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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
Somethingski
Royal Amarr Institute Amarr Empire
3
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Posted - 2015.11.05 16:56:57 -
[61] - Quote
Could you clarify the effect of Nos and Neut on NPC ships the rumor has always been that they have a chance on interupting a repair cycle but we never had an official word on it and do i get cap from a Nos when i use it on an NPC it seemed that i always got cap back but since a few weeks it seems no cap gets returned. |
Callduron
Aliastra Gallente Federation
631
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Posted - 2015.11.05 17:05:11 -
[62] - Quote
CCP Larrikin wrote: Changes [list] Added Effectiveness Falloff This works by reducing the effectivness of the module when in falloff. Formula is the same as gun falloff formula at 100% Optimal + 0% Falloff = 100% Effectivness (approx figures only) at 100% Optimal + 100% Falloff = 50% Effectivness (approx figures only) at 100% Optimal + 200% Falloff = 6% Effectivness (approx figures only)
The last one is a typo, isn't it? Should =0% Effectiveness. Or is Falloff not linear?
I write http://stabbedup.blogspot.co.uk/
I post on reddit as /u/callduron.
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Masao Kurata
Perkone Caldari State
304
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Posted - 2015.11.05 17:32:03 -
[63] - Quote
Wow don't you think you've gone a bit overboard with the deadspace stats? Those are officer level ranges. Deadspace modules aren't exactly rare drops, these will be used very widely. |
DeadDuck
The Legion of Spoon Curatores Veritatis Alliance
176
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Posted - 2015.11.05 17:32:42 -
[64] - Quote
Callduron wrote:The last one is a typo, isn't it? Should =0% Effectiveness. Or is Falloff not linear?
Probably correct tbh. Only at 201% or higher will be 0%
For a tec2 Med Neut you will neut at max capacity within 10km. Between 10Km and 15Km at 50% capacity and between 15K-20Km only 6% |
Chessur
Wilderness
618
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Posted - 2015.11.05 17:46:42 -
[65] - Quote
wrong thread. |
Cyrek Ohaya
Perkone Caldari State
19
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Posted - 2015.11.05 17:52:19 -
[66] - Quote
With the falloff addition to these modules, just like turrets work in the same manner, they will be able to fire from any range that their targeting range allows a ship albeit to the point when it becomes useless such as for example 100% optimal + 300% fallof and beyond. The module, a small neutralizer for example will be kept worthlessly attempting to drain a target orbiting at 20km.
My question is do you seriously intend for your players to now fully pay attention to neutralizers not draining because of range issues, much like Microwarpdrives requiring de-activation because of high activation costs? A player can't have them activated for long or else their capacitor will run dry, and this change makes it look like a new important module besides MWDs players will need to look after in the middle of intense Player versus Player action. |
Masao Kurata
Perkone Caldari State
305
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Posted - 2015.11.05 18:04:47 -
[67] - Quote
Other than the craaaaaaaaaaaaaaaaaazy out of whack deadspace stats (they are going to be completely oppressive with these stats), I'm liking this... but one point needs clarification: you say that the "effectiveness" will decrease in falloff in accordance with the turret miss frequency. Please clarify whether this is a chance of failure or whether they will consistently work but drain less GJ. |
Harvey James
The Sengoku Legacy
1240
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Posted - 2015.11.05 18:13:43 -
[68] - Quote
it would be great if the module could tell you what you're getting at any time and how far into your falloff you are.
T3's need to be versatile not have T2 resists, OP dps and tank obsoleting T2 ships entirely.
ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 highslots for droneboats
Nerf web strength, Make the blaster Eagle worth using
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FT Diomedes
The Graduates Get Off My Lawn
1902
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Posted - 2015.11.05 18:30:20 -
[69] - Quote
imnotangry wrote:Is there any chance of buffing the officer versions of these mods a little more than their deadspace counterparts to better reflect the postion in the whole meta system? like reduced fitting requirements? or more ewar power? but the other changes are awesome tbh
Dead space and officer usually have the same stats, at least for hardeners.
Insanity: doing the same thing over and over again and expecting different results. So, why do I post here?
I'm stubborn.
