Pages: [1] 2 3 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 3 post(s) |
|

CCP Fozzie
C C P C C P Alliance
13725

|
Posted - 2016.02.11 18:53:22 -
[1] - Quote
Hello everyone! We're planning a huge set of module tiericide in our March release and this thread will serve as the feedback location for changes to Gyrostabilizers, Heat Sinks, Magnetic Field Stabilizers, Ballistic Control Systems and Drone Damage Amplifiers.
The biggest impact of these changes will be the addition of lower-CPU damage modules. Under the old stats, there is very little reason to use anything below T2, which is better in every way. Compact Gyrostabs, Heat Sinks. Magstabs and DDAs will now be available with just 25 CPU required. T1 damage modules are also being given a significant buff to reduce the gap between them and higher-tier modules.
We are also bringing Minmatar/Angel BCS out of the wilderness and buffing them up the same level as the Caldari/Guristas equivalents.
Here's the most recent iteration of the numbers:

We're very interested in your feedback on all these changes. We'll be releasing them to Singularity next week if all goes well, so that you can try these and all the other module changes planned for the March release. Please use this thread for passing along your feedback, and we'll be reading.
Thanks!
Game Designer | Team Five-0
https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/
|
|
|

CCP Fozzie
C C P C C P Alliance
13725

|
Posted - 2016.02.11 18:53:31 -
[2] - Quote
Reserved
Game Designer | Team Five-0
https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/
|
|

Chill'4
Federal Navy Academy Gallente Federation
0
|
Posted - 2016.02.11 19:46:41 -
[3] - Quote
First |

Ripard Teg
Snuff Box Snuffed Out
1249
|
Posted - 2016.02.11 20:39:39 -
[4] - Quote
Suggestion: can the Compact versions of these mods be given a very significant CPU decrease?
I ask because I have literally never fit a meta damage module and the reason is the CPU gain is never worth the DPS hit. You always end up sacrificing CPU somewhere else instead -- Damage Control, buffer, resistance mods -- anywhere else instead, before you cut DPS even a few percent.
These changes don't look likely to change my mind in this area. But if you cut the CPU to 15 or 18, it might.
aka Jester, who apparently was once Deemed Worthy To Wield The Banhammer to good effect.
|
|

CCP Fozzie
C C P C C P Alliance
13747

|
Posted - 2016.02.11 20:44:55 -
[5] - Quote
The biggest reason nobody fits meta damage modules to save CPU right now is that meta Gyros/Heat Sinks/Magstabs actually use MORE CPU than T2 at the moment.
These compact versions are a pretty huge upgrade for combined performance and CPU savings compared to the non-faction offerings available before. We might consider dropping them further but probably not until we see how these first changes shake out on TQ as this will open up a lot of new fits.
Game Designer | Team Five-0
https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/
|
|

xPredat0rz
Grey Templars Fidelas Constans
123
|
Posted - 2016.02.11 20:48:59 -
[6] - Quote
To a point this still looks like always make meta 8 fit if you can.
Also rarely see a reason to go up to meta 11 mods as its not even a 1% increase from the meta 8. |

Ripard Teg
Snuff Box Snuffed Out
1249
|
Posted - 2016.02.11 20:49:16 -
[7] - Quote
Fair enough. I'll play around with some fits, see if I can find some where fitting these makes sense.
aka Jester, who apparently was once Deemed Worthy To Wield The Banhammer to good effect.
|

Agent Known
Scope Works Psychotic Tendencies.
53
|
Posted - 2016.02.11 21:10:28 -
[8] - Quote
I think the officer damage modules need more of a buff to even consider using over the much cheaper faction variants ...not that they're used much now to start with. |

Helsinki Atruin
Assisted Suicide Services
0
|
Posted - 2016.02.11 21:15:35 -
[9] - Quote
would it be possible to make the pirate damage mods shoot faster (therefore doing more dps), running out of ammo and/or cap faster while empire ones have larger damage bonus, but not as much rof? |

Arthur Aihaken
CODE.d
4956
|
Posted - 2016.02.11 21:17:30 -
[10] - Quote
Did BCS just get nerfed? I could swear Faction BCS provided a +1.125x damage increase. Looks like Officer BCS got hit with the nerf bat as well. http://games.chruker.dk/eve_online/item.php?type_id=13937
Can we get the old BCS icon back please?
I am currently away, traveling through time and will be returning last week.
|
|

stg slate
Caldari Provisions Caldari State
34
|
Posted - 2016.02.11 21:19:51 -
[11] - Quote
CCP Fozzie wrote:T1 damage modules are also being given a significant buff to reduce the gap between them and higher-tier modules.
Consider 1.08 and 1.09 for T1 and compact damage modifiers, rather than the current 1.07 and 1.08? Maybe even 1.07 and 1.09?
Even 1.09 to 1.1 between compact and T2 is huge. I don't think if you bring them up another full percent you'll have people lining up to use t1/meta4 mods, but it might happen occasionally.
|

