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Thread Statistics | Show CCP posts - 9 post(s) |

ZagaBoom
Nocturnal Romance Cynosural Field Theory.
0
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Posted - 2016.02.08 12:51:35 -
[181] - Quote
Niraia wrote:This doesn't make me want to take a battleship out to play any more than faction webs do, and I'm very disappointed that you think otherwise.
^^ This
Webs have no counter and are the single most OP form of E-war in the game hands down barred none. So naturally CCP adds more of them.
The two or three dudes who will drop blap phoenix are totally loving this. Hell if I thought my dread would be worth fielding after the patch I'd love this exclusively for that. What this really looks like to me though is a bonus to Combat Carriers. If true it shows CCP doesn't entirely hate it's vet community but! I don't see it doing anything more than my fed navy would OH.
Quote:(so no range bonus on Bhaalgorns or strength bonus from Vindicators, and no benefit from gang links).
I reach 22.9 in my combat carrier with a fed navy OH and not losing insane applicability of web at range.
All in all it feels like another Fozzie Gimick. I can't help but wonder if the game wouldn't be better if we stopped incurring collateral damages derived from new and untested modules/ships. At least until we could prove there was a need for the modules/ships in the first place. |

ZagaBoom
Nocturnal Romance Cynosural Field Theory.
0
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Posted - 2016.02.08 12:53:57 -
[182] - Quote
Freelancer117 wrote:This was requested by the players for awhile now, thanks for introducing it. Still waiting for the re-balance of bombs and or bombers versus battleships. Regards, a Freelancer ps: there is no hard counter to the Micro Jump Field Generator, please take that into account 
I am dieing to know who requested this? |

Rivr Luzade
Kenshin. DARKNESS.
2277
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Posted - 2016.02.08 13:00:52 -
[183] - Quote
ZagaBoom wrote:Webs have no counter and are the single most OP form of E-war in the game hands down barred none. So naturally CCP adds more of them. Technically, the counter to webs are Overdrive Injectors, Nanofibers, Afterburners and Microwarpdrives.
UI Improvement Collective
My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.
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ZagaBoom
Nocturnal Romance Cynosural Field Theory.
0
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Posted - 2016.02.08 13:03:52 -
[184] - Quote
Rivr Luzade wrote:ZagaBoom wrote:Webs have no counter and are the single most OP form of E-war in the game hands down barred none. So naturally CCP adds more of them. Technically, the counter to webs are Overdrive Injectors, Nanofibers, Afterburners and Microwarpdrives.
No they're not. Afterburners you could make an argument for if you're talking about oversized. Otherwise webs are a counter to those modules not the other way around. Two things cannot be counter to each other in perfect harmony in Eve. A warp scrambler cannot be countered by an MWD for example, if you try to say "it can burn away" no then range is the counter to the Scram. All those mods come with inherent penalties to their fitting with exception to the AB. The web does not. |

ApolloF117 HUN
Angels and Demons Inc. Mordus Angels
23
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Posted - 2016.02.08 13:09:57 -
[185] - Quote
ZagaBoom wrote:Rivr Luzade wrote:ZagaBoom wrote:Webs have no counter and are the single most OP form of E-war in the game hands down barred none. So naturally CCP adds more of them. Technically, the counter to webs are Overdrive Injectors, Nanofibers, Afterburners and Microwarpdrives. No they're not. Afterburners you could make an argument for if you're talking about oversized. Otherwise webs are a counter to those modules not the other way around. Two things cannot be counter to each other in perfect harmony in Eve. A warp scrambler cannot be countered by an MWD for example, if you try to say "it can burn away" no then range is the counter to the Scram. All those mods come with inherent penalties to their fitting with exception to the AB. The web does not. When in doubt, use ECM |

