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Thread Statistics | Show CCP posts - 4 post(s) |

Sexy Cakes
Have A Seat
1061
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Posted - 2015.11.27 22:28:56 -
[91] - Quote
Not real sure why you are changing remote reps to have optimal and falloff. The slower cycle times seem enough to change things.
Not today spaghetti.
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Gloom skull Dethahal
House of the Dead Monkey SpaceMonkey's Alliance
0
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Posted - 2015.11.28 05:31:31 -
[92] - Quote
My carrier should now be able to assist the fighters again.
When I started training, you changed jump range. Then you messed with my drones, removed the fighters. Now that I've finally finished the train queue, you're taking away my reps and triage. And now, on the ship that doesn't exist yet, you're nerfing my reps....!
I appreciate the changes, but they continue to outpace the skill queue and investment.
Can we hear some announcements for the folks being left behind? Have some good news for us? In terms of new work?
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Nevil Kincade
Dissident Aggressors Mordus Angels
22
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Posted - 2015.11.28 07:23:42 -
[93] - Quote
The best idea in regards to reps ive heard so far was giving them an analogue to what signature resolution is to guns. So that larger reps would rep less on smaller targets. That would nerf the pesky carrier drop/undock to save a bait quite nicely which is used as a denial of fun **** move way too much in Eve. |

Amarisen Gream
Divine Demise Apocalypse Now.
161
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Posted - 2015.11.28 08:22:42 -
[94] - Quote
I am so looking forward to helping my mates while flying logi
"The Lord loosed upon them his fierce anger
All of his fury and rage.
He dispatched against them a band of Avenging Angels"
- The Scriptures, Book II, Apocalypse 10:1
DIDE- is open to new members
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Lucas Quaan
Sniggerdly Pandemic Legion
115
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Posted - 2015.11.28 13:35:56 -
[95] - Quote
Since this is EVE, the player reaction will be that if reps are now 75% of their old value you bring 33% more logi than before to compensate.
That said, I think the new mechanics are great for the small gang setting where you get the choice between coming closer to the fight or rep less from a safer position. |

