went premium! 
With better cap batteries too you can make the ultimate capacitor warfare boat (step aside domi darling, amarr's in town).
Wouldnt be so sure - itll likely just mean ships like the Apoc will die with cap remaining. Especially if the peak recharge stays the same. And since even an Apoc's peak recharge can only match a single Cap Booster by using 4-6 mods, youll still need a Cap Booster.
Ofcourse im pessimistic and convinced Tux is Caldari, so yea.
It's great being Amarr, aint it?
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FraXy
Caldari E X O D U S Imperial Republic Of the North
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Posted - 2006.11.14 19:07:00 -
[52]
Any chance to look over gallente efficiency bonus?
The Eos tank and ****ation tank doesn`t even come close to matching and the Eos can`t fit a plate without going either single-rep or 2 hardeners and both alternatives will gimp overall tankability.
This is my lazy attempt to make an uber-signature, please go away!
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Deathbarrage
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Posted - 2006.11.14 19:08:00 -
[53]
Originally by: Tuxford
Originally by: Jim McGregor
Originally by: Joshua Foiritain
Originally by: Jim McGregor The only change is the hitpoint boost. Any consequences of it should be easy for you to figure out.
It ruins the balance? 
Id like to know the big picture as well tbh.
The balance before the change was questionable for everyone except caldari and gallente. Now after the change, some minmatar ships become better than the gallente ones in the same class. The Amarr ships will suffer the same problems as gallente with struggling for cap, while minmatar got good and caldari went from good to best (not best for solo though, they never will be).
The only real problem I see with hitpoint change is the cap issue. Easy fix is really, boost the total capacity of all ships and the recharge time maintaining the same peak cap/sec but giving you more total capacitor (cap batteries as well). I sent a mail way back about doing this when we did the hp change and we had a discussion and decided not to do it. We've pretty much restarted the whole discussion but now I fear that that the decisions were all based on misunderstanding, people thinking that I wanted to boost the peak charge instead of just more cap, longer recharge time.
We're also looking into volume of cap charges. Normally I would say ****it its fine that people could potentially run out of charges, cap booster shouldn't really end all worries on cap but in reality it just makes nosferatu more powerful, which isn't really what we're going for.
I was also a bit lazy when increasing the shield recharge time on battlecruisers and command ships so I might have accidentally boosted passive shield tanks a bit too much.
I don't see what this'll do since if you maintain the same amount of cap/sec recharged this doesn't add anything to sustainability which is what'll be required if you'll want fights to last longer?
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Deva Blackfire
DAB RAZOR Alliance
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Posted - 2006.11.14 19:08:00 -
[54]
Originally by: Tuxford
We're also looking into volume of cap charges. Normally I would say ****it its fine that people could potentially run out of charges, cap booster shouldn't really end all worries on cap but in reality it just makes nosferatu more powerful, which isn't really what we're going for.
For some ships cap charges is ammo (especially for amarr ones with ROF bonus). Saying that its good they run out of cap during combat means that size of torps and other ammo should be changed so those ships actually have the risk of shutting down in middle of fight too.
And tbh i prefer to feed enemy nosferatus with my own cap AND use some of it to fire (more cap charges) rather than sit there with dry cap, dont give anything and see how 2-3 drones slowly tear me apart (cap charges running out).
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FraXy
Caldari E X O D U S Imperial Republic Of the North
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Posted - 2006.11.14 19:11:00 -
[55]
Deathbarrage, i think with increased capacitor and increased recharge fitting one CPR/CR II will boost Cap/sec by a fair bit.
This is my lazy attempt to make an uber-signature, please go away!
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Deathbarrage
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Posted - 2006.11.14 19:18:00 -
[56]
Originally by: FraXy Deathbarrage, i think with increased capacitor and increased recharge fitting one CPR/CR II will boost Cap/sec by a fair bit.
yeah but is this difference significant enough to keep up with the increase in tanking?
btw my answer was specifically aimed at ships that use alot of ammo and also use a cap booster
for example autopest, which'll lose its tank cuz it'll
1) have to take even more ammo cuz the fight'll last longer 2) you'll have less room for cap boosters due to point 1 while you'll need more cuz the fight will be longer and once you're out of your scarce amount of cap boosters you'll be just as vulnerable as before kali, only sooner
but that's just me i guess ^^
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Radioactive Babe
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Posted - 2006.11.14 20:03:00 -
[57]
Originally by: FraXy Any chance to look over gallente efficiency bonus?
The Eos tank and ****ation tank doesn`t even come close to matching and the Eos can`t fit a plate without going either single-rep or 2 hardeners and both alternatives will gimp overall tankability.
Eos gets faster cap recharge time, and with shield stats like this: 3000 with 0, 60, 85, 60 as opposed to 2625 with 0, 90, 70, 20 on the d amnation you could nearly shield tank also more drone space and decent command ship bonuses (5% damage and 7.5% armour repair amount per level) as opposed to 10% less cap use for medium turrets and 5% armour resists (which makes NO difference when ship is active tanked)
Basically you want higher resists to make your much better ship a solopwnmobile 
On topic: dont give more cap to caldari missle boats or minnie ships, they would remain overpowered as they would tank longer so the gallente and amarr ships will still run out of cap. |

Siakel
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Posted - 2006.11.14 20:03:00 -
[58]
Originally by: Miri Tirzan It is nice to see that Tux is looking at the cap issues, however, I think an across the board cap increase is the wrong way to go. It may be easy to do but there are alot of unintended impacts.
Why does cap need increased? It is for the weapon systems. Shield tanking and armor tanking are fairly easy to sustain if your not using your cap for weapon systems. Now is the goal to increase the cap available for tanking or to keep weapon systems operating.
If the goal is to increase the time that weapons can fire, then increase the bonus to controlled bursts from 5% to 10%. That way your not making the ships that do not use cap for weapons systems more uber. If you do the across the board cap increase, then those ships that use cap-less weapons will have much more cap to put into tanking. It would be unbalacing to have some ships get a tank boost while other just get enough to keep thier weapons going. In some cases the tank boost will off-set the weapons sustainability and we are right back where we started, out of cap for weapons before the battle is over.
As a side note. Amarr has problems with cap and fitting for energy turrets. Can we get the cap use for energy turrets removed and a cap recharge bonus for the ship instead? It would be ok if amarr ships sucked cap like no tomorrow if, and this is a big if, the ships had an hugh bonus to recharge to help them sustain it. 20% recharge bonus per skill level works out to being about the same as a 10% per level cap reduction use of turrets.
I tossed that in since Tux actually seems to be reading this thread.
I agree here. Giving all that extra cap keeps cap-intensive ships like Blasterboats and Laserships more in line with how they are now, but it gives a lot of extra cap to the ships that don't use cap on their weapons.
By the way, a 20% recharge/level bonus would mean infinite cap at level 5, so it's not really an option, and even if they changed it to just give stupidly fast recharge, all it would lead to would be an increase in Hybrid/Projectile setups with quadruple reps or something similarly silly.
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Siakel
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Posted - 2006.11.14 20:08:00 -
[59]
Originally by: FraXy Deathbarrage, i think with increased capacitor and increased recharge fitting one CPR/CR II will boost Cap/sec by a fair bit.
Not really.
Current: 100 cap/100 recharge. 1 cap/sec. With Recharger II: 100cap/80 recharge. 1.25 cap/sec
After +50%: 150 cap/150 recharge. 1 cap/sec. With Recharger II: 150 cap/120 recharge. 1.25 cap/sec.
Which is why Amarr's 'extra cap' of 50-200, with increased recharge time to make up for it on most ships, isn't the advantage so many seem to think it is.
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Mikelio Raijan
Sulithus
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Posted - 2006.11.14 20:35:00 -
[60]
Originally by: Tuxford The only real problem I see with hitpoint change is the cap issue. Easy fix is really, boost the total capacity of all ships and the recharge time maintaining the same peak cap/sec but giving you more total capacitor
We're also looking into volume of cap charges. Normally I would say ****it its fine that people could potentially run out of charges
Sorry to take snippets from your post but I need to talk from the perspective of someone who almost exclusivly uses blaster boats..
The cap problem niggling at myself and other cap *****s I know would not be fixed by a general cap ammount increase, (without an increase in cap/s in close range ships) ill put it to you this way, fit a duel repper electron setup... activate both reppers and the MWD for a couple of cycles, then turn off the mwd and activate all the guns (+ a nos on your target). It utterly rapes your cap, infact the only thing keeping the ship going is the sheer cap/s from the injects, so once you run out of injects its not just a disadvantge, its a matter of seconds before your guns force you to totally cap out, so adding +50% hp and the possibility of more jam cycles against you (which can effectivly reset the fight from the enemies perspective) is a huge blow! I know you didn't factor the rather essential injector into the megas cpu tweak and your statement on the devchat about being happy about ships running out of cap charges during a fight does worry me that you havn't played with ACpests and B-trhons much, please do, they are amazingly fun solo fighting machines... enjoy them.. dont kill them! 
Please, please at minimum decrease the size of cap charges and then work from there, the logisics of having to 'refuel' after every decent fight is brutal enough, let alone loosing a fight in your suicide boat under ideal conditions. 
(I'm not even going to go into the rather odd changes to gallente close range ammo and the fears that people will still be using the chance based ecm on many, many ships here)
I'm sorry if it sounds rather aggressive but your doing so many changes at once, there is so little time to test them and so little communication on the forums about them. (still no word on the warp to 0km??!!!!)
..that was alot of text from me.. I think I need to lie down now.
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Ituralde
Jericho Fraction The Star Fraction
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Posted - 2006.11.14 20:53:00 -
[61]
Edited by: Ituralde on 14/11/2006 20:58:09 To adress a few points.
Re: the Gallente. Yes, they are already win-button level badass but frankly, their turret boats are gonna need some cap love with the HP boost. The Ammar just need a bigger one.
I would not be adverse to something of a cap boost to the hybrid-oriented Caldari boats either such as the Moa and Ferox type ships, but really the Moa needs a lot more of a change than just a cap boost. Realistically though most of the Caldari vessels fall into a more EW role or Missile role.
All in all, if you target the cap boost towards cap-using turret boats (I.E require cap to run their turrets)then I think it will be worthwhile. Else it will just be pointless if its given all around due to the tanking benifits. Here is my shortlist of ships I think should get it. Ill update it with stuff I miss and other ships people might bring up.
