Pages: 1 2 [3] 4 5 6 7 8 9 10 11 .. 11 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 5 post(s) |
Tiberian Deci
Unholy Knights of Cthulhu Test Alliance Please Ignore
142
|
Posted - 2015.11.13 16:47:37 -
[61] - Quote
Another question: due to the future inclusion of all manner of capital mods like shield extenders, armor plates and whatnot, will you guys be giving us additional remaps for them since most of us have our skillplans mapped out for the next couple years and if we hit a remap point before then we may be screwing ourselves over in terms of training time if the skills are released while we are on a remap for different attributes than these skills would use and we don't have a remap for another year or so. |
FT Diomedes
The Graduates Get Off My Lawn
1931
|
Posted - 2015.11.13 16:50:25 -
[62] - Quote
Tiberian Deci wrote:Another question: due to the future inclusion of all manner of capital mods like shield extenders, armor plates and whatnot, will you guys be giving us additional remaps for them since most of us have our skillplans mapped out for the next couple years and if we hit a remap point before then we may be screwing ourselves over in terms of training time if the skills are released while we are on a remap for different attributes than these skills would use and we don't have a remap for another year or so.
Entitled much?
If you don't already have the prerequisites trained for most of these modules, you probably need to train some more skills anyway.
CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.
|
xttz
GoonWaffe Goonswarm Federation
754
|
Posted - 2015.11.13 17:12:05 -
[63] - Quote
Tiberian Deci wrote:I would like to hear the reasoning behind removing siege/triage EWAR immunity. Currently, entering siege/truage requires you to make some big tradeoffs since you can't receive remote assistance of any kind, nor can you move. Since we already make these tradeoffs to gain EWAR immunity as well as big damage/remote/local rep bonuses, why do you feel it is necessary to remove the EWAR immunity too?
CCP Larrikin wrote:A) We're not removing EWar Immunity. We're changing it. Its possible Triage Force Auxiliaries will have 100% EWar Resistance. This is something we're very interested in hearing your feedback on though. We'll be discussing this with the Capital Focus Group. |
159Pinky
Under Heavy Fire Mordus Angels
38
|
Posted - 2015.11.13 17:13:13 -
[64] - Quote
Thanks for answering some more questions. Hope you guys will keep up feeding us information. |
Lady Rift
What Shall We Call It
242
|
Posted - 2015.11.13 17:25:40 -
[65] - Quote
Tiberian Deci wrote:Another question: due to the future inclusion of all manner of capital mods like shield extenders, armor plates and whatnot, will you guys be giving us additional remaps for them since most of us have our skillplans mapped out for the next couple years and if we hit a remap point before then we may be screwing ourselves over in terms of training time if the skills are released while we are on a remap for different attributes than these skills would use and we don't have a remap for another year or so.
you get one remap a year. this change is coming in the spring so at most you will have to wait 6 months after the drop to change your skill plan. |
xsrender
DAWGS Corp. Phoebe Freeport Republic
3
|
Posted - 2015.11.13 17:27:07 -
[66] - Quote
Are there any plans to reduce the build cost on Titans/Supers as part of these changes? |
Kenneth Feld
Habitual Euthanasia Pandemic Legion
319
|
Posted - 2015.11.13 17:28:55 -
[67] - Quote
xsrender wrote:Are there any plans to reduce the build cost on Titans/Supers as part of these changes?
During Vegas they said No to this question about 15 different occasions |
Ayallah
SniggWaffe WAFFLES.
452
|
Posted - 2015.11.13 17:36:24 -
[68] - Quote
Do you have a place for drone control units in the future?
Are the rumors of Drone navigation, durability etc not applying to fighters in the future true? (I have been told it was said at vegas)
Why is the EWAR immunity number only 50% in an environment where 250 man ewar fleets are the norm? Do you expect stacking penalties to keep the expensive huge ships (supers/fax/titans/dreads) from being bricked by 250 mil worth of maulus's or griffins? Where is the counterplay for the capital ship pilot against a fleet of ewar ships 100+ km away?