Lugh Crow-Slave
1312
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Posted - 2015.11.28 14:40:45 -
[96] - Quote
Arrendis wrote:Lugh Crow-Slave wrote:why is it armor reps will also be repping more hp/s? Probably the same reason they have a longer optimal: they land at the end of the cycle. Shield reps land the moment the module activates, so you make them suffer a bit for their speed, and increase the differentiation between the two types of fleet.
Except that only helps at the start of a fight after I start repping I still need to wait a full cycle before swapping overall it will now be much easier for armor logi to swap targets
Not to mention armor have larger buffets helping them last longer and they have higher resists meaning they get more ehp for every hp repped.
I don't see why shield is getting the short end of the stick with this change armor is already the preferred set up in a logi supported fleet do to its higher buffer
Fuel block colors? Missiles for Caldari T3? Corp Stasis
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Lugh Crow-Slave
1312
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Posted - 2015.11.28 14:47:31 -
[97] - Quote
Zikori Trader wrote: The parish Fozzie is the worst that's ever happened to this game, the more incompetent a man at the CCP never was. We don't need these useless changes which you break our game, we don't pay you for it, in the game there are a thousand things about which the players asked for it, you ignore them, and do useless things that make people leave the game. I love being a support player, I spent a lot of time and money in order to pump logistician and links for CTA's and roaming, and you go and break everything. A great reason to leave this game. Stupid useless changes. But people have been asking for this and the idea behind it isn't bad but the disparity between armor and shield is gong to be to big there will be no use in shield logi
Fuel block colors? Missiles for Caldari T3? Corp Stasis
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commander aze
Sub--Zero
72
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Posted - 2015.11.28 18:31:25 -
[98] - Quote
So at first glance armor looks like its getting shafted again? Why are the 2 not equal across the board?
Why do we need theae changes? It seems lile we are penalizing people who have good fleet comps to make it harder for them.
Logi wasnt broken so now we want to find a way to make it broken? Rhetorical yes they constantly do this instead of addressing bigger issues. Tiericide is now ccps way of saying we want something to distract the players from other issues.
Lastly heres the real salt. Longer rep times? Seriously? Its hard enough managinging 10 locks and hero repping with armor reps now we want to make it even harder.
Not sure if this has been adressed but shield and armor should either be both front loaded or end of cycle effects. Alternatively act like mining lasers and have effect based on percent of cycle.
All of this with the looming changes to capital logistics... its ok.
Commander Aze For CSM 10
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Harvey James
The Sengoku Legacy
1248
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Posted - 2015.11.29 01:06:24 -
[99] - Quote
on rep times, i certainly think its strange that medium/large/capital reps all have the same cycle times, they realised frigs needed the fast reps because of their hp is low, so surely by the same logic medium reps should be lower than large and same for capitals too larges.
-frig is 3/4secs -med could be 5/6.5 large - 8/10 capitals - 11/13
than the logi cruisers could either be converted too mediums with maybe the cycle time bonus or tank bonus like the logi frigs, or keep the large reps which would differentiate them from T1/T3 logi's
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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Sumeragy
Nemesis Logistics Nemesis Enterprises.
17
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Posted - 2015.11.29 11:59:23 -
[100] - Quote
THIS HERE is exactly why we need disliky button in forums. I mean there are 4k People reading this and only 58 likes i mean there are 3942 dislikes possible.
@ Topic So CCP is in need of an isk sink so lets keep the players loose more ships so we don-Št need to implement a working solution ?
I don-Št know how much CCP played theyr own game, but its hard to play a logi already u are the bad man anyway doesnt matter what you do,at least we got an excuse now. No Killmails and you produce more killmail losses.
So how drunk do i need to get ppl to confince them to play logi too ? |
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Lugh Crow-Slave
1314
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Posted - 2015.11.29 13:00:49 -
[101] - Quote
Sumeragy wrote:THIS HERE is exactly why we need disliky button in forums. I mean there are 4k People reading this and only 58 likes i mean there are 3942 dislikes possible.
@ Topic So CCP is in need of an isk sink so lets keep the players loose more ships so we don-Št need to implement a working solution ?
I don-Št know how much CCP played theyr own game, but its hard to play a logi already u are the bad man anyway doesnt matter what you do,at least we got an excuse now. No Killmails and you produce more killmail losses.
So how drunk do i need to get ppl to confince them to play logi too ?
Running skirmishes on sisi abs logistics still works but your fleet needs to be on the ball when screening add well being able to control your hp/s adds even more to bait taking.
What we have learned is if you want to go logistics go armor end of story you get much more optimal more hp/s and faster cycles and all you give up is a few total km that if your using as a shield logi your not repping anything worth while that far out
Fuel block colors? Missiles for Caldari T3? Corp Stasis
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Hilti Enaka
State War Academy Caldari State
78
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Posted - 2015.11.29 13:03:40 -
[102] - Quote
Don't like the change.
The player base care too much about fighting battles they can't lose, more logi means more barriers to pvp, just like the amount of Ewar we have in the game. |

Lugh Crow-Slave
1314
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Posted - 2015.11.29 16:30:26 -
[103] - Quote
Hilti Enaka wrote:Don't like the change.
The player base care too much about fighting battles they can't lose, more logi means more barriers to pvp, just like the amount of Ewar we have in the game.
Firstly E-war greatly lowers the barrier to entry as it only takes a few hours for a new player to hop into a damp frig and provide a huge advantage.
Secondly these changes nerf logi so it's not adding more of it
Fuel block colors? Missiles for Caldari T3? Corp Stasis
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CCP Fozzie
C C P C C P Alliance
13524