Frigates Punisher Executioner Atron Incursus Tristan Merlin
Assault Frigates Vengeance Retribution Enyo Harpy
Interceptors (minor boost if any) Crusader Malediction Taranis Raptor
Destroyers Coercer Catalyst Cormorant
Interdictors (minor boost if any) Heretic Eris Flycatcher
Cruisers Omen Maller Thorax Moa
Heavy Assault Cruisers Zealot Sacrelidge Deimos Eagle
Battlecruisers Prophecy Harbinger Brutix Ferox
Command Ships ****ation Absolution Astarte Vulture
Battleships Armageddon Apocalypse Abbadon Megathron Hyperion Rokh
A couple notes:
1. I did not include capitals because if POS are getting the HP bonus too than CCP must be certifiably mad and I don't honestly know enough about capital-to-capital combat to really say if this would be necessary. Perhaps a valuable discussion point.
2. I think the cap increase should be done proportionately based on cap draw of potentially fitted turrets. F.Ex a ship with 5 hybrid turret hardpoints (say, the Ferox)should get a significantly smaller cap boost than a ship with 7 laser turret hardpoints (say, the Harbinger). Thus, the boost is aimed specifically at the ability to keep firing guns throughout an engagement and is not just a flat boost that overpowers the tank on vessels that draw less cap for their guns.
3. As an addendum to 2, I would lean towards calculating Caldari cap bonuses based on the cap draw for railguns, as that is the gun the ships are more designed around.
4. As to someone who said missiles are useless for PVP, seriously you need to get out more, and you really have no call to whinge given the Rokh and Heavy assault missiles coming in Kali 1.
5. I intentionally did not include the EW-oriented vessels as I don't think they need a boost aimed at sustainable damage. Frankly in my experience EW boats have been quite capable of maintaining the cap to operate well.
There is my two cents on the cap raising issue. Obviously entirely open to debate. Discuss.
Fear is the mind-killer. |

Deva Blackfire
DAB RAZOR Alliance
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Posted - 2006.11.14 20:53:00 -
[62]
Its not only AC pest/Bthron problem. Any decent laserboat setup which fights in heavy nosf range should (and prolly will) use injectors.
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Grimpak
Gallente Celestial Horizon Corp. Ascendant Frontier
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Posted - 2006.11.14 20:58:00 -
[63]
the issue here is that CCP is trying to follow each racial core concept, which is good idea, IF such concepts were not as outdated as they are.
core concepts for each races need to be re-defined or enhanced, but NOT uniformized. -------
Originally by: Tiuwaz for caldari perception weapons that hit up to 100km are short range weapons 
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Deva Blackfire
DAB RAZOR Alliance
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Posted - 2006.11.14 21:07:00 -
[64]
Edited by: Deva Blackfire on 14/11/2006 21:07:29 So true. Atm (except for gun systems and shield/armor tanks on some ships) all ships look the same. It doesnt matter if you are amarr or caldari - cap/s in battleship class or cruiser class will be very similiar (+-10%).
What i would like to see is having more diversity. Give amarr VERY good cap + cap recharge (even double caldari ones) - so actually cap rechargers and CPRs might become useful for sustainable tanks. On the other hand gallente could still run on boosters (just reduce their sizes to be on par with HP improvement). Minimi already have some unique stuff - namely speed. Caldari have uber passive shieldtanks.
EDIT: ofc this is just general idea. But - diversity is GOOD, unification - bad.
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Captain Raynor
Caldari
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Posted - 2006.11.14 21:16:00 -
[65]
Originally by: Tuxford
Originally by: Jim McGregor
Originally by: Joshua Foiritain
Originally by: Jim McGregor The only change is the hitpoint boost. Any consequences of it should be easy for you to figure out.
It ruins the balance? 
Id like to know the big picture as well tbh.
The balance before the change was questionable for everyone except caldari and gallente. Now after the change, some minmatar ships become better than the gallente ones in the same class. The Amarr ships will suffer the same problems as gallente with struggling for cap, while minmatar got good and caldari went from good to best (not best for solo though, they never will be).
The only real problem I see with hitpoint change is the cap issue. Easy fix is really, boost the total capacity of all ships and the recharge time maintaining the same peak cap/sec but giving you more total capacitor (cap batteries as well). I sent a mail way back about doing this when we did the hp change and we had a discussion and decided not to do it. We've pretty much restarted the whole discussion but now I fear that that the decisions were all based on misunderstanding, people thinking that I wanted to boost the peak charge instead of just more cap, longer recharge time.
We're also looking into volume of cap charges. Normally I would say ****it its fine that people could potentially run out of charges, cap booster shouldn't really end all worries on cap but in reality it just makes nosferatu more powerful, which isn't really what we're going for.
I was also a bit lazy when increasing the shield recharge time on battlecruisers and command ships so I might have accidentally boosted passive shield tanks a bit too much.
The problem is when you mess with capacitors you are opening up a pandoras box of sorts. I honestly think that tanks were not designed to last forever, but boosting capacitors might open that window and we will start seeing perma-autorepeat tanks which might not be fun to deal with in small fights.
So that means you have to go back and rebalance shield boosters and armor reps.. which wouldn't be fun.
You should really reevaluate nosferatu and neuts in general.. they are pretty much a -must fit- "weapon". They take no skills to use and fit, they are immensely powerful, more so than the actually turrets and launchers we fit on our ships really when you think about it.
With the HP increase EVE is more of either a battle of capacitors (in which nos rules) or just flat out ganking (where cap doesnt matter much).
Personally I've found the whole NOS/NEUT issue to be one of the weaker aspects of PvP in EVE. I'd much rather see ships with guns and secondary missile weapons than ships with guns and nos, ect.
And yes you boosted passive tanks on battlecruisers too much, they have many times the shield of cruisers but the same recharge so either a) cruiser recharge is underpowered or b) battlecruiser recharge is overpowered, your call.
Quote:
Daniel Jackson > a harbinger cant be a raven cause its not caldari Daniel Jackson > and its not a missle ship Jim Raynor > thank you for that expert analysis DJ
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Miri Tirzan
Caldari Reikoku Band of Brothers
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Posted - 2006.11.14 21:18:00 -
[66]
Originally by: Siakel
Originally by: Miri Tirzan yada yada yada
I agree here. Giving all that extra cap keeps cap-intensive ships like Blasterboats and Laserships more in line with how they are now, but it gives a lot of extra cap to the ships that don't use cap on their weapons.
By the way, a 20% recharge/level bonus would mean infinite cap at level 5, so it's not really an option, and even if they changed it to just give stupidly fast recharge, all it would lead to would be an increase in Hybrid/Projectile setups with quadruple reps or something similarly silly.
May be I said it wrong but what I ment was at level 5 for the cap recharge time to be 1/2 of what it is at 0 skill level. So if it started at 750 seconds with no skills, at level 5 of the ship skill it would be 375 seconds.
I think this with a 10% vs 5% reduction for controlled bursts would be better.
svetlana - "whining gets you stuff. that is why humans got to the top of the food chain and all the other animals got nerfed."
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Alpha Prime
Destructive Influence Band of Brothers
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Posted - 2006.11.14 21:38:00 -
[67]
Down the drain judging by his current course.
Having Tux fixing the blasterships is like having a blind man teaching you how to drive. Just wont work.
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Crellion
Art of War Anarchy Empire
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Posted - 2006.11.14 21:38:00 -
[68]
Ok my completely insignificant opinion on how to boost cap is this:
(a) Definitions: Using exclusively = thatswhere your bonus and most highslots go to. Using mostly = thats where your highslots go to mostly + no bonus. Using some = some of the slots no bonus can use other weapon system with bonus.
(b) Cap redistribution: - Ships using exclusively hybrids and energy weapons > 100% cap increase - Ships using mostly hubrids and energy weapons > 80% cap increase - Ships using some hybrids and energy weapons > 70% cap increase - Ships using drones exclusively > 60% - Ships using missles + projectiles exclusively > 50% cap increase - Ships using missles + projectiles exclusively + have adequate grid and midslots for passive shield tanks + dont have active shield tank bonuses > 45% cap increase.
(c) Declaration: I provide this opinion though I use ships belonging in all of the above categories often on my 2 characters and also bearing in mind my duty to promote best possible gameplay for all irrespective of race.
I might be wrong oc but I am not prejudiced I believe.
Arguably my opinions represent to an extent the opinions of my alliance and in particular circumstances give rise to a valid "casus belli" claim. |

Shindalin
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Posted - 2006.11.14 23:30:00 -
[69]
Edited by: Shindalin on 14/11/2006 23:36:33 Hello all.
With a hp boost of 50% ofc cap hungry fireering ships must have a cap boost. And I also think that drones should have some hp bonus or the droneships have their cargo for more spares increased. Now clearly from this thread at least Tux havent even thought about these issues. Makes me wonder if CCP now are run by laymans and happy amateures! I mean I am a layman and now this for crying out loud. Tbh i dont think CCP had thought no longer then "lets get fighting longer" and how "More hp". No thinking about the consequence at all.
My suggestion is: Move back the Kali patch and think this one through and give the whole thing time to be tested propperly. After that launch the patch.
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Phelan Lore
Sniggerdly
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Posted - 2006.11.14 23:33:00 -
[70]
Originally by: Crellion Ok my completely insignificant opinion on how to boost cap is this:
(a) Definitions: Using exclusively = thatswhere your bonus and most highslots go to. Using mostly = thats where your highslots go to mostly + no bonus. Using some = some of the slots no bonus can use other weapon system with bonus.
(b) Cap redistribution: - Ships using exclusively hybrids and energy weapons > 100% cap increase - Ships using mostly hubrids and energy weapons > 80% cap increase - Ships using some hybrids and energy weapons > 70% cap increase - Ships using drones exclusively > 60% - Ships using missles + projectiles exclusively > 50% cap increase - Ships using missles + projectiles exclusively + have adequate grid and midslots for passive shield tanks + dont have active shield tank bonuses > 45% cap increase.
(c) Declaration: I provide this opinion though I use ships belonging in all of the above categories often on my 2 characters and also bearing in mind my duty to promote best possible gameplay for all irrespective of race.
I might be wrong oc but I am not prejudiced I believe.
No because minmatar ships already have the least cap.
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Old Geeza
The Retirement Home
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Posted - 2006.11.14 23:43:00 -
[71]
Originally by: Tuxford As for were I'm going with this game then I'm flattered and all but I'm just one of the team tugging at the rope.
Too many cooks?
_______________________________________ Sign the petition against jump queues! |

Ihar Enda
Caldari
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Posted - 2006.11.14 23:48:00 -
[72]
Fixing the cap problem should be done mostly by changing the controlled bursts skill to a much higher bonus, as just boosting cap / injectors may lead to some unbreakable tanks...
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Old Geeza
The Retirement Home
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Posted - 2006.11.15 00:03:00 -
[73]
Originally by: Ihar Enda Fixing the cap problem should be done mostly by changing the controlled bursts skill to a much higher bonus, as just boosting cap / injectors may lead to some unbreakable tanks...