Are scan resolutions of supers going to be buffed to compensate for their new weakness or do we have to live with the 35 second lock time to get the griffin that just bricked our billions of isk ship? Are the ships going to retain their current high sensor strengths?
With how easy it will be to tackle a super, what kind of ability to fight back will we have against say 50 svipuls and T2 frigate logi?
Will our fighters be able to kill enemy ships before getting completely shredded (in above scenario) now that we cannot rep our own fighters in combat? What is the purpose of a 'long range DPS and EWAR' platform that can go 500m/s and be tackled by a handful of frigates? What kind of options will supers have in close range combat since *that will be primarily when they are under attack*
Are capital sized smartbombs still in the works to cover this gap?
Tl;DR now that small ships in small gangs are already dominant and new ships are being introduced every patch to make them *more* dominant, what is the cap or supercap pilots 'counterplay' to these small groups of T3D/frigates/inties/T2 dessies?
Until she returns
|
Traiori
Adhocracy Incorporated Adhocracy
235
|
Posted - 2015.11.13 17:54:34 -
[69] - Quote
I want to reiterate the comments about dread DPS. I'm not sure that CCP fully understands wormhole PvP, nor how this will effect it.
The current numbers that CCP keeps on bringing up means that I need to field 2 DPS dreads for every enemy guardian on field, which is grossly impractical. You receive better results by fielding Vindicators, Rattlesnakes and navy battleships in terms of mass and in terms of survivability because:
..the current numbers also mean that dreads will die. Wormhole DPS is large, and the normal issue is applying it in sufficient numbers to overcome reps before they can land. Dreadnoughts do not have the ability to mitigate damage and their mitigation tactics (refitting) are effectively being removed from the game. This means that their combat buffer is their only hope, and their combat buffer is relatively small. 3 million EHP takes about 150 seconds to kill (presuming 20K DPS as a baseline, which is probably reasonable in terms of the size of fleet that you expect to bring dreads to kill at present). Current cycle is 300 seconds long.
Additionally, I have concerns about EWAR. Without remote assistance, dreads and carriers will struggle to lock targets. Yet Triage and Siege are having their 100% EWAR resistance removed. I believe that we need counterplay in the form of refits and/or remote assistance. It seems nonsensical to remove hostile EWAR yet prevent assistance: what are CCP's design goals so far as allowing a single recon to render any dread completely useless?
My most important question is: will current capital guns continue to act as they currently do or are there nerfs to their tracking/sig radius coming?
I suspect that if there isn't a nerf coming to current dread guns, then no one will use the new ones. Tackling targets is trivially easy. |
Tiberian Deci
Unholy Knights of Cthulhu Test Alliance Please Ignore
142
|
Posted - 2015.11.13 17:58:45 -
[70] - Quote
FT Diomedes wrote:Tiberian Deci wrote:Another question: due to the future inclusion of all manner of capital mods like shield extenders, armor plates and whatnot, will you guys be giving us additional remaps for them since most of us have our skillplans mapped out for the next couple years and if we hit a remap point before then we may be screwing ourselves over in terms of training time if the skills are released while we are on a remap for different attributes than these skills would use and we don't have a remap for another year or so. Entitled much? If you don't already have the prerequisites trained for most of these modules, you probably need to train some more skills anyway.
Bro. Why would I train Armor Layering V on a capital pilot? What about Shield Upgrades V? Neither of those are currently worthwhile to train for any cap pilot who's flying caps. What about sensor comps? What if they introduce more skills that are prereqs for whatever new skills they're going to be introducing? I'm not entitled because I want information as soon as possible, I'm being proactive. Not all of us are in **** tier alliances that can run crying to daddy mittens when someone gives us a booboo, we actually have to defend our stuff by ourselves, and being able to do so rests upon us being as prepared as possible. |
|
Mia Sedgwick
Lazerhawks
4
|
Posted - 2015.11.13 18:18:30 -
[71] - Quote
With the proposed lowering of capital EHP to allow for the fitting of plates and shield extenders will the mass and sig radius of capitals be adjusted accordingly?