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Posted - 2015.11.29 16:51:39 -
[104] - Quote
Ariz Black wrote:Fozzie what about the Nestor? And T3 logi? We had originally planned to leave the Nestor's bonus intact since it could use an additional range buff without getting out of control. However after giving it a bit more thought we've decided that 43+4 would be a bit too extreme so we're changing the Nestor range bonus to +100 optimal and falloff. This will still be a significant Nestor range buff but will leave it at a more reasonable 29+8. This is also a significant range buff to T3 Cruiser logi. We are happy to let people play with the new range and observe how it changes T3 logi use on TQ. Both the Nestor and T3 logi will also feel the slightly increased cap use, but both of those ships tend to already jump through some hoops to get the cap they need.
Carthereon Crust wrote:Will current Logistics ships be receiving a buff to their base targeting range?
Some of the ships (namely Minmatar) already deal with only having a few km between their max rep and target range. With falloff I imagine there's going to be a discrepancy between potential range and targeting range on some of these ships. With these changes it will be quite possible for logistics cruisers to repair (at lower than full rates) beyond their unfit targeting range. We have no current plans to increase targeting ranges for them, as they are free to use modules, implants, rigs and gang links to increase that range if they plan on operating at extreme distances.
MeBiatch wrote:Any chance we will also see Ancillary remote repair mods? .. increase the rep amount then add a 40 second reload This is something we've considered before and we may very well add in the future. The trick would be ensuring that they're balanced (in different fleet sizes) and provide fun gameplay. We're still looking at the idea from some different angles to decide if those goals are achievable. One option we're considering is limiting Ancillary RR to one module per ship.
Acobar wrote:How about getting logi on killmails, CCP Fozzie? Still something we'd like to do, but it's not a simple problem and as always putting engineering time on one project would mean taking it away from other ones.
Lewich wrote:Why is T2 large remote rep is using 40 more PG now? WHERE'S my damn bonus PG on Guard/Oneiros? Basi/Scimi have their fitting adjusted to new shield reps. Why is armor doesnt?   It's a good point. We had been looking to emphasize the choices between fitting meta or T2, but 700 would have made fittings too difficult on T2 Logi Cruisers. We've adjusted the T2 large rep powergrid back to 660.
As a general point, it's nice to see about equal numbers of people commenting that we're shifting the balance too far towards either armor or shield. Probably a good sign. :)
Game Designer | Team Five-0
https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/
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Khan Wrenth
Ore Oppression Prevention and Salvation
320
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Posted - 2015.11.29 17:29:16 -
[105] - Quote
Thank you for the update Fozzie!
If I may be so bold as to ask, are there any plans in the works to adjust (repair amount) bonuses on T1 logi? I may be alone in this, but those bonuses make the T1 logi pretty...powerful. And I'd like to see a bit of a bigger gap between T1 and T2 logi.
Let's discuss overhauling the way we get intel in EvE.
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RcTamiya
SUPREME MATHEMATICS A Band Apart.
28
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Posted - 2015.11.29 18:46:52 -
[106] - Quote
Khan Wrenth wrote:Thank you for the update Fozzie!
If I may be so bold as to ask, are there any plans in the works to adjust (repair amount) bonuses on T1 logi? I may be alone in this, but those bonuses make the T1 logi pretty...powerful. And I'd like to see a bit of a bigger gap between T1 and T2 logi.
t2 resists, better sig. resolution, more targeting range, more sensorstrenght, more raw hp, more pg/cpu, better cap efficiency = more difficult to neut, smaller sig......
What else do you want? |

Lugh Crow-Slave
1314
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Posted - 2015.11.29 18:54:41 -
[107] - Quote
But still why such a heavy handed nerf to the shield logi?
Fuel block colors? Missiles for Caldari T3? Corp Stasis
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Faren Shalni
Future Corps Sleeper Social Club
157
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Posted - 2015.11.29 19:31:50 -
[108] - Quote
those shield changes are awful...... In most situations you do not have time for the UI to update to see what HP they are at. you have to turn on your reps asap and hope you catch them on time (usually a server tick is the difference)
8 seconds is far too long to cycle
So Much Space
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Sumeragy
Nemesis Logistics Nemesis Enterprises.
17
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Posted - 2015.11.30 00:47:56 -
[109] - Quote
Faren Shalni wrote:those shield changes are awful...... In most situations you do not have time for the UI to update to see what HP they are at. you have to turn on your reps asap and hope you catch them on time (usually a server tick is the difference)
8 seconds is far too long to cycle
whit boost you are around 6s bevore it was 3.3s...... well double it !! |

