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

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Posted - 2006.11.22 18:19:00 -
[1]
A little bit early (or late, depending on whose schedule you read ), Tuxford has a new blog with a bunch of information on some of the ship and module changes coming with next week's Revelations release, including some formulas and insight into just why some of the changes are being made.
It's a long one, but certainly worth the read. This and that.
kieron Community Manager, EVE Online |
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Eldo Davip
Forum Moderator Interstellar Services Department

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Posted - 2006.11.22 18:27:00 -
[2]
Word of the day: contemplating. ___
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Tuxford

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Posted - 2006.11.22 18:43:00 -
[3]
Originally by: Kuolematon WTF!! They scrapped 50% hitpoints idea? 
nope, just doing it in stages, maybe. I said maybe right? _______________ |
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Tuxford

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Posted - 2006.11.22 18:44:00 -
[4]
Originally by: Soyemia ...nerfing hurricane was not a good idea! It did one thing well, AC's, but now its semi crappy hybrid like cyclone, and myrmidon is going to be horribly overpowered, with damage output of BS, its gonna pwn all other BC's and prolly some BS's.
Welcome to play caldari and gallente online, I just started training for gallente.
Sure play gallente and caldari if you like, just don't be upset when I waste your ass in a hurricane. _______________ |
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Tuxford

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Posted - 2006.11.23 08:25:00 -
[5]
I'm gonna answer Hakera's question as I think they are too the point and something I should have addressed in the blog.
Originally by: Hakera
1) Tackling modules - webs, scramblers, even with the capacitor increases, do you think that these should be tweaked, or even overhauled to class specific modules?
I don't know if you have remember it but there was a grand plan on changing the propulsion system with the ECM system. I for one don't believe that any sort of randomness is appropriate in the system. I know people here have always wanted to change it somehow but tbh its such an important system in combat that we're wary of touching it.
Originally by: Hakera
2) Will the aggression timers be changed? (the one minute non aggro disappear and the 20min aggro disappear)
This is something we've been talking about. I don't think its unlikely that we will change it but I doubt it will happen in Kali 1
Originally by: Hakera
3) NPCs, will their damage increase in proportion to the HP changes? As it stands, npc damage must increase by approximatly 15-25% inline with this change or you make ratting of all types too easy as the HP change is a PvP change rather than a PvE one
Increasing the damage they do by 15-20% changes things in a way that hitpoints does not. It means a setup that could previously tank npc's may no longer be able to do so. I'd like npcs to be made more challanging, but simply boosting The "right" way to do it would be to increase their hitpoints but I'm afraid that would just make you generate less isk/hour and make it more boring.
Originally by: Hakera
4) Sentry/Concord/Faction police damage - boosted inline with HP changes?
No we haven't done that. Sentries aren't really that hard to tank and Concord will still take you down, just takes a bit longer.
Quote:
5) Any thoughts on destroyer sig radius (especially with mwd on) ?
Its really not something we've taken too close a look at. It was on the todo list but you know, we had to do other stuff. I'll say this though, destroyers are not supposed to be bigger than frigates. Maybe double the sigrad is a bit too much though, we'll take a look at it after the patch.
Originally by: Hakera
6) Survey/Salvage specialised ship classes? - Kali 2?
You can fit a salvager module on any ship afaik. We haven't really nailed down a design for one but I don't think its unlikely that we'll make one. No promises though
Originally by: Hakera
7) faction class ships - more on the horizon for all the extra ship classes we have now since castor? Would sure be dandy for FW looming
Yeah more faction ships for everyone. Well not everyone but definitly more faction ships with factional warfare coming in.
Originally by: Hakera
8) POS damage - increase inline or other defence options becoming availible?
No POS damage increase now. As for changing POS defenses there is a great plan for that. Starbases will get a lot more attention post Kali 1.
I didn't mention the Hyperion because I think its fine. So does any other blaster pilot within CCP, well any other blaster pilot I know of. _______________ |
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Tuxford

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Posted - 2006.11.23 08:29:00 -
[6]
Originally by: Shin Ra I'm afraid now that hitpoints have increased, but dmg has increased by more than 25% with the addition of rigs. Once again, having cake and eating it.
That is not true. While it is true that you can fit two rate of fire rigs or a damage rig and a rate of fire rig, these rigs are stacking nerfed with modules so if you have damage mod or two,.. three the rigs aren't really adding that much. Furthermore these rigs are adding to the grid need of your guns so putting two will likely force you to either downgrade your guns or force you to change a damage mod for a rcu or pds. _______________ |
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Tuxford

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Posted - 2006.11.23 09:11:00 -
[7]
Originally by: Bluetit with the smaller increase to shields for t2 ships and the 25% increase to shield recharge rate accross the board will this not reduce the effectivness of passive tanks on T2 ships? Was this meant or should the rchg rate be increased in line with the shield increase?
Why should it have better base shield per second? Its not like shield boosters work any better on t2 ships than t1 ships. The fact that you have a better tank on the t2 ships is because of the better resists which works just as much on a passive tank and as an active tank.
Furthermore increasing the recharge time less on t2 ships might potentially make them overpowered with shield extenders because
(ship_shield*1.125 + shield_ext*1.25)/(t*1.125) > (ship_shield + shield_ext)/t _______________ |
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Tuxford

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Posted - 2006.11.23 10:35:00 -
[8]
Originally by: Bluetit
Originally by: Lucian Corvinus
Originally by: Tuxford
Why should it have better base shield per second? Its not like shield boosters work any better on t2 ships than t1 ships. The fact that you have a better tank on the t2 ships is because of the better resists which works just as much on a passive tank and as an active tank.
Furthermore increasing the recharge time less on t2 ships might potentially make them overpowered with shield extenders because
(ship_shield*1.125 + shield_ext*1.25)/(t*1.125) > (ship_shield + shield_ext)/t
I can understand this, but you've made a static 25% across the board, what about the battlecruisers which recieved a 56% increase, the shield recharge per second will get stronger, and what about the phoenix?? just wondering, not complaining
that was sort of my point. I really don't mind if they are better or worse than T1 only that this has changed them and wanted to know if it had been thought about :) . I understand that the extenders will give 25% bonus and this could over power T2 if they only had the reduced shield charge rate.
Also the ferrox now will have an even better passive tank than it did before like the guy above said.
Thanks for all the work and i bow to the superior maths equasions :)
To be honest the whole passive tanking needs a look at. We won't really have time do anything before Revelations but expect a blog with all sorts of math logic and stuff from me after it. _______________ |
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Tuxford

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Posted - 2006.11.23 11:02:00 -
[9]
Originally by: Pottsey Edited by: Pottsey on 23/11/2006 10:57:43 ôTo be honest the whole passive tanking needs a look at. We won't really have time do anything before Revelations but expect a blog with all sorts of math logic and stuff from me after it.ö I donÆt know if I should be jumping around and shouting in joy or hiding in fear at what might come. What ever you do I am sure it will be for the best just please donÆt make Gallente rubbish at it.
In my mind Caldari should be hitpoint passive or active boost based Gallente should be shield recharge based or active amour. But who knows what is planed.
EDIT: Please add T2 shield relays and flux or at least make the named modules better then T1.
Hiding in fear obviosly 
Seriously there are number of things that are different between passive and active tanking, preferably I'd like them both to be viable and neither overpowered. _______________ |
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