With regards to Triage immunity, having to be the sole focus on an enemy fleet without the ability to move, jump or refit I think it's only fair that you be immune whilst the Triage module is active, on a similar note however many triage carriers are effectively killed by neuts, is it possible to set their neut/nos resistance is higher whist in triage (even effectively one or two cap batteries for instance). |
w1ndstrike
Strange Energy The Bastion
32
|
Posted - 2015.11.13 18:22:40 -
[72] - Quote
Unless you change the binary and chance-based nature of ECM, ewar resistance won't mean a thing, as a single griffin can jam a super even if its not consistent.
I sincerely hope you're planning to give ECM a pass and simply change it to reducing number of lockable targets based on a formula instead. (and while you're at it make those particular recons far less fragile) |
Borat Guereen
Chao3 Chao3 Alliance
35
|
Posted - 2015.11.13 18:59:21 -
[73] - Quote
FT Diomedes wrote:Borat Guereen wrote:
Large groups with multiple cyno alts would still get a large benefit from their infrastructures allowing to pinpoint their jump to a "safe" location, while jumping to a sun would require at most a cloaky explorer (i.e more useful than a cyno alt, without needing to fly rookie ships cynos and be sitting ducks for one hour) and allow solo players to use capitals in null sec, at greater risks than when in a bigger group.
If this is how you want to move your Capital ship, you can just take gates. You know that right? Sitting ducks for one hour? A cyno lasts a maximum of ten minutes... And, that "cloaky explorer" alt - she can fit a cyno after a negligible training investment. It strikes me that if you do not know basic capital ship mechanics, maybe you should learn them before you suggest changes to the game.
A cyno alt is mostly toast once it lits the cyno, which is why I am referring to cyno alts as useless for pretty much anything else. Having an exploration ship lighting a non covert cyno is a pretty sure loss, especialy when the goal I am defending here is to allow solo players to use one of the best assets of capital ships in enemy territories.
Your quip about taking the gate is simply about denying solo players a reasonable capability to use the jump drives of capitals without having to fit in the mold that suit your own play style better.
You have no ideas how solo players play. You play with a large infrastructure surrounding you all the time, large intel capabilities, and mom fleet on stand by to save you when you mess up. It strikes me that you do not know any the basics of playing solo, may be you should try it out before yapping.
Last, my question is not adressed to you but to CCP through that Q&A thread. I am actively lobbying for ways to improve capital usage for solo player or micro gangs, and I understand that is not your own priority.
Candidate for CSM XI
Speaker of Chao3
|
Forlorn Wongraven
Habitual Euthanasia Pandemic Legion
161
|
Posted - 2015.11.13 19:07:14 -
[74] - Quote
Valeska Vasile wrote:1-2k dps from a seiged dread dps is too low, knowing that they will still takes ages to lock anything.
Seriously, Blap is fine. If you wait 30/60sec+ to lock something that fail to warp out or get range, then you should be able to nuke it asap.
On the roundtable Larrakin said that the locking penalty for the siege module will likely removed since the high angle guns can be balanced apart from capital guns which doesn't need long locktimes as balance pass.
Winner ATXI , 3rd place ATXII, winner ATXIII - follow me on twitter: @ForlornW
|
FT Diomedes
The Graduates Get Off My Lawn
1935
|
Posted - 2015.11.13 19:16:02 -
[75] - Quote
Tiberian Deci wrote:FT Diomedes wrote:Tiberian Deci wrote:Another question: due to the future inclusion of all manner of capital mods like shield extenders, armor plates and whatnot, will you guys be giving us additional remaps for them since most of us have our skillplans mapped out for the next couple years and if we hit a remap point before then we may be screwing ourselves over in terms of training time if the skills are released while we are on a remap for different attributes than these skills would use and we don't have a remap for another year or so. Entitled much? If you don't already have the prerequisites trained for most of these modules, you probably need to train some more skills anyway. Bro. Why would I train Armor Layering V on a capital pilot? What about Shield Upgrades V? Neither of those are currently worthwhile to train for any cap pilot who's flying caps. What about sensor comps? What if they introduce more skills that are prereqs for whatever new skills they're going to be introducing? I'm not entitled because I want information as soon as possible, I'm being proactive. Not all of us are in **** tier alliances that can run crying to daddy mittens when someone gives us a booboo, we actually have to defend our stuff by ourselves, and being able to do so rests upon us being as prepared as possible.