*sigh*
Unbreakable tanks would only occur if the cap recharge were to stay the same. By increasing the cap recharge by the same amount as the capacitor itself, you would still regen exactly the same cap per second.
It astonishes me that people still can't grasp this simple fact.
_______________________________________ Sign the petition against jump queues! |

Yamaeda
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Posted - 2006.11.15 00:05:00 -
[74]
Originally by: Hayabusa Fury Ok to the no cap weapons issue=Caldari
If you want to participate in PvP as Caldari and you actually want a kill, you need to use hybrids. Hybrids use cap and get a nerf like all the other races. Missles don't really have a big place in PvP and that is what everyone is in a huff about. PvP!!! And to range and missle:
Missles hit at any range yes, but when you use speed to make them miss, they miss at any range too. Every race can dictate the range and speed of the engagement agaist Caldari so you orbiting me at your optimal while using enough speed to lower my missle DPS mean you win against my missle ships. If I use Hybrids then I have the same issues as gallente except without the damage bonus and speed factor. On paper Caldari look really overpowered but in reality they are on par with Gallente and Minmatar. Sorry Ammar 
Because a slow caldari missle boat can't catch anything, how does it kill anything? If your prey can run when it wants too then that is a useless weapon in a fight. Ravens and Drakes look big and scary and on paper they have great damage potential. But again in game is a different story. It is not the suxor. but it doesn't own either and doesn't need a nerf.
As all ships will have 50% more hp, and thus take 50% longer to kill, missiles will also have 50% more time to take effect. Thus the +hp is a boost to missiles. They only have 1 drawback, they cant gank-snipe. If you set up camp at 30-50 km that horrible "non direct damage" is rather moot. Thus Caldari are getting booster two-fold by +hp, they still have capless weapons, and they get more time to use their weapons.
As i see it, even with increased cap sizes (good idea tux), it's still a extremely big bonus to have capless weapons, and i forsee that missiles will be more common in pvp.
(Speaking of cap usage, projs and missiles should really be using cap like the other two weapon systems. Unless cap is useless infinate damage/cap is overpowered.)
/Y ---------- It's great being Amarr, ain't it? |

Udyr Vulpayne
Amarr PIE Inc.
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Posted - 2006.11.15 00:23:00 -
[75]
Originally by: Phelan Lore
No because minmatar ships already have the least cap.
please remind me: what was the name of those cap-intensive weapons minmatar ships use?
the idea by crellion may not yet be perfect as far as the actual numbers are concernd but cap should most definately not increased in the same way across the board.
- all ships need cap to tank. - only laser+hybrid users need cap to use their weapons. - with the hp boost ships with capless weapons need more cap to tank - ships with lasers or hybrids need more cap to tank and they also need more cap to fire their guns
-> ships using cap to fire should get a higher capboost.
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JustBlaze
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Posted - 2006.11.15 01:45:00 -
[76]
Originally by: Tuxford
Originally by: Jim McGregor
Originally by: Joshua Foiritain
Originally by: Jim McGregor The only change is the hitpoint boost. Any consequences of it should be easy for you to figure out.
It ruins the balance? 
Id like to know the big picture as well tbh.
The balance before the change was questionable for everyone except caldari and gallente. Now after the change, some minmatar ships become better than the gallente ones in the same class. The Amarr ships will suffer the same problems as gallente with struggling for cap, while minmatar got good and caldari went from good to best (not best for solo though, they never will be).
The only real problem I see with hitpoint change is the cap issue. Easy fix is really, boost the total capacity of all ships and the recharge time maintaining the same peak cap/sec but giving you more total capacitor (cap batteries as well). I sent a mail way back about doing this when we did the hp change and we had a discussion and decided not to do it. We've pretty much restarted the whole discussion but now I fear that that the decisions were all based on misunderstanding, people thinking that I wanted to boost the peak charge instead of just more cap, longer recharge time.
We're also looking into volume of cap charges. Normally I would say ****it its fine that people could potentially run out of charges, cap booster shouldn't really end all worries on cap but in reality it just makes nosferatu more powerful, which isn't really what we're going for.
I was also a bit lazy when increasing the shield recharge time on battlecruisers and command ships so I might have accidentally boosted passive shield tanks a bit too much.
that pretty much answers it ^^ ty for sayin ur bit tuxy
and yeah i the cap batterys do need a huge boost =D and i was wondering if you could decrease the mass of the deimos by 20k or 200k or what ever
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Attak
Trioptimum FREGE Alliance
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Posted - 2006.11.15 02:45:00 -
[77]
I think raising cap by %50 is a semi solution that will bork a few other areas. But a sort of compromise might be achieved between universal cap increase, and the ships that really need it for firing their weapons. Maybe %25 to all ships cap, with tweaking to keep peak recharge, and the controlled bursts skil improved to %10 per level?
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Max Teranous
Body Count Inc. Mercenary Coalition
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Posted - 2006.11.15 06:23:00 -
[78]
Originally by: Tuxford
Originally by: Jasai Kameron Thanks, mate. That's very good to hear. Boosting maximum cap to compensate makes sense to me.
Its the easiest thing to do to keep the status quo and just make fights longer. The reason for us making the fights longer is something that Oveur talked about at the fanfest in his speech. As for were I'm going with this game then I'm flattered and all but I'm just one of the team tugging at the rope.
Total cap also affects how far you can warp in 1 go. If you increase total cap by 50%, best look at the cap use/AU equation also.
Max 
--------------------
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infraX
Caldari Finite Horizon The Red Skull
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Posted - 2006.11.15 10:14:00 -
[79]
I'm relieved to read Tuxford's comments regarding capacitor and Kali. It's nice to know that they are at least aware of a potential problem with NOS becoming stupidly overpowered and becoming preferable to guns and that cap using weapons need some sort of boost, whether it means changing the ships capacitor or the weapons themselves. I was really worried that Gallente would suffer a big hit in Kali and that Amarr would be nerfed to the stoneage, because let's face it, Amarr are probably the most nerfed race at the moment already.
I just hope they come up with something to make hybrids and lasers a viable choice before they roll out Kali, because in its current state, both weapons kinda suck.
Tuxford, may I also suggest that you think about drones. With longer fights, people will have more time to kill off drones, rendering ships like the dominix a bit helpless once all the drones are gone. Rather than a straight up boost to drone hp, what about a bonus to the remote armour reps? I mean the range, cycle time and repair amount could be tweaked so that remotely tanking your drones is a viable option.
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LukaG
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Posted - 2006.11.15 11:28:00 -
[80]
Originally by: Mikelio Raijan
Originally by: Tuxford The only real problem I see with hitpoint change is the cap issue. Easy fix is really, boost the total capacity of all ships and the recharge time maintaining the same peak cap/sec but giving you more total capacitor
We're also looking into volume of cap charges. Normally I would say ****it its fine that people could potentially run out of charges
Sorry to take snippets from your post but I need to talk from the perspective of someone who almost exclusivly uses blaster boats..
The cap problem niggling at myself and other cap *****s I know would not be fixed by a general cap ammount increase, (without an increase in cap/s in close range ships) ill put it to you this way, fit a duel repper electron setup... activate both reppers and the MWD for a couple of cycles, then turn off the mwd and activate all the guns (+ a nos on your target). It utterly rapes your cap, infact the only thing keeping the ship going is the sheer cap/s from the injects, so once you run out of injects its not just a disadvantge, its a matter of seconds before your guns force you to totally cap out, so adding +50% hp and the possibility of more jam cycles against you (which can effectivly reset the fight from the enemies perspective) is a huge blow! I know you didn't factor the rather essential injector into the megas cpu tweak and your statement on the devchat about being happy about ships running out of cap charges during a fight does worry me that you havn't played with ACpests and B-trhons much, please do, they are amazingly fun solo fighting machines... enjoy them.. dont kill them! 
Please, please at minimum decrease the size of cap charges and then work from there, the logisics of having to 'refuel' after every decent fight is brutal enough, let alone loosing a fight in your suicide boat under ideal conditions. 
(I'm not even going to go into the rather odd changes to gallente close range ammo and the fears that people will still be using the chance based ecm on many, many ships here)
I'm sorry if it sounds rather aggressive but your doing so many changes at once, there is so little time to test them and so little communication on the forums about them. (still no word on the warp to 0km??!!!!)
..that was alot of text from me.. I think I need to lie down now.
/signed about twelvty million times. Tux I know there is a huge amount of work to do but please just take a second to read this. Increasing HP favours weapon systems that aren't cap intensive. If you introduce an across the board cap increase that means that ships/systems that don't suffer from this problem simply get more cap for their tanking and we are back to square one with cap intensive weapons/ships being shafted. Please tux just get into a blaster boat for a little while and look at the practicalities of what your proposing.
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twit brent
Dark Centuri Inc. Firmus Ixion
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Posted - 2006.11.15 12:46:00 -
[81]
Any indication of whats happening to the craptastic stealthbombers?
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FraXy
Caldari E X O D U S Imperial Republic Of the North
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Posted - 2006.11.15 12:55:00 -
[82]
Originally by: Radioactive Babe
Originally by: FraXy Any chance to look over gallente efficiency bonus?
The Eos tank and ****ation tank doesn`t even come close to matching and the Eos can`t fit a plate without going either single-rep or 2 hardeners and both alternatives will gimp overall tankability.
Eos gets faster cap recharge time, and with shield stats like this: 3000 with 0, 60, 85, 60 as opposed to 2625 with 0, 90, 70, 20 on the d amnation you could nearly shield tank also more drone space and decent command ship bonuses (5% damage and 7.5% armour repair amount per level) as opposed to 10% less cap use for medium turrets and 5% armour resists (which makes NO difference when ship is active tanked)
Basically you want higher resists to make your much better ship a solopwnmobile 
On topic: dont give more cap to caldari missle boats or minnie ships, they would remain overpowered as they would tank longer so the gallente and amarr ships will still run out of cap.
Try to fly a Blaster-Eos.
7x Blasters, Mwd, 20k and 2 reppers eats a ton of cap.
Resists are so-so and reppers are decent, but the Eos tank compared to a ****ation tank is not even close. I`m not saying Eos should tank just as well, but atm i think ****ation got a tanking efficiency around 100% on the Eos. And ****ation tanks Hybrid guns better 
The smaller ships, especially blasterboats will be running short with increase HP = increased fighting time which leads to ships that rely on cap sticks (pretty much every cruiser/BC needs them to run tank along with scrambling, AB/Mwd and webber) running short on ammo and cap sticks.
This is my lazy attempt to make an uber-signature, please go away!