Mag's
Rabble Inc. Rabble Alliance
21259
|
Posted - 2016.02.08 13:26:01 -
[186] - Quote
Yep we definitely need to read twitter and not the official release forum, when we want detailed information. Ignore those that don't have or use Twitter. What were they thinking?
As far as the idea is concerned, I'm underwhelmed. Very underwhelmed.
Destination SkillQueue:-
It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.
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CCP Fozzie
C C P C C P Alliance
13635

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Posted - 2016.02.08 13:33:26 -
[187] - Quote
Caleb Seremshur wrote:Haven't seen it asked yet but if this module doesn't get bonuses from links or roles applied to it then does it also circumvent the penalties applied to webs in black holes?
Our current plan is to extend the black hole effect to impact these modules (as well as webbing fighters and webbing drones).
We are aware of potential issues with orbit vectors changing, and are keeping an eye on them. Our internal playtesting has indicated that the effect we're using for this web doesn't generally disrupt orbit vectors by a large margin, but we'll be very interested to see how players find the feel of using these modules and fighting against them using orbit commands once we open up testing on sisi.
Game Designer | Team Five-0
https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/
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Mystical Might
V0LTA WE FORM V0LTA
220
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Posted - 2016.02.08 13:44:45 -
[188] - Quote
@CCP Fozzie
Can you tell us about your / ccps reasoning behind wanting to convert officer webs into these?
Also please don't. But it'd be interesting to hear the reasoning, if there is any.
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Ncc 1709
Fusion Enterprises Ltd Phoenix Company Alliance
244
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Posted - 2016.02.08 13:47:25 -
[189] - Quote
any chance of increasing the optimal and reducing the overload bonus ?
officer grapples should have an increased optimal as well as falloff.
also officer webs should stay
also, can the button icon for this modual have a effectiveness displayed? so if its only applying 58% on the target, the icon shows 58% |

Moac Tor
Cyber Core Stain Confederation
419
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Posted - 2016.02.08 14:03:49 -
[190] - Quote
CCP Fozzie wrote:Caleb Seremshur wrote:Haven't seen it asked yet but if this module doesn't get bonuses from links or roles applied to it then does it also circumvent the penalties applied to webs in black holes?
Our current plan is to extend the black hole effect to impact these modules (as well as webbing fighters and webbing drones). We are aware of potential issues with orbit vectors changing, and are keeping an eye on them. Our internal playtesting has indicated that the effect we're using for this web doesn't generally disrupt orbit vectors by a large margin, but we'll be very interested to see how players find the feel of using these modules and fighting against them using orbit commands once we open up testing on sisi. if they do end up disrupting orbit vectors it would bring them up to balance as on paper they are a little underwhelming
Modulated ECM Effects
An Alternative to Skill Trading
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CCP Fozzie
C C P C C P Alliance
13636

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Posted - 2016.02.08 14:12:46 -
[191] - Quote
So we have confirmed in the code why these modules cause less of a orbit vector disruption than one might expect. It's actually a very unintuitive mechanic behind the scenes, far from ideal. The upshot is that although this isn't a big deal for the Grapplers (since they only cause very slight orbit changes), we may found have an easy solution to the general case of orbit vector changing drastically when webbed or when you turn on a prop mod. Still doing some testing and investigating.
Game Designer | Team Five-0
https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/
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Rivr Luzade
Kenshin. DARKNESS.
2277
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Posted - 2016.02.08 14:38:50 -
[192] - Quote
CCP Fozzie wrote:So we have confirmed in the code why these modules cause less of a orbit vector disruption than one might expect. It's actually a very unintuitive mechanic behind the scenes, far from ideal. The upshot is that although this isn't a big deal for the Grapplers (since they only cause very slight orbit changes), we may found have an easy solution to the general case of orbit vector changing drastically when webbed or when you turn on a prop mod. Still doing some testing and investigating. No more 180-¦ degree U-turns when I turn on/off the AB would be really appreciated. 
UI Improvement Collective
My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.
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Ele Rebellion
Dead Star Syndicate
64
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Posted - 2016.02.08 15:34:28 -
[193] - Quote
one question.
Vindicator? |