My point was more to the fact that you are asking for bonus remaps. I would also like to know what to train in the coming months, but I am not going to whine for more remaps.
CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.
|
Zappity
Black Aces I N F A M O U S
2565
|
Posted - 2015.11.13 19:16:52 -
[76] - Quote
Addressing the most important part: DEFINITELY 'Hand of Bob'. It would be such a good talking point and example of how players can affect the universe.
Zappity's Adventures for a taste of lowsec.
|
Tiberian Deci
Unholy Knights of Cthulhu Test Alliance Please Ignore
142
|
Posted - 2015.11.13 19:23:57 -
[77] - Quote
FT Diomedes wrote:Tiberian Deci wrote:FT Diomedes wrote:Tiberian Deci wrote:Another question: due to the future inclusion of all manner of capital mods like shield extenders, armor plates and whatnot, will you guys be giving us additional remaps for them since most of us have our skillplans mapped out for the next couple years and if we hit a remap point before then we may be screwing ourselves over in terms of training time if the skills are released while we are on a remap for different attributes than these skills would use and we don't have a remap for another year or so. Entitled much? If you don't already have the prerequisites trained for most of these modules, you probably need to train some more skills anyway. Bro. Why would I train Armor Layering V on a capital pilot? What about Shield Upgrades V? Neither of those are currently worthwhile to train for any cap pilot who's flying caps. What about sensor comps? What if they introduce more skills that are prereqs for whatever new skills they're going to be introducing? I'm not entitled because I want information as soon as possible, I'm being proactive. Not all of us are in **** tier alliances that can run crying to daddy mittens when someone gives us a booboo, we actually have to defend our stuff by ourselves, and being able to do so rests upon us being as prepared as possible. My point was more to the fact that you are asking for bonus remaps. I would also like to know what to train in the coming months, but I am not going to whine for more remaps.
So asking for more remaps or more information so I can figure out what I need to train in advance because the attribute and remap system is ****** is entitled because... why? Just CFC logic I guess. |
Spencer Owl
Radical Astronauts Plundering Eve WormHole Occupation and Resource Exploitation
23
|
Posted - 2015.11.13 19:33:40 -
[78] - Quote
Some of my questions:
With the new modules, how much thought has been put into utility high slots? Dreads and regular triage carriers don't really have much variation in their fitting. Depending on the plan for the new fighter system (high slots instead of a drone bay?) there might not be much room there either. Supers seam to be the only ship class with a decent amount of variation.
How much of a de-buff on current capital guns are we looking at? As it stands, a couple dreads with proper support can apply to sub caps (mainly BS and cruisers). Will the new balance pass render XL weapon systems 100% incapable of applying to BS and below? That's going to drastically change WH cap escalations and how they're implemented. I'm expecting a DPS nerf to match the new structure mechanics. Not sure if a projection nerf is entirely necessary (short of placing lasers or the revelation in line with all other dreads).
Is there a cost target on T2 XL modules? Meta modules are incredibly expensive now. Add in new skill books for T2 weapon systems and the cost of a full T2 fit dread will be through the roof. Match that with the EHP nerf and they could be rendered useless if the "juice isn't worth the squeeze."