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Syri Taneka
Un4seen Development Sev3rance
121
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Posted - 2015.11.05 18:51:44 -
[70] - Quote
M3phistopheles wrote:I'm not a fan of the meta names; Quote:Heavy Gremlin Compact Energy Neutralizer Quote:Heavy Infectious Scoped Energy Neutralizer They seem very WoW to me. I would suggest changing them to; Heavy Gremlin Compact Energy Neutralizer -> Heavy Compact Energy Neutralizer Heavy Infectious Scoped Energy Neutralizer -> Heavy Ranged Energy Neutralizer These simpler names make their function easier to understand. You do not need the sick nasty descriptive word in the module name.
Dude... they're already there on the existing modules.
Heavy Rudimentary Energy Destabilizer I Heavy 'Gremlin' Power Core Disruptor I 500W Infectious Power System Malfunction Heavy Unstable Power Fluctuator I |
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Syri Taneka
Un4seen Development Sev3rance
121
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Posted - 2015.11.05 19:01:06 -
[71] - Quote
So, to clarify:
A Sentinel with t2 neuts is going from 31,500m absolute neut range, with 108 cap drain/6/mod, to 25,000m optimal (full) drain of 110/6/mod, with 32,500m to first falloff and 40,000m to second falloff, losing neut effectiveness with distance past 25,000m?
I can accept this. |
Styphon the Black
Forced Euthanasia Soviet-Union
44
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Posted - 2015.11.05 19:11:50 -
[72] - Quote
Off topic - Where is the discussion about adding a falloff for remote assistance modules? Because I want to weigh in on how that is a terrible idea. I know it was announced at the same time adding a falloff to neuts.
BTW - What about POS Weapon System Neuts will these also have a falloff added or remain unchanged? |
Roddex
Sniggerdly Pandemic Legion
5
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Posted - 2015.11.05 19:16:14 -
[73] - Quote
When you state the effectiveness at range is that a reduction in the capacitor removed or a chance of the cycle not removing any capacitor? I.E. is it hit/miss or scaled effect? |
Harvey James
The Sengoku Legacy
1240
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Posted - 2015.11.05 19:17:13 -
[74] - Quote
Syri Taneka wrote:So, to clarify:
A Sentinel with t2 neuts is going from 31,500m absolute neut range, with 108 cap drain/6/mod, to 25,000m optimal (full) drain of 110/6/mod, with 32,500m to first falloff and 40,000m to second falloff, losing neut effectiveness with distance past 25,000m?
I can accept this.
i think its OP the range bonus on sentinels
T3's need to be versatile not have T2 resists, OP dps and tank obsoleting T2 ships entirely.
ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 highslots for droneboats
Nerf web strength, Make the blaster Eagle worth using
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Bienator II
madmen of the skies
3442
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Posted - 2015.11.05 19:18:39 -
[75] - Quote
will make flying a sentinel easier after the change. You don't have to worry about cycling your neuts if you drop out of range you just keep them running and kite around the blob.
scram kiting ships with neuts will be tough now however.
but what i will dislike most is that you will see that neut ewar icon all the time on your ship. constantly. you won't know however if you actually get neuted with any noteworthy amount.
edit: you will see tristans neuting you from 50k hiding the fact that something else is actually neuting you you will see a curse neuting you from 88k and you won#t know if its a heavy neut curse or not ...
how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value
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Somethingski
Royal Amarr Institute Amarr Empire
4
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Posted - 2015.11.05 19:18:46 -
[76] - Quote
Small question do they stop working if you get past optimal+falloff or will they still cycle when a ship is out of range can i use a small neut on a ship thats 100km away and basicly cap myself out? |
Chainsaw Plankton
Signal Cartel EvE-Scout Enclave
1986
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Posted - 2015.11.05 19:22:55 -
[77] - Quote
CCP Larrikin wrote:- Added Effectiveness Falloff
- This works by reducing the effectivness of the module when in falloff. Formula is the same as gun falloff formula
at 100% Optimal + 0% Falloff = 100% Effectivness (approx figures only) at 100% Optimal + 100% Falloff = 50% Effectivness (approx figures only) at 100% Optimal + 200% Falloff = 6% Effectivness (approx figures only)
is this will work at those percentages, or will apply at those percentages?
in other words at 100% optimal + 100% falloff will it have a 50% chance to hit, or will it hit for 50% of transfer amount?