Crazy KSK
Tsunami Cartel
99
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Posted - 2015.11.30 02:18:37 -
[110] - Quote
I feel that the range for large remote shield boosters is too short. In organized small fleets being at around 30km means being within scram range or at least web range basically making it impossible to get 100% out of your reps since you are forced to stay in falloff and as a result making armor reps just better, I feel like this will limit the ship choices for small gangs too much, heavily favoring armor fleets.
Same thing for frigate logi having to go into scram/web range on the shield ones vs being able to stay outside as armor is just not balanced, yes ofc I can stay at range too but then i will loose 30% of my reps at which point armor is just better.
If you really want to keep this massive range discrepancy then make the shield reps better in optimal then the armor ones are, enough to make being that close worth it.
Side note: Scimitar powergrid feels a bit too low having to fit 4 power grid mods/rigs for 4x LRSB II LSE MWD CB while the basi only needs one Its fast, for that it has one less rep and has to rely on cap boosters already no need to have it fit so many fitting mods as well oh yeah it has worse cap and cap recharge too.
On a general note id like to see more of the t2 logi power shifted to fitting, more fitting space also means more different modules that can be fit = more fun.
Quote CCP Fozzie:
... The days of balance and forget are over.
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Iyacia Cyric'ai
Stimulus Rote Kapelle
183
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Posted - 2015.11.30 04:12:00 -
[111] - Quote
Quote:Rep drone bonus now applies to all rep drones HULL TANKING VIABILITY CONFIRMED BOIS! |

Hilti Enaka
State War Academy Caldari State
78
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Posted - 2015.11.30 09:17:25 -
[112] - Quote
Lugh Crow-Slave wrote:Hilti Enaka wrote:Don't like the change.
The player base care too much about fighting battles they can't lose, more logi means more barriers to pvp, just like the amount of Ewar we have in the game. Firstly E-war greatly lowers the barrier to entry as it only takes a few hours for a new player to hop into a damp frig and provide a huge advantage. Secondly these changes nerf logi so it's not adding more of it
1 That's the problem. A T1 fit griffin jamming out 7 year old BS pilots... That's wrong. Before you start with the "get prepared" argument it;s more the opposite. People want to fight but dock up if there are logi and ECM in fleet.
2. Leads me here. Logi and ECM kill content. They force people to do one of 2 things.
A. Bring more DPS ships leading to, when they can't B. Not fight
Since this is about Logi ships I will concentrate on this aspect of the game. They need a bigger nerf. When the AOE Doomsday was nerfed it was becuase they were I-Win buttons. Logi is the same. They can burn away from the fight and sit at relative safety. Same happens on low sec gates where the gate guns are not powerful enough to destroy a logi who is sat repping a suspect whilst also receiving reps. Not only that but if they are primaried they have a big enough tank to survive making any fight about bringing the most logi or they jump out of system or dock. Especially crap game play in War decks and neutral alt reppers.
I don't know what the fix is but if you haven't noticed the game has lost 40K active players and a big chunk of those is becuase the content is dull boring and predictable. I feel these changes are not enough to bring content back to the game. There aren't the regular 500 vs 500 man fleets, these days its the 1 - 25 man gang roams. In a game where there is so much put on ensuring not to lose, having more logi should not be the reason why content is abandoned.
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Khan Wrenth
Ore Oppression Prevention and Salvation
334
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Posted - 2015.11.30 13:29:05 -
[113] - Quote
Are there any plans to reduce optimal/falloff to make room for a skill in either of those areas? I'm thinking we could tie "Long Distance Jamming" and "Frequency Modulation" into also effecting rep modules, giving logi training a bit more to work with.
Let's discuss overhauling the way we get intel in EvE.
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Hilti Enaka
State War Academy Caldari State
78
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Posted - 2015.11.30 14:17:15 -
[114] - Quote
Khan Wrenth wrote:Are there any plans to reduce optimal/falloff to make room for a skill in either of those areas? I'm thinking we could tie "Long Distance Jamming" and "Frequency Modulation" into also effecting rep modules, giving logi training a bit more to work with.
Personally No.
Logi's have too much power already with regard to being able to rep 60k off fleet with quite nice tanks.
why do you want to increase their range? You make close range boats pretty much redundant because they don't have enough DPS to out rep a solo scim sitting 60k away already. |