Is there any plan to modify the base cost of current capitals and their corresponding modules? Based on the current market conditions and the plan additions of more expensive modules a 30-40% decrease in production materials wouldn't hurt and would "take the class off the pedestal" so to speak. As it seems they're going to be placed more in line with the frigate-cruiser-BS progression the cost reduction would match the cost to the performance. |
SilentAsTheGrave
Brave Newbies Inc. Brave Squids
365
|
Posted - 2015.11.13 20:20:13 -
[79] - Quote
Kenneth Feld wrote:Servanda wrote:Some people keep telling me the FAX class will be a supercap going with all the building and docking restrictions. I couldn't findany clarification about this. Seems to be a common point that is unclear. So would be nice if you could confirm which kind of ca++ital they will be as this is rather important for planing. I specifically asked this at Vegas because the CFC leadership was spreading this rumor on Slack prior to vegas FAX machine are Capitals and can be built anywhere When asking about the glaring hole in the slide where a SC FAX machine would go, I got a snicker and a no comment CFC lying about things? No way! |
Querns
GBS Logistics and Fives Support Goonswarm Federation
2267
|
Posted - 2015.11.13 20:22:00 -
[80] - Quote
SilentAsTheGrave wrote:Kenneth Feld wrote:Servanda wrote:Some people keep telling me the FAX class will be a supercap going with all the building and docking restrictions. I couldn't findany clarification about this. Seems to be a common point that is unclear. So would be nice if you could confirm which kind of ca++ital they will be as this is rather important for planing. I specifically asked this at Vegas because the CFC leadership was spreading this rumor on Slack prior to vegas FAX machine are Capitals and can be built anywhere When asking about the glaring hole in the slide where a SC FAX machine would go, I got a snicker and a no comment CFC lying about things? No way! The funny part is where we heard the rumor from in the first place.
This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.
|
|
drunklies
Garoun Investment Ban
29
|
Posted - 2015.11.13 20:22:28 -
[81] - Quote
Re the high angle guns.
Understanding that the numbers given are estimates, could you elaborate more on the range.
Does 50km represent short, mid or long range for these new batteries, i.e. is it a void, multifreq or scorch number?
Are there any plans on long range high angle batteries? |
Esteban Dragonovic
Eternity INC. Goonswarm Federation
92
|
Posted - 2015.11.13 21:05:46 -
[82] - Quote
Any thoughts about the Capital Remote Armor/Shield/Energy transfer skills? Considering the logistics role is being stripped from carriers entirely, most carrier pilots (those that didn't intend on flying triage) could have up to 7.5 million SP locked into effectively useless skills. |
Rek Seven
Hidden Agenda Deep Space Engineering
2107
|
Posted - 2015.11.13 21:13:00 -
[83] - Quote
Many wormholers have trained into a dreadnought specifically for PVE; will the developers reimburse the SP for the ship and the guns so that people can put those skill points towards a carrier?
The wishlist is pretty much complete...
|
Ariz Black
School of Applied Knowledge Caldari State
6
|
Posted - 2015.11.13 21:41:05 -
[84] - Quote
Will carrier skins be transfered to faxes, or refunded? |
Neckbeard Nolyfe
Zero Fun Allowed
137
|
Posted - 2015.11.13 22:25:47 -
[85] - Quote
I have a question. Dreads and triage carriers are force multipliers for smaller groups who cant field many number of players in order to brake/rep something effectively.
In what situation do you see that group staying small and continue to use inefficient 'high angle dread guns', who have to commit to be able to apply its pathetic 2x arty mach/3x rail proteus worth of dps. Not only that, but they cannot receive reps, eccm, remote sensor boosters, remote tracking computers, while they are vulnerable to the counterparts of those, and need to stop delivering their pathetic damage in order to refit and counter that ewar.
How do you see anyone use dreads in the future instead of just joining the bigger group and spam t3's with impunity Mr. Larrikin?
~lvl 60 paladin~
|
Kaarous Aldurald
Black Hydra Consortium.
14984
|
Posted - 2015.11.13 22:48:05 -
[86] - Quote
CCP Larrikin wrote:Q) In a carrier vs. dread fight, will the dread be able to kill the carrier fighters? The "high angle" guns don't seem suited for this purpose. #1 A) Dreads would want support from subcapitals to kill fighter squadrons. High Angle guns are not suited to killing fighters (or frigates).
So Carriers basically counter Dreadnaughts.