@ChainsawPlankto
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Chainsaw Plankton
Signal Cartel EvE-Scout Enclave
1986
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Posted - 2015.11.05 19:26:12 -
[78] - Quote
FT Diomedes wrote:imnotangry wrote:Is there any chance of buffing the officer versions of these mods a little more than their deadspace counterparts to better reflect the postion in the whole meta system? like reduced fitting requirements? or more ewar power? but the other changes are awesome tbh Dead space and officer usually have the same stats, at least for hardeners. overall that has been true for many item groups, but they seem to be giving officer some special extra boosts here and there, like on prop mods getting a 60% heat bonus compared to the 50% heat bonus on all other groups of prop mods.
@ChainsawPlankto
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Feodor Romanov
Blitzkrieg Federation NEOS FLEET
29
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Posted - 2015.11.05 19:46:50 -
[79] - Quote
This changes is a nerf for neuts specialized ships. For example my Armageddon with t2 neut have optimal range 37,8 km. After the patch it will be 30km+12,5km. Neuts at falloff range will neut me more then my target! More then half of second faloff range will be useless even for the ships with neuts strength bonuses. All this falloff is usefull only when you have Cap Booster and your target has not. |
Harvey James
The Sengoku Legacy
1240
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Posted - 2015.11.05 19:59:14 -
[80] - Quote
Feodor Romanov wrote:This changes is a nerf for neuts specialized ships. For example my Armageddon with t2 neut have optimal range 37,8 km. After the patch it will be 30km+12,5km. Neuts at falloff range will neut me more then my target! More then half of second faloff range will be useless even for the ships with neuts strength bonuses. All this falloff is usefull only when you have Cap Booster and your target has not.
30km op 15km falloff you mean
T3's need to be versatile not have T2 resists, OP dps and tank obsoleting T2 ships entirely.
ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 highslots for droneboats
Nerf web strength, Make the blaster Eagle worth using
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Circumstantial Evidence
235
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Posted - 2015.11.05 20:05:26 -
[81] - Quote
Somethingski wrote:Small question do they stop working if you get past optimal+falloff or will they still cycle when a ship is out of range can i use a small neut on a ship thats 100km away and basicly cap myself out? We can run out of ammo shooting at things in our lock range, but beyond effective range, so... i'd say yes. |
Feodor Romanov
Blitzkrieg Federation NEOS FLEET
29
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Posted - 2015.11.05 20:09:11 -
[82] - Quote
Harvey James wrote:Feodor Romanov wrote:This changes is a nerf for neuts specialized ships. For example my Armageddon with t2 neut have optimal range 37,8 km. After the patch it will be 30km+12,5km. Neuts at falloff range will neut me more then my target! More then half of second faloff range will be useless even for the ships with neuts strength bonuses. All this falloff is usefull only when you have Cap Booster and your target has not. 30km op 15km falloff you mean
"Ships with existing bonuses to Neut/Nos Optimal Range will receive a 2nd half strength bonus to Falloff" For Geddon it will be 5% for skill lvl, so 12,5 km falloff. |
Alexis Nightwish
340
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Posted - 2015.11.05 20:14:57 -
[83] - Quote
Other tiericide threads have docs that show the current modules, and we are also told what the current modules will be turned into. For example I have no clue what my Small Infectious Power System Drain will become after the change.
Could we please get an updated doc showing this?
CCP approaches problems in one of two ways: nudge or cludge
EVE Online's "I win!" Button
Fixing bombs, not the bombers
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Alexander McKeon
Blackwater USA Inc. Pandemic Legion
133
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Posted - 2015.11.05 20:18:27 -
[84] - Quote
It definitely seems like officer neuts are getting hit rather hard here; both in terms of effective neuting capability at current ranges where they're an important defensive tool for capitals and relative to the (presumably) far more prevalent deadspace variants. Is there any possibility of a decreased cycle time or something to distinguish the officer modules? 10 less CPU and 9% more neut power seem like a very small benefit over other variants as compared to that enjoyed smartbombs or tackle modules over their non-officer counterparts. |
Alexis Nightwish
340
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Posted - 2015.11.05 20:18:58 -
[85] - Quote
I'm not a fan of making NOS and Neuts have the exact same range. I think you'll see from usage statistics that neuts are used FAR more than NOS are, and by reducing the range of NOS (to be equal to neuts) people will be even less inclined to fit them. I mean it's bad enough that NOS cost more to fit.
