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Thread Statistics | Show CCP posts - 27 post(s) |
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CCP Phantom
C C P C C P Alliance
6218
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Posted - 2015.10.25 09:33:31 -
[1] - Quote
With the Expansion EVE Online: Citadel this spring, we will see also a full revamp of Capital ships and warfare including Supercapitals!
The old N+1 meta of bringing bigger blogs to be more effective will have diminishing returns. Instead, the individual game play will become more interactive and meaningful.
Revamped fighter gameplay will introduce completely new aspects of warfare into New Eden. New capital modules, weapons, and superweapons add more options. Ewar immunity for supers will be gone, effective remote repair only possible in Triage, refitting in space with a weapons timer a thing of the past ... and we will get a set of new Capitals: Force Auxiliaries!
Check out the blog Reworking Capital Ships: And thus it begins! and please provide feedback, suggestions and your thoughts!
CCP Phantom - Senior Community Developer - Volunteer Manager
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Querns
GBS Logistics and Fives Support Goonswarm Federation
2163
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Posted - 2015.10.25 09:46:11 -
[2] - Quote
The long wait is finally over. Looking forward to more details going forward!
This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.
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Lair Osen
103
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Posted - 2015.10.25 10:06:26 -
[3] - Quote
What does EWAR debuff mean? For stasis debuff, do the ships get slowed, get their webs nerfed/buffed, get webs that are affecting them nerfed/buffed? Please elaborate.
So the weapons timer caused by having bastion mode active means Marauders can't use mobile depots any more?
1-2k seiged dread dps is rather sad, perhaps 2-3k. A pirate BS can do better while still able to get reps.
Focusing the logi into a small number of ships while removing EWAR immunity doesn't seem like it's going to end well. |
Silence iKillYouu
Ice Fire Warriors Snuffed Out
308
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Posted - 2015.10.25 10:09:20 -
[4] - Quote
Interesting will have to buy a CV in warships to train how to use the new fighter groups
EVE Mail me i dont check forums often.
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DJWiggles
Eve Radio Corporation Eve Radio Alliance
241
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Posted - 2015.10.25 10:13:51 -
[5] - Quote
Lair Osen wrote:What does EWAR debuff mean? For stasis debuff, do the ships get slowed, get their webs nerfed/buffed, get webs that are affecting them nerfed/buffed? Please elaborate.
I think it means that any ship that has the debuff applied to them has the Ewar it can project diminished, like you said there webs or nutes get less effective
Lair Osen wrote:
1-2k seiged dread dps is just sad. A pirate BS can do better while still able to get reps.
Remember that is for hitting subcaps, for the Normal guns not much is changing iirc
Live on Eve Radio Thursdays 22:00 GMT with me & friends blabbering on about Eve and stuff. Twitter, Facebook TotalEve
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DJWiggles
Eve Radio Corporation Eve Radio Alliance
241
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Posted - 2015.10.25 10:15:17 -
[6] - Quote
Overall these are some great ideas for the changes and im looking forward to the back and forth discussions that will shape them come Spring 2016. No Doubt I will be talking about it on my Sunday show today and each week as we get more information
Live on Eve Radio Thursdays 22:00 GMT with me & friends blabbering on about Eve and stuff. Twitter, Facebook TotalEve
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Dorijan
Hoover Inc. Pandemic Legion
60
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Posted - 2015.10.25 10:22:20 -
[7] - Quote
I get the whole "involve players in the actual fights" but the mentioned DD mechanics sound like World of Warcraft Boss mechanics to me: don't stand in the fire.
We'll see where EVE's capital ships end up role and gameplay wise. |
knobber Jobbler
Bat Country Goonswarm Federation
582
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Posted - 2015.10.25 10:23:33 -
[8] - Quote
I'm curious about a few things:
1. When you introduce capital sized modules, what happens to the modules we have fitted to our supers? Many super owners have billions in modules both fit and as spares on supers. When these changes go live we'll suddenly have modules which are no longer applicable/usable. Would you for instance, make a deadspace energy neut that's fit to a super turn into a capital sized equivalent when it's released be something you'll consider?
