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Thread Statistics | Show CCP posts - 13 post(s) |

Media freak
His Majesty's Privateers Warden.
2
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Posted - 2015.09.01 21:25:45 -
[151] - Quote
Estella Osoka wrote:Since when is using a Lach as heavy tackle not using it's strengths? Last I checked it got a bonus to range on Warp Scram and Disrupters.
since he was trying to make a point. I mean that scram is only tackling things at 18km without links or OH. 21km with OH and 28 with links and OH.
I mean its guns only go out to 18km which is null including falloff. |

Sizeof Void
Ninja Suicide Squadron
596
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Posted - 2015.09.03 02:07:14 -
[152] - Quote
Frostys Virpio wrote:They put in a new SOV system and made tweaks to it while going through the traditional vacation period. Could it possibly have affected the release of tiericide on some mods who are arguably in need of some redesign anyway? Not likely. Changes to shield rechargers et al would certainly not have any direct effect on the new FozzieSov system. And, unless the whole team went on vacation together for 6 weeks, that is probably not a valid excuse, either.
Technically speaking, Module Tiericide involves rather simple database changes. A single database programmer can typically implement these sorts of changes with a few lines of database code - not more than a couple of hours work, at most.
Also, Module Tiericide is not supposed to be about "redesign", but, rather, simply reducing complexity by removing unnecessary metas. Sure, there is going to be some minor rebalancing involved, but it isn't meant to be extensive or comprehensive - certainly, they have done absoultely nothing to address the continued worthlessness of many T1 meta 0 modules, in previous Module Tiericide passes, and have repeated stated that the tiericided modules will be revisited for rebalancing in the future. Thus, it is also unlikely that this particular pass of Module Tiericide needs extensively more redesign work and/or discussion.
I think it is much more likely that the devs who were supposed to be working on Module Tiericide were pulled off to do other work (or left the company) and, as a result, no one is currently working on it.
Which is why I said that it looked like CCP had dropped the ball on Module Tiericide.
I'd be more than happy to see a response from a dev to prove me wrong, along with a release date for this round of Module Tiericide changes and a rough schedule for the rest of Module Tiericide. :) |

Tyranis Marcus
Bloody Heathens
1447
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Posted - 2015.09.05 21:26:47 -
[153] - Quote
I have to say, I was really opposed to module tiericide from the beginning. Everything about it.
Now that I've finally gotten in some decent playtime, reworked some old fits, and made up some new fits, I really like what you guys are doing.
Not sure how it affects the newbro market, but from where I'm sitting things are looking pretty nice. The meaningful options that were mentioned are definitely there.
And...with that, the loss of the old names doesn't even really sting, anymore.
Do not run. We are your friends.
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Do Little
Red Frog Freight Red-Frog
153
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Posted - 2015.09.06 08:32:14 -
[154] - Quote
The fact that these changes didn't ship with Galatea suggests that CCP is rethinking these modules and we'll likely see more than minor tweaks to the stats.
I consider this a good sign but think they should release the power relays in Vanguard and set the Flux Coils and Rechargers aside while they try to figure out a legitimate role for them. |