Longdrinks
Leather Club Paisti Syndicate
225
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Posted - 2016.02.08 15:40:14 -
[194] - Quote
CCP Fozzie wrote:So we have confirmed in the code why these modules cause less of a orbit vector disruption than one might expect. It's actually a very unintuitive mechanic behind the scenes, far from ideal. The upshot is that although this isn't a big deal for the Grapplers (since they only cause very slight orbit changes), we may found have an easy solution to the general case of orbit vector changing drastically when webbed or when you turn on a prop mod. Still doing some testing and investigating. Fixing that would take away the advantage a experience player gets from piloting their own ship vs a noob just pressing orbit button. Please dont take away mechanics that allow higher skilled players to shine. |

Frostys Virpio
KarmaFleet Goonswarm Federation
2568
|
Posted - 2016.02.08 15:41:23 -
[195] - Quote
Ele Rebellion wrote:one question.
Vindicator?
One answer, read the OP. |

Stitch Kaneland
Tribal Liberation Force Minmatar Republic
744
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Posted - 2016.02.08 15:45:42 -
[196] - Quote
i think it has potential, as there are a lot of people who will ramboi a Battleship in a svipul or other T3D/Frigate. I still see this as a bigger buff to missile BS, as turret BS still have to deal with tracking, and even with 85% reduction @ 1km (for t2), there is still the potential for smaller ships to sig tank them pretty easily. Or they could just hang out at 8-9km, scram kiting. But using this on a torpedo typhoon could have devastating effects on brawling cruisers and certain frigs (if you fit for max application). Which is a good thing.
On the other hand, i'm still alittle split on how a turret BS will make good use of it. Up close, having to deal with sig resolution of the turret+tracking will still make it tricky to hit smaller targets (as intended). So, missile BS were already in a decent spot, and it seems like this is a buff to them, but turret BS might still struggle slightly. Especially with low speed on BS. Even with a t2 100mn AB, most BS barely manage to get by 300-400m/s. Thats not much to range control with, especially against T3D's. Even with a 85% web.
This doesn't touch on the fact other BS might still need a physical rebalance. Things like the tempest fleet doing less dmg than T1. The fleet phoon's gun bonus is all but useless when you have the T1 pest, or the pest FI that offer better turret bonuses/utility. I'm sure there are others, but those are right off the top of my head.
Then we still have the issue with sensor strength being a tad low, when a single griffin or set of EC300's can permajam a BS. Even with ECCM. Although this could just be more related to how poor RNG is used in an EWAR.
Not to mention bombs/bombers needing rebalance.
I think the module has potential, but also don't want to see it as a band-aid to fix an ailing ship class, which has issues with more things than just fighting small ships.
Give Battlecruisers range to fullfil their Anti-Cruiser role - OP SUCCESS
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FT Cold
The Scope Gallente Federation
38
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Posted - 2016.02.08 16:05:30 -
[197] - Quote
If orbital vector recalculation is still a thing when these are implemented they're going to be insanely powerful. Otherwise, these are probably going to be limited blaster, AC and missile hulls. I'm a little mixed on this, I think I'd rather have a comprehensive rebalance of the class first.
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Soldarius
O C C U P Y Test Alliance Please Ignore
1459
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Posted - 2016.02.08 16:56:19 -
[198] - Quote
Zappity wrote:Kenneth Feld wrote:Zappity wrote:Just to be clear, this doesn't stack with normal webs?
Very cool idea. I like. Why wouldn't it stack? No different then having 2 webs on a huginn Because Fozzie wrote, "It's seperate from existing Stasis Webs, and doesn't get bonuses from any web-specific bonuses...and no benefit from gang links." That sounds like it is in a new meta group so it is very possible it won't stack.
Stacking penalties are not about meta group. They are about effect. If two or more EWAR modules grant the same effect, they are usually stacking penalized. See TP or web drones.
http://youtu.be/YVkUvmDQ3HY
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Mornak
Exotic Dancers Union SONS of BANE
82
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Posted - 2016.02.08 17:14:59 -
[199] - Quote
I like it.
In small gangs they could be quite usefull. If you bring more than one, they add up to usefull strength even deep in falloff.
Range[km]: 18.5km 21.5km 23.5km Str.[%]: 20 10 5
stacking 2: 37.2 18.6 9.3 stacking 3: 48.62 24.31 12.155 stacking 5: 56.4 28.2 14.1
(approx.readout of OP's graph, hope the math checks out)
They're also quite powerful in collaboration with MJDs/MJFG, given proper piloting skill is involved. |