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Valadeya uthanaras
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Posted - 2006.11.15 13:48:00 -
[83]
Thx for the news (gods of eve thx(repeated infinitly...thx) wont fix all the issue but will surely help(imo minies and caldari should not receive capacitor bonus....will balance the thing just right.....because they don't use cap to fire)
I really want to know like a lot of ppl what you will do about:
1. stealth bomber........they really need a tune up....longuest training for a t2 frig.....worst than all other with the new hull boost......they were "a possible choice" for pvp......now they wont be anything but "flashy" frig
2. more info about laser cap use.........amarr platform use minmatarr guns....while they have bonus to amarr guns.....
thx a lot for the overall cap boost.....will make amarr(gallente already were imo ) a "possible" choice for pvp/pve
/sticky/
---And I always tought the more dps for amarr guns was because of their crappy dmg type---
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Trefnis
Solidline Enterprise Kith of Venal
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Posted - 2006.11.15 14:28:00 -
[84]
The other problem is that if you just increase hp and then buff cap, then the only thing you do is to increase the gap betwean high dps (blasters) and low dps weapons (autos). Not sure about others but I have never lost to a mega becouse I run out of cap. Blasters just break tanks and I will just die with more cap. On the other hand if I have to wait 5 mins just for someone to run out of cap before I can break decent tank is silly.
I dont fly gallente and wont pretend I know anything about guns using cap :)
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Jouno
Celestial Apocalypse Insurgency
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Posted - 2006.11.15 15:10:00 -
[85]
Edited by: Jouno on 15/11/2006 15:17:12
Originally by: Tuxford
Originally by: Jim McGregor
Originally by: Joshua Foiritain
Originally by: Jim McGregor The only change is the hitpoint boost. Any consequences of it should be easy for you to figure out.
It ruins the balance? 
Id like to know the big picture as well tbh.
The balance before the change was questionable for everyone except caldari and gallente. Now after the change, some minmatar ships become better than the gallente ones in the same class. The Amarr ships will suffer the same problems as gallente with struggling for cap, while minmatar got good and caldari went from good to best (not best for solo though, they never will be).
The only real problem I see with hitpoint change is the cap issue. Easy fix is really, boost the total capacity of all ships and the recharge time maintaining the same peak cap/sec but giving you more total capacitor (cap batteries as well). I sent a mail way back about doing this when we did the hp change and we had a discussion and decided not to do it. We've pretty much restarted the whole discussion but now I fear that that the decisions were all based on misunderstanding, people thinking that I wanted to boost the peak charge instead of just more cap, longer recharge time.
We're also looking into volume of cap charges. Normally I would say ****it its fine that people could potentially run out of charges, cap booster shouldn't really end all worries on cap but in reality it just makes nosferatu more powerful, which isn't really what we're going for.
I was also a bit lazy when increasing the shield recharge time on battlecruisers and command ships so I might have accidentally boosted passive shield tanks a bit too much.
What about solo pvp, from what i tested on the test server its nearly impossible to have 1on1 fights anymore, either the blasterboats and amarr ships run out of cap/cap boosters and minnie out of ammo or you cant even brake the tanks of the bs and bc's anymore.
If ccp dosent care about solo pvp anymore ill shutup and stop solo pvping alltoghether, but if you still want it to be a part of eve you might have to rethink the hp boost a little or else you will kill any solo pvp in anything smaller then a bs, if that.
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Serapis Aote
TBC
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Posted - 2006.11.15 15:34:00 -
[86]
Originally by: Old Geeza I wish people would stop trying to change the EANM modules so they don't give an EM boost - they are very useful on T2 ships when you have patched your resistance hole(s).
The problem is that Amarr do far too much EM damage and too little thermal damage. Time for a T2 close-range 75% Thermal 25% EM crystal. While you're at it, give Minmatar those missing T2 EM/Thermal (50/50 please) ammos too.
I like this idea. Helps the amarr, by giving them options
And puts back into play the minmatar bonus of damage across all damage types.
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Zixxa
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Posted - 2006.11.15 16:28:00 -
[87]
a) DO NOT INCREASE HP. It will damage balance. b) If not a) than fix cap use using controlled burts skill(10% instead of 5%)
It is shame to increase capacitors just to help hybrids and lasers.
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Ihar Enda
Caldari
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Posted - 2006.11.15 23:34:00 -
[88]
Edited by: Ihar Enda on 15/11/2006 23:37:44 Edited by: Ihar Enda on 15/11/2006 23:35:54
Originally by: Old Geeza
Originally by: Ihar Enda Fixing the cap problem should be done mostly by changing the controlled bursts skill to a much higher bonus, as just boosting cap / injectors may lead to some unbreakable tanks...
*sigh*
Unbreakable tanks would only occur if the cap recharge were to stay the same. By increasing the cap recharge by the same amount as the capacitor itself, you would still regen exactly the same cap per second.
It astonishes me that people still can't grasp this simple fact.
And then it doesn't help with the problem at hand. More cap means nothing. Cap has to recharge faster, or capacitor using weapons have to use less cap (hence the controlled bursts suggestion).
edit: by more cap I mean base cap, not injector charges. If cap booster charges take less space, it will help also, but may create problem, as I already stated.
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Monoklas
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Posted - 2006.11.15 23:39:00 -
[89]
HP boost and effect on race "uberness" is:
1.Gallente 2.Minmatar 3.Caldari 4.Ammar
This really is a Caldari nerf if you look at it. I still love the hp increase. Maybe people will live beyong the jump in lag and a real fight will happen.
lol... Amarr yet again land on the bottom and you say its a... caldari nerf?
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Synapse Archae
Amarr Solarflare Heavy Industries
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Posted - 2006.11.16 00:01:00 -
[90]
Originally by: Miri Tirzan It is nice to see that Tux is looking at the cap issues, however, I think an across the board cap increase is the wrong way to go. It may be easy to do but there are alot of unintended impacts.
Why does cap need increased? It is for the weapon systems. Shield tanking and armor tanking are fairly easy to sustain if your not using your cap for weapon systems. Now is the goal to increase the cap available for tanking or to keep weapon systems operating.
If the goal is to increase the time that weapons can fire, then increase the bonus to controlled bursts from 5% to 10%. That way your not making the ships that do not use cap for weapons systems more uber. If you do the across the board cap increase, then those ships that use cap-less weapons will have much more cap to put into tanking. It would be unbalacing to have some ships get a tank boost while other just get enough to keep thier weapons going. In some cases the tank boost will off-set the weapons sustainability and we are right back where we started, out of cap for weapons before the battle is over.
As a side note. Amarr has problems with cap and fitting for energy turrets. Can we get the cap use for energy turrets removed and a cap recharge bonus for the ship instead? It would be ok if amarr ships sucked cap like no tomorrow if, and this is a big if, the ships had an hugh bonus to recharge to help them sustain it. 20% recharge bonus per skill level works out to being about the same as a 10% per level cap reduction use of turrets.
I tossed that in since Tux actually seems to be reading this thread.
Big thanks to Tux for reading the thread. I think miri is really onto something here and should be listened to.
---------------------------------------------
http://oldforums.eveonline.com/?a=topic&threadID=349194&page=1Redo Fleets[/ur |
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Synapse Archae
Amarr Solarflare Heavy Industries
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Posted - 2006.11.16 00:31:00 -
[91]
Originally by: Old Geeza
Originally by: Ihar Enda Fixing the cap problem should be done mostly by changing the controlled bursts skill to a much higher bonus, as just boosting cap / injectors may lead to some unbreakable tanks...
*sigh*
Unbreakable tanks would only occur if the cap recharge were to stay the same. By increasing the cap recharge by the same amount as the capacitor itself, you would still regen exactly the same cap per second.
It astonishes me that people still can't grasp this simple fact.
It doesnt lead to unbreakable tanks. It DOES lead to ships with both twice the HP, AND twice the cap to repair that HP, if its not going into guns.
---------------------------------------------
http://oldforums.eveonline.com/?a=topic&threadID=349194&page=1Redo Fleets[/ur |

Goumindong
Amarr Merch Industrial
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Posted - 2006.11.16 00:41:00 -
[92]
Originally by: FraXy Edited by: FraXy on 15/11/2006 13:00:02
Originally by: Radioactive Babe
Originally by: FraXy Any chance to look over gallente efficiency bonus?
The Eos tank and ****ation tank doesn`t even come close to matching and the Eos can`t fit a plate without going either single-rep or 2 hardeners and both alternatives will gimp overall tankability.
Eos gets faster cap recharge time, and with shield stats like this: 3000 with 0, 60, 85, 60 as opposed to 2625 with 0, 90, 70, 20 on the d amnation you could nearly shield tank also more drone space and decent command ship bonuses (5% damage and 7.5% armour repair amount per level) as opposed to 10% less cap use for medium turrets and 5% armour resists (which makes NO difference when ship is active tanked)
Basically you want higher resists to make your much better ship a solopwnmobile 
On topic: dont give more cap to caldari missle boats or minnie ships, they would remain overpowered as they would tank longer so the gallente and amarr ships will still run out of cap.
Try to fly a Blaster-Eos.
7x Blasters, Mwd, 20k and 2 reppers eats a ton of cap.
Resists are so-so and reppers are decent, but the Eos tank compared to a ****ation tank is not even close. I`m not saying Eos should tank just as well, but atm i think ****ation got a tanking efficiency around 2x on the Eos. And ****ation tanks Hybrid guns better 
The smaller ships, especially blasterboats will be running short with increase HP = increased fighting time which leads to ships that rely on cap sticks (pretty much every cruiser/BC needs them to run tank along with scrambling, AB/Mwd and webber) running short on ammo and cap sticks.
1. The Eos has better Kinetic Resistances than the ****ation
2. The Eos has better Thermal resistances than the ****ation
3. The Eos has more efficient reppers[by a couple percent after taking int account the resistance bonus on the ****ation] than the ****ation.
4. The only reason an EoS ought to out-tank a ****ation is because the ****ation has
*An armored warfare link bonus[only effective in groups]
*Only four laser slots which can also be fitted with missiles[unbonused].
If you fit 4 Hybrids and then information warfare modules, you will tank just as well as a ****ation that does.
Unless you consider 4 unbonused launchers or 4 lasers with an optimal bonus and 5 light drones[or 4 launchers/3 lasers or 3 launchers/4 lasers] comparable in any way to 7 bonused blasters and 5 heavy drones.
If you want to compare tanks, you should not be comparing tanks from a damage setup Eos to a tank setup ****ation.
You should be comparing damage setups from a damage setup Eos to a damage set up Absolution.
Now the EOS has 7 hyrbrids with a 25% damage bonus and 5 heavy drones, the absolution has 8 effective[well, 7.98] lasers with a 25% damage bonus[RoF bonus included in effective lasers to figure cap use of guns] with 5 light drones.