So what do Dreadnaughts counter? What is their niche? What are they supposed to do, and how do they accomplish it?
"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."
One of ours, ten of theirs.
Best Meltdown Ever.
|
Phoenix Jones
Small-Arms Fire
1579
|
Posted - 2015.11.13 22:52:00 -
[87] - Quote
Esteban Dragonovic wrote:Any thoughts about the Capital Remote Armor/Shield/Energy transfer skills? Considering the logistics role is being stripped from carriers entirely, most carrier pilots (those that didn't intend on flying triage) could have up to 7.5 million SP locked into effectively useless skills.
Production Efficiency......
Yaay!!!!
|
Alundil
Isogen 5
1058
|
Posted - 2015.11.13 23:04:24 -
[88] - Quote
Thanks for taking the time to answer questions. Hopefully more answers to questions are coming.
Can you share your thoughts on what these changes will mean for wspace capital combat?
Current (estimated) DPS numbers for dreadnoughts with the high angle 'sub-cap' guns is woefully inadequate based on the typical fleet compositions in wspace fights that involve capital and sub capital ships. In addition to this, the continued lack of capability to receive remote assistance while in siege combined with the loss of combat refitting makes turns these ships into very expensive and relatively meaningless ships in a fight involving sub capital ships. They will still be "orbit and neut until dead" targets that will lack the needed DPS potential to kill webbed/painted sub capital targets that are receiving remote reps from a logi group (T2 logi cruisers/FAX).
When fit with normal 'capital-sized guns they are then effectively useless against anything other than another capital or a structure.
This is a significant loss to the functionality of very pricey and training intensive ships. In fact, it would seem that carriers + fighters now out class dreadnoughts in combat capability where mixed-sized targets are concerned as they will be able to put down effective DPS to targets of all sizes anywhere on grid (fighter flight time being the only issue).
I'm right behind you
|
FT Diomedes
The Graduates Get Off My Lawn
1938
|
Posted - 2015.11.13 23:06:20 -
[89] - Quote
Borat Guereen wrote:FT Diomedes wrote:Borat Guereen wrote:
Large groups with multiple cyno alts would still get a large benefit from their infrastructures allowing to pinpoint their jump to a "safe" location, while jumping to a sun would require at most a cloaky explorer (i.e more useful than a cyno alt, without needing to fly rookie ships cynos and be sitting ducks for one hour) and allow solo players to use capitals in null sec, at greater risks than when in a bigger group.
If this is how you want to move your Capital ship, you can just take gates. You know that right? Sitting ducks for one hour? A cyno lasts a maximum of ten minutes... And, that "cloaky explorer" alt - she can fit a cyno after a negligible training investment. It strikes me that if you do not know basic capital ship mechanics, maybe you should learn them before you suggest changes to the game. A cyno alt is mostly toast once it lits the cyno, which is why I am referring to cyno alts as useless for pretty much anything else. Having an exploration ship lighting a non covert cyno is a pretty sure loss, especialy when the goal I am defending here is to allow solo players to use one of the best assets of capital ships in enemy territories. Your quip about taking the gate is simply about denying solo players a reasonable capability to use the jump drives of capitals without having to fit in the mold that suit your own play style better. You have no ideas how solo players play. You play with a large infrastructure surrounding you all the time, large intel capabilities, and mom fleet on stand by to save you when you mess up. It strikes me that you do not know any the basics of playing solo, may be you should try it out before yapping. Last, my question is not adressed to you but to CCP through that Q&A thread. I am actively lobbying for ways to improve capital usage for solo player or micro gangs, and I understand that is not your own priority.
In August, I got internet access again after being away from game for several months on a RL deployment. I found that all my friends (and the support network associated with them), had moved to Vale of the Silent from Fountain. I moved 22 Capital ships from Fountain to Vale, by myself. With no local intel channels, no Supercapital back-up assistance, and being hunted by Fountain Core for the first three jumps (and every NPC 0.0 and low sec group out there in between). And with no Capital ship losses. I think I know how to move Capital ships solo. Take your assumptions elsewhere.
