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giovonni Anstian
GoonWaffe Goonswarm Federation
0
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Posted - 2016.02.12 17:51:26 -
[31] - Quote
Why was over 20 pages of discussion about these changes locked and deleted? |

Suitonia
Dreddit Test Alliance Please Ignore
682
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Posted - 2016.02.12 22:35:11 -
[32] - Quote
Fourteen Maken wrote: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.
Caldari Webs/Scrams and Disruptors are coming out of the wilderness, they will have the best fitting requirements.
CN BCUs cost more because of demand, not because they inherently cost more.
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Sean Parisi
Blackrise Vanguard
722
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Posted - 2016.02.12 23:02:42 -
[33] - Quote
Adam Lyon wrote: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).
Agreed, would be nice to see some more variation. Even if that means having a module close to or on part with the T2 but with significantly more requirements for fitting. The "Cheap" go to module if you have excessive fitting.
Also in general it would just be nice to see the LP stores have their system looked at. Ie: Maybe get rid of tags all together and replace them with something else? Or make naval gear a bit more accessible. |

Fourteen Maken
Omega Industry Inc. The Ditanian Alliance
257
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Posted - 2016.02.12 23:59:33 -
[34] - Quote
Suitonia wrote:Fourteen Maken wrote: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. Caldari Webs/Scrams and Disruptors are coming out of the wilderness, they will have the best fitting requirements. CN BCUs cost more because of demand, not because they inherently cost more.
caldari navy web/scram already have the best fitting and rarely used because when people go faction they want range and web strength - not fitting.
caldari navy bcu's cost more because they cost more in the lp stores. 78,750 lp + 31.5mil isk + 243mil tags etc for RF BCU bpc, Caldari BCU bpc costs 135,000 lp + 54mil isk + 242mil tags etc. Also the market for tags will be affected. |

Fourteen Maken
Omega Industry Inc. The Ditanian Alliance
257
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Posted - 2016.02.13 00:54:15 -
[35] - Quote
each of the other empires has 2 damage mods, and each of them have their own damage mod that no other empire makes: gallente only faction with faction mag stabs, amarr only faction with heat sinks, minmattar only faction with gyrostabs. caldari only have bcu's and now minmattar bcu's will be equal and cheaper, and come from cheaper lp stores. caldari get no tracking mods either, but only gallente and minmattar are getting new faction mods?
no consideration made for balance of faction mods, lp stores, or tags. |

Zetakya
Echelon Research SpaceMonkey's Alliance
2
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Posted - 2016.02.13 12:35:39 -
[36] - Quote
Why has the Federation Navy version lost 0.005 from its damage multiplier? |

Swiftstrike1
Swiftstrike Incorporated
903
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Posted - 2016.02.14 08:40:15 -
[37] - Quote
Have you ever considered changing the damage module stats to make them more thematic?
e.g. reflect laser cap usage by buffing the damage modifier on Heat Sinks and simultaneously nerfing their ROF bonus
edit: Or having different variants within the same racial type?
i.e. one that favours damage modifier and one that favours rate of fire
Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.
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Shakrena
True Security Solutions
0
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Posted - 2016.02.14 21:15:39 -
[38] - Quote
Any reason against adjusting the CPU for BCS's inline with the other damage modules? |

ApolloF117 HUN
Angels and Demons Inc. Mordus Angels
25
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Posted - 2016.02.14 21:30:34 -
[39] - Quote
"We are also bringing Minmatar/Angel BCS out of the wilderness and buffing them up the same level as the Caldari/Guristas equivalents."
How is that that a Projectile faction like the angel cartel that we haven't got any missile spec ship have ballistic control system? Why not the Mordus Legion?
Fozzie do you even EvE Online? |

Luscius Uta
195
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Posted - 2016.02.15 08:10:56 -
[40] - Quote
I was hoping you'd give some justice to Ballistic Control Systems by making their CPU use equal with other damage modules. A lot of fits on missile boats are currently very tight on CPU.
Drifters have arrived - The End is nigh!
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Cearain
Plus 10 NV Cede Nullis
1453
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Posted - 2016.02.15 13:53:16 -
[41] - Quote
Luscius Uta wrote:I was hoping you'd give some justice to Ballistic Control Systems by making their CPU use equal with other damage modules. A lot of fits on missile boats are currently very tight on CPU.
I disagree. Balance shouldn't involve making everything the same.
Make faction war occupancy pvp instead of pve
https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Stalence
Caldari Colonial Defense Ministry Templis CALSF
63
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Posted - 2016.02.15 17:24:58 -
[42] - Quote
Fourteen Maken wrote: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.
I second all these points. They can't be overlooked to arbitrarily buff another faction's LP store.
Member of #tweetfleet @stalence //
Combat FRAPs on YouTube
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Helsinki Atruin
Assisted Suicide Services Epicenter.
2
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Posted - 2016.02.15 17:43:26 -
[43] - Quote
Stalence wrote:Fourteen Maken wrote: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. I second all these points. They can't be overlooked to arbitrarily buff another faction's LP store.
not really, all damage mods are equal now, and i have to believe that the lp prices and tag numbers will be made equal (some tags will cost more, but that is annother issue) However, have you seen republic fleet hardeners, they are terrible. |