Now tell me which one tanks better and which one does more damage? Unless you are spitting out explosive damage, it aint the Absolution[which ought to have more cap use and less mid slots to stick cap boosters in]
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Taketa De
Gallente Seneca Federation Interstellar Starbase Syndicate
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Posted - 2006.11.16 04:26:00 -
[93]
Haven't read the whole thread, mainly just Tuxs comment (it's 5am here ), but in short my opinion is: Boosting cap but not cap recharge is just an illusionary help, because it will still shift the balance of power towards non cap using weapon systems. Increasing cap recharge and cap as well is good for cap using weapons but is BAD for those that don't becaues it makes tankers even better.
Personally I think Lasers and Hybrinds should just have their cap consumption lowered, instead of having the capacitor increased. That way it only "boosts" those ships that need it and where they need it and avoids all the other balancing nightmares that would happen. --- The Advanced Drone Control Panel. |

ALUN
Minmatar
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Posted - 2006.11.16 10:17:00 -
[94]
Originally by: Taketa De Haven't read the whole thread, mainly just Tuxs comment (it's 5am here ), but in short my opinion is: Boosting cap but not cap recharge is just an illusionary help, because it will still shift the balance of power towards non cap using weapon systems. Increasing cap recharge and cap as well is good for cap using weapons but is BAD for those that don't becaues it makes tankers even better.
Personally I think Lasers and Hybrinds should just have their cap consumption lowered, instead of having the capacitor increased. That way it only "boosts" those ships that need it and where they need it and avoids all the other balancing nightmares that would happen.
I was having the same idea as Taketa De,
HP increase = 50% -- Lower cap consumption of lasers/hybrids by 50% ??
Would'nt this restore the balance ?
Ofc , drones would need looking at too maybe
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You are trying to post to a locked thread CONCORD has been notified
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Tuxford

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Posted - 2006.11.16 11:03:00 -
[95]
See the reason for increasing capacitor capacity and capacitor recharge time is very simple. Lets say on TQ today your fighting in ship A against ship B. You can kill ship B in 2 minutes and your cap runs out in 2.5 minutes.
After the patch, lets say we do nothing to capacitor. Ship B will survive for 3 minutes but, unfortunately Ship A will run out of cap in 2.5 minutes.
Lets say we increase the cap by 50% and recharge time by 50%. The max cap/sec stays the same. Ship B survives for 3 minutes and ship A runs out of cap in 3.75 minutes.
There is really no good reason for boosting max cap/sec. Lowering the cap use of guns and other modules isn't really justified either. If you can run your modules now long enough to get the kill you can do so as well after the patch. _______________ |
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Tsar Maul
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Posted - 2006.11.16 11:19:00 -
[96]
Edited by: Tsar Maul on 16/11/2006 11:21:19 In after a Tuxpost \o/
Now when are you gonna get around to implementing drone control points? 
Edit: Also, far along are the Khanid changes too? I'm sure Amarr would stop whinging if they finally had a set of ships with very low cap use like all the other races have (any Minmatar, Gal drone ships, Caldari missile ships)
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Udyr Vulpayne
Amarr PIE Inc.
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Posted - 2006.11.16 11:55:00 -
[97]
Originally by: Tuxford See the reason for increasing capacitor capacity and capacitor recharge time is very simple. Lets say on TQ today your fighting in ship A against ship B. You can kill ship B in 2 minutes and your cap runs out in 2.5 minutes.
After the patch, lets say we do nothing to capacitor. Ship B will survive for 3 minutes but, unfortunately Ship A will run out of cap in 2.5 minutes.
Lets say we increase the cap by 50% and recharge time by 50%. The max cap/sec stays the same. Ship B survives for 3 minutes and ship A runs out of cap in 3.75 minutes.
yes. now lets try and make this a bit more complex:
ship A uses lasers or hybrids ship B uses projectiles, missiles or drones
you increase max cap (and the recharge time) 50% on all ships
ship A now has 50% more cap to run its tank AND ITS GUNS ship B now has 50% more cap to run its tank
ship A is just as good now as it was before cap and hp increase ship B now has more cap to tank -> can try and use a stronger/more cap-intensive tank or drop a capmod.
it's pretty obvious that ships which dont have to use cap for their weapons would benefit a lot more more from a 50% cap increase across all ships.
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Old Geeza
The Retirement Home
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Posted - 2006.11.16 12:00:00 -
[98]
Yes, and if it tries to run a stronger tank it caps out sooner and the enemy will still be alive due to the HP increases.
_______________________________________ Sign the petition against jump queues! |

ALPHA12125
Gallente 0utbreak
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Posted - 2006.11.16 12:03:00 -
[99]
Originally by: Udyr Vulpayne
Originally by: Tuxford See the reason for increasing capacitor capacity and capacitor recharge time is very simple. Lets say on TQ today your fighting in ship A against ship B. You can kill ship B in 2 minutes and your cap runs out in 2.5 minutes.
After the patch, lets say we do nothing to capacitor. Ship B will survive for 3 minutes but, unfortunately Ship A will run out of cap in 2.5 minutes.
Lets say we increase the cap by 50% and recharge time by 50%. The max cap/sec stays the same. Ship B survives for 3 minutes and ship A runs out of cap in 3.75 minutes.
yes. now lets try and make this a bit more complex:
ship A uses lasers or hybrids ship B uses projectiles, missiles or drones
you increase max cap (and the recharge time) 50% on all ships
ship A now has 50% more cap to run its tank AND ITS GUNS ship B now has 50% more cap to run its tank
ship A is just as good now as it was before cap and hp increase ship B now has more cap to tank -> can try and use a stronger/more cap-intensive tank or drop a capmod.
it's pretty obvious that ships which dont have to use cap for their weapons would benefit a lot more more from a 50% cap increase across all ships.
that means that he can sustain the tank and the agressor doesnt do enough damage. usually if i loose a fight i dont have 0% cap left but more like 30-40% cap. unlike those **** nosboat :)
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MrRookie
Caldari Dark and Light inc. D-L
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Posted - 2006.11.16 12:15:00 -
[100]
Originally by: ALPHA12125
Originally by: Udyr Vulpayne
Originally by: Tuxford See the reason for increasing capacitor capacity and capacitor recharge time is very simple. Lets say on TQ today your fighting in ship A against ship B. You can kill ship B in 2 minutes and your cap runs out in 2.5 minutes.
After the patch, lets say we do nothing to capacitor. Ship B will survive for 3 minutes but, unfortunately Ship A will run out of cap in 2.5 minutes.
Lets say we increase the cap by 50% and recharge time by 50%. The max cap/sec stays the same. Ship B survives for 3 minutes and ship A runs out of cap in 3.75 minutes.
yes. now lets try and make this a bit more complex:
ship A uses lasers or hybrids ship B uses projectiles, missiles or drones
you increase max cap (and the recharge time) 50% on all ships
ship A now has 50% more cap to run its tank AND ITS GUNS ship B now has 50% more cap to run its tank
ship A is just as good now as it was before cap and hp increase ship B now has more cap to tank -> can try and use a stronger/more cap-intensive tank or drop a capmod.
it's pretty obvious that ships which dont have to use cap for their weapons would benefit a lot more more from a 50% cap increase across all ships.
that means that he can sustain the tank and the agressor doesnt do enough damage. usually if i loose a fight i dont have 0% cap left but more like 30-40% cap. unlike those **** nosboat :)
Ships that don't use cap for their wepons already have less cap. Amarr ships as an example will gain more cap than caldari ships from the %buffer.
*guy being attacked by a pirat in a complex
Originally by: Noluck Ned *Notify* Concord is on their way to help you, just hang in there, they are waiting for the gatekeeper to respawn
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Flabida jaba
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Posted - 2006.11.16 12:43:00 -
[101]
^agreed^
not to mention with a 50% increase to cap recharge times cap rechargers ( even more if they are boosted a little) will give more Cap/sec than they do now
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Taketa De
Gallente Seneca Federation Interstellar Starbase Syndicate
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Posted - 2006.11.16 12:57:00 -
[102]
Originally by: Tuxford See the reason for increasing capacitor capacity and capacitor recharge time is very simple. Lets say on TQ today your fighting in ship A against ship B. You can kill ship B in 2 minutes and your cap runs out in 2.5 minutes.
After the patch, lets say we do nothing to capacitor. Ship B will survive for 3 minutes but, unfortunately Ship A will run out of cap in 2.5 minutes.
Lets say we increase the cap by 50% and recharge time by 50%. The max cap/sec stays the same. Ship B survives for 3 minutes and ship A runs out of cap in 3.75 minutes.
There is really no good reason for boosting max cap/sec. Lowering the cap use of guns and other modules isn't really justified either. If you can run your modules now long enough to get the kill you can do so as well after the patch.
Ahhh, but will ship B survive for 3 minutes because of the cap increase or will it survive for 4, because it can tank longer and better. Maybe it needs 1 less cap fitting item and can put on 1 more tanking item. Lots of other possible maybies...
Also, depending on how much of the cap used by ship A to shoot 2.5 minutes is recharged cap and not "base cap", it won't be able to shoot 3.75 minutes but acutally 3.5 or say 3.2 minutes. And now it gets a lot closer to the 3 minutes the other ship used to survive and can probably survive longer because of the extra tanking this allows.
If the problem is: Cap runs out too fast with cap using weapons
The direct solution with the least side effects is: Make them use less cap.
The solution with the most side effects is: Boost cap on all ships
Solution 2 means, ships that do use Cap on weapons will not have more Cap for other stuff, ships that don't use cap for weapons WILL have more cap for other stuff. Why you would want to see this one sided boost I can't really figure out. Are there some other balance issues, like the caldai currently being too weak that should be remedied with this too? --- The Advanced Drone Control Panel. |

Udyr Vulpayne
Amarr PIE Inc.
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Posted - 2006.11.16 12:58:00 -
[103]
Originally by: MrRookie
Ships that don't use cap for their wepons already have less cap. Amarr ships as an example will gain more cap than caldari ships from the %buffer.
yes i thought about that as well.
however at least some of the ships than can use cap-free weapons still have a part of their cap to use the turret hardpoints they have left (raven, domi, vexor for example). only its often more benefitial to use nos than to actually stick guns in those slots and this will get a lot worse with the longer fights in kali.
i dont think the difference should be radical between lasers/hybrid users and missile/drone/projectile users. but it should not be the same cap boost for all ships.
just increase it based on what those ships would typically fit/should fit according to their role. some ecm ships may deserve a bigger cap-boost than pure missile ships for example. and some ships like the failure that is the abaddon design will only suffer more if they dont get a lot better capboost than the rokh or raven because their guns will drain a much higher percentage of their cap compared to the capusing modules of others. another example: a minmatar ships with a shield boost bonus like the cyclone should get a better boost than a passive tanker.
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Udyr Vulpayne
Amarr PIE Inc.