How did I do this? Because my cyno alts are not useless paperweights. They can all fly the most overpowered ship in the game - the Interceptor. Once you realize this simple fact, you figure out pretty quickly that with the right amount of patience you can move almost anywhere in this game. And no, it does not mean you have to light the cyno on the Interceptor (or Covert Ops).
Of course, if you do not want to train useful cyno alts, and use them, then you are free to move Capital ships gate-to-gate with a scout. It is not my preferred travel method, but it does actually work.
There is no way to improve capital usage for solo player or micro gangs that does not make it even easier for the blob to move.
CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.
|
Phoenix Jones
Small-Arms Fire
1579
|
Posted - 2015.11.13 23:06:50 -
[90] - Quote
Kenneth Feld wrote:Querns wrote:Phoenix Jones wrote:Kenneth Feld wrote:Servanda wrote:Some people keep telling me the FAX class will be a supercap going with all the building and docking restrictions. I couldn't findany clarification about this. Seems to be a common point that is unclear. So would be nice if you could confirm which kind of ca++ital they will be as this is rather important for planing. I specifically asked this at Vegas because the CFC leadership was spreading this rumor on Slack prior to vegas FAX machine are Capitals and can be built anywhere When asking about the glaring hole in the slide where a SC FAX machine would go, I got a snicker and a no comment Ummm ok again. Maybe I'm reading this wrong. But how did you, part of PL, know about FAX's... and also how did the CFC know.. about faxes, as they were spreading it on slack? Specifically the CFC leadership.... Prior to Vegas? Just curious. Your attempt to trap someone into admitting to knowing about leaked information is cute, but wholly unnecessary. I already explained how this could be. The leak was broadcasted to basically everyone who spoke English at the time. It would have been rarer not to have heard about it, honestly. Well, manny got ejected from CSM for allegedly leaking something. I am not going to get into it. I will tell you that I learned about Capital changes in their entirety a week before Vegas from a Goon on Slack, and there were no less than 4 CCP devs talking in the channel, so they knew. I have no knowledge how that person found out, nor do I care
I'm sorry to beat this horse but I keep scratching my head on this. You learned from a Goon... in Slack, and the Goon leadership were spreading these as rumors (Edit: I'm sorry Goons were talking about it on slack).. and four dev's were present?).
... did I miss the big reddit firestorm when everybody started talking about FAX's a week before and that Carriers were changed in total? I mean with the usual bull people spread almost immediately from slack to reddit, I would have thought the biggest capital change in Eve's history would have been posted in total before eve vegas....
..... ..... how does that make any sense?
Now before I go down my usual tinfoil hat move, I'm sure all of this was posted online and leaked in 1000 different places and I'm just missing the post to verify the timeframe of all of this. I'm sure its out there, I just glossed over it. Now I know the big post about (don't sell supers) was a deal... but the fleet hanger changes.. the SMA changes.. the Entire New Ship Class....
And all of this was known a week before.... by a Goon. I would have thought if Manny leaked.. he'd leak to PL. I do take allegiances very strictly... possibly too strictly for Eve.
I don't see how this makes any progressive sense though.
What would have made sense is this:
CSM member leaks new changes, changes get out, someone posts anonymously some manufactured log, people say haha,, others say "Blame FozzieSov", the thing happens.
This though.. Went like this?:
CSM member leaks new changes. Changes go to select groups of people in high leadership... doesn't get spilled or posted for public consumption, backalley conspiracy goes on to hide changes and mask changes for benefit of "high leadership", info known a week out. Nothing publically leaked, all internal channels, no public inkling... except to.. select groups of people.. witnessed by CCP....
.....that one doesn't make sense..... but I'm going to drop it as this post isn't the place for this type of inquiry into the Capital Q&A.
(Scratches head).
Yaay!!!!
|
|
|
|
|
Pages: 1 2 [3] 4 5 6 7 8 9 10 11 .. 11 :: one page |
First page | Previous page | Next page | Last page |