Khan Wrenth
Ore Oppression Prevention and Salvation
337
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Posted - 2015.11.30 15:31:23 -
[115] - Quote
Hilti Enaka wrote:Personally No.
Logi's have too much power already with regard to being able to rep 60k off fleet with quite nice tanks.
why do you want to increase their range? You make close range boats pretty much redundant because they don't have enough DPS to out rep a solo scim sitting 60k away. You also make long range boats useless to because Scims have nice tanks.
I tend to play the game solo - small gang. I see the game moving in this direction since its large fleets only really happen in the stagnated boring null sec.
Read it again, because you missed the very core of what I said - which was that I want to *reduce* their current ranges, with the option to make it back up to current proposed ranges by training skills. You know, give logi pilots more things to train for.
Let's discuss overhauling the way we get intel in EvE.
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Hilti Enaka
State War Academy Caldari State
78
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Posted - 2015.11.30 15:43:35 -
[116] - Quote
Khan Wrenth wrote:Hilti Enaka wrote:Personally No.
Logi's have too much power already with regard to being able to rep 60k off fleet with quite nice tanks.
why do you want to increase their range? You make close range boats pretty much redundant because they don't have enough DPS to out rep a solo scim sitting 60k away. You also make long range boats useless to because Scims have nice tanks.
I tend to play the game solo - small gang. I see the game moving in this direction since its large fleets only really happen in the stagnated boring null sec. Read it again, because you missed the very core of what I said - which was that I want to *reduce* their current ranges, with the option to make it back up to current proposed ranges by training skills. You know, give logi pilots more things to train for.
I don't need to read it again, i understood the first time and my question still stands, why do you want to help increase range to what it is set at at the moment when the range at the moment is already a safe distance. we just get back status quo. |

Khan Wrenth
Ore Oppression Prevention and Salvation
337
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Posted - 2015.11.30 15:48:43 -
[117] - Quote
Hilti Enaka wrote: I don't need to read it again, i understood the first time
You're right, judging by your statement. I found the problem....
Hilti Enaka wrote:why do you want to help increase range to what it is set at at the moment
Quote:Why do you want to change things to make them the same as they are?
You didn't misunderstand my question, by god, you misunderstood your own. You sir win a special cake of some kind, because that takes talent.
Let's discuss overhauling the way we get intel in EvE.
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Hilti Enaka
State War Academy Caldari State
78
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Posted - 2015.11.30 15:51:00 -
[118] - Quote
Khan Wrenth wrote:Hilti Enaka wrote: I don't need to read it again, i understood the first time
You're right, judging by your statement. I found the problem.... Hilti Enaka wrote:why do you want to help increase range to what it is set at at the moment Quote:Why do you want to change things to make them the same as they are? You didn't misunderstand my question, by god, you misunderstood your own. You sir win a special cake of some kid, because that takes talent.
Whatever pumpkin.
Logi already has a safe range. you want to decrease that base but give people ability to skill up. resulting in .....
status quo...
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Khan Wrenth
Ore Oppression Prevention and Salvation
337
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Posted - 2015.11.30 15:57:34 -
[119] - Quote
Hilti Enaka wrote:Whatever pumpkin.
Logi already has a safe range. you want to decrease that base but give people ability to skill up. resulting in .....
status quo...
First off, ranges are already getting nerfed to a debatable degree. They're going to be less effective to a shorter range than they currently are - so the status quo is already "nerfed range". Second, the reason you didn't understand your own question is because I am not the one responsible for the status quo or the proposed ranges. The only thing I was asking for was another (existing) skill to be tied into logi training, regardless of current or proposed rep ranges. If you have a problem with the current or proposed ranges, you direct your comment to CCP Fozzie, not me.
Also, you decided upon pumpkin cake.
Let's discuss overhauling the way we get intel in EvE.
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Hilti Enaka
State War Academy Caldari State
78
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Posted - 2015.11.30 16:14:02 -
[120] - Quote
Khan Wrenth wrote:Hilti Enaka wrote:Whatever pumpkin.
Logi already has a safe range. you want to decrease that base but give people ability to skill up. resulting in .....
status quo...
First off, ranges are already getting nerfed to a debatable degree. They're going to be less effective to a shorter range than they currently are - so the status quo is already "nerfed range". Second, the reason you didn't understand your own question is because I am not the one responsible for the status quo or the proposed ranges. The only thing I was asking for was another (existing) skill to be tied into logi training, regardless of current or proposed rep ranges. If you have a problem with the current or proposed ranges, you direct your comment to CCP Fozzie, not me. Also, you decided upon pumpkin cake.
This isn't a nerf of any sort you're still looking at providing a good amount of HP at a safe range.
All that's going to happen is: 1. Fleets bring more logi 2. Content doesn't play out.
You said "Are there any plans to reduce optimal/falloff to make room for a skill in either of those areas?"
To which I asked why should there be.
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