ApolloF117 HUN
Angels and Demons Inc. Mordus Angels
23
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Posted - 2016.02.08 17:20:37 -
[200] - Quote
Stitch Kaneland wrote:i think it has potential, as there are a lot of people who will ramboi a Battleship in a svipul or other T3D/Frigate. I still see this as a bigger buff to missile BS, as turret BS still have to deal with tracking, and even with 85% reduction @ 1km (for t2), there is still the potential for smaller ships to sig tank them pretty easily. Or they could just hang out at 8-9km, scram kiting. But using this on a torpedo typhoon could have devastating effects on brawling cruisers and certain frigs (if you fit for max application). Which is a good thing.
On the other hand, i'm still alittle split on how a turret BS will make good use of it. Up close, having to deal with sig resolution of the turret+tracking will still make it tricky to hit smaller targets (as intended). So, missile BS were already in a decent spot, and it seems like this is a buff to them, but turret BS might still struggle slightly. Especially with low speed on BS. Even with a t2 100mn AB, most BS barely manage to get by 300-400m/s. Thats not much to range control with, especially against T3D's. Even with a 85% web.
This doesn't touch on the fact other BS might still need a physical rebalance. Things like the tempest fleet doing less dmg than T1. The fleet phoon's gun bonus is all but useless when you have the T1 pest, or the pest FI that offer better turret bonuses/utility. I'm sure there are others, but those are right off the top of my head.
Then we still have the issue with sensor strength being a tad low, when a single griffin or set of EC300's can permajam a BS. Even with ECCM. Although this could just be more related to how poor RNG is used in an EWAR.
Not to mention bombs/bombers needing rebalance.
I think the module has potential, but also don't want to see it as a band-aid to fix an ailing ship class, which has issues with more things than just fighting small ships.
please show me a typhoon fitt that is torpedo fitted , full aply and viable in solo pvp
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Rivr Luzade
Kenshin. DARKNESS.
2277
|
Posted - 2016.02.08 17:27:25 -
[201] - Quote
Longdrinks wrote:CCP Fozzie wrote:So we have confirmed in the code why these modules cause less of a orbit vector disruption than one might expect. It's actually a very unintuitive mechanic behind the scenes, far from ideal. The upshot is that although this isn't a big deal for the Grapplers (since they only cause very slight orbit changes), we may found have an easy solution to the general case of orbit vector changing drastically when webbed or when you turn on a prop mod. Still doing some testing and investigating. Fixing that would take away the advantage a experience player gets from piloting their own ship vs a noob just pressing orbit button. Please dont take away mechanics that allow higher skilled players to shine. This behavior has nothing to do with skilled piloting. It's plain ridiculous; the fix of that behavior is actually something CCP should have done long ago to actually improve the game.
UI Improvement Collective
My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.
|