Cearain
Plus 10 NV Cede Nullis
1453
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Posted - 2016.02.15 21:11:43 -
[44] - Quote
Fourteen Maken wrote: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.
This is a very good point. The primary stats for caldari webs scrams and disruptors are clearly inferior by ccps own reasoning. This is what CCP fozzie said when talking about meta 1 items:
"ItGÇÖs important to note that none of the named modules specialize in stronger GÇ£primaryGÇ¥ stats, as those modules would become the obvious best choice for most situations."
http://community.eveonline.com/news/dev-blogs/rebalancing-eve-one-module-at-a-time/
Yet the fed navy and minmatar disruptors, scrams and webs all have better primary stats than the caldari ones.
It seems pretty clear that not all meta 8 modules are equivalent.
Make faction war occupancy pvp instead of pve
https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Justin Cody
Hard Knocks Inc. Hard Knocks Citizens
350
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Posted - 2016.02.17 01:08:51 -
[45] - Quote
So correct me if I'm wrong but the rate of fire on nearly everything is getting a boost. And this front loads damage more - which is a further buff to rapid light/heavy systems? I mean yes it is a buff to all systems but more to dps than a buff to alpha. I like it and I think it will help more at breaking logistics given how they have been readjusted recently.
I predict this will be a relatively celebrated change. |

Justin Cody
Hard Knocks Inc. Hard Knocks Citizens
350
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Posted - 2016.02.17 01:24:22 -
[46] - Quote
Cearain wrote:Luscius Uta wrote:I was hoping you'd give some justice to Ballistic Control Systems by making their CPU use equal with other damage modules. A lot of fits on missile boats are currently very tight on CPU. I disagree. Balance shouldn't involve making everything the same.
Yeah I tend to think that balance has to happen in terms of factional flavor. So the Caldari/Khanid navies should have the best bcs's overall...and Caldari/Gallente for Magnetic Stabilizers - for lasers Ammatar and Amarr Navy but the pirate modules should be different in some way...have a pirate feel with maybe more CPU use but considerably more powerful effects.
Deadspace stuff is cutting edge technology and Officer is Bleeding Edge prototype stuff. That's why officer scrams take so much grid to produce a strength 6 effect.
Looking at the previous changes to the Focused Warp Field Disruption Script that give you a scram effect...we see the CONCORD and True Sansha variants give you the biggest effects and are comparably expensive. Why those factions? Well the CONCORD thing related well to the capital module changes and renaming. For the True Sansha faction I think its related to incursions and Sansha's technological edge over most of the empires - and his war vs the Sleepers/Drifters. So it makes sense. |

Jimy F
Aliastra Gallente Federation
1
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Posted - 2016.02.17 18:26:34 -
[47] - Quote
If you dont mind make some tweks for balistic systems controls, at faction level i propouse from 11 rof and 12 dmg to 10 rof and 13 dmg |

Zapp McDouche
Black Spot on Parchment
0
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Posted - 2016.02.17 23:18:46 -
[48] - Quote
Good changes except that bcs still use way more cpu than magnetic field stabilizers and other turret damage mods. |

Sizeof Void
Ninja Suicide Squadron
633
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Posted - 2016.02.18 01:34:43 -
[49] - Quote
I don't see any advantage to using Meta 0 over Meta 1 versions on this spreadsheet. Did I miss something here? Price, maybe?
So, if you are assuming that Meta 1 versions are going to cost more than Meta 0 versions, then you also better take a look at (a) the manufacturing cost of the Meta 0 version, (b) the reprocessing value of the new Meta 1 version, (c) the current quantity of existing Meta 1-4 versions in game (which I assume will all turn into the new Meta 1 version), and (d) the drop rate of the new Meta 1 version from NPC wrecks.
If the supply of new Meta 1 versions greatly exceeds demand, then its market price will drop to its reprocessing value, and if this price is below the manufacturing cost of the Meta 0 version, then there is no reason to ever build/use the Meta 0, except as a component to build the T2 version.
Ofc, this applies to all modules which are being tiericided, not just the damage modules. |

elitatwo
Eve Minions The-Company
1084
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Posted - 2016.02.18 03:10:36 -
[50] - Quote
This may sound of little importance but it is one of those things, the Khanid Royal Navy LP store. I know right, nobody has ever heard of that one since most mission runner overrun the SOE agents and wonder why they cannot enter Amarr space anymore.
Anyhow I close to a decade of EVE where I spent most of my highsec time in Khanid space, even lowsec for a while, I have never seen anyone use a Khanid ballistic control on any killmail.
I know they exist don't get me wrong but they are somewhat inaccessable, like most Khanid modules. Can we get someone to remedy that? Those minmatar tags are very hard to come by or they cost such a rediculus amount of isk that nobody wants to buy them.
Hail King Khanid.
Eve Minions is recruiting. Learn from about pvp, learn about ships and how to fly them correctly. Small gang and solo action in high, low and nullsec and w-space alike.
We will teach you everything you need and want to know.
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Fourteen Maken
Omega Industry Inc. The Ditanian Alliance
264
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Posted - 2016.02.20 22:41:12 -
[51] - Quote
Zapp McDouche wrote:Good changes except that bcs still use way more cpu than magnetic field stabilizers and other turret damage mods.
but the extra cpu cost of bcu's is already factored into fitting resources on missile hulls so if they reduce the fitting cost they will have to go through all ships that use them and reduce fitting resources accordingly. they'd just be digging holes to fill them in agan so there's no point |