2. With the talk on reduction of hit points on Supers and Titans, don't you think people will be even more risk adverse with capitals? That people will only commit them to the field if they have a guaranteed chance of not losing any?
3. In respect to Ewar immunity, can you provide clearer details on this? Will it work in a similar manner to how warp strength and warp disruption mechanics work?
4. What will happen to the Shadows on my super? Will they turn into a faction squadron? What happens when they take damage? Can I call them back to repair to full strength or are fighter squadrons now disposable items like ammo?
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Wacktopia
Noir. Mercenary Coalition
809
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Posted - 2015.10.25 10:23:35 -
[9] - Quote
I like the concept of 20-50 warp strength for super caps instead of immunity.
Would you ever consider trickling down that concept to Battle Ships ? Just idly wondering if a base warp strength above 1 might be an interesting dynamic.
Kitchen sink? Seriousy, get your ship together - -áFleet-Up.com
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Tiberizzle
Amok. Goonswarm Federation
92
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Posted - 2015.10.25 10:26:27 -
[10] - Quote
Limiting capital RR to triage is not the solution to N+1 you are looking for.
This reduces all capital combat to N+1 dreads and renders every other class fully irrelevant. |
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Korotani
Air The Initiative.
21
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Posted - 2015.10.25 10:29:17 -
[11] - Quote
I look forward to Spring 2016! Bring on the discussions.
Trust no one.-á
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Mr Floydy
Questionable Ethics. Ministry of Inappropriate Footwork
282
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Posted - 2015.10.25 10:33:37 -
[12] - Quote
This all sounds awesome :D
The blog and keynote mention multiple times projecting your drones hundreds of km away, this implies to me that the 250km lock range limitation is going? Interesting... |
Servjen
Giant Industrials
50
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Posted - 2015.10.25 10:37:40 -
[13] - Quote
Interesting things ahead in spring 2016.
But a question as I miss one capital ship. The rorqual.
Any news on when and how it will get love?
This is where I put my signature, right?
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DeadDuck
The Legion of Spoon Curatores Veritatis Alliance
169
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Posted - 2015.10.25 10:40:06 -
[14] - Quote
Tiberizzle wrote:Limiting capital RR to triage is not the solution to N+1 you are looking for.
This reduces all capital combat to N+1 dreads and renders every other class fully irrelevant.
Wow , you figured all that by your self after a single dev blog... you're amazing...
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afkalt
Republic Military School Minmatar Republic
2301
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Posted - 2015.10.25 10:43:07 -
[15] - Quote
Is siege/triage duration being looked at? |
DrZoid Berg
Sebiestor Tribe Minmatar Republic
0
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Posted - 2015.10.25 10:43:17 -
[16] - Quote
Sadly you're going to kill a lot of the usability of a normal carrier by taking away the "normal drones". Carriers are used in large scale fights (which I get that you're trying to promote these with the changes) but there are countless other uses, ratting, home defense, etc. |
Mr Floydy
Questionable Ethics. Ministry of Inappropriate Footwork
282
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Posted - 2015.10.25 10:46:52 -
[17] - Quote
DrZoid Berg wrote:Sadly you're going to kill a lot of the usability of a normal carrier by taking away the "normal drones". Carriers are used in large scale fights (which I get that you're trying to promote these with the changes) but there are countless other uses, ratting, home defense, etc. Nothing in the devpost states that the fighter squadrons will have the same stats as current fighters. I'd not worry about Carriers not being able to rat etc yet. |
DrZoid Berg
Sebiestor Tribe Minmatar Republic
0
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Posted - 2015.10.25 10:54:24 -
[18] - Quote
Mr Floydy wrote:DrZoid Berg wrote:Sadly you're going to kill a lot of the usability of a normal carrier by taking away the "normal drones". Carriers are used in large scale fights (which I get that you're trying to promote these with the changes) but there are countless other uses, ratting, home defense, etc. Nothing in the devpost states that the fighter squadrons will have the same stats as current fighters. I'd not worry about Carriers not being able to rat etc yet.