Anthar Thebess
1452
|
Posted - 2016.02.11 21:22:48 -
[12] - Quote
Can we get pirate lp store versions of this modules?
Stop discrimination, help in a fight against terrorists
Show your support to The Cause!
|

Adam Lyon
Incident Command Local Is Primary
15
|
Posted - 2016.02.11 21:32:03 -
[13] - Quote
Chiming in for a fourth time to say that I definitely use M4 damage mods because of the price difference compared to T2. I go out of my way to get more CPU into my lowslots so that I can pay less for T2 mods. Make an additional version that is as good as T2 with +4 (like it is now) or +5 (because for some reason every tiericide released today has to be a nice round number of fitting). |

Chainsaw Plankton
Signal Cartel EvE-Scout Enclave
2290
|
Posted - 2016.02.11 21:53:19 -
[14] - Quote
my main thought is to buff the cosmos ones a bit. Right now it looks like if people are going to spend money they might as well buy a faction damage mod. although last I looked faction damage mods were getting expensive, so maybe cosmos would make for a decent mid price version.
looks like they went from 10.5% rate of fire to 11% rate of fire, so that might have something to do with the 1.12 instead of 1.125 damage bonus.
@ChainsawPlankto
|

Muon Farstrider
Partial Safety
8
|
Posted - 2016.02.11 22:34:29 -
[15] - Quote
While we're looking at damage mods, I have never understood why Ballistic Control Systems use so much more CPU than turret damage mods for the exact same benefit. What is the rationale for this? Missiles not named 'rapid light' are in a pretty poor place already IMO, so it's always seemed strange to me that they get shafted on their damage mod fitting too. Is this something that could be corrected while we're busy changing damage mods anyway? |

Alain Colcer
Agiolet Security and Logistics
146
|
Posted - 2016.02.11 22:49:13 -
[16] - Quote
basic magnetic field stabilizer is hands down better than the t1 version, provides same bonuses and uses much less cpu...you sure about it since the vortex and faction mag stabs have other changes besides CPU? |

Arthur Aihaken
CODE.d
4960
|
Posted - 2016.02.11 23:09:58 -
[17] - Quote
Chainsaw Plankton wrote:looks like they went from 10.5% rate of fire to 11% rate of fire, so that might have something to do with the 1.12 instead of 1.125 damage bonus. It's still a nerf - particularly where rapid launchers are concerned. And I still want the old BCS icons back.
I am currently away, traveling through time and will be returning last week.
|

Keo Makue
Sutoka
1
|
Posted - 2016.02.11 23:19:37 -
[18] - Quote
I guess the most important question is...what are you going to rename the Drone compact unit to? |

Alexis Nightwish
405
|
Posted - 2016.02.12 01:51:38 -
[19] - Quote
Finally the damage mod tiericide and the ONE thing you needed to do was give a low CPU alternative to the T2 module that didn't totally suck. And you failed.
Before tiericide: T2 if you have fitting, Faction if you don't have fitting, but have ISK. After tiericide: T2 if you have fitting, Faction if you don't have fitting, but have ISK.
You present zero new options. Go back and try it again.
CCP approaches problems in one of two ways: nudge or cludge
EVE Online's "I win!" Button
Fixing bombs, not the bombers
|

Kenneth Feld
Habitual Euthanasia Pandemic Legion
328
|
Posted - 2016.02.12 02:20:59 -
[20] - Quote
What did kaikka do to you
BCS went from meta 13 to meta trash bin
Why were the original meta levels kept, instead they are all re arranged? |
|

Kyra Lee
Ixian Machines TOG - The Older Gamers Alliance
49
|
Posted - 2016.02.12 04:36:45 -
[21] - Quote
I do not see the point of the Meta 0 items now. The Meta 1 has the same skill requirements, lower fitting, and better dps. There is no reason to ever fit a M0 except avalibility. Why can we not have a "Compact" version like you have provided and an "Ample" version(or some other name) that has the same fitting cost of M0 but slightly higher dps than the Compact? This would create the choice between more dps or more fitting room for other stuff. Obviously the dps increase would have to be less than the T2 version to keep it relevant. |

Aaril
Noble Sentiments Second Empire.
23
|
Posted - 2016.02.12 04:43:56 -
[22] - Quote
With all the other CPU nerfs, please use this opportunity to lower the BCS CPU to 30 like all other damage mods. |

Kasia en Tilavine
School of Applied Knowledge Caldari State
76
|
Posted - 2016.02.12 08:33:29 -
[23] - Quote
Fozzie. These look amazing. The childish bitching in this thread is unbelievable.
"I want a compact version that does as much as a t2!" "I want a high cpu version that will be cheaper Isk" "Oh no! My meta456 does half a percent less!"
Literally unplayable guys. |