Yazon Varda
Ceallach Consolidated Kaer Morhen Valley
1
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Posted - 2016.02.20 23:57:38 -
[52] - Quote
When this tiercide be in SISI? |

Trinkets friend
Empty Vessels
2996
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Posted - 2016.02.22 07:15:54 -
[53] - Quote
I like the Ammatar Heatsink getting a buff equal to the other faction heatsinks; tis will help with LP reards for Ammatar Navy mission runners.
~~ Localectomy Blog ~~
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Poranius Fisc
State War Academy Caldari State
26
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Posted - 2016.02.24 20:05:17 -
[54] - Quote
Arthur Aihaken wrote: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. And not only do missiles cost you more SP, their T2 Damage mods cost you 40 CPU more. |

Sobaan Tali
Caldari Quick Reaction Force
820
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Posted - 2016.02.25 07:23:54 -
[55] - Quote
Swiftstrike1 wrote:Have you ever considered changing the damage module stats to make them more thematic?
e.g. reflect laser cap usage by buffing the damage modifier on Heat Sinks and simultaneously nerfing their ROF bonus
edit: Or having different variants within the same racial type?
i.e. one that favours damage modifier and one that favours rate of fire
Wondering that too. Especially where faction mods are concerned, it would make me consider this-mod-or-that-mod situations more on which fits what I need over just getting what's cheapest at the moment. Having 2-5 carbon copy mods with different names isn't what I had in mind when CCP described how they wanted to tiericide mods in Eve.
Also, maybe it's not quite clear on what the word "tiericide" actually means since officer mods are basically doing what I thought tiericide was meant to correct? I guess the image I had in my head was that modules would be more diversity among stats and simultaneously avoid pairing mods in the same meta family together into (A=B)>(C=D)>(E=F) setups. Am I assuming the wrong thing here, because this pretty much leaves them in that position, with the only exception being the M0-5 mods? Actually, they also seemingly nerfed officer mods due to RoF being caped to 8.9% rather than the current 10.5% but the damage multipliers appear to actually be less as well.
"Tomahawks?"
"----in' A, right?"
"Trouble is, those things cost like a million and a half each."
"----, you pay me half that and I'll hump in some c4 and blow the ---- out of it my own damn self."
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Poranius Fisc
State War Academy Caldari State
26
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Posted - 2016.02.25 21:47:40 -
[56] - Quote
Cearain wrote:Luscius Uta wrote:I was hoping you'd give some justice to Ballistic Control Systems by making their CPU use equal with other damage modules. A lot of fits on missile boats are currently very tight on CPU. I disagree. Balance shouldn't involve making everything the same.
But if you look at the stats, everything else IS the same.. except CPU fitting requirement on BCS's. it's pretty noticeable. |

Sobaan Tali
Caldari Quick Reaction Force
836
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Posted - 2016.03.03 03:41:23 -
[57] - Quote
Maybe my brain is just fried, but I'm a little confused about something that's been really bothering me. The RoF buff stat and how it's being shown here.
Fozzy, can you or whom ever wrote the spreadsheet you're showing us please clarify "Cycle Time Multiplier"? With these numbers (and my mathematical skill is admittedly horrible) I'm getting conflicting results when comparing them to damage modules current stats and I have a good feeling that I'm using the wrong method of conversion.
Odd hunch has me thinking these RoF buffs are actually the same ones we have now, not nerfed RoF buffs like I've been under the impression they are. Can you possibly show the RoF bonuses in the converted form as they appear in game?
"Tomahawks?"
"----in' A, right?"
"Trouble is, those things cost like a million and a half each."
"----, you pay me half that and I'll hump in some c4 and blow the ---- out of it my own damn self."
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Justin Cody
Hard Knocks Inc. Hard Knocks Citizens
352
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Posted - 2016.03.08 21:43:47 -
[58] - Quote
Agent Known wrote: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.
Also clearly need deadspace damage mods...yeehaw Centii a-type heat sinks boiiiiss |

Lara Divinity
Black Scorpion Nomads
123
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Posted - 2016.03.09 11:22:56 -
[59] - Quote
another nerf to drone damage amps dint that just happen 2 updates ago to with the gila nerfs good goin ccp more changes for the sake of changes is kinda funny tho how a game that been around for what 12 years now still seems to be unfinnishd n we r forced to be beta testers |

Elah'n'matir
Evolved Thought Patterns
5
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Posted - 2016.03.09 11:36:37 -
[60] - Quote
To the guys out here that say why would anyone use a t1 over a t2 if the cpu difference is that small and they lose X % dps.
The same reason they have been doing that since t2 was released : cause they don't have she skills to use t2 ;-) |
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