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Posted - 2006.11.16 13:12:00 -
[104]
Originally by: ALPHA12125
that means that he can sustain the tank and the agressor doesnt do enough damage. usually if i loose a fight i dont have 0% cap left but more like 30-40% cap. unlike those **** nosboat :)
nos will become much more important with the longer fights now. just have a look at sisi and try to get a fight where there is no nos involved.
if you get into a somewhat fair fight (as in 1on1 in same class of ship) and use guns that do actually use cap to fire you will notice that at least 1 side will be out of cap (and most likely our of cap booster charges shortly thereafter) before the fight ends.
then you get to nos some cap from the enemy and he gets to nos it back from you and whoever gets lucky will get a chance to actually use it for some module before it gets sucked back to the other side.
the ability to fill all your highslots with turrets/launchers isnt nearly as powerful when pretty much everyone will fit nos. and nos simply becomes that much more powerful with longer fights.
it's quiet easy to fight to a standstill on sisi now if both sides use cap for their weapons. sooner or later you get to a point where you're both nossing each other and cant deal enough damage to kill the other side.
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Goumindong
Amarr Merch Industrial
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Posted - 2006.11.16 13:15:00 -
[105]
Originally by: Tuxford See the reason for increasing capacitor capacity and capacitor recharge time is very simple. Lets say on TQ today your fighting in ship A against ship B. You can kill ship B in 2 minutes and your cap runs out in 2.5 minutes.
After the patch, lets say we do nothing to capacitor. Ship B will survive for 3 minutes but, unfortunately Ship A will run out of cap in 2.5 minutes.
Lets say we increase the cap by 50% and recharge time by 50%. The max cap/sec stays the same. Ship B survives for 3 minutes and ship A runs out of cap in 3.75 minutes.
There is really no good reason for boosting max cap/sec. Lowering the cap use of guns and other modules isn't really justified either. If you can run your modules now long enough to get the kill you can do so as well after the patch.
And what if you cant?
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Max Gank
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Posted - 2006.11.16 13:17:00 -
[106]
You might consider giving cap batteries some kind of a boost (increase capacity proportionally or ease on the fitting requirements), since these capacitator changes effectively makes them worse compared to cap rechargers. Not that they have been easy to fit and now they just got worse..
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Pinky Denmark
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Posted - 2006.11.16 14:07:00 -
[107]
if he doesn't reduce fitting requirements it might be because they play a role vs the hopefully upcoming anti-nos thing that might or might not come in a late kali build...
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Siakel
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Posted - 2006.11.16 15:19:00 -
[108]
Originally by: Flabida jaba ^agreed^
not to mention with a 50% increase to cap recharge times cap rechargers ( even more if they are boosted a little) will give more Cap/sec than they do now
Cap Rechargers after this change will give the exact same cap/second that they do now and there has been absolutely no talk of boosting cap recharge modules.
And, as has been said, the ships with 'higher capacitor' almost always have identical recharge rates, and only a few hundred(if that) extra capacitor, while their weapons drain a lot of cap, more than nullifying that 'cap advantage'.
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Aramendel
Amarr Queens of the Stone Age Anarchy Empire
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Posted - 2006.11.16 15:41:00 -
[109]
Originally by: Udyr Vulpayne edit: also have a look at the current stats. the difference in total cap/cap recharge between ships using lasers/hybrids to those using cap free weapons isnt that big in many cases ... the difference in cap used to fire is.
Exactly.
For an extreme example compare the geddon and the typhoon. Vs the typhoon the geddons cap advantage from the higher base cap will last with 7 mega pulse II about 10 seconds weaponfire. The increased caprecharge of it does at peak recharge not even counter 10% of the capneed of the lasers.
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Reatu Krentor
Minmatar Void Spiders Fate Weavers
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Posted - 2006.11.16 16:27:00 -
[110]
Originally by: Udyr Vulpayne
Originally by: Tuxford See the reason for increasing capacitor capacity and capacitor recharge time is very simple. Lets say on TQ today your fighting in ship A against ship B. You can kill ship B in 2 minutes and your cap runs out in 2.5 minutes.
After the patch, lets say we do nothing to capacitor. Ship B will survive for 3 minutes but, unfortunately Ship A will run out of cap in 2.5 minutes.
Lets say we increase the cap by 50% and recharge time by 50%. The max cap/sec stays the same. Ship B survives for 3 minutes and ship A runs out of cap in 3.75 minutes.
yes. now lets try and make this a bit more complex:
ship A uses lasers or hybrids ship B uses projectiles, missiles or drones
you increase max cap (and the recharge time) 50% on all ships
ship A now has 50% more cap to run its tank AND ITS GUNS ship B now has 50% more cap to run its tank
ship A is just as good now as it was before cap and hp increase ship B now has more cap to tank -> can try and use a stronger/more cap-intensive tank or drop a capmod.
it's pretty obvious that ships which dont have to use cap for their weapons would benefit a lot more more from a 50% cap increase across all ships.
Ship B also has to tank 50% longer because ship A can fire 50% longer. Increasing hp and cap by the same amount changes nothing to the result(while keeping recharge rates the same that is). IOW if you capped out before the boost you'd cap out after the boost, if you didn't cap out before the boost you wouldn't cap out after the boost. Using a stronger(more cap intense) tank on ship B will make it cap out sooner while ship A can still be firing.
However, I agree with making different races have different capacitor amounts and recharge rate, more differentiation would be good. Crystal-Slave, that way? Potential solution to the current Recon cloak and cyno bug |
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Udyr Vulpayne
Amarr PIE Inc.
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Posted - 2006.11.16 16:38:00 -
[111]
Originally by: Reatu Krentor
Ship B also has to tank 50% longer because ship A can fire 50% longer.
that is assuming that ship B does not fire back. if B fires back than A has to use its 50% cap boost to tank and fire, not just to fire.
and most ships which depend on cap to fire do not have that much better cap/recharge than others.
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Taketa De
Gallente Seneca Federation Interstellar Starbase Syndicate
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Posted - 2006.11.16 18:08:00 -
[112]
Edited by: Taketa De on 16/11/2006 18:08:40
Originally by: Reatu Krentor Ship B also has to tank 50% longer because ship A can fire 50% longer. Increasing hp and cap by the same amount changes nothing to the result(while keeping recharge rates the same that is).
Nope, it does change quite a bit. You see if you just change hp without cap like we have now you are already able to tank longer. That was what this all was originally about  The cap increase (which I am against, I want lower cap use on weapons) is to balance out the fact of longer tanking and tanking doesn't need a second boost again after that... otherwise weapon users would need more cap AGAIN because tanks hold even longer. You'd end up in a circle.
Edit:spelling --- The Advanced Drone Control Panel. |

Udyr Vulpayne
Amarr PIE Inc.
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Posted - 2006.11.16 18:36:00 -
[113]
Edited by: Udyr Vulpayne on 16/11/2006 18:36:53 well it looks like tux has decided to take the easy route once again without spending some more thought on the issue.
i just compared the new cap values of battleships and here are some of the things that seem wrong:
- maelstrom and rokh have exactly the same cap and recharge time. - geddon, raven and tempest have the same cap with the geddon having a slightly better recharge time. - dominix and typhoon have the same cap and recharge time. - mega has less cap than maelstrom.
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Reatu Krentor
Minmatar Void Spiders Fate Weavers
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Posted - 2006.11.16 18:57:00 -
[114]
Originally by: Udyr Vulpayne
Originally by: Reatu Krentor
Ship B also has to tank 50% longer because ship A can fire 50% longer.
that is assuming that ship B does not fire back. if B fires back than A has to use its 50% cap boost to tank and fire, not just to fire.
and most ships which depend on cap to fire do not have that much better cap/recharge than others.
no that's not true... if you increase total cap and total hp by 50%, the end result does not change compared to before the change. The only thing that would change is how long the fight takes. Yes, you have to shoot longer, but 50% extra cap gives 50% longer time before cap runs out. But, you also have to tank longer and again 50% extra cap just gives you 50% longer time before your cap is gone.
Crystal-Slave, that way? Potential solution to the current Recon cloak and cyno bug |

Jaded
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Posted - 2006.11.16 19:29:00 -
[115]
Originally by: Tuxford There is really no good reason for boosting max cap/sec. Lowering the cap use of guns and other modules isn't really justified either. If you can run your modules now long enough to get the kill you can do so as well after the patch.
And if the balance was off before, this patch sure makes it worse.
Cap is life. What advantage does a harbinger offer over hurricane (archetypes; no need to nerf the hur) to make up for nearly twice the drain..?
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Jaded
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Posted - 2006.11.16 19:36:00 -
[116]
Originally by: Pinky Denmark if he doesn't reduce fitting requirements it might be because they play a role vs the hopefully upcoming anti-nos thing that might or might not come in a late kali build...
The undrainable batteries thing, huh? those are gonna keep a geddon going for hours.
Good thing short-range setups are so easy to get away from..
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Goumindong
Amarr Merch Industrial
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Posted - 2006.11.16 19:42:00 -
[117]
Originally by: Jaded
Originally by: Tuxford There is really no good reason for boosting max cap/sec. Lowering the cap use of guns and other modules isn't really justified either. If you can run your modules now long enough to get the kill you can do so as well after the patch.
And if the balance was off before, this patch sure makes it worse.
Cap is life. What advantage does a harbinger offer over hurricane (archetypes; no need to nerf the hur) to make up for nearly twice the drain..?
An extra turret. They nuked one of the Hurricanes turrets in the last patch, its only got 6.
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DefJam101
Gallente Praxiteles Inc.
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Posted - 2006.11.16 20:11:00 -
[118]
Originally by: Kamikaaazi
Originally by: Waragha
Originally by: Jim McGregor
Originally by: Joshua Foiritain
Originally by: Jim McGregor The only change is the hitpoint boost. Any consequences of it should be easy for you to figure out.
It ruins the balance? 
Id like to know the big picture as well tbh.
The balance before the change was questionable for everyone except caldari and gallente. Now after the change, some minmatar ships become better than the gallente ones in the same class. The Amarr ships will suffer the same problems as gallente with struggling for cap, while minmatar got good and caldari went from good to best (not best for solo though, they never will be).
I like cruisers so i will give some comments on that. Caldari = Still good, ECM Caracal might have been nerfed. WIth the new HAMs the caracal might be very sick (havent checked fittings etc, don't flame me :p) BB seems to be buffed? Amarr = still crap, even more so now Gallente = Vexor, possibly better unless drone killing is really as viable now as they say on test Thorax = brick of capdeathness :) Minmatar = Stabber, still good tho possibly nerfed alot for 1v1 because of its damage output. Ruppy, im not really sure. It allways has had a very good tank and been a top level cruiser. I think that with the other races cap issues its a buff.