Was really hoping for a NOS buff, not a nerf.
CCP approaches problems in one of two ways: nudge or cludge
EVE Online's "I win!" Button
Fixing bombs, not the bombers
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Chainsaw Plankton
Signal Cartel EvE-Scout Enclave
1986
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Posted - 2015.11.05 20:36:42 -
[86] - Quote
M3phistopheles wrote:I'm not a fan of the meta names; Quote:Heavy Gremlin Compact Energy Neutralizer Quote:Heavy Infectious Scoped Energy Neutralizer They seem very WoW to me. I would suggest changing them to; Heavy Gremlin Compact Energy Neutralizer -> Heavy Compact Energy Neutralizer Heavy Infectious Scoped Energy Neutralizer -> Heavy Ranged Energy Neutralizer These simpler names make their function easier to understand. You do not need the sick nasty descriptive word in the module name.
they tried that on the first round of tiericide, we didn't like it very much. they took the "arbalest" out of the compact light missile launcher. and later added it back. as someone else said searching unstable gives all the meta 4 neuts, being able to search like that is a good thing imo. or searching for 100mm for all 100mm plates, or 100mn for all 100mn afterburners.
however I do think the flavor and description names should go on the outside of the name so "heavy energy neut" will search for ALL heavy energy neuts, and not skip over the meta 1 variants. they seem to be pretty inconstant with that overall.
@ChainsawPlankto
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Lijhal
Innoruuks Wrath
17
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Posted - 2015.11.05 20:52:34 -
[87] - Quote
CCP Larrikin wrote:Hi M8s! As part of our December release, we're doing a module tiericide pass on Neutralizers and Nosferatu. Tell us what you think! GoalsChanges- Added Effectiveness Falloff
- This works by reducing the effectivness of the module when in falloff. Formula is the same as gun falloff formula
at 100% Optimal + 0% Falloff = 100% Effectivness (approx figures only) at 100% Optimal + 100% Falloff = 50% Effectivness (approx figures only) at 100% Optimal + 200% Falloff = 6% Effectivness (approx figures only)
- Renamed Market Group to 'Energy Neutralizers' & 'Energy Nosferatu'
- Neutralizers & Nosferatu won't activate on targets they can have no effect on
- Ships with existing bonuses to Neut/Nos Optimal Range will receive a 2nd half strength bonus to Falloff
- Added Deadspace Neutralizers
does that mean nos&neuts are going to have reduced effectivness when NOT at optimal range or will they always have 100% effectivness as long they are in optimal range ?
your girlfriend
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Moac Tor
Cy-Core Industries Stain Confederation
301
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Posted - 2015.11.05 21:25:47 -
[88] - Quote
Interesting........
Modulated ECM Effects
An Alternative to Skill Trading
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Tappits
North Eastern Swat Pandemic Legion
195
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Posted - 2015.11.05 23:31:14 -
[89] - Quote
Masao Kurata wrote:Wow don't you think you've gone a bit overboard with the deadspace stats? Those are officer level ranges. Deadspace modules aren't exactly rare drops, these will be used very widely.
Yer most X-Type mods are better than 90% of officer gear anyway now. |
Tappits
North Eastern Swat Pandemic Legion
195
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Posted - 2015.11.05 23:33:14 -
[90] - Quote
Alexis Nightwish wrote:I'm not a fan of making NOS and Neuts have the exact same range. I think you'll see from usage statistics that neuts are used FAR more than NOS are, and by reducing the range of NOS (to be equal to neuts) people will be even less inclined to fit them. I mean it's bad enough that NOS cost more to fit. Was really hoping for a NOS buff, not a nerf.
Something something were is my 42.0km optimal X-type nos? |
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