Was just a thought since it takes Geckos out of the picture. |
Anth9rax
Tribal Liberation Force Minmatar Republic
5
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Posted - 2015.10.25 10:58:56 -
[19] - Quote
Am I ever going to be able to Dock my Nyx, what a waste of a character, just sitting in it. |
Arden Elenduil
Unlimited Ripoff Works
374
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Posted - 2015.10.25 10:59:41 -
[20] - Quote
The question I have is, will you let them into highsec (to assault those pesky large and XL citadels) |
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Fishymonster
School of Applied Knowledge Caldari State
9
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Posted - 2015.10.25 11:05:38 -
[21] - Quote
from the dev blog you state you want capitals to be viable in most situations. in the same dev blog you strip multiple abilities from every cap. you said you want caps to be viable in most situations, now dreads will either be a giant 3b+ immobile ship that can only do 1 thing at a time. do damage to nothing except citadels(LOL entosis), or cost about 10x that of a battleship while doing the same amount of damage as 2 of them, probably will have comparable tank as well. you said previously that CCP would not take abilities that players have trained for away from players after theyve unlocked it. Except now you are taking away players abilities to launch drones from carriers, and taking away the ability to use triage modules since now players must train again for the ability to fit a triage module to a ship. You are also removing fighter-bombers from the game, im sure the people that trained fighters up to level 5 just for the ability to use fighter-bombers will greatly appreciate that.
Another realization that many players have probably not realized is that living in sov null-sec is punished exclusively with the introduction of citadels. Who is going to get the refund on the hundreds of bil spent building outposts? does all that isk just go poof?
Why even live in sov-null if you can't dock onto your own station becuase you used your nerfed and penalized jump drive the 1 time an hour that CCP arbitrarily determined was acceptable? Why not just move everything to invulnerable, insta-dockable, permanent, always open NPC stations.
Oh well, I will definitely miss caps and living in sov null. theres just no real advantage to living there after this goes live. wont need my 5 accounts after this. |
Oskolda Eriker
Beyond The Last Horizon Dark Pride Alliance
0
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Posted - 2015.10.25 11:08:29 -
[22] - Quote
Killing High WH, Thx CCP
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Nox52
Sudden Buggery
87
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Posted - 2015.10.25 11:09:12 -
[23] - Quote
The devil is in the details. While the overall high level changes look ok to interesting there isn't much to say when you plan to rework caps so much. So for example you're changing ehp so you can use armour plates/ sheild extenders so you need to readjust dps and possibly number of slots, and then you stick in t2 versions, so we jsut don't know how it'll end up. We really need the details to comment.
Potential issues: 1) no refitting under weapons timer - this is only available to caps due to their ehp level - if you tweak the ehp - dps - reps balance the refits may not be so much of an issue, without having to resort to timers, Plus it's actually an unique and cap specific game mechanic that should be kept
2) Dreads with sub cap guns for 1-2k dps is underwhelming for the 3-5 bil cost of a dread hull - might as well bring more battleships or hacs/t3 for that effort
3) You will have the new role carriers and dreads will be stepping on each others roles.
4) Oh yes, the C5/C6 balance with cap escalations will likely be thrown out of whack - are you planning on revisiting that and tweaking? |
Querns
GBS Logistics and Fives Support Goonswarm Federation
2163
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Posted - 2015.10.25 11:09:34 -
[24] - Quote
Oskolda Eriker wrote:Killing High WH, Thx CCP
Display some adaptability.
This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.
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Ilany
Nightingale Enterprises
30
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Posted - 2015.10.25 11:12:48 -
[25] - Quote
Great ideas - it will be interesting to see how this develops and whether it can actually cause a change in null sec.