Cyrek Ohaya
Blazing Sun Group
21
|
Posted - 2016.02.12 08:40:11 -
[24] - Quote
The Corax will be happy. TY |

Sebastien Saintfrusquin
Evuldgenzo Matari Gardening Circle-Of-Two
11
|
Posted - 2016.02.12 09:38:15 -
[25] - Quote
Any chance for a small quality of life improvement: make the three gun-based damage module types different visually ? Nothing fancy, maybe add on top an icon of a barrage/null/scorch crystal for exemple, or anything else that make them not identical. |

erittainvarma
Fistful of Finns Paisti Syndicate
33
|
Posted - 2016.02.12 11:21:05 -
[26] - Quote
Hey, why not shake things little bit and also have some modules concentrate on dps and some to volley?
Volley mods would have no RoF boost and high dps modules would have high rof with no damage boost, or even little penalty to damage. They both would give a little bit lower dps in the long run than normal damage mod because of reloading times.
Most likely use cases would be volley oriented fleet compensating their numbers with volley module and high dps module in solo / small gang where you would assume (hope) getting enemy ships down before you need to reload.
|

Qweasdy
Militaris Industries Northern Coalition.
99
|
Posted - 2016.02.12 12:06:07 -
[27] - Quote
erittainvarma wrote:Hey, why not shake things little bit and also have some modules concentrate on dps and some to volley?
Volley mods would have no RoF boost and high dps modules would have high rof with no damage boost, or even little penalty to damage. They both would give a little bit lower dps in the long run than normal damage mod because of reloading times.
Most likely use cases would be volley oriented fleet compensating their numbers with volley module and high dps module in solo / small gang where you would assume (hope) getting enemy ships down before you need to reload.
The issue is that you could use this to bypass stacking penalties, so fit 4 RoF mods and 4 alpha mods and voila, you have an 8 damage mod ship with only 4 mods worth of stacking
This is a terrible thread. As such, it's locked. - CCP Falcon
|

Suitonia
Dreddit Test Alliance Please Ignore
680
|
Posted - 2016.02.12 13:18:54 -
[28] - Quote
These all look like Solid Changes.
Any information on where the 'Compact' Drone Damage Amplifier will be dropping from? Since Non Commander Rogue Drone NPCs do not currently have loot tables, will they be added? Or just going to be dropping from other pirate factions like Serpentis/Guristas?
Edit: CCP Fozzie Answered on twitter, they'll be sprinkled through a bunch of NPCs.
https://twitter.com/CCP_Fozzie/status/698134268250300416
Contributer to Eve is Easy:
https://www.youtube.com/user/eveiseasy/videos
Solo PvP is possible with a 20 day old character! :)
https://www.youtube.com/watch?v=BvOB4KXYk-o
|

Khan Wrenth
Ore Oppression Prevention and Salvation
429
|
Posted - 2016.02.12 14:58:57 -
[29] - Quote
Qweasdy wrote:erittainvarma wrote:Hey, why not shake things little bit and also have some modules concentrate on dps and some to volley?
Volley mods would have no RoF boost and high dps modules would have high rof with no damage boost, or even little penalty to damage. They both would give a little bit lower dps in the long run than normal damage mod because of reloading times.
Most likely use cases would be volley oriented fleet compensating their numbers with volley module and high dps module in solo / small gang where you would assume (hope) getting enemy ships down before you need to reload.
The issue is that you could use this to bypass stacking penalties, so fit 4 RoF mods and 4 alpha mods and voila, you have an 8 damage mod ship with only 4 mods worth of stacking
And putting in all those damage mods gimps your fit by way of tank, speed, utility, or otherwise.
Besides, all ships are getting an EHP buff, he does have a point. More damage at this point could be a good thing. Heck, I think we should have scripted mid-slot damage modules. Like tracking computers, you can script for volley, or rate of fire, or leave unscripted for a minor boost to both. And like tracking computers/enhancers, mid-slot ones should be active, take capacitor to run, and be a bit better off than their low counterparts.
Mids in this game are much more coveted than lows anyway, so it would make for a lot of interesting choices.
Let's discuss overhauling the way we get intel in EvE.
|

Fourteen Maken
Omega Industry Inc. The Ditanian Alliance
256
|
Posted - 2016.02.12 17:04:09 -
[30] - Quote
Quote:We are also bringing Minmatar/Angel BCS out of the wilderness and buffing them up the same level as the Caldari/Guristas equivalents.
First of all why? You're not bothered about bringing Caldari webs/scrams/disruptors out of the wilderness
Second of all Caldari Navy BCU's cost more than Republic Fleet BCU's and you're giving them the same stats. wtf?
Thirdly Gallente and Minmattar lp stores now get the best modules in scrams, webs, disruptors, and damage mods after these changes. |
|
|
|
|
Pages: [1] 2 3 :: one page |
First page | Previous page | Next page | Last page |