Faren Shalni
Future Corps Sleeper Social Club
151
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Posted - 2015.09.06 09:12:30 -
[155] - Quote
Brokk Witgenstein wrote:
What I'm looking at, is an expensive close-range brawler -- with AB and no web I might add, so quite vulnerable to being tackled and shot by a T1 cruiser plus interceptor himself. I called fail at first glace and I call fail now.
He certainly sounds awfully sure about both his fitting skills and his manhood, but showing me a fit with 4-5 mids dedicated to tank, 2 rigs also dedicated to tank on a 200 mil recon to do a T1 cruiser's job only serves to illustrate the case I presented earlier. I guess I should thank him for that.
D-scan immunity, bonused scram range, tech 2 resists, better sustain tank and reasonable Dps
Plus a knowledge of where said pilot flys I can tell you this is a gank lach for w-space. In this situation he needs to take on the target (he would probs utilise a warpin to get into scram range) and the sleepers on grid, which can be upwards of 700dps in a C3 just from the site
Asb would not have enough sustain to keep the lach alive to allow him to kill the target or hold on long enough for backup to arrive. A buffer tank would fair even worse.
In the scenario that he would use this ship damps would have no use, a web would have use and there is argument to have one but his choice is perfectly acceptable.
No a t1 cruiser could not do this job, a ceptor maybe but it's harder, the main advantage is the dscan immunity so the target doesn't know you are there until he is on grid. (We used to use arazus for this but the lach does it better)
(Omg I can't believe I'm sticking up for trinkets)
So Much Space
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Trinkets friend
Sudden Buggery
2744
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Posted - 2015.09.20 01:06:40 -
[156] - Quote
Thats because you looked at it (maybe even looked that i have used it - and to great effect) and used your logics. Brokk just assumes that spending 4 slots on tank is bad. Believe me, we have tried tackling rattlesnakes with cruisers, and there's not much at all besides the Lachesis which does this job as well as it.
Doctor Prince Field Marshall of Prolapse. Alliance and Grand Sasquatch of Bob
We take Batphones. Contact us at Hola Batmanuel - Free call 1800-UR-MOMMA
~~ Localectomy Blog ~~
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Chance Ravinne
WiNGSPAN Delivery Services The WINGSPAN Logo Alliance
492
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Posted - 2015.09.20 20:37:03 -
[157] - Quote
I'd like to see tiericide move forward, just hoping it will be soon.
You've just read another awesome post by Chance Ravinne, CEO of EVE's #1 torpedo delivery service. Watch our misadventures on my YouTube channel: WINGSPANTT
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Zappity
the 57th Overlanders Brigade A Band Apart.
2457
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Posted - 2015.09.20 20:40:57 -
[158] - Quote
I think they have been sidelined. Unfortunate. At this rate it will take literally years. The current mixture is confusing for new players.
Zappity's Adventures for a taste of lowsec.
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Arthur Aihaken
Perkone Caldari State
4655
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Posted - 2015.09.20 22:39:18 -
[159] - Quote
Chance Ravinne wrote:I'd like to see tiericide move forward, just hoping it will be soon. Did this come up at the summit at all?
I am currently away, traveling through time and will be returning last week.
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Flyinghotpocket
Amarrian Vengeance Team Amarrica
496
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Posted - 2015.09.21 00:04:11 -
[160] - Quote
TrouserDeagle wrote:god, can you get to the actual relevant modules like turrets, tackle mods, ewar? who actually cares about these.
or forget the whole thing and do some ship rebalancing, stuff that'll actually fix the game. no kidding. these bearing changes are about 5 ************** years to late.
Amarr Militia Representative - A jar of nitro
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Trinkets friend
Sudden Buggery
2745
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Posted - 2015.09.21 01:26:06 -
[161] - Quote
Just a thought....
Why not Flux Coils give you a percentage bonus to shield hitpoints?
Currently there's no real point in passive tanking capitals. If your flux coils gave a 10% HP bonus you could do some pretty hinky stuff with passive tanked Wyverns.
Doctor Prince Field Marshall of Prolapse. Alliance and Grand Sasquatch of Bob
We take Batphones. Contact us at Hola Batmanuel - Free call 1800-UR-MOMMA
~~ Localectomy Blog ~~
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Rawketsled
Generic Corp Name
297
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Posted - 2015.09.21 01:38:54 -
[162] - Quote
Trinkets friend wrote:Just a thought....
Why not Flux Coils give you a percentage bonus to shield hitpoints?
Currently there's no real point in passive tanking capitals. If your flux coils gave a 10% HP bonus you could do some pretty hinky stuff with passive tanked Wyverns. The PDS does that already. You're either going to compete with that module for the same job (which creates redunancy) or be outright better than the PDS which will likely result in the buffed coils being OP. |

Sieonigh
Global Defense Initiative Cartel Sorry We're In Your Space Eh
47
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Posted - 2015.09.21 08:28:11 -
[163] - Quote
Rawketsled wrote:Trinkets friend wrote:Just a thought....
Why not Flux Coils give you a percentage bonus to shield hitpoints?
Currently there's no real point in passive tanking capitals. If your flux coils gave a 10% HP bonus you could do some pretty hinky stuff with passive tanked Wyverns. The PDS does that already. You're either going to compete with that module for the same job (which creates redunancy) or be outright better than the PDS which will likely result in the buffed coils being OP.
not nessisarily, PDSs do more that just shild HP and shild regen, its also grid + cap amount + cap regen which is roughly 5% for each.
so having say 10% and 10% for shild capasity and regen isn't a bad idea, question is whether or not it would break shild capitals. |

Rawketsled
Generic Corp Name
297
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Posted - 2015.09.21 08:40:17 -
[164] - Quote
They'd need a stacking penalty. Three of those modules increases regen by 85%. |
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CCP Terminus
C C P C C P Alliance
345