Stitch Kaneland
Tribal Liberation Force Minmatar Republic
744
|
Posted - 2016.02.08 17:28:17 -
[202] - Quote
ApolloF117 HUN wrote:Stitch Kaneland wrote:i think it has potential, as there are a lot of people who will ramboi a Battleship in a svipul or other T3D/Frigate. I still see this as a bigger buff to missile BS, as turret BS still have to deal with tracking, and even with 85% reduction @ 1km (for t2), there is still the potential for smaller ships to sig tank them pretty easily. Or they could just hang out at 8-9km, scram kiting. But using this on a torpedo typhoon could have devastating effects on brawling cruisers and certain frigs (if you fit for max application). Which is a good thing.
On the other hand, i'm still alittle split on how a turret BS will make good use of it. Up close, having to deal with sig resolution of the turret+tracking will still make it tricky to hit smaller targets (as intended). So, missile BS were already in a decent spot, and it seems like this is a buff to them, but turret BS might still struggle slightly. Especially with low speed on BS. Even with a t2 100mn AB, most BS barely manage to get by 300-400m/s. Thats not much to range control with, especially against T3D's. Even with a 85% web.
This doesn't touch on the fact other BS might still need a physical rebalance. Things like the tempest fleet doing less dmg than T1. The fleet phoon's gun bonus is all but useless when you have the T1 pest, or the pest FI that offer better turret bonuses/utility. I'm sure there are others, but those are right off the top of my head.
Then we still have the issue with sensor strength being a tad low, when a single griffin or set of EC300's can permajam a BS. Even with ECCM. Although this could just be more related to how poor RNG is used in an EWAR.
Not to mention bombs/bombers needing rebalance.
I think the module has potential, but also don't want to see it as a band-aid to fix an ailing ship class, which has issues with more things than just fighting small ships. please show me a typhoon fitt that is torpedo fitted , full aply and viable in solo pvp
[Typhoon, Torp] Ballistic Control System II Ballistic Control System II 1600mm Rolled Tungsten Compact Plates Internal Force Field Array I 1600mm Rolled Tungsten Compact Plates Federation Navy Energized Adaptive Nano Membrane Adaptive Nano Plating II
Large Micro Jump Drive Faint Epsilon Warp Scrambler I X5 Prototype Engine Enervator X5 Prototype Engine Enervator Missile Guidance Computer II, Missile Precision Script
Torpedo Launcher II, Caldari Navy Mjolnir Torpedo Torpedo Launcher II, Caldari Navy Mjolnir Torpedo Torpedo Launcher II, Caldari Navy Mjolnir Torpedo Torpedo Launcher II, Caldari Navy Mjolnir Torpedo Torpedo Launcher II, Caldari Navy Mjolnir Torpedo Torpedo Launcher II, Caldari Navy Mjolnir Torpedo Heavy Gremlin Compact Energy Neutralizer
Large Trimark Armor Pump I Large Trimark Armor Pump I Large Warhead Rigor Catalyst I
Hammerhead II x5 Valkyrie II x5 Acolyte II x5
With crash booster, applies about 300 dps to the standard dual MSE svipul (before drones). Applies perfectly to pretty much any cruiser. About 95k EHP as well. Before you go on about the plates, the fit/ship is meant to get in, apply a lot of damage in a short time and moonwalk out with MJD. I've used almost an identical setup with RHML and it works fine. Just swap one of the webs in the fit with the grappler, and now i've got even better application against ships.
You can even see video's of me using the RHML phoon with dual plates. So yes, its a viable solo fit, meant for a specific role. Blap scrams and peace out.
Give Battlecruisers range to fullfil their Anti-Cruiser role - OP SUCCESS
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Rek Seven
Art Of Explosions 404 Hole Not Found
2144
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Posted - 2016.02.08 17:29:30 -
[203] - Quote
It sounds like a good module to catch smaller things but in reality, smaller ships will probably still be able to pull away from you when you are using a grappler in deep falloff.
A new module for a new mechanic would have been better. I was hoping for a Ship Tractor Beam but i guess the code is too broken.
The wishlist is pretty much complete...
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Rowells
ANZAC ALLIANCE Fidelas Constans
2909
|
Posted - 2016.02.08 18:24:45 -
[204] - Quote
Rek Seven wrote:It sounds like a good module to catch smaller things but in reality, smaller ships will probably still be able to pull away from you when you are using a grappler in deep falloff. A new module for a new mechanic would have been better. I was hoping for a Ship Tractor Beam but i guess the code is too broken. For turret boats, the farther they get away the better the application is without webs. And for any ship not using linked faction webs, it still helps. |