- Will any of the mooted bonuses (e.g. ewar resist, warp strength) be available to sub-caps (obviously a lower bonus)?
- Don't forget the Rorqual. It needs a better raison d'etre
- Won't multiple squadrons of drones significantly increase lag?
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Lord ShadowMajere
Forsaken Reavers Goonswarm Federation
1
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Posted - 2015.10.25 11:13:07 -
[26] - Quote
Last I checked the Rorqual was a Capital also. Let me guess once again you guys forgot it existed? |
Tiberizzle
Amok. Goonswarm Federation
92
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Posted - 2015.10.25 11:13:35 -
[27] - Quote
DeadDuck wrote:Tiberizzle wrote:Limiting capital RR to triage is not the solution to N+1 you are looking for.
This reduces all capital combat to N+1 dreads and renders every other class fully irrelevant. Wow , you figured all that by your self after a single dev blog... you're amazing...
I mean you don't have to be a rocket surgeon to see where the numbers go when you propose the conditions "Focus fire capital gun DPS vs Capital local tank".
Either the logi carrier local tanks approach wrecking ball spider tank levels (we can be fairly confident they're not going to do this because it's what they're purporting to solve), the buffer tanks of logi carriers approach titan/super levels (they clearly state titans/supers are getting their buffer nerfed so we can probably assume it's not to transition it to logi carriers), the new ewar mitigates wrecking ball spider tank levels of damage (an ECM cancer dystopia literally worse than the problem they're proposing to solve), or dreads strictly dominate capital tactics in a straight-forward N+1 manner.
If you hop off CCP's nuts for a bit, read the proposals and thought about them critically I'm sure you could see it as well. |
Mr Floydy
Questionable Ethics. Ministry of Inappropriate Footwork
282
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Posted - 2015.10.25 11:13:44 -
[28] - Quote
Anth9rax wrote:Am I ever going to be able to Dock my Nyx, what a waste of a character, just sitting in it. Watch the Eve Vegas Keynote... ;)
Re: normal drones on carriers. From a technical perspective I can't see any reason CCP can't allow you to launch a squadron of normal drones rather than fighters? Make them controlled the same way, but miss out on some of the special abilities the new fighters will have.
Fishymonster wrote:You are also removing fighter-bombers from the game, im sure the people that trained fighters up to level 5 just for the ability to use fighter-bombers will greatly appreciate that. Did you even read the blog? Heavy Fighters - Optimized for launching waves of bombs or torpedoes, able to do tremendous damage to capitals and structures.
That sounds like Fighter Bombers to me.... Just with a slightly changed name? (oh noes) |
Jack Hayson
Atztech Inc. Ixtab.
298
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Posted - 2015.10.25 11:14:18 -
[29] - Quote
In regards to w-space: What will happen with the mass of capital ships? The number of caps we can bring is severely limited by their mass and with these strong nerfs they won't be worth the mass you put on the hole to bring them. For example Triage: Without E-War immunity you can't rely on a single Triage anymore to keep your fleet up. That would turn every engagement into a game of luck. At that point you might as well just bring a bunch of Guardians. Without the need to keep Bhaals alive from Dread fire (lol @2k dps dreads) you don't need the rep power anyway.
Then there is cap escalations... what will you do with them? With the normal Dread guns not applying damage to sub caps and the other alternative being 2k dps dreads I don't see how running them with caps would still be viable. Don't get me wrong: I don't worry about my source of ISK (there is plenty of that elsewhere in w-space) but more from a hunter perspective. Less uses for caps means less opportunities to blow them up. |
Oskolda Eriker
Beyond The Last Horizon Dark Pride Alliance
0
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Posted - 2015.10.25 11:15:13 -
[30] - Quote
Querns wrote:Oskolda Eriker wrote:Killing High WH, Thx CCP
Display some adaptability. adaptability? today group of capitals with support can fight against good t3 fleet with logi jams neuts damp after all. you just die. |
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