So what happened, Amarr cruisers still suck (****). Vexor is still good and thorax went from good to useless, Caldari recieved buffs. Minmatar im not quite sure of..
what buffs for caldari? Have you ever looked at ecm cap needs? Also BB-s are getting nerfed real badly on test server. EW ships dont have their former ecm strenghts even with the new bonuses.
Aye having no cap while your opponent can't fight back, run, or move must suck. Poor you 
***
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Udyr Vulpayne
Amarr PIE Inc.
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Posted - 2006.11.16 20:13:00 -
[119]
Originally by: Reatu Krentor
Originally by: Udyr Vulpayne
Originally by: Reatu Krentor
Ship B also has to tank 50% longer because ship A can fire 50% longer.
that is assuming that ship B does not fire back. if B fires back than A has to use its 50% cap boost to tank and fire, not just to fire.
and most ships which depend on cap to fire do not have that much better cap/recharge than others.
no that's not true... if you increase total cap and total hp by 50%, the end result does not change compared to before the change. The only thing that would change is how long the fight takes. Yes, you have to shoot longer, but 50% extra cap gives 50% longer time before cap runs out. But, you also have to tank longer and again 50% extra cap just gives you 50% longer time before your cap is gone.
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Miri Tirzan
Caldari Reikoku Band of Brothers
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Posted - 2006.11.16 21:24:00 -
[120]
Edited by: Miri Tirzan on 16/11/2006 21:35:39
Originally by: Tuxford See the reason for increasing capacitor capacity and capacitor recharge time is very simple. Lets say on TQ today your fighting in ship A against ship B. You can kill ship B in 2 minutes and your cap runs out in 2.5 minutes.
After the patch, lets say we do nothing to capacitor. Ship B will survive for 3 minutes but, unfortunately Ship A will run out of cap in 2.5 minutes.
Lets say we increase the cap by 50% and recharge time by 50%. The max cap/sec stays the same. Ship B survives for 3 minutes and ship A runs out of cap in 3.75 minutes.
There is really no good reason for boosting max cap/sec. Lowering the cap use of guns and other modules isn't really justified either. If you can run your modules now long enough to get the kill you can do so as well after the patch.
That is an over simplified example. The problem is that ship A (cap using weapons) runs out of cap before ship B (with non-cap using weapons). If you do an across the board cap increase and recharge time increase, then you have just boosted all the ship Bs. They now have more cap to use for tanks and other modules that ship A will not have, their increase is all going to the guns.
Please dont do this. A more targeted way is simply to increase the controlled bursts from 5% to 10%. Those that dont use cap based weapons are not helped or hurt, those that use bacp based weapons get just enough to last that extra bit of time needed to have a chance of winning the fight.
If not, you may have increase cap so the ship A can now last 3 minutes but the Ship B also got the cap increase and will have cap to put into tanking, Ship B now lasts for 4 minutes. This does not Ship A, it just makes all the Ship B's that much stronger.
svetlana - "whining gets you stuff. that is why humans got to the top of the food chain and all the other animals got nerfed."
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Jim McGregor
Caldari
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Posted - 2006.11.16 21:24:00 -
[121]
Originally by: Reatu Krentor
Originally by: Jaded
Originally by: Goumindong ...
Hmm.. Would have preferred to have the harbinger boosted instead of the others nerfed, but I'm not too upset about the bc nerf.
My drake will still rock at level 3 missions, and the amarr ship may actually have a role now -- even if i trust it still sucks at 1v1.
GJ Tux, have a look at the other ship classes as well, please. :)
TBH imo, the hurricane was too powerfull, so was the drake. both could fit a pretty strong tank and dish out respectable dps. Now I know i'll be hunted down and killed by just about every minmatar for this , but my main concern is to have balance, it just wouldn't be fun to fly a ship that I know is overpowered (yes I am minnie specced).
I think it was balanced tbh... when looking at graphs it looked even underpowered to me. It doesnt have any defensive bonuses at all, while myrmidon has repair boost and drone hp bonuses. And Drake had a resistance bonus. So I dont know, I kind of think it WAS balanced.
But the devs didnt... oh well. We'll see if the ship still have a chance. I just hate using missiles.
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Udyr Vulpayne
Amarr PIE Inc.
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Posted - 2006.11.16 21:30:00 -
[122]
Originally by: Reatu Krentor
if you increase total cap and total hp by 50%, the end result does not change compared to before the change. The only thing that would change is how long the fight takes. Yes, you have to shoot longer, but 50% extra cap gives 50% longer time before cap runs out. But, you also have to tank longer and again 50% extra cap just gives you 50% longer time before your cap is gone.
well somehow i managed to fubar my earlier attempt to reply here. so have this instead:
1. apply hp-boost to all ships 2. oh noes! the ships that actually have to use cap to fire their guns are at a disadvantage. something must be done to boost those ships. (not sure if tux understood why exactly people complained there) 3. apply cap-boost to all ships (hint: this is where things go wrong) 4. now the ships that use cap for their weapons can fight longer again so this problem is solved 5. oh noes! the ships that dont use cap to for their weapons can tank longer now. back to square one.
yes its the same percentage boost for all ships. however thats not the problem. the problem lies with the disadvantage for laser/hybrid users that was introduced with the hp-boost. there was no cap-disadvantage for projectile, missile or drone users and no need to boost the cap of those ships. the original plan was to make fights last longer with a greater hp-buffer and not to improve tanking capabilities.
a far better approach: 1. boost hp of all ships 2. boost cap depending on how much cap each ship is using (or reduce capneed of turrets) 3. reduce ammo size and maybe boost drone hp
result: all ships can fire longer, all ships get an increased hp-buffer, no ship gets any tanking adavantages
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Reatu Krentor
Minmatar Void Spiders Fate Weavers
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Posted - 2006.11.17 00:13:00 -
[123]
Originally by: Udyr Vulpayne Originally by: Reatu Krentor
...
well somehow i managed to fubar my earlier attempt to reply here. so have this instead:
1. apply hp-boost to all ships 2. oh noes! the ships that actually have to use cap to fire their guns are at a disadvantage. something must be done to boost those ships. (not sure if tux understood why exactly people complained there) 3. apply cap-boost to all ships (hint: this is where things go wrong) 4. now the ships that use cap for their weapons can fight longer again so this problem is solved 5. oh noes! the ships that dont use cap to for their weapons can tank longer now. back to square one.
yes they tank longer, how much longer? about the same as the cap increase, about 50% longer, but then cap-using ships also shoot and tank 50%. The only thing that changes with increasing cap(and keeping recharge rate(not time) the same) is how long it takes before cap death, for all ships. If you could shoot and tank for 30s before cap death, with both changes you'll shoot and tank for 45s. Of course a ship that doesn't use cap for guns is at an advantage in both cases. adding total cap doesn't change anything in that respect.
Originally by: Udyr Vulpayne
yes its the same percentage boost for all ships. however thats not the problem. the problem lies with the disadvantage for laser/hybrid users that was introduced with the hp-boost. there was no cap-disadvantage for projectile, missile or drone users and no need to boost the cap of those ships. the original plan was to make fights last longer with a greater hp-buffer and not to improve tanking capabilities.
It doesn't improve tanking abilities, all it does is prolong how long you can run cap-using modules for everyone. The tank of AC-pest doesn't suddenly become better just because it can run longer, after all that geddon that's shooting it is shooting longer as well.
Originally by: Udyr Vulpayne
a far better approach: 1. boost hp of all ships 2. boost cap depending on how much cap each ship is using (or reduce capneed of turrets) 3. reduce ammo size and maybe boost drone hp result: all ships can fire longer, all ships get an increased hp-buffer, no ship gets any tanking adavantages
1. they're doing this, yup. 50% boost for T1. Too much, prolly. Extends 1v1 battles into boring length. 2. straight 50% increase of cap and recharge time retains status quo as it was before the boost, that is all it does. Increasing amarr cap(just an example) by 50% but only increasing recharge time by eg. 40%, sure, why not differentiate a bit between races. But how they have done it right now, there is nothing directly wrong with it tbh(it doesn't have any effects besides increasing time before cap death for all parties). Changing capacitor use of any modules is a bad idea otoh, right now most vital modules(reppers, guns) use more cap/s then the recharge rate can provide, that is intentional. Mess with this and that's one step closer to unbreakable tanks being possible. 3. ammo size change, done. All ammo has been halved in volume(except for cap charges). Drone hp, haven't checked, I'd think they are at least looking at that.
Crystal-Slave, that way? Potential solution to the current Recon cloak and cyno bug |

Udyr Vulpayne
Amarr PIE Inc.
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Posted - 2006.11.17 03:05:00 -
[124]
Originally by: Reatu Krentor
yes they tank longer, how much longer? about the same as the cap increase, about 50% longer, but then cap-using ships also shoot and tank 50%.
and that ships that dont need cap to fire can tank longer again is eactly what is the problem. with the hp boost ships with zero-cap weapons got an advantage over ships that have to share cap between guns and tank. people where asking for a cap boost to laser/hybrid users for the same reason they were asking for ammo size reduction. to enable them to shoot longer. not to enable all ships to tank longer.
Originally by: Reatu Krentor
Of course a ship that doesn't use cap for guns is at an advantage in both cases. adding total cap doesn't change anything in that respect.
yes but making fights last longer (aka hp boost) did change this. if you had exactly as much cap to fire your guns long enough to kill en enemy before the hp-boost you will now run out of cap before hes dead. to fix this ships that use lasers/hybrids needed more cap just like projectile/missile users needed smaller size ammo so they can fit/bring more. ships that dont use cap to fire their weapons didnt need to get a cap boost to fire longer.
asuming this before the changes: - ship A (lasers) can tank and fire for 2 minutes - ship B (projectiles) can tank for 2 minutes and fight until it runs out of ammo - ship A is able to kill ship B in 1m50s
enter the hp boost: - ship B now has a more hp and can survive for more than 2min - problem 1: ship A runs out of ammo aka cap -> solution increase cap for ship A - problem 2: ship B runs out of ammo -> solution reduce ammo size -> ship B can fire longer
enter the cap boost: - ship A can fire its guns longer again -> balance is restored - for some reason ship B also gets its cap boosted and can now tank longer -> balance is screwed again
total boosts ship A: 2 (hp, cap) total boosts ship B: 3 (hp, ammo size, cap)
if you look at the cap sizes on most ships you will notice that in many cases there is not much of a difference between laser/hybrid ships and those that dont use cap for their weapons. so just giving all ships the same %boost will often result in very similiar boosted values and an unneeded boost for ships using zero-cap weapons.
i'm not saying only lsaer/hybrid ships should get a 50% boost. but they should get a higher % boost than ships that dont need cap to fire
Originally by: Reatu Krentor
It doesn't improve tanking abilities, all it does is prolong how long you can run cap-using modules for everyone. The tank of AC-pest doesn't suddenly become better just because it can run longer, after all that geddon that's shooting it is shooting longer as well.