Frostys Virpio
KarmaFleet Goonswarm Federation
2571
|
Posted - 2016.02.08 18:43:45 -
[205] - Quote
If they ever complete the E-WAR battleship class to make the scorpion not so much of a special snowflake, the minmatar one could have bonus to this instead of regular webs. Who knows... |

Mr Grape Drink
Sugar - Water - Purple Who.
82
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Posted - 2016.02.08 19:16:26 -
[206] - Quote
nvm D: |

Gabriel Karade
Noir. Mercenary Coalition
299
|
Posted - 2016.02.08 19:20:09 -
[207] - Quote
ArmyOfMe wrote:TrouserDeagle wrote:Gabriel Karade wrote:*dusts off trusty old blasterthron*  hyperion is better in every way except sig radius Some of us are just nostalgic  This man gets it.
FU Hyperion lovers! 
War Machine: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=386293
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Krevnos
Back Door Burglars The Otherworld
56
|
Posted - 2016.02.08 19:38:13 -
[208] - Quote
While these modules have potential, failing to apply ship specific bonuses to them largely negates the relative effectiveness of web based ships. This is further exacerbated by the planned conversion of what are currently good officer modules into what will be effectively useless modules to certain ship types post-patch.
I would make two suggestions based on my personal observations:
1. Allow some bonus to these modules for web reliant ships. The current plans for exclusion make no practical sense.
2. Create new officer modules as appropriate rather than convert the current ones (frankly it's lazy to do that). This will allow players to make a choice based on their personal preference as they can in lower tiers (why remove that choice?). |

Sakido Cain
Duragon Pioneer Group Goonswarm Federation
5
|
Posted - 2016.02.08 20:33:51 -
[209] - Quote
Personally I find the lack of hull bonus application rather disappointing. Bhaalgorn's would not see any value in this, and the Vindi looses its only solid advantage (yes it is a DPS monster, but its also rather short range).
Speaking of the Vindi, with a modual like this, it will now be even harder for it to get into range, as any other ship can slow it down enough to keep out of its rather small death bubble (Fed Navy Web range) where it can finally over take it's prey. The Vindi is already hard to fit, so trying to place an extra web that isn't bonused is not worth it.
This modual basically gives even more advantage to Machs, and to a lesser degree ships like amarr, which have good range and solid tracking.
Also, while these are "small gang" intended, even small gang and "solo" (yeah right) gangs/pilots use boosters, which makes regular webs massively more effective. Having web ranges of more than 24k, at regular strength will trump a web that gets no bonuses and falloff penalties.
I actually like the idea of webs with falloff, but they have to be able to compete with what is currently in the game, or what is currently available would have to be removed. Also the grapples would need to have the same to better falloff than current webs.
The idea is sound, but they need to be a truly competitive modual vs what we have, or it will suffer the same fate as other good ideas that had bad implementation (ex: reactive armor hardener, a great modual, after the cap change and knowing not to over train the skill).
If you put this item into the game as it is stated now, it will not see true use for some time, after it gets adjusted to better suit combat and also slowly is accepted by the community after having been scoffed at for a year plus. This was seen in items, like the reactive armor hardener, which took a rather long time to be accepted as a valuable hardener, even though, it is rather strong when used right, but it had been shunned by the player base, due to poor balance of cap usage.
Personally, if this was my brainchild, I would want it to hit the market and be desirable, rather than spending a lot of time in development, only to be shunned. |

Frostys Virpio
KarmaFleet Goonswarm Federation
2575
|
Posted - 2016.02.08 20:59:36 -
[210] - Quote
Krevnos wrote:While these modules have potential, failing to apply ship specific bonuses to them largely negates the relative effectiveness of web based ships. This is further exacerbated by the planned conversion of what are currently good officer modules into what will be effectively useless modules to certain ship types post-patch.
A vindicator that reduce your speed by 127.5% in optimal probably does wonky things with the code. |
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