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Posted - 2015.09.29 11:53:57 -
[165] - Quote
So a little update. These module changes are now set to go out in the December release. We're still mulling over ideas for the Shield Flux Coils, and I'll post another update when there is more information on that.
@CCP_Terminus // Game Designer // Team Size Matters
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Altrue
Exploration Frontier inc
1970
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Posted - 2015.09.29 12:08:30 -
[166] - Quote
Well, its definitely a good thing to see you considering other ideas than just leaving the modules "as is", and quickly forgetting about them 
Kudos for that.
Signature Tanking Best Tanking
Retired Exploration Frontier Inc [Ex-F] CEO - Ex-BRAVE - Eve-guides.fr
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TrouserDeagle
Beyond Divinity Inc Shadow Cartel
1124
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Posted - 2015.09.29 13:10:51 -
[167] - Quote
turret tiericide when |
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CCP Terminus
C C P C C P Alliance
346

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Posted - 2015.09.29 13:20:55 -
[168] - Quote
TrouserDeagle wrote:turret tiericide when
The December release should have a decent amount of module tiericide in it. This may include tiericide on turrets I'm not sure. Either way it's unlikely I will be doing it, you're better off mentioning it to one of the other module tiericide members (CCP Fozzie, CCP Delegate Zero, CCP Rise, or CCP Larrikin).
@CCP_Terminus // Game Designer // Team Size Matters
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Bobb Bobbington
The Cult of the Rare Pepes
54
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Posted - 2015.09.29 19:23:11 -
[169] - Quote
Which modules are to be folded into each new type? |

Kasia en Tilavine
School of Applied Knowledge Caldari State
45
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Posted - 2015.09.29 19:44:24 -
[170] - Quote
CCP Terminus wrote:TrouserDeagle wrote:turret tiericide when The December release should have a decent amount of module tiericide in it. This may include tiericide on turrets I'm not sure. Either way it's unlikely I will be doing it, you're better off mentioning it to one of the other module tiericide members (CCP Fozzie, CCP Delegate Zero, CCP Rise, or CCP Larrikin).
Are they the only four working on tiericide? Has there been any discussion about the slow pace of tiericide? A lot of us consider it to be very important to improving the game both for newer and older players. 4 module groups every 2-4 months leaves us with a 2019 finish date for full tiericide.
Has there been any consideration to massively buffing these passive shield modules, so stacking penalties can make 2 of them in the lows instead of ballistic controls a viable pvp choice with a single invuln/extender tank. Rather than having to all in with every module slot in order to make them viable. (Penalties allows 1 or 2 to make a big difference while 6-9 are meaningless wastes of slots ). What about flux coils being +total hitpoints - hp/s recharge? |
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CCP Terminus
C C P C C P Alliance
347

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Posted - 2015.09.30 10:51:53 -
[171] - Quote
Kasia en Tilavine wrote:CCP Terminus wrote:TrouserDeagle wrote:turret tiericide when The December release should have a decent amount of module tiericide in it. This may include tiericide on turrets I'm not sure. Either way it's unlikely I will be doing it, you're better off mentioning it to one of the other module tiericide members (CCP Fozzie, CCP Delegate Zero, CCP Rise, or CCP Larrikin). Are they the only four working on tiericide? Has there been any discussion about the slow pace of tiericide? A lot of us consider it to be very important to improving the game both for newer and older players. 4 module groups every 2-4 months leaves us with a 2019 finish date for full tiericide. Has there been any consideration to massively buffing these passive shield modules, so stacking penalties can make 2 of them in the lows instead of ballistic controls a viable pvp choice with a single invuln/extender tank. Rather than having to all in with every module slot in order to make them viable. (Penalties allows 1 or 2 to make a big difference while 6-9 are meaningless wastes of slots ). What about flux coils being +total hitpoints - hp/s recharge? Well along with me that makes 5, which is a decent portion of the designers working on EVE. Unfortunately module tiericide is not a primary focus of anyone at the moment, so it's basically done when we have the time between major projects. The good news is I would expect the December and possibly January to be heavier in tiericide, which will somewhat make up for the lack of it these past few releases.
@CCP_Terminus // Game Designer // Team Size Matters
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CCP Terminus
C C P C C P Alliance
347

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Posted - 2015.09.30 14:39:36 -
[172] - Quote
Bobb Bobbington wrote:Which modules are to be folded into each new type? Shield Rechargers Meta 1-4 wil become the M51 'Benefactor' Compact Shield Recharger
Shield Power Relays All the Meta 0 modules except for the Shield Power Relay I will be combined into the 'Basic' Shield Power Relay Meta 1-4 will be combined into the two Meta modules which remain. We usually (though not always) have 1 and 3 be a module, and 2 and 4 be the other
Shield Flux Coils Same thing will happen as the Shield Power Relays, meta 0's merged, meta 1-4 merged into 2 modules
@CCP_Terminus // Game Designer // Team Size Matters
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Sabriz Adoudel
Black Hydra Consortium.
5380
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Posted - 2015.10.01 01:27:06 -
[173] - Quote
So the only role of the tech 1 (meta 0) items is to add more clicks to the manufacturing process for tech 2 modules?
Still?
This was bad design the first time you made this mistake and it remains bad design now.
I support the New Order and CODE. alliance. www.minerbumping.com
Sabriz's Rule: "Any time someone argues for a game change claiming it is a quality of life change, the change is actually a game balance change".
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Daimus Daranius
Viziam Amarr Empire
21
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Posted - 2015.10.01 10:48:32 -
[174] - Quote
Shield flux coils need to go back to the drawing board, since there's literally zero use for them. People who passive shield tank always use shield power relays instead as shield flux coils will actually hurt your HP recharge rate. Here's a few suggestions: -Replace shield recharge bonus with reduction of capacitor use of shield boosters -Replace shield amount penalty with signature radius penalty
Amarr Victor!
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Morihei Akachi
Nishida Corporation
181
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Posted - 2015.10.06 03:02:19 -
[175] - Quote
Don't suppose you'd consider calling them something different? It's just that I trash everything with "restrained" in its name. Seems like a waste of all your time and effort.
"Enduring", "restrained" and "ample" as designations for starship components are foreign to the genre of high-tech science fiction and donGÇÖt belong in Eve Online.
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Lugh Crow-Slave
1275
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Posted - 2015.10.13 04:41:28 -
[176] - Quote
Trinkets friend wrote:Just a thought....
Why not Flux Coils give you a percentage bonus to shield hitpoints?
Currently there's no real point in passive tanking capitals. If your flux coils gave a 10% HP bonus you could do some pretty hinky stuff with passive tanked Wyverns.
I think it would be interesting but as said before they would need a stacking penaltie unlike the other mods
Fuel block colors? Missiles for Caldari T3? Corp Stasis
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Desiderya
Pyre Falcon Defence and Security Multicultural F1 Brigade
1061
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Posted - 2015.10.15 17:41:11 -
[177] - Quote
Seeing as shield flux coils are a bit useless, what about making them a module to modify active tanking? Such as reducing shield boost amount, activation cost and cycle time. It would mean faster but less chunky boosts. Not sure if that would be something folks would fit if it doesn't come with a small net increase to at least offset the heat issue.
Ruthlessness is the kindness of the wise.
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Ncc 1709
Fusion Enterprises Ltd Phoenix Company Alliance
215
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Posted - 2015.10.16 19:20:44 -
[178] - Quote
this part of November or December patch? |

Bad Messenger
Rehabilitation Clinic Space Warriors
859
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Posted - 2015.10.18 11:08:48 -
[179] - Quote
Altrue wrote:Shield rechargers need a massive boost! I'm surprised you've missed that one  . They are competing with EM wards, Shield extenders, Invulns... There is little reason to fit them on passive tanked ships. Please reconsider their stats Shield Power Relays stats seem fine to me. Shield Flux Coils, I was expecting a massive boost as well, reduction of shield capacity is so opposed to passive shield tanking that there is currently no use for these modules. Not with such stats. You should buff them quite extensively, or swap their penalty for something else perhaps? Maybe more sig radius? Or less total Capacitor? Or less Powergrid? But something needs to change. Suggestion: What about a module that modifies the curve of shield regeneration to have the optimal regeneration start earlier and last longer? That would definitely be a nice addition to Shield Flux Coils or Shield Rechargers.
Those modules have their marginal use in some out of the box fits. Example polarized gun fits etc... |
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CCP Terminus
C C P C C P Alliance
430

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Posted - 2015.10.19 04:21:56 -
[180] - Quote
Ncc 1709 wrote:this part of November or December patch?
It should hopefully make it in to the December release.
@CCP_Terminus // Game Designer // Team Size Matters
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