- if the tank runs longer it does repair more hitpoints -> it does become better - you could possibly remove a capmod or go from 1 repper to 2 reppers for a stronger but shorter tank - yes all modules can be used longer. thats exactly the problem. laser/hybrid users needed a cap boost because their guns were not running long enough. ships that dont need cap to fire didnt need this boost (at least not the same amount) in the first place
also: tempest before the boost: 4250cap/923.9sec after the boost: 6375/1385 geddon before the boost: 4250cap/870sec after the boost: 6375/1305
notice that there is not that much of a difference present. the longer the fight takes the more the geddon will be at a disadvantage because its using its cap faster. the hp-boost did increase the duration of fights -> the geddon is at a disadvantage now we get the cap boost that affects both ships in the same way -> the geddon will still be at a disadvantage after it.
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Miri Tirzan
Caldari Reikoku Band of Brothers
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Posted - 2006.11.17 03:42:00 -
[125]
Any way you look at it, the only way to fix the cap/ammo issue is to reduce the cap being used by weapons only and to reduce the size of ammo. Changing controlled burst takes care of the cap issues and reducing the size of ammo takes care of all the non-cap using weapons (and hybrids which are both) without giving either type a buff.
The across the board changes dont work when every ship does not use cap or ammo the same way.
svetlana - "whining gets you stuff. that is why humans got to the top of the food chain and all the other animals got nerfed."
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Flabida jaba
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Posted - 2006.11.17 05:05:00 -
[126]
Originally by: Siakel
Originally by: Flabida jaba ^agreed^
not to mention with a 50% increase to cap recharge times cap rechargers ( even more if they are boosted a little) will give more Cap/sec than they do now
Cap Rechargers after this change will give the exact same cap/second that they do now and there has been absolutely no talk of boosting cap recharge modules.
And, as has been said, the ships with 'higher capacitor' almost always have identical recharge rates, and only a few hundred(if that) extra capacitor, while their weapons drain a lot of cap, more than nullifying that 'cap advantage'.
actually this is untrue....yes there has been no mention of boosting cap recharges how ever...if your cap recharge time was 500 seconds a 20% bonus to that recharge time gives you a 400 second recharge time. *net gain 100 sec*
boost the original recharge rate by 50% gives you a 750 sec rechrge rate and a 20% redution of that time = 600 *150 sec net gain*
thus even if cap rechargers remain unchanged....bigger cap and longer recharge rate's effectively increase the efficientcy of cap rechargers in terms of the Cap/sec they provide.......Any clearer
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Siakel
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Posted - 2006.11.17 05:38:00 -
[127]
Originally by: Flabida jaba Edited by: Flabida jaba on 17/11/2006 05:34:17
Originally by: Siakel
Originally by: Flabida jaba ^agreed^
not to mention with a 50% increase to cap recharge times cap rechargers ( even more if they are boosted a little) will give more Cap/sec than they do now
Cap Rechargers after this change will give the exact same cap/second that they do now and there has been absolutely no talk of boosting cap recharge modules.
And, as has been said, the ships with 'higher capacitor' almost always have identical recharge rates, and only a few hundred(if that) extra capacitor, while their weapons drain a lot of cap, more than nullifying that 'cap advantage'.
actually this is untrue....yes there has been no mention of boosting cap recharges how ever...if your cap recharge time was 500 seconds a 20% bonus to that recharge time gives you a 400 second recharge time. *net gain 100 sec*
boost the original recharge rate by 50% gives you a 750 sec rechrge rate and a 20% redution of that time = 600 *150 sec net gain*
thus even if cap rechargers remain unchanged....bigger cap and longer recharge rate's effectively increase the efficientcy of cap rechargers in terms of the Cap/sec they provide.......Any clearer?
Uhm...? Doesn't work that way.
Before change: 100 cap/100 recharge. 1 cap/s. After change: 150 cap/150 recharge. 1 cap/s.
1 cap/s+20%=1.2 cap/second. It doesn't matter if one ship is losing six days of recharge time and the other is only losing one second of recharge time. The effect on peak recharge is the exact same.
Any clearer?
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Siakel
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Posted - 2006.11.17 05:41:00 -
[128]
Originally by: Flabida jaba
with a 50% across the board increase to cap/recharge: missle boats will theorecticly be able to tank 50% longer..but hybrid/laser boats will be able to shoot 50% longer so the balance will remain as it is now between the two types of ship (my original post not withstanding)
*sighs* No. Again.
Ship A uses projectiles. Ship B uses Lasers.
Increase cap of both ship A and ship B by 50%.
Ship A now has 50% more cap to tank with.
Ship B now has 25% more cap to shoot with, 25% more cap to tank with.
If both ships had lasted 100 seconds previously, now:
Ship A lasts 150 seconds. Ship B lasts 125 seconds.
And this is why the blanket cap boost doesn't work.
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Goumindong
Amarr Merch Industrial
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Posted - 2006.11.17 06:07:00 -
[129]
Originally by: Siakel
Originally by: Flabida jaba
with a 50% across the board increase to cap/recharge: missle boats will theorecticly be able to tank 50% longer..but hybrid/laser boats will be able to shoot 50% longer so the balance will remain as it is now between the two types of ship (my original post not withstanding)
*sighs* No. Again.
Ship A uses projectiles. Ship B uses Lasers.
Increase cap of both ship A and ship B by 50%.
Ship A now has 50% more cap to tank with.
Ship B now has 25% more cap to shoot with, 25% more cap to tank with.
If both ships had lasted 100 seconds previously, now:
Ship A lasts 150 seconds. Ship B lasts 125 seconds.
And this is why the blanket cap boost doesn't work.
Sorry buddy but you are wrong.
Ship A uses prjectiles.
Ship B uses lasers
Ship A uses 100% cap for reping
Ship B uses 50% cap for shooting, 50% cap for repping.
Ship A lasts 100 seconds pre kali Ship B lasts 100 seconds pre kali
Kali hits
Ship A uses gets 50% more cap to use for tanking Ship B gets 25% more cap for tanking and 25% more for guns
Ship a gets a 50% increase in the time they can tank Shib B gets a 50% increase in the time it can shoot and a 50% increase in the time it can tank as 25% is 50% of 50%
------------
Both ships last longer now by the same percentage. The issue isnt percentage, the issue is TIME.
For instance, an AC boat would tank for say, 2-3 minutes. Now on Kali it will run its repper for 50% longer and has 50% more HP, so it tanks for 4-6 Minutes.
A laser boat will shoot for 1 minute pre boost, now after the boost it will shoot for 1.5 minutes.
Whereas previously the laser boat was 1 minute from killing the AC boat, now it is 2.5-4.5 minutes from killing the AC boat.
Tux is wrong because he assumes that a 50% increase in firing time makes up for a 50% increase in HP, and a 50% increase in tanking time. This is only true if ships explode once they stop repping, which they do not
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Flabida jaba
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Posted - 2006.11.17 06:11:00 -
[130]
Originally by: Siakel
Originally by: Flabida jaba
with a 50% across the board increase to cap/recharge: missle boats will theorecticly be able to tank 50% longer..but hybrid/laser boats will be able to shoot 50% longer so the balance will remain as it is now between the two types of ship (my original post not withstanding)
*sighs* No. Again.
Ship A uses projectiles. Ship B uses Lasers.
Increase cap of both ship A and ship B by 50%.
Ship A now has 50% more cap to tank with.
Ship B now has 25% more cap to shoot with, 25% more cap to tank with.
If both ships had lasted 100 seconds previously, now:
Ship A lasts 150 seconds. Ship B lasts 125 seconds.
And this is why the blanket cap boost doesn't work.
i stand corrected! my assumtion on peak recharge is wrong you are correct
as is your assumption above however cap using ships start with a bigger cap pool to compensate for this extra draw on there capacitor so % comparisins wont work for this analisis. 150% cap to tank may equate to 1 extra minuite for a low cap ship,while 25% to tank and shoot might also equal 1 extra minute for a high cap ship
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Siakel
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Posted - 2006.11.17 06:21:00 -
[131]
Originally by: Flabida jaba
i stand corrected! my assumtion on peak recharge is wrong you are correct
as is your assumption above however cap using ships start with a bigger cap pool to compensate for this extra draw on there capacitor so % comparisins wont work for this analisis. 150% cap to tank may equate to 1 extra minuite for a low cap ship,while 25% to tank and shoot might also equal 1 extra minute for a high cap ship
Ideally, perhaps. But the reality isn't anywhere near this. The cap difference between ships that use cap to fire and those that don't is minimal, and there's not a single ship class where a cap-intensive ship gets enough extra cap to make this boost equal to both of them.
And before someone says it, no, Apoc doesn't count, for obvious reasons.
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Aramendel
Amarr Queens of the Stone Age Anarchy Empire
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Posted - 2006.11.17 09:14:00 -
[132]
Edited by: Aramendel on 17/11/2006 09:14:31
Originally by: Goumindong Ship A lasts 100 seconds pre kali Ship B lasts 100 seconds pre kali
The problem is that exactly this is not the case.
As said, take a geddon vs a typhoon.
The cap bonus of the geddon vs the typhoon is spent in 10 seconds weaponfire. The higher cap regeneration cancels at peak recharge not even 10% of the weapon capdrain.
Of cource, the geddon also does more base dps than the typhoon, so it should have a disadvantage. But there are numerous other ships where this is not the case, for example maller vs rupture or prophecy vs cyclone.
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Goumindong
Amarr Merch Industrial
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Posted - 2006.11.17 14:37:00 -
[133]
Originally by: Aramendel Edited by: Aramendel on 17/11/2006 09:14:31
Originally by: Goumindong Ship A lasts 100 seconds pre kali Ship B lasts 100 seconds pre kali
The problem is that exactly this is not the case.
As said, take a geddon vs a typhoon.
The cap bonus of the geddon vs the typhoon is spent in 10 seconds weaponfire. The higher cap regeneration cancels at peak recharge not even 10% of the weapon capdrain.
Of cource, the geddon also does more base dps than the typhoon, so it should have a disadvantage. But there are numerous other ships where this is not the case, for example maller vs rupture or prophecy vs cyclone.
Yup, i know it isnt the case. It was the "if" and the refuting what the previous poster said about how cap works.
Realistically, the cap boost will be a non-issue really, in all cases a 50% HP boost and a 50% cap boost=50% more cap used to kill a ship.[and if its not, i cant figure the math for that limit in my head[to solve for a maximum/minimum], and am too lazy to figure it out on paper] Tanks last 50% longer than they did previously and guns shoot 50% longer than they did previously.
Any disparity that existed will be magnified, but balance